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DD35 11 Lost Caverns

The document provides background on Iggwilv, an archmage who ruled from the Lost Caverns of Tsojcanth beneath Iggwilv's Horn mountain. Iggwilv gained great power from the caverns but lost it all after accidentally freeing the demon Graz'zt. While Iggwilv's treasures have long been rumored to remain hidden in the caverns, recent investigations indicate some of her powerful artifacts, like Daoud's Wondrous Lanthorn, did exist. The document explores the mysterious evil taint of Iggwilv's Horn mountain that seems to predate Iggwilv herself.

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Laurent Vidal
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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100% found this document useful (4 votes)
842 views94 pages

DD35 11 Lost Caverns

The document provides background on Iggwilv, an archmage who ruled from the Lost Caverns of Tsojcanth beneath Iggwilv's Horn mountain. Iggwilv gained great power from the caverns but lost it all after accidentally freeing the demon Graz'zt. While Iggwilv's treasures have long been rumored to remain hidden in the caverns, recent investigations indicate some of her powerful artifacts, like Daoud's Wondrous Lanthorn, did exist. The document explores the mysterious evil taint of Iggwilv's Horn mountain that seems to predate Iggwilv herself.

Uploaded by

Laurent Vidal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Iggwilv’s Legacy:

The Lost Caverns of Tsojcanth


by Ari Marmell and Edward Albert primarily good-aligned characters, but this is by no
art by Howard Lyon and Francis Tsai means a hard and fast requirement. Indeed, a party of
cartography by Rob Lazzaretti all neutral (or even evil) characters might benefit just
as much from exploring the halls and twisting passages
Introduction of Iggwilv’s Horn and its Lost Caverns.

To the inhabitants of the war-torn world of Oerth, the


spellcaster Iggwilv is a footnote to history, an advisor and What You Need to Play
facilitator to greater evils. They forget that Iggwilv—master This material makes use of information from vari-
of demons, mistress of Graz’zt, and mother of Iuz—is a ous supplements, including Heroes of Horror, Fiendish
mighty witch, was once greater still, and that she conquered Codex I: Hordes of the Abyss, Dungeonscape, and various
an entire region with her potent spells and demonic minions. Monster Manuals beyond the first. Essential details and
Even today, when so many have studied her writings, and simplified rules are presented here where appropriate;
all have heard of the so-called lost caverns where she hid her thus, although these supplements can add detail to the
greatest of treasures, Iggwilv keeps a secret or two regarding adventures, they are not required.
her rise to power. As written, the Caverns of Tsojcanth and Iggwilv’s
For centuries, the mountain called Iggwilv’s Horn has been Horn exist in the World of Greyhawk, but they can
little more than a landmark, the guide by which explorers easily be adapted to Eberron, the Forgotten Realms,
have sought out the nearby caverns of Tsojcanth. Its twisted or any other setting. A Dungeon Master (DM) need
and craggy peak has featured in numerous tales of mystery only find a location for the mountain in an appropriate
and horror, but always for what it represents and not for borderland region, and room in the world’s history for
what it truly is. The time has come, at last, for the truth a demon-conjuring archmage.
to be revealed. Iggwilv’s Horn is no mere landmark, but
a wellspring of evil that taints the surrounding lands. The
Lost Caverns of Tsojcanth was only one of Iggwilv’s homes,
Background
yet it was here that the conjurer learned her greatest powers, Some of the following originally introduced the 1st edi
scribed her greatest works, and congressed with demons. And tion module S4: The Lost Caverns of Tsojcanth, concluding
it is here that brave heroes must eventually come, if they are the famed S-series that included Tomb of Horrors, White
to forestall the rise of an even greater evil, for Iggwilv’s Horn Plume Mountain, and Expedition to the Barrier Peaks:
stabs not only into the heart of Oerth, but into the depths of
the Abyss. . . .

References
What is Iggwilv’s Iggwilv’s Legacy makes substantial use of characters
Legacy? from the long history of the Dungeons & Dragons
game. Although a comprehensive list of the sources
Iggwilv’s Legacy is a web-based adventure expanding that feature these characters would be prohibitively
the former lair and home of the dread archmage. The large, the following serves as a summary.
first part, “Iggwilv’s Horn,” details the history of the Fraz-Urb’luu: Book of Vile Darkness, Fiendish Codex I:
archmage’s mountain, its outer slopes and caves, and the Hordes of the Abyss, Dragon #333, S4: The Lost Caverns
lands surrounding it. The second part revisits the clas- of Tsojcanth, Monster Manual II (1st Edition)
Graz’zt: Book of Vile Darkness, Fiendish Codex I:
sic adventure “The Lost Caverns of Tsojcanth,” updated Hordes of the Abyss, S4: The Lost Caverns of Tsojcanth,
to use 3.5 Dungeons & Dragons rules. The third part, Monster Manual II (1st Edition)
“The Hollow of the Horn,” explores yet more of the Iggwilv: Dragon #336, S4: The Lost Caverns of Tsoj-
chambers within the mountain’s deadly interior. canth
“Iggwilv’s Legacy” is designed for a party of four Iuz: Complete Divine, Living Greyhawk Gazetteer
11th-level characters, but any combination of 10th- to Tharizdun: Complete Divine, Lords of Madness, WG4:
12th-level characters should suffice. The group mem- The Forgotten Temple of Tharizdun
Tsojcanth: S4: The Lost Caverns of Tsojcanth
bers should possess at least one magic weapon (if not
Zagig Yragerne: Dragon #336, S4: The Lost Caverns
more) and have a spellcaster among them. Given the of Tsojcanth
story’s focus on horror, play runs best with a party of
Nearly a century ago, the archmage Iggwilv sent her greater demons and experimenting with ever more foul
evil minions to conquer the lands around her abode. So horrors. The truth, however, is that the mountain was
successful was she that the Marches of Perrenland were a font of power long before the archmage ever made
subjugated for a decade, and great indeed was the loot her presence felt.
brought to answer her insatiable demand for treasure. No one alive today can say with certainty why mon-
Legend states that the archmage gained much of her sters have long been drawn to this mountainous region,
prowess from discovering the Lost Caverns of Tsojcanth, why those who spend too long here grow diseased in
wherein was hidden magic of unsurpassed might. It body and mind, why the air weighs heavy with the pres-
is certain that Iggwilv ruled her domain from these ence of evil. A few scholars have suggested that, eons
caverns. There she also conducted arcane experiments before recorded history, demonic creatures might have
and rituals, trying to further increase her powers. used the mountain as a prison. They refer to legends
These experiments were her downfall, for she that claim the great demon lord Graz’zt once confined
accidentally freed the demon Graz’zt, whom she had a hated foe here for millennia before finally tiring of
imprisoned and forced into servitude. A terrible battled the enemy and utterly destroying him. The presence
followed, and although the demon was forced to flee of this great demon, and his struggles to escape, might
to the Abyss, Iggwilv was so battered from the contest indeed be the source of the taint that clings to the region
that her powers and strength were forever lost. With like a ravenous leech, or this tale might just be another
her diminished might, Iggwilv’s realm was sundered. among the layers of misunderstanding and deception
Her former henchmen and slaves stole her treasure that cloak the Caverns and Horn.
and scattered to the four winds in the face of enemy
armies. The Rise of Tsojcanth
The archmage, however, used the last of her power to Years ago, but not beyond the reach of a historian’s
prepare a hiding place in the caverns for her remaining quill, an Oeridian archmage named Tsojcanth rose
wealth. Legends say that this treasure included several to power. The predecessor of more famous wizards,
tomes of great power and the fabled lamp called Daoud’s such as Mordenkainen and Otiluke, Tsojcanth was a
Wondrous Lanthorn. No one knows what else might be student of great magic and a protector of the mortal
hidden, for no one has yet discovered Iggwilv’s hoard. realm. For many lifetimes, Tsojcanth defended Oerth
None know whether Iggwilv still lives. Until recently, from incursion and assault. He battled the minions of
though, the stories of her secret cache of treasure in the the demon princes, Orcus and Graz’zt, slew a wielder
Lost Caverns of Tsojcanth were regarded as another of the horrific Hand of Vecna, and even stood against
grandfathers’ tale to amuse younglings. Tapestries, rugs, the forces of the mad god Tharizdun. Yet these battles
statues, and rare art have been recovered over the years, exhausted him, and the time soon came when even
as well as chests of precious metals, sacks of coin, and the great Tsojcanth knew he must pass on. Legend says
coffers filled with gems and jewelry. It was believed that he made his crypt deep in the caverns beneath the
that all her treasure had been looted and that no magic mountains, where he, in his final rest, might serve to
or wealth remained. However, recent investigations dampen the area’s evil energy.
have indicated that the magic lanthorn did exist and In truth, everything known of Tsojcanth—even his
that Iggwilv possessed it. Iggwilv’s lair was definitely name—is myth and misdirection. The being who called
located somewhere along the gorge of the Velverdyva himself Tsojcanth was no human wizard, however
River in the mountains between Schwartzenbruin powerful, but the half-breed child of an Abyssal prince.
and Highfolk. The realms of Iuz, Perrenland, and Ket A master of sorcery and deception, Tsojcanth learned
have sent expeditions into the Yatil Mountains seeking many secrets from the orders of good. He steered them
the location of the caverns; the few survivors have all away from his own machinations, and aided them in
failed. fighting both his own rivals and those of his demonic
sire. After Tharizdun’s defeat, Tsojcanth determined that
The Rumors of the Horn he had spent long enough masquerading as a mortal and
Most who know of the lost caverns and their sur- allowed that identity to fade as he moved on to other
roundings hold Iggwilv responsible for the evil that diversions.
has occurred here. And why should they not? The vile
archmage dwelt here for centuries, conjuring ever-

Dungeon October 2007 


The Coming of Iggwilv As the decades passed, the witch’s interaction with
Tsojcanth became a twisted game. She could command
For centuries, the region waited. Communities and
his general obedience, but not acquiescence to her every
nations sprang up around the mountain, but nobody
demand. She baited him and challenged him with
claimed it for long. The taint of the Abyss was subtle
questions, and he tested the limits of her control.
yet omnipresent. This stretch of mountainous land
One day, however, the witch’s interest in her Abyssal
became a magnet for conflict. Border skirmishes, far
slave suddenly waned, for she had unearthed a greater
out of proportion to the land’s worth, raged in its valleys.
prize. Somehow, Iggwilv had learned the true name
Monsters, from goblins to giants to dragons, made it
of the demon prince Graz’zt, and she summoned him
their home, though the land had little to offer.
forth.
And then a young, depraved witch named Iggwilv
If the archmage’s struggle for dominance over Tsoj-
found her way here.
canth had been mighty, her war of wills with Graz’zt was
Until this time, Iggwilv had dwelt in the city of Grey-
titanic. Many of Iggwilv’s minions were slain, much of
hawk, apprenticed to the mad wizard Zagig Yragerne.
her magic hoard and mystic writings destroyed. In the
She learned much at his side, including the secrets
end, however, her depth of demonological knowledge
of demon lore. Together, using their mightiest spells,
and her arcane power were sufficient to defeat even so
they bound the demon prince Fraz-Urb’luu. Hungry
mighty a being as Graz’zt. The archfiend was humbled
for greater power and determined to repeat such a
before her, a demon prince laid so low as to be slave to
feat on her own, Iggwilv questioned the imprisoned
a mere mortal.
archfiend outside the presence of her master, and she
This, then, was the height of Iggwilv’s reign, for she
learned much, including the true nature and true name
commanded a growing army of demons. She became
of Tsojcanth, Fraz-Urb’luu’s own misbegotten son.
undisputed master of the region surrounding what was now
Absconding with many of Zagig’s artifacts and
known as Iggwilv’s Horn. Neighboring lands, such as Ket
writings—including the Tome of Zyx, which would
and Perrenland, sent forces against her, and she obliterated
one day form the foundation of the dread Demonomi-
them. Iggwilv and Graz’zt became lovers, and the witch
con—Iggwilv traveled to what was thought to be the last
gave birth to a half-blooded son she dubbed Iuz.
resting place of Tsojcanth, the peak that would one day
To her slave Tsojcanth, Iggwilv assigned a less pleasant
bear her name. Accompanied by an array of humanoid
fate. Unwilling to risk dividing her attention between the
and fiendish minions, she made her way to the center
two great demons, she confined Tsojcanth to the nearby
of the inner complex, hungry for the knowledge she
caverns. There he was tasked with overseeing her lesser
believed it would contain.
minions and forgotten experiments, allowed out only when
To her dismay, she found no books of spells and no
she required him to perform a specific task.
ancient artifacts. She did, however, sense the Abyssal
Had circumstances remained thus, Iggwilv and her
energy that flowed through the mountain like an
demons might well have conquered the entire region,
unseen current, and the potential was not lost on her.
perhaps even major portions of Oerth. Eventually,
She believed that with this energy and her knowledge of
however, the witch and her demonic consort realized
his true name, she might not only summon the fiend of
that the flow of Abyssal energy from the depths of the
whom she had recently learned, but bind him as well.
mountain was increasing, and formerly healthy areas
The battle of wills was fierce indeed. Planar boundar-
had grown severely tainted. The darkness Iggwilv
ies ruptured like pustules, and the flow of the Abyss into
had released in her various summonings and experi-
the mortal realm increased from a trickle to a torrent.
mentations had grown strong, and threatened to tear
Yet in the end, Iggwilv’s will prevailed. In this, her first
a rift between Oerth and the Abyss. Already, several
summoning since emerging from the shadow of Zagig,
uncontrolled demons had slipped through, riding the
she proved successful beyond her wildest dreams.
waves of chaotic magic.
For generations, Tsojcanth was the greatest of
Iggwilv knew she must plug the leak. She hardly
Iggwilv’s slaves. He became her advisor, her enforcer,
cared for the well-being of the world around her, but
her font of lore and demonic secrets. Although he hated
the notion of an influx of demons over which she had
her with intensity surprising even among demons,
no control disturbed her. None of her magic proved
Tsojcanth had no power to escape the mystic shackles
able to seal the gap, however. Finally, after discussion
under which he labored.
with Graz’zt, Iggwilv determined that the only way to

Dungeon October 2007 


stem the Abyssal flow into Oerth was to trap a great caverns, but one in particular, her daughter Drelnza,
source of power and magic in the rift, anchored to she trusted above all others to keep her treasure safe.
the Material Plane. She would have to sacrifice one of Then, when all was complete, Iggwilv departed the
her demons, imprisoning him permanently as a plug caverns and disappeared. Historians suggest Graz’zt’s
between worlds, using his own magic and energy to minions spirited her away to the Abyss for further
block those coming from the other side. tortures (and, some scholars maintain, an eventual if
In this, the great mistress of demons was deceived. unlikely rekindling of their romance); others claim
Graz’zt, despite his carnal relations with his mistress, that she traveled Oerth and the planes, seeking a way
had never accepted his lot as a mortal’s slave. Where to recover her power. Most presumed she had simply
he could have elucidated other ways to seal the rift, died. Her minions slowly departed the caverns and
he instead fed to Iggwilv the one that might win him the Horn, and the world turned its attention to other
freedom. Graz’zt knew that only he and Tsojcanth, of evils.
all the archmage’s demons, had the power to serve as a
living barrier. He knew that Iggwilv would not sacrifice Recent History
him. And he knew that Tsojcanth would never quietly Specific knowledge of Iggwilv’s reign slowly faded
accept such a fate. into the mists of time and legend. The precise location
And indeed, when Tsojcanth saw the symbols on the of Tsojcanth’s caverns was forgotten. Iggwilv’s Horn
floor, around the growing rift to the Abyss, he real- became a mere landmark, a symbol of a horror that
ized what was to come. For the first time in decades, once was. Civilization sputtered in its effort to claim the
Tsojcanth battled his mistress. region. A gnome community appeared at the northern
Caught by surprise, Iggwilv was still able to defeat base of the mountain. The people of Ket and Perrenland
her errant slave, leaving Tsojcanth barely alive on the discovered great quantities of ore in these mountains,
floor of the chamber. The battle left the witch drained, and they established a mining camp on the western
however, bereft of her mightiest spells. Graz’zt had slopes of the Horn itself. Many humanoid tribes, some
anticipated this weakness, and he chose to strike in descended from Iggwilv’s minions, took up residence
this moment. in the surrounding hills and mountains.
Yet even the mighty Graz’zt, in his hubris, underes- But even with the Abyssal portal sealed, the leaked
timated the sheer power the archmage had achieved. energy never totally dissipated. Several fiendish entities
For hours the lovers battled, and the mountain yet dwell in the vicinity of Iggwilv’s Horn, and sporadic
shook with magic beyond the ken of most mortals. Iuz taint still infects the land. Worse still, in the past several
attempted to interfere, but instead the chaotic energy years, monstrous activity has risen once more, echoing
mauled and deformed him, warping his handsome the days of Iggwilv’s reign. Evil once more festers in
visage into the repulsive guise he must wear today. and around Iggwilv’s Horn, emerging from the depths
The last barriers between Oerth and the Abyss were of the Lost Caverns of Tsojcanth.
torn asunder, and the taint of chaos and evil swept the
region like a flood.
And still, Iggwilv emerged triumphant. She could Choosing an
not rebind Graz’zt, but she slew the prince’s physical
form, banishing him to the Abyss for a hundred years.
Adventure Hook
Although the simple notion of exploring the infamous
She raised the still-living form of Tsojcanth and bound
lost caverns, or of delving into Iggwilv’s lore, might
him permanently into the planar fabric.
be enough for many adventurers, others could require
But Iggwilv’s victory cost her dearly. The battle had
additional motivation.
exhausted all she had and all she was. Her great artifacts
Imprisoned Maiden: Travelers passing by the horn
now lacked power, burned out in the conflict. Her body
Iggwilv’s Horn, or those humans and gnomes living
and soul were broken and twisted, no longer capable of
on the horn, tell of a common dream in which they
harnessing the mighty magic she once wielded.
see a beautiful maiden laid out on a stone bier, caught
Determined not to let her minions detect her weak-
in everlasting sleep. The woman is in fact Drelnza,
ness, Iggwilv moved all her treasure into Tsojcanth’s
Iggwilv’s vampire daughter.
former caverns, placing traps and monsters to defend
Mapping the Way: A treasure hoard the party
her valued possessions. She left many guardians in the
obtained in a prior adventure includes a rough map of

Dungeon October 2007 


the region, including scribbles identifying the general Taint Thresholds
locations of Iggwilv’s Horn and the Lost Caverns of Con No Mild Moderate Severe Dead/
Tsojcanth. or Wis Taint Taint Taint Taint Insane
Arcane Temptation: An arcane-oriented patron— 1–4 0 1 2–5 6–13 14+
5–8 0 1–3 4–11 12–27 28+
preferably one for whom the characters have worked
9–12 0 1–5 6–17 18–41 42+
before—seeks access to the Demonomicon (see “The 13–16 0 1–7 8–23 24–55 56+
Hollow of the Horn”), offering the party a substantial 17–20 0 1–9 10–29 30–69 70+
reward for retrieving it. 21–24 0 1–11 12–35 36–83 84+
Lost Loved Ones: Relatives of either the gnomes of 25–28 0 1–13 14–41 42–92 93+
the Vale of Sorrows, or the miners of Steddegar’s Hole, 29–32 0 1–15 16–47 48–111 112+
have lost contact with their kin in the region. They have 33–36 0 1–17 18–53 54–125 126+
spread word that they are seeking someone, anyone,
who can reestablish contact and find out what’s going Gaining taint causes damage to the body and mind,
on in the area. with one symptom per category for both corruption
The Lanthorn: Divinations have revealed that a great and depravity.
artifact, Daoud’s Wondrous Lanthorn, remains behind Mild: Mild corruption causes physical deformities, such
in either the Lost Caverns or Iggwilv’s Horn, though as scabs over the ears (–2 on Listen checks), curled feet
it cannot be pinpointed more precisely. The player (speed reduced by 10 feet), palsy (–2 to ranged attack rolls),
characters (PCs) might seek it for themselves, or on and similar effects. Mild depravity causes aggressiveness
behalf of a patron. (–1 to AC), inability to deal with surprise (equal chance
of charging or fleeing if surprised at the start of combat),
neglectfulness (–2 on Charisma-based checks due to
Taint disregard of hygiene and cultural norms), or the like.
These articles draw on the rules for taint, first introduced Moderate: Moderate corruption causes thickened
in Unearthed Arcana and greatly expanded in Heroes of bones (+2 Strength and –4 Dexterity), chronic illness
Horror. The use of these rules substantially enhances any (–3 on Fortitude saves), seizures (–4 to initiative), and
horror-oriented D&D campaign or adventure. For those the like. Moderate depravity can cause delusions (–2 on
without access to Heroes of Horror, the rules for taint are Wisdom-based checks), jitteriness (become panicked if
presented below in greatly abbreviated form. struck while flat-footed), treacherousness (must make a
“Taint” refers to evil so vile and pervasive that it DC 20 Will save or take attack of opportunity any time
corrupts any creature it touches. Objects, locations, you can, even against allies), and similar symptoms.
and creatures bestow taint on those who come near Severe: Severe corruption causes internal rotting (–2
them. Taint can manifest physically, as corruption, or Constitution), shriveled flesh (–1 hit point per Hit Die, ret-
mentally, as depravity. In most cases, a character can roactive and in the future), deformed skull (–2 Intelligence
avoid taint through a successful save: Fortitude for and Wisdom, –3 on Will saves), and similar effects. Severe
corruption, Will for depravity. depravity causes apathy (–2 Wisdom and –2 Charisma),
When a character acquires more points of corruption hubris (you see yourself as above the gods, and divine
at one time than her current Constitution modifier, healing has no effect on you), murderousness (you must
she must attempt an additional Fortitude save (DC 15 take the opportunity to administer a coup de grace if it is
+ points of corruption acquired). Success indicates that available, even against an ally), and the like.
she is sickened for 1d4 rounds, while failure means she Dead/Insane: If a character’s corruption exceeds
is nauseated for 1d4 rounds. Similarly, gaining more this level, he dies and returns in 1d6 hours as a tainted
points of depravity at one time than her Wisdom modi- minion, an undead creature described in Heroes of
fier requires a Will save (DC 15 + points of depravity Horror. He becomes a nonplayer character (NPC) under
acquired). Success indicates she is dazed for 1d4 rounds, the control of the DM. If a character’s depravity exceeds
while failure indicates she is stunned for 1d4 rounds. this level, he goes utterly mad, gaining the tainted raver
To determine the severity of a character’s taint, use template described in Heroes of Horror, and becoming
the following table to compare her total corruption to an NPC under the control of the DM.
her current Constitution, or her total depravity to her
current Wisdom.

Dungeon October 2007 


Removing Taint Tainted Caverns,
Heal removes 1 point of corruption and depravity per Tainted Hollow
three caster levels. Remove curse reduces depravity by 1, The Abyssal rift that lies at the core of the mountain—
while remove disease reduces corruption by 1. Restoration the mystical prison of Tsojcanth—is like a swollen
reduces corruption and depravity by 1 per four caster pustule of evil, oozing taint into every crack and corner
levels, while greater restoration reduces corruption and of Iggwilv’s Horn. The Lost Caverns of Tsojcanth, more
depravity by a number of points equal to the caster distant from Tsojcanth himself, have a lesser level of
level. Note, however, that if a character’s corruption taint, but they are not free from its touch. A save to avoid
or depravity rises to a new category—from mild to acquiring a point of corruption or depravity should be
moderate, for instance—it can be reduced back to its made every 24 hours, DC 15. From the moment the PCs
previous category only if the appropriate spells are cast step within the Hollow of the Horn, the omnipresent
within 24 hours. Once that time has elapsed, these taint assaults them. The closer they get to Tsojcanth
spells cannot reduce taint below the minimum level and the heart of the mountain, the more intense the
for its current category. Wish and miracle, however, can onslaught becomes. Once inside the Hollow of the
remove enough taint to place the target at the highest Horn, the PCs must instead attempt saves once every
number of the next lower category, regardless of how hour, and the save DC to resist acquiring taint rises
much time has elapsed. to 20.

Nothing Like the Real Thing


A true classic, Lost Caverns (then, “of Tsojconth”) de-
buted at WinterCon V in 1976, later republished by
TSR in 1982 as S4: Lost Caverns of Tsojcanth—and now
in 2007 for 3rd Edition. While the adventure featured
extensive dungeon crawling through the namesake
caverns, it also offered wilderness exploration in
search of the mountain housing them, Iggwilv’s
Horn, as well as an entire booklet of monsters new
to the game; these included the demilich, multiple
demon lords, and the fomorian giants. Erol Otus’s
cover showcased yet another of these new monsters,
the behir—able to constrict prey within its coils,
breathe lightning upon them, and finally swallow
them whole!

Dungeon October 2007 


16 Winds abruptly increase by one category.
Chapter 1: 17
18
Winds abruptly decrease by one category.
A thick fog rolls in out of nowhere, lasting
Iggwilv’s Horn 19
for 1 hour.
The sky clouds up so severely, it might as
Iggwilv’s Horn is a towering mountain, both wide and well be night; this lasts for 1 hour.
tall. A player character can make a DC 15 Knowledge 20 Roll twice, ignoring any further results of 20
or any contradictory results.
(geography) check to learn the information about the
mountain contained in the following paragraph.
The weather is not the only unpredictable feature of
Iggwilv’s Horn stands roughly 11,700 feet in height,
the region. The strange creatures, Abyssal energy, and
and is over 20 miles in diameter at the base. Some parties
spreading taint conspire to cause all manner of bizarre
might attempt to scale the upper heights of the peak (see
effects. The DM should roll 1d20 every 2 hours and
page 90 of the Dungeon Master’s Guide for high altitude
consult the following table.
rules). The highest point of the peak, which leans 15
degrees to the east over sheer cliffs, hosts snow much of Iggwilv’s Horn Unusual Effects
the year. The Horn stands in unclaimed mountainous Roll Result
territory between Ket and Perrenland. The peak sits on 1–9 Nothing abnormal occurs.
the bank of the Velverdyva River, along the trade road 10 The PCs have stumbled across a tainted area.
between Schwartzenbruin and Highfolk. The area might be tainted with corruption (75%
chance) or depravity (25% chance). Characters
When the characters reach the mountain itself, they
must succeed on a DC 15 save, as appropriate,
discover that the terrain is rocky, treacherous, and dif- or gain 1 point of taint.
ficult to travel. Except for the main road running along 11 Thunder sounds in the distance; it is abnor-
the Velverdyva and the section of road descending down mally loud, and a Listen check (DC 12) detects
from Steddegar’s Hole (area D), most paths are merely screaming voices amid the thunder.
game trails, overgrown by roots and lichen. Characters 12 The PCs hear the sound of an avalanche from
must move carefully, walking their mounts through all above them on the nearest mountain or hill, and
but the widest sections of road. they even see a dust cloud, but no rocks fall.
13 A child appears in the characters’ path, beckon-
All roads and paths on Iggwilv’s Horn are considered ing them to follow and then fleeing around a
mountainous terrain, allowing for only 3/4 normal bend or behind a rise. The PCs find no trace of
overland speed. Move Silently and Tumble check her if they follow, and the child leaves no tracks.
DCs increase by 2 due to small plants, loose rock, and 14 A PC finds one of his possessions, perhaps by the
shifting earth. For the purpose of battle, all terrain on side of the trail or on the body of a fallen foe. The
the mountainsides should be considered difficult (for item was in the PC’s pack or pouch last he saw it.
more information, see Mountain Terrain, page 89 of 15 Voices whisper to one of the PCs, begging
for help and whimpering in pain and fear. No
the Dungeon Master’s Guide). source of the whispers is apparent.
For the most part, the weather in the region is uncomfort- 16 Voices whisper to one of the PCs, taunting
able but not dangerous. It is abnormally warm and humid her and recounting fears and past failures. No
for this part of the continent, averaging 85°F during the source of the whispers is apparent.
day and dropping to 75°F at night. Slow, soaking rains are 17 One of the PCs believes he sees his companions
common, leaving the air wet and sticky. The area’s taint and abruptly turn into hideous monsters. The effect
Abyssal energy has an effect on the weather, which can ends almost immediately, before the character
can complete any action he might begin.
change in unpredictable ways with surprising swiftness.
18 A flute can be faintly heard with a DC 10 Listen
The DM should roll 1d20 each hour (see Weather, page 93 check, playing a slow, melancholy tune somewhere
of the Dungeon Master’s Guide). in the distance. The PCs find no trace of a piper.
19 Gleaming eyes peer at the PCs from a nearby
Iggwilv’s Horn Weather cave or ledge, but nothing is there if the party
Roll Result investigates.
1–10 No change. 20 The characters see a figure—perhaps a trav-
11–12 Temperature spikes upward 10 degrees in eler, perhaps a wandering child, perhaps an
the span of an hour. old enemy—approaching them from far in the
13–14 Temperature spikes downward 10 degrees in distance. Although it keeps coming, the figure
the span of an hour. never arrives and slowly vanishes if the PCs
15 A storm blows in out of nowhere, lasting for approach it.
1 hour.

Dungeon October 2007 



Finally, the region is home to hazards and horrific 3 These gnomes are from Thumbvale (area E) and
creatures. The ambient taint drew some, while others are mad.
came by chance, and still others have dwelt here since 4 These patrols hail either from Perrenland (to the
north) or Ket (to the south). Each consists of 2nd-
before Iggwilv came to the mountain. For locations
level warriors, led by a 4th-level fighter. The patrols
marked with an X, the DM should immediately roll are initially indifferent, as they are suspicious of the
on the random encounter table. In addition, the DM increase in the region’s monstrous population.
rolls 1d6 every 4 hours; on a result of 1, an encounter Abbreviations: MM = Monster Manual; DMG =
occurs. Roll d% and consult the following table, though Dungeon Master’s Guide; MM3 = Monster Manual III;
common sense should overrule the dice. For instance, MP = Manual of the Planes
it’s unlikely the party encounters a gnoll band at the
top of the mountain. Set Encounter Areas
Iggwilv’s Horn Random Encounters Rubble and mud has buried the road running between
Roll Monster(s) EL Source the east face of Iggwilv’s Horn and the Velverdyva
1–2 Arrow demons1 (2) 9 MM3 34 River, forcing travelers and merchants alike to take
3–6 Avalanche 7 DMG 90 the long and dangerous road around the mountain. In
7–16 Bears, brown (2) 6 MM 269
17–18 Blue dragon (adult)1 14 MM 72
addition to the random encounters, several encounters
19–21 Bulettes (1d2) 7 or 9 MM 30 occur on the mountain itself, even before adventurers
22–23 Cauchimera1 13 See can begin their search for the inner caverns. These
Additional areas appear on the Iggwilv’s Horn Map. One square
Encounters on the map corresponds to 1 mile.
24–33 Cave trolls (1d2) 8 or 10 MM3 177
34–35 Dao1 (1d4)
36–41 Dire wolves (1d4+4)
7 to 11
8 or 9
MP 173
MM 65
A. Colllapsed Cliffside
42–45 Dwarves1, 2 (5) 9 DMG 109 A landslide has blocked the road in this area. The sheer
46–48 Eagles, giant (2) 5 MM 93 cliffs to the southwest have recently collapsed, cutting
49–58 Gnolls (12) 8 MM 130 off all passage along the main road. The cascade of
59–60 Gnomes1, 3 (2d2) 10 to 12 See area E stones cannot be negotiated. The Velverdyva River ‘s
61–65 Goblins (1d4+8) 3 or 4 MM 133 cold waters block passage on one side, and the sheer
66–73 Hell hounds (1d6+6) 9 or 10 MM 152
cliffs of Iggwilv’s Horn on the other.
74–76 Hell hound, Nessian 9 MM 152
warhound
77–80 Hippogriffs (2d4) 4 to 8 MM 152 B. The Vale of Sorrows
81–82 Hill giants (1d4+1) 9 to 12 MM 123 Once, this gnome community was a far more cheer-
83–85 Hobgoblins (1d4+8) 5 or 6 MM 153 ful, friendly place. The gnomes who dwelt here kept
86–89 Humans4 (1d4+4) 7 or 8 DMG 117
largely to themselves, but were always willing to offer
90–91 Constrictor snake, giant 5 MM 280
92–93 Stone giant, elder1 9 MM 124 their hospitality to travelers and adventurers passing
94–95 Vrock demons (1d2) 9 or 11 MM 48 through.
96–100 Wyverns (1d6) 6 to 11 MM 259 No longer. An insidious evil crept through the village
1 Only one of these creatures (or one wandering years ago, driving community members mad and turn-
group thereof) exists in the region. If the creature is ing them against their brothers and sisters. Although
slain and this result is rolled again, treat as no en- these evildoers were successfully driven from the vale,
counter. the community has never recovered.
2 These dwarves are all 4th-level fighters. They
are not hostile, though they are suspicious. If the Today, the various buildings that stand in this vale
PCs convince the dwarves that they are not evil, are abandoned and dilapidated. The surviving gnomes
the dwarves explain that they are attempting to dwell in a complex of caves inside the mountain, and
discern why the presence of monsters in the area they offer precious little aid or comfort to those passing
has increased recently. This worries them, because through.
their home is not far from here. The dwarves warn That said, if the PCs can improve the attitude of the
the PCs that the gnomes of the nearby community two unfriendly gnome sentries (fighter 6), they might
(area E) have been behaving oddly and are not to be
trusted.
gain valuable information or even a bit of assistance.
The following benefits are cumulative.

Dungeon October 2007 10


clerics for the standard cost. The PCs are automatically
received in this way if they have slain the cauchimera,
or if they pledge to hunt it down for the gnomes.
The gnomes also mention to anyone who has gained
their trust that their legends suggest an ancient
archmage once operated out of a hidden laboratory,
deep within the mountain.

C. Lair of the Cauchimera


(EL 13)
This enormous, jagged opening angles sharply inward
and downward. After roughly 30 feet (DC 15 Climb
check), it opens into a circular cavern approximately
120 feet in diameter. The cavern has a peaked ceiling,
ranging from 25 feet in height at the edges to 80 in
the center.
This is the lair of the cauchimera, a nightmarish
creature from the depths of the Lower Planes. Unless
the PCs have already encountered and destroyed the
cauchimera, they have a 50% chance of finding it within
the lair. If it is absent, the DM should roll again every
10 rounds (1 minute) of game time until it appears or
the PCs depart. If the PCs steal its treasure before they
leave, the cauchimera relentlessly seeks them out so long
as they remain anywhere in the area of the Iggwilv’s
Horn map.
The cauchimera regularly hunts the mountain’s
gnomes (areas D and E), and they greatly welcome
its defeat. Additionally, the cauchimera maintains
an uneasy alliance with the dracolisk (area 16 of the
Greater Caverns), and 10% of the time, one arrives to
aid the other. More likely, though, one will come to
investigate the other’s treasure trove if its counterpart
Indifferent: The gnomes mention the colony at is defeated.
Thumbvale (area E) and make it clear that their fellow
gnomes cannot be trusted and are no friends to the Cauchimera
inhabitants of the Vale of Sorrows. This beast could have come only from the depths of a fever dream.
Friendly: The sentries explain that an ancient relic of It has three heads, each possessed of unholy, gleaming eyes. The
Tharizdun corrupted the gnomes of Thumbvale. They head on the right is that of a sharp-horned goat, on the left, a
also warn the PCs of the cauchimera—“a creature of dragon with scales of shadow, and in the center, snorting bursts
multiple nightmares bred into one”—and tell the PCs of dark smoke, a black horse with a mane of fire that trails
on which peak to search for its lair (see Additional down the creature’s back. Its forequarters belong to the horse,
Encounters for more information). They add that the with hooves of flame, while its hindquarters are those of a goat.
cauchimera sometimes flies with another beast, the It possesses draconic wings and a matching tail.
dracolisk, although they do not know of its lair (the
dracolisk resides in area 16 of the Greater Caverns). Cauchimera CR 13
Helpful: The gnomes allow the party into their home NE Huge outsider (evil, extraplanar)
to rest and recuperate. Deep within, they host a shrine to Init +6; Senses darkvision 60 ft., scent; Listen +23, Spot
+23
Garl Glittergold. The characters can purchase one scroll Languages Abyssal, Common, Draconic, Infernal
each of lesser restoration, restoration, and heal from these

Dungeon October 2007 11


AC 32, touch 10, flat-footed 30; smoke beings who dwell there. Its first instinct is to attack
hp 217 (15 HD) anything it encounters, but it is more than intelligent
Immune negative energy enough to parlay, retreat, deceive, or even (on occasion)
Fort +18, Ref +11, Will +10
cooperate with others. It likes nothing better than to
Speed 40 ft. (8 squares), fly 90 ft. (good); Run taste the flesh of sentient creatures, the more innocent
Melee 2 hooves +25 each (2d6+12 plus 1d4 fire) and the better. Although the cauchimera has wings, it does
2 bites +23 each (2d6+6) and not require them for flight, possessing supernatural
gore +23 (1d8+6)
flight as nightmares do. It can use its wings to fly in
Space 15 ft.; Reach 10 ft.
Base Atk +15; Grp +35 areas of antimagic, but its speed drops to 50 feet and its
Atk Options Cleave, Power Attack; flaming hooves maneuverability to poor.
Special Actions astral projection, etherealness, negative Cauchimeras average 15 feet in length, stand roughly
energy breath weapon, smoke 10 feet tall at the shoulder, and weigh approximately
Abilities Str 35, Dex 15, Con 28, Int 18, Wis 12, Cha 12 19,000 pounds.
Feats Alertness, Cleave, Improved Initiative, Multiat-
tackB, Power Attack, Run, Track Tactics: The cauchimera prefers to begin combat
Skills Bluff +19, Concentration +27, Diplomacy +5, from the air, using its speed and maneuverability to
Disguise +1 (+3 acting), Hide +12, Intimidate +21, confound opponents, and then land near enough to tear
Jump +16, Knowledge (arcana) +22, Knowledge (the into its foes with all its natural weapons. Cauchimeras
planes) +22, Listen +23, Move Silently +20, Search loathe defeat; they are smart enough to retreat if the
+22, Sense Motive +19, Spot +23, Survival +19 (+21 battle turns against them, but they invariably hold
on other planes, +21 following tracks)
Astral Projection and Etherealness (Su) These abilities grudges against anyone who humiliates them.
function just like the spells of the same names (cast- Treasure: A DC 22 Search check reveals a small
er level 20th); a cauchimera can use either at will. opening on the northwest side of the cave, cleverly
Breath Weapon (Su) 20-foot cone, once every 1d4 hidden behind a boulder. Inside is the cauchimera’s
rounds, bestows 1 negative level (Reflex DC 26 ne- treasure: 2,680 gp, 250 pp, 3 moonstones each worth 50
gates, Fortitude DC 26 to remove). The save DC is gp, 2 red garnets each worth 100 gp, a large jade rock,
Constitution-based. This weapon comes from the incompletely carved into the image of a sailing ship,
cauchimera’s shadow dragon head.
Flaming Hooves (Su) A blow from a cauchimera’s hooves
worth 200 gp; a crude but accurate map that shows an
sets combustible materials alight. entrance (area G) to area 1 of the Lesser Caverns, a glove
Smoke (Su) During the excitement of battle, a cauchi- of storing, and a pearl of power (3rd) inside the glove. In
mera’s nightmare head snorts and neighs with rage. addition, they might also find here (unless the DM
This snorting fills a 15-foot cone with a hot, sulfurous places it in area K) a thin sheet of jacinth inside a moldy
smoke that chokes and blinds opponents. Anyone in leather pouch. This is actually one of the missing lenses
the cone must succeed on a DC 26 Fortitude save of Daoud’s Wondrous Lanthorn.
or take a –2 penalty on attack rolls and damage rolls
until 1d6 minutes after leaving the cone. The cone
lasts for 1 round, and the cauchimera uses it once as D. Steddegar’s Hole
a free action during its turn each round. The save DC (EL 13 and EL 8)
is Constitution-based. Roughly 2,000 feet up the west face of Iggwilv’s Horn
Because of the smoke the nightmare head gives
stands a small mining community. A miner named
off, a cauchimera has concealment against creatures
5 feet away and total concealment against creatures Steddegar, who was attracted by the rich veins of iron
10 feet or farther away. The smoke does not obscure and other utilitarian metals, founded the town a few
the cauchimera’s vision at all. decades ago. Steddegar and those like him who were
willing to ignore the legends and whispers of Iggwilv’s
Native to the depths of the Lower Planes, the cau- lingering evil, turned Steddegar’s Hole into a small but
chimera is a horrific mutation, a terrible nightmare. active community. Steddegar founded his community
The creature is as haughty and cruel as a nightmare, at so high an elevation because he found a cave already
as vicious as a chimera, and as avaricious as a shadow open and ready for working. The community includes
dragon (see Draconomicon). a central structure that serves as a tavern, a nearby
The cauchimera is a solitary beast that stakes out a general store, and a dozen or so scattered shacks. The
territory and viciously torments or slaughters weaker population consists of 25 miners and 15 others who

Dungeon October 2007 12


make their living serving the community’s needs. Other they and their friends are at risk if Devlan learns of the
than the specific NPCs described below, everyone pres- betrayal. A DC 10 Sense Motive check is sufficient for a
ent is a 2nd-level expert in his or her chosen field. The PC to realize that these miners are behaving strangely,
community’s most important members are: and a DC 20 Sense Motive check reveals that they are
• Brandis Corrich (male human expert 4), the scared of something in their midst and unwilling to
community’s lead miner. discuss it.
• Erwin Weaver (male human expert 3), the unof- Alternatively, the DM could orchestrate a straight-
ficial mayor, though he defers to Corrich on most forward fight with Devlan, his zombies, and his
issues; he handles record-keeping and the weighing of unwilling miner servants attacking the party. Because
metals. the community is spread out, and most of the miners are
• Lilas Redleaf (female half-elf expert 3), a compan- reluctant to serve their fiendish tormentor, only two or
ion for hire, making her living off the lonely miners. three miners participate in the battle at any one time,
• “Teeny” Tina Rills (female human commoner 4), though new ones might enter as the previous ones are
the owner of the community’s tavern, where most of defeated. The miners are not wicked people, but simple
the miners spend at least an hour or two an evening. folk coerced by magic or force. Good-aligned PCs might
• Devlan Redleaf; see below. elect to use nonlethal force against the men and women.
(This challenge elevates the difficulty of the encounter
As a half-elf, Lilas Redleaf is longer-lived than most of to 13; if the PCs are evil, or otherwise willing to kill the
the community’s inhabitants, and has seen many miners innocents, the EL is reduced to 12.)
come and go. It was one of her customers who, twenty- For more on the unholy scion template, see Heroes of
odd years ago, laid the foundation for the community’s Horror. The information presented here is sufficient to
current troubles. For a few extra coins, he consummated run this encounter.
his “transaction” with Lilas up on the slope of the
mountain. Lilas conceived a child that night—a child Devlan Redleaf CR 11
corrupted by the mountain’s innate taint—creating Male unholy scion (half-elf) sorcerer 9
CE Medium outsider (augmented humanoid, evil,
something called an unholy scion (described fully in native)
Heroes of Horror, page 155). Init +3; Senses darkvision 60 ft., low-light vision; Listen
Since before his birth, Devlan Redleaf has controlled +3, Spot +3
his mother’s every move. Now he has not only her, but Languages Abyssal, Common, Gnome, Infernal
also the town leaders, under his dominance. Those who AC 20, touch 17, flat-footed 17; Dodge
would resist him must deal with his sorcerous powers hp 33 (9 HD); fast healing 4; DR 5/good or magic
and undead minions. Devlan forces the miners to dig Immune mind-influencing effects, poison, sleep
for his own purpose. Devlan has recently become Resist acid 5, cold 5, electricity 5, fire 5; SR 19
connected to one of the mountain’s other unholy inhab- Fort +4, Ref +6, Will +8 (+2 against enchantments)
itants, Iggwilv’s daughter, the vampire maiden Drelnza. Speed 30 ft. (6 squares)
In his sleep, Devlan has received visions of glory and Melee mwk rapier +5 (1d6/18–20 plus unholy strike) or
riches, visions which Drelnza has employed to bend Melee 2 claws +4 each (1d4 plus unholy strike)
Devlan to her purpose. He intends to accumulate a vast Space 5 ft.; Reach 5 ft.
supply of ore, enough to craft a quantity of weapons Base Atk +4; Grp +4
and armor to equip his undead and go into the mines Atk Options unholy strike
Sorcerer Spells Known (CL 9th):
to free his mistress of her endless slumber. Depending
4th (5/day)—animate dead, dimension door
on how much a DM wants the PCs to know of Drelnza, 3rd (7/day)—fly, gaseous form, lightning bolt (DC 17)
he might reveal her as the mastermind behind Devlan, 2nd (7/day)—detect thoughts (DC 16), invisibility,
an innocent maiden who Iggwilv entraapped, or he knock, web (DC 16)
might simply not mention her at all. 1st (7/day)—alarm, feather fall, magic missile, ray of
The DM might choose to run this encounter in a enfeeblement (+7 ranged touch), Tenser’s floating disk
variety of ways. He might play it up as a mystery, with 0 (6/day)—dancing lights, detect magic, flare (DC 14),
miners acting either hostile or hopeful, depending on ghost sound, open/close, prestidigitation, resistance,
touch of fatigue (+4 melee touch, DC 14)
whether or not they have been dominated. Some might Spell-Like Abilities (CL 9th):
seek the aid of the PCs, but they must do so covertly, for 3/day—charm person (DC 15), major image (DC 17),

Dungeon October 2007 13


poison (DC 17), protection from good but broken through to another chamber. It requires 2
1/day—baleful polymorph (DC 19), desecrate, dominate points of damage (after accounting for hardness 8), or
person (DC 19), enervation (+7 ranged touch) a DC 15 Strength check, to bring down the wall.
Abilities Str 10, Dex 16, Con 13, Int 14, Wis 14, Cha 19 On the other side is a small natural hollow with no
SQ familial charm exits. However, a hellwasp swarm has made a home here
Feats Combat Casting, Dodge, Silent Spell, Still Spell and emerges from the depths of the hollow to attack
Skills Bluff +16, Concentration +13 (+17 casting de- anything in sight.
fensively), Diplomacy +8, Disguise +4 (+6 acting),
Gather Information +6, Intimidate +6, Knowledge Hellwasp Swarm CR 8
(arcana) +14, Listen +3, Search +3, Spellcraft +16, LE Diminutive magical beast (extraplanar, evil, swarm)
Spot +3 Init +10; Senses darkvision 60 ft., low-light vision; Listen
Possessions combat gear plus mwk rapier, bracers of +10, Spot +10
armor +3, metamagic rod of enlarge (lesser), spell Languages —; hive mind
component pouch AC 20, touch 20, flat-footed 14
Familial Charm (Su) Devlan’s mother is under a con- hp 93 (12 HD); DR 10/magic
stant charm person effect, generated by the scion. Immune weapon damage
The mother might be aware that her actions are Resist fire 10
inappropriate, even that her child is evil, but she Fort +10, Ref +14, Will +7
cannot shake her emotional devotion to it. Further, Speed 5 ft. (1 square), fly 40 ft. (good)
the scion can switch between its own senses and its Melee swarm (3d6 plus poison)
mother’s at will as a free action. Finally, the scion can Space 10 ft.; Reach 0 ft.
use any of its spell-like abilities with its mother as the Base Atk +12; Grp —
“source,” much as wizards can deliver touch attacks Special Actions inhabit
through their familiars. Abilities Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9
Unholy Strike (Su) The unholy scion’s natural attacks, SQ swarm traits
and any melee weapon it wields, are considered evil- Feats Ability Focus (poison), Alertness, Improved Initia-
aligned weapons for the purpose of overcoming damage tive, Iron Will, Toughness
reduction. All such attacks also deal an extra 2d6 Skills Hide +19, Listen +10, Spot +10
points of damage against good-aligned opponents. Distraction (Ex) Any living creature that begins its turn
with a hellwasp swarm in its space must succeed on
Zombies (12): hp 23, 22, 20, 20, 18, 16, 16, 15, 13, 12, a DC 18 Fortitude save or be nauseated for 1 round.
11, 9; MM 266. The save DC is Constitution-based.
Hive Mind (Ex) Any hellwasp swarm with at least 1 hit
One hundred feet up the mountain’s slope from point per Hit Die (or 12 hit points, for a standard
hellwasp swarm) forms a hive mind, giving it an
Steddegar’s Hole, the mine gapes open. The mine is a
Intelligence of 6. When a hellwasp swarm is reduced
natural hollow that human hands and strong winds have below this hit point threshold, it becomes mindless.
expanded deep into the mountainside. The constant Inhabit (Ex) A hellwasp swarm can enter the body of a
passage of wagon wheels has cut deep furrows into the helpless or dead creature by crawling into its mouth
floor, and wooden beams brace the ceiling at regular and other orifices. Inhabiting requires 1 minute,
intervals. and the victim must be Small, Medium, or Large
A successful DC 24 Knowledge (architecture and (although four swarms working together can inhabit
engineering) check, DC 15 Profession (miner) check, a Huge creature). The swarm can abandon the body
at any time, although doing this takes 1 full round.
or DC 15 Intelligence check made by a dwarf reveals Any attack against the host deals half damage to
that the original mine was enlarged by more than the hellwasp swarm as well, although the swarm’s
human hands. Barely visible on the stone are marks of resistances and immunities may negate some or all
older, smaller tools. These represent efforts made by a of this damage.
group of earth mephits long ago (for more information, A remove disease or heal spell cast on an inhab-
see area 6 of the Lesser Caverns, “The Lost Caverns of ited victim forces the hellwasp swarm to abandon its
Tsojcanth,” and area 5, “The Hollow of the Horn”). host.
Poison (Ex) Injury, Fortitude DC 18, 1d6 Dex/1d6 Dex.
The mine has a number of branching pathways, but all The save DC is Constitution-based.
terminate in small chambers where the miners worked.
In the deepest chamber of the mine, a DC 26 Search
check reveals a weak wall, where the miners have all

Dungeon October 2007 14


E. Thumbvale (Several The entire village is slightly tainted. Anyone who
encounters, EL 10 to 13) spends more than 24 hours within must make a DC
18 Will save or gain 1 point of depravity. They must
Ensconced within a small plateau, 4000 feet up moun- repeat this save every 24 hours.
tain’s southeastern face, is a tiny gnome community. It All of the gnomes here are mad, though that mad-
carries the name of Thumbvale, presumably a reference ness manifests in odd ways. The gnomes have divided
to the shape of the hollow in which it stands. themselves into five groups of 2 to 4 individuals. These
The village initially appears peaceful enough. Numer- groups have little to do with one another; they occasion-
ous buildings of a perfect scale for human children are ally share prayers and rites to Tharizdun or squabble
scattered across the fields. Crops grow beside gnome over possessions, but they never cause any real harm to
farms, smoke rises from the chimneys of various one another. Each time the party encounters a group
workshops, and if the PCs watch long enough, they of gnomes, the DM should take careful note of which
see a tiny man or woman scurry across the village. PC is the first to act. As soon as a PC takes any action,
Closer inspection, however, reveals that all is not as have that player (and no other) roll a Diplomacy check.
it seems. The gnomes behave oddly: looking around as Use the following table, in lieu of the one presented
if in response to sounds the PCs cannot hear, shouting
obscenities or meaningless sentences, arguing even
to fisticuffs over trivial matters. The crops lie unhar- Wailer of Tharizdun
Price: Minor artifact
vested, and the barnyard animals are mistreated and Body Slot: — (held)
malnourished. Caster Level: 20th
In fact, Thumbvale is relatively young, having been Aura: Overwhelming; (DC 25) conjuration and trans-
built within the past few decades. Prior to this time, mutation
these gnomes dwelt in a larger community with many of Activation: Standard (manipulation)
their cousins, located on the north face of the mountain Weight: 8 lb.
(area B). For many years, the gnomes dwelt there peace-
This abnormally large horn is crafted of iron. It is capped
fully, battling back the occasional monster or goblinoid with a darker metal that feels uncomfortably cold to the
attack and offering aid and comfort to passing travelers. touch.
Some thirty years ago, however, a group of adventurers
returned to their gnome allies bearing treasures from The horn is a minor artifact, created during an age of
a long-forgotten temple to Tharizdun. One of the trea- potent magic by casters loyal to the lord of entropy and
sures they brought with them was a strange horn with madness. It no longer serves its main purpose (see
metal handles on either side of the mouthpiece. Had Lore). When wielded by a chaotic individual, however,
it functions as a brass horn of Valhalla. When wielded
the adventurers examined the horn with more potent
by an evil individual, it functions as a horn of evil. If the
magic, they would have seen invisible runes, sacred to wielder is both chaotic and evil, it functions as a silver
the mad god, along the instrument’s length, but they horn of Valhalla, and its horn of evil effect is usable three
did not. When the adventurers departed, they left times per day, rather than once.
the horn with the gnomes as a symbol of their victory The wailer also has innate taint that cannot be
over evil. cleansed. Anyone in contact with it gains 1d2 points
Over the years, the taint inherent to the instrument of depravity every 24 hours, unless they succeed on a
filtered through the community, warping the minds DC 21 Will save.
Lore: This great horn, called the wailer of Tharizdun,
of a sizable portion of the gnomes there. These souls, was once housed in a great forgotten temple to the
maddened and driven to an instinctive worship of mad god. Its primary purpose was to activate the
Tharizdun, rose up against the lawful government. magic chambers found in the lowest level of that shrine
They slew many—including the community’s ruler, (DC 20 Knowledge (religion) or Knowledge (history)
Lord Gwaylar of Granite Hall—before superior num- check). The wailer of Tharizdun can be destroyed only
bers beat them back. The survivors were banished from by a good-aligned weapon, and only after being soaked
their homes and made their way to the southeast. Here in the blood of a slain demon for 1 hour. The individual
who delivers the shattering blow is instantly cleansed
they have constructed a new village, greatly resembling of all taint.
their old home. They constructed a church that on the Prerequisites: Minor artifact.
outside appears to revere Garl Glittergold, but is clearly Cost to Create: Minor artifact.
a shrine to Tharizdun within.

Dungeon October 2007 15


in the Player’s Handbook, to determine the behavior of gnomes’ ponies. Most are long dead, their bones litter-
that particular group of gnomes. ing the old, rotten hay.
In addition, the following buildings can be found
Gnome Reactions within Thumbvale:
Roll Result
5 or lower The gnomes immediately attack the
party with intent to kill. Workshops
6–10 The gnomes feign friendship and offer Several buildings here are workshops, such as a smithy
to assist the party’s endeavors. They or a leatherworker’s shop. A 25% chance exists that the
immediately attack if their offer is re- PCs encounter a group of gnomes here.
buffed; if the party accepts them, they
attack from behind the instant some
other hazard threatens the PCs. Town Hall
11–20 The gnomes feign friendship, offering This would have been the seat of government for the
their hospitality. They expound the community, if the gnomes were sane enough to have
virtues of their god and their faith, one. They avoid the building now, associating it with
though they lie and claim to worship
Garl Glittergold. They attempt to lure
the PCs into the church, where they Tainted Feats
hope the power of the relic will taint The following feats appear in Heroes of Horror.
them.
21 or higher The gnomes attack to subdue, hoping Debilitating Spell [Tainted]
to drag the PCs into the church and By calling upon your taint, you add a malign power to
leave them there for as long as pos- your offensive spells.
sible to be tainted. Prerequisite: Surge of Malevolence, moderate
taint.
The DM should roll again if the party ever leaves the Benefit: A spell affected by this feat adds the evil
gnomes’ sight for more than 10 minutes and then descriptor to its effect. Furthermore, if the spell deals
any physical damage to a subject, the target also
rejoins them. If multiple groups of gnomes react to the takes either 2 points of Constitution damage (if your
PCs in different ways (as is likely), the party might find corruption is higher than your depravity) or 4 points
itself in a perplexing situation. Remember, however, of Wisdom damage (if your depravity is higher than
that the gnomes do not fight each other (beyond minor your corruption). If you have an equal level of corrup-
squabbling), so a second group waits until the first has tion and depravity, choose which sort of damage you
left the PCs alone before taking its own action. wish to deal. The spell deals this ability damage to a
The gnomes here were all experts before becoming single target, even if the spell affects an area or more
than one subject (in which case, you choose the target
worshipers of Tharizdun. They are now multiclass affected by your taint).
experts/favored souls, having gained the ability to cast You can use this ability twice per day if you have
divine spells spontaneously. moderate taint and four times per day if you have
severe taint.
Medium characters must hunch over inside any gnome Special: You must declare whether you are using
buildings, taking a –1 on attack rolls, Armor Class, and this feat before casting the spell. If you use this feat
physical ability and skill checks. on a creature immune to the ability damage, that daily
The DM should roll 1d6 for every 10 minutes the PCs use of the feat is still expended.
spend in the vale while outside any of the buildings. Surge of Malevolence [Tainted]
On a roll of 1, a group of gnomes (determine randomly) You empower yourself by drawing on the taint within
spots the PCs and approaches. you.
Prerequisite: Mild corruption.
Most buildings here are private domiciles or farms. Benefit: Once per day, you can add a bonus on any
These are gnome-sized farms, and the PCs have a 25% single attack roll, saving throw, or check. You must make
the decision to add the bonus before you roll the die. The
chance of encountering a group of gnomes here. The amount that you add varies, based on your corruption.
buildings appear to have seen light use in recent years. If you have mild corruption, then the bonus is +3. If you
Attached stables used to be the dwelling places for the have moderate corruption, then the bonus is +6. If you
have severe corruption, then the bonus is +9.

Dungeon October 2007 16


memories of their former lives. Because some were still on attack rolls against goblinoids and kobolds
partly sane when they arrived here, they kept written Special Actions Surge of Malevolence
records. A DC 20 Search check reveals, among the Combat Gear 4 potions of cure moderate wounds, scroll
(with two of each spell the gnome can cast)
many rooms covered in scattered parchments, a written
Favored Soul Spells Known (CL 4th):
account of their discovery of “the essence of the great 2nd (4/day)—cure moderate wounds, inflict moderate
Tharizdun” in the horn, the insurrection, and their sub- wounds (+9 melee touch, DC 17), sound burst (DC 17)
sequent retreat to this new vale. It is, of course, written 1st (8/day)—bane (DC 16), cause fear (DC 16), doom
to cast them in a positive light, implying that they left (DC 16), protection from good
the other gnomes behind of their own volition because 0 (6/day)—cure minor wounds, detect magic, detect
the others were “unworthy.” It also recounts occasional poison, inflict minor wounds (DC 15), resistance, virtue
attacks on livestock by a “fire-spitting, multiheaded Spell-Like Abilities (CL 1st):
1/day—dancing lights, ghost sound (DC 16), prestidigi-
thing,” (the cauchimera; see Additional Encounters), and tation, speak with animals (burrowing only)
a “beautiful creature of spirit and flesh, fire and bone”
(Zousha; see area 5 of “The Hollow of the Horn”). Abilities Str 14, Dex 10, Con 16, Int 13, Wis 6, Cha 21
SQ madness, depravity 11 (moderate), corruption 11
(moderate)
The Church Feats Brew Potion or Craft Magic Arms and Armor or
Although this long structure is decorated with symbols Scribe Scroll, Debilitating SpellB, Improved Initiative,
of Garl Glittergold on the outside, the inside is clearly Surge of MalevolenceB, Weapon Focus (dagger)
devoted to Tharizdun. A four-faced idol stands in the Skills Appraise +1 (+3 Craft), Bluff +13, Concentra-
center of the building; it holds in its arms the iron- tion +15, Diplomacy +17, Disguise +5 (+7 acting),
Intimidate +7, Search +1 (+3 secret doors), Sense
banded horn, which the fugitive gnomes stole before Motive +6, Spellcraft +9; plus three additional Craft,
departing their former home. The church and the horn Knowledge, or Profession skills with 9 ranks each, as
are more strongly tainted than the rest of the village. appropriate to the gnome’s original calling.
Anyone entering must immediately make a DC 21 Will Possessions combat gear plus +1 dagger, +2 chain shirt,
save or gain 1d2 points of depravity; they must repeat 3d20 gp worth of various coins
this save every 24 hours they remain in the church or Madness (Ex) Tainted ravers are irrevocably mad. They
gain an additional point of depravity. The same is true use their Charisma modifier on Will saves and are
of anyone touching or possessing the horn. immune to confusion and insanity effects. Anyone
At any given time, the PCs have a 75% chance of who targets a tainted raver with thought detection,
encountering a group of gnomes in the church. mind control, or a telepathic ability gains 1d3 points
of depravity.
Perpetual Rage (Ex) Tainted ravers are in a constant
The Gnomes of the Vale stage of rage, similar to that of a barbarian. This is
The favored soul class appears in Complete Divine, and already accounted for in the above statistics. Unlike
the tainted raver template appears in Heroes of Horror. a barbarian in rage, tainted ravers can still cast spells
Sufficient information is provided here for those with- and utilize complex skills.
out access to these books. Taint Symptoms (Ex) Palsy (–2 on all ranged attacks),
Aggressive (–1 to AC), Impaired Judgment (–2 Wis-
Thumbvale Gnomes CR 8 dom, already factored into stats above), Weak Will
Male or female gnome tainted raver expert 5/favored (–3 on Will saves, already factored into stats above).
soul 4
CE Small humanoid F. Demon and webs (EL 11)
Init +4; Senses low-light vision; Listen –2, Spot –2 Roughly 3,000 feet up the west slope is a cavern. Noth-
Languages Common, Gnome
ing marks it as different from the mountain’s other
AC 14, touch 11, flat-footed 14 caves, but anyone who spends more than 1 round
hp 65 (9 HD); fast healing 3 looking inside feels a sudden chill.
Immune confusion, insanity The cavern is large, over 100 feet on a side, and many
Fort +8, Ref +5, Will +12 (+2 against illusions)
ledges and columns protrude from the walls. The cave
Speed 20 ft. (4 squares) is tainted, and anyone entering must succeed on a DC
Melee +1 dagger +11 (1d3+3/19–20) 22 Fortitude save or gain 1d2 points of corruption.
Base Atk +6; Grp +4 The entire area radiates a sense of palpable unease, and
Atk Options Surge of Malevolence, perpetual rage, +1
sounds do not echo as they should. Any character who

Dungeon October 2007 17


looks up should attempt a DC 15 Spot check. Success
indicates that the character sees a haze of something
roughly 20 feet up, blocking view of the ceiling. If the
party has a light source, its members might distinguish
a mass of webbing that occupies the entire upper por-
tion of the cave.
The bebilith has been bound to this cavern since
the days of Iggwilv’s dominance. It lurks on the ledges
and in the webbing above, granting it cover until it
decides to approach for melee. Although it is technically
immune to taint, the inherent corruption and energy
reminiscent of its Abyssal home have driven it partly
mad. It fights to the death, and should be considered
to have the Diehard feat.
If the PCs can battle past the demonic guardian, a
search of the webbing above reveals nearly a dozen
bodies, all in advanced stages of decay. Among the
bodies (Search DC 15) is 1,000 gp, 50 pp, a pair of bracers
studded with various semiprecious gems worth 300 gp,
an elixir of sneaking, and a robe of useful items.
In addition, they might also find here (if the DM chooses
not to place it with the cauchimera in the Additional
Encounters section) a thin sheet of jacinth inside a moldy
leather pouch. This is actually one of the missing lenses
of Daoud’s Wondrous Lanthorn.

Bebilith CR 10
CE Huge outsider (chaotic, extraplanar, evil)
Init +5; Senses darkvision 60 ft., scent; Listen +16, Spot
+16
Languages Abyssal (understands only); telepathy 100 ft.
AC 22, touch 9, flat-footed 21
hp 150 (12 HD); DR 10/good
Fort +16, Ref +9, Will +9
Speed 40 ft. (8 squares), climb 20 ft. Bebilith venom is difficult to collect because it be-
Melee bite +19 (2d6+9 plus poison) and comes inert almost as soon as it comes into contact
2 claws +14 each (2d4+4) with air.
Ranged web +11 touch (entangle) Rend Armor (Ex) If a bebilith hits with both claw attacks,
Space 15 ft.; Reach 10 ft. it pulls apart any armor worn by its foe. This attack
Base Atk +12; Grp +29 deals 4d6+18 points of damage to the opponent’s
Atk Options Cleave, Improved Grapple, Power Attack, armor. Creatures not wearing armor are unaffected
rend armor by this special attack. Armor reduced to 0 hit points
Special Actions web, plane shift is destroyed.
Web (Ex) A bebilith can throw a web up to four times per
Abilities Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13 day. This is similar to an attack with a net but has a
Feats Cleave, Improved Initiative, Improved Grapple, maximum range of 30 feet, with a range increment
Power Attack, Track of 10 feet. This attack is effective against targets of
Skills Climb +24, Diplomacy +3, Hide +16, Jump +28, up to Gargantuan size. The web anchors the target in
Listen +16, Move Silently +16, Search +15, Sense Mo- place, allowing no movement.
tive +16, Spot +16, Survival +1 An entangled creature can escape with a DC 24
Escape Artist check or burst the web with a DC 24
Plane Shift (Su) This ability affects only the bebilith. It is
Strength check. The check DCs are Constitution-
otherwise similar to the spell (caster level 12th).
based. The web has 14 hit points and hardness 0.
Poison (Ex) Injury, Fortitude DC 24, 1d6 Con/2d6 Con.

Dungeon October 2007 18


There is a 75% chance that the webbing does not Immune undead immunities
burn if any sort of fire is applied to it (check each Fort +6, Ref +8, Will +11
round).
Speed 10 ft. (2 squares), fly 70 ft. (clumsy)
Melee claw +15 (1d6+7 plus disease) or
G. The Lost Caverns bite +15 (1d8+7) or
Hidden here, almost 8,000 feet up the eastern slope, in slam +15 (1d8+7)
the shadow of Iggwilv’s Horn, is the entrance (area 1) to Space 10 ft.; Reach 5 ft.
Base Atk +9; Grp +20
the Lesser Caverns of the infamous Lost Caverns of Tsoj-
canth. A flat yet rocky outcropping (considered difficult Abilities Str 24, Dex 15, Con —, Int —, Wis 10, Cha 1
terrain) extends outward in a 20-foot radius around the SQ undead traits
caverns’ entrance. Roughly 20 feet above the cavern, Skills Listen +0, Spot +0
a deadborn vulture has made its nest in the rocks. It Feats Toughness
attacks any creature that enters the outcropping. Single Actions Only (Ex) A deadborn vulture zombie can
perform only a single move action or standard action
Deadborn Vulture CR 8 each round. It can still charge.
Monster Manual V 18 Disease (Ex) Anyone hit by a deadborn vulture zom-
NE Large magical beast bie’s claw must succeed on a DC 19 Fortitude save
Init +3; Senses darkvision 60 ft., low-light vision; Listen or contract a terrible wasting disease. Incubation
+11, Spot +15 one day, 1d4 points of Str damage. The save DC is
Languages understands Common; cannot speak Constitution-based.
AC 18, touch 12, flat-footed 15
hp 67 (9 HD); deadborn Tactics: The vulture uses airborne attacks against
Fort +8, Ref +11, Will +4 multiple PCs. Once it is killed and becomes a zombie,
it concentrates its attacks on the PC who killed it.
Speed 10 ft. (2 squares), fly 70 ft. (poor); Flyby Attack
Melee 2 claws +14 each (1d6+6 plus disease) and Treasure: A successful DC 20 Climb check allows a
bite +12 (1d8+3) PC to scale the edge of the cave and reach the above nest.
Space 10 ft.; Reach 5 ft. Amid the litter of the nest is a silver tube containing a
Base Atk +9; Grp +19 scroll of arcane spells (slow, stone to flesh, and passwall, all
Special Actions foul breath at caster level 17th), a large green emerald (value 2,000
Abilities Str 22, Dex 17, Con 14, Int 10, Wis 12, Cha 10 gp), and a lens of detection.
Feats Alertness, Flyby Attack, Lightning Reflexes,
Multiattack
Skills Intimidate +8, Listen +11, Spot +15 Additional Encounters
Deadborn (Su) When a deadborn vulture is reduced on Iggwilv’s Horn
to 0 hit points, it immediately dies and becomes a The following encounters can occur at the base, or
deadborn vulture zombie that retains the vulture’s on the slope, of Iggwilv’s Horn. The rolls for random
disease ability. This transformation does not cause a events, weather, and encounters still apply.
flying deadborn vulture to fall.
Disease (Ex) Anyone hit by a deadborn vulture’s claw must
succeed on a DC 16 Fortitude save or contract a terrible Road of Fiendish Betrayal
wasting disease. Incubation one day, 1d4 points of Str (EL Varies)
damage. The save DC is Constitution-based. Here, where the road runs close to the dark heart of
Foul Breath (Ex) 1/day, 30-foot cone, nauseated 1d6
Iggwilv’s Horn, a strange vile energy has accumulated.
rounds (Fortitude DC 16 negates). The save DC is
Constitution-based. It is not taint, but rather an emanation from the chaotic,
violent levels of the Abyss. These mystical forces have
Deadborn Vulture Zombie CR — little effect on sentient beings, but wreak great changes
NE Large undead in animals. Any normal animals traveling with the
Init +2, single actions only; Senses darkvision 60 ft.; party, such as standard mounts or pack mules, are
Listen +0, Spot +0 immediately infused with the essence of the Abyss.
Languages — They acquire the fiendish template (see page 107 of
AC 20, touch 11, flat-footed 18 the Monster Manual) and instantly turn on the PCs,
hp 120 (18 HD); DR 5/slashing fighting to the death. Animals empathically linked to

Dungeon October 2007 19


sentient beings, such as familiars or paladins’ mounts, and Brelid met their end. Our persistence paid. The right way
are unaffected. Additionally, animal companions, such was beyond and narrow, so [stain] . . . eam lies straight pas
as those of druids and rangers, are unaffected. A DM [more stains] . . . pe the span swiftly to plunge to doom where
seeking to slow the PCs or provide more adversity on the wat [smudges and stains obliterate several lines] . . .
their ascent might consider employing this encounter They were right. It is more dismal here than above. Only the
early to eliminate the PCs’ mounts. two of us su [blotch] . . . We pray that the lucky [smudge] is
true, for we are now going to attempt entry fo [large rusty
Old Hut (EL 0 or 8) smears have wiped out the next words] . . . of no help. I
This old hut, now overgrown and beginning to fall managed to escape. Why did we [here the remaining few
apart due to neglect, was once the home of a strange words are smeared and unreadable except for the last
hermit who dwelt in the region. The taint seeping into word] . . . beautiful.”
the region finally drove the hermit mad. The hut is still
solid enough to provide shelter against the elements, if Gnolls (12): hp 18, 17, 15, 15, 13, 12, 11, 11, 11, 10, 9,
the party chooses to sleep here. However, the party has 9; MM 130.
a 25% chance of encountering a patrol of gnolls that has
already claimed the hut for the same purpose.
A search of the hut (DC 22) reveals a scrap of paper, Ari Marmell has been shirking homework in favor of play-
worn and beginning to rot, beneath a straw mattress. ing D&D since he was nine years old. Thankfully, he now
This paper appears to be the surviving page of a journal works in the industry, since shirking work for gaming tends
once kept by an adventurer who dared to brave the Lost to wreak havoc with the bills. He has written for quite a few
Caverns. Much of the text is damaged, either by water of the industry’s major companies, including White Wolf and,
or bloodstains. of course, Wizards of the Coast. “Iggwilv’s Legacy” is his first
“The small cave was the secret, for in back, hidden by opportunity to revisit one of the old classics (a few references
[blurred] . . . and we descended. There was no certain path, so he squeezed into Frostfell Rift notwithstanding), but he hopes
we [smudge] . . . and this is told of above, for it is where Yaim it won’t be his last.

Based on the original Dungeons & Dragons® game by E. Gary Gygax express written permission of Wizards of the Coast, Inc. This product
and Dave Arneson and on the new edition of the Dungeons & Dragons is a work of fiction. Any similarity to actual people, organizations,
game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard places, or events is purely coincidental. This Wizards of the Coast game
Baker, and Peter Adkison. product contains no Open Game Content. No portion of this work may
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the United States of America. Any reproduction of or unauthorized use the U.S.A.
of the material or artwork contained herein is prohibited without the Visit our website at www.dndinsider.com

Dungeon October 2007 20


Floors are slick, and characters running or charging
Chapter 2: The Lost must make a DC 15 Reflex save or fall prone in the

Caverns of Tsojcanth
square where their movement began. Small rivulets
and pools of water have formed every 100 feet or so. The
pools support small, pale life forms—crayfish and fish,
The track into this area (from area D of Iggwilv’s Horn) as well as crickets, beetles, and other insects. Characters
leads to a cavern with an entrance that appears like a who listen closely hear small sounds, mostly those
fanged maw. The top is jagged, and cones of stone rise associated with the insects and other small organisms
below. The cavern is 40 feet wide, 70 feet long, and over that inhabit the caverns.
20 feet high. Soot blackens the walls and ceiling, and A river flows through the caverns, though it appears
bits of broken furniture and discarded gear lie scattered motionless. The river can be used to negotiate the
about. At the back is a smaller cave that is 20 feet wide, caverns, but entry or exit by the river is impossible.
30 feet long, and 15 feet high. At the northernmost end The entry point of the river is a narrow rivulet, about 6
of the cave is a 10-foot-wide passage slanting steeply inches wide, that wends its way through the mountain,
downward. Roughly hewn steps, carved into the floor, feeding the river with a small but steady stream of rain
allow for easier passage. The tunnel leads down into the and glacial water. The river flows deeper into the moun-
heart of the mountain. It is about 130 feet long and has tain, but its course takes the water through miniscule
about sixty broad stairs, each with a drop of 1 foot. At the cracks that allows only a trickle and no visible flow.
end of the passage is the entrance to the lost caverns.
Wandering Monsters
The Caves The Lost Caverns of Tsojcanth contain no true random
All of the passageways and chambers in both the Lesser encounters. A DM can conduct periodic checks, as
Caverns (first level) and Greater Caverns (second level) if the possibility of random encounters existed. Bats,
are natural, with few signs of mining. The floor is large- and regular-sized rats, nightcrawlers, slugs, and
mostly smooth and worn, although rugged places with grubs are constantly present in the cavern, suggesting
fallen stone or stalagmites still exist. Ceiling height the presence of larger, predatory creatures.
varies according to the following table:
Width Height The Lesser Caverns
0– 0 feet 10–15 feet
11–20 feet 16–30 feet
30+ feet Domed ceiling with apex equal to 2/3 width 1. Entry Cavern
Beyond the long flight of steps, the mouth of the passageway
The rock formations in these caverns are colorful. opens into a large natural chamber. To the left, a small fissure
Stalactites descend from the ceilings. Drab grays and cuts through the rock, maybe 5 feet wide. Carved into the walls
gray-browns dominate the walls and floor at the entry- of the large chamber are weird faces sculpted in bas-relief.
way, but farther along the stone is red, yellow, green, and Seven such visages are hewn into the rock. Six faces are beside
blue. Some areas have sparkling mica, quartz, or low- tunnels leading off into the unknown, and the seventh face is
value onyx deposits, or else contain minerals that reflect beside the entrance to the cavern.
a prism of color under the torch or lantern light.
Within the caves are frequent shelves and ledges, and Tactical Encounter: L1: Entry Cavern (page 29).
along these grow strange lichens and fungi. A few of
these organisms give off a faint, pale gray luminescence. 2. Streaked Cave (EL 8)
This glow is insufficient for sight except for characters
The passage is narrow, barely 5 feet across at its widest point.
who have low-light vision, who can spot movement
Beyond the confines of the corridor is a small cave. Its walls and
within 10 feet of the radiance. Some areas also contain
floor are covered with streaks and blotches. There is no exit.
sand and compost, allowing for the growth of huge
fungi of all types, some bearing a resemblance to shriek- This cave is the lair of twenty stirges. These monsters
ers and violet fungi. These areas of growth occur where lurk in the nooks and crannies of the cave and take
plentiful water leaks in from the walls and ceiling. flight once a PC reaches the center of the room.

Dungeon October 2007 21


22
20 Stirges CR 1/2
N Tiny magical beast
Init +4; Senses darkvision 60 ft., low-light vision; Listen +4, Spot +4
Languages —
AC 16, touch 16, flat-footed 12
hp 5 (1 HD)
Fort +2, Ref +6, Will +1
Speed 10 ft. (2 squares), fly 40 ft. (average)
Melee touch +7 (attach)
Space 2-1/2 ft.; Reach 0 ft.
Base Atk +1; Grp –11 (+1 when attached)
Atk Options blood drain
Abilities Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Feats Alertness, Weapon FinesseB
Skills Hide +14, Listen +4, Spot +4
Attach (Ex) If a stirge hits with a touch attack, it uses
its pincers to latch onto the opponent’s body. An
attached stirge is effectively grappling its prey. The
stirge loses its Dexterity bonus to AC and has an AC
of 12, but holds on with great tenacity. Stirges have a
+12 racial bonus on grapple checks.
An attached stirge can be struck with a weapon or
grappled itself. To remove an attached stirge through grap-
pling, the opponent must achieve a pin against the stirge.
Blood Drain (Ex) A stirge drains blood, dealing 1d4
points of Constitution damage in any round when
it begins its turn attached to a victim. Once it has
dealt 4 points of Constitution damage, it detaches
and flies off to digest the meal. If its victim dies be-
fore the stirge’s appetite has been sated, the stirge
detaches and seeks a new target.

3. Slate Chambers (EL 10)


This cave is in an area of slate and shale. The flat gray and
blue-gray stones absorb the light. Several weapons lie scattered minotaur skeleton lies at the south end of the cave. Beside the
around the place: a spear, a battleaxe, a bastard sword, a short skeleton are two leather sacks.
sword, and a pair of daggers.
Tactical Encounter: L3: Slate Chambers (page 30). Tactical Encounter: L5: Littered Cave (page 32).

4. Guano-Covered Cave (EL 10) 6. Grotto (EL 7)


This large, high-domed cave is covered with bat guano. The desic- The walls of this place are carved and chiseled into a running
cated, half-eaten forms of dozens of bats litter the floor. Dark onyx series of forms and figures that extend from the floor to the
waters rise up to a bank at the north end of the chamber. arched ceiling. The forms are unrecognizable except for the
shapes of fungi, blindfish, and various insects common to
Tactical Encounter: L4: Guano-Covered Cave the underground world. The work is bas-relief of a caliber
(page 31). superior to that of the stone faces. Stone chips litter the floor.
A narrow shaft, 5 feet wide, runs northwest from the grotto’s
5. LITTERED CAVE (EL 8) north end.
This small cave has bones scattered throughout. A low mound
of dung sits in the middle, and what appears to be a crushed If the PCs linger in the grotto for 3 or more rounds, they
hear the scrape of rock from the shaft to the northwest.

Dungeon October 2007 23


If they shine light down the small tunnel, they alert have an aptitude for stonework matched only by their
and arouse four pechs. Upon the pechs arrival, read desire to pursue their chosen craft. Although insular,
the following description of them. pechs are rarely as territorial as other denizens of their
subterrannean homes. As such, pechs are as likely to ally
These curious humanoids are about the size and build of with dwarves as they are with duergar or drow. Pechs
a gnome, but with dusky grey skin and pale eyes. Their have enmity toward only two races, the thoqqua and
eyes are without pupils and reflect light like those of illithid, whom they enjoy turning to stone. Rumors tell
an owl. They are hairless and unadorned, but for ratty, of pech shrines where petrified illithid stand forever
dust-covered tunics and a mane of thick hair the color on display.
of wet brick. Its gangly arms seem weak at first glance,
but they end in broad, powerful hands that clutch a Development
massive pick with ease. The pechs come to investigate the light, acting politely
if the party takes no aggressive action. Consider their
4 Pechs CR 3
hp 18 each (4 HD) attitude indifferent. They ask that the PCs extinguish
N Small fey (earth) the “bright light,” regardless of the light’s intensity. If
Init +1; Senses darkvision 60 ft.; Listen +8, Spot +8 the PCs refuse, the pechs’ attitude shifts to unfriendly
Languages Pech, Undercommon and the pechs ask them to leave. If the PCs refuse, the
AC 17, touch 12, flat-footed 15; Dodge pechs’ attitude shifts to hostile and they attack. For
Immune petrification every 2 gems worth a total of 250 gp or 1 piece of jewelry
SR 15 worth 200 gp, their attitude shifts upward a step. (See
Fort +2, Ref +5, Will +5 page 72 of the Player’s Handbook for more information).
Speed 20 ft. (4 squares) If the pechs reach an attitude of friendly, they inform
Melee heavy pick +7 melee (1d4+6) the PCs about the clay golem in area 3. At an attitude
Space 5 ft.; Reach 5 ft. of helpful, the pechs even offer their aid. The pechs
Base Atk +2; Grp +2 have no treasure.
Atk Options Power Attack; flesh to stone These pechs are related to the group in the area 5 of the
Spell-Like Abilities (CL 11th): “Hollow of the Horn.” Zousha, a fearsome undead, has
3/day— stone shape, stone tell recruited both groups to search for the Demonomicon. These
1/day—flesh to stone (requires 8 pechs) (DC 17),
stone to flesh (requires 8 pechs), wall of stone (re- pechs might ask if the PCs have met their brethren who dwell
quires 4 pechs) in the Hollow of the Horn. They inquire as to the progress of
the other pechs, though they do not readily admit to searching
Abilities Str 19, Dex 13, Con 13, Int 12, Wis 13, Cha 12 for the Demonomicon.
SQ earth mastery, light blindness
Feats Dodge, Power Attack
Skills Climb +11, Craft (stonemasonry) +12, Hide +8, Tactics
Listen +8, Move Silently +8, Profession (miner) +12, Pechs are as straightforward about combat as they are
Spot +8 about their work. When gathered in groups larger
Earth Mastery (Ex) A pech gains a +1 to attack rolls and than pairs, they surround outnumbered opponents
damage rolls if both it and its opponent touch the so as to gain flanking advantage, prevent escape, and
ground. If an opponent is airborne or waterborne, demoralize. Should their enemy prove clearly superior,
the pech suffers a –4 penalty to attack rolls and most pechs fall into an organized retreat, sealing their
damage rolls. escape with a well-placed wall of stone.
Light Blindess (Ex) Abrupt exposure to bright light,
such as sunlight or a daylight spell, blinds a pech
for 1 round. In addition, it suffers a –1 circumstance 7. Fungi Cavern (EL 6)
penalty to all attack rolls, saves and checks while From floor to walls, this cavern is filled with all sorts of small
operating in bright light. and medium-sized fungi. Several large, white forms can be
Skills Pech receive a +4 racial bonus on all Craft (stone- seen among the fungi. It appears that several passageways
masonry) and Profession (miner) checks.
lead from this cavern.
Often believed to be natives of the Elemental Plane of
Tactical Encounter: L7–8: Fungi Cavern (page
Earth, pechs are actually fey. These strange humanoids
33).

Dungeon October 2007 24


8. STINKING CAVE (EL 7) Space 10 ft.; Reach 0 ft.
Base Atk +6; Grp —
Rotting leaves, fragments of bones, pieces of chitinous material, Atk Options distraction
dung, and the foul remains of vermin fill this cave. The smell
Abilities Str —, Dex 18, Con —, Int 2, Wis 11, Cha 18
of the mess is revolting. Several skeletons and skulls indicate
SQ incorporeal traits, swarm traits, undead traits
that humans and elves have met their ends here. At least three Feats Alertness, Toughness (4)
larger heaps of rotting vegetation and sticks, possibly nests, sit Skills Listen +9, Spot +10
among the refuse.
Distraction (Ex) Any living creature vulnerable to an
ephemeral swarm’s damage that begins its turn
Tactical Encounter: L7–8: Fungi Cavern (page with a swarm in its square must make a DC 20 For-
33). titude save or be nauseated for 1 round. Even if the
save is successful, spellcasting or concentrating on
9. SECOND FUNGI CAVERN (EL 10) spells requires a Concentration check (DC 20 + spell
level). Skills that require concentration or patience
This cavern is full of fungi, much like the chamber to the
require a DC 20 Concentration check. The save DC is
south. An alcove at the north of the cavern is noticeably clear Constitution-based.
of fungi. A mummified body appears to be wedged in the back
of the alcove. 11. LONG GALLERY (EL 11)
Tactical Encounter: L9: Second Fungi Cavern The cavern widens into a long gallery with a height of well
(page 34. over 40 feet. Long stalactites extend like daggers from the ceil-
ing, sending small droplets of water falling onto stalagmites
10. FUNGI-FILLED CORRIDOR below. Molds, mushrooms, and lichens grow around the base
of the stalagmites, filling the corridor with an earthy smell.
(EL varies) The tall walls on either side of the cavern host cracks and the
Several small fungi cover the sandy floor and walls of this occasional large alcove.
passageway. The odd colored growths match the varicolored
minerals of the walls. Bat guano covers some areas of the floor, Tactical Encounter: L11: Long Gallery (page 35).
but it’s clearly old.
12. LARGE CAVE (EL 8)
Thousands of bats used to roost on the ceiling of the
This cave smells like a place where dirty monsters would live.
passageway. A massive spell killed them abruptly,
The cave is irregularly shaped and has no apparent entrance
and they have since become ephemeral swarms. The
other than the passage to the south. Bones and skulls lie
swarms are located in the southeastern corner of the
strewn around. A flat rock, which appears to have been used
passage where the tunnel bends north. When the PCs
as a table, still has the remains of a creature upon it, as if it
move through this area, have each make a DC 15 Move
were being carved for dinner. A great knife is stuck into the
Silently check. For each PC who fails, an ephemeral
carcass. At the far end of the cave is a place where fires could
swarm attacks the party.
be lit and cooking done. Piles of old hides and skins litter the
Ephemeral Swarm CR 5 chamber floor.
Monster Manual III 50
CE Tiny undead (incorporeal, swarm) Tactical Encounter: L12: Large Cave (page 36).
Init +4; Senses darkvision 60 ft.; Listen +9, Spot +10
Languages — 13. Ledge on the Lake
AC 20, touch 20, flat-footed 16 A wooden boat, 15 feet long and about 5 feet wide, rests here
Miss Chance 50% (incorporeal) on a shelf of stone. The craft has three oars inside. The boat
hp 90 (12 HD) appears unusual because it tapers to a point at either end.
Immune incorporeal immunities, swarm immunities,
undead immunities The side of the boat looks once to have had embossed letters
Resist half damage from piercing and slashing running across it, but the cavern’s dampness seems to have
Fort +4, Ref +8, Will +8 faded them beyond recognition. The lake fills the cavern like
a sheet of black glass, reflecting the darkness above. The river,
Speed fly 30 ft. (good) (6 squares)
Melee swarm (1d6 Str) if it can be called that, carries the water slowly south through
a 20-foot opening.

Dungeon October 2007 25


14. Underground Lake (EL 8)
The water here is 40 feet deep.
The river flows into this high-vaulted cavern at a sluggish pace.
The magnitude of the cavern has created a miniature, ebon-hued
Magic Boat lake, disturbed only by the occasional drop of water from above.
This craft can be rowed normally, with the third oar The sound of water droplets and the wide ripples form a delicate
used to scull and steer, if desired. Movement upstream is symphony of sight and sound in the cavern’s gloom.
at 5 feet per round; the downstream speed is 5 feet drift-
ing or 15 feet rowing. A DC 12 Search check reveals a Tactical Encounter: L14: Underground Lake (page 37).
small mast and rune-embroidered sail under the planks
of the deck. If the mast is raised and the sails spread, 15. Cul-de-sac (EL 8)
the boat still moves normally until the command word This area appears to be a cul-de-sac or small cave where a
“Go,” is spoken in Common. The boat then moves at 30 creature dwells. A litter of twigs and odd bits of cloth lies at
feet per round, with or against the current. Speaking the back of the place.
the word “Stop” in Common causes the boat to stand
motionless in even the swiftest of current. The boat is 3 Advanced Cockatrices CR 5
made from wood, exceptionally seasoned and crafted hp 91 each (14 HD)
so as to be as hard as bronze. If detect magic is cast upon N Medium magical beast
the boat, it reveals that the boat is affected by the school Init + Senses darkvision 60 ft., low-light vision, Listen
of alteration. With the proper command word, the boat +11, Spot +12
Languages —
shrinks to 10% of its size. (For details, see area 19 of the
Greater Caverns.) AC 12, touch 12, flat-footed 10; Dodge
Immune petrification from other cockatrices
Fort +10, Ref +11, Will +4
Speed 30 ft. (6 squares), fly 60 ft. (poor)

Dungeon October 2007 26


Melee bite +17/+12/+7 (1d8 plus petrification) and seek the glowing prize no more
Space 5 ft.; Reach 5 ft.
Base Atk +14; Grp +14 You have won old Iggwilv’s prize
her hoarded cache of magic
Abilities Str 10, Dex 15, Con 13, Int 2, Wis 13, Cha 9
and freed the one with yearning eyes
Feats Ability Focus (petrification), Alertness, Dodge,
Improved Natural Attack, Weapon Finesse, Weapon whose lot was hunger tragic
Focus (bite)
Skills Listen +11, Spot +12 The DM should read the verses slowly, with pauses
between each quatrain, then tell the party that the
Petrification (Su) Creatures hit by a cockatrice’s bite attack
must succeed on a DC 20 Fortitude save or instantly glyphs have faded into nothingness.
turn to stone. The save DC is Constitution-based.

16. Rainbow Cavern (EL 9) 18. Furnished Cave (EL 9)


This high-domed cavern displays a rainbow of colors on its Within this cave, carpets lie on the floor, rugs hang from the
walls and floor. Even the many stalactites above hang like walls, and beautiful furniture lies scattered about. Plump
colored icicles. Various mineral deposits in the rock have cushions sit piled on the floor, the air smells of orange blossoms,
seeped into a spiked curtains. The floor has numbers of humps and the tinkling of bells and chimes can be heard. A pair of
and stalagmites of varied hue and form. In the center of the divans stands along the far wall, with a chest of rosewood
chamber is a heap of coins and metal bars. between them. Gems glitter from within the chest. Gold
dishes and silver bowls sit on stands, and malachite and lapis
Tactical Encounter: L16: Rainbow Cavern (page 39). statuettes stand everywhere, resting upon stands inlaid with
mother-of-pearl, ivory, and rare woods. Silken garments are
17. Boulder Heap scattered on stools and heaped in chests and wardrobes.
The boulders here look as if some giant had stacked them for
use in a time of need. They are all about the right size for a Tactical Encounter: L18: Furnished Cave (page 40).
fire giant to hurl.
19. Small Lake
The rocks look suspicious. Chossos has piled them here The water drifts forward, arriving in a cavern where tiny
to block entry to the lower level so that anyone attack- rivulets carry the liquid down into the world’s dark places.
ing from that direction does not take him by surprise. The water has completely flooded the place except for an island
The rocks can be tumbled and rolled aside without in the center. Even from a distance, the shimmer and sparkle
difficulty. If this is done, the party sees stairs going of the island’s surface is visible.
down to the west. These stairs are the only entrance to
the Greater Caverns from the Lesser Caverns. In moving This is the Isle of Rebuke. If a PC sets foot on the island,
the boulders, the party might notice (Spot DC 15) that a spell is triggered. A peal of loud laughter echoes in
one has an odd blue green cast to it, and is definitely the cavern. As the gales of derisive mirth end, a great
lighter than the rest. The odd boulder can be smashed voice yells out: “Fools! You have come to a dead end!
open with a hammer, mace, or similar instrument. Leave now or stay and die.”
It is hollow inside and contains a tablet. The tablet is The surface of the island has 3,000 gems of 1 gp value
“The Graven Glyphs,” a magical warning to those bold scattered about.
enough to enter the lower caverns. With the tablet is a
ring of protection +2. The Graven Glyphs read: 20. BLACK WATER (EL 7)
The water surrounding the islet is particularly dark and contains
In the center lies the gate particles that make the surface look inky.
but opening it is sure to vex
many are the guards who lie in wait Tactical Encounter: L20: Black Water (page 41).
as you go to the middle hex
Randomly sent to find a way 21. Cave of Crystals (EL 11)
back to a different iron door This cavern is striated with veins of crystal, which reflect the
a seventh time and you may stay light in a shower of multicolored rays. The cavern is oddly

Dungeon October 2007 27


shaped, and what at first appears to be an open area, upon Vortex (Su) The marid can transform itself into a whirlpool
closer inspection, is in fact a section of solid rock that appears once every 10 minutes and remain in that form for up
whittled away. Where once might have stood a wall of stone to 5 rounds. The vortex is 5 feet wide, 10 to 40 feet
tall, and up to 30 feet wide at top. Medium or smaller
and crystal is now only rubble and shattered detritus.
creatures coming into contact with the vortex must
Tactical Encounter: L21: Cave of Crystals (page 42). succeed on a DC 19 Reflex save or take 2d6 points of
damage and become trapped in the vortex. A creature
trapped in the vortex takes another 2d6 points of dam-
age at the beginning of its turn. A trapped creature can
22. Pool Cavern (EL 9) attempt to escape on its turn as a standard action,
This cavern is filled with water, and the only exit appears to be making another DC 19 Reflex save.
to the southeast. The water trickles out through a low cut in Water Mastery (Ex) A marid gains a +1 bonus on attack
rolls and damage rolls if both it and its opponent
the west wall, and can be heard falling some distance below. touch water. (These modifiers are not included in the
The ceiling has beautiful stalactites extending from it, and the statistics block.)
walls are streaked with multicolored rock formations.
Tactics
A marid named Kasdu’ul sleeps in the center of the pool
under 15 feet of water. A successful dispel magic (DC The marid does not attack anyone who frees him, so
28) awakens him. To come within 10 feet of Kasdu’ul, long as no one irritates him. If the dao (area 18) are
a character must overcome an antipathy spell (Will DC mentioned, he assists the party with a limited wish spell
26). if the PCs defeated the creatures. If offered a large bribe
(10 or more gems worth 500 gp each, or a magic item
Marid CR 9 worth 7,500 gp), Kasdu’ul gives five party members
Manual of the Planes 173 water breathing and escorts them to any location along
CN Large outsider (chaotic, water, extraplanar) the underground river. He will not otherwise serve
Init +3; Senses darkvision 60 ft.; Listen +16, Spot +16 the party.
Languages Aquan, Common
AC 19, touch 12, flat-footed 16 Development
hp 71 (11 HD) If the party frees Kasdu’ul from his slumber and is not
Fort +9, Ref +10, Will +9
hostile toward him, award them experience as if they had
Speed 20 ft. (4 squares), swim 60 ft. (good) completed a CR 7 encounter. If they gain the assistance of
Melee 2 slams +16 each (1d8+9) Kasdu’ul, award experience for a CR 9 encounter.
Space 10 ft.; Reach 10 ft.
Base Atk +10; Grp +20
Atk Options Cleave, Great Cleave, Power Attack, vortex
Special Action drench
Spell-Like Abilities (CL 11th):
At will—create water, detect evil, detect good, detect
magic, invisibility, polymorph, purify food and drink, see
invisibility
5/day—control water, gaseous form, solid fog, water
breathing
1/year—limited wish (nongenies only)
Abilities Str 23, Dex 16, Con 14, Int 16, Wis 15, Cha 15
SQ water mastery
Feats Cleave, Great Cleave, Power Attack
Skills Craft (any two) +17, Escape Artist +12, Intimidate
+16, Move Silently +17, Sense Motive +16, Spot +16,
Spellcraft +17
Drench (Ex) A marid’s touch puts out torches, camp-
fires, exposed lanterns, and other open flames of
a nonmagical origin. The marid can dispel magical
fire it touches as if dispel magic had been cast by an
11th-level sorcerer.

Dungeon October 2007 28


L1: Entry Cavern
Encounter Level 10 Biting Mouth Trap: CR 5; mechanical; location trig-
ger; automatic reset; Atk +16 melee (1d12+8/×3); single
When the characters look around the cavern suf- target; Search DC 25; Disable Device DC 18.
ficiently to gain detailed information about the faces
and the rest of the environment, read: A command spell or a demand for the gem will not
Although each face is slightly different from its avail. However, if a PC insults a face, it sticks out its
fellows, all are strange and doleful-looking: One has tongue, granting access to a gem. If characters attempt
doglike ears, another protruding tusks, a third to speak with a visage, it repeat its previous warning.
drooping skin, the fourth deepset eyes, the fifth a However, if the word “truth” is used at any point while
piglike snout, and the sixth ramlike horns. The face the PCs are in the room, then each face lies and state
at the entrance appears human. There seems to be no majestically: “My way is right.” Only the visage beside
relationship between the size of a passageway and the stairway says anything different. That mouth says:
the stony visage beside it. Nothing else in the “I watch the only way.”
chamber seems remarkable. A few stalactites hang
from the ceiling above, though many lie fallen amid
the stalagmites.
Each of these bas-relief carvings has a permanent magic
mouth spell cast upon it. When any party member comes
within 3 feet of a face, the carving’s mouth moves and
says in a bass, mournfully dire tone: “Turn back, this is
not the way.” This is repeated endlessly each time an
individual comes within 3 feet.

A DC 20 Spot check reveals a gem glittering within


the mouth of each visage. Inside each mouth is a dif-
ferent gem. Clockwise, the gems are: amber, amethyst,
aquamarine, garnet, peridot, and tourmaline.

Regardless of which gem is taken first, it is worth 1,000


gp. The others, although just as large, are flawed and
worth 100 gp each. Attempts to take a gem trigger a
trap. Attempts to break a face (hardness 8; hp 80; break
DC 25) result in the destruction of the trap with a 50%
chance of destroying the gem.

Dungeon October 2007 29


L3: Slate Chambers
Encounter Level 10 Immunity to Magic (Ex) A clay golem is immune to any
spell or spell-like ability that allows spell resistance.
A clay golem lurks in the alcove in the northeast. It In addition, certain spells and effects function differ-
ently against the creature, as noted below.
blends with the walls and is camouflaged until it steps
A move earth spell drives the golem back 120 feet
out. It does so as soon as anyone enters its lair. When and deals 3d12 points of damage to it.
this occurs, read: A disintegrate spell slows the golem (as the
From around the corner to the north, a large slow spell) for 1d6 rounds and deals 1d12 points of
hulking shape emerges from the darkness. The form damage.
An earthquake spell cast directly at a clay golem
is vaguely humanoid, but its lengthy arms, which stops it from moving on its next turn and deals 5d10
hang to its knees, and broad chest, give an inhuman points of damage. The golem gets no saving throw
impression. The dark form lumbers forward without against any of these effects.
a word, or even so much as a growl or groan. Any magical attack against a clay golem that deals
acid damage heals 1 point of damage for every 3
Clay Golem CR 10 points of damage it would otherwise deal.
hp 90 (11 HD); DR 10/adamantine and bludgeoning
N Large construct Tactics
Init –1; Senses darkvision 60 ft., low-light vision; Listen
+0, Spot +0
The golem is mindless in combat, attacking the closest
Languages — enemy with all its power. Once it detects intruders in
area 3, it attacks the nearest enemy and pursue its foes
AC 22, touch 8, flat-footed 22 with mindless determination.
Immune magic
Fort +3, Ref +2, Will +3
Treasure
Speed 20 ft. (4 squares)
Melee 2 slams +14 each (2d10+7 plus cursed wound) The mundane weapons that litter the floor are rusted
Space 10 ft.; Reach 10 ft. and damaged. Close examination (Search DC 15) reveals
Base Atk +8; Grp +19 that the short sword appears untouched by the cavern’s
Special Actions haste damp conditions. This is a +2 keen short sword.
Abilities Str 25, Dex 9, Con —, Int —, Wis 11, Cha 1
SQ berserk, construct traits Tactical M ap Details
Feats — The alcove in the north part of the cave is just large
Skills —
enough to contain the clay golem. The corridors leading
Berserk (Ex) In combat, there is a cumulative 1% chance up to area 3 are 10 feet wide, allowing the golem to move
each round that the clay golem goes berserk. without penalty through them.
Cursed Wound (Ex) The damage a clay golem deals
doesn’t heal naturally and resists healing spells. A
character attempting to cast a conjuration (healing)
spell on a creature damaged by a clay golem must
succeed on a DC 26 caster level check, or the spell
has no effect on injuries inflicted by the golem.
Haste (Su) After it has engaged in at least 1 round of
combat, a clay golem can haste itself once per day as
a free action. The effect lasts 3 rounds and is other-
wise the same as the spell.

Dungeon October 2007 30


L4: Guano-Covered Cave
Encounter Level 10 Tactics
The sporebat drops from the ceiling and silently swoops
A sporebat has been feasting on the bats that live here.
to attack foes using Flyby Attack while attempting
It lurks on the northern part of the ceiling, watching
to keep itself concealed. If necessary, the sporebat
as its prey approaches. When a character comes within
utilizes Hover in between rounds or to directly engage
10 feet of the creature, read:
in combat.
The wind stirs faintly from some unseen source.
Then, without a noise, a dark form, like the shadow Treasure
of a shadow, flies from the darkness, claws poised. With a DC 28 Spot check, a character notices that on
The creature is nearly impossible to spot for more
the north wall of the cave, 30 feet up, is a broad, project-
than a second, yet a bright orange eye in the center of
its body is clearly visible, gazing hungrily for the ing ledge. A character can reach the ledge with a DC
briefest moment before disappearing again. 25 Climb check. On the ledge area is a scattering of
10 cp, 8 sp, 6 gp, 5 pp, 3 onyx gems worth 200 gp each,
and 2 elaborate matching rings carved in interlocking
Sporebat CR 10 dragons worth 500 gp each.
Fiend Folio 161
hp 97 (15 HD)
N Medium plant Tactical M ap Details
Init +9; Senses darkvision 60 ft., low-light vision; Listen
The north tunnel leads to the underground river. The
+2, Spot +20
Languages Sporebat surface of the water is about 40 feet below this opening.
The water does not appear to be flowing. A ledge, 30 feet
AC 15, touch 15, flat-footed 10 up, protrudes out a couple feet from the north wall.
Miss Chance 50% (camouflage)
Immune fire, plant immunities
Fort +11, Ref +10, Will +5
Speed 5 ft. (1 square), fly 60 ft. (good); Flyby Attack,
Hover
Melee 2 claws +13 each (1d4+2) and
tail rake +8 (1d4+1)
Ranged ray +16 touch (enervation)
Base Atk +11; Grp +13
Atk Options Cleave, Power Attack
Abilities Str 14, Dex 21, Con 15, Int 8, Wis 11, Cha 4
SQ camouflage, plant traits, silent
Feats Alertness, Cleave, Flyby Attack, Hover, Improved
Initiative, Power Attack
Skills Listen +2, Spot +20
Camouflage (Ex) During any condition of illumination
other than daylight, a sporebat can disappear into
the shadows, giving it total concealment (50% miss
chance). Artificial illumination, or any light spell,
negates this ability.
Enervation Ray (Su) A sporebat can fire a brown enerva-
tion ray every other round at any target within 150
feet. As the enervation spell, CL 12th (DC 10).
Silent (Ex) Sporebats move in absolute silence.

Dungeon October 2007 31


L5: Littered Cave
Encounter Level 8 Unnerve: 60-foot spread, –2 penalty on attack
rolls and damage rolls. Hearing the moan for more
Attached to the ceiling in the middle of the room are than 6 consecutive rounds requires a DC 15 Will
save or creature enters a trance, unable to attack or
two fiendish cloakers. A DC 20 Spot check is required to
defend itself until the moaning stops.
notice gems in the “ceiling.” A fiendish cloaker attacks Fear: 30 feet, DC 15 Will save or become panicked
if anyone moves below it, or if its partner is engaged in for 2 rounds.
combat. When this occurs, read: Nausea: 30-foot cone, DC 15 Fortitude save or fall
The ceiling seems to come alive as a cloak of darkness prone and become nauseated for 1d4+1 rounds.
Stupor: Single creature within 30 feet, DC 15 For-
falls away from the stone. In the midst of this inky titude save or be affected as though by hold monster
form, two red eyes gleam and a spinal tail whips for 5 rounds. Even after successful save, creature
about. must save again if the cloaker uses this effect again.
Shadow Shift (Su) This ability is effective in shadowy
2 Fiendish Cloakers CR 6 areas and has three possible effects.
hp 45 each (6 HD); DR 5/magic Obscure Vision: The fiendish cloaker gains con-
CE Large aberration (extraplanar) cealment (20% miss chance) for 1d4 rounds.
Init +7; Senses darkvision 60 ft.; Listen +13, Spot +13 Dancing Images: This effect duplicates a mirror
Languages Undercommon image spell (caster level 6th).
Silent Image: This effect duplicates a silent image
AC 19, touch 12, flat-footed 16; shadow shift spell (DC 15, caster level 6th).
Resist cold 5, fire 5; SR 11
Fort +5, Ref +5, Will +7
Tactics
Speed 10 ft. (2 squares), fly 40 ft. (average)
A cloaker uses shadow shift to gain concealment before
Melee tail slap +8 (1d6+5) and
bite +3 (1d4+2) dropping to engulf its prey.
Space 10 ft.; Reach 10 ft. (5 ft. with bite)
Base Atk +4; Grp +13 Treasure
Atk Options Combat Reflexes, smite good 1/day (dam- A sack at the south end of the cave holds 102 sp and 167
age +6), engulf, moan
pp, and a second sack contains 281 gp. Five gems worth
Special Actions shadow shift
250 gp can be found in the belly of each cloaker.
Abilities Str 21, Dex 16, Con 17, Int 14, Wis 15, Cha 15
Feats Alertness, Combat Reflexes, Improved Initiative
Skills Hide +8, Listen +13, Move Silently +12, Spot +13 Tactical M ap Details
The cave is littered with bones, so each square is treated
Engulf (Ex) A fiendish cloaker can try to wrap up a Me-
dium or smaller creature as a standard action. The as difficult terrain, and the DC of Tumble and Move
fiendish cloaker attempts a grapple that does not Silently checks is increased by 2.
provoke attacks of opportunity. If it wins the grapple
check, it establishes a hold and bites the engulfed
victim with a +4 bonus on its attack roll. It can still
use its tail to strike at other targets.
Attacks that hit an engulfing fiendish cloaker
deal half the damage to the monster and half to the
trapped victim.
Moan (Ex) A fiendish cloaker can emit a dangerous
subsonic moan as a standard action. It can cause one
of four sonic, mind-affecting effects. The fiendish
cloaker is immune to these attacks. Unless otherwise
noted, a creature that makes a successful save can-
not be affected by the same moan effect from the
same fiendish cloaker for 24 hours.

Dungeon October 2007 32


L7–8: Fungi Cavern
Encounter Level 6 This cave is the lair of two trolls. These two monsters
maintain fungi to guarantee regular meals of giant
This cavern is the favorite feeding ground of two giant cockroaches.
cockroaches. As soon as the PCs leave the corridors and
enter the cavern, read: 2 Trolls CR 5
hp 63 each (6 HD); regeneration 5
From the center of the chamber, amid small piles of CE Large giant
fungi, two large forms rise. Antennae twitch Init +2; Senses darkvision 90 ft., low-light vision, scent;
attentively in the darkness, followed immediately by Listen +5, Spot +6
the sound of clicking feet. Languages Giant
The sound of combat has a chance (Listen DC 15) of AC 16, touch 11, flat-footed 14
attracting the attention of the trolls in area 8. Fort +11, Ref +4, Will +3
Speed 30 ft. (6 squares)
2 Advanced Giant Cockroaches CR 4 Melee 2 claws +9 each (1d6+6) and
Underdark 87 bite +4 (1d6+3)
hp 114 each (12 HD) Space 10 ft.; Reach 10 ft.
N Large vermin Base Atk +4; Grp +14
Init +3; Senses darkvision 60 ft., scent, tremorsense; Atk Options rend 2d6+9
Listen +0, Spot +0
Aura stench 30 ft. Abilities Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Languages — Feats Alertness, Iron Will, Track
Skills Listen +5, Spot +6
AC 20, touch 13, flat-footed 17
Immune vermin immunities Regeneration (Ex) Fire and acid deal normal damage
Fort +13, Ref +7, Will +4 to a troll. If a troll loses a limb or body part, the lost
portion regrows in 3d6 minutes. The creature can
Speed 50 ft. (10 squares), climb 50 ft. reattach the severed member instantly by holding it
Melee bite +17 (1d8+13) to the stump.
Space 10 ft.; Reach 5 ft. Rend (Ex) If a troll hits with both claw attacks, it latches
Base Atk +9; Grp +22 onto the opponent’s body and tears the flesh. This
Abilities Str 29, Dex 16, Con 20, Int —, Wis 10, Cha 2 attack automatically deals an additional 2d6+9 points
Feats — of damage.
Skills Climb +21, Hide +13, Jump +18, Listen +0, Move
Silently +9, Spot +0 Treasure
Scent (Ex) Every noncockroach within 30 feet of a giant Amid the troll den’s litter can be found 22 pp, 47 gp, 28
cockroach must make a DC 17 Fortitude save or be sp, 19 cp, 1d4 gems, 1 piece of jewelry, 2 potions of cure
nauseated for 1d4 rounds. Whether or not the save serious wounds, 1 potion of aid, and a quiver with 9 arrows
is successful, the creature cannot be affected again (3 broken, 2 normal, 4 +1 arrows).
by any giant cockroach’s stench for 1 hour. The save
DC is Constitution-based.
Skills A giant cockroach has a +12 racial bonus on Climb Tactical M ap Details
checks. It can choose to take 10 on Climb checks Both area 7 and area 8 are covered in lichen and fungi;
even when rushed or threatened. A giant cockroach they have no effect on movement.
also has a +10 racial bonus on Hide checks and a +6
racial bonus on Move Silently checks.

Location 8
This cavern reeks with such intensity that a DC 13
Fortitude save is necessary to avoid being sickened.

Dungeon October 2007 33


L9: Second Fungi Cavern
Encounter Level 10 damage to a creature with its slam attack, it covers
the target with a thick coat of slime. At the start of
Hanging from the ceiling are four spawn of juiblex. the spawn’s turn, it can animate the slime covering
all foes within 100 feet as a free action. The slime
They are hiding (Spot DC 21) and if the PCs do not see
sprouts tentacles and attacks any creature within 10
them, wait until a party member is fully in the room feet, including the target if no other creatures are in
before appearing. When this happens, read: reach. The slime makes a slam attack with an attack
The ceiling along the walls to the north and south bonus equal to the spawn’s (normally +12), dealing
appears to liquefy and then swell into great swathes 1d8+7.
A creature afflicted by slimy infestation can re-
of green ooze. Gleaming dark-slitted eyes of crimson move the slime as a full-round action. The slime is
float amid the slime, glaring hatefully as the mass of also destroyed if the creature it covers is dealt 10
slime oozes down and flows forward. points of cold or fire damage. If that creature has re-
sistance to cold or fire, the slime could be destroyed
4 Lesser Spawn of Juiblex CR 6 without harm to the affected creature.
Monster Manual V 162
hp 68 each (8 HD); DR 5/— Tactics
CE Large elemental (extraplanar, water)
Init +1; Senses blindsense 60 ft., darkvision 60 ft.; Listen Although untintelligent, the spawn are cunning and
+7, Spot +6 wait until a PC or party is fully in the room before
Languages Aquan emerging to attack. Once engaged, a spawn uses its
slimy infestation ability to keep one target occupied
AC 18, touch 10, flat-footed 17
Immune elemental immunities while it moves to attack others.
Fort +10, Ref +3, Will +3
Speed 40 ft. (8 squares), climb 30 ft.; sludge form
Treasure
Melee 2 slams +12 each (2d8+7 plus slimy infestation) The elf is wearing bracers of armor +4 and a gold necklace
Space 10 ft.; Reach 10 ft. set with a gem, value 600 gp. On the floor, under bits of
Base Atk +6; Grp +17 the rotting cloak, is a leather bag containing 13 gems
Atk Options Cleave, Power Attack worth 50 gp each.
Abilities Str 25, Dex 12, Con 19, Int 4, Wis 13, Cha 10
SA slimy infestation, sludge form Tactical M ap Details
SQ elemental traits
Feats Cleave, Improved Natural Attack (slam), Power The calcified remains in the alcove are those of an elf,
Attack who apparently expired in the niche in an upright posi-
Skills Climb +15, Jump +11, Listen +7, Spot +6 tion. Watery mineral deposits slowly turned him into a
stalagmite. The grisly formation gives the impression of
Sludge Form (Ex) A spawn of Juiblex flows like thick,
muddy water as it moves. Its movement never pro- an undead monster.
vokes attacks of opportunity. It ignores difficult
terrain and can freely pass through other creatures’
spaces, though it cannot end its movement in such
a place.
If a lesser spawn of Juiblex enters a living crea-
ture’s space, that creature must attempt a DC 18
Fortitude save. On a failed save, the creature takes
2d6 points of damage and is sickened for 1 round.
On a successful save, the creature takes half damage
and is not sickened.
This ability is effective against a given creature
once per round. The save DC is Constitution-based.
Slimy Infestation (Su) When a spawn of Juiblex deals

Dungeon October 2007 34


L11: Long Gallery
Encounter Level 11 Tactics
The ambush drakes are adept at their craft, waiting
Within the alcoves lining the walls live ambush drakes.
until prey moves deep within their passageway before
True to their name, the creatures ambush any prey who
attacking. They coordinate their attack by using their
come within near. Once a PC has moved 30 feet beyond
telepathic link, relying on their breath weapon to
the first alcove, the ambush drakes spring into action.
initially slow their adversaries before teeth, claw, and
When that happens, read:
poison bring the prey down. If the ambush drakes are
The walls fill with the sound of claw on rock before unable to use their typical strategy, such as if a PC pokes
reptilian forms suddenly explode out of the dark around in one of the alcoves, the ambush drakes none-
alcoves. They act with coordination, behaving as one. theless launch a unified attack against the intruder.
Teeth gnashing, spikes rippling along their sinewy
bodies, the creatures move with predatory intent.
Tactical M ap Details
The sound of combat has a chance (Listen DC 20) of Alcoves line the walls, three on the west side and four on
attracting the attention of the ettins in area 12; they the east.
arrive in 6 rounds following a successful check.

7 Ambush Drakes CR 5
Monster Manual III 8
hp 73 each (7 HD)
NE Medium dragon
Init +6; Senses darkvision 60 ft., low-light vision, scent;
Listen +12, Spot +12
Languages Common, Draconic; telepathic link 30 ft.
AC 18, touch 12, flat-footed 16
Immune magic sleep effects, paralysis
SR 16
Fort +9, Ref +7, Will + 5
Speed 40 ft. (8 squares), fly 30 ft. (poor)
Melee bite +10 (1d8+3 plus poison) and
2 claws +8 each (1d6+1)
Base Atk +7; Grp +10
Atk Options poison (DC 17, 1d6 Dex/1d6 Dex)
Special Actions slow breath weapon
Abilities Str 16, Dex 15, Con 18, Int 7, Wis 10, Cha 9
Feats Alertness, Improved Initiative, Multiattack
Skills Hide +16, Listen +12, Move Silently +12, Spot +12
Breath Weapon (Su) 30-foot cone, once every 1d4
rounds, slow 7 rounds (Will DC 17 negates). Ambush
drakes are immune to the breath weapons of other
ambush drakes. The save DC is Constitution-based.
Telepathic Link (Ex) Ambush drakes within 30 feet of
each other are in constant contact. If one is aware of
a particular danger, they all are. If one of the group
is not flat-footed, none of them are. No ambush
drake in the group is considered flanked unless they
all are.

Dungeon October 2007 35


L12: Large Cave
Encounter Level 8 Tactics
Unless the PCs choose to try and approach the lair in
Two ettins inhabit this lair. Each of these two-headed
silence, the ettins hear their approach and get their
giants carries two morningstars. If the ettins have not
weapons from beside the fire. If the ettins succeeded
yet heard the party, when the PCs enter, read:
on Listen check to hear the PCs’ fight with the ambush
drakes, then they are somewhere between area 11 and
Dark shadows wash across the room as two creatures
step forward into the firelight. The huge form of each area 12, either waiting in ambush if the fight has con-
blankets the room with shadows of its bulky legs, broad cluded or hurrying to join the fray.
torso, huge arms, and two heads. Each long, muscular The ettins focus their attacks on the smaller, weak-
arm has a sinewy knot of knuckles and fingers clenched looking opponents. If they gain the advantage, the ettins
tightly around a large morningstar. With an enraged try to corner prey in the northeastern dead end. If the
scream, the creatures charge forward. battle turns against them, such as if one dies and the
other is badly injured, the survivor might attempt to
2 Ettins CR 6 flee into the northeastern area. The ettins often venture
hp 65 each (10 HD) into the cavern in search of prey to add variety to their
CE Large giant diet. The giants always pursue intruders, particularly
Init +3; Senses low-light vision; Listen +10, Spot +10 tasty-looking ones.
Languages Orc, Goblin, Giant; pidgin only
AC 18, touch 8, flat-footed 18 Treasure
Fort +9, Ref +2, Will +5
Under the ettins’ piled bedding are two ivory tusks
Speed 30 ft. (6 squares) (value 600 gp each, weight 60 lb. each), a cloak of poi-
Melee 2 morningstars +12/+7 each (2d6+6) sonousness, a pair of boots of levitation, and 1,357 gp. In
Ranged 2 javelins +5 each (1d8+6)
the room is also a beaten copper bowl with lapis lazuli
Space 10 ft.; Reach 10 ft.
Base Atk +7; Grp +17 handles, worth 750 gp.
Atk Options Power Attack
Abilities Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11 Tactical M ap Details
SQ superior two-weapon fighting A flat stone sits in the center of the chamber with a carcass
Feats Alertness, Improved Initiative, Iron Will, Power atop it. North of the makeshift table is a fire, beside
Attack which, to the north and east, is the giants’ bedding.
Skills Listen +10, Search +1, Spot +10
Superior Two-Weapon Fighting (Ex) An ettin fights with
a morningstar or javelin in each hand. Because each
of its two heads controls an arm, the ettin does not
take a penalty on attack or damage rolls for attacking
with two weapons.
Pidgin Speaker Ettins have no language of their own but
speak a pidgin of Orc, Goblin, and Giant. Creatures
that can speak any of these languages must succeed
on a DC 15 Intelligence check to communicate with
an ettin. Check once for each bit of information: If
the other creature speaks two of these languages,
the DC is 10, and for someone who speaks all three,
the DC is 5.
Skills An ettin’s two heads give it a +2 racial bonus on
Listen, Spot, and Search checks.

Dungeon October 2007 36


L14: Underground Lake
Encounter Level 10 Blindsight (Ex) A stone half-golem darkmantle can
“see” by emitting high-frequency sounds, inaudible
Four streams of water enter or exit the lake, and it to most other creatures, that allows it to ascertain
objects and creatures within 90 feet. A silence spell
appears that four dry passages connect as well. If the
negates this ability and effectively blinds a stone half-
party moves out into the center of the underground the golem darkmantle.
ceiling drop down and attack the PCs. If this occurs, Constrict (Ex) A stone half-golem darkmantle deals
read: 1d4+12 points of damage with a successful grapple
From high above comes the whisper of movement, check.
Improved Grab (Ex) To use this ability, a stone half-golem
followed in short order by what appears at first darkmantle must hit a Large or smaller creature with
glance to be living darkness. Spheres of inky its slam attack. It can then attempt to start a grapple
blackness sweep through the chamber, descending as a free action without provoking an attack of op-
down toward the lake’s surface. portunity. If it wins the grapple check, it attaches to
Also, a dragon turtle sleeps at the bottom of the lake. the opponent’s head and can constrict.
Immunity to Magic (Ex) A stone half-golem darkmantle
It remains slumbering unless there is considerable is immune to any spell or spell-like ability that allows
noise directly above it (Listen DC 25), such as a fight spell resistance and any effects requiring a Fortitude
between the PCs and darkmantles. If the dragon turtle save (unless it is harmless or affects objects). A
is awakened, read: transmute rock to mud spell slows a stone half-golem
darkmantle (as the slow spell) for 2d6 rounds with
The surface of the lake gives a slight shimmer and no saving throw, while transmute mud to rock heals
then, from beneath its black depths, a huge scaled all of its lost hit points. A stone to flesh spell negates
form emerges. Its hard shell breaches the surface of its damage reduction and immunity to magic for 1
the water like a living island come to rend boats round.
asunder. Also from the surface, however, rises a Slow (Su) A stone half-golem darkmantle can use slow
mighty reptilian head with a jagged, spiked beak. (Will DC 11 negates) as a free action once every 2
rounds. The effect has a range of 10 feet and a dura-
4 Stone Half-Golem Advanced Darkmantles   CR 4 tion of 7 rounds.
hp 29 each (3 HD); DR 15/magic
NE Small construct (augmented magical beast) Dragon Turtle CR 9
Init +3; Senses blindsight 90 ft., darkvision 60 ft., low- hp 138 (12 HD)
light vision; Listen +5, Spot +5 N Huge dragon (aquatic)
Languages — Init +0; Senses darkvision 60 ft., low-light vision, scent;
Listen +16, Spot +16
AC 19, touch 10, flat-footed 20 Languages Aquan, Draconic, Common
Immune construct immunities
Fort +5, Ref +1, Will +0 AC 25, touch 8, flat-footed 25
Immune fire, sleep, paralysis
Speed 20 ft. (4 squares), fly 30 ft. (poor) Fort +13, Ref +8, Will +9
Melee slam +12 (1d4+12)
Base Atk +3; Grp +8 Speed 20 ft. (4 squares), swim 30 ft.
Atk Options constrict (1d4+12), improved grab Melee bite +18 (4d6+8) and
Special Actions slow 2 claws +13 each (2d8+4)
Spell-Like Abilities (CL 5th): Space 15 ft.; Reach 10 ft.
1/day—darkness Base Atk +12; Grp +28
Atk Options Blind-Fight, Cleave, Improved Bull Rush,
Abilities Str 26, Dex 8, Con —, Int 1, Wis 10, Cha 4 Power Attack
SQ construct traits
Feats Improved Initiative, Toughness Abilities Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 12
Skills Hide +10, Listen +5 (+1 if blindsight negated), Feats Blind-Fight, Cleave, Improved Bull Rush, Power
Spot +5 (+1 if blindsight negated) Attack, Snatch
Skills Diplomacy +3, Hide +7*, Intimidate +16, Listen

Dungeon October 2007 37


+16, Search +16, Sense Motive +16, Spot +16, Survival thrashes increase Swim checks within 15 feet of it to
+16, Swim +21 DC 15.
Breath Weapon (Su) Cloud of superheated steam 20 feet
high, 25 feet wide, and 50 feet long, once every 1d4 Treasure
rounds, damage 12d6 fire, Reflex DC 21 half; effec- In a small hollow at the base of the lake (Search DC 25),
tive both on the surface and underwater. The save
DC is Constitution-based.
the dragon turtle keeps the treasures it has taken from
Capsize (Ex) A submerged dragon turtle that surfaces prior victims. This includes 5,000 gp worth of various
under a boat or ship less than 20 feet long capsizes coins, a size Medium finely wrought silver statuette of a
the vessel 95% of the time. dolphin worth 3,000 gp, an elixir of vision, and a +2 heavy
Skills A dragon turtle has a +8 racial bonus on any Swim steel shield with a blue dragon blazon across the front.
check to perform some special action or avoid a
hazard. It can always choose to take 10 on a Swim
check, even if distracted or endangered. It can use Tactical M ap Details
the run action while swimming, provided it swims in The lake is 60 feet deep in its center. Beside the shore,
a straight line. Dragon turtles also have a +8 racial the water is shallow for a few feet before dropping off
bonus on Hide checks when submerged. abruptly. A boat is moored on a shelf that lies a couple
feet below the water’s surface. The water appears motion-
Tactics less and requires a DC 10 Swim check to negotiate.
If awakened, the dragon turtle swims slowly up to the
surface to investigate the noise, hoping for a snack.
A DC 5 Spot check allows characters to notice the
creature approaching. Once on the surface, the creature
attempts to kill and eat the PCs. The dragon turtle’s

Dungeon October 2007 38


L16: R ainbow Cavern
Encounter Level 9 weapon first, damaging opponents as much as possible
before employing its petrification breath weapon. It
This is the lair of the gorgimera, Chossos. This monster then enters melee, biting and goring. If Chossos takes
is likely to be mistaken for a chimera, which it strongly considerable damage, it uses its petrification breath
resembles. This monster has goat, blue dragon, and again, followed by a blast of its electricity breath.
gorgon heads. When the PCs enter into the chamber,
read: Treasure
The furious roar of a dragon, mingled with the The gorgimera’s heap of treasure includes 7,000 sp,
angry bleet of a goat and grunt of a bull, fills the 9,000 gp, 800 pp, 21 gems of various price, 2 pieces of
chamber, echoing loudly. The form of a three headed jewelry, a potion of displacement, a scroll of magic circle
monstrosity rises in the darkness, the twisted against elementals (see below), a bag of holding (type III),
verisimiltude of once natural creatures. and a horn of fog.

Gorgimera CR 9 Tactical M ap Details


hp 112 (9 HD)
LE Large magical beast Mineral deposits layer the floor and ceiling, and stalactites
Init +4 Senses darkvision 60 ft., low-light vision, scent, hang from the ceiling, but this terrain does not affect
Listen +9, Spot +8 movement or DCs.
Languages Common, Dwarven, Draconic, Giant
AC 20, touch 9, flat-footed 26 M agic Circle against Elementals
Immune electricity, petrification Abjuration
Fort +13, Ref +6, Will +5 Level: Cleric 3, paladin 3, sorcerer/wizard 3
Speed 30 ft. (6 squares), fly 50 ft. (poor)
Melee bite +14 (2d6+7) and This spell functions like magic circle against evil, except
gore +14 (1d8+7) and that it is has an effect against elementals similar to what
gore +14 (1d8+7) a protection from evil spell has against evil beings.
Space 10 ft.; Reach 5 ft.
Base Atk +8; Grp +17
Atk Options trample 1d8+9 (DC 21)
Special Actions electricity breath weapon, petrification
breath weapon
Abilities Str 25, Dex 11, Con 25, Int 8, Wis 12, Cha 9
Feats Alertness, Improved Initiative, Iron Will,
Multiattack
Skills Listen +9, Spot +8, Hide +8
Breath Weapon (electricity) (Su) 40-foot line, once every
1d4 rounds, 3d8 points of electricity damage (Reflex
DC 21 half).
Breath Weapon (petrification) (Su) 60-foot cone, once
every 1d4 rounds (but no more than five times per
day), turn to stone permanently (Fortitude DC 21
negates). The save DC is Constitution-based.

Tactics
Chossos is more intelligent than most gorgimerae and
attempts to lure its prey into the range of its breath weap-
ons. When it fights, Chossos uses its electricity breath

Dungeon October 2007 39


L18: Furnished Cave
Encounter Level 9 SQ earth mastery, plane shift
Feats Cleave, Improved Sunder, Power Attack
This room is all part of an elaborate trap that a pair of Skills Appraise +11, Craft (gem cutting) +11, Sense Mo-
tive +13, Spellcraft +9, Spot +12
daos have set up. When the PCs enter, read:
Possessions +1 falchion
From behind a curtain of beads to the west comes a Earth Mastery (Ex) +1 bonus on attack rolls and damage
giggle. On the other side of the room, from the rolls if both it and its opponent touch the ground. If
shadows, emerges a halfling dressed in silk an opponent is airborne or waterborne, the dao takes
pantaloons, an embroidered vest, slippers with curled a –4 penalty to attack rolls and damage rolls.
toes, and a large turban, set with a deep-hued purple Plane Shift (Sp) A dao can enter any of the Elemental
gem. He waves a toy scimitar, bows, and declares, Planes, the Astral Plane, or the Material Plane.
“Welcome to the Antechamber of the Garden of One Push (Ex) A dao can start a bull rush maneuver without
Thousand Earthly Delights.” provoking an attack of opportunity.

The halfling bows and waddles to the beaded Tactics


curtain. He pushes it out of the way. In the room When a PC enters the alcove, the eunuch uses wall of
beyond are two comely girls accompanied by a fat
stone to seal off the area. If the party resists the halfling’s
man who might be a eunuch. He is trying to prevent
the women from coming out in greeting. All three call, the halfling uses wall of stone to seal off the whole
are dressed in a fashion similar to the halfling, who chamber. If the fighting goes poorly, the daos cast invis-
beckons the party to follow. ibility and plane shift away.
The four are actually two daos (one the eunuch and one Treasure
the halfling) using alter self and persistent image spells.
A dao forced to surrender might grant a limited wish to a
In their centuries of service guarding the cave, they
PC, if only to try to twist the meaning and escape. The
have grown cruel and sadistic.
“treasure” in the place is of little value. The jewelry is
2 Daos CR 7 brass and the gems glass, worth 1 gp each, although
Manual of the Planes 173 there are 2,168 of them. Amid the decor is a bottle with
hp 52 each (8 HD) a captured djinni (MM 45), who cannot grant wishes but
NE Large outsider (evil, extraplanar earth) does tell how Iggwilv summoned him to her laboratory
Init +0; Senses darkvision 60 ft.; Listen +2, Spot +13 deep. When the djinni could not grant her a wish, she
Languages Terran, Aquan, Common; telepathy 100 ft. bound him in a bottle.
AC 17, touch 9, flat-footed 18
Fort +8, Ref +6, Will +8 Tactical M ap Details
Speed 20 ft. (4 squares) A curtain of beads blocks off the alcove to the west.
Melee 2 slams +13 each (2d4+6) or Through the illusion, the area to the west appears much
+1 falchion +14/+9 (1d8+9)
Space 10 ft.; Reach 10 ft. larger than it is. The main chamber is lined in furniture
Base Atk +8; Grp +18 and decor.
Atk Options Cleave, Improved Sunder, Power Attack;
push
Spell-Like Abilities (CL 19th):
At will—alter self, detect good, detect magic, gaseous
form, invisibility, misdirection, passwall, persistent im-
age (DC 15), wall of stone
3/day—move earth, transmute rock to mud
1/day—limited wish (up to 3, nongenies only)
Abilities Str 22, Dex 11, Con 14, Int 11, Wis 15, Cha 15

Dungeon October 2007 40


L20: Black Water
Encounter Level 9 or neutralize poison spell removes the effect from a
sickened creature. Creatures with immunity to poi-
Six lacedon ghasts dwell in a shallow cave under 20 feet son are unaffected, and creatures resistant to poison
receive their normal bonus on their saving throws.
of water at the northern edge of the cavern. The ghasts
hear the magical voice (see area 19) speak if anyone sets
foot on the islet, and they swim out and surround the Tactics
isle in 3 rounds. Once this happens, read: They then clamber up onto the rocks and attack,
attempting to surprise their quarry and bring them
From out of the dark waters, hands of rotting flesh
down into the water, where they can employ their
reach up. A head and body, the skin bloated and
decayed, then arise from the surface, filling the area paralysis ability to drown their prey. If the PCs are in
with the fetid stench of death. The creatures’ eyes a boat, the ghasts climb into the boat and attempt to
gleam with cruelty, and their sharp teeth gnash capsize it or else knock the PCs overboard.
together hungrily.
Treasure
6 Lacedon Ghasts CR 3 The lacedon ghasts’ lair has 2,000 gp, 100 pp, 6 gems
hp 29 each (4 HD) worth 100 gp each, 2 potions of water breathing, and a +2
CE Medium undead (aquatic) undead bane battleaxe.
Init +3; Senses darkvision 60 ft.; Spot +8
Aura stench
Languages — Tactical M ap Details
The water in this chamber is 30 feet deep and has no
AC 17, touch 13, flat-footed 14
Resist +2 turn resistance visibility. Due to the ghasts’ stench effect permeating the
Fort +1, Ref +4, Will +6 water, any character whose face comes into contact with
the water must make a saving throw as if he had been
Speed 30 ft. (6 squares), swim 30 ft.
exposed to the ghasts’ stench ability. PCs swimming down
Melee bite +5 (1d8+3 plus paralysis) and
2 claws +3 each (1d4+1 plus paralysis) the corridor first notice the fetid quality of the water 20
Space 5 ft.; Reach 5 ft. feet south of area 20, and it is not until they arrive into
Base Atk +2; Grp +5 the area depicted on the tactical map that a save is neces-
sary. The small island is covered in gems (see area 19),
Abilities Str 17, Dex 17, Con —, Int 13, Wis 14, Cha 16
SQ undead traits but these do not affect movement or DCs.
Feats Multiattack, Toughness
Skills Balance +7, Climb +9, Hide +8, Jump +9, Move
Silently +8, Spot +8
Ghoul Fever (Su) On bite, disease, Fortitude DC 15,
incubation 1 day, 1d3 Con/1d3 Dex.
An afflicted humanoid who dies of ghoul fever
rises as a ghoul at the next midnight. A humanoid of
4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex) Those hit by a ghast’s bite or claw attack
must succeed on a DC 15 Fortitude save or be para-
lyzed for 1d4+1 rounds.
Stench (Ex) The stink of death and corruption surround-
ing these creatures is overwhelming. Living creatures
within 10 feet must succeed on a DC 15 Fortitude
save or be sickened for 1d6+4 minutes. A creature
that successfully saves cannot be affected again by
the same ghast’s stench for 24 hours. A delay poison

Dungeon October 2007 41


L21: Cave of Crystals
Encounter Level 11 xorn back 30 feet, stunning the creature for 1 round
unless it succeeds on a DC 15 Fortitude save.
Three elder xorns are in the cavern, doing a bit of gour-
met dining. They detect the PCs approach with their Tactics
tremorsense and patiently await their arrival. When the The xorns enjoy chewing on the crystals and demand
PCs enter the chamber, read: some metals from the party, especially platinum or
Three bizarre creatures skulk in the western alcove of gold. Each settles for a combination of coins and metals
the chamber, almost motionless except for strange with a total value of 100 gp. If nothing is offered, or an
protrusions from their bodies that appear to be eyes. insufficient quantity is offered, the xorns attack to get
Their forms look tough and stony, like a large globs the metal.
of clay. Each of the creatures has three long, clawed The xorns take advantage of their earth glide ability,
talons and a powerful-looking mouth that gapes moving through stone and dirt to gain a better position
open. The eyes gaze warily at all around them. and surprise adversaries. They each makes full use of
Power Attack.
3 Elder Xorns CR 8 If the xorns are offered a meal, they have information
hp 130 each (15 HD); DR 5/bludgeoning to offer that might interest the PCs. As one of the few
N Large outsider (extraplanar, earth) creatures of Iggwilv’s Horn able to move about without
Init +0; Senses all-around vision, darkvision 60 ft., tre- having to navigate the circuitous caverns, the xorns
morsense 60 ft.; Listen +18, Spot +22 know that beneath the Lesser Caverns lie the Greater
Languages Common, Terran
Caverns, and beneath those are wide chambers carved
AC 25, touch 9, flat-footed 25
Immune cold, fire from the mountain. This is the Hollow of the Horn,
Resist electricity 10 though the xorns can only offer a mediocre description
Fort +13, Ref +9, Will +9 of the area. Lastly, they know of a terrible place even
below that, deep in the mountain where the rock is
Speed 20 ft. (4 squares), burrow 20 ft.
Melee bite +21 (4d8+7) and dead and tasteless­—it is a place they dare not go.
3 claws +19 each (1d6+3)
Space 10 ft.; Reach 10 ft. Treasure
Base Atk +15; Grp +26 If the xorns are killed or forced to flee, the party discov-
Atk Options Awesome Blow, Cleave, Great Cleave, Im-
ers that the monsters have stacked up a pile of 18 uncut
proved Bull Rush, Power Attack
gems, worth 500 gp each, along the north wall.
Abilities Str 25, Dex 10, Con 19, Int 10, Wis 11, Cha 10
SQ earth glide
Feats Awesome Blow, Cleave, Great Cleave, Improved Tactical M ap Details
Bull Rush, Multiattack, Power Attack, Toughness The xorns have chewed up much of the cavern, widening
Skills Hide +14, Intimidate +18, Knowledge (dungeoneer- it from what was once a small chamber. Claw and tooth
ing) +18, Listen +18, Move Silently +18, Search +22, marks are visible along the floor and walls, but otherwise
Spot +22, Survival +18 the chamber is featureless.
All-Around Vision (Ex) A xorn’s symmetrically placed
eyes allow it to look in any direction, providing a +4
racial bonus on Spot and Search checks. A xorn can’t
be flanked.
Earth Glide (Ex) A xorn can glide through stone, dirt, or
almost any other sort of earth except metal as easily
as a fish swims through water. Its burrowing leaves
behind no tunnel or hole, nor does it create any ripple
or other signs of its presence. A move earth spell cast
on an area containing a burrowing xorn flings the

Dungeon October 2007 42


slain again in their new form by the original denizen so it
Chapter 3: The could avoid any competition in the caves (and so it could

Greater Caverns
decorate its lair as it wished). The steady drip of water from
the ceiling flows over the corpses and creates a pool of water
in the northeastern portion of the cavern, where it flows out
a small hole.
Clues in the Greater Caverns
When confronted with the teleportation corridors in Tactical Encounter: G2: Cavern of Corpses
area 19, players might become disheartened if they (page 55).
have not faced similar challenges. If the players cannot
overcome the situation, a DM might consider placing 3. Great Gallery Cavern (EL 8)
clues with monsters that have other treasure. Each clue This cavern varies from about 20 to 50 feet in width, with a
should include one of the following lines, written on a ceiling height of between 25 and 50 feet. Many shelves and
piece of parchment and found in a scroll case: ledges run along the walls, and the roof is icicled with many
stalactites. Many stalagmites rise beneath them. A large
Going south takes you southwest number of fungi grow here. Many bones lie scattered about.
Going north takes you southeast
Travel southeast and you are south A behir named Lludd lives in this cave. For its kind,
Northwest brings you north Lludd is smart. It has lived for scores of years and has
Travel southwest reverse that slowly gained knowledge and wisdom. Lludd can speak
From northeast you go northwest a smattering of several languages.
The PCs descend the stairs from area 17 of the Lesser Behir CR 8
Caverns. They traverse a long flight of 600 steps, each NE Huge magical beast
about 3 feet broad and 1 foot high. The Greater Caverns Init +1; Senses darkvision 60 ft., low-light vision, scent;
are no larger than the ones above, though the ceilings Listen +4, Spot +4
are higher. Languages Common
AC 20, touch 9, flat-footed 19; can’t be tripped
1. Troglodyte Tunnels (EL hp 94 (9 HD)
Varies) Immune electricity
Fort +11, Ref +7, Will +5
Water steadily drips from the stalactites of this low-domed
chamber. Three large tunnels lead into and out of this cave, as Speed 40 ft. (8 squares), climb 15 ft.
Melee bite +15 (2d4+12)
well as several smaller passageways. The still air reeks with a Space 15 ft.; Reach 10 ft.
mixture of odors: rotting refuse, pungent fungi, and some even Base Atk +9; Grp +25
more unpleasant stench. The thick fungi appear deliberately Atk Options Cleave, Power Attack, constrict 2d8+8, im-
cultivated, for a compost of manure and other substances is proved grab, rake 1d4+4, swallow whole
spread over the floor. Special Actions breath weapon
Abilities Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 12
Tactical Encounter: G1: Troglodyte Tunnels Feats Alertness, Cleave, Power Attack, Track
(page 53). Skills Climb +16, Hide +5, Listen +4, Spot +4, Survival
+2
2. Cavern of Corpses (EL 8) Breath Weapon (Su) 20-foot line, once every 10 rounds,
One look around this gruesome cavern and it is clear that this damage 7d6 electricity, Reflex DC 19 half. The save
place is either a crypt or some kind of trophy room. The walls DC is Constitution-based.
of this vaulted chamber are lined with corpses. A whole circle Constrict (Ex) A behir deals 2d8+8 points of damage
with a successful grapple check. It can make six rake
of barely distinguishable forms creates a lower tier. A fresher attacks against a grappled foe as well.
ring of corpses seems to stand upon the heads and shoulders Improved Grab (Ex) To use this ability, a behir must hit
of those below. The bodies are evidently similar, and were a creature of any size with its bite attack. It can then
once dwarves, gnomes, humans, halflings, and elves. Then attempt to start a grapple as a free action without
they were slain by the bodak, rose as new bodaks, but were provoking an attack of opportunity.

Dungeon October 2007 43


If it wins the grapple check, it establishes a hold Space 5 ft.; Reach 5 ft.
and can attempt to constrict the opponent or swal- Base Atk +4; Grp +6
low the opponent in the following round.
Abilities Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7
Rake (Ex) Six claws, attack bonus +15 melee, damage
SQ freeze
1d4+4.
Feats Multiattack, Toughness
Swallow Whole (Ex) A behir can try to swallow a grabbed
Skills Hide +15, Listen +4, Spot +4
Medium or smaller opponent by making a successful
grapple check. Freeze (Ex) A gargoyle can hold itself so still it appears
A behir that swallows an opponent can use its to be a statue. An observer must succeed on a DC 20
Cleave feat to bite and grab another opponent. Spot check to notice the gargoyle is really alive.
A swallowed creature takes 2d8+8 points of
bludgeoning damage and 8 points of acid damage Tactics
per round from the behir’s gizzard. A swallowed crea-
ture can cut its way out by using a light slashing or If the party fails to see the monsters—and the coins
piercing weapon to deal 25 points of damage to the are likely to distract—the gargoyles attempt to surprise
gizzard (AC 15). Once the creature exits, muscular the adventurers.
action closes the hole; another swallowed opponent
must cut its own way out. Treasure
A behir’s gizzard can hold 2 Medium, 8 Small, 32
Tiny, or 128 Diminutive or smaller opponents. On the floor of the lair are 107 cp, 89 sp, 284 gp, 59 pp,
10 gems of 10 gp value each, and 3 pieces of jewelry:
Tactics a simple ivory bracelet worth 500 gp, a single gem-
encrusted earring sized for a Large or Huge creature
The behir lies in wait on a ledge near the entrance to
worth 1,000 gp, and a platinum and gold braided ring
the chamber, about 15 feet up the south wall. He waits
embedded with a rainbow of precious stones worth
there for some morsel to enter before cutting off the exit.
4,000 gp. On a ledge 20 feet above the cavern’s floor, in
Lludd has no treasure hoard (although a periapt of proof
the bulge in the southwestern part of the chamber, is
against poison is caught in his teeth). The sly monster
a set of wings of flying and a +1 frost light pick.
directs powerful characters to the “vast treasure” to the
west (area 4) in order to save itself.
5. Uneven Cavern
4. Gallery Cavern (EL 9) This large cavern is terraced, and the floors are moist and
slick. The floor rises and drops in a manner that makes it
A large gallery with many ledges and shelves stretches far to the
impossible to move across the place without using great care.
east and west and about 60 feet north and south. The arched
ceiling is roughly 30 feet high at either end with a domed The walls are striated with bands of color, and a vast number
middle that is double that height. Colorful rock formations of stalactites hang on the curved ceiling.
decorate the area. The many forms of fungus growing here
Tactical Encounter: G5: Uneven Cavern (page 56).
compete with mineral deposits for the eye’s attention.. Not far
away, something metallic glints on the floor.
6. Warm Cavern (EL 7)
Five gargoyles lurk along the walls, their stony bodies An orange glow illuminates this cavern, and the area is filled
appearing to be part of the cavern itself. with an unnatural heat. Piles of rock fill the alcoves to the
north and south, and in the southern section of the room is
5 Gargoyles CR 4 an anvil and small forge. The large form of an orange reptile
hp 37 each (4 HD); DR 10/magic stands beside the forge.
CE Medium monstrous humanoid (earth)
Init +2; Senses darkvision 60 ft.; Listen +4, Spot +4
One of Iggwilv’s bound servants, a noble salamander,
Languages Common, Terran
guards this room. Once the personal smith of Iggwilv,
AC 16, touch 12, flat-footed 14 the salamander has remained bound here even centuries
Fort +5, Ref +6, Will +4 after Iggwilv’s departure. The salamander has since
Speed 40 ft. (8 squares), fly 60 ft. (average) grown insane.
Melee 2 claws +6 each (1d4+2) and
bite +4 (1d6+1) and Noble Salamander CR 10
gore +4 (1d6+1) hp 112 (15 HD); DR 15/magic

Dungeon October 2007 44


CE Large outsider (extraplanar, fire) the center of the room is a drainlike slope to a sinkhole. It
Init +1; Senses darkvision 60 ft.; Listen +13, Spot +13 might be that at one time a flow of water filled this place but
Languages Common, Ignan later drained away with the opening of the sinkhole. Light
AC 18, touch 10, flat-footed 17 reveals that the 8-foot shaft goes down over 50 feet.
Immune fire
Fort +12, Ref +10, Will +11 Tactical Encounter: G7: Smooth Cavern (page 57).
Weakness vulnerability to cold
Speed 20 ft. (4 squares)
8. Cavern of Stalagmites (EL 9)
Melee +3 longspear +23/+18/+13 (1d8+9/×3 plus 1d8 This large chamber is over 60 feet high and has many shelves
fire) and
tail slap +18 (2d8+3 plus 1d8 fire)
and irregularities along its walls. Many stalactites hang from
Space 10 ft.; Reach 10 ft. (20 ft. with tail, 20 ft. with the stony roof far above, and some are of great size and excep-
longspear) tional beauty. The floor is littered with occasional stalagmites,
Base Atk +15; Grp +25 including several central formations of massive dimension,
Atk Options Cleave, Great Cleave, Power Attack, con- each well over 20 feet high.
strict 2d8+3 plus 1d8 fire, improved grab
Spell-like Abilities (CL 15th): Tactical Encounter: G8: Cavern of Stalagmites
3/day—burning hands (DC 13), fireball (DC 15), flam-
(page 59).
ing sphere (DC 14), wall of fire (DC 16)
1/day—dispel magic, summon monster VII (Huge fire
elemental) 9. Glowing Grotto
Abilities Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15 The cavern glows faintly blue, as if under the light of a fey
Feats Alertness, Cleave, Great Cleave, Multiattack, Pow- moon. The radiance appears to emanate from the fungi and
er Attack, Skill Focus (Profession [blacksmithing]) lichen that coat the rock walls. Thin rivulets of water trickle
Skills Bluff +19, Diplomacy +4, Hide +15, Intimidate +4, down the side of the cavern, helping give form to large crys-
Listen +13, Move Silently +17, Profession (blacksmith-
ing) +25, Spot +13
Possessions +3 longspear
Constrict (Ex) A salamander deals automatic tail slap
damage (including fire damage) with a successful
grapple check. A noble salamander can constrict
multiple creatures simultaneously, provided they are
all at least two sizes smaller than it.
Heat (Ex) A salamander generates so much heat that its
mere touch deals extra fire damage. Salamanders’
metallic weapons also conduct this heat.
Improved Grab (Ex) To use this ability, a salamander
must hit a creature of up to one size larger than itself
with its tail slap attack. It can then attempt to start a
grapple as a free action without provoking an attack
of opportunity. If it wins the grapple check, it estab-
lishes a hold and can constrict.

Tactics
The salamander takes advantage of the cavern’s elon-
gated shape, using his exceptional reach to skewer the
PCs with his spear or seize them with his tail, while
he remains out of their reach. Once he has drawn a PC
closer, he uses a wall of fire to separate the party.

7. Smooth Cavern (EL 9)


The notable feature of this room, other than the smooth walls
and ceiling, is the large, round boulders scattered around. In

Dungeon October 2007 45


talline growths that protrude from the walls. These crystals, seams, as if the corridor had been carved of one enormous
anywhere from a few inches to a few feet, refract the blue glow, piece of marble.
providing light by which to see. In the center of the cavern
stands a flawless column of white marble that extends 20 feet Tactical Encounter: G9.1: Hall of the Minotaur
from floor to ceiling. (page 60).

This cavern and its associated rooms are a remnant of 9.2. Hall of the Centaur (EL 10)
one of Iggwilv’s forgotten experiments. Upon entering This chamber is enormous, spanning 200 feet wide and long.
the grotto, the PCs feel an odd tingle on their skin, as White marble comprises the chamber’s 200-foot walls, which
if from the mist of some unseen waterfall. Nothing are sheer and polished. The ground is flat and covered with
happens in area 9 unless all members of the party thick grass of about ankle length. The open sky is visible over-
enter. Once all the PCs are in the room, if any one of head, and in it hangs an azure moon, which floods the area
them touches the column, they are all be transported to with blue light. In the middle of the chamber rise three levels
another location. The transportation function does not of terraces, each about 5 feet high. At the top of these marble
work unless all members of the party are in area 9. steps is a white marble column that rises up about 20 feet.
Each PC is transported to one of four locations. This
teleportation is random, and it is possible to have mem- Tactical Encounter: G9.2: Hall of the Centaur
bers of the party in each of the four possible locations. (page 61).
Use a four-sided die to determine to which area a PC is
sent. Upon the party’s teleportation, read: 9.3. Hall of the Sphinx (EL 10)
The initial chamber is 10 feet by 10 feet. A 5-foot-wide hallway
Intense blue light suddenly bathes the room, growing in lumi-
of 5-foot-square tiles and seamless white marble walls leads 20
nosity until it blocks vision. The radiance reaches a blinding
climactic moment in which sight is impossible. When the feet away and then bends to the right. Blue light uniformly
light fades, the grotto is gone. floods the area from some unseen source.

The means of returning to the caverns is given in the Tactical Encounter: G9.3: Hall of the Sphinx
descriptions of the areas. Characters who successfully (page 62).
return appear back in area 9, and to anyone watching,
appear to coalesce out of the blue light, which brightens 9.4. Hall of the Medusa (EL 10)
and intensifies at a person’s arrival. This wide circular chamber is ringed in statues of various
If a character dies in one of the rooms, his or her body humanoids and monstrous humanoids. The walls and floor
remains where it fell, undisturbed. The body does not consist of seamless white marble, and the domed ceiling is
decay, nor is sleep, food, or drink necessary to survive unbroken except for a translucent azure orb, about 5 feet
within any of the area 9 chambers; the blue glow has a across, which fills the room with blue light. The chamber is
stasislike effect. The rooms can be revisited by touching about 60 feet in diameter, and the statues form a circle about
the column after all party members, not including any 10 feet from the wall. In the chamber’s center is a column of
of those slain, return to the grotto. Any slain creatures white marble, roughly 20 feet tall.
remains dead upon the PCs return to their chamber,
and any of the room’s contingent conditions for return, Tactical Encounter: G9.4: Hall of the Medusa
such as the killing of the room’s creature, will remain (page 63).
satisfied.
10. Jagged Cavern
9.1. Hall of the Minotaur (EL 10) This small cavern is unremarkable except for the splintered
The walls of this room are white marble, though they glow bones and broken skulls scattered about. One complete
blue under an unseen light source. The blue light illuminates skeleton still wears a cloak and appears to have its backpack
the area uniformly such that there are no shadows. The area on—evidently a slain adventurer.
is more like a corridor than a room. It is 10 feet wide and 10
feet high, and down the length of the hall, the area ends and Tactical Encounter: G10: Jagged Cavern (page 64).
appears to turn left and right. The walls and floor are without

Dungeon October 2007 46


11. Cave of the Skull 16. Great Cavern
This small, nondescript area has an enormous stone box in This cavern has a high-domed ceiling of about 70 feet at its
its center. Atop the box is a skull—probably that of a human peak. Heaped along the western wall in an alcove is a mound
or elf. of coins and other treasure.

Tactical Encounter: G11: Cave of the Skull Tactical Encounter: G16: Great Cavern (page 69).
(page 65).
17. Cave Chamber
12. Pillared Cavern This smooth-sided passageway leads to a large cave. The low
The stalactites and stalagmites here have grown together to ceiling is pleasantly colored, as are the many-hued walls.
form columns extending from floor to ceiling. The colors here The place emanates a sense of peace. A small trickle of water
are particularly bright. splashes into a basinlike pool about 2 feet off the floor. Some-
how, this seems like a safe place.
Tactical Encounter: G12: Pillared Cavern
(page 66). This cavern is a special antipathy area created long ago by
one of Iggwilv’s enemies. It served as a haven for those
13. Cavern of Rot seeking to overcome her evil. It has an antipathy effect
The dank stench of rotting fungi assails your nose. A few scat- set for evil creatures, which affects any party member
tered mushrooms and molds actively grow here, but generally who is evil. The area also has a sympathy effect for those
the whole chamber is strewn with parts and pieces of every of good alignment. Monsters do not enter the area.
sort of fungus imaginable. Party members of good alignment are attracted to this
place, and they can rest and recuperate here. No Will
Tactical Encounter: G13: Cavern of Rot (page 67). save is required to leave the area, as per the sympathy
spell. The party might notice some unusual mushrooms
14. Irregular Cavern (Spot DC 10) near the fountain pool. There are twelve
reddish fungi that cure 1d4+1 points of damage each,
This place is obviously the lair of some monster, for bones and seven purplish specimens that bestow darkvision with
fecal waste from some creature litters the chamber, mixed with a range of 90 feet for 1d4+4 rounds, nine yellowish-gray
the rotting remains of past meals. A large black rock rests in mushrooms that grant immunity to poison for 1d6+6
the middle of the area. rounds, and many brown ones that are as wholesome
and satisfying as any food.
Tactical Encounter: G14: Irregular Cavern (page
68).
18. Grotto of the Idol
15. Fungi Cave This crooked, curving room has one peculiar feature—a huge
stone idol 10 feet tall in the northern alcove. It is roughly
This cave is filled with large mushrooms and other fungi. chiseled into the shape of a balor. Its eyes glitter a fiery color
From the compost on the floor, it is likely that the fungi are due to inset gems.
deliberately cultivated.
Tactical Encounter: G18: Grotto of the Idol (page
Eight shriekers grow among the other fungi.
70).
Shriekers (8): hp 11; MM 112 (noncombatant)
19. Before Great Iron Doors
The hill giant in area 14 cultivates fungi, especially Ahead is a pair of riveted iron doors. From the look of the
shriekers, which warn him of approaching danger. The hinges set into the stone, each of these great doors must be at
giant and beetle arrive 6 rounds after the shriekers’ least 1 foot thick. On each door are many leering demon vis-
initial warning noise (Listen DC 15). ages in bronze. Weird symbols form a crabbed tracery around
the border of the great iron portal. In the center is a plaque
with the following message in Common:

Dungeon October 2007 47


Iggwilv’s treasure rests within 20. The Inner Sphere
Her curse on any who disturb it
The room beyond the door is brightly lit, and the door opens
Seek no further to steal it, nor
onto a ledge of green serpentine. A decorative screen stands at
To free she who is imprisoned here
the end of the ledge. The other doors open onto similar ledges,
For a fate worse than death is
and each has its own screen. The chamber is spherical, and the
Sure to come to those fools who
doors and ledges are symmetrically arranged along the room’s
Violate this circumscribed place.
perimeter. The upper hemisphere forms a dome of lapis lazuli,
as dark as the night sky. The dark color lightens as it runs to
The metal gates open outward, but only if three or
the base of the upper hemisphere. The lower hemisphere is
more characters pull and each makes a successful DC
pale green at the top, darkening to a deep green at the bottom.
20 Strength check. Characters may attempt to retry on
The sides of the sphere are perfectly smooth.
a failed check.
Tactical Encounter: G20: The Inner Sphere
Beyond the Great Iron Doors (page 71).
Beyond the iron doors is a corridor with walls of red marble.
A thick black carpet runs from the entry to an ebony door Encounter Aftermath
some 80 feet away. The arched ceiling consists of black marble
With the defeat of Drelnza, the party has achieved its goal
shot through with bands of scarlet. An eerie red glow from
and obtained the fabled trove of Iggwilv. The monetary
the ceiling pervades the entire passageway.
treasures, magnificent as they are, are trivial in com-
parison to the mighty artifacts. These items—Daoud’s
A painting on the wall shows a 15-foot wooden boat
Wondrous Lanthorn, the Demonomicon, and the prison of
with a lovely, black-haired lady at the tiller. She smiles
Zagig—are described below.
under a stormy night sky. This painting portrays the
Iggwilv’s trove contains the following nonmagical
boat from area 13 of the Lesser Cavern. The boat in the
items: 6 folding screens worth 1,000 gp each; 2 carpets
painting has the name, “Shrimpkin,” on the prow, which
worth 750 gp each; 2 inlaid stands worth 2,000 gp each;
is also the command word that shrinks the magic boat.
4 porcelain vessels worth 1,500 gp each; 1 table worth
(Note: The painting appears only in the first corridor
800 gp; and 1 crystal bowl worth 3,250 gp.
of area 19 that the PCs enter.)
The crystal bowl contains gems of the following
As the adventurers move down the corridor to the
quantity and value: 400 × 1 gp, 300 × 5 gp, 200 × 10 gp,
black wooden door, they feel the tingle of perceptible
100 × 50 gp, 10 × 100 gp, 1 × 500 gp.
magic in the air. They also see the gleam from silver
Above Drelnza’s stone bed hangs the artifact known
hinges, studs, and a door ring, which is visible on the
as Daoud’s Wondrous Lanthorn. The gold chain on which
door. The ebony portal’s silver hinges are kept magically
it hangs is worth 1,000 gp. The chain is nonmagical and
bright and oiled, so the slightest tug on the ring will
can be broken or separated by force or a knock spell.
swing it open. As this is done, the iron doors inexorably
The characters can remove the alabaster slab, but
close. Upon opening the wooden doors, the party sees a
its weight is 3,000 pounds. Beneath it, the marble is
brief flash of gold light, and then they are transported
hollowed out to form a cavity 2 feet wide, 4 feet long,
to the 30-foot square area with a letter corresponding
and 2 feet deep. This space holds a small brass cage.
to the door they opened. Each such area is lettered, and
Inside this cage are several pieces of platinum jewelry
the door opened has a corresponding letter. Thus each
studded with diamonds and rubies: a tiara worth 8,500
time an ebony door is opened, the PCs, including all in
gp, a necklace worth 5,000 gp, a bracelet worth 3,000
the marble corridor, disappear from where they stand
gp, earrings worth 4,500 gp, and a ring worth 2,000 gp.
and appear elsewhere in the caverns, after which the
The cage is magical, and its bars cannot be bent. This
black door closes. This teleportation cannot be avoided.
item is the prison of Zagig; see page 51.
To enter area 20, the PCs must open all six of the inner
The prison of Zagig contains a 3-inch-tall creature
doors once and then return and open any one of the six
with the vague form of a female human made of a dark
doors; the doors need not be opened in sequence.
claylike substance. Although its features are indistinct,
The nexus beyond the ebony doors prevents any magi-
a DC 20 Intelligence check will allow a character to
cal scrying, or entry by spell such as teleport, passwall, or
realize the creature’s resemblance to the woman in the
even wish. No sight or hearing can penetrate the area.
painting in area 19.

Dungeon October 2007 48


Dungeon October 2007 49
This creature is the homunculus of Iggwilv, which and crystal lenses. An unwavering pure flame burns
Iggwilv vainly crafted in her own image. The homun- within. The faces are normally fitted with crystal lenses.
culus paces in the cage, as if frustrated. With a DC 22 The lanthorn’s magical powers change, depending upon
Knowledge (arcana) check, a character can identify the which of the gem lenses is fitted to it. The lenses and
creature as a homunculus and know that a homunculus their powers are described below.
cannot speak, normally carries a telepathic link when The flame of Daoud’s Wondrous Lanthorn cannot be
within range (1500 feet) of its creator, does not die unless extinguished except by exhausting its supply of fuel.
slain or unless its master is slain, and will always try to Crushed gems, contained in a small compartment at
find its master unless physically unable to do so. Refer the base of the lanthorn, fuel the lamp. The lanthorn
to page 154 of the Monster Manual for more information can be refueled with the following amounts of gems:
on the homunculus and see page 51 for details on the 1. Crushed diamonds, total worth 10,000 gp.
prison of Zagig. 2. Crushed oriental topazes, rubies, and sapphires,
Careful examination (Search DC 15) of the upper rim total worth 4,000 gp for each gem type.
of the marble block reveals a hairline crack. A small lip 3. Miscellaneous crushed gems of seven different
runs around the inner edge of the cavity, and if grasped, colors, total worth 15,000 gp. Each gem must be worth
a traylike portion of the marble block can be lifted out 500 gp or more.
to reveal yet another cavity; the inner block weighs The lanthorn is always burning and fully fueled when
1,000 pounds. Beneath it is the coffin of Drelnza, and found. If fuel is placed in the extinguished lanthorn,
there she is found (if escaping in gaseous form.) She is re- it lights itself. If used as a normal lantern, it burns for
forming her corporeal body and is effectively helpless. 100 years. The use of its powers burns the fuel faster. If
This cavity also contains the Demonomicon and one of the flame goes out for any reason, the possessor of the
the following six tomes (the DM should roll a 1d6 to lanthorn instantly dies.
determine which): a manual of bodily health, a manual of The four faces of the lanthorn can be shuttered so that
gainful exercise, a manual of quickness of action, a tome of no light shines through. If all four openings are fitted
clear thought, a tome of leadership and influence, and a tome with crystal lenses, anyone exposed to the lanthorn’s
of understanding. glow for 4 consecutive hours does not need food, drink,
The Demonomicon is bound and sealed, and no spell or sleep for a further 12 hours. Exposure to the light
or force—short of placing it on the lectern located in for 24 consecutive hours heals 1d4+4 points of damage
area 14 of “The Hollow of the Horn”—causes the clasps and temporarily halt the effects of disease or poison.
to unlock or the book to open. Anyone attempting to Seven continuous days of exposure destroys all disease
force the issue physically (such as a rogue trying to or poison ailing a creature.
make an Open Lock check) must succeed on a DC Note: The lanthorn has seven gem lenses, as listed on
22 Fortitude save or acquire 1d2 points of corruption. the table below. When the lanthorn is found it has the
Anyone attempting to open the book mystically (such following lenses with it: ruby, topaz, emerald, diamond,
as through a knock spell) must succeed on a DC 22 Will and the four crystal lenses. The three remaining lenses
save or acquire 1d2 points of depravity taint. A new are located elsewhere. The jacinth lens is located in
save must be rolled each time a new attempt is made. either areas C or F of Iggwilv’s Horn. The amethyst
Successful saves do not result in the book opening. lens can be found in area 12 of The Hollow of the Horn.
The bier resting atop the dais can be removed to The sapphire lens is to be placed wherever the DM
reveal a stairway leading to the Hollow of the Horn. A wishes—either within the context of these adventures,
DC 15 Search check uncovers scuff marks along the or as the object of a future quest.
base of the dais where the bier has been moved. With If a lens is broken, it can be replaced. This requires
a DC 20 Strength check, the bier slides just enough to a single huge gemstone worth at least 10,000 gp of the
allow passage down the narrow winding stairs, which same type as the lens that was broken. A DC 30 Profes-
descend almost 500 steps before arriving at area 1 of sion (gemcutter) check is required to prepare the lens,
“The Hollow of the Horn.” including use of another existing lens as a guide. A
spellcaster must then cast the spell that matches the
Daoud’s Wondrous Lanthorn original lens’ power with the new lens as the target or
This artifact is wrought from the finest yellow gold. Its in the spell’s area of effect. This must be immediately
beautifully crafted framework is set with huge jewels followed by a permanency spell. Only lenses that dupli-

Dungeon October 2007 50


cate the existing specimens will function; no original If the seven prisms are arranged so as to have two
lenses can be made. lenses in three of the openings and the diamond lens
The magical effects of the lanthorn have a range of 30 in the fourth, a prismatic sphere is created. The proper
feet. The power of the artifact is such that, at ranges of 10 sequence is: ruby and jacinth; topaz and emerald; sap-
or lower, a creature receives no saving throw against the phire and amethyst; diamond.
lanthorn’s magic, and its effects automatically overcome One round is needed to open or close all the shutters
spell resistance. of the lanthorn. Placing or removing a lens from one
When three openings of the lanthorn are shuttered, of the openings requires 1 round. Thus, 2 rounds are
and a lens is inserted in the remaining opening, a necessary to exchange 1 gem lens for a different one.
beam of colored light shines forth 30 feet. However, In distracting or threatening situations, the lanthorn’s
the magical power of the lens does not take effect until user has a 10% chance (rolled secretly by the DM) of
the possessor of the lanthorn commands it. The magical inserting the wrong prism.
power of a single prism affects only a single target. Gem Daoud’s Wondrous Lanthorn is an artifact of great power
lenses can be combined to produce different effects. and worth a vast sum if sold. It’s widely known that
The gem lenses, their effects, and their fuel costs, are an offer of 160,000 gp was made for the device, with
as follows: but four of the seven prisms. One can only speculate
what the price would be if all seven gem lenses were
Type of Prism Effect Fuel DC included.
Ruby hold person 5 years 15
Ruby hold monster 5 years 17 Prison of Zagig
Oriental emerald haste 5 years 15
Diamond color spray 5 years 13 Only five of these brass devices are believed to exist.
Sapphire fear 5 years 16 Each is nearly identical, appearing to be nothing more
Oriental amethyst rage 5 years 15 than a small, well-made birdcage. Normal handling or
Jacinth flame strike 5 years 17 examination does not reveal it to be magical. If a detect
Topaz slow 5 years 15 magic spell is cast on the prison of Zagig, a character
Special confusion 10 years 16
Special prismatic spray 50 years 19
discerns magic of an uncertain nature—either no
Special prismatic sphere 50 years 21 particular type of magic or a false type of magic.
Each cage has permanent antimagic and antidetec-
The effect of each single prism is equivalent to its name- tion spells that protect the exterior and interior of the
sake spell. The magical power of a single prism affects cage.
only one target per use. The listed fuel is burned each Only a spellcaster can use the prison of Zagig, and the
time the given spell effect is used. An effect cannot be device attunes itself to the possessor when he or she
used if insufficient fuel remains. The confusion, prismatic learns the spell word that activates it. Activation has
spray, and prismatic sphere effects require combinations two effects. First, the cage is sealed by an arcane lock,
of several prisms. For spells with a duration, the caster caster level 20th. The second effect is that the possessor
level is equivalent to the minimum level necessary to is able to imprison a creature in the cage by speaking
cast the spell. a trigger word and uttering a special command spell
If a gem lens is placed in each opening of the lan- with a casting time of 1 round.
thorn, and the lanthorn is then spun, all within 30 The command must contain the personal name of
feet of the lanthorn, except its possessor, are confused, the creature to be imprisoned. If the creature does
as the spell. Victims within 10 of the lanthorn receive not have a personal name, its personal history must be
no saving throw. This effect operates at the command recited in detail. The creature being commanded into
of the lanthorn’s possessor, as do all other effects. Any imprisonment receives a DC 35 Will save to resist this
combination of four gem lenses produces this effect. compulsion.
If all seven prisms are possessed, and the owner of If a creature fails its save, it is reduced to a height of
the lanthorn mounts all seven, one behind another 3 inches and instantly teleported into the cage. Since
regardless of order, a prismatic spray can be produced. magic does not function within the cage, imprisoned
Each use of the prismatic spray has a 10% chance of creatures cannot free themselves with spells or magical
shattering 1d4 prisms. items. An imprisoned creature does not need food or

Dungeon October 2007 51


water while imprisoned and is instantly restored to its 3rd—dispel magic, glyph of warding, greater magic
former size and abilities once freed. weapon, summon monster III, tongues
A prison of Zagig cannot be damaged by force or magic. 4th—charm monster, dimensional anchor, dismissal, locate
Only the owner of the cage, or a person capable of dis- creature, planar ally (lesser), summon monster IV
pelling the arcane lock, can free an imprisoned creature. 5th—break enchantment, plane shift, summon monster
A knock spell or similar does not work on this lock. A V, true seeing
wish spell or similar reality-altering magic can also be 6th—antimagic field, dispel magic (greater), repulsion,
used to open the cage. Only normal sight and hearing summon monster VI
can locate a creature inside a prison of Zagig; spells and 7th—dictum, ethereal jaunt, forcecage, summon monster
magic items cannot locate the creature. VII
The spell words necessary to operate the prison of 8th—summon monster VIII
Zagig can be found in Iggwilv’s Demonomicon. Four 9th—summon monster IX
words are necessary to operate a prison of Zagig: the
activation word, trigger word, command word, and Finally, use of the Demonomicon grants the user a +15
freedom word. circumstance bonus on all Knowledge checks referenc-
ing anything demonic.
The Demonomicon
Iggwilv amassed an impressive collection of power
and lore concerning the various denizens of the Abyss.
She transferred a substantial amount of that power
and lore into the ichor-stained pages of this massive
leather-bound tome.
This brass-bound book contains a treatise on the pow-
erful evil creatures of the Lower Planes. The DM can
include descriptive material and personal names—that
is, names otherwise kept secret and used for magical
purposes—as appropriate.
Study of the work requires one week, but upon
completion, a spellcaster gains the ability to prepare and
cast any spell found within, regardless of class-based
limitations or the class spell list on which a spell would
ordinarily be found.
Among the Demonomicon’s more unusual spells are
abyssal army (SC 7), all magic circle spells (PH 249–250),
anticipate teleportation (SC 13), banishment (PH 203),
binding (PH 204), dimensional lock (PH 221), dismissal (PH
222), gate (PH 234), greater anticipate teleportation (SC 13),
greater planar binding (PH 261), hellish horde (SC 113), lesser
planar binding (PH 261), planar binding (PH 261), planar
bubble (SC 158), planar exchange (SC 159), and refusal (SC
171).

In addition, this version of the Demonomicon contains


universal transliterations of all the following spells:
1st—comprehend languages, detect chaos/evil/good/law,
magic weapon, protection from chaos/evil/good/law, summon
monster I
2nd—align weapon, see invisibility, silence, summon
monster II, zone of truth

Dungeon October 2007 52


G1: Troglodyte Tunnels
Encounter Level varies CE Medium humanoid (reptilian)
Init +4; Senses darkvision 90 ft.; Listen +11, Spot +5
A tribe of eighteen troglodytes inhabits the tunnels Language Draconic
that radiate from this cave. When the party enters the AC 20, touch 10, flat-footed 20; improved uncanny
area, read: dodge
Fort +12, Ref +2, Will +2
Stepping into the chamber illicits loud hissing from
the surrounding alcoves. In the shadows of the Speed 30 ft. (6 squares) in hide armor, base speed 40
chamber, scaled humanoids stare with beady eyes, ft.
watching warily. Abruptly, the hissing grows silent Melee +1 greatclub +13 (1d10+3) and
and the lizard creatures spring forward. claw +9 (1d4+1) and
bite +11 (1d4+1)
Ranged javelin +9 (1d6+2)
9 Male Troglodytes CR 1 Space 5 ft.; Reach 5 ft.
hp 13 each (2 HD) Base Atk +9; Grp +11
CE Medium humanoid (reptilian) Atk Options Cleave, Power Attack, rage 3/day (8
Init –1; Senses darkvision 90 ft.; Listen +3, Spot +0 rounds)
Languages Draconic
Abilities Str 15, Dex 10, Con 16, Int 8, Wis 10, Cha 10
AC 15, touch 9, flat-footed 15 SQ stench, trap sense +2
Fort +5, Ref –1, Will +0 Feats Cleave, Improved Initiative, Power Attack, Multiat-
Speed 30 ft., tack, Weapon Focus (greatclub)
Melee club +1 (1d6) and Skills Climb +10, Hide +8, Intimidate +12, Jump +5, Lis-
claw –1 (1d4) and ten +11, Spot +5, Swim +8
bite –1 (1d4) or Possessions +1 greatclub, +1 hide armor
Melee 2 claws +1 each (1d4) and Stench (Ex) See male troglodytes
bite –1 (1d4)
Ranged Javelin +1 (1d6) 7 Female Troglodytes: hp 13 each; MM 246 (non-
Space 5 ft.; Reach 5 ft. combatant, unless forced to fight; see male troglo-
Base Atk +1; Grp +1
Special Actions stench
dytes for statistics)

Abilities Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10 Tactics
Feats Weapon Focus (javelin), Multiattack
Skills Hide +8, Listen +3 Half of this group of troglodytes is armed with only
their claws and teeth; the rest carry one or two javelins
Stench (Ex) When a troglodyte is angry or frightened, and clubs. They normally conceal themselves, launching
it secretes an oily, musklike chemical that nearly
every form of animal life finds offensive. All living javelins before closing to attack. If the battle goes against
creatures (except troglodytes) within 30 feet must them, they retreat and hide. Unless the characters are
succeed on a DC 13 Fortitude save or be sickened exceptionally quiet and show no light, the troglodytes
for 10 rounds. The save DC is Constitution-based. lurk in ambush for them. Three male troglodytes live
Creatures that successfully save cannot be affected in each of the three smaller alcoves on the west side of
by the same troglodyte’s stench for 24 hours. A the cavern, and eight (including the leader and all non-
delay poison or neutralize poison spell removes the combatant females) are in the larger dead-end tunnel to
effect from the sickened creature. Creatures with
immunity to poison are unaffected, and creatures
the north. If they gain surprise, the males hurl javelins
resistant to poison receive their normal bonus on and then close. In a situation without the element of
their saving throws. surprise, circumstances dictate their actions. On the
third round of combat, a special troglodyte appears
Troglodyte Leader CR 9 from the short northeastern corridor:
hp 89 (10 HD); DR 1/—
Male troglodyte barbarian 8

Dungeon October 2007 53


Troglodyte Champion CR 13 at 0 hit points, nor is he treated as dying at –1 to –9
hp 127 (14 HD); DR 1/— hit points. Even if reduced to –10 hit points or lower,
Male troglodyte barbarian 8/frenzied berserker 4 he continues to fight normally until his frenzy ends.
CE Medium humanoid (reptilian) At that point, the effects of his wounds apply nor-
Init +0; Senses darkvision 90 ft.; Listen +11, Spot +8 mally if they have not been healed. This ability does
Language Draconic not prevent death from massive damage or from
spell effects such as slay living or disintegrate.
AC 21, touch 10, flat-footed 16; improved uncanny
dodge
Fort +16, Ref +3, Will +3 Tactics
Speed 30 ft. (6 squares) in hide armor, base speed 40
When the champion appears from its den along the
ft. north passage from the area, the other troglodytes
Melee +2 greatsword +19/+14/+9 (2d6+6) and pause for 1 round while their hero steps out, croaks its
bite +14 (1d4+1) or challenge, and wades into the fray. Immediately upon so
Melee 2 claws +16 each (1d4+3) and doing, he rages and frenzies for a +10 Str bonus and +4
bite +14 (1d4+1) Con bonus. He then uses Power Attack to cut through
Ranged javelin +13 (1d6+2) any foes before him.
Space 5 ft.; Reach 5 ft.
Base Atk +13; Grp +16
Atk Options Cleave, frenzy 2/day (8 rounds), Great Treasure
Cleave, Power Attack, rage 3/day (8 rounds), Su- This tribe of troglodytes is primitive and lacks a shaman
preme Cleave so is thus limited in their magical possessions. The
Special Actions stench lairs hold no treasure except for the of the troglodyte
Abilities Str 17, Dex 10, Con 16, Int 8, Wis 10, Cha 10 champion. The largest lair to the north holds four
SQ deathless frenzy, trap sense +2 unhatched troglodyte eggs. Each is worth 1d4x100 gp
Feats Cleave, Multiattack, Destructive Rage, Diehard, if sold on the open market in a city. The champion has
Great Cleave, Intimidating Rage, Power Attack, a golden necklace worth 250 gp and a crystal flask that
Weapon Focus (greatsword)
contains a potion of cure critical wounds; the flask alone
Skills Climb +14, Hide +8, Intimidate +16, Jump +6, Lis-
ten +11, Spot +8, Swim +12 is worth 250 gp.
Possessions +2 intelligent greatsword, +2 hide armor
Stench (Ex) See male troglodytes. Tactical M ap Details
Frenzy (Ex) When the champion enters combat, he goes The narrow alcoves are home to the troglodytes and as
into a frenzy and gains a +6 bonus to Strength and, such, are littered with waste and detritus. This does not
if he makes a full attack action, gains a single extra hamper movement, though.
attack each round at his highest bonus. He takes a
–4 penalty to Armor Class and takes 2 points of non-
lethal damage per round.
While frenzied, the character cannot use any
Charisma-, Dexterity-, or Intelligence-based skills
(except for Intimidate), the Concentration skill, or any
abilities that require patience or concentration.
During a frenzy, a frenzied berserker must attack
those he perceives as foes to the best of his ability. If
he runs out of enemies before the frenzy expires, he
must then attack the nearest creature and fight that
opponent without regard to friendship.
Supreme Cleave (Ex) A frenzied berserker can take a
5-foot step between attacks when using the Cleave
or Great Cleave feat. He is still limited to one such
adjustment per round, so he cannot use this ability
during a round in which he has already taken a 5-foot
step.
Deathless Frenzy (Ex) A frenzied berserker can scorn
death and unconsciousness while in a frenzy. As long
as his frenzy continues, he is not treated as disabled

Dungeon October 2007 54


G2: Cavern of Corpses
Encounter Level 8 Tactics
The bodak emerges quietly from the northeastern
This gruesome place is the home of a bodak, which
alcove and tries to move around its chamber, using
dwells in the small northeastern cave. This grotesque
the benefit of its Hide bonus to remain hidden. While
creature has long dwelt here, and has spent years deco-
moving, the creature targets PCs separated from the
rating its “parlor” with the grim remains of adventurers
rest of the group or who appear to have weak Forti-
(which then rose as more bodaks) it has slain in a
tude saves first. Once detected, it tries to avoid direct
macabre dance motif.
confrontation, employing its death gaze while trying
The bodak stands amid its “art,” nearly indistinguish-
to keep behind cover.
able from the corpses of the dead bodaks due to its
gray skin (giving it a +10 circumstance bonus on Hide
checks). It attempts to slay as many PCs as possible while
Treasure
undetected. Once seen, read: The troglodytes (encounter G1) are on good terms with
the bodak. It occasionally slays one of them, and to pro-
Silent as death, a vaugely humanoid creature pitiate the bodak, the troglodytes sacrifice treasure to it.
emerges from the shadows of the cavern, as if Consequently, the northeastern alcove of the creature’s
materializing from the walls. Its body is covered in lair is full of valuables.
gray skin and barren of any hair. The creature’s
The alcove contains 187 cp, 3,440 sp, 4,196 gp, 289 pp,
oblong face has no nose and only white lifeless eyes.
With grim intent, the creature stalks forward. 20 gems of 50 gp value, 14 gems of 100 gp value, a potion
of reduce person, a potion of poison, a potion of polymorph, a
divine scroll of four spells (resist fire, remove curse, raise
Bodak CR 8 dead, heal, CL 12th), an arcane scroll of six spells (identify,
hp 58 (9 HD); DR 10/cold iron
CE Medium undead (extraplanar) silent image, magic mouth, dispel magic, confusion, statue,
Init +6; Senses darkvision 60 ft.; Listen +11, Spot +11 CL 15th), a scroll of protection from spells, a ring of blinking,
Languages Common bracers of armor +4, a candle of invocation (chaotic good), a +3
defending short sword, +2 scale mail, and a +2 shortspear.
AC 20, touch 12, flat-footed 18; Dodge
Immune electricity
Resist acid 10, fire 10 Tactical M ap Details
Fort +3, Ref +5, Will +7 Puddles have pooled throughout the main chamber, and
Weakness vulnerability to sunlight
they run slowly together to form a small pool in the
Speed 20 ft. (4 squares) northeastern alcove.
Melee slam +6 (1d8+1)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +5
Special Actions death gaze
Abilities Str 13, Dex 15, Con —, Int 6, Wis 12, Cha 12
SQ undead traits
Feats Alertness, Dodge, Improved Initiative, Weapon
Focus (slam)
Skills Listen +11, Move Silently +10, Spot +11
Death Gaze (Su) Death, range 30 feet, Fortitude DC 15
negates. Humanoids who die from this attack are
transformed into bodaks 24 hours later. The save DC
is Charisma-based.
Vulnerability to Sunlight (Ex) The bodak takes 1 point of
damage each round of direct exposure.

Dungeon October 2007 55


G5: Uneven Cavern
Encounter Level 10 of this pile (Search DC 20) yields a rough diamond
worth 5,000 gp.
Two umber hulks lurk in this room. These monsters
have recently burrowed up through a shaft of clay Tactical M ap Details
located in the northern alcove of the cavern. As soon
A deep shaft, 10 feet wide, fills the northern alcove and
as a PC enters, read:
leads downward. The shaft slants steeply downward for
Two large forms appear out of the shadows, raising about 100 feet, levels off, and then gradually rises for
huge chitinous arms and clawed hands. They rush about 1 mile, eventually emerging on the north face of
forward in ambush, snapping a vicious set of pincers. the mountain (not shown on the map). A pile of wet clay
sits beside the shaft.
2 Advanced Umber Hulks CR 10
hp 93 each (12 HD)
CE Large aberration
Init +1; Senses darkvision 60 ft., tremorsense 60 ft.;
Listen +11, Spot +0
Languages Terran
AC 19, touch 10, flat-footed 18
Fort +10, Ref +5, Will +8
Speed 20 ft. (4 squares); burrow 20 ft.
Melee 2 claws +13 each (2d4+6) and
bite +11 (2d8+3)
Space 10 ft.; Reach 10 ft.
Base Atk +8; Grp +18
Atk Options confusing gaze
Abilities Str 23, Dex 13, Con 19, Int 11, Wis 11, Cha 13
Feats Ability Focus (confusing gaze), Great Fortitude,
Improved Natural Armor, Multiattack, Toughness
Skills Climb +14, Jump +9, Listen +13
Confusing Gaze (Su) Confusion as the spell, 30 feet,
caster level 12th, Will DC 19 negates. The save DC is
Charisma-based.

Tactics
The monsters are hungry and furiously attack the party.
One creature stands along the western wall, while the
other lurks in the southern alcove. They use their trem-
orsense to detect the presence of any nearby quarry and
then attempt to ambush the prey as it approaches, using
their confusing gaze to cause disarray while focusing
on the most dangerous threat.

Treasure
If the PCs examine the alcove in the north, they note a
large pile of wet clay beside the shaft. An examination

Dungeon October 2007 56


G7: Smooth Cavern
Encounter Level 9 Exhaustion: This works like the spell ray of exhaus-
tion (no save).
Two gauths dwell among a trio of gas spores in this Stunning Gaze (Su) Stun for 1 round, 30 feet, Will DC 14
negates. The save DC is Charisma-based. Any crea-
cavern. Once the PCs enter the chamber, read:
ture meeting the gaze of the gauth’s central eye is
Five spherical bodies rise from the floor and begin to subject to its stun gaze attack. Since a gauth can use
float forward. Each has an unblinking eye and its eye rays as a free action, it uses a standard action
enormous teeth that fill a gaping maw. Smaller eyes to focus its stunning gaze on an opponent and attack
attached to wriggling stalks sprout from the top of with all eye rays against that opponent as well.
the creatures’ orblike bodies. Three of the creatures
are larger than the others. 3 Gas Spores CR 3
Lords of Madness 148
hp 15 each (10 HD); death throes
2 Gauths CR 6 N Large plant
hp 45 each (6 HD) Init –3; Senses all-around vision, low-light vision; Listen
LE Medium aberration +0, Spot +4
Init +6; Senses all-around vision, darkvision 60 ft., Languages —
scent; Listen +4, Spot +17
Languages Beholder, Common AC 6, touch 6, flat-footed 6
Fort +4, Ref +0, Will +3
AC 19, touch 12, flat-footed 17
Fort +5, Ref +4, Will +9 Speed 5 ft. (1 square), fly 20 ft. (poor); flight
Melee slam +9 (1d6+4 plus infestation)
Speed 5 ft. (1 square), fly 20 ft. (good); Flyby Attack Space 10 ft.; Reach 5 ft.
Melee bite –2 (1d6–1) Base Atk +7; Grp +14
Ranged 6 eye rays +14 touch SQ beholder camouflage
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +3 Abilities Str 16, Dex 4, Con 4, Int —, Wis 10, Cha 1
Atk Options Flyby Attack, stunning gaze Skills Disguise –5 (+15 imitating beholders), Listen + 0,
Search +4, Spot +4
Abilities: Str 8, Dex 14, Con 16, Int 15, Wis 15, Cha 13
Feats AlertnessB, Flyby Attack, Improved Initiative, Iron Death Throes (Ex) A gas spore reduced to 0 or fewer
Will hit points immediately explodes in a powerful burst
Skills Hide +11, Knowledge (arcana) +11, Listen +4, of spores and foul-smelling gas. This blast affects
Search +15, Spot +17, Survival +2 all creatures in a 10-foot radius, dealing 6d6 points
of sonic damage and exposing them to the spores
All-Around Vision (Ex) A gauth can’t be flanked. (see Infestation, below). A DC 12 Reflex save halves
Eye Rays (Su) Each of a gauth’s six eye rays resembles damage. The save DC is Constitution-based. The
a spell cast by an 8th-level caster. Each eye ray has a spores are dispersed in this explosion and cannot be
range of 100 feet and a save DC of 14. The save DCs harvested thereafter.
are Charisma-based. The six eye rays include: Flight (Ex) A gas spore’s body is naturally buoyant.
Sleep: This works like the spell, except that it af- This buoyancy allows it to fly at a speed of 20 feet.
fects one creature with any number of Hit Dice (Will This buoyancy also grants it a permanent feather fall
negates). effect.
Inflict Moderate Wounds: This works like the spell Infestation (Ex) Any living nonplant creature that is dam-
causing 2d8+8 points of damage (Will half). aged by a gas spore’s slam attack or its death throes
Dispel Magic: This works like the targeted dispel must immediately succeed on a DC 12 Fortitude save
function of the spell. The gauth’s dispel check is or become infested with spores. An infested crea-
1d20+8. ture takes 1d4 points of Constitution damage upon
Scotching Ray: This works like the spell, dealing becoming infested and an additional 1d4 points of
4d6 points of fire damage (no save). A gauth creates Constitution damage every hour that follows as the
only one fiery ray per use of this ability. spores rapidly grow and consume flesh. The save DC
Paralysis: The target must succeed on a Fortitude is Constitution-based.
save or be paralyzed for 2d10 minutes. These spores are similar to poison, and anything

Dungeon October 2007 57


that delays, neutralizes, or prevents poisoning has destruction of its supply of spores (and possible infesta-
a similar effect on the spores. Creatures immune tion of the harvester). Gas spore powder is a dangerous
to poison are immune to a gas spore’s infestation. poison that costs 500 gp per dose. Anyone who dies of
When the victim’s Constitution is reduced to 0, it
this poison quickly deteriorates into 1d4 Small gas
dies. Its body immediately dissolves into a formless
mush that transforms into 1d4 Small gas spores over spores as detailed under the creature’s infestation
the course of 1 minute. Each Small gas spore has 1 attack.
Hit Die. These gas spores grow rapidly, gaining 1 Poison: Contact, Fortitude DC 12, 1d4 Con/1d4
Hit Die per minute until they reach their maximum Con.
size (10 HD). Beholders, beholderkin, and creatures
that have beholder grafts are immune to gas spore Tactics
infestation, and gas spores know to ignore such
creatures. The gauths deliver paralysis and sleep eye rays to neutral-
All-Around Vision (Ex) A gas spore can see in all direc- ize enemies. If the gas spores are low on hit points and
tions at once. Because of this, it gains a +4 racial are within 10 feet of several PCs, the gauths fire inflict
bonus on Search and Spot checks, and it cannot be moderate wounds and scorching ray eye rays at the gas
flanked. spores to explode them in the midst of their foes.
Beholder Camouflage (Ex) A gas spore’s appearance is
so clever that it gains a +20 racial bonus on Disguise
checks to appear as a beholder. Tactical M ap Details
The sinkhole goes straight down 75 feet, heads northeast
Harvesting Gas Spores at an angle of about 45 degrees downward for another
A typical gas spore yields 1d4 doses of usable gas spore 35 feet, and then narrows to about 4 feet in diameter
powder with a DC 20 Craft (alchemy) check; failure by before plunging straight down another 100 feet into an
5 or more results in the gas spore’s explosion and the underground stream.

Dungeon October 2007 58


G8: Cavern of Stalagmites
Encounter Level 9 unwilling targets as well, (DC 18 Will save negates).
The save DC is Charisma-based.
Crouching atop four tall rock formations are four bar- Summon Tanar’ri (Sp) 1/day, summon another bar-lgura
with a 35% chance of success. This ability is the
lguras. A DC 25 Spot check allows a character to see
equivalent of a 2nd-level spell (CL 6th).
them perched 20 feet up. The bar-lguras wait until the
PCs have come to the base of the rock formations or
have started to leave, at which point read:
Tactics
As the party enters the chamber, all four bar-lguras
A growl from overhead is the only warning as attempt to summon an additional bar-lgura. The crea-
several forms descend from the rocks above. All teeth tures then become invisible and spread out across the
and muscle and fur, the creatures swing down with room. Some remain on the rocks while others gather
agility, weight carrying their bodies with frightening
around the PCs where they can pounce. Bar-lguras in
speed.
combat will repeatedly attempt to grapple and abduct
foes using greater teleport to move to one of the ledges
4 Bar-Lguras CR 5 near the ceiling. From there, they drop their opponent
Fiendish Codex I 29
hp 51 each (6 HD) to the cavern floor.
CE Medium outsider (chaotic, evil, extraplanar, If the combat turns against them, the bar-lguras use
tanar’ri) darkness, and then major image to create dozens of vrocks
Init +4; Senses darkvision 60 ft.; Listen +11, Spot +11 flying into the cavern. Once the PCs are distracted, the
Languages Abyssal, Celestial, Common, Draconic; te- bar-lguras resume the attack.
lepathy 100 ft.
AC 22, touch 14, flat-footed 17; Dodge, Mobility Treasure
Fort +9, Ref +9, Will +7 The first demon wears a bracelet of gold and rubies
Speed 40 ft. (8 squares), climb 20 ft.; Run (4,500 gp). The second has a platinum neck chain (600
Melee 2 claws +12 each (1d6+6) and gp). The third wears an electrum necklace with a gold
bite +7 (1d6+3) pendant (a necklace of fireballs with a single missile equal
Space 5 ft.; Reach 5 ft. to a 9d6 fireball, worth 1,250 gp). The fourth has a jade
Base Atk +6; Grp +12 ring (550 gp).
Atk Options pounce
Special Actions abduction, summon tanar’ri
Spell-Like Abilities (CL 6th): Tactical M ap Details
At will—darkness, cause fear (DC 12), dispel magic, Five rock formations rise in the center of the chamber.
greater teleport (DC 18), see invisibility, telekinesis (DC
16)
A rock shelf also rises up 40 feet in the western section
2/day—disguise self (DC 12), invisibility, major image of the cavern.
(DC 14)
Abilities Str 22, Dex 19, Con 19, Int 13, Wis 14, Cha 12
SQ tanar’ri traits
Feats Dodge, Mobility, Run
Skills Balance +15, Climb +23, Hide +19, Intimidate +10,
Jump +27, Listen +11, Move Silently +13, Spot +11,
Tumble +15
Pounce (Ex) If a bar-lgura charges a foe, it can make a
full attack.
Abduction (Su) Unlike most tanar’ri, a bar-lgura can
use greater teleport to transport other creatures. It
can bring up to one Large or two Medium or smaller
creatures with it each time it teleports. It can teleport

Dungeon October 2007 59


G9.1: Hall of the Minotaur
Encounter Level 10 Tactics
The minotaur waits at the center of the labyrinth for a
This corridor is the beginning of a labyrinth. The center
challenger. The room is 30 feet across, and it uses this
of the labyrinth holds a minotaur and another white
to its advantage. The 10-foot-diameter column in the
marble column. Touching the column transports a PC
center of the room limits the direction from which
back to area 9 only after the minotaur is dead. When a
an attack can come and makes flanking the creature
PC reaches the center room, read:
difficult. The minotaur is confident and charges into
A tall, broad-shoulded creature with a horned head battle, using Power Attack to deal grievous wounds.
and thick fur stands confidently with a greataxe The minotaur relies on its breath weapon only if close
slung over its should. At seeing its prey, the creature combat proves difficult or if it must contend with
gives an eager snort, brings about the axe, and multiple adversaries.
charges forward.
Tactical M ap Details
Minotaur of Legend CR 10
Monster Manual II 214 The corridors of the maze are featureless. The room in
hp 119 (10 HD); fast healing 5; DR 10/magic which the minotaur resides contains only the white marble
Male minotaur fighter 4 column.
CE Large outsider
Init +7; Senses darkvision 60 ft, scent; Listen +13, Spot
+13
Languages Giant
AC 22, touch 12, flat–footed 22
Immune maze
Fort +18, Ref +12, Will +10
Speed 20 ft. (4 squares), spider climb
Melee +2 greataxe +21/+16 (3d6+17) and
gore +16 (1d8+4)
Base Atk +10; Grp +23
Atk Options Power Attack, Cleave, powerful charge
Special Actions breath weapon
Abilities Str 29, Dex 16, Con 25, Int 9, Wis 12, Cha 10
SQ natural cunning, outsider traits
Feats Alertness, Cleave, Great Fortitude, Improved Ini-
tiativeB, MultiattackB, Power Attack, Track, Weapon
Focus (greataxe), Weapon Specialization (greataxe)
Skills Intimidate +10, Jump +13, Listen +13, Search +7,
Spot +13
Possessions +2 greataxe
Natural Cunning (Ex) Minotaurs never become lost and
are never caught flat-footed.
Powerful Charge (Ex) A minotaur can lower its head and
charge with its horns, making a single gore attack
with a +16 attack bonus that deals 4d6+13 points of
damage.
Breath Weapon (Su) Every 1d4 rounds, 15-foot cone of
fire, 3d6, Reflex DC 20 half.

Dungeon October 2007 60


G9.2: Hall of the Centaur
Encounter Level 10 Atk Options Point Blank Shot, Shot on the Run, smite
good
The PC or PCs appear in the southwest corner of this Abilities Str 18, Dex 14, Con 16, Int 8, Wis 13, Cha 11
vast chamber. To return to area 9, a character must touch Feats Dodge, Mobility, Point Blank Shot, Shot on the
the column at the top of the terraces in the center of Run, Weapon Focus (hoof), Weapon Focus (com-
the room. Each of the three terrace levels requires a DC posite longbow), Weapon Specialization (composite
10 Climb check to reach the top. The bottom terrace longbow)
Skills Jump +18, Listen +3, Move Silently +4, Spot +3,
is a 40-foot square, the middle, 30-foot, and the top,
Survival +2
10-foot.
The white marble walls enclosing the area are flat and Smite Good (Su) Once per day the centaur can make a
featureless, making them unclimbeable. If a PC should normal melee attack and deal an extra 10 points of
damage against a good foe.
reach the top of the cliff, she finds herself standing
before an endless expanse of white stone, which glows
blue under the moonlight. The landscape is featureless Tactics
and without end. The centaur gallops toward the PC or PCs, taking
Between the PCs and the terraces, a fiendish centaur advantage of his speed to close the distance, take a shot
guardian prowls the fields. At the arrival of the PC or with his bow, and then peel away beyond melee range.
PCs, read: He continues this strategy, employing Shot on the Run
and making use of his bow’s 110-foot range. If faced
Under the blue moonlight in the grassy field stands a
with an adversary that can use ranged attacks, he takes
creature that has the legs and body of a horse and the
torso and head of a man. He stops suddenly and advantage of the terraces to gain cover.
looks around, keen eyes searching and coming to bear
on the southwestern corner of the area. His Tactical M ap Details
appearance seems somehow sinister—his skin is The 40-foot base of the terraces fills a vast portion of
dark and his muscles bulge unnatural power. He the area. The ground is otherwise flat and unbroken. A
remains motionless only a moment before galloping column with a 10-foot diameter stands at the top
forward. terrace.

Fiendish Centaur CR 10
hp 81 (10 HD); DR 5/magic
Male centaur fighter 6
CE L ar ge m o ns t ro us human o i d
(extraplanar)
Init +2; Senses darkvision 60 ft.; Listen +3,
Spot +3
Languages Infernal, Common
AC 14, touch 11, flat-footed 12; Dodge,
Mobility, Shot on the Run
Resist cold 10, fire 10; SR 15
Fort +9, Ref +8, Will +7
Speed 50 ft. (10 squares)
Melee 2 hooves +9 each (1d6+2)
Ranged +2 composite longbow (+4 Str bo-
nus) +15/+10 (2d6+8)
Space 10 ft.; Reach 5 ft.
Base Atk +10; Grp +18

Dungeon October 2007 61


G9.3: Hall of the Sphinx
Encounter Level 10 Base Atk +8; Grp +16
Atk Options pounce, rake 1d6+2
The hall is 100 feet long and rigged with a series of traps. Spell-Like Abilities (CL 14th):
3/day—clairaudience/clairvoyance, detect magic, read
The PCs begin in the space marked S.
magic, see invisibility
Not including the 10 foot by 10 foot chamber in which 1/day—comprehend languages, locate object, dispel
the PCs appear, the traps fall on prime numbered tiles: magic, remove curse (DC 18), legend lore
1, 3, 5, 7, 11, 13, 17, and 19. Further description of the
Abilities Str 19, Dex 12, Con 13, Int 18, Wis 19, Cha 19
traps is available on page 71 of the Dungeon Master’s
Feats Combat Casting, Improved Initiative, Iron Will
Guide. The traps are all CR2 and spring as follows: Pit Skills Bluff +15, Concentration +12, Diplomacy +8,
Trap, Large Net Trap, Bricks from Ceiling, Spiked Pit Disguise +4 (+6 acting), Intimidate +13, Listen +17,
Trap, Burning Hands Trap, Bricks from Ceiling, Pit Sense Motive +15, Spot +17
Trap, Burning Hands Trap.
Rake (Ex) Attack bonus +11 melee, damage 1d6+2.
In the final chamber is a white marble pillar (P), 20
feet tall, which reaches to the ceiling. Guarding the
Tactics
entrance to the chamber, however, is a gynosphinx In a fight, the sphinx tries to continue blocking the
(G). The sphinx allows the PCs to pass if her riddle is corridor, limiting her foes’ mobility.
answered. When the PCs approach, read:
Blocking the exit from the corridor is creature with Tactical M ap Details
the tawny body of a lion, the wings of a great falcon, The walls are featureless. A white marble column with a
and the head of a female. Her eyes shine with 10-foot diameter stands in the center of the chamber at
intelligence and curiosity. She takes no action except the end of the hallway.
to study her new visitor. Her body blocks the exit
from the corridor. After a moment, she speaks in a
soft whispery voice: “Did you pay attention to where
you stepped? If you saw the pattern, then you know
what monkeys and numbers share.”
The answer is “Prime,” for the traps fall on prime
numbered tiles, and monkeys are a kind of primate.
Characters who cannot answer the riddle may still
pass if they can offer a challenging riddle. Touching
the column transports a character back to area 9, but
only if the sphinx has allowed the characters to pass
or if she is dead.

Gynosphinx CR 8
hp 52 (8 HD)
N Large magical beast
Init +5; Senses darkvision 60 ft., low-light vision; Listen
+17, Spot +17
Languages —
AC 21, touch 10, flat-footed 20
Fort +7, Ref +7, Will +8
Speed 40 ft. (8 squares), fly 60 ft. (poor)
Melee 2 claws +11 each (1d6+4)
Space 10 ft.; Reach 5 ft.

Dungeon October 2007 62


G9.4: Hall of the Medusa
Encounter Level 10 Skills Bluff +9, Diplomacy +4, Disguise +16, Intimidate
+4, Move Silently +8, Spot +8
Hiding among the statues is a medusa. The statues are Possessions +2 shortbow with 20 arrows
those of her previous victims. The PC or PCs appear on [rule[
the southern side of the chamber between two statues. Petrifying Gaze (Su) Turn to stone permanently, 30
The marble column in the center of the chamber feet, Fortitude DC 15 negates. The save DC is
transports the PC or PCs back only after the medusa Charisma-based.
Poison (Ex) Injury, Fortitude DC 14, 1d6 Str/2d6 Str. The
is dead. The medusa has disguised herself as a statue
save DC is Constitution-based.
and hides on the northern side, waiting to strike until
a character comes within 30 feet (DC 25 Spot check to
identify her as a creature and not a statue). When that
Tactics
happens, read: The medusa knows her chamber well and takes full
advantage of that knowledge. By hiding as a statue,
One of the statues seems to come alive as suddenly she tries to allow the PC or PCs to come close enough
the form of a woman twists around, raising a bow. to use her gaze attack. She also wants the PC close so
Her skin is scaled and brown, making it appear as she can employ Point Blank Shot and sneak attack for
though she were crafted of clay. It is not her skin,
extra damage. If her gaze attack doesn’t work in the
however, that suggests her sinister purpose, but
instead it is her writhing hair of snakes, which first round, she falls back to using the statues for cover
viciously bite and snap. while she tries to gain sneak attacks.

Medusa CR 10 Tactical M ap Details


hp 46 (9 HD) The column in the center of the chamber has a diameter
Female medusa rogue 3 of 10 feet. The statues of humanoids circling the chamber
LE Medium monstrous humanoid stand on 5-foot-wide, 3-foot-tall bases. Each weighs
Init +2; Senses darkvision 60 ft.; Listen +1, Spot +8;
approximately 500 pounds.
evasion
Languages Common
AC 15, touch 12, flat-footed 13
Fort +4, Ref +10, Will +7
Speed 30 ft. (6 squares)
Melee rapier +10/+5 (1d6) and
snakes +5 (1d4 plus poison)
Ranged +2 shortbow +12/+7 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Grp +8
Atk Options Point Blank Shot, Precise
Shot, Rapid Shot, sneak attack +2d6
Abilities Str 10, Dex 15, Con 12, Int 12,
Wis 13, Cha 15
SA petrifying gaze
SQ trapfinding, trap sense +1, evasion
Feats Point Blank Shot, Precise Shot,
Rapid Shot, Weapon Finesse

Dungeon October 2007 63


G10: Jagged Cavern
Encounter Level 9 spread. Each creature in this area must succeed on a
DC 16 Will save or fall asleep for 2d10 rounds.
Resting in the alcove to the west is a chasme. The Fear Aura (Su) Swift action, chasme creates an aura of
fear in a 5-foot radius around it. This effect is identi-
creature waits until the PCs are fully in area 10 before
cal to a fear spell (CL 12th; Will DC 16 negates). If this
striking. When this happens, read: save is successful, that creature cannot be affected
The beat of insect wings, gradual at first, rises swiftly again by that chasme’s fear aura for 24 hours.
in volume, filling the whole chamber with its buzz. Summon Tanar’ri (Sp) 1/day, summon 1d4 rutterkins (FCI
Only brief is the glimpse of the form of a giant insect 34) or 1 chasme with a 40% chance of success. This
to the west before the creature disappears into the ability is the equivalent of a 4th-level spell (CL 9th).
Wounding (Ex) A wound resulting from a chasme’s at-
shadows and the buzzing abruptly stop. tack bleeds for an additional 1 point of damage per
round thereafter. Multiple wounds from such attacks
Chasme CR 10 result in a cumulative bleeding loss. The bleeding can
Fiendish Codex I 34 be stopped by a DC 10 Heal check or the application
hp 76 (9 HD) of any form of magical healing.
CE Large outsider (chaotic, evil, extraplanar, tanar’ri)
Init +3; Senses darkvision 60 ft.; Listen +14, Spot +14 Tactics
Aura fear (5-ft. radius, Will DC 16)
Languages Abyssal, Celestial, Common; telepathy 100 ft. The chasme waits hidden in the west alcove as the
PCs enter. Once several are in range, the chasme uses
AC 26, touch 12, flat-footed 23
drone. It then turns to its other abilities, including insect
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 21 plague, darkness, telekenesis, and ray of enfeeblement. Once
Fort +10, Ref +9, Will +8 the party is suitably incapacitated, the chasme engages
in melee, making use of its fear aura and wounding
Speed 30 ft. (6 squares), fly 50 ft. (perfect); Flyby
abilities.
Attack
Melee 2 claws +17 each (1d6+4 plus wounding) and
bite +15 (1d6+2 plus wounding) and Treasure
gore +15 (1d6+2 plus wounding) The skeleton wears a cloak and boots of elvenkind. Its
Space 10 ft.; Reach 5 ft. dagger is broken, but the backpack holds 4 vials of
Base Atk +9; Grp +17
holy water, 203 pp, and an arcane scroll of color spray,
Atk Options Flyby Attack, Power Attack
Special Actions drone, summon tanar’ri nondetection, and maze (CL 11th).
Spell-Like Abilities (CL 9th):
At will—contagion (DC varies), darkness, desecrate, detect Tactical M ap Details
good, dispel magic, fly, greater teleport, insect plague, ray
of enfeeblement (+11 ranged touch), protection from good Other than the small alcove, the room is featureless.
(DC 13), see invisibility, telekinesis (DC 17)
3/day—quickened ray of enfeeblement (+11 ranged
touch)
1/day—unholy aura (DC 20)
Abilities Str 19, Dex 16, Con 18, Int 14, Wis 14, Cha 14
SQ tanar’ri traits
Feats Flyby Attack, Multiattack, Power Attack, Quicken
Spell-Like Ability (ray of enfeeblement)
Skills Bluff +14, Climb +24, Concentration +16, Diplo-
macy +6, Hide +11, Intimidate +16, Listen +14, Move
Silently +15, Search +14, Sense Motive +14, Spot +14
Drone (Su) As a full-round action, a chasme can beat
its wings to create a droning buzz in a 60-foot-radius

Dungeon October 2007 64


G11: Cave of the Skull
Encounter Level 6 shape of any object that fills roughly 150 cubic feet
(5 feet by 5 feet by 6 feet), such as a massive chest, a
Lurking in this cave is a large mimic disguised as the stout bed, or a wide doorframe. The creature cannot
substantially alter its size, though. A mimic’s body
stone coffer and part of the floor. The creature occupies
is hard and has a rough texture, no matter what ap-
most of the small room, and it takes advantage of that pearance it might present. Anyone who examines
to snatch the first PC to come within reach. When that the mimic can detect the ruse with a successful Spot
happens, read: check opposed by the mimic’s Disguise check.
What a moment before was a coffer offering the
promise of treasure, is now the enormous maw of a Tactics
creature with arms sprouting from the sides. The This creature poses as a segment of the floor with a
arms reach out eagerly, searching for flesh to draw large stone coffer at its center. It refrains from secret-
into its grip. ing its adhesive until a creature has tread upon it and
approached the “chest.” This monster attacks and
Mimic CR 6 attempts to crush any creature that comes within 10
hp 118 (15 HD) feet. If brought below 20 hit points, the mimic scuttles
N Huge aberration (shapechanger) to one side after releasing its trapped prey, seemingly
Init +4; Senses darkvision 60 ft.; Listen +10, Spot +10 offering its treasure in return for sparing its life.
Languages Common
AC 17, touch 9, flat-footed 16 Treasure
Immune acid
Fort +10, Ref +8, Will +10 There is a silver box, value 750 gp, inside of which are
nine 100 gp value gems, a potion of speak with plants, and
Speed 10 ft. (2 squares) 2 jars of Keoghtom’s ointment.
Melee 2 slams +18 each (3d6+8 plus adhesive)
Space 15 ft.; Reach 10 ft.
Base Atk +11; Grp +27 Tactical M ap Details
Atk Options Combat Reflexes, adhesive, crush (3d6+8) An enormous coffer occupies most of this room.
Abilities Str 27, Dex 10, Con 21, Int 10, Wis 13,Cha 10
SQ mimic shape
Feats Alertness, Combat Reflexes, Improved Initiative,
Improved Natural Attack (slam), Lightning Reflexes,
Weapon Focus (slam)
Skills Climb +21, Disguise +17, Listen +10, Spot +10
Adhesive (Su) A mimic exudes a thick slime that acts
as a powerful adhesive, holding fast any creatures
or items that touch it. An adhesive-covered mimic
automatically grapples any creature it hits with its
slam attack. Opponents so grappled cannot get free
while the mimic is alive without removing the adhe-
sive first. A weapon that strikes an adhesive-coated
mimic is stuck fast unless the wielder succeeds on a
DC 18 Reflex save. A DC 18 Strength check is needed
to pry it off. Strong alcohol dissolves the adhesive,
but the mimic still can grapple normally. A mimic can
dissolve its adhesive at will, and the substance breaks
down 5 rounds after the creature dies.
Crush (Ex) A mimic deals 2d6+8 points of damage with
a successful grapple check.
Mimic Shape (Ex) A mimic can assume the general

Dungeon October 2007 65


G12: Pillared Cavern
Encounter Level 14 strand deals no damage to a roper.
Strands (Ex) Most encounters with a roper begin when
Hiding among the calcite deposits south of the entry it fires strong, sticky strands. The creature can have
up to six strands at once, and they can strike up to 50
are two ropers. As soon as the characters enter the room
feet away (no range increment). If a strand is severed,
and are within the 50 foot range of their strands, the the roper can extrude a new one on its next turn as
ropers attack. When this occurs, read: a free action.
Whiplike strands launch out from a pair of what a Weakness (Ex) A roper’s strands can sap an opponent’s
moment ago appeared to be only calcium deposits. strength. Anyone grabbed by a strand must succeed on
a DC 18 Fortitude save or take 2d8 points of Strength
The strands shimmer with some kind of secretion. damage. The save DC is Constitution-based.
The source of the strands, now obviously a creature,
looks much like a stalagmite except for a wide
mouth with a set of sharp crystalline teeth. Tactics
The ropers wait for creatures to pass between the eastern
2 Ropers CR 12 and southern corridors. Once a creature enters the
hp 85 each (10 HD) room, they launch all their strands at the target. They
CE Large magical beast rely on their poison to do most of the work, weakening
Init +5; Senses darkvision 60 ft., low-light vision; Listen the creature and making it impossible for the target to
+13, Spot +13 escape.
Languages Terran, Undercommon
AC 24, touch 10, flat-footed 23 Tactical M ap Details
Immune electricity
Resist cold 10; SR 30 A series of large calcium deposits that look like stalagmites
Fort +10, Ref +8, Will +8 run through this room in two rows.
Weakness vulnerability to fire
Speed 10 ft. (2 squares)
Melee bite +13 (2d6+6)
Ranged 6 strands +11 touch each (drag)
Space 10 ft.; Reach 10 ft. (50 ft. with strand)
Base Atk +10; Grp +18
Abilities Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12
Feats Alertness, Improved Initiative, Iron Will, Weapon
Focus (strand)
Skills Climb +12, Hide +10, Listen +13, Spot +13
Drag (Ex) If a roper hits with a strand attack, the strand
latches onto the opponent’s body. This deals no
damage but drags the stuck opponent 10 feet closer
each subsequent round (provoking no attack of op-
portunity) unless that creature breaks free, which
requires a DC 23 Escape Artist check or a DC 19
Strength check. The check DCs are Strength-based.
A roper can draw in a creature within 10 feet of itself
and bite with a +4 attack bonus in the same round.
A strand has 10 hit points and can be attacked by
making a successful sunder attempt. However, at-
tacking a roper’s strand does not provoke an attack
of opportunity. If the strand is currently attached to
a target, the roper takes a -4 penalty on its opposed
attack roll to resist the sunder attempt. Severing a

Dungeon October 2007 66


G13: Cavern of Rot
Encounter Level 8 They emerge from the back of the cavern and stalk
toward the PCs, attacking with reach and attempting to
Two shambling mounds have a lair at the far end of the use improved grab to draw its opponents into a grapple
cavern. When the PCs enter into the chamber, read: where they can constrict.
Tendrils of plant life rise from the back of the cavern
and begin whipping about. The plant matter Treasure
stumbles forward, with one apparent purpose—food. In their den is a heap of shiny objects they have col-
The form appears to be without head, though its lected, including 75 cp, 397 gp, a silver tube worth 125
vinelike appendages do bear a resemblance to gp with a scroll of five arcane spells (darkness, fox’s cun-
humanoid limbs. ning, fly, enlarge person, cloudkill, all at caster level 9th), as
well as a potion of displacement, and a brooch of shielding.
2 Shambling Mounds CR 6
hp 60 each (8 HD) Tactical M ap Details
N Large plant
Init +0; Senses darkvision 60 ft., low-light vision; Listen The floor is littered with fungi and rotting plant matter,
+8, Spot +0 but this terrain does not affect movement or DCs.
Languages —
AC 20, touch 9, flat-footed 20
Immune electricity
Resist fire 10
Fort +9, Ref +2, Will +4
Speed 20 ft. (4 squares), swim 20 ft.
Melee 2 slams +11 each (2d6+5)
Space 10 ft.; Reach 10 ft.
Base Atk +6; Grp +15
Atk Options Power Attack, improved grab, constrict
2d6+7
Abilities Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
SQ plant traits
Feats Iron Will, Power Attack, Weapon Focus (slam)
Skills Hide +3, Listen +8, Move Silently +8
Constrict (Ex) A shambler deals 2d6+7 points of damage
with a successful grapple check.
Immunity to Electricity (Ex) Shamblers take no damage
from electricity. Instead, any electricity attack used
against a shambler temporarily grants it 1d4 points
of Constitution. The shambler loses these points at
the rate of 1 per hour.
Improved Grab (Ex) To use this ability, a shambler must
hit with both slam attacks. It can then attempt to
start a grapple as a free action without provoking an
attack of opportunity. If it wins the grapple check, it
establishes a hold and can constrict.

Tactics
If they hear noise or detect light, the mounds shamble
out and attack because they are always seeking food.

Dungeon October 2007 67


G14: Irregular Cavern
Encounter Level 8 Improved Sunder
Special Actions rock catching
The rock is actually a stag beetle (Spot DC 15). A thick, Abilities Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
15-foot iron chain holds the monster in place. It is a Feats Cleave, Improved Bull Rush, Power Attack, Im-
guard for the cavern’s inhabitant, a hill giant, who is proved Sunder, Weapon Focus (greatclub)
located in the northwest corner of the room. When the Skills Climb +7, Jump +7, Listen +3, Spot +6
PCs come within 15 feet of the beetle, read: Possessions +1 greatclub, hide armor

The rocky form lifts from the ground, revealing a Rock Catching (Ex) A giant can catch Small, Medium, and
creature with a chitinous shell and a pair of horns Large rocks (or projectiles of similar shape). Once per
round, a giant that would normally be hit by a rock can
that jut from its head. The creature doesn’t hesitate make a Reflex save to catch it as a free action. The DC
before charging forward. Beyond the insect, a large is 15 for a Small rock, 20 for Medium one, and 25 for a
form stands and gives an angry grunt. Large one. (If the projectile provides a magical bonus
on attack rolls, the DC increases by that amount.)
Giant Stag Beetle CR 4 Rock Throwing (Ex) Adult giants are accomplished rock
hp 52 (7 HD) throwers and receive a +1 racial bonus on attack rolls
N Large vermin when throwing rocks. The range increment is 120
Init +0; Senses darkvision 60 ft.; Listen +0, Spot +0 feet for a hill giant’s thrown rocks and they weigh
Languages — between 40 and 50 pounds (Small objects).
AC 19, touch 9, flat-footed 19
Immune vermin immunities Tactics
Fort +8, Ref +2, Will +2 The giant becomes aware of intruders when the beetle
Speed 20 ft. (4 squares) stands. He immediately releases the beetle, grabs a
Melee bite +10 (4d6+9) boulder, and attacks. The insect attacks any creatures
Space 10 ft.; Reach 5 ft. that enters. The giant hurls 1–4 boulders and then
Base Atk +5; Grp +15 attacks with his club.
Special Actions trample 2d8+3
Abilities Str 23, Dex 10, Con 17, Int -, Wis 10, Cha 9 Treasure
Feats — The hill giant has a sack containing 1,276 gp. He wears
Skills — an ivory necklace (500 gp), and the belt he wears is
Trample (Ex) Ref lex half DC 19. The save DC is fashioned from a giant weasel pelt (875 gp).
Strength-based.

Hill Giant CR 7 Tactical M ap Details


hp 102 (12 HD) A few boulders are piled in the western section of the
CE Large giant cavern for the giant.
Init –1; Senses low-light vision; Listen +3, Spot +6
Languages Giant
AC 20, touch 8, flat-footed 20
Fort +12, Ref +3, Will +4
Speed 30 ft. (6 squares)
Melee +1 greatclub +17/+12 (2d8+11); or
Melee 2 slams +15 each (1d4+7)
Ranged rock +8 (2d6+7)
Space 10 ft.; Reach 10 ft.
Base Atk +9; Grp +20
Atk Options Cleave, Improved Bull Rush, Power Attack,

Dungeon October 2007 68


G16: Great Cavern
Encounter Level 14 Smite Good (Su) Once per day a dracolisk can make a
normal melee attack and deal an extra 18 points of
The dracolisk, an offspring of a greater abyssal basilisk damage against a good foe.
Breath Weapon (Su) 60-foot line of acid, once per day for
and a black dragon, dwells here. A dracolisk is a reptil-
6d8 points of damage (Reflex DC 25 half). The save
ian monster that petrifies living creatures with a mere DC is Constitution-based.
gaze. This monster is resting but not asleep. It makes
its lair here and uses the southeastern passage to raid Tactics
the countryside (including areas A and B of “Iggwilv’s
Horn”). It also maintains an uneasy alliance with the A dracolisk relies on its gaze and breath weapon attacks,
cauchimera (area D), and 10% of the time, one will come biting and clawing only when opponents come within
to the other’s aid. More likely, though, one will come to reach. Though it has eight legs, its slow metabolism
investigate the other’s treasure trove if its counterpart is renders it relatively sluggish, so it does not expend
defeated. When the PCs enter the chamber, read: energy unnecessarily. Intruders who flee a dracolisk
rather than fight can expect, at best, a halfhearted
A forbidding silence covers this chamber, but only for pursuit. These creatures spend their time lying in wait
a moment. With a ferocious snarl, a large onyx form for prey, which includes small mammals, birds, reptiles,
rises up, directing its steely gaze toward its intruders. and similar creatures.
The reptilian creature has eight legs and a black body
with a brown-yellow underbelly. Its dark horns Treasure
spiral at the side of its head like the withered husk of
a laurel crown. Its treasure includes 1,106 cp, 5,018 sp, 111 gp, 988 pp,
7 100 gp value gems, an ornately carved wooden box
Dracolisk CR 14 containing 5 pieces of matching jewelry with a leaf
hp 243 (18 HD); DR 10/magic motif (necklace worth 100 gp, two bracelets worth
CE Large outsider (extraplanar) 500 gp each, and two earrings worth 250 gp each), a
Init –1 Senses darkvision 60 ft., low-light vision; Listen jeweled sword scabbard, value 1,850 gp, and an ivory
+21, Spot +22 case worth 300 gp containing a wand of magic missiles
Language Draconic (5th) with 50 charges.
AC 21, touch 8, flat-footed 21
Immune acid Tactical M ap Details
Resist cold 10, fire 10; SR 23
Fort +19, Ref +12, Will +9 The passage to the south slopes upward, running for about
one-quarter mile to another large cavern that has an
Speed: 20 ft. (4 squares), fly 40 ft. (average) opening in its east side. The opening rests thousands of
Melee bite +29 (2d8+10) and
2 claws +26 each (1d6+10)
feet above the gorge where the Velverdyva flows. The
Space 10 ft.; Reach 10 ft. cliffs are sheer and without any means of access.
Base Atk +18; Grp +33
Atk Options Blind-Fight, smite good
Special Actions acid breath weapon, petrifying gaze
Abilities Str 32, Dex 8, Con 23, Int 5, Wis 10, Cha 17
Feats Alertness, Great Fortitude, Iron Will, Improved
Natural Attack (bite), Lightning Reflexes, Multiat-
tack, Weapon Focus (bite)
Skills Hide +20 (+0 if not in the cavern), Listen +10,
Spot +10
Petrifying Gaze (Su) Range 30 feet, Fortitude
DC 22 negates, turn to stone. The save DC is
Charisma-based.

Dungeon October 2007 69


G18: Grotto of the Idol
Encounter Level 11 Feats —
Skills —
The demon idol is actually a stone golem. This creation Immunity to Magic (Ex) A stone golem is immune to any
of Iggwilv is made in the guise of an idol to lure adven- spell or spell-like ability that allows spell resistance.
turers to their doom. As soon as one or more humanoids In addition, certain spells and effects function differ-
enter the cavern, a magic mouth appears on the idol’s face ently against the creature, as noted below.
and speaks in Common: A transmute rock to mud spell slows a stone
golem (as the slow spell) for 2d6 rounds, with no
“Leave one magic item before me and you may saving throw, while transmute mud to rock heals all
choose one of those previously left.” of its lost hit points.
A stone to flesh spell does not actually change the
As this is uttered, a chest appears magically in the hands golem’s structure but negates its damage reduction
of the statue, and the idol grinds stonily as it places the and immunity to magic for 1 full round.
huge iron box at its feet. The lid opens, and inside are Slow (Su) A stone golem can use a slow effect, as the
swords, daggers, maces, axes, javelins, boots, cloaks, spell, as a free action once every 2 rounds. The effect
scarabs, brooches, amulets, tubes, small boxes and has a range of 10 feet and a duration of 7 rounds,
coffers, bags, helms, arrows, bows, rods, wand cases, requiring a DC 17 Will save to negate.
rings, flasks, bottles, jugs, gauntlets, bracers, gems,
any jewelry—nearly everything imaginable! It is all, in Tactics
fact, an illusion, programmed to begin as soon as the The golem waits for the characters to come forward and
magic mouth speaks. The illusion has all components then attacks. The golem pursues characters through the
necessary to make it appear real, drawing all eyes to it. cavern if they attempt to flee.
Unless members of the party state immediately that
they are attempting to disbelieve the illusion (Will Treasure
DC 19), their minds are affected by the desire for the All the treasure is illusory. The golem’s jacinth eyes are
trove. Each takes a –4 penalty on further attempts to the only valuables and are worth 5,000 gp each.
disbelieve the illusion. Once a PC comes close to the
chest, read:
Tactical M ap Details
In a sudden burst of motion, the idol lurches The demon idol fills the cavern’s northern alcove.
forward, swinging its arms in an attack.

Stone Golem CR 11
hp 107 (14 HD); DR 10/adamantine
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Listen
+0, Spot +0
Languages —
AC 26, touch 8, flat-footed 26
Immune magic
Fort +4, Ref +3, Will +4
Speed 20 ft. (4 squares)
Melee 2 slams +18 each (2d10+9)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Grp +23
Special Actions slow
Abilities Str 29, Dex 9, Con —, Int —, Wis 11, Cha 1
SQ construct traits

Dungeon October 2007 70


G20: The Inner Sphere
Encounter Level 14 The walls are perfectly smooth and require a DC
30 Climb check to navigate. However, it is possible
The screen is carved from rare wood and inlaid with to slide down the wall to the bottom of the lower
ivory and mother-of-pearl. When the PCs look beyond hemisphere.
the screen, read:
Drelnza CR 15
Looking through the intricately carved openings hp 90 (13 HD); fast healing 5; DR 10/silver and magic
reveals a jeweled lantern on a golden chain, hanging Female vampire (augmented human) samurai 13
from the top of the chamber. Within the lantern LE Medium undead
burns a steady amber flame. The crystal lenses set in Init +6; Senses darkvision 60 ft.; Listen +12, Spot +20
the lantern’s framework magnify its light. The Languages Common, Abyssal, Infernal
warm and comforting light from this lantern makes AC 27, touch 11, flat-footed 26; Dodge, Combat Exper-
the air seem to dance with a fusion of sunlight and tise, Two-Weapon Defense
moonlight. Immune undead immunities
Resist cold 10, electricity 10, +4 turn resistance
The lantern hangs above a broad stone dais, which Fort +8, Ref +8, Will +6
rises from the bottom of the spherical chamber. Atop Weakness garlic, holy symbols, running water, sunlight
the dais is a wide block of rose-colored marble. On the (MM 253)
dais surrounding the marble block are small carpets Speed 20 ft. (4 squares), spider climb
and a pair of beautifully fashioned stands upon which Melee slam +20/+15/+10 (1d6+7 plus energy drain) or
rest porcelain vessels. At the foot of the marble block is a Melee +4 intelligent katana +23/+18/+13 (1d10+11) and
low table with a bowl filled to the brim with various +2 flaming wakizashi +20/+15 (1d6+5 plus 1d6 fire)
gems. Atop the marble block is a slab of white alabaster, Base Attack +13/+8/+3; Grp +20
inlaid with gold sigils. A woman lies on the alabaster Atk Options Power Attack, Cleave, Improved Trip
stone with her eyes shut. Special Actions kiai smite, staredown, mass staredown,
blood drain, children of the night, create spawn,
The sleeping warrior-maid is Drelnza, Iggwilv’s daugh- dominate
ter. She is part of Iggwilv’s treasure and the guardian of Combat Gear boots of speed
the dead archmage’s wealth; she is also a vampire.
Abilities Str 25, Dex 15, Con —, Int 15, Wis 14, Cha 19
She rests in a form of stasis until a black door is SQ alternate form, gaseous form, undead traits
opened a seventh time. Drelnza then awakens and Feats Alertness, Cleave, Combat Expertise, Combat
becomes fully aware, though she remains still until Reflexes, Dodge, Exotic Weapon (katana), Improved
someone enters the chamber. She then sits up slowly, Initiative, Improved Trip, Improved Two-Weapon
pass a hand across her brow as if coming out of a strange Fighting (katana and wakizashi), Lightning Reflexes,
coma, and then blink her eyes open. When this happens, Power Attack, Quick Draw (katana and wakizashi),
read: Two-Weapon Defense, Two-Weapon Fighting (katana
and wakizashi), Weapon Focus (katana)
The maiden is armored from neck to toe in gold- Skills Bluff +17, Concentration +14, Diplomacy +13, Hide
chased full plate. A katana lies atop her body, its hilt +4, Intimidate +20, Listen +17, Move Silently +4, Ride
below her breasts. The woman’s gauntleted hands are +4, Search +10, Sense Motive +20, Spot +17
crossed over the sword’s pommel. A wakizashi lies Possessions combat gear plus Heretic (+4 intelligent
beside her. Her pale face seems composed. Her lips are katana), +2 flaming wakizashi, +2 full plate
bright red and her raven-hued tresses are lustrous. A Kiai Smite (Ex) Three times per day, Drelnza can give
black-plumed helmet rests on the slab just above her a great cry during combat that will invigorate her.
head. She sits up slowly, grasping the sword in one When she shouts (a free action), her next attack
mailed fist. She rubs her eyes with the other. Looking gains a bonus on the attack roll and damage roll
around, she asks: equal to her Charisma modifier.
Staredown (Ex) At 6th level, a samurai becomes able
“Who has rescued me from this dreadful sleep?” to strike fear into her foes by her mere presence.

Dungeon October 2007 71


She gains a +4 bonus on Intimidate checks and can If Drelnza is reduced to 0 hp, she is forced to assume
demoralize an opponent. gaseous form. This gaseous cloud drains into the top of
Mass Staredown (Ex) Using an Intimidate check, Dreln- the marble block through a small hole in the alabaster
za can demoralize all opponents within 30 feet as a
slab.
standard action.
See MM 252 for a full description of vampire supernatu-
ral and extraordinary abilities. Treasure
In melee, damage to the various treasure items could
Heretic occur. Make certain that you note this. The hoard
Price (Item Level): 105,300 gp (21st) includes the mundane and magic items described in
Body Slot: — (held) “Encounter Aftermath” on page 48:
Caster Level: 15th
Aura: Strong; (DC 18) conjuration Tactical M ap Details
Activation: Standard (mental) A ledge, 5 feet wide, encircles the chamber, though view
Weight: 6 lb. of the lower chamber is blocked by a set of screens. The
chamber is spherical, and at its base contains a dais with
+4 katana; AL LE; Int 17, Wis 17, Cha 10; Speech, te- a bier atop it. The bier is the size of a human body with
lepathy, 120 ft darkvision, and hearing, read magic; Ego enough space around the sides for one person to stand.
score 22.
Lesser Powers: detect good 3/day, detect law 3/day, detect
invisibility 3/day
Greater Power: fly 1/day
Special Purpose: Slay lawful good clerics
Dedicated Power: Hold monster
Personality: Heretic is snobby and condescending, es-
pecially to lawful good clerics who it considers hypocrites.
Since teaming up with Drelnza, it has had fair opportunity
to slake its thirst on those hated clerics. On a successful
activation of its dedicated power, it yells, “Where is your
faith in your god now?”

Tactics
When she sees the party, she smiles sweetly and wel-
come her “rescuers.” She uses dominate to gain allies
among the party members, attempting to coerce them
into the lower portion of the sphere. She uses her boots
of speed and then as soon as a good-aligned cleric comes
within 10 feet of her, Drelnza draws her swords and kiai
smite before assaulting the cleric.
In a melee situation, Drelnza either uses her boots to
maneuver and spider climb to run along the curved walls Edward Albert lives in Norman, Oklahoma, with his
of the chamber in order to fight the party members one lovely wife, two beautiful children, and four dumb cats. He
at a time, or else she uses the flying power of her sword has been playing, and mostly DMing, D&D since 1980.
and attack. She does not assume gaseous form unless she He holds a fondness for the classic 1st and 2nd Edition
is reduced to 0 hit points. adventures and a true enjoyment of the 3.5 rules. While he
Party members are unable to stand anywhere except has playtested many adventures for authors Wolfgang Baur
on the ledges before the six inner doors or on the 5-foot and Greg Vaughan, this is his first published adventure
wide dais at the base of the marble block. In the latter and he is excited to merge old and new D&D.
case, two characters can stand on either of the long
sides, or one at either end of the short sides.

Dungeon October 2007 72


was unable to evoke even minor cantrips. Believing himself
Chapter 4: The cursed, Zousha swore to recover his mystical might by means

Hollow of the Horn


of an artifact—a book known as the Demonomicon. Having
grown convinced that the book lay buried within the Horn,
Zousha and his stoneworking minions, a group of pechs,
If the area around Iggwilv’s Horn is inhospitable, then moved into Iggwilv’s old complex and began to dig.
the hollow within is downright horrific. For years, the Meanwhile, a group of genies from the Elemental
hollows of this rotten mountain were used to host all Plane of Earth has set its sights on the untapped veins
manner of foul acts, all at the behest of the infamous of precious metals that lie within the mountain’s bosom.
Iggwilv, the Witch Queen. The mountain is a birthplace These genies, known as dao, arrived through a different
to sin, a crucible of madness, and a home to beings not part of the mountain and began a mining operation of
of this earth. Add to this the fact that the Heart of the their own—one they hoped would yield a trove of riches
Horn is seething with taint, and the end result is a so that they could return to their plane as the envy of
yawning hollow of depravity. their kind. Before long, however, the mountain’s evil
began to creep into their minds, and even their leader,
Background a powerful hetman named Outhmann, now walks a
Most who know of the Lost Caverns and their surround- fine line between sanity and madness.
ings hold Iggwilv responsible for all the evil that has Add to this the presence of Iggwilv’s former servitors,
come here. As indicated in “Iggwilv’s Horn,” the moun- as well as Tsojcanth himself—still trapped within the
tain is the site of not one, but two epic struggles between mountain’s necrotic heart—and the result is the Hollow
the Witch Queen and a powerful demon. When the of the Horn.
smoke from the two conflicts cleared, both Iggwilv
and her infamous paramour, Graz’zt, had abandoned Hollow of the Horn
the Horn for starrier climes. The unknown epilogue to
their story, however, is that when Iggwilv departed the 1. Audience Chamber
Horn, she left behind her first great demonic servitor,
the demon prince known as Tsojcanth. And there, for The stairs from above end at a 10-foot-wide entry hall, the ceil-
in the years since, he has remained, doomed to act as ing of which arches about 12 feet overhead. The rough cavern
the living stopper in a massive planar rift. wall transitions to smooth, worked stone. At the end of the
In the time since Iggwilv’s departure, a number of hall, a set of stone stairs ascends into a larger chamber with
foul creatures have come to the Horn. The evil energy a high, vaulted ceiling. The floor is covered in an irregular
pouring down from the mountain drew many, while array of what appears to be slate tiles covered in odd pictograms
others came seeking something more specific. Trespass- and distracting shades of color. The chamber is about 40 feet
ers were usually destroyed in the attempt to reach the wide, stretching at least as far in, and in the dim light, a door
hollow or else consumed by the taint after tarrying too is visible on the eastern wall.
long within the mountain. Some persevered, however,
and two major groups of inhabitants remain within the During Iggwilv’s period of habitation in the Horn, this
Horn today, each in search of a different piece of the room was the official entrance to her domain. At one
mountain’s treasures. time, a number of magical effects operated within the
The first of these remaining inhabitants is an undead chamber. In the time since her departure, however,
wizard named of Zousha. In life, Zousha was a foul human some of those charms have either faded or been subtly
being who delighted in forcing members of his own race to warped by the mountain’s energy. Of those that once
choose between multiple evils, and then gleefully destroying existed in this room, two effects remain, both of which
them as a result of those choices. When Zousha was slain activate whenever a creature steps beyond the first row
by a human paladin, he arose as an undead abomination of of tiles at the top of the stairs.
the evil he once was. An unforeseen complication ruined The first effect is a magical “sound track” that begins
the newly risen Zousha’s dreams of vengeance and terror, to echo quietly throughout the chamber. Originally,
however. As an eye of fear and flame, he was powerful to it was a soothing instrumental melody, intended to
be sure, but he was no longer a wizard. When the undead put Iggwilv’s visitors at ease or keep them distracted.
Zousha tried to call upon his former mastery of magic, he Over time, however, the magic has lost its focus, and

Dungeon October 2007 73


the music now plays a haunting harmony. The volume 1B. Waiting Room
swells and ebbs, and both the music’s pitch and speed Through the doorway lies a smaller chamber, measuring some
fluctuate randomly, giving the tune an eerie quality. 15 feet in either direction. Against the northern and southern
Meanwhile, a programmed illusion of a raven-haired walls rests a pair of high-backed couches covered in stained red
woman appears in the air above the tiles. After appear- leather. An elegant, gold-framed mirror reflects the scene from
ing to “survey” the party, the translucent form opens high upon the east wall. The floor is tiled with the same color-
its mouth to speak. What the PCs hear is a pleasant ful slate, and a faint floral aroma hangs in the air. Disrupting
feminine voice that says in Common: the room’s pleasant flow is a gaping hole with jagged edges
“Welcome, visitors. I apologize that you cannot attend me where the two walls meet in the northeast corner.
at this time. You may wait in my ready room.”
This is where Iggwilv directed her visitors to wait while
When the last word is spoken, the door to area 1B she readied elsewhere in the complex. Anyone stepping
swings ajar with a low creak. Observant characters into the room activates the area’s remaining magic. An
(those who make a DC 20 Spot check) notice that the ambient light douses the room in a pleasant, reddish
words they hear do not match the words being formed glow. An examination of the room (Search DC 15)
by the woman’s lips. reveals that a table of some sort once sat in the center
of the room, between the two opposing couches. Those
1A. Throne Dais (EL Varies) who have the Track feat can make a DC 18 Survival
About 40 feet into the chamber is another set of stairs, again check to learn that someone or something recently
leading up. This time, they rise only 10 feet before opening onto came in from the hole in the northeastern corner, and
a raised dais that comprises the northernmost section of the left in the way it came.
chamber. Against the far wall is an extravagant throne, gilt in Characters might be curious as to why someone would
gold and set against what appears to be the bright blue-green put a 2-foot-wide mirror so high up on a wall, where only
splay of peacock feathers. On either side of the throne stands a giant could make any practical use of it. The mirror is
a black statue, each depicting a steely-eyed human female. At actually a recent addition to the room, and was put up
each statue’s feet sits what looks to be a short, winged creature on the orders of the dao hetman in area 7. He instructed
with a clasp around its neck. his ignorant workmen, a pair of daos by the names of
Agdo and Zadhim, to come and hang the mirror in this
This is where Iggwilv granted audience to those rare room. The mirror is magical, and allows Outhmann to
visitors she deemed worthy of entertaining. Although scry on this area through the mirror’s companion piece.
expertly crafted, the dais itself is of no particular inter- The mirror was poorly hung, and if someone so much
est. The throne, however, is magically imbued. Anyone as touches it, the mirror comes toppling off the wall. A
who examines the peacock feathers on the wall behind DC 15 Reflex save is necessary to catch it before it falls,
the throne (Search DC 15) notices that the “eye” of the and if the save is failed, the mirror must succeed on a
centermost feather is, in fact, a hole that reaches through DC 18 Fortitude save (with a +4 bonus) or shatter.
the wall and into the room beyond. Anyone succeeding in a DC 15 Knowledge (nature)
If a creature who has levels in any spellcasting class check can discern that the faintly floral scent is remi-
touches the painted stone with any part of his or her niscent of jasmine, though the smell is clearly unnatural
body, the section of wall bearing the feathers rolls in origin. The hole in the northeast corner opens into a
quietly up into the ceiling, revealing a 10-foot-wide shaft that twists out of sight as it ascends upward. The
passageway. About 20 feet beyond, the PCs can make tunnel eventually arrives at the entrance to area 6.
out three doors, one for each wall in sight.
Trap: If anyone other than Iggwilv actually sits on 2. Supply Closet
the throne, that creature is immediately hit with a The wooden door to this room is already ajar, and doesn’t
feeblemind spell effect. appear to see much use. The room beyond is narrow, measur-
Feeblemind Trap: CR 6; magic device; touch trigger ing 10 feet across but stretching back to the south over 25 feet.
(sitting on the throne); automatic reset; spell effect Piled in the northwest corner are numerous boxes, most of
(feeblemind, 20th-level wizard, Will DC 18 negates); which are torn open, as though in haste. Two rows of four cots
Search DC 30; Disable Device DC 30. line the east and west walls, and the pungent stench of poor
hygiene fills the room.

Dungeon October 2007 74


At one time, Iggwilv used this room as a supply closet 4. The Witch Queen’s Quarters
for her operation. When Zousha moved in, he turned
The door swings wide to reveal a spacious cavern, some 30
the area into living quarters for his eight pech stonema-
feet wide and nearly twice that long. The stone floor is deco-
sons. (Their leader-priest resides across the hall in area
rated with numerous multicolored murals, some depicting
3.) When the PCs arrive, the Zousha and the pechs are
otherworldly beings engaged in various disturbing acts, others
off in area 5, toiling away at their purpose. Aside from
depicting images so abstract that they defy definition. Cutting
a few scattered coins (totaling 23 gp) hidden under and
through the middle of the room like a giant scar is a crevasse,
inside the cots, this room contains only trash.
across which stretches a makeshift bridge. A door in the stone
wall on the other side of the chasm can just be made out.
3. Arcane Library
The door to this room appears to have no lock, nor even When she was still in residence, this area was Iggwilv’s
a discernible handle. In truth, it operates in the same favorite part of the Horn. It was her personal space, and
way as the secret door in area 1A. If a character who she relished its simultaneous openness and isolation.
has levels in a spellcasting class touches the door, it At one time, the room was decorated with elegant
opens instantly and silently. Otherwise, the only way antiques and colorful wall hangings. Since her depar-
is to destroy the door. ture, however, the room has fallen into ruin. A series
Strong Wooden Door: 2 in. thick; hardness 5; hp of shifts in the mountain’s internal stability has made
20; break DC 25. a subterranean mess of both the western and eastern
walls. The tunnel that is now area 5 used to be longer,
The door opens into the northwest corner of a pleasant-smell- and it once led into another series of chambers, includ-
ing chamber, some 15 feet deep and 25 feet wide. The east and ing the Witch Queen’s sleeping quarters. A cave-in
west walls are lined with empty bookshelves. The wall in the closed off the remainder of her underground suite, and
southeast corner is slanted, and an oaken work desk sits there. subsequent minor quakes have brought the western wall
Beside the desk, pushed against the southern wall, is a small ever closer, squeezing the room like a vice.
cot surrounded by refuse. The chasm in the middle of the room is not particu-
larly wide (15 feet at the bridge), but it is deep. In fact, if
Before she outgrew it, this was Iggwilv’s personal arcane one follows it down far enough, it opens into the lower
library. The bookshelves are bare now, and the room level of Iggwilv’s mountain complex (see “The Heart of
has been reclaimed as a living space and prayer room the Horn”). If and when the PCs should think to head
for Nourvego, the pech priest. Anyone inspecting the down into the crevasse, they’ll find an easy time of it
desk in the corner finds two items of interest. (Climb DC 10). All told, it’s about a 100-foot climb down
The first is a talisman, composed of a piece of obsidian to the lower level.
wrapped in the hide of some creature. Anyone succeed- The obvious means of getting to the area beyond the
ing on a DC 20 Knowledge (religion) check recognizes crevasse is the makeshift bridge. The construction is
it as an ancient type of shamanistic fetish used to garner solid, but the wood can support only so much weight.
favor from the mad god Tharizdun. The second item Safe passage is assured as long as the wood bears fewer
is a scrap of paper with a few hastily scrawled notes than 250 pounds at one time. Over 250 pounds, the
on it. The writing is in Terran and difficult to fathom, wood begins to groan, giving those standing on it ample
requiring a DC 20 Decipher Script check. Anyone who warning. At 300 pounds, the wood splinters, sending
can read it discerns a reference to “the book” not being anyone failing a DC 15 Reflex save tumbling into the
in “the first quadrant searched.” crevasse. A creature that falls takes 2d6 points of damage
This room was Iggwilv’s private means of access to upon initial impact with the chasm’s side, and must
the lair of her guardian and pet, a retriever. Built into make a DC 20 Reflex save to hang on. Failure sends char-
the stone of one of the bookshelves against the eastern acters tumbling down the wall of the crevasse, which
wall is a secret latch (DC 20 Search check). When this deals an additional 10d6 points of damage (Tumble DC
latch is tripped, the bookshelf silently swings open, 20 half) before depositing them on the bottom floor of
revealing the entryway to a tunnel that ascends to the Iggwilv’s complex (see “The Heart of the Horn”).
retriever’s lair at area 9. On the other side of the cavern in the northwest
corner is area 5, where Zousha and his pech cohort
Nourvego are currently located. On a DC 20 Listen

Dungeon October 2007 75


check (Listen bonuses +15 and +9 respectively), they 6. Hall of the Dao (EL Varies)
become aware of the PCs, though they remain waiting
The long, winding tunnel culminates in a rounded archway
for them in area 5, even if the PCs continue on into area
filled with an elegant beaded curtain. The sound of two deep
4A. If the PCs attempted to enter area 4 quietly, make
voices in heated discussion rises above the silence.
opposing checks as normal
When the PCs come up the tunnel, two of the dao are
4A. A Grim Collection sitting in the center of the room, bickering across a
This irregularly shaped room is smooth on its southern and table (the one taken from area 1B, in fact). Their hetman
eastern walls, but jagged and rough to the west and north. has ordered them to assume the shape of ordinary
At its longest, the room is 25 feet deep and 15 feet wide. The mountain gnomes for the duration of their operation
south and east walls are lined with shelving units, while on this plane, and so that is how they appear when the
the shelves to the north and west have toppled forward into characters first arrive. Although they look like gnomes,
the room. Opening the door causes a red glow to brighten they are both speaking in Terran, so any PCs who speak
overhead and a floral scent to emerge. A quick scan of the gnome are likely to be both confused or curious. The
shelves along the eastern wall reveals a collection of strange DM should have the “gnomes” and PCs make opposed
curios, from stuffed lizards to gnarled, severed hands floating Listen checks. If the dao hear something in the tunnel,
in jars of milky liquid. they immediately step away from the table and pick up
their warhammers; they switch back to their normal
Since his arrival, Zousha has been using this area as his forms if they find need to use the hammers. In either
private quarters, though as one of the undead, he has case, read or paraphrase the following once the PCs
little need of sleep or other mortal comforts. He uses reach the beaded curtain.
the room mainly for meditation and reading.
As this room’s appearance would suggest, this was a Beyond the beaded curtain lies a massive stone chamber with
place of storage for the Witch Queen. It was here that a domed ceiling that comes to a rounded point high above the
she deposited many of the nonmagical curios she came center of the floor. The room is almost circular, measuring well
across in her studies. over 50 feet in both depth and width. A wall of tall, red drapes
curtains off the northwest quadrant of the room, and another
Treasure curtain-door is visible on the east side of the chamber. Sitting
The gathered curios might fetch a fair price as art, or as at a comparatively small table in the center of the room are
a collection. If the PCs take any of the other curios, roll two gnomes, both of whom appear puzzled.
once on Table 3–7: Art Objects, page 55 of the Dungeon
Master’s Guide. The result is the amount of monetary The two dao, Agdo and Zadhim, are busy arguing over
compensation each PC receives for sale of the collection. which can claim ownership of the magic table they
If the PCs take only a few of the curios, reduce each found in area 1B when the PCs arrive. If the characters
character’s amount by half. simply charge in, swords waving, the dao pick up their
warhammers, change to their natural forms, and defend
5. Quarry of Unrest themselves.
Around the corner, the tunnel opens up into a wider passage,
but one that is halted abruptly by a massive wall of loose rock Tactics
and stone. Standing beside the rock wall, glaring around with The dao adjust the battlefield to suit their purposes. If
pupilless eyes, are nine small humanoids with dark brown the creatures have time to prepare, they use move earth,
skin and wiry hair, wielding picks. transmute rock to mud, and wall of stone to divide oppo-
nents, create or seal off escape routes, and otherwise
Tactical Encounter: H5: Quarry of Unrest manipulate the combat environment to its own ends.
(page 85). Once such tactics are employed, however, they enjoy
wading into the fray.

Dungeon October 2007 76


able to produce the equivalent of finger foods—bread
rolls, sliced meats, cheeses—upon command, up to
three times per day.

Development
If the PCs choose to speak with the dao, they are more
than willing to talk. If asked, the “gnomes” lie and claim
to be a splinter group from Thumbvale. They explain
honestly, though, that they are here on a mining opera-
tion. If asked who their leader is, they nod to the room
beyond the eastern curtain-door and gladly summon
Outhmann to speak with the PCs.
Once Outhmann (in gnome form) arrives from area
7, he greets the PCs, acting pleasant and cordial. If they
ask him for information, he tells them that he knows
everything that goes on in this mountain, which is
basically true, and he gladly provides them with any
information they seek—for a price.
If they ask his terms, he points to the northern wall of
area 6. If the PCs scrutinize it, they notice that a 10-foot
section in the middle appears to be a different color.
Outhmann explains that he erected a temporary wall
there, because beyond it is the entrance to the tunnel
that leads to his mining operation. He relates how his
workers encountered a blasphemous shrine that nearly
killed them with its energy. Due to his nature and
beliefs, he says that he and his men are susceptible to
the shrine’s energy. If the PCs ask why, and/or refuse to
cooperate until they have an answer, Outhmann sighs
and shows them his true from. In either case, if the PCs
agree to venture into the tunnel, find the shrine, and
destroy it, Outhmann promises to tell them what they
wish to know.
The truth, of course, is different. In point of fact, the
dao are sharing their mine shaft with a fiendish aber-
ration that thinks the tunnels are its home. With the
help of Outhmann’s would-be oracle consort, Nijhaz, the
dao have brokered an “arrangement” with this being. If
the dao provide the creature with food now and again,
the creature allows them to work the veins of precious
metals found within its tunnel. Thus, Outhmann’s
request that the PCs venture into the tunnel is little
more than his attempt to make good on his offer to
Treasure provide the foul creature with food.
In addition to the two adamantine warhammers, an iron It is important to note, however, that as a genie, Outh-
bucket rests in the curtained area to the northwest. This mann is bound to his word. This is an important fact if
bucket is filled nearly to the top with raw gold, valued someone in the party is familiar with dao (Knowledge
2,000 gp, but it’s all melted together into a single piece, [arcana] DC 21). If the PCs do venture forth into the
weighing 40 pounds. Also, the table in the middle of tunnel and return, Outhmann is honor-bound to hold
the room (identified as the one taken from area 1B) is up his end of the bargain. And true to his word, he tells

Dungeon October 2007 77


them whatever they wish to know, particularly about the Earth Mastery (Ex) A dao gains a +1 bonus on attack
other inhabitants with whom he shares the Horn. If the rolls and damage rolls if both it and its opponent
PCs ask a question that Outhmann is unlikely to know, touch the ground. If an opponent is airborne or wa-
terborne, the dao takes a –4 penalty to attack rolls
the brings out Nijhaz (area 7) who knows more of the
and damage rolls.
mountain’s secrets. If the PCs missed the Demonomi- Plane Shift (Sp) A dao can enter any of the Elemental
con in Drelnza’s chamber, this is an opportunity for the Planes, the Astral Plane, or the Material Plane. This
DM to interject hints about its whereabouts. ability transports the genie and up to six other crea-
If the characters ask the right questions (Outhmann tures, provided they all link hands with the dao. It is
will answer only three), the PCs can learn information otherwise similar to the spell of the same name.
about the adventure short of the whereabouts of true Push (Ex) A dao can start a bull rush maneuver without
nature of Tsojcanth. Outhmann knows nothing of his provoking attacks of opportunity. The combat modi-
fiers presented in Earth Mastery also apply to the
presence here, although he does know about Iggwilv’s dao’s bull rush checks.
laboratory and how best to reach it. Or, the party might
persuade Outhmann for a limited wish, instead. If the 7. Den of the Dao Hetman (EL
genie promised them a limited wish, he’ll make good
on his offer, but the characters had best choose their
Varies)
words carefully. Beyond a 9-foot curtain of multicolored veils is an oval-shaped
If the party manages to avoid combat with the dao and chamber, measuring some 30 feet across. The room’s true
come to a nonviolent solution (such as the PCs agreeing to dimensions are concealed by another curtain of veils on the
venture into area 8 on the dao hetman’s behalf), give the southern end, which bisects the room from west to east. This
characters full XP as if they defeated the dao. If the party room feels more like an opulent tent than an underground
returns from area 8 determined to slay the dao who “set cavern. Numerous fine cushions of varying sizes are scat-
them up,” award only half XP for the defeat of the dao. tered throughout, some on either of the two oversized divans
dominating the center of the room. A vast, incredibly ornate
2 Daos CR 7 rug covers every inch of the cavern floor. It is surprisingly
hp 52 each (8 HD) warm in here, and the entire chamber smells of a rich, heady
NE Large outsider (evil, extraplanar, earth) smoke.
Manual of the Planes 173
Init +0; Senses darkvision 60 ft.; Listen +2, Spot +13
Languages Terran, Aquan, Common; telepathy 100 ft. This is the private living space of the dao mining
operation’s leader, a noble hetman named Outhmann.
AC 17, touch 9, flat-footed 18 He shares the chamber with his advisor and consort,
Fort +8, Ref +6, Will +8 a female dao named Nijhaz, who rarely leaves the
Speed 20 ft. (4 squares) confines of their bedchamber (the curtained-off area
Melee 2 slams +13 each (1d8+6) or in the southern half of the room).
Melee adamantine warhammer +14/+9 (1d8+9) Although the mountain’s taint has affected each of
Space 10 ft.; Reach 10 ft. the dao to some extent, it has affected none so deeply
Base Atk +8; Grp +18
Atk Options Cleave, Improved Sunder, Power Attack; as Nijhaz, who is now mad. Ever since her arrival in the
push Horn, Nijhaz has been receiving what she believes to
Spell-Like Abilities (CL 19th): be visions—sent to her in the depths of drug-induced
At will—alter self, detect good, detect magic, gaseous stupors—from the Horn itself. As such, she has grown
form, invisibility, misdirection, passwall, persistent im- steadily convinced that the mountain has chosen to
age, wall of stone “speak” through her, and that she has become an oracle
3/day—move earth, transmute rock to mud for all the mountain’s mysteries. Mad though she is,
1/day—limited wish (up to 3 wishes, affects only
nongenies)
Nijhaz does possess an acute understanding of her
environment, and it is primarily through her visions
Abilities Str 22, Dex 11, Con 14, Int 11, Wis 15, Cha 15 that Outhmann came to understand the nature of the
SQ earth mastery, plane shift creature lairing in the mine shaft.
Feats Cleave, Improved Sunder, Power Attack
Skills Appraise +11, Craft (gemcutting) +11, Sense Mo-
When the characters arrive, both Outhmann and
tive +13, Spellcraft +9, Spot +12 Nijhaz are in this chamber. If the PCs dispatched Agdo
Possessions adamantine warhammer and Zadhim quickly, then Outhmann telepathically
instructs his consort to wait, both invisible and in

Dungeon October 2007 78


gaseous form, while he stands in the center of the room, Earth Mastery (Ex) A dao gains a +1 bonus on attack
sword drawn and at the ready. For all his bluster, the rolls and damage rolls if both it and its opponent
mighty dao hetman does care for Nijhaz, and realizes touch the ground. If an opponent is airborne or wa-
terborne, the dao takes a –4 penalty to attack rolls
that she’d likely pose little threat to any group of intrud-
and damage rolls.
ers strong enough to reach her. His last request is that Plane Shift (Sp) A dao can enter any of the Elemental
she plane shift to safety in the event that he proves too Planes, the Astral Plane, or the Material Plane. This
weak to defend her. ability transports the genie and up to six other crea-
If the PCs opted to negotiate, then they have already tures, provided they all link hands with the dao. It is
met Outhmann. In this event, they probably won’t even otherwise similar to the spell of the same name.
have cause to enter this chamber, unless they return Push (Ex) A dao can start a bull rush maneuver without
from area 8 feeling deceived and in search of revenge. provoking attacks of opportunity. The combat modi-
fiers presented in Earth Mastery also apply to the
In this event, they find him as above, standing at proud dao’s bull rush checks.
attention and awaiting their first move. If he hears *Power Critical This feat grants Outhmann a +4 bo-
sounds of combat in area 6 (Listen DC 15), he readies nus on rolls made to confirm critical hits with his
to cast a wall of stone between his first opponent and the falchion.
rest of that opponent’s party. In this way, he hopes to
gain the benefit of one-on-one combat. Nijhaz, female dao: hp 52 (noncombatant unless
Outhmann is aware of the dao located in the Lost forced to fight); see page 78 for statistics.
Caverns (area 18). He might attempt to bargain with this
information, directing the PCs to this area, claiming that Treasure
those dao have an even greater treasure than he does. In addition to the magic items carried by Outhmann,
the PCs can find a small iron chest beneath the bed
Outhmann CR 10
hp 74 (11 HD) behind the curtain. The chest is trapped (Flesh to
Male dao (genie) fighter 3 Stone Trap: CR 7; spell; touch trigger; no reset; spell
NE Large outsider (evil, extraplanar, earth) effect [flesh to stone, 11th-level wizard, Fortitude DC 19
Manual of the Planes 173 resists]; Search DC 31; Disable Device DC 31), and the
Init +0; Senses darkvision 60 ft.; Listen +5, Spot +12 only key is in Nijhaz’s possession. Inside the chest are
Languages Terran, Aquan, Common; telepathy 100 ft. three gold ingots worth 400 gp each and a figurine of
AC 23, touch 10, flat-footed 22 wondrous power (onyx dog).
Fort +11, Ref +8, Will +9 In addition, on the nightstand by the bed rests a small
Speed 20 ft. (4 squares) hand mirror with a pearl-inlaid handle. Anyone looking
Melee +2 falchion +19/+14/+9 (2d6+11/15–20) into this hand mirror for more than 1 round sees his or
Space 10 ft.; Reach 10 ft. her image blur, replaced by the scene from area 1B. If
Base Atk +11; Grp +21 the companion mirror in area 1B has been shattered,
Atk Options Cleave, Improved Sunder, Power Attack, the hand mirror displays only the holder’s reflection.
push
Spell-Like Abilities (CL 19th):
At will—alter self, detect good, detect magic, gaseous
8. Mine Shaft of Madness
form, invisibility, misdirection, passwall, persistent im- The tunnel beyond the makeshift wall is utterly lightless,
age, wall of stone and it feels substantially colder than anywhere else in the
3/day—move earth, transmute rock to mud mountain. Further along, the tunnel begins to slope gently
1/day—limited wish (up to 3 wishes, affects only downward. The passageway seems to go on forever, deeper
nongenies) and deep into the mountain. Then abruptly it widens into a
Abilities Str 22, Dex 12, Con 14, Int 11, Wis 15, Cha 15 full-fledged chamber with a three-wheeled cart and several
SQ earth mastery, plane shift dirt-caked picks resting against the north wall.
Feats Cleave, Improved Critical (falchion), Improved
Sunder, Power Attack, Power Critical (falchion)*, Even if the party has sufficient lighting to make the
Weapon Focus (falchion)
Skills Appraise +11, Craft (gem cutting) +11, Listen +5, journey brighter, the DM should take care to make the
Sense Motive +13, Spellcraft +9, Spot +12 party’s travel into the heart of the shaft as disturbing
Possessions combat gear plus +2 falchion, +2 studded as possible. This area is the second most tainted region
leather, onyx amulet (500 gp value) of the mountain, just behind the prison of Tsojcanth.

Dungeon October 2007 79


Dungeon October 2007 80
Regardless of when the PCs last made a roll to save however, for the retriever buries the bodies along with
against gaining taint, they should do so again during the valuables. Among the offal, strong-stomached
their trek to the vein. Any character who fails this Will PCs uncover the following: 9 gemstones (3 rubies, 3
save gradually takes a point of Wisdom damage along diamonds, 1 emeralds, and 1 black pearl) totaling 1,800
the way, and worse yet, begins to feel moderately dis- gp in value; two ivory scroll tubes, one containing the
oriented and even a little paranoid. If the character was spells giant vermin and repel vermin, each at caster level
already suffering from taint, a failed save also results in 12th, and the other containing the spells bestow curse,
the character becoming shaken for as long as he remains blight, and enervation, each at caster level 12th. Also in
in the tunnel. By the time such a character reaches the the trove are a wand of cure moderate wounds (17 charges)
end of the tunnel, he appears noticeably distressed. and a +2 short sword of bloodfeeding.
Time also distorts in the tunnel, making the journey
toward the cavern seem longer than it is. +2 Short Sword of Bloodfeeding
Price (Item Level): 18,000 gp (14th)
Tactical Encounter: H8: Mine Shaft of Madness Body Slot: — (held)
(page 87). Caster Level: 7th
Aura: Moderate; (DC 18) necromancy
9. Lair of the Retriever Activation: — and free (command)
The wall slides away to reveal an enormous, pitch-black cave.
With the door open, a shrill wind whistles through the cavern This weapon shines with a blood-red tint.
air, echoing below in the darkness. A ledge, some 10 feet wide,
stretches along the eastern wall. Beyond the ledge, in the inky Every time a bloodfeeding weapon deals damage to a
blackness, the “floor” of the cave is open space, and nearly every living creature, it gains 1 “blood point,” which it can
inch of solid ground in the room consists of rocky ledges. These store for up to 1 hour. The weapon can store a maxi-
terraces descend downward in the yawning abyss below. mum of 10 blood points. When a bloodfeeding weapon
deals damage to a creature, the wielder can activate the
Tactical Encounter: H9: Lair of the Retriever weapon and spend up to 5 stored blood points. Each
(page 88). spent blood point deals an extra 2 points of damage.
The weapon gains no blood points on that hit.
10. Nesting Room
Some 20 feet off the north wall of the main cave is an oval-
shaped side cavern, roughly 40 feet wide and 30 feet deep.
The Heart of the Horn
The PCs likely access the Heart of the Horn by means
Dominating the center of the area is a large circle of debris,
of the chasm in area 4, but they could also find their
piled 2 or 3 feet high, composed of numerous branches, small
way by descending to the bottom of the retriever’s lair
rocks, and other miscellaneous materials. The stench of decay
in area 9.
hangs in the air.
The lowest level of Iggwilv’s mountain complex is
actually one massive cavern, carpeted with fungi of
Iggwilv’s pet spends little of its time here, despite the
all varieties and spanning hundreds of feet in every
fact that this is its nest. As a demonic construct, it has
direction. The Heart of the Horn is filled with taint
little need for mortal comforts and prefers the safety
and evil energy. Once the PCs arrive here, they must
and tactical superiority of spending its time on the
now make saves on an hourly basis to avoid acquiring
ledges in area 9. Assuming the PCs have already dealt
taint, and the DC of all such saves rises to 20.
with the retriever, they face no immediate threat, and
What the characters seek is Iggwilv’s arcane labora-
indeed, this chamber might provide a reasonably safe
tory. It is located in the center of the cavern and is
place to rest.
difficult to miss, as it is essentially a giant stalagmite that
resembles a miniature version of Iggwilv’s Horn. The
Treasure
base of the stalagmite is 300 feet in diameter, making
If the PCs take the time to search the nest, they find it large enough to encompass several chambers. The
a small collection of valuables buried at the bottom in chambers can only be opened by a spellcaster, however.
the center of the pile. They’ll have to wade through a Like the one leading to area 3, this door opens for a
considerable amount of rotten refuse to find the hoard,

Dungeon October 2007 81


creature that has levels in a spellcasting class. Laying dimensional travel, such as teleport without error or plane
a hand on the surface of the stalagmite causes part of shift, is possible either into or out of any of the cells.
the stone to peel away, revealing the entrance door. Each cell door, while bereft of both handle and lock,
does possess a circular sheet of opaque black stone that
11. Laboratory Entrance is embedded in the dead center, about 5-1/2 feet off the
A 10-foot section of the rock face slides back, revealing the floor. If a creature possessing levels in any spellcasting
entrance to a hallway of smooth, worked stone. The area class touches one of the sheets of black stone with any
beyond is dark, and no sound at all can be heard coming from part of its body, the opaqueness of the stone grows
within. Dim red light pervades the area. transparent and permits the spellcaster an unobstructed
view into the cell beyond.
The red-tinged illumination shines down from In addition, any spellcaster who expends spell energy
the ceiling, though it is weaker than in previous equal to at least a single 0-level spell can cause the
appearances. touched door to swing open soundlessly into the hall,
simply by willing the door to do so. Any spellcaster
Development who uses the stone to scry into the cell can intuit this
method of opening by succeeding on a DC 16 Spellcraft
As soon as the PCs enter the laboratory, two rule
check. Characters who perform this action to open the
changes go into effect. First, no transportation magic
door feel the magic well up within them before being
of any kind (such as dimension door or teleport) operates
siphoned out of their bodies, as if into the door itself.
within the confines of the laboratory. Second, every
In the days when the lab was still in use, the Witch
square inch of the laboratory radiates a strong aura of
Queen designed these cell doors to serve a double
various magic types, so spells such as detect magic are
purpose; first, to prevent prisoners from escaping her
an exercise in futility.
prison, and second, to turn magical energy into fuel for
the rest of her operation. Any magic siphoned into the
12. Components Vault lab by means of a cell door goes toward maintaining
As the door swings wide, the room, a long, rectangular area the Horn’s various permanent and semipermanent
filled with rows of silver basins and wooden shelving units, magical effects. The lack of these infusions is partly
becomes visible. Numerous bottles and jars of colored glass responsible for the decay of Iggwilv’s less resilient
sit on the shelves. By the looks of the silver basin nearest the magical effects.
door, which appears filled with teeth of varying shapes and
sizes, the containers are home to materials of a corporal and 13A. Oversized Cell
grisly nature. A familiar floral odor can be detected from
Beyond the cell door is a stone chamber roughly 15 feet deep
somewhere within the room.
and 10 feet wide, with what appears to be a long, black mat-
tress pressed up against a far wall. The room is dark, with only
Tactical Encounter: H12: Components Vault
the scant light from the hall to illuminate the crumpled figure
(page 89).
lying atop the mattress. It appears humanoid, but covered as
it is with a thick, moth-eaten blanket, it is difficult to make
13. Holding Cells out any further details. The figure lies perfectly still, and no
The door opens into a hallway, which stretches south. Stag- sound whatsoever can be heard from within the chamber.
gered along the opposite wall at regular intervals are three
iron doors, each with a circular plate of black ore embedded Back when the laboratory was still in use, Iggwilv used
at roughly head height. The doors clearly open into the hall, this cell to hold captives of larger than Medium size,
but appear to have no locks or handles. such as demons. When she abandoned the Horn, she
left a parting gift to any would-be intruders. The figure
This is where the Witch Queen kept captives of vari- huddled atop the mattress is merely a lifeless vessel for
ous kinds, be they stubborn demons or the occasional one of Iggwilv’s disturbing tricks. The “creature” is but a
intruder. All three of the holding cells in this hall were mannequin; an 8-foot collection of stitched leather and
designed to keep magically puissant outsiders under scales, stuffed with stones and other less savory materi-
reliable lock and key, and as a result, no teleportation or als. Clutched in its hands, however, away from the sight
of those coming from the hall, is another of Iggwilv’s

Dungeon October 2007 82


Iron Door: 3 in. thick; hardness 10;
hp 90; break DC 28. The door has an
equivalent Strength score of 30 when
slamming shut. Anyone actively trying
to keep the door open can attempt an
opposed Strength check. Success allows
the victor to keep the door from slam-
ming shut for 1 round, though another
opposed check is required every round
thereafter. Anyone standing in the door’s
way must make a DC 20 Reflex save
when it shuts or else take 2d6+10 points
of damage and be tossed into the room.
A successful save negates the damage and
allows the character to choose which side
of the door to be on.

Treasure
The cells hold nothing of real value aside
from the idol of the Witch Queen. Once
it has delivered its pulse alarm, it is with-
out magic. A successful DC 15 Appraise
check values the obsidian statue at 250
gp, though it could easily go for thrice
that amount to a collector who specializes
in antiques related to the Lower Planes
quasi-narcissistic idols: an obsidian statue of Iggwilv. or Iggwilv.
Whenever any creature comes within 6 feet of the idol
without first speaking aloud the name of “Iggwilv,” the 13B. and 13C. Empty Cells
magic of the idol activates. Until activation, the idol’s These two cells, each measuring 10 feet by 10 feet,
magic is latent and untraceable. have no inhabitants and hold only a small cot along
The effects of this activation are twofold: First, it the west wall. They are otherwise similar to the room
sends an undetectable pulse of magic across the lab in area 13A.
and into area 12, instantly awakening the tooth golem
and summoning it to area 13. Second, its magical pulse 14. Arcane Laboratory
causes the door to the cell to slam shut, trapping the
The hallway opens into a massive, oval-shaped chamber
offending intruder(s) inside. Once the door has shut
measuring some 60 feet deep, and close to 90 feet wide. The
by means of the idol’s activation, it cannot be opened
ceiling, too, expands in this area, rising domelike over the
again by just touching the door’s stone.
chamber to a height of some 30 feet at its apex. On the floor,
Before Iggwilv’s abandonment of the Horn, the
radiating outward from the center of the room, is a 25-foot
interior of this cell was a swath of antimagic. In addi-
diameter circle, etched into the worked stone. Various arcane
tion, any physical blows dealt to the cell door from the
sigils are visible along the circle’s perimeter and burned into
inside would result in the aggressor taking an identical
the circle itself. Two smaller circles, 10 feet in diameter, rest on
amount of damage. Over time, however, the magical
either side of the middle circle, the edges of which begin about
energy has decayed. Now, any magic of a nontranspor-
20 feet from the perimeter of the central circle. A few scattered
tational nature might function. The DM should roll d%;
tables sit pressed against the chamber walls, and a long oaken
on a roll of 01–50, the spell goes off as normal, while on
altar stands north of the central summoning circle.
a roll of 51–100, the spell sputters and dies. In addition,
the door can now be broken down without harm to
Iggwilv conducted the bulk of her experiments here.
oneself.
The massive workspace is largely bare now except

Dungeon October 2007 83


of the Horn” could well
be no end at all. If they
released Tsojcanth from
his prison, but failed to
stop him from escaping
the Horn, then they are
responsible for letting
loose a power the likes of
which hasn’t been seen
in the region for decades.
If the PCs released the
demon but made no
attempt at destroying his
body, he might well feel
indebted to them—or
at least feel as indebted
as a chaotic evil demon
prince can. Either way,
it’s entirely possible the
PCs haven’t seen the last
of Tsojcanth.
The PCs must also con-
sider how to deal with
Iggwilv’s Demonomicon
for a few tables and empty basins, and of course, the and her homunculus.
three summoning circles etched permanently into The book, while not inherently evil, has absorbed its
the worked stone floor. Iggwilv cleaned the area of share of taint during its time in Iggwilv’s Horn. If one
any residual impurities, magical or mundane, so the of the PCs chooses to keep the book as his personal
chamber gives off a strangely sterile feel. property, it could spell unforeseen consequences
From the altar, Iggwilv conducted the laboratory’s down the line. As for the homunculus, unless a wizard
affairs, whether chanting before the circles or com- specifically researches the object, it’s possible that the
manding her servitors. Rising from the top of the altar PCs never realize that what they’ve taken is the personal
is an onyx lectern, where one might place a book. homunculus of Iggwilv. Those who do discover the
idol’s true nature are no doubt fascinated by it. Ask any
Tactical Encounter: H14: Arcane Laboratory wizard, and she’ll tell you: Every homunculus dissolves
(page 91). upon the death of its master. . . .

Concluding the
Adventure
To escape Iggwilv’s Horn, the PCs might climb back up
the chasm, returning to the surface through the way
they entered. However, to expediate play, a DM can also
elect to offer alternative means of exit, either providing
a hidden tunnel leading out of the Heart of the Horn,
or perhaps placing an underground stream that the PCs
can follow back to the Velverdyva.
Technically, the adventure ends after the PCs have
explored Iggwilv’s laboratory, but depending on how
they handled the final encounter, the end to “The Hollow

Dungeon October 2007 84


H5: Quarry of Unrest
Encounter Level 11 3/day—stone shape, stone tell
1/day—wall of stone (requires 3 pechs), flesh to stone (re-
Awaiting the PCs in the tunnel beyond are eight pechs; quires 7 pechs; DC 17), stone to flesh (requires 7 pechs)
Nourvego, the pech priest; and Zousha, an eye of fear Abilities Str 19, Dex 15, Con 13, Int 12, Wis 15, Cha 13
and flame. If either Nourvego or Zousha succeed on SQ earth mastery, light blindness
a DC 20 Listen check when the PCs enter area 4, they Feats Combat Casting, Dodge, Mobility, Power Attack
are ready and waiting. If the characters have already Skills Climb +11, Craft (stonemasonry) +12, Hide +8,
Knowledge (arcana) +7, Knowledge (dungeoneering)
investigated area 4A, read:
+7, Knowledge (religion) +7, Listen +9, Move Silently
The creatures glower as one in their midst steps +8, Profession (miner) +13, Spot +9
forward. He looks around curiously, as if searching Possessions combat gear plus +1 heavy pick, ring of pro-
for something unseen. Then, flames erupt in your tection +3, spell component pouch
midst. Earth Mastery (Ex) +1 on attack rolls and damage rolls if
The irritated Zousha acts immediately by launching both it and its opponent touch the ground. If an op-
ponent is airborne or waterborne, the pech suffers a
a fireball at the PCs. If the party has not entered area
–4 penalty on attack rolls and damage rolls.
4A, read: Light Blindness (Ex) Abrupt exposure to bright light,
The creatures glower menacingly as one in their midst such as sunlight or a daylight spell, blinds a pech
steps a little forward. He looks around curiously, as if for 1 round. In addition, it takes a –1 circumstance
searching for something unseen. Apparently not finding penalty on all attack rolls, saves and checks while
what he was looking for, the pech turns back ahead and operating in bright light.
Skills Pechs have a +4 racial bonus on Craft (stonema-
extends a hand expectantly. sonry) and Profession (miner) checks.

Nourvego CR 8 Zousha CR 8
hp 52 (10 HD) hp 78 (12 HD)
Male pech cleric 6 Male eye of fear and flame
NE Small fey (earth) NE Medium undead
Init +1; Senses darkvision 60 ft., Listen +9, Spot +9 Book of Vile Darkness 177
Languages Common, Pech, Undercommon Init +6; Senses darkvision 60 ft.; Listen +15, Spot +14
Languages Abyssal, Common, Draconic, Terran, Un-
AC 21, touch 16, flat-footed 19; Combat Casting, Dodge, dercommon
Mobility
Immune petrification AC 22, touch 12, flat-footed 20; Combat Casting, Dodge,
SR 21 Mobility
Fort +7, Ref +8, Will +11 Immune cold, fire, undead immunities
Resist half damage from piercing and slashing weapons,
Speed 20 ft. (4 squares) turn resistance +4
Melee +1 heavy pick +11/+6 (1d4+6) Fort +4, Ref +6, Will +11
Base Atk +6; Grp +6
Atk Options Power Attack; flesh to stone Speed 30 ft. (6 squares)
Combat Gear scroll of enervation (CL 8th) Melee 2 claws +9 each (1d4+3)
Cleric Spells Known (CL 6th): Base Atk +5; Grp +9
3rd—dispel magicD, meld into stone, prayer Atk Options eye of flame
2nd—detect thoughtsD (DC 14), hold person (DC 14), Spell-Like Abilities (CL 15th):
resist energy (fire), shatter (DC 14), silence (DC 14) At will—detect good, detect law, detect thoughts, true
1st—bane (DC 13), bless, doom (DC 13), Nystul’s seeing (divine spell)
magic auraD, protection from good 2/day—ethereal jaunt
0—detect magic (2), mending, purify food and drink,
Abilities Str 19, Dex 14, Con —, Int 18, Wis 17, Cha 19
read magic
SQ spell deflection, undead traits
D: Domain spell. Domains: Knowledge and Magic
Feats Combat Casting, Corrupt Spell-Like Ability* (Eye
Spell-Like Abilities (CL 11th):

Dungeon October 2007 85


of Flame), Dodge, Empower Spell-Like Ability, Exper- Skills Climb +11, Craft (stonemasonry) +12, Hide +8,
tise, Improved Initiative, Mobility Listen +8, Move Silently +8, Profession (miner) +12,
Skills Climb +6, Concentration +14, Decipher Script +8, Spot +8
Hide +10, Knowledge (arcana) +14, Knowledge (his-
Earth Mastery (Ex) See Nourvego.
tory) +10, Listen +15, Move Silently +10, Spot +14
Light Blindness (Ex) See Nourvego.
Eye of Fear (Su) Once per round, as a free action, an eye Skills See Nourvego.
of fear and flame can produce an effect identical to
that of a fear spell out of its black gem-eye. The caster Development
level is 15th, and a DC 17 Will save negates. The save
DC is Charisma-based. If they have not disturbed his operation before rounding
Eye of Flame (Su) Once every 3 rounds, as a standard the corner, Zousha uses ethereal jaunt, remaining nearby
action, an eye of fear and flame can produce a fireball while Nourvego discourses with the intruders. Nourvego
(Reflex DC 13 half) from its red gem-eye at caster has been instructed to tell nobody of Zousha’s search
level 15th. The save DC is Charisma-based. The fire- for the Demonomicon, and if the PCs press the matter, he
ball deals 10d6 points of fire damage, plus half again demands that they leave. If the PCs threaten Nourvego, or
as much if empowered. If the fireball is corrupted,
one-half of the total damage is unholy damage that refuse to do as he demands, Zousha responds by material-
affects even those immune to fire. izing and launching a fireball. At the same time, the eight
Spell Deflection (Su) If any sort of vision-affecting spell, pechs charge.
such as blindness or power word blind, is cast on an If the PCs are nonthreatening, and offer to compensate
eye of fear and flame, it is reflected back upon the the mining troupe for the loss of productivity (an offer-
caster (as the spell turning spell), who must save ing of at least 100 gp per party member), they hold off
against the effect of his own spell. attacking long enough to parlay.
*Corrupt Spell-Like Ability This feat appears in Book of
Vile Darkness, and allows the eye of fear and flame to
add the evil descriptor to a spell-like ability, allowing Tactics
that ability to transform half of any damage it deals Nourvego unleashes spells while the rest of the pechs
into unholy damage. Thus, any nonevil target im- engage in melee. Zousha uses his eye of flame every
mune to the standard damage type associated with time it is available, trying to incinerate the enemy. He
the attack still takes half damage. The feat allows the
uses his eye of fear every round. He uses fireballs without
associated spell-like ability to be corrupted a maxi-
mum of three times per day. regard for the pechs’ health if it means eliminating an
adversary.
8 Pechs CR 3
hp 18 each (4 HD) Treasure
N Small fey (earth)
Among a pile of rock and debris against the southern
Init +1; Senses darkvision 60 ft.; Listen +8, Spot +8
Languages Pech, Undercommon wall, the PCs can find enough raw platinum to smelt
down into a large brick valued at roughly 14,000 gp.
AC 17, touch 12, flat-footed 15; Dodge The problem is that the gold is still in raw form, and
Immune petrification
refining it would take a rather substantial amount of
SR 15
work to refine. Hauling the rock out is an option, but
Fort +2, Ref +5, Will +5 the unrefined pile weighs nearly 2 tons.
Speed 20 ft. (4 squares) The ore is not the only valuable item, however, for the
Melee heavy pick +7 (1d4+6)
eye of fear and flame’s twin gem-eyes are worth 2,000
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +2 gp each.
Atk Options Power Attack; flesh to stone
Spell-Like Abilities (CL 11th):
3/day—stone shape, stone tell
1/day—wall of stone (requires 3 pechs), flesh to stone
(requires 7 pechs; DC 17), stone to flesh (requires
7 pechs)
Abilities Str 19, Dex 13, Con 13, Int 12, Wis 13, Cha 12
SQ earth mastery, light blindness
Feats Dodge, Power Attack

Dungeon October 2007 86


H8: Mineshaft
Encounter Level 10 affecting compulsion effect. A creature that success-
fully saves cannot be affected by the same gibbering
Waiting at the end of the tunnel is an enormous gibber- mouther’s gibbering for 24 hours. The save DC is
Charisma-based.
ing mouther, fattened by its arrangement with the dao,
Ground Manipulation (Su) At will, as a standard action,
drunk on the energy of the Horn, and driven to zealous a gibbering mouther can cause stone and earth in all
territoriality of its home. The fiendish creature detects adjacent squares to become a morass akin to quick-
the PCs’ approach and tries to remain undetected before sand. Softening earth, dirt, or the like takes 1 round,
lurching forward, beginning its maddening assault. while softening stone takes 2 rounds. Anyone other
When this happens, read: than the mouther in that area must take a move ac-
tion to avoid being mired (treat as being pinned).
From behind comes the maddening din of many Improved Grab (Ex) To use this ability, the gibbering
babbling voices, all screeching over one another. The mouther must hit with a bite attack. It can then at-
source of the voices is a large fleshy form covered in tempt to start a grapple as a free action, without
mouths and eyes, like the liquefied fusion of many provoking attacks of opportunity.
human faces. The nightmarish creature oozes Smite Good (Su) Once per day, the creature can deal an
forward eagerly. extra 12 points of damage with a normal melee attack
against a good-aligned foe.
Swallow Whole (Ex) A gibbering mouther can attempt
The Voice of Madness CR 10 to engulf a grappled opponent of Medium or smaller
hp 150 (12 HD); DR 5/bludgeoning and 10/magic size by making a successful grapple check. Once the
Fiendish gibbering mouther victim is inside, the gibbering mouther can use its
NE Large aberration (extraplanar) blood drain ability. A swallowed creature can cut its
Lords of Madness 150 way out by dealing 5 points of damage to the gib-
Init +0; Senses darkvision 60 ft.; Listen +9, Spot +12 bering mouther (AC 19). Once the creature exits,
Languages Common, Gibberish muscular action closes the hole; another swallowed
AC 20, touch 11, flat-footed 20 opponent must cut its own way out. A gibbering
Immune critical hits, flanking mouther’s body can hold 2 Medium, 4 Small, 16 Tiny,
Resist cold 10, fire 10; SR 17 64 Diminutive, or 248 Fine creatures.
Fort +14, Ref +6, Will +9
Speed 20 ft. (4 squares); swim 20 ft. Tactics
Melee 6 bites +12 each (1) and The creature uses its size to block the cavern’s entrance
spittle +9 (1d4 acid plus blindness) while using ground manipulation to make the terrain
Space 10 ft.; Reach 10 ft. more difficult for the PCs to negotiate. It tries to swallow
Base Atk +9; Grp +17 foes unaffected by the gibbering. The creature fights
Atk Options Power Attack, blood drain, gibbering, im-
proved grab, smite good, swallow whole to the death.
Special Actions ground manipulation
Treasure
Abilities Str 18, Dex 11, Con 26, Int 4, Wis 15, Cha 13
SQ amorphous Scattered around the edge of the cave are the remains
Feats Ability Focus (gibbering) Great Fortitude, Light- of the aberration’s previous offerings, including several
ning Reflexes, Power Attack, Weapon Finesse rotting gnomes. Someone who searches through the
Skills Listen +9, Spot +12, Swim +8 stinking detritus can collect a total of 19 gp, 21 sp, and
Blood Drain (Ex) A swallowed opponent automatically 62 cp.
takes 1d4 points of Constitution damage each round.
Gibbering (Su) As soon as a mouther spots something
edible, it begins a constant gibbering as a free action.
All creatures within a 60-foot spread must succeed
on a DC 15 Will save or be affected as though by a
confusion spell for 1d2 rounds. This is a sonic mind-

Dungeon October 2007 87


H9: Lair of the Retriever
Encounter Level 11 Improved Grab (Ex) To use this ability, a retriever must
hit with its bite attack. It can then attempt to start a
This is the lair of Iggwilv’s pet retriever, still waiting grapple as a free action without provoking attacks of
opportunity. If it wins the grapple check, it establish-
here and acting on its final instructions: Kill any intrud-
es a hold and grips the opponent fast in its mouth.
ers who enter. When the PCs arrive, the retriever is on
one of the highest ledges in the cave, 50 feet above the
characters’ heads. It attacks when they’re about halfway
Tactics
across the room. When that happens, read: Once the PCs have moved 30 feet onto the ledges, the
retriever strikes. It fires an eye ray each round at the
A few falling rocks and the sound of grating stone are target who appears to pose the greatest threat. The
all that warn of the threat from above. A dark retriever uses improved grab to grapple an opponent.
creature with eight serrated legs scurries downward. Once it has an adversary pinned in its mouth, it moves
The spiderlike creature has four bulging eyes that
to the edge of the ledge where it attempts to drop the
home in purposefully on its prey.
character. A dropped character tumbles down the ter-
races at a rate of 20 feet per round, taking 2d6 points
Retriever CR 11 of damage. A successful DC 15 Tumble or Climb check
hp 135 (10 HD); fast healing 5
CE Huge construct (extraplanar) allows a character to come to a stop. A DC 10 Climb
Init +3; Senses find target, darkvision 60 ft., low-light check is necessary to ascend back up the steps. Failure
vision; Listen +0, Spot +0 means the character makes no progress that round.
Languages —
AC 21, touch 11, flat-footed 18 Treasure
Fort +3, Ref +6, Will +3 The treasure the retriever collects is placed in its nest
Speed 50 ft. (10 squares) in area 10.
Melee 4 claws +15 each (2d6+10) and
bite +10 (1d8+5) Development
Ranged eye ray +8 touch If any intrepid PCs opt to climb (no check required) or
Space 15 ft.; Reach 10 ft.
fly the 100 feet to the bottom of this cavern, they find
Base Atk +7; Grp +25
Atk Options improved grab the ancient remains of several unfortunate individuals
Special Actions eye ray who fell or were tossed down into its depths by the
retriever. Among those remains is 137 gp in assorted
Abilities Str 31, Dex 17, Con —, Int —, Wis 11, Cha 1
coins, some of which might be even more valuable
SQ construct traits
Feats — on account of their age, at the DM’s discretion. At the
Skills — bottom of the cavern is a small 5-foot tunnel leading
to the southwest. After about 200 feet, the tunnel con-
Eye Rays (Su) A retriever’s eyes can produce four differ-
nects to a large cavern (not on map; see “The Heart of
ent magical rays with a range of 100 feet. Each round,
it can fire one ray as a free action. A particular ray is the Horn”).
usable only once every 4 rounds. The save DC for all
rays is 18. The four eye effects are:
Fire Deals 12d6 points of fire damage to the tar-
get (Reflex half).
Cold Deals 12d6 points of cold damage to the
target (Reflex half).
Electricity Deals 12d6 points of electricity damage
to the target (Reflex half).
Petrification The target must succeed on a Forti-
tude save or turn to stone permanently.

Dungeon October 2007 88


H12: Components Vault
Encounter Level 10 thousands of teeth, each tumbling and scraping
together as it moves.
This rectangular room was used to contain the raw
materials of Iggwilv’s lab experiments. It measures 15 Tooth Golem CR 10
feet by 30 feet, arrayed neatly with five different rows hp 56 (8 HD)
of various basins and shelves along the walls. Like N Medium construct
the adjacent hallway, this area is lit by a red glow that Init +6; Senses darkvision 60 ft., low-light vision
activates upon entering the room. Languages none
Despite what one might expect, this room smells AC 20, touch 16, flat-footed 14
pleasant, though not without a noticeably unsettling Immune construct immunities; DR 5/adamantine and
undercurrent. The vault remains under a permanent bludgeoning
magical effect that causes its contents to radiate a Fort +2, Ref +8, Will +2
combined bouquet of airy sterility and fresh jasmine. Speed 40 ft. (8 squares)
If the party has not yet tripped the alarm trap in area Melee 2 slams +12 each (2d6+4/19–20/[ts]3)
13, then the large basin of teeth against the west wall Space 5 ft.; Reach 5 ft.
still contains its apparently benign contents. However, Base Atk +6; Grp +10
Atk Options barrage of teeth, debilitating screech
one of the Witch Queen’s most fiendish creations,
the tooth golem, lurks formless in the basin of teeth, Abilities Str 18, Dex 22, Con —, Int —, Wis 11, Cha 1
awaiting the day when intruders might rouse it from SQ absorb teeth, construct traits, death throes, immu-
idleness by activating the trap in area 13 or disturbing nity to magic, retaliatory strike, body teeth
Feats Weapon Finesse
the components themselves. The entire laboratory radi-
Skills Climb +15
ates magic, so the party has no reliable way of discerning
the golem’s presence. Simply walking through the Absorb Teeth (Su) A tooth golem can harvest teeth from
room isn’t enough to activate the golem’s reformation, downed foes or other adjacent sources, and use
those teeth to repair its own wounds. It regains 1 hit
but making use of the Search skill is sure to set off the
point for every 20 teeth harvested, and can make use
creature. If that happens, read: of teeth from Small, Medium, or Large creatures. The
The bowls along the western wall containing teeth tooth golem can harvest up to 100 teeth as a single
begin to rattle and stir, as if resonating with some move action, up to 200 teeth as a standard action,
unheard noise. Then, in a sudden cyclone of motion, and up to 300 teeth as a full-round action.
the teeth and fangs rise and swirl together, forming a Barrage of Teeth (Ex) As a full-round action, a tooth
golem can fire a roiling swarm of teeth at its foes.
roughly humanoid form. Its silhouette blurs and This takes the form of a 50-foot cone, and deals 6d6
shifts as it shambles forward. It grinds as it walks, points of piercing damage to anyone in the area (DC
producing ear-splitting shrieks. And no wonder, for 14 Reflex half). The save DC is Wisdom-based.
its entire form consists of nothing but thousands Body Teeth (Ex) The tooth golem has sharp protrusions
upon thousands of teeth, each tumbling and scraping all over its body. Anyone grappling the golem takes
together as it moves. 2d4 points of damage each round. A creature strik-
ing the golem with an unarmed or natural attack also
If the tooth golem is awakened by means of the trap takes 2d4 points of damage with each attack.
in area 13, it rises from its basin at once and bursts Debilitating Screech (Su) As a free action, the golem can
through the door to the hall, potentially taking the increase the pitch of its screeching sounds. Anyone
PCs by surprise. within 60 feet must succeed on a DC 14 Will save or
be stunned for 1 round, and then sickened for 2d6
An ear-splitting shriek is all that forewarns the rounds. A character who successfully saves is im-
sudden arrival of a toothy monstrosity. Its silhouette mune to the debilitating screech of the tooth golem
blurs and shifts as it shambles through the doorway. for 24 hours. The save DC is Wisdom-based.
It grinds as it walks, and no wonder, for its entire Death Throes (Ex) When a tooth golem is reduced to
form consists of nothing but thousands upon 0 hit points, it immediately explodes in a shower of

Dungeon October 2007 89


teeth. Everyone within 50 feet takes 12d6 points of Like most constructs, tooth golems are unintelligent
piercing damage (Reflex DC 14 half). The save DC is and therefore lack any real sense of tactics. They follow
Wisdom-based. orders, attempting to shred their foes in a fast, direct
Immunity to Magic (Ex) A tooth golem is immune to any
manner. They use their debilitating screech and barrage
spell or spell-like ability that allows spell resistance.
In addition, certain spells and effects function dif- of teeth abilities when closing, but once engaged in
ferently against the creature. Magical attacks that melee rarely do anything other than hammer at foes.
deal acid damage still harm the golem, but deal only
half normal damage. Attacks that deal sonic damage Treasure
cause the golem to be sickened for 2d6 rounds (no
The contents of this room are perhaps most valuable to
save).
Retaliatory Strike (Ex) Any attack that deals physical wizards, who can find here the material components
damage to a tooth golem causes a burst of teeth to necessary to cast just about any spell they know (though
shoot from the injury in the direction of the attacker. not necessarily multiple times each). The vault holds
This takes the form of a 25-foot cone of teeth, which multiple specimens of the common components, as
deals 3d6 points of damage to anyone in the area well as many rare specimens. An exhaustive search of
(Reflex DC 14 half). The save DC is Wisdom-based. the room, followed by careful appraisal and inventory
of all its valuable contents, yields 2,500 gp in small gems
Ecology: Recently created tooth golems are white (50 gems total) and powdered diamond and opal dust
in hue, but they begin to yellow after a few months, worth 5,000 gp. In addition, spellcasters can find the
eventually becoming a stained yellow-brown color. No components necessary to cast any spell they know, as
natural animal willingly tracks a tooth golem. They long as it’s described in the Player’s Handbook. Although
have no possessions, and use no weapons but their own the vault did indeed contain smaller, living components
bodies. The tooth golem stands roughly 7 feet in height, at one point in time, they all died not long after the stasis
and weighs around 350 pounds. that preserved them began to wane. Finally, among
A tooth golem cannot speak, and emits only grind- these material components can be found a thin sheet
ing and screeching noises as its component parts rub of amethyst inside a leather pouch. This is actually one
together. When it moves, the golem appears to be col- of the missing lenses of Daoud’s Wondrous Lanthorn; see
lapsing in the direction it steps, only to instantly regain area 20 of the Greater Caverns.
its solidity.
Construction: A tooth golem’s body is formed of
thousands upon thousands of teeth, harvested from
all manner of Small, Medium, and Large creatures.
Humanoid teeth make up the majority of the golem.
Additionally, the process requires numerous special
unguents and alchemical materials, worth 1,000 gp, to
bond the teeth together. Assembling the body requires
a DC 15 Heal check.
CL 10th; Craft Construct, bull’s strength, animate dead,
geas/quest, limited wish, telekinesis, caster must be at least
10th level; Price 37,000 gp; Cost 20,250 gp + 1,440 XP.

Tactics
The golem endeavors to remain more or less in the
doorway; not merely to gain tactical benefit, but to stay
within 1 square of its basin of teeth as well. By doing so,
it takes advantage of its ability to heal itself by means of
absorbing loose teeth and adding them to its own body
mass. Beyond its own corpus of teeth, the tooth golem
has access to about 1,000 additional teeth in the basin,
thereby allowing it to heal as many as 50 hit points over
the course of the encounter.

Dungeon October 2007 90


H14: Arcane Laboratory
Encounter Level 11 and 14 Create Spawn (Su) Any humanoid slain by a dread wraith
becomes a wraith in 1d4 rounds. Its body remains
The only significant events that occur in this room intact and inanimate, but its spirit is torn free from
its corpse and transformed. These spawn are under
happen if the Demonomicon is placed on the lectern. If
the command of the wraith that created them and
this occurs, all three of the golden clasps on the book remain enslaved until its death. They do not possess
instantly pop free, thereby allowing the book to be any of the abilities they had in life.
opened. Daylight Powerlessness (Ex) Wraiths are utterly power-
However, once the seal of the book is broken, its less in natural sunlight (not merely a daylight spell)
undead guardian awakens. When that happens, read: and flee from it.
Lifesense (Su) A dread wraith notices and locates living
Spectral tendrils rise from the floor, reaching for creatures within 60 feet, just as if it possessed the
mortal flesh. Following their motion comes a dark blindsight ability. It also senses the strength of their
ephemeral form in robes, featureless except for a pair life force automatically, as if it had cast deathwatch.
of crimson eyes, which give off a sinister glow. Unnatural Aura (Su) Animals, whether wild or domesti-
cated, can sense the unnatural presence of a wraith
at a distance of 30 feet. They will not willingly ap-
Dread Wraith CR 11 proach nearer than that and panic if forced to do so;
hp 104 (16 HD)
they remain panicked as long as they are within that
LE Large undead (incorporeal)
range.
Init +13; Senses darkvision 60 ft., lifesense 60 ft.; Listen
+25, Spot +25
Aura unnatural Tactics
Languages Common, Infernal This large wraith is one of Iggwilv’s gifts left behind
AC 25, touch 25, flat-footed 16; Dodge, Mobility to anyone who might trespass upon her chamber.
Weakness daylight powerlessness Incorporeal and unseen, the wraith takes a moment
Fort +5, Ref +14, Will +14 to evaluate the party and then attacks from the floor,
Speed fly 60 ft. (good) (12 squares) attempting to use surprise and cover to its advantage.
Melee incorporeal touch +16 (2d6 plus 1d8 Constitution It continues attacking from cover, striking with Spring
drain) Attack and then retreating.
Space 10 ft.; Reach 10 ft.
Base Atk +8; Grp — Development
Atk Options Blind-Fight, Combat Reflexes, Spring
Attack If the PCs open the cover of the book, they find a
Special Actions create spawn single phrase scrawled in faintly glowing ink on the
inside cover. The phrase is written in an arcane form
Abilities Str —, Dex 28, Con —, Int 17, Wis 18, Cha 24
SQ daylight powerlessness, incorporeal traits, undead of Abyssal, thereby allowing those who can read magic
traits to parse out its sound, if not its meaning, even if they
Feats Blind-Fight, Combat Reflexes, Dodge, Improved do not speak or understand Abyssal. Those who do
Natural Attack (incorporeal touch), Mobility, Spring speak Abyssal, of course, need no magical expertise
Attack, Alertness, Improved Initiative to understand the phrase, which translates roughly to
Skills Diplomacy +9, Hide +24, Intimidate +26, Knowl- “little deceiver.” Anyone who speaks the Abyssal phrase
edge (religion) +22, Listen +25, Search +22, Sense aloud—whether or not they understand it—while
Motive +23, Spot +25, Survival +4
standing at the podium causes the runes of central sum-
Constitution Drain (Su) Living creatures hit by a dread moning circle to illuminate and a figure to materialize
wraith’s incorporeal touch attack must succeed on in the center. When that happens, refer to the next page
a DC 25 Fortitude save or take 1d8 points of Con- and read aloud the indicated text.
stitution drain. The save DC is Charisma-based. On
each such successful attack, the dread wraith gains
5 temporary hit points.

Dungeon October 2007 91


The Prince of Deception which it has been. If the book is right, then sending the
living plug back through the rift—after sufficient time
A bubble of force glistens over the central has passed—should be enough to reduce the rift to a
summoning circle. Then, materializing from negligible leak. To do this, however, they must destroy
somewhere unseen, an elderly human male clad in the outsider’s physical form on this plane. And to do
plain white robes appears. He sits lotus-style, and that, they must invoke a separate, self-contained incanta-
although his face is haggard and his beard long and tion to remove just the bubble in which he is contained.
unkempt, his expression is nonetheless serene. He The room is still proofed against transportation magic,
opens his eyes, revealing sparkling blue irises. With a but this does not prevent Tsojcanth from using the rest
warm smile and calm voice, he says, “Hello, I am of his abilities if he is freed.
Tsojcanth.”
The characters can always leave Tsojcanth there, just
This is Tsojcanth, the demon prince of deception, in as they found him. Doing so is risky, however, for the
his favored guise—the mortal wizard who aided in the magic that holds him could break down, just as the
thwarting Tharizdun so long ago. Horn’s other magic has. If the PCs seriously consider
As one might expect, the demon’s primary goal is to leaving Tsojcanth, the demon grows panicked. He
be free of his mountain prison, and he does whatever claims that his imprisonment is killing him, and that
is necessary to ensure this result. He cannot cast spells leaving him here would be tantamount to murder. In
or use spell-like abilities while he remains bound to the event that they don’t care, he eventually volunteers
Iggwilv’s purpose, and the only way for him to break free the information provided above: that if they make him
of both the curse and the bubble that contains him is for swear an oath as a condition of his release, he must abide
the PCs to use the Demonomicon to free him. And for this by it. What he won’t reveal is that they have to use the
to happen, he must convince them that this is something incantation in the book to enforce the bond. Similarly,
they would want. Until the bubble is eliminated, he is he also offers to reward them, though he has no treasure
powerless to affect the PCs in any way, and vice versa. at the moment. Tsojcanth will not exchange one form
If the PCs take time to peruse the book, they even- of slavery for another, however, and would rather take
tually uncover a section discussing a mystical means his chances in the bubble than be under the heel of a
of plugging a “rift between worlds” by anchoring the mortal again.
essence of a “powerful outsider” to the rift’s source. As noted under his statistics below, Tsojcanth is
If asked to explain this reference, Tsojcanth admits largely immune to divination magic of any kind. Even
that this was the purpose behind his imprisonment, innate powers, such as a paladin’s detect evil ability, are
but claims that he is not an outsider and that Iggwilv ineffective. If asked to explain this, Tsojcanth blames
“settled” for him because he was a powerful wizard of the magic holding him prisoner.
whom she wanted to dispose. Whether or not they The following statistics for Tsojcanth present the
believe him, when all is said and done, the PCs find demon prince in his weakened state, but also reveal
themselves facing some choices: just how powerful Tsojcanth can become if he is freed
Using the incantations found within the Demonomi- from his imprisonment and allowed to regain his full
con, the PCs could free Tsojcanth of his prison. These strength.
incantations are specific passages of text, not actual
The image of the kindly old man shimmers briefly,
spells. Reciting the text frees the demon prince on like desert heat, and then winks out of existence,
the world. Any practiced spellcaster can use the book revealing a creature that resembles something out of a
to bind the demon to his word, however, and if the nightmare. The form is human in aspect but stands
characters suspect that he’ll cause trouble upon his over 9 feet tall, with leathery skin the color of mottled
release, they can try to make him swear an oath that ash. A serpentine tail extends from a knot of muscle at
he’ll return to the Abyss (or anywhere else) as soon as the base of the creature’s spine, tipped with a two-
he is freed. Deceptive as he is, Tsojcanth cannot outwit pronged barb that drips a faintly glowing ichor. The
the power that binds him to his word, though he can form’s wiry limbs gradually darken in hue, ending in
subvert its spirit, depending on how the characters word spindly talons that appear as though covered in slick
the oath. pitch. Its eyes, which have no discernible irises, are
Careful inspection of the verses found within the equally black, as is the steaming tongue that snakes
book reveal that the rift in question is likely to repair out from between its teeth.
itself over time, especially if it is plugged in the interim,

Dungeon October 2007 92


Tsojcanth CR 14 grip and for 1d3 rounds thereafter. The save DC is
hp 150 (12 HD); DR 10/good Strength-based.
CE Large outsider (chaotic, evil, extraplanar, tanar’ri) Improved Grab (Ex) To use this ability, Tsojcanth must
Init +4; Senses darkvision 60 ft., scent; Listen +18, Spot hit with his tail slap attack. He can then attempt to
+18 start a grapple as a free action without provoking at-
Languages Abyssal, Celestial, Common, Draconic, tacks of opportunity. If he succeeds on the grapple
Dwarven, Elven, Infernal, Undercommon; telepathy check, he can either constrict or sting (but not both
100 ft. in the same round).
Poison (Ex) If Tsojcanth hits with his tail sting attack,
AC 26, touch 13, flat-footed 21; Dodge the target must succeed on a DC 24 Fortitude save
Immune electricity, poison or else take 1d4 points of ability damage. The poi-
Resist acid 10, cold 10, fire 10; SR 24 son has no secondary damage, but Tsojcanth can
Fort +16, Ref +12, Will +14 elect which ability will be affected by the poison at
Speed 30 ft. (6 squares), fly 60 ft. (good) the time of each attack, and can choose to dam-
Melee tail sting +18 (1d8+7 plus poison) and age any of the six standard abilities. The save DC is
2 claws +16 each (1d8+3) and Constitution-based.
tongue lash +16 touch (1d4 acid plus bestow curse) or Tongue Lash (Ex/Su) Once per round, as a free action,
Melee tail slap +18 (2d8+7) and Tsojcanth can whip his long, black tongue at any
2 claws +16 each (1d8+3) and opponent within melee range. If he succeeds on a
tongue lash +16 touch (1d4 acid plus bestow curse) melee touch attack, the tongue deals 1d4 points of
Space 10 ft.; Reach 10 ft. acid damage and the target must succeed on a DC 23
Base Atk +12; Grp +23 Will save or be affected as if by a bestow curse spell.
Atk Options Cleave, Power Attack; constrict, improved Regardless of whether this save is made, creatures
grab, tongue lash cannot be targeted by this ability more than once
Spell-Like Abilities (CL 18th): in any 24-hour period, though they can still take the
At will—bestow curse (DC 21), detect good, detect acid damage from subsequent tongue lashings. The
law, detect magic, glibness, greater teleport (self plus save DC is Charisma-based.
50 lb. of objects only; not active), persistent image, Inscrutable Aura (Ex) Divination magic (such as detect
polymorph, suggestion (DC 20), tongues, true seeing, evil or discern lies) is ineffective against Tsojcanth.
unholy aura (DC 25) Whenever such magic is employed upon him, the
3/day—charm monster (DC 21), slow (DC 20) results always prove inconclusive, as though he were
himself a magical “dead zone.”
Abilities Str 24, Dex 18, Con 26, Int 25, Wis 22, Cha 25 Mask of Lies (Ex) Tsojcanth is gifted with the extraor-
SQ inscrutable aura, mask of lies dinary ability to appear as any humanoid creature
Feats Cleave, Dodge, Multiattack, Power Attack, Quick- he’s ever seen with his own eyes. Once he has seen
en Spell-Like Ability (persistent image) an example of a particular race, he needn’t emulate
Skills Appraise +16, Balance +15, Bluff +27, Concentration that exact individual when subsequently assuming
+22, Diplomacy +19, Hide +16, Knowledge (arcana) the appearance of that race. Even the mystical con-
+20, Knowledge (dungeoneering) +16, Knowledge tainment bubble in which Tsojcanth is trapped does
(history) +20, Knowledge (nature) +18, Knowledge not prevent him from using this ability. However,
(the planes) +20, Knowledge (religion) +20, Listen Tsojcanth cannot attack with his claw or tail attacks
+18, Move Silently +16, Sense Motive +26, Spellcraft unless those body parts are also manifested. He can
+19, Spot +18, Survival +18, Tumble +15 alter himself as a free action, but he cannot make
Advancement 13–24 HD (Large)* himself appear smaller than half or larger than twice
*This statistics block represents Tsojcanth’s his actual size.
statistics in his current, weakened state. Were he to Skills Tsojcanth has a +8 bonus on Bluff and Sense Mo-
regain his full strength, he would be substantially tive checks.
more challenging (CR 28). Even though he is a unique
creature, an advancement range is given to allow the
DM to advance Tsojcanth as appropriate. Tsojcanth
Many mortals know the name of Tsojcanth, but few know
is a skilled illusionist (18th level) in his normal state, the true nature of the entity to whom that name belongs.
and should gain wizard levels in addition to Hit Dice If the legends hold true, Tsojcanth is the product of the
over the course of the advancement. unholy union between the demon lord Fraz-Urb’luu and
Constrict (Ex) Tsojcanth deals 2d8+10 points of dam-
the witch, Vilhara, the first to ever uncover Fraz-Urb’luu’s
age on a successful grapple check. The constricted True Name. According to the story, Fraz-Urb’luu was so
creature must succeed on a DC 23 Fortitude save or smitten by the witch’s wiles and arcane competence that
lose consciousness for as long as it remains in his he returned with her to the Abyss, where she bore him a

Dungeon October 2007 93


son. Although the boy’s father gave him his demon name,
it was his mother who first referred to him as “tsoj-canth,”
meaning “little deceiver” in her people’s tongue. This was
due to the fact that even as an infant, the demon-child
demonstrated his father’s boundless love of and innate
aptitude for deceit.
Before long, however, the little deceiver would reveal
how much he had also inherited from his mother. From
his cradle, the child would evoke phantasms so real
that even other demons were fooled. When the boy
reached adulthood, he left the Abyss bound for the
Material Plane, planning to explore the other half of
his heritage. In an ironic twist of fate, Tsojcanth would
ultimately be undone by another wily witch with an C.A. Suleiman started playing Dungeons & Dragons
aptitude for uncovering True Names—Iggwilv, the well before the age of 10 (despite the warnings on all those
Witch Queen. 1st Edition books), and has authored, coauthored, and devel-
Tsojcanth feels more at home in the guise of others oped scores of roleplaying supplements for various systems
than in his natural form, which makes him feel exposed. and companies in the years since. He founded Lion’s Den
And yet he readily switches back to his natural form to Press (www.lionsdenpress.com) with his Heroes of Horror
gain any advantage. coauthor Ari Marmell, and is the creator of the Hamunaptra
Tsojcanth can communicate telepathically with any campaign setting. This is his first adventure for Wizards of
creature that has a language, but he prefers to speak the Coast, and he’s delighted to be answering the age-old
and show off his command of the languages he has question, “Tsojcanth who?”
mastered.

Tactics
If given freedom, Tsojcanth makes the best of use of his
native abilities, particularly his poison tail and spell-like
abilities. He flies in the air to avoid being flanked. If
the battle goes against him, he attempts to fly down the
shaft and into the massive cavern, where he polymorphs
into a bat and makes his getaway.

Dungeon October 2007 94

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