Académique Documents
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Cyclopean Deeps
Volume II
Concept and Design: Matt Finch, Bill Webb, and Skeeter Green Cover Art: Rowena Aitken
Author: Matt Finch Cover Design: Charles A. Wright
Developer: Matt Finch Interior Art: Chris McFann, Karl Gehring
Editors: Jeff Harkness, James Redmon, Cartography: Robert Altbauer
and Skeeter Green
Layout and Graphic Design: Charles A. Wright
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1
Cyclopean Deeps 2
Table of Contents
Chapter Seven: Narrows of Braath.................................................... 4
Chapter Eight: Flagon of the Death God........................................... 35
Chapter Nine: Hidden Worlds of Jupiter Kwan................................. 60
Chapter Ten: Orchard of Yiquooloome...........................................105
Chapter Eleven: Mines of the Duergar.............................................130
Chapter Twelve: Font of Darkness.................................................. 181
Appendix I: Glossary................................................................... 193
Appendix II: Monsters................................................................ 194
Appendix III: New Spells............................................................. 209
Appendix IV: Magic Items........................................................... 209
Appendix V: Maps......................................................................216
Appendix VI: Legal.................................................................... 247
2
Table of COntents
3
Cyclopean Deeps 2
Chapter 7:
Narrows of Braath
players, allowing them to travel from one area to another whenever they
Introduction like and however they can. Many of the modules in the series contain
clues or information about other modules in the series, and players are
likely to follow up on clues most of the time. However, the series is not
This chapter begins the second volume of the Cyclopean Deeps, a designed to come to any particular climactic ending several endings
series of adventures that, taken together, comprise an entire subterranean are, in fact, quite possible depending on the players decisions.
campaign area in the Under Realms. Each of the chapters is designed to
be usable as a standalone module, but when they are used in coordination
with each other, the whole is greater than the sum of its parts. Whether
the adventures are used as standalone modules or collectively as a large
Character Level
sandbox for gaming, each of the areas in the Cyclopean Deeps is The Cyclopean Deeps, as a campaign, is appropriate for a party of
potentially very, very deadly. The nature of the threat varies from area to 4+ characters with an average level of 1012, or 8+ characters with an
area, but it should be understood that when characters adventure into such average level around 7. Because the area is not designed as a pathway, but
places, some of them will die unless the players are very skilled or very rather as a region for the characters to explore in any order, some places
lucky or manage to achieve a felicitous combination of both. Since it is may be deadly (requiring a rapid retreat), and some places may be rather
unlikely that low-level characters would even reach these environs alive, easy by the time leveled-up characters choose to go there. Its up to you
it is to be assumed that these higher-level characters will be holding a how to handle a sandbox-type adventure such as this: You might decide
raise dead scroll or two in reserve for such contingencies. Players that to adjust the difficulty to the characters level, or you might decide to let
manage to successfully run a character through the Cyclopean Deeps the adventures offer these different risk levels as the characters encounter
are to be congratulated as the best of the best; for these adventures offer them. The author recommends the latter: A large area such as the Deeps
devious and deadly threats alongside legendary treasures. ought to have considerable variation in difficulty!
resources that are used up during the time required to cover the distance and other events. These categories are: primary, secondary, and tertiary.
(see below). In the case of many high level parties, the management of such Primary passages are normally 30 ft. wide and have ceilings about
resources is of no concern, since all of them can be supplied by the use of 20 ft. high (although the ceilings appear lower due to the large number
magic. It is, however, very important that you as the GM communicate of stalactites).
a sense of the distances involved, or a great deal of the feeling of this Secondary passages are generally 20 ft. wide and have ceilings 1d10+4 ft.
area will be lost, and it will be little more than a dungeon with time gaps in height.
between the rooms. Other than the sense of distances, the main feature of Tertiary passages are approximately 10 ft. wide and are 1d8+3 ft. high.
the passageways is the potential for encountering wandering monsters.
Unlike wandering monster encounters in a traditional dungeon adventure
where the monsters are relatively easy to defeat and carry little treasure Wandering Monsters
with them, most of the wandering monsters in the Deeps are traveling Detailed descriptions and stat blocks follow the tables in alphabetical
on long treks. They are tough enough to survive journeys in the Under order, not in the order of their appearance on the tables.
Realms, and they carry their possessions (if any) along with them.
Primary Passage, 1-in-10 chance of encounter
Movement 1d20 Encounter
Travel in the subterranean passageways can be managed at a rate of 12
miles (12 hexes) per day for a being with a base speed of 30 ft. (for more 1 1 giant slug (0150%) or 1 purple worm (5100%)
on movement rates see the Pathfinder Roleplaying Game Core Rulebook, 2 1d6+10 fire beetles
Additional Rules, Movement). The passageways of the Under Realms
1d4 trolls (groups of 4 or more have 50% chance for
are universally considered difficult terrain, thus require a double move 3
a big Leader)
to traverse. Obviously, the party can only travel at the rate of the slowest
member without leaving the slower characters behind. Wagons and 1d4+1 fire beetles (0150%) or demon (5100%);
other wheeled conveyances are limited to 1d2 miles per day, due to the 4 roll 1d3 for demon to determine vrock, hezrou or
difficulties involved in negotiating drop-offs and other irregularities in glabrezu
the tunnel floors. Mules, camels, and oxen can travel at normal speed due 5 1d4 cavern lizards
to their relative sure-footedness (or, in the case of oxen, the fact that they
are slow moving in the first place). Horses can move only at half speed 6 1d8+8 ghouls led by 1d4+1 ghasts
through the treacherous footing of the Under Realms. 7 2d10+10 troglodyte raiders with 1 Chieftain
8 1 black pudding (0150%) or 1 gray ooze (5100%)
Types of Passageways 9 1d6 wights
As an approximate characterization, passageways in the Cyclopean Deeps
10 1d2 xorn
are divided into 3 categories for the purposes of wandering monster checks
5
Cyclopean Deeps 2
1d20 Encounter 1d20 Encounter
11 1 khryll 1 demon (roll 1d3 to determine vrock, hezrou or
10
glabrezu)
12 1 neh-thalggu
11 2d6 giant spiders
13 1d2 shrooms with 1d4+1 night-ghoul servants
12 1 purple worm
14 4d6 fungus-bats
13 1 Leng-spider
15 1 Leng-spider
14 1d8 cavern lizards
16 1 syanngg
15 1 black dragon (adult)
17 Leng-troop (1d4 denizens of Leng)
16 1d4+1 trolls plus Leader
Duergar squad of 1d6+6 duergar plus 3 sergeants
18
and 1 leader 17 1 neh-thalggu
19 Caravan 1d2 dark stalkers each leading 1d6+2 dark
18
creepers
20 Caravan
19 1d2 wraiths with 1d4 wights and 1d6 ghouls
Secondary Passage, 1-in-12 chance of encounter 20 1d4 two-headed trolls
1d20 Encounter
BEETLE, FIRE CR 1/3
1 1d6+10 fire beetles XP 135
2 1 giant slug hp 4 (Pathfinder Roleplaying Game Bestiary Beetle, Fire)
3 4d6+3 fungus-bats BLACK PUDDING CR 7
4 1d4+2 shriekers XP 3,200
hp 105 (Pathfinder Roleplaying Game Bestiary Black Pudding)
5 1d2 xorn
6 1 denizen of Leng with 3d6 night-ghouls Caravan: See the detailed section on caravans, below.
7 1 syanngg
DARK CREEPER CR 2
8 1d2 khryll XP 600
9 1 black pudding (0150%) or 1 gray ooze (5100%) The Tome of Horrors Complete 142
CN Small humanoid (dark folk)
10 2d10+20 troglodyte raiders with 1 Chieftain Init +3; Senses see in darkness; Perception +8
11 1d8 giant spiders
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
1 demon (roll 1d3 to determine vrock, hezrou or
12 hp 19 (3d8+6)
glabrezu)
Fort +3; Ref +6; Will +1
13 1 Leng-spider (0150%) or 1 purple worm (5100%) Weaknesses light blindness
14 1d8 cavern lizards
Speed 30 ft.
15 1 black dragon (adult) Melee dagger +6 (1d3/1920 plus poison)
16 1d4+1 trolls plus Leader Special Attacks death throes, sneak attack (+1d6)
Spell-Like Abilities (CL 3rd):
17 1 neh-thalggu (10HD) At willdarkness, detect magic
1d2 dark stalkers each leading 1d6+2 dark
18
creepers Str 11, Dex 17, Con 14, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +1; CMD 14
19 1d4 denizens of Leng with 1d6 night-ghouls
Feats Skill Focus (Sleight of Hand), Weapon Finesse
20 Caravan Skills Climb +8, Perception +4, Sleight of Hand +7, Stealth
+12; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Tertiary Passage, 1-in-12 chance of encounter Languages Dark Folk
SQ poison use, rag armor
1d20 Encounter Combat Gear 3 doses of black smear poison; Other Gear dagger
1 1d6+10 fire beetles
Death Throes (Su) When a dark creeper is slain, its body
2 1 giant slug combusts in a flash of bright white light, leaving its gear in a
3 4d8+4 fungus-bats heap ont he ground. All creatures within a 10-foot burst must
make a DC 13 Fortitude save or be blinded for 1d6 rounds.
4 1d4+2 shriekers
Other dark creepers within 10 feet are automatically blinded
5 2d10+20 troglodyte raiders with 2 chieftains for at least 1 round, due to their light blindness. The save is
6 1 demon (nebunorne) Constitution-based.
Poison Use (Ex) Dark creepers are skilled in the use of poison
7 1 syanngg and never risk accidentally poisoning themselves. Dark
8 1d3 khryll creepers favor a foul-smelling black paste distilled from
certain deep-underground fungi known as black smear.
9 1 black pudding (0150%) or 1 gray ooze (5100%) Black Smearinjury; save Fort DC 15; frequency 1/round for
6
Chapter 7: Narrows of Braath
6 rounds; effect 1d2 Str; cure 1 save. DEMON, NEBUNORNE CR 8
Rag Armor (Ex) A dark creepers multiple layers of filthy rags XP 3,200
function as leather armor when worn by one of their kind. CE Large outsider (chaotic, demon, evil, extraplanar) (see
See in Darkness (Su) A dark creeper can see perfectly in the Monster Appendix)
darkness of any kind, including that created by deeper Init +3; Senses darkvision 60 ft.; Perception +16
darkness. Aura darkness (10 ft., concealment)
DARK STALKER CR 4 AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, 1 size)
XP 1,200 hp 105 (10d10+50)
The Tome of Horrors Complete 143 Fort +8; Ref +10; Will +10
CN Medium humanoid (dark folk) DR 5/good; Immune electricity, poison; Resist acid 10, cold
Init +4; Senses see in darkness; Perception +8 10, fire 10
AC 18, touch 14, flat-footed 14 (+2 armor, +4 Dex, +2 Speed fly 30 ft. (average)
natural) Melee 2 tentacles +13 (1d6+4 plus grab), or tentacle-staff
hp 39 (6d8+12) +15/+10 (1d8+7 plus poison)
Fort +4; Ref +9; Will +2 Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
Weaknesses light blindness
Special Attacks Constitution damage, constrict (1d6+4),
hypnotic voice
Speed 30 ft.
Spell-like Abilities (CL 12th):
Melee 2 short swords +6 (1d6+2/1920 plus poison)
Special Attacks death throes, sneak attack (+3d6) 3/daydeeper darkness
Spell-Like Abilities (CL 6th): 1/daysummon demon (nebunorne, 40%)
At willdeeper darkness, detect magic, fog cloud
Str 18, Dex 16, Con 20, Int 14, Wis 17, Cha 18
Str 14, Dex 18, Con 14, Int 9, Wis 11, Cha 13 Base Atk +10; CMB +15 (+19 grapple); CMD 28
Base Atk +4; CMB +6; CMD 20 Feats Cleave, Great Cleave, Power Attack, Step Up,
Feats Double Slice, Two-Weapon Fighting, Weapon Finesse Weapon Focus (tentacle staff)
Skills Climb +10, Perception +8, Sleight of Hand +5, Stealth Skills Acrobatics +11, Bluff +16, Fly +9, Intimidate +17,
+8; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth Knowledge (arcana) +15, Knowledge (planes) +15,
Languages Dark Folk Perception +16, Sense Motive +16, Stealth +2
SQ poison use Languages Abyssal, Celestial, and Draconic; telepathy
Combat Gear 6 doses of black smear poison; Other Gear Gear +1 tentacle staff, necklace of dark stones (2000 gp)
leather armor, 2 short swords
Constitution Damage (Ex) A creature pinned by a
Death Throes (Su) When a dark stalker is slain, its body nebunorne takes 1d4 points of Constitution damage on
combusts in a flash of white-hot flame. This acts like a each round the demon maintains the pin unless it succeeds
fireball that deals 3d6 points of fire damage to all creatures on a DC 20 Fortitude save.
within a 20-foot-radius burst. A DC 15 Reflex save halves this Hypnotic Voice (Su) A nebunorne can speak in hypnotic
damage. A dark stalkers gear and treasure are unaffected tones as a standard action. Any creature that hears a
by this explosion. This save is Constitution-based. nebunornes voice must succeed on a DC 19 Will save
Poison use (Ex) Dark stalkers are skilled in the use of poison or be paralyzed. The creature remains paralyzed for as
and never risk accidentally poisoning themselves. Like their
long as the nebunorne dedicates a standard action
diminutive kin, the dark creepers, dark stalkers use black poison
each round to speaking, or the sound is blocked in some
on their weapons and generally carry six doses on them.
way. This is a sonic, mind-affecting effect. The save DC is
Black Smearinjury; save Fort DC 15; frequency 1/round
for 6 rounds; effect 1d2 Str; cure 1 save. The poison DC is Charisma-based.
Constitution based. Poison (Ex) The Bloattype poison, injury; save
See in Darkness (Su) A dark stalker can see perfectly in Fortitude DC 20; onset 1 round; frequency 1/hour for
darkness of any kind, including that created by deeper 6 hours; effect 1d2 Dex damage; cure 2 consecutive
darkness. saves. A creature affected by the bloat swells over
the course of several hours to twice normal size. A
DEMON, GLABREZU) CR 13 creature reduced to 0 Dex by the bloat explodes into
XP 25,600 a pink mist that eventually dissipates, leaving nothing
hp 186 (Pathfinder Roleplaying Game Bestiary Demon, to raise or resurrect. Despite its demonic origin, the
Glabrezu) poison will respond normally to spells that affect
ordinary poisons.
DEMON, HEZROU CR 11
XP 12,800 DEMON, VROCK). CR 9
hp 145 (Pathfinder Roleplaying Game Bestiary Demon, Hezrou) XP 6,400
hp 112 (Pathfinder Roleplaying Game Bestiary Demon, Vrock)
DEMON, MARILITH CR 17
XP 102,400 DENIZEN OF LENG CR 8
hp 264 (Pathfinder Roleplaying Game Bestiary Demon, XP 4,800
Marilith) hp 95 (Pathfinder Roleplaying Game Bestiary 2 Denizen of
Leng)
DEMON, NALFESHNEE CR 14
XP 38,400 DUERGAR CR 1/3
hp 203 (Pathfinder Roleplaying Game Bestiary Demon, XP 135
Nalfeshnee) hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
7
Cyclopean Deeps 2
DUERGAR SERGEANT CR 1 Init +1; Senses low-light vision; Perception +4
XP 400
Male duergar warrior 3 (Pathfinder Roleplaying Game AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
Bestiary Duergar) hp 16 (3d8+3)
LE Medium humanoid (dwarf) Fort +4; Ref +2; Will +1
Init 1; Senses darkvision 120 ft.; Perception +3 Immune plant traits
AC 17, touch 9, flat-footed 17 (+6 armor, 1 Dex, +2 shield) Speed 30 ft., 60 ft. fly (poor)
hp 24 (3d10+6 plus 3) Melee bite +3 (1d6 plus poison)
Fort +5; Ref +0; Will +2; +2 bonus vs. spells and spell-like Special Attacks poison
abilities
Immune paralysis, phantasms, poison; Resist duergar Str 11, Dex 12, Con 13, Int 1, Wis 10, Cha 1
immunities Base Atk +2; CMB +2; CMD 13
Weaknesses light sensitivity Feats Hover, Weapon Finesse
Skills Fly 2, Perception +4, Stealth +5
Speed 20 ft.
Melee warhammer +5 (1d8+1/x3) Fungus Bat Poison (Ex) Biteinjury; save Fort DC 10; frequency
Ranged light crossbow +2 (1d8/1920) 1/round for 4 rounds; effect staggered; cure 1 save. The save
Spell-Like Abilities (CL 3rd): DC is Constitution-based, and includes a 2 racial modifier.
1/dayenlarge person (self only) (DC 8), invisibility (self only)
GHAST CR 2
Str 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4 XP 600
Base Atk +3; CMB +4; CMD 13 (17 vs. bull rush, 17 vs. trip) CE Medium undead (Pathfinder Roleplaying Game Bestiary
Feats Alertness, Weapon Focus (warhammer) Ghoul)
Skills Acrobatics 8 (12 to jump), Intimidate +3, Perception Init +4; Senses darkvision 60 ft.; Perception +9
+3, Sense Motive +3, Stealth 1; Racial Modifiers +4 Stealth Aura stench (10 ft., DC 15, 1d6+4 minutes)
Languages Common, Dwarven, Undercommon
Gear chain mail, heavy steel shield, light crossbow, 20 AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
crossbow bolts, warhammer, 2d6 gp, gem (1d6x100 gp) hp 17 (2d8+8)
Fort +4; Ref +4; Will +7; +2 bonus vs. channeled energy
DUERGAR LEADER CR 3 Defensive Abilities channel resistance +2; Immune undead
XP 800 traits
Male duergar warrior 5 (Pathfinder Roleplaying Game
Bestiary Duergar) Speed 30 ft.
LE Medium humanoid (dwarf) Melee bite +5 (1d6+3 plus disease), 2 claws +5 (1d6+3)
Init 1; Senses darkvision 120 ft.; Perception +3 Special Attacks disease, paralysis (1 round, DC 15)
AC 19, touch 9, flat-footed 19 (+8 armor, 1 Dex, +2 shield) Str 17, Dex 19, Con , Int 17, Wis 18, Cha 18
hp 41 (5d10+10 plus 5) Base Atk +1; CMB +4; CMD 18
Fort +6; Ref +0; Will +2; +2 bonus vs. spells and spell-like Feats Weapon Finesse
abilities Skills Acrobatics +6, Climb +8, Disguise +9, Intimidate +9,
Immune paralysis, phantasms, poison; Resist duergar Perception +9, Stealth +9, Swim +5
immunities Languages Common, Dwarven, Goblin, Undercommon
Weaknesses light sensitivity
GHOUL CR 1
Speed 20 ft. XP 400
Melee warhammer +7 (1d8+1/x3) hp 13 (Pathfinder Roleplaying Game Bestiary Ghoul)
Ranged light crossbow +4 (1d8/1920)
Spell-Like Abilities (CL 5th): GRAY OOZE CR 4
1/dayenlarge person (self only) (DC 8), invisibility (self only) XP 1,200
hp 50 (Pathfinder Roleplaying Game Bestiary Gray Ooze)
Str 13, Dex 9, Con 15, Int 10, Wis 13, Cha 4
Base Atk +5; CMB +6; CMD 15 (19 vs. bull rush, 19 vs. trip) KHRYLL CR 6
Feats Alertness, Power Attack, Weapon Focus (warhammer) XP 2,400
Skills Acrobatics 10 (14 to jump), Intimidate +5, Perception CE Medium aberration (see the Monster Appendix)
+3, Stealth 1; Racial Modifiers +4 Stealth Init +4; Senses darkvision 60 ft.; Perception +14
Languages Common, Dwarven, Undercommon
Other Gear half-plate, heavy steel shield, light crossbow, 20 AC 17, touch 10, flat-footed 17 (+7 natural)
crossbow bolts, warhammer, 1d2 gems (1d6x100 gp), 25% hp 52 (8d8+16)
chance of magic armor (0150%) or weapon (5100%), 4d6 gp Fort +4; Ref +4; Will +9
SR 17
DRAGON, ADULT BLACK CR 11
XP 12,800 Speed 30 ft., fly 30 ft. (poor)
hp 161 (Pathfinder Roleplaying Game Bestiary Dragon, Melee 8 tentacles +8 (grab)
Black) Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
Special Attacks liquefy organs, psychic ripple (60 ft. cone,
FUNGUS BAT CR 1 Will DC 17)
XP 400
N Medium plant (see the Monster Appendix) Str 12, Dex 11, Con 15, Int 18, Wis 17, Cha 16
8
Chapter 7: Narrows of Braath
Base Atk +6; CMB +7 (+11 to grapple); CMD 17 (cant be automatically deal bite damage at the end of its turn.
tripped) LENG-SPIDER CR 14
Feats Hover, Improved Initiative, Lightning Reflexes, Weapon XP 38,400
Focus (tentacles) hp 202 (Pathfinder Roleplaying Game Bestiary 2 Leng
Skills Fly +7, Intimidate +14, Knowledge (arcana) +12, Spider)
Knowledge (dungeoneering) +15, Perception +14, Sense
Motive +11, Stealth +11, Survival +14 LIZARD, CAVERN CR 4
Languages telepathy 100 ft. XP 1,600
SQ limited flight The Tome of Horrors Complete 409
N Large magical beast
Limited Flight (Su) A khryll can float and maneuver in the air Init +2 Senses darkvision 60 ft., low-light vision, scent;
provided that at least two of its tentacles are in contact with Perception +9
the ground or a wall. They cannot rise higher than the length
of the 10 ft. tentacles. AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, 1 size)
Liquefy Organs (Ex) A khryll that begins its turn with at least hp 42 (5d10+15)
two tentacles attached to a Large or smaller opponent jabs Fort +7; Ref +6; Will +4
its tube-like tongue down the victims throat into the body
cavity as a free action. With a successful grapple check, Speed 30 ft., climb 20 ft.
the khryll can begin liquefying the victims organs. This inflicts Melee bite +10 (2d6+7 plus grab)
1d8 points of Constitution damage per round for as long as Space 10 ft.; Reach 5 ft.
the grapple is maintained.
Psychic Ripple (Su) A khryll can generate a psychic ripple Str 20, Dex 15, Con 17, Int 3, Wis 12, Cha 2
that causes mental feedback in a 60 ft. cone. A successful Base Atk +5; CMB +11; CMD 23 (27 vs. trip)
DC 17 Will save negates the effect. The effects of the Feats Iron Will, Skill Focus (Perception), Weapon Focus (bite)
psychic ripple vary based on the number of creatures Skills Climb +22, Perception +9, Stealth +10 (+14 in areas of
caught in the cone. The save DC is Charisma-based. natural stone or rock); Racial Modifiers +4 Climb, +4 Stealth
(+8 in areas of natural stone or rock)
# Creatures Effect
NEH-THALGGU CR 8
12 Shaken 3d6 rounds XP 4,800
34 Frightened for 2d6 rounds hp 105 (Pathfinder Roleplaying Game Bestiary 2 Neh-
Thalggu)
5+ Panicked for 1d6 rounds
NIGHT-GHOUL CR 3
LENG BAT CR 3
XP 800
XP 800
CE Medium monstrous humanoid (see the Monster
CE Small magical beast (see the Monster Appendix)
Appendix)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
Init +5; Senses darkvision 60 ft.; Perception +6
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 11 (2d10) AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
Fort +3; Ref +6; Will +0 hp 26 (4d10+4)
Immune magic Fort +4; Ref +6; Will +5
DR 5/magic
Speed 20 ft., fly 60 ft. (good)
Melee bite +6 (1d6+1 plus attach) Speed 30 ft.
Special Attacks attach, tentacles (1d41) Melee bite +6 (1d6+2 plus poison), 2 claws +6 (1d4+2)
Special Attacks poison
Str 12, Dex 16, Con 11, Int 3, Wis 11, Cha 10
Base Atk +2; CMB +3 (+11 grapple when attached); CMD 12 Str 14, Dex 12, Con 13, Int 9, Wis 11, Cha 12
Feats Weapon Finesse Base Atk +4; CMB +6; CMD 17
Skills Fly +13, Perception +8, Stealth +7; Racial Modifiers +4 Feats Great Fortitude, Improved Initiative
Perception Skills Climb +7, Intimidate +6, Perception +6, Stealth +7,
Survival +5
Attach (Ex) If a Leng-bat successfully bites an opponent, Languages Night-Ghoul
the three throat-tendrils insinuate themselves into the
wound, anchoring it in place. An attached Leng-bat Night-Ghoul Poison (Ex) Biteinjury; save Fort DC 13;
is effectively grappling its prey. The Leng-bat loses its frequency 1/round for 6 rounds; effect sleep 1 hr.; cure 1
Dexterity bonus to AC and has an AC of 12, but holds save.
on with great tenacity and inserts its tentacles into the
grappled targets flesh. A Leng-bat has a +8 racial bonus PURPLE WORM). CR 12
to maintain its grapple on a foe once it is attached. XP 19,200
An attached Leng-bat can be struck with a weapon hp 200 (Pathfinder Roleplaying Game Bestiary Purple
or grappled itselfif its prey manages to win a grapple Worm)
check or Escape Artist check against it, the Leng-bat is
removed. SHAMBLING MOUND CR 6
Immune to Magic (Ex) A Leng-bat is immune to any spell or XP 2,400
spell-like ability that allows spell resistance. hp 67 (Pathfinder Roleplaying Game Bestiary Shambling
Tentacles (Ex) An attached Leng-bats tentacles Mound)
9
Cyclopean Deeps 2
SHROOM CR 3 SPIDER, GIANT CR 1
XP 800 XP 400
CE Medium plant (see the Monster Appendix) hp 16 (Pathfinder Roleplaying Game Bestiary Spider,
Init +0; Senses darkvision 60 ft., low-light vision; Perception +7 Giant)
Malleable (Ex) A giant slug can squeeze its body through Speed 30 ft.
openings a creature its size normally Melee stone battleaxe +5 (1d8+1/x3), or bite +5 (1d4+1), 2
could not. It can squeeze through tight spaces as if it were a claws +5 (1d4+1)
Medium-sized creature. Ranged javelin +3 (1d6+1)
Rubbery Hide (Ex) A giant slugs rubbery hide grants it
immunity to critical hits and precision-based damage, such
Str 13, Dex 9, Con 14, Int 8, Wis 11, Cha 11
as sneak attacks.
Salt Vulnerability (Ex) A giant slug is highly susceptible to salt, Base Atk +4; CMB +5; CMD 14
and takes 1d6 points of damage per pound of salt it contacts. Feats Cleave, Great Cleave, Great Fortitude, Power Attack,
Spit Acid (Ex) Every 1d4 rounds, a giant slug can spit a line of Toughness
acid at an opponent within 60 feet (no range increment). A Skills Intimidate +6, Stealth +5 (+9 in rocky areas);
successful ranged touch attack is required to hit. If struck, a Racial Modifiers +4 Stealth, +4 Stealth in rocky areas
target takes 4d8 points of acid damage. Languages Draconic
10
Chapter 7: Narrows of Braath
SQ armor training 1 WIGHT CR 3
Gear 3 javelins, stone battleaxe, 2d20 gp, any magic item (5%) XP 800
hp 26 (Pathfinder Roleplaying Game Bestiary Wight)
TROLL CR 5
XP 1,600 WRAITH CR 5
hp 63 (Pathfinder Roleplaying Game Bestiary Troll) Xp 1,600
hp 47 (Pathfinder Roleplaying Game Bestiary Wraith)
TROLL LEADER CR 8
XP 4,800 XORN CR 6
Male troll fighter 3 (Pathfinder Roleplaying Game Bestiary Troll) XP 2,400
CE Large humanoid (giant) hp 66 (Pathfinder Roleplaying Game Bestiary Xorn)
Init +2; Senses darkvision 60 ft., low-light vision, scent;
Perception +8
Caravans
AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, 1 size) The concept of a caravan in the Under Realms is not the same
hp 109 (6d8+36 plus 3d10+18 plus 9 plus 3); regeneration 5 as the cooperative, free-trading association of merchants that one
(acid or fire) finds in the surface world. A caravan in these underworlds means
Fort +14; Ref +5; Will +4; +5 vs. fear nothing more than a large, armed group that is traveling together.
There is virtually no concept of free trade in the Under Realms
Defensive Abilities bravery +1
most exchanges of goods are more in the nature of tribute, or are part
of arrangements between leaders and warlords, with the merchants
Speed 30 ft.
being little more than armed couriers. Along the way, of course,
Melee bite +11 (1d8+5), 2 claws +12 (1d6+5)
those armed couriers take whatever they are strong enough to take,
Space 10 ft.; Reach 10 ft. enslave anyone they are strong enough to enslave, and hope to be
Special Attacks rend (2 claws, 1d6+7) strong and fast enough to avoid those who would steal their goods or
enslave them in turn.
Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Base Atk +7; CMB +13; CMD 25 Types of Caravans in the Cyclopean Deeps
Feats Intimidating Prowess, Iron Will, Skill Focus Caravans in the Cyclopean Deeps region of the Under Realms are
(Perception), Step Up, Toughness, Vital Strike, Weapon always the property of a single leader, almost always a denizen of Leng
Focus (claw) (0180%), although occasionally a drow merchant (8085%), a duergar
Skills Intimidate +9, Perception +8, Survival +5 (8690%), a serpentfolk wizard (9195%), or a powerful dark stalker
Languages Giant (9600%) may have organized a trading expedition. Details of the various
SQ armor training 1 caravan types are listed below.
Gear sack containing 1d10 gems worth 1d10x100 gp, 1d100
gp, any magic item (20%) Cargo
All caravans carry 1d100 gp worth of ordinary merchandise, plus
TWO-HEADED TROLL CR 7 additional variable treasure as shown on the table below:
XP 3,200
The Tome of Horrors Complete 615 Variable Cargo
CE Large humanoid (giant)
Init +0; Senses darkvision 90 ft., low-light vision, scent; 1d20 Cargo
Perception +18 13 2d10 bars of platinum worth 250 gp each
45 3d10 gems worth 200 gp each
AC 16, touch 9, flat-footed 16 (+7 natural, 1 size)
hp 95, 88 (10d8+40 plus 10); fast healing 1 1d4 rolls of silk, unearthly quality, worth 2,000 gp
67
Fort +11; Ref +3; Will +5 each
Cage of 1d4+4 adorable, furry little pet-things of
Speed 30 ft. 89
unknown species or origin, worth 1,000 gp each
Melee longsword +12/+7 (2d6+6), longsword +12/+7 (2d6+6),
2 bites +7 (1d8+3) or 2 claws +12 (1d6+6), 2 bites +12 (1d8+6) 1d6+1 potions (determine randomly from tables in
Space 10 ft.; Reach 10 ft. the Pathfinder Roleplaying Game Core Rulebook
1011
Special Attacks rend (2 claws, 1d6+9), superior two-weapon or Pathfinder Roleplaying Game Ultimate
fighting Equipment Guide)
1d6+8 potions (determine randomly from tables in
Str 22, Dex 11, Con 19, Int 9, Wis 10, Cha 6 1213
rulebooks above)
Base Atk +7; CMB +14; CMD 24
Feats Cleave, Iron Will, Power Attack, Skill Focus 1d4 scrolls (determine randomly from tables in
1415
(Perception), Toughness rulebooks above)
Skills Perception +18; Racial Modifiers +2 Perception 1 magic item of any kind (determine randomly
Languages Giant 1617
from tables in rulebooks above)
Gear 2 longswords
2 magic items of any kind (determine randomly
18
Superior Two-Weapon Fighting (Ex) A two-headed troll fights from tables in rulebooks above)
with a weapon in each hand. Because each of its two 3 magic items of any kind (determine randomly
heads controls an arm, the two-headed troll does not take 19
from tables in rulebooks above)
a penalty on attack or damage rolls for attacking with two
20 Roll twice
weapons.
11
Cyclopean Deeps 2
Slaves Bloodline Destined
All types of caravans are accompanied by slaves, either carrying goods
or intended for sale. Slaves are normal specimens of the racial type (each Str 14, Dex 18, Con 14, Int 13, Wis 11, Cha 14
1d6 roll identifies 2 slaves at a time, for convenience): Base Atk +7; CMB +9; CMD 24
Feats Combat Casting, Dodge, Double Slice, Eschew
Materials, Fleet, Two-weapon Fighting, Weapon Finesse
1d6 Race Skills Bluff +11, Climb +10, Intimidate +11, Knowledge
1 Troglodyte (arcana) +10, Perception +10, Sleight of Hand +8,
Spellcraft +10, Stealth +14, Survival +4
2 Human
Languages Dark Folk, Undercommon
3 Bugbear SQ bloodline arcana (gain luck bonus on saves when
4 Duergar casting personal-range spells), death throes, poison use
Combat Gear black smear; Other Gear leather armor, short
5 Orc sword, short sword, thieves tools, 2d6 gp
6 Dwarf or elf (50%/50%)
BUGBEAR GUARDS CR 2
Dark Stalker Caravan XP 600
Darkfolk caravans mainly trade with other darkfolk in their hidden hp 16 (Pathfinder Roleplaying Game Bestiary Bugbear)
communities, and in Izamne (see Chapters 34). Just as the darkfolk are
physically weaker than most races of the Under Realm, relying mainly Drow Caravan
on stealth and subterfuge as survival tools, so too are their caravans Drow are not native to the Cyclopean Deeps regions, but their caravans
less inclined to raid or enslave those they encounter when traveling. Of do occasionally pass through on the way to other areas, and to trade at
course, if a darkfolk caravan runs across an obviously weaker group, Ques Querax.
they use their darkness and stealth to enslave or steal. Note that dark Drow caravans are composed of 1 merchant, 1d6+6 drow guards, 1d6
stalker caravans do not use pack animals; bugbears carry all cargo. All bugbears, 1d6+6 slaves, and 1d6 cavern lizards.
are from one of the darkfolk civilizations (50% for either). See Chapter
3 for more details. DROW MERCHANT CR 2
A dark stalker caravan normally is composed of 3 dark stalkers, 1 XP 600
dark stalker shaman, 4d6 dark creepers, and 2d6+1 bugbear guards. Male or female drow expert 4 (Pathfinder Roleplaying Game
Bestiary Drow)
DARK CREEPERS CR 2 CE Medium humanoid (elf)
XP 600 Init +2; Senses darkvision 120 ft., low-light vision; Perception +8
hp 19 (see Wandering Monsters, above)
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
DARK STALKERS (3) CR 4 hp 14 (4d84)
XP 1,200 Fort +0; Ref +3; Will +4; +2 vs. enchantments
hp 39 (see Wandering Monsters, above) Immune sleep; SR 10
Weaknesses light blindness
DARK STALKER SHAMAN CR 8
Speed 30 ft.
XP 4,800
Melee +1 short sword +3 (1d6/1920)
Female dark stalker sorcerer 6
Ranged hand crossbow +5 (1d4/1920)
CN Medium humanoid (dark folk) (Tome of Horrors
Spell-Like Abilities (CL 4th):
Complete, 143 Dark Stalker) 1/daydancing lights, darkness, faerie fire
Init +4; Senses darkvision 60 ft., see in darkness; Perception +10
Str 8, Dex 14, Con 9, Int 14, Wis 10, Cha 11
AC 19, touch 15, flat-footed 14 (+2 armor, +4 Dex, +1 dodge, Base Atk +3; CMB +2; CMD 14
+2 natural) Feats Skill Focus (Bluff), Skill Focus (Profession [merchant])
hp 72 (6d6+12 plus 6d8+12) Skills Appraise +9, Bluff +10, Craft (Any One) +9, Diplomacy
Fort +6; Ref +11; Will +7 +7, Intimidate +5, Knowledge (local) +8, Perception +8,
Defensive Abilities fated (+1) Profession (Any One) +7, Profession (merchant) +10, Sense
Weaknesses light blindness Motive +7, Stealth +7; Racial Modifiers +2 Perception
Languages Common, Elven, Goblin, Undercommon
Speed 35 ft. SQ poison use
Melee short sword +11/+6 (1d6+2/1920) or short sword Combat Gear drow poison; Other Gear +2 leather armor,
+11/+6 (1d6+2/1920) +1 short sword, hand crossbow, 15 crossbow bolts, cloak of
Special Attacks poison elvenkind.
Spell-Like Abilities (CL 6th):
At willdeeper darkness, detect magic, fog cloud DROW GUARDS CR 1/3
Bloodline Spell-Like Abilities (CL 6th; melee touch +11): XP 135
5/daytouch of destiny (+3) hp 5 (Pathfinder Roleplaying Game Bestiary Drow)
Spells Known (CL 6th; ranged touch +11):
BUGBEAR GUARDS CR 2
3rd (3/day)dispel magic XP 600
2nd (6/day)blur, scare (DC 14), web (DC 14) hp 16 (Pathfinder Roleplaying Game Bestiary Bugbear)
1st (7/day)alarm, mage armor, magic missile, protection
from good, ray of enfeeblement (DC 13) LIZARDS, CAVERN CR 4
0 (at will)acid splash, daze (DC 12), detect magic, flare XP 1,200
(DC 12), ray of frost, read magic, resistance hp 42 (see Wandering Monsters, above)
12
Chapter 7: Narrows of Braath
Duergar Caravan DENIZENS OF LENG CR 8
Duergar merchants are, out of all the races of the Under Realms, XP 4,800
the most similar to normal merchants of the surface world in hp 95 (Pathfinder Roleplaying Game Bestiary 2 Denizen of
that they actually plan on doing repeat business with the same Leng)
customers which somewhat restricts their dishonesty. Their sharp
business practices would likely be sufficient cause for hanging LENG-BAT CR 3
XP 800
in most kingdoms, but in the Under Realms they are paragons of
hp 15 (see CH 7, Wandering Monsters)
trustworthiness.
A duergar trading party is composed of 1 duergar merchant, 10
NIGHT-GHOUL CR 3
duergar guards, 1d4+4 ogre guards, and 1d6+6 pack-slaves.
XP 800
hp 26 (see Wandering Monsters, above)
DUERGAR MERCHANT CR 4
XP 1,200
LIZARD, CAVERN CR 4
Male or female duergar expert 6 (Pathfinder Roleplaying
XP 1,200
Game Bestiary Duergar)
hp 42 (see Wandering Monsters, above)
CE Medium humanoid (dwarf)
Init +3; Senses darkvision 120 ft.; Perception +10
Serpentfolk Caravan
The serpentfolk usually appear, at first glance, to be far more
AC 11, touch 9, flat-footed 11 (+2 armor, 1 Dex)
civilized than most denizens of the Under Realms, but it is wise to
hp 27 (6d8)
remember that they consider all other races to be inherently inferior
Fort +2; Ref +1; Will +9; +2 bonus vs. spells and spell-like
to themselves. They are intelligent enough not to remind others of this
abilities
fact until it is too late.
Immune paralysis, phantasms, poison; Resist duergar
Serpentfolk caravans generally include 1 merchant, 1d4 serpentfolk
immunities
guards, 1d10+6 troglodyte guards, 1d6+6 slaves, and 1d6 cavern lizards.
Weaknesses light sensitivity
SERPENTFOLK MERCHANT CR 4
Speed 20 ft.
XP 1,200
Melee heavy mace +4 (1d8)
Male or female serpentfolk expert 1 (Pathfinder Roleplaying
Ranged light crossbow +3 (1d8/1920) Game Bestiary 2 Serpentfolk)
Spell-Like Abilities (CL 6th): NE Medium monstrous humanoid
1/dayenlarge person (self only) (DC 9), invisibility (self only) Init +9; Senses darkvision 60 ft., scent; Perception +9
Str 10, Dex 9, Con 10, Int 14, Wis 14, Cha 7 AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
Base Atk +4; CMB +4; CMD 13 (17 vs. bull rush, 17 vs. trip) hp 43 (1d8+5d10+12)
Feats Improved Initiative, Iron Will, Skill Focus (Bluff) Fort +5; Ref +9; Will +7
Skills Acrobatics 1 (5 to jump), Appraise +11, Bluff Immune mind-affecting effects, paralysis, poison; SR 16
+10, Craft (Any One) +10, Diplomacy +6, Intimidate
+6, Knowledge (local) +10, Perception +10, Profession Speed 30 ft.
(merchant) +8, Sense Motive +11, Sleight of Hand +7, Stealth Melee bite +10 (1d6)
+3; Racial Modifiers +4 Stealth Special Attacks poison
Languages Common, Dwarven, Giant, Goblin, Spell-Like Abilities (CL 4th):
Undercommon At willdisguise self (humanoid form only), ventriloquism (DC 14)
Gear leather armor, heavy mace, 20 crossbow bolts, light 1/dayblur, mirror image, suggestion (DC 15)
crossbow
Str 10, Dex 20, Con 15, Int 21, Wis 12, Cha 17
DUERGAR GUARDS (10) CR 1/3 Base Atk +5; CMB +5; CMD 20
XP 135 Feats Great Fortitude, Improved Initiative, Weapon Finesse
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar) Skills Acrobatics +10, Appraise +10, Bluff +8, Climb +4,
Craft (Any One) +10, Disguise +8, Escape Artist +18, Fly +9,
OGRE GUARDS CR 3 Intimidate +7, Knowledge (arcana) +10, Knowledge (local)
XP 800 +9, Perception +9, Profession (merchant) +6, Sense Motive
hp 30 (Pathfinder Roleplaying Game Bestiary Ogre) +9, Sleight of Hand +10, Spellcraft +10, Stealth +9, Survival +5,
Swim +4, Use Magic Device +12; Racial Modifiers +8 Escape
Leng Caravan Artist, +4 Use Magic Device
The caravans of the denizens of Leng are unpredictable and dangerous Languages Aklo, Common, Draconic, Dwarven, Giant,
one of the reasons that the Cyclopean Deeps are often avoided by other Undercommon; telepathy 100 ft.
inhabitants of the Under Realms. If the adventurers encounter a group of
the denizens of Leng, virtually anything could happen. Poison (Ex) Biteinjury; save Fort DC 14; frequency 1/round
Leng-caravans generally include 1 merchant (normal denizen), 1d2 for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is
denizen guards, 1d4 Leng-Bats, 1d6 night-ghoul guards, 1d6+6 slaves, Constitution-based.
and 1d6 cavern lizards.
SERPENTFOLK GUARDS CR 4
DENIZEN OF LENG MERCHANT CR 8 XP 1,200
XP 4,800 hp 45 (Pathfinder Roleplaying Game Bestiary 2 Serpent Folk)
hp 95 (Pathfinder Roleplaying Game Bestiary 2 Denizen of
Leng) TROGLODYTE GUARDS CR 1
Note Instead of Profession (sailor), Leng Merchants have XP 400
Profession (merchant) hp 13 (Pathfinder Roleplaying Game Bestiary Troglodyte)
13
Cyclopean Deeps 2
LIZARDS, CAVERN CR 4 passageway beyond. From the inside, the secret door is also opened by
XP 1,200 pressing a button, which is hidden in the stones of the passageways north
hp 42 (see Wandering Monsters, above) wall (and also discovered with a DC 22 Perception check).
Background
that it is studded all over with nails, each of which bears a tiny rune
carved into its flat head. The door itself is stone, and the nails can easily
be removed from their little holes all but one of them, which cannot be
physically removed at all.
Deep beneath the ground, in those regions where the echoes of
Anyone trying to open the door other than by magical means (e.g., a
mankinds feet are seldom heard, where even firelight is a bizarre
knock spell) finds that the nails are part of a magical trap. When the
intruder from a long-forgotten place, the foes of mankind breed and door opens, the nails animate and fly to the attack, all except one, which
multiply. It is a realm of dark chaos for these creatures of the echoing remains in the door. This one nail is the master nail, a magic item that
deeps count each other as rivals and enemies. It is a place without controls the rest of the trap. It can be temporarily negated if subjected to a
peace, a place without virtues, a place where every countenance of dispel magic, although it eventually recovers (in 1d8 days).
evil is to be found in sluggish torpor, stirring restlessly in dreams of The master nail is imprinted with a powerful rune that gives it
cruelty and hatred. just enough of a rudimentary intelligence to defend the door when
The Narrows of Braath is the entire region of tunnels in this part of the someone tries to open it from the west. If anyone actually pronounces
Cyclopean Deeps, not any particular one of the encounter areas. The main the runes name, the nail thereafter allows that one person to walk
encounter area is known as the Mortuaries of the Mantis-Priests. through the door without danger. Ghe-Kroa the khryll has already
spoken the rune to the nail and can pass through the door without
springing the trap. A character who succeeds on a DC 25 Knowledge
Migratory Gricks (CR 812) (arcana) check knows the runes name, and a read magic spell reveals
it automatically.
The Narrows are a main channel in the migratory path of the almost-
mindless monsters known as gricks. Like salmon, these wormlike MASTER NAIL TRAP CR 13
creatures travel to a distant breeding ground, and their path takes them XP 25,600
directly through the Narrows. When the characters enter the area for Type magical; Perception DC 30; Disable Device DC
the first time (and until the GM decides conditions have changed) it is (cannot be disabled)
considered to be the middle of the migratory period, and any encounter
rolled on the random encounter tables has a 20% chance of being replaced Trigger touch; Reset automatic; Bypass command word
Effect flying nails (2d6 piercing damage per round for 5
with the result of 1d20+4 gricks.
rounds; DC 15 Ref half); multiple targets (all targets within
the room)
GRICKS CR 3
XP 800 If the master nail springs the trap and the nails begin flying, they
hp 27 (Pathfinder Roleplaying Game Bestiary 2 Grick) cause a total of 2d6 points of piercing damage everywhere in the room.
Only an anti-magic field or a shield spell (or any other defensive spell
Hex 20C:
that blocks force damage) prevents damage from the nails. They can be
stopped only by a dispel magic spell (DC 20) cast on the door or the
master nail (or by some ingenious method that players often manage to
Lair of Ghe-Kroa
concoct; determine success at the GMs discretion). The nails stop their
attacks after 5 rounds; getting through the door still leaves them buzzing
around in this chamber, but they do not follow characters through the
door to the west.
20C-1. Main Corridor
This is a primary corridor between Hex 28H (Mortuary of the Mantis
20C-3. Map of the Small Spies
Priests) and Hex 17J (The Prison, as detailed in Chapter 5).
A. Side Chambers The walls of this room are painted white, but a strange
pattern of lines and shapes is on the east wall.
At this point, the corridor turns slightly. To the east a 20 ft.
archway leads into an open chamber. This pattern is a map of part of the Leng-spiders lair in the Mortuaries
of the Mantis Priests, in Hex 28H, bitten into the paint by thousands of
ants. A player map is provided that can be photocopied and handed out to
B. Secret Door the players. Do not refer to it as a map, however, unless the players have
Several of the stones making up the wall are false here, and if the already figured this out on their own.
characters press a hidden button directly across from the door (detected If the characters explore more closely, they find that the pattern on
with a DC 22 Perception check), stones slide upward to reveal the the eastern wall is not something that has been painted on. It appears to
14
Chapter 7: Narrows of Braath
15
Cyclopean Deeps 2
be the product of millions upon millions of tiny pinpricks in the thick white
paint. Each person examining the wall can make a DC 15 Perception check to
notice the ants.
Every couple of minutes, a small ant emerges from underneath the rooms
south door and makes its way slowly across the floor and then onto the pattern
on the east wall. It follows every curve of all the existing marks of the pattern
until it reaches the end of one of the passageways depicted on the map. At that
point, it bites and digs at the paint until it manages to create an infinitesimal
mark, lengthening the map by an almost microscopic degree. It then returns
to the crack in the wall and disappears. In the (somewhat likely) event that
one of the characters sees the ant and swats it to the probable annoyance of
the more investigative-minded of the other players another ant appears in
about a minute and performs the same routine one bite farther along. All told,
millions of ants are along this particular trail.
Ghe-Kroa the khryll confused the ants using his mental blast then created this
trail of strangely behaving ants by effectively reprogramming them using his
telepathy and a spell that allowed him to speak the language. Once the ants were
controlled, Ghe-Kroa set them to the task of creating a map of the Leng-spiders
lair. The map has been in process for more than 5 years, but khryll are, if nothing
else, patient in their plans. The ants travel miles through the cracks and channels in
the stone, eventually arriving in the Mortuaries of the Mantis-Priests. There, they
follow the hive-memorized pathway through the corridors of the Mortuaries until
they take a single step beyond the memorized area. With the memory of this one
step firmly in mind, the ant makes the miles-long return journey to Area 20C-2
and marks it into the map with a bite of its mandibles.
Particularly acute inspection of the map reveals that the bite-craters near
the floor, at the very beginning of the map, are quite a bit larger than the ones
being created by the smaller ants now. Originally, Ghe-Kroa used giant ants,
but they kept being eaten on the journey through the Deeps.
If the characters follow the ants, they find themselves in Area 20C-4.
Science!
The human body has an average density almost identical to that of If, however, the adventurer is in gaseous form, then by the same
water*. A kilograms weight in water occupies 1 liter of space. Thus, token not all of the adventurers body has even entered the fissure-
an average adventurer weighing 68 kilograms (150 pounds) occupies system yet when his or her leading edge reaches the dead magic area. In
almost exactly a volume of 68 liters**. this case, when the adventurer changes state from gaseous to solid, there
The cracks and crevices between Area 20C-4 and the Mortuaries of is actually a very slight reduction in the amount of the persons volume.
the Mantis-Priests are, on average, no greater than a millimeter across. The adventurers leading edge would have traveled only a distance of 1.6
A volume of 68 liters, instantaneously extruded through an area a km (160,000 cm) before changing, occupying a volume of 1600cc, or
millimeter wide and a millimeter tall, travels how far? 1.6 liters. That would represent only a fraction even of the adventurers
Without complicating matters by wondering if the cracks are liquid volume. Unfortunately, this 1% of volume would come entirely
a tube (cylinder), or whether they have an upward or downward from the head. The ordinary brain is no larger than 1300cc, so purely
slope, the question is a simple matter of using the well-known for convenience we shall round the volume of adventurer located in
formula for determining the volume of rectangular solids. Width x the fissures to the amount of one head or brain.
Length x Height = Volume. Here, the height and the width are both In Summary: An adventurer magically shrunken in size (or
a tenth of a centimeter (in other words, a millimeter). The total turned incorporeal or ethereal) to follow the ants squirts violently
volume is 68,000 cubic centimeters (68 liters is 68,000 milliliters, from the middle of the pentacle in Area 20C-4 (and also from the
and a milliliter is the same as a cubic centimeter). Our formula, corresponding hole in the Mortuaries of the Mantis-Priests). Not all of
since were calculating for length, is Length = Volume / Width the liquefied character is ejected, of course; the rest of the adventurers
* Height. All of our measurements are in centimeters, so it looks body remains as a thread of liquid running several miles through the
like this: rock, eventually draining away. But there is another possibility! If the
adventurer is in gaseous form to follow an ant through the cracks,
L (in centimeters) = 68,000 (cubic centimeters)/ .01 (which is 0.1 x reaching the dead area causes no more than the adventurers head to
0.1 centimeters) squeeze itself into a thread. The body re-solidifies inside Area 20C-
L = 6,800,000 centimeters. 4, absent the head. A wet string of solid substance would connect
L = 68 kilometers the hole in the wall to the headless body, a sad reminder to the other
L = 42.25 miles characters of the perils of adventuring.
*the human body contains bodily tissues with a variety of different
Therefore, in the simple case this hapless adventurer would densities, but at roughly 65% water the average density remains closer
instantaneously fill up 68km (about 42 miles) worth of the fissures to water than anything else.
and cracks in the rock. If the adventurers entire volume is at the dead **the density of a characters equipment is effectively canceled
magic area (e.g., magically reduced in size, turned incorporeal, or out from these calculations since its weight is not included in the
shifted into the ethereal plane to follow an ant), and there arent many starting assumption of a 150-pound character weight. GMs who opt
side channels in the system of ant tunnels, then a forceful jet of liquid to calculate a precise result may do so by adding the equipment into
adventurer exits from the pinprick-sized holes at both ends. the initial volume.
16
Chapter 7: Narrows of Braath
20C-4. Ant-Channel
Mnemopods
The room is indeed empty.
These glass spheres are magic items that allow a telepath to
record a few moments of direct thought for another to read
20C-6. Chamber with Secret Door later on. These are used by the Eyes khryll servants to leave
messages for each other; as telepathic creatures, they find written
communications to be utterly inadequate. Non-telepaths cannot
use them, but a non-telepath under the influence of a spell that
This room is empty, but looks recently traveled. allows the projection of a telepathic message can mentally
command the sphere to remember an image. The spheres are
worth 1,000 gp each.
Other than the secret door (DC 20 Perception check) in the west wall,
this room is unremarkable. It does, however, complete a circle of corridors
khryll before this encounter. Those earlier encounters likely affect the way
and rooms that Ghe-Kroa can use as an escape route if the necessity arises.
in which the characters react to Ghe-Kroa; they might immediately perceive
him as a monster to slay, or possibly as an opportunity to negotiate as a way to
20C-7. Lair of Ghe-Kroa (CR 6) achieve other goals. It is possible that they bear a letter to him from the City
of Izamne (see Chapters 3 and 4, particularly Area 13R-3). Ghe-Kroa often
receives messages from his brethren in Izamne and Ques Querax, so he does
not attack visitors who immediately identify themselves as couriers.
This room is luxuriously furnished with carpets on The khryll rewards characters that deliver letters to him from Izamne,
the floor and lamps hanging from the ceiling. Whatever and he might offer them further employment if he thinks they look
substance burns in the lamps casts a bluish light and smells trustworthy. As a telepath, Ghe-Kroa can determine a fair amount about
faintly like lemon. A creature floats in the middle of the the characters intentions unless they are using some sort of protective
room, levitating in front of a narrow desk set upon a 6 ft.- magic, or are trained in mystical disciplines of self-control such as those
tall pedestal. It has a curving, jointed shell like a lobster used by yogis, monks, and sadhus.
but instead of legs, squid-like tentacles emerge from each The lemony scent of Ghe-Kroas lamps causes mental suggestibility, and
segment of its 10 ft.-long, armored body. eventually complete mental submission, in humans and halflings (but not
other humanoids or creature types) if they breathe it for more than 5 minutes.
A DC 20 Fortitude save is permitted to negate the effect; those failing the
This is the lair of the Ghe-Kroa the khryll. Unless this chapter is being save are initially affected as if by a charm person spell and within a day they
used as a standalone adventure, it is almost certain that the characters have met become Ghe-Kroas helpless, telepathically controlled marionettes (as per
17
Cyclopean Deeps 2
the dominate person spell). The dominate effect is permanent, but can be
broken by any means which would normally end a dominate person spell.
The effective CL is 15 for the purposes of dispel magic.
If the players inquire further about the areas contents:
Ghe-Kroa
Observer-of-Future-Homelands
Long-term Goals: Observe the areas nearby,
A 10 ft.-tall corner shelf runs floor to ceiling, and particularly for moon-beast activity
contains 10 jars of a clear fluid. All have wax tops to seal Current plans: Enjoy the wandering delicacies. He is
them. also tracing the activities of the succubus Siaphela as
A 5 ft. section of the ceiling is made of wood and has part of his general intelligence-gathering mission.
hinges on one side. Allies: Other khryll, mainly in Ques Querax. Ghe-Kroas
The desk in the middle of the area does not have drawers; immediate superior, in the way khryll think of such
it is really just a tall table or lectern. Two globes of glass are things, is Phy-Re, in the City of Izamne (Area 13R-9).
placed on top of it, directly in front of the levitating khryll. Enemies and Rivals: Moon-beasts and encephalon
gorgers.
The moss is harmless; indeed, walking through it is far safer than going
Hex 22J: around it. The cave fishers have learned that most passers-by avoid the
moss and walk through the 30 ft.-wide path between the moss and the
stalagmites in Area 22J-7.
N Medium vermin
Init +1; Senses darkvision 60 ft.; Perception +0
This is a slightly forbidding tunnel; it is 10 ft. wide, but
filled with numerous stalactites and stalagmites that are AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
obviously going to force you into single file along the way. hp 22 (3d8+9)
Fort +6; Ref +2; Will +1
Immune mind-affecting effects
This corridor allows the characters to make their way north, into the maze of
tertiary corridors that honeycomb the central regions of the Cyclopean Deeps. Speed 20 ft., climb 20 ft.
19
Cyclopean Deeps 2
Melee 2 claws +5 (1d4+3)
Ranged filament +3 (drag)
Special Attacks pull (filament, 10 feet) Hex 24G:
Str 17, Dex 12, Con 17, Int , Wis 10, Cha 4
Base Atk +2; CMB +5 (+9 with pull); CMD 16 (28 vs. trip) Eyes of the Underworld
Skills Climb +11
Passage through this hex is required for any traveler trying to circumvent
Filament (Ex) A cave fisher can fire a thin filament of sticky Hex 20C. There is a trick to it, and if the characters are traveling with a
silk as a standard action. This touch attack has a range of 60 guide, such as a merchant caravan, the merchant certainly knows how to
feet and no range increment. A creature struck by a cave get through without harm.
fishers filament becomes attached to the sticky thread.
As a standard action, a creature can rip the filament free
with a DC 20 Strength check. A caught creature can also 24G-1. South Tunnel
attempt to escape a filament by making a DC 25 Escape
Artist check. A filament is AC 14 (touch 12), has 5 hit points, This is a secondary-type passage to Hex 28H.
and has DR 15/slashing. An application of liquid with high
You discover that this curtain of stalagmites and This is a large cavern containing a number of tall statues
stalactites is hiding a section of open cavern behind it. placed seemingly at random intervals. They are almost like
totem poles, reaching all the way to the top of the caverns
30 ft. ceiling. All of them are demonic-looking.
This is the discard pile of the cave fishers. They eat bones, but toss
away the bits of armor and other metal that their prey often wears. A
pile contains 23 suits of chain mail (11 are +1 chain mail that corrode in You, as the GM, might choose to give the players a full list of the
sunlight), 3 suits of full plate, 34 longswords (5 are +1), 15 short swords, statues, or reveal them based on the range of the characters light sources.
17 unbroken shields, 24 broken shields, a huge pile of clothing (a shoe Listing all the statues at one time almost certainly alert the players to the
worn on the right foot is magical, but only with an anti-blister charm), fact that there are identical pairs. The statues are as follows:
pouches containing a total of 29 takkas, 205 gp, 1,418 sp, and 7,476 cp. A. Blue demon with horns and big, toothy smile. Passing between the two
In addition, characters can find a slim sword engraved with the word blue statues causes a lightning bolt (5d6 points of damage) to leap between the
Vulture (see the Magic Item Appendix). gap. Anyone between the pillar/statues is struck (make a DC 15 Reflex save
for half damage). Organic material (alive or not) sets off the trap; inorganic
material does not. The statues magic is dependent, oddly, on sight: invisible
22J-8. The Fishing Hole material and shadowy rogues do not attract the lightning strike.
B. Yellow demon with no horns. A tail curls all the way around these two
pillar/statues from top to bottom. Anyone walking between the two yellow
statues who fails a DC 15 Will save turns yellow and smells like carrion
A dark pool. The water ripples slightly as a fish moves for 1d6+1 days. The smell of carrion attracts one monster encounter per
near the surface. day in addition to any other normally-occurring encounters. Roll 1d6 each
day to determine the snuffling monster(s): 1 = purple worm; 2 = 1d3
goblins; 3 = 1d10 cavern lizards; 4= 1 black pudding; 5 = 1d2 trolls; 6
The fishing here is excellent, although the fish have no eyes and are = 1d6+10 dire rats.
usually slightly malformed. The little pool connects far below its surface C. Red demon with long nose, horns, and exaggeratedly long claws.
to a much larger reservoir, which is where the fish live and breed. It is Anyone walking between these two statues must make a DC 15 Will save
fairly common for the weaker creatures that dwell in side-passages and or fall into a coma for 1d3 days.
dead ends to come here to fish, thereby offering a reliable food supply D. Green demon crawling with (carved stone, not real) spiders. If
for the cave fishers. These creatures include goblins, bugbears, fungus- anyone walks between these two statues, 1d3 phase spiders tumble out
bats, and troglodytes. If the characters establish a base camp here with the from another plane of existence and attack (this work only 3 times before
objective of ambushing caravans, they indeed find that caravans head here the trap cant find any more readily-captured spiders out there in the voids
for the water and the fishing (see Chapter 1 for details about caravans in of time, space, and dimension).
the Deeps). E. White demon with huge eyes, horns, and holding drumsticks over
The only thing that can be found by fishing in this pool is a single (left) stone drums. If anyone walks between these two statues, the statues
shoe that radiate faint transmutation magic if detected for. It is the match animate, drumming loudly. The sound alerts the moon-beast in Area
of the shoe found in Area 22J-7, and if the two are paired together they 24G-5. Moreover, it causes the person who walked through to begin a wild
become boots of striding and springing. and uncontrollable dance, moving 10 ft. at a time in random directions
once per round, potentially moving between more statues and causing
more magical effects. A successful DC 15 Will save allows the character
to avoid coming under the thrall of the music. Only the specific character
that walked between the statues is affected by the drumming.
20
Chapter 7: Narrows of Braath
24G-4. Side Cavern 24G-7. Demons Cavern (CR 8)
This side-cavern appears to be empty. This small cavern is barely visible behind the statue of the
green demon. Something is carved into the floor, and the
air seems to be filled with threads of dark smoke.
The cavern is empty. Close investigation (and a DC 18 Perception check)
finds several rat tunnels and crevices in the cave walls, but nothing of interest
to the adventurers. The rat tunnels offer no significant danger. If the characters A pentacle is inscribed on the floor of the cave chamber, and a wisp of
decide to camp here, they are not attacked not by the rats, at least. Other darkmist rises from a small hole in the center of the pentacle. If anyone
wandering creatures (random encounters) could still stumble across them. breaks the cylindrical region above the pentacle, even with an inorganic
object, a nebunorne demon is released from its prison here. The demon
carries no treasure, and unless the party is carrying a symbol of the demon-
24G-5. Cave of the Moon Beast (CR 11) prince Isclaadra or immediately invokes the name of Siaphela, it attacks.
YAFGADR, NEBUNORNE CR 8
XP 4,800
A bizarre creature is in this cave and the floor is stained hp 105 (see CH 7, Wandering Monsters)
with a considerable amount of old, dried blood.
Two hundred years ago, this nebunorne, which carries the name of Yafgadr,
uttered a few ill-chosen comments about Siaphela the succubus, a demoness far
This cave chamber is the temporary lair of a moon-beast raider whose more powerful and better connected than Yafgadr. Unfortunately for Yafgadr,
fortunes have recently taken a bad turn. Mombanolz was originally the leader several members of his audience immediately reported the conversation to the
demoness and Yafgadr found himself in the confining space of a pentacle. His
of a raiding/slaving expedition launched by one of the dark galleys of the
deepest and most cherished desire is to return to Siaphelas favor (or at least to
moon-beasts. The plan was to march through the Mortuaries of the Mantis-
become well-enough known to the demon-prince Isclaadra to gain protection
Priests in a sort of smash-and-grab looting spree, killing the Leng-spider and
against the succubuss wrath). In truth, he flatters himself: Siaphela has
gathering its treasure, then setting an ambush to capture and enslave anyone forgotten his existence entirely. Yafgadr is, of course, unaware that Siaphela
traveling through the area of the Mortuaries. The raiding party could not have no longer rules in the Mortuaries.
anticipated the recent events in the Mortuaries of the Mantis-Priests, and they Having been alive at the time, Yafgadr knows a bit about the history of
were slaughtered by the psilians. Mombanolz fled the carnage but was very the Mortuaries of the Mantis-Priests, and can explain the bizarre sequence
badly wounded, and is hiding out in this bolt-hole. It has lost its dreamcatcher of events in the unfortunate history of the throloms and their mantis-priests.
(see the Magic Item Appendix), so it cannot summon a black ship to rescue
it. The moon-beast has healed the damage it sustained from the attack on the
Mortuaries, and knows that it could make its way toward the Plateau of Leng
to find others of its kind in the wastes beyond the Tents of the Ulmai (see
Chapter 6). So far, though, it has considered the risk of the journey to be too
Hex 30C:
high. It is conceivable that the moon-beast might try to employ the characters
as guards for a retreat to the Converging Caverns of Leng. Chasm of the Scorpions
MOMBANOLZ THE MOON-BEAST CR 11 This cavern sits astride a primary tunnel, the easiest way into the
XP 12,800 Cyclopean Deeps from the regions of the Under Realms lying to the south.
hp 133 (Pathfinder Roleplaying Game Bestiary 3 Moon-Beast) From time to time, a group of monsters may infest the chasm floor, using
Gear a belt with pouch containing a length of it as a lair. This is currently the case.
bloodied bandages, an empty bottle that once held
healing potion, 4 carved obsidian cups (100 gp each),
4 emeralds (200 gp each) and a wand of lightning bolt 30C-1. North Tunnel
(CL 7, 12 charges)
This broad tunnel leads into the Cyclopean Deeps from the south.
Roleplaying Mombanolz is a challenge if the characters decide to talk
to it rather than attacking. The closest analogue to a moon-beasts outlook
is probably that of an intelligent dragon, but a dragon with no fixed lair,
that works well with others of its kind. Mombanolzs primary objective
30C-2. South Tunnel
is to get back to the protection of other moon-beasts, even though it is This tunnel leads to parts unknown. If your characters are heading this
individually an extremely powerful creature. way, its time to start your own part of the campaign. If youre stuck for
ideas, we emphatically recommend the Tome of Adventure Design, or, if
24G-6. Side Cavern all else fails, make this corridor lead to the surface or to a cave-in.
30C-4. Stirge Nests (CR 6) places in the Cyclopean Deeps, however, one powerful monster has been
overthrown for control of a desirable lair. A clan of encephalon gorgers
(commonly known in the Under Realms simply as the psilians) has
taken over the Mortuaries, killing the Leng spider. Its young still survive,
The cavern walls in this area are pockmarked with holes but they are slowly being killed by the psilians as they venture out to find
and deep niches. food.
This is a fairly large lair that his home to a stirge swarm. If a party The Unpleasant and Ironical
of adventurers makes a significant amount of noise crossing the chasm
(whether or not they are actually fighting the giant scorpions), stirges History of the Mortuaries
begin coming to investigate. As many as 1d6 stirges emerge each round
if there is combat. The Mortuaries were originally excavated by a now-extinct race of
highly intelligent beetles called the throloms. Throlom society venerated
STIRGE CR 1/2 its elders and ancestors, so they dug out a series of mortuaries to house the
XP 200 embalmed remains of their dead. To oversee the holy necropolis, they also
hp 5 (Pathfinder Roleplaying Game Bestiary Stirge) bred a race of mantis-like servitors imbued with powerful embalming and
preservation instincts, the perfect guardians for the throlom dead.
STIRGE SWARM CR 6 At some point, however, the mantis-priests genetically inbred impulse
XP 2,400 to embalm their masters seems to have overwhelmed any particular desire
The Tome of Horrors 4 228 to keep the masters alive other than for the purpose of embalming. This
N Tiny magical beast (swarm) realization, that the masters could be bred for the purpose of faster and
Init +8; Senses darkvision 60 ft., low-light vision; Perception more efficient embalming, must have hit the ancient mantis-priests like
a thunderbolt. One violent revolt later, and the throloms became nothing
+11
more than quick-breeding fodder for the instinctual embalming needs of
their erstwhile slaves.
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
Eventually the mantis-priests themselves died out as the throloms
hp 78 (12d10 plus 12)
had replaced their original breeding instincts with an insatiable drive to
Fort +8; Ref +14; Will +5
embalm dead throloms. None were left living to appreciate the irony.
About 1,150 years ago, an insignificant cult of death-worshippers
Speed 10 ft., fly 40 ft. (average) under siege by a force of dark elves hid in the Mortuaries. In desperation,
Melee swarm (3d6 plus blood drain) the death-worshippers attempted a demon summoning using a water-
Space 10 ft.; Reach 0 ft. damaged book they found a week or so before. The summoning went well
Special Attacks blood drain (1d6 Constitution), distraction in the sense that it brought forth the succubus Siaphela, who in turn called
(DC 16) upon more demons to send the dark elves fleeing. In another sense, the
summoning went rather poorly, because the inexpert death-worshippers
Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6 failed to use any sort of magic that would bind the succubus into their
Base Atk +12; CMB ; CMD service. Instead, they found themselves bound as servitors to the demon
Feats Improved Initiative, Improved Lightning Reflexes, they had, themselves, summoned. Irony, once again, had taken a central
Lightning Reflexes, Skill Focus (Perception), Skill Focus role in the unpleasant history of the Mortuaries.
(Stealth), Toughness With Siaphela came one of the most important moments in the recent
Skills Fly +17, Perception +11, Stealth +20 history of the Cyclopean Deeps, for she was the occasional mistress and
SQ diseased relatively loyal follower of the Demon Prince Isclaadra. When Siaphela
turned the hapless death-worshippers into a far-more-effective cult of
Diseased (Ex) Stirges are harbingers of disease. Any her patron, the Demon Prince began paying attention to the Cyclopean
creature subjected to a stirges blood drain attack has Deeps. Discovering that the area was a phenomenally productive source
a 10% chance of being exposed to filth fever, blinding of darkmist, Isclaadra made plans to take over the region, even though it
sickness, or a similar disease (Pathfinder Roleplaying was filled with extremely powerful opponents that would offer a serious
Game Core Rulebook, Diseases). Once this check challenge even to a prince of demons.
is made, the victim can no longer be infected by this While assisting the demon prince with his plans, Siaphela conducted a
particular stirge, though attacks by different stirges are long-running affair with the balorHajjirtha, building her cult and having a
resolved normally and may result in multiple illnesses. generally lovely time living outside the netherworlds, with minions of her
22
Chapter 7: Narrows of Braath
23
Cyclopean Deeps 2
own and freedom from most onerous tasks. She turned her female followers
into Vessals of Isclaadra, and had her original body brought from the surface
world down to the Mortuaries for a splendid interment.
28H-4. The High Road
A year ago, however, she was finally called back to more active duties
by Isclaadra, who ordered her to seduce Okarm Etekk, the King of the
and the Low Road
Duergar. This episode caused some tension among the three demons,
with the Duergar King none the wiser. Siaphelas cultists traveled to the
Font of Darkness (Chapter 12), and eventually a Leng-spider took over This is a three-way intersection of smooth-walled,
the unoccupied Mortuaries to hatch some eggs. Within the last month, ancient corridors through the living rock. The northern
a raiding party of encephalon gorgers killed the Leng-spider, and this is and western corridors have worn, irregular floors. The
where matters stand. floor of the eastern corridor is less worn, and the corridor
is filled with spider webs from top to bottom. Something
is carved into the floor just inside the eastern corridor,
28H-1. Antechamber but it is impossible to make out any details because of the
cloud of spider webs. Words are carved into the wall of the
westward-leading corridor.
This chamber was hewn from the rock, but the chisel-
marks are smoothed and ancient, faded into ripples with The spider webs in the eastern corridor are from normal spiders (which
the passage of time. Over the top of the western corridor is is almost certainly the first question the players ask about this area).
an inscription in large, ornate letters. The words carved into the western corridors wall are written in the
common language of the Under Realms, reading, To the Flagon of the
Death God. This is an accurate piece of information: The western branch
The inscription is in the common trade-language of the Under Realms leads into the main tunnels of the Cyclopean Deeps, and eventually to
(see Chapter 3). It reads, The Mortuaries of Siaphela. A successful DC Hexes 35P and 37N. If the characters stick to the primary corridors along
20 Perception check reveals that the word Siaphela was carved over this route, they eventually find themselves at the Flagon of the Death God.
the top of some other word that has been sanded away. Possibly tis-Pr The northern branch of this T-junction leads to the High Road of
is part of the effaced inscription. The word Siaphela is still a very old corridors that arch over and around the Mortuaries.
carving 200 years old, at least but the rest of the words could easily The floor-carving in the eastern corridor is the unholy symbol of the
have been carved a thousand years ago. demon prince Isclaadra, with a smaller sigil carved below it, showing what
appears to be a dead bird with a broken neck. If the characters advance
far enough into the corridor to identify the unholy symbol and the broken-
28H-2. A Well-Worn Warning necked bird (requiring a DC 20 Knowledge [religion} check), they see
another inscription, much fainter, up ahead. This second inscription is in
an archaic form of the language of the Under Realms, still readable by
anyone knowing the language, or making a successful DC 25 Linguistics
You stand looking at the crossroad of three corridors. The check. It says, Beware to those who would desecrate the Mortuaries of
floor of the one to the southwest is worn by the passage of the Mantis Priests. The entire carving is very faint and much older than
many feet, and so is the one leading due east. The northern the unholy symbol and the broken-necked bird.
corridor is supported by an archway here, and a very old,
very faded inscription is on the arch.
28H-5. Temple of Public Embalming
The inscription is so old that only one word is legible: Priests. Yes, the
northern corridor is the one less traveled by, to employ the words of the poet.
This vast hall has a 40 ft.-vaulted ceiling, supported
at irregular intervals by stone pillars. Numerous stone
28H-3. Antechamber platforms are in the chamber, solid masonry built to a
height of 10 ft. A hole is in each side of all the platforms.
to the High Road
The various pillars are carved with scenes of massive, dead, beetle-
things being embalmed by a mantis-like priesthood. The embalming
You are looking into an irregularly shaped chamber that must seems to be taking place on tall stone platforms (such as the ones in this
have been excavated a long time ago, because the limestone area). The characters quickly learn, either from inspecting the platforms
walls have been smoothed by age. They glisten wetly. or by looking at the pillars, that the holes in the sides of the platforms are
simply drains connected to the top of the platform where the embalming
work was performed. Performed is an apt word for the ceremonies that
This area is empty. Although it is an antechamber to the corridor were once held in this vast chamber, for the embalming was obviously
complex surrounding the Mortuaries, it is not part of the even-more-ancient some kind of public spectacle. The pictures on the pillars may be the
excavations that make up the Mortuaries themselves. The areas southern characters first introduction to the now-extinct insectoid priesthood that
exit leads to a stairway into an upper level of corridors: The well-traversed once ruled the Mortuaries.
High Road that leads over the top of, and around, the Mortuaries. From If the characters have the ability to see the areas past by the use of
here, the only way into the actual Mortuaries is to take a different stairway magic (or to make the stones talk, etc.), then they do not see or hear much
(Area 28H-14) back down again from the upper corridors. more than they can learn simply by looking at the rather grisly scenes carved
into the pillars. The only interesting detail not shown on the pillars is that at
the end of the embalming process the mantis-priests assembled the guts into
one final canopic jar, glued it to the back of the polished carapace, and then
took the packaged remnants out in a ceremonial procession.
24
Chapter 7: Narrows of Braath
The clear glue that holds the glass chips to the wall is organic, if the characters
28H-6. Outer Guard of the Priests have some way to determine this. It was a secretion of the mantis-priests, and
cannot be duplicated. It also cannot be cut or broken without the use of magic.
Mortuary (Hall of Faces) MANTIS TOMB GUARDIANS (2) CR 5
XP 1,600
N Medium undead
Thousands upon thousands of insect-like faces, the same Init +3; Senses darkvision 60 ft.; Perception +7
size as human faces, peer at you from the walls. They
appear to be masks, arranged floor to ceiling in the echoing AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural,)
chamber, which is almost 300 ft. across and has a 20 ft. hp 42 (5d8+15 plus 5)
ceiling. The number of the things is uncountable. Fort +4; Ref +4; Will +6
Defensive Abilities channel immunity; DR 5/piercing; Immune
undead traits
This chamber was used to inter the mantis-like priests that originally
Speed 40 ft.
maintained the Mortuaries for their beetle-shelled masters, the throloms.
Melee 2 claws +7 (1d6+3) and masterwork scimitars +7/+7 (1d6+3)
Each mantis-shell was emptied of its fluids, dried, lacquered, polished,
then gathered into a large firewood-like bundle and hung on the walls with Str 16, Dex 17, Con , Int 5, Wis 14, Cha 17
the face looking into the chamber. Base Atk +3; CMB +6; CMD 19
Feats Toughness, Weapon Focus (claw)
28H-7. Inner Sanctum of the Skills Intimidate +8, Perception +7, Stealth +7
Languages Mantid
SQ multiweapon mastery
Priests Mortuary (CR 7) Gear 2 masterwork scimitars, in addition each wears 2
armbands made of gold. These are studded with carved
green gems called Azan Quartz, an otherworldly stone
seldom found in the material planes. Each of the 4
Unlike the outer chamber, no insect-faces are mounted armbands is worth 1,000 gp
on the walls of this almost-equally-vast area. Instead,
there are mosaic pictures from floor to ceiling, made from Channel Immunity (Ex) A mantis tomb guardian is immune
millions upon millions of colored glass beads. to the channel energy class ability. It cannot be injured,
turned, commanded, or healed by channeled energy.
Multiweapon Mastery (Ex) A mantis tomb guardian never
Pictures in the main chamber: takes penalties to an attack roll when fighting with multiple
weapons, and treats claws as primary attacks even when
also wielding weapons.
These show image after image of the anatomy of some
kind of beetle-creature, with so many tiles being used that
the pictures have an almost photographic quality. There
28H-8. Quarters of the Mantis-Priests
are pictures of the outside shell, pictures of the internal
musculature, and pictures of the internal organs. Half of
the pictures demonstrate how to take the beetle-creatures This chamber appears to be empty, but writing is carved
apart, and the other half seem to show how to embalm deeply into the walls.
them. Certain bits go into one type of bowl, certain muscles
are dried in a particular way, and then wrapped back
together, and so forth. This area was the living quarters of the mantis-priests in the days of the
The glass chips are imbedded into some kind of clear glue original functioning of the Mortuaries. None of the furnishings from that
that sticks them very firmly to the chambers wall. period of time remain, of course.
The inscriptions on the wall read as follows:
The highest and oldest (most worn-away) of the inscriptions is also
Pictures in the Northwest alcove: written in the largest letters. With a DC 25 Linguistics check, or a
comprehend languages spell, the PCs discover the inscription reads:
25
Cyclopean Deeps 2
28H-9. Quarters of the Highest This room was the control-room, of a sort, for the mantis-priests
charged with the task of growing and caring for new masters. As soon as
and Most Respected Embalmer a throlom finished growing from larval to adult stage in its vat, it would
be removed, killed, and embalmed by the diligent mantis-priests. Food
and various necessary liquids were piped from measuring and mixing
machines here (the beetle-shaped machine) into the vats in side chambers
The southern wall of this room is covered with cuneiform- down this corridor (and the corridor of Area 28H-11). Each of the side
like writing, endless patterns of lines, squares, and chambers (there are 11) required 4 pipes. All but the 4 pipes leading to the
triangles. stasis-locked chamber can be followed all the way through (if one were
tiny, or incorporeal, or in gaseous form, etc.).
The beetle-carapace machine monitored and adjusted the flow of
Translating the writing on the southern wall requires the extra step life-sustaining nutrients to the growing throloms (the Soon-to-be-
Remembered) in their tanks. Although the machine survived Siaphelas
of getting from the unutterably ancient mantis-priest-language into
reign, the Leng-spiders tore it apart for its bizarre electrical capabilities.
the merely ancient Under Realms trade language. A tspell, or a DC 30
The magical wires and cables from the machines innards are now being
Linguistics check determines that the entire wall is taken up with a single
used as a trap to guard the young Leng-spiders (see Area 28H-12).
description of the room, a label, of sorts. It reads:
All but the last of the southern alcoves are some variation on the
following theme:
28H-11. More Chambers of the cause constant contact: as a lasso, a net, or an entanglement, for
instance. It can also be used to ignite a highly flammable object at
Soon-to-be-Remembered
a distance, but the process is slow: 1d6 minutes of contact would
usually be required even to catch flammable oil or paper on fire.
There are some significant difficulties to using the wire. It was
shaped to fit into a very confined space, and it tries to return into
this original, tightly coiled shape. If it is taken out and reshaped
This corridor has six side chambers in the right-hand wall.
more than twice, it fails on the third use, becoming a tangle of
inert metal.
As with Area 28H-10, these growing-chambers are all long empty:
28H-12. Entrance to the Web (CR 1) The unholy symbol is Isclaadras mark, and a character who succeeds
on a DC 20 Knowledge (religion) check knows this (a +10 bonus or
more if the character has been traveling through the Cyclopean Deeps
The eastern corridor of this T-junction is filled with for a while).
glowing blue spider webs. This chamber is the hideout of the now-dead Leng-spiders 10 young,
where they propose to make their last stand if the encephalon gorgers keep
trying to root them out of the Mortuary complex. If the characters made
ELECTRICAL WEBS TRAP CR 1 any noise getting to this room, or if they set off any of the lightning-wire,
XP 400 the spiders are prepared for them, waiting in dugouts under the flagstones
Type mechanical; Perception DC 10: Disable Device DC 20 of the floor. The pits are well disguised; only a dwarf notices them for
what they are. If more than 3 people are walking around in the room, all of
Trigger touch; Reset automatic the spiders launch themselves from cover to attack with surprise.
Effect electrical feedback (2d6 electricity damage; DC 20
Ref half); multiple targets (all targets within a 50 ft. line) LENG SPIDER HATCHLINGS (10) CR 6
XP 2,400
The spider webs are actually wires made from an unearthly metal, N Large vermin (Pathfinder Roleplaying Game Bestiary 2
ripped from inside the machines of the mantis-priests by the Leng-spiders Spider, Giant Black Widow, Advanced)
young to build a last-ditch defense for their lair. Any contact between the Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +6
wires and bare skin including contact through a conducting substance
such as metal armor causes 2d6 points of electricity damage (over a AC 19, touch 13, flat-footed 15 (+4 Dex, +6 natural, 1 size)
distance of approximately 50 ft.). Characters wrapped in nonconductive hp 75 (7d8+35)
substances such as blankets suffer only half damage. Fort +10; Ref +6; Will +4
The wires are fastened to the walls by an extremely strong adhesive Immune mind-affecting effects
substance produced by the Leng-spider young. It can be dissolved with
alcohol, and can also be dispelled. Note that it is the glue that is dispelled, Speed 30 ft., climb 30 ft.
not the wiring. It would be possible for the characters to pull out parts of Melee bite +10 (1d8+9)
the wiring and use it for making traps, etc. There are some limitations on Space 10 ft.; Reach 5 ft.
using it, simply due to the fact that it is old, has already been ripped out Special Attacks poison, web (+8 ranged, DC 22, 7 hp)
and jury-rigged once, and has structural properties designed for use in a
stationary object (the machines in Area 28H-10). Str 23, Dex 19, Con 20, Int , Wis 14, Cha 6
27
Cyclopean Deeps 2
Base Atk +5; CMB +12; CMD 26 (34 vs. trip) The symbols and carvings on the wall are purely decorative and reveal
Skills Climb +22, Perception +6, Stealth +4 (+12 in Webs); no meaning to magical or scholarly study.
Racial Modifiers +8 Climb, +4 Perception, +4 Stealth, +8
Stealth in Webs
28H-15. Empty Chamber
Poison Biteinjury; save Fort DC 14; frequency 1/round for
4 rounds; effect hallucinations, victim is sickened for 1d6+6
rounds; cure 1 save.
This chamber appears to be empty. Drops of water
Note Aside from the effects of their poison, newborn Leng condense on the ceiling, and from time to time a droplet
spiders are effectively identical to advanced, 7 HD giant plinks down to the floor. A passageway on the far wall leads
black widow spiders (Pathfinder Roleplaying Game Bestiary into a dark hallway beyond.
2). As they grow, they gain intelligence and other aspects of
fully-grown Leng spiders.
The room is empty.
Treasure: 40 bottles of flammable oil; bag of gems containing 3
sapphires (500 gp each), 2 diamonds (1,000 gp each), and 4 Leng-rubies
(200 gp or 2,000 gp to a Leng-creature); a chest containing 5 potions of
cure moderate wounds; a chest containing the head of an encephalon
28H-16. Empty Chamber
gorger; a chest containing 8 takkas and 285 gp; a small coffer containing
a viscous substance smelling like burning leaves (worthless); a small
jeweled casket (250 gp) containing a necklace of tiny diamonds (1,500 This chamber is empty.
gp), a barrel with 25 pounds of salted bugbear-meat; a minor ring of
energy resistance (electricity), and a large envelope made of what
appears to be human skin. In the envelope is a letter, a map, and what If the characters look around, they find several puddles of dried blood
on the floor, with dragging-trails leading to Area 28H-17. A few bits of
appears to be a compass.
trash are near the walls of the room as well: a broken tobacco pipe, a piece
The letter reads: of torn cloth, and a burned-out torch stub.
28H-17. Remnants
I have learned that your lair is about to come under
attack from a band of psilians, also known as encephalon
gorgers. I suspect that despite your (presumably)
Four bodies are tossed into the northwestern corner of
intricate traps and wards, you will not be able to defend this otherwise unremarkable room. A few scraps of flesh
your territory, or at the very least, you will lose some are left on them, indicating that they are recent, but with
of your young in the battle. I propose the following: all the scavengers that live in these tunnels it is hard to tell
I will allow up to four of your spawn to shelter in my exactly how recently they died.
interdimensional realms for no more than five weeks.
You are, needless to say, not invited into my realms. In
return, I require that you send a magical ring or staff If the characters look more closely at the mostly-bodies, and make a
along with the children. The entrance to my realm is successful DC 20 Heal check, they find that the skulls of all four were
no great secret; find the sphere of glowing strands broken open at the front by what look like teeth. A ranger may be able
and latticework, and simply touch it. It is in the great to tell that the deaths occurred no more than two days ago, despite the
compass rose. Your spawn will find themselves in the fleshless condition of the skeletons.
network of vessels that link and feed my demi-planes and These were adventurers who were surprised and killed by the
dimensions, such as they are. Let them tell the floating encephalon gorgers of the Mortuaries; the bodies have been stripped of all
eyes that they are the spiders who were invited. Be swift, treasure and equipment.
for your doom approaches. The spiral corridor leading from this room comes to a dead-end where
Jupiter Kwan. a pair of manacles is bolted to the wall.
The compass has four directions on it. Instead of North, the compass 28H-18. Well Room (CR varies)
reads, Weird. Instead of South, it reads, Strange. East and West are
apparently Eccentric and Deep. The needle spins aimlessly, seemingly Entering the southeastern end of the chamber:
not attracted to any of these bizarre directions.
The map is the complete Player Map of the Hidden Realms of Jupiter
Kwan. This room appears to be empty. Limestone deposits
have caused the formation of thousands of needle-
like stalactites in the ceiling. The chamber turns at a
28H-14. Stairs right angle to the southeast, and you cannot see beyond
the turn.
This staircase is old and well-traveled; the stone steps are The room is empty, but the reason is that many creatures (gricks,
worn smooth and are a bit high for humans. The walls are in particular) travel from the side tunnels (off the map) to get water
carved with spiraling shapes and oddly curved lines cut into
the living rock. All in all, the stairs are quite impressive, from the well in the eastern part of the chamber. The Mortuaries lie
with an overhead height of 40 ft. at the middle and a width across an annual migratory pattern of these rubbery horrors; they come
of 80 ft. slurping and squashing out from side caverns throughout the Narrows,
heading for a breeding ground several miles to the south. For every
hour spent in this chamber, there is a 1-in-6 chance for an encounter
28
Chapter 7: Narrows of Braath
on the following table: If the characters puzzle out the meaning using comprehend languages or
other means of deciphering, they learn that the timetable is used to calculate
Encounters in the Well Room something called the Migration of the Gricks. Based on the mathematics,
which can be understood with a successful DC 18 Intelligence check, it
1d10 Encounter would seem that the migration of the gricks is currently under way.
1 1 gray ooze
2
3
1 giant viper
1d4+1 dire rats
28H-20. Waystation of
4 1d6 giant centipedes the High Road (CR 314)
5 1d3 giant crab spiders
6-10 2d6 gricks
The corridor opens into a wide chamber. Several long
alcoves in the wall are at roughly waist level, and three
DIRE RAT CR 1/3
slabs of stone jut out from the walls, again at waist height.
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary Rat, Dire Rat)
This chamber contains 27 beds (the alcoves) and 3 tables (the stone
GIANT CENTIPEDE CR 1/2 slabs) for caravans to use when moving through this area on the High
XP 200 Road. There was once an enchantment placed upon the ceiling that
hp 5 (Pathfinder Roleplaying Game Bestiary Centipede, prevented violence here, but the spell has worn away from overuse.
Giant) The annual breeding migration of the local gricks usually means that
this chamber is occupied with a large number of the creatures (at this time
GRAY OOZE CR 4 of year, in any case). Roll to determine the number of gricks present at
XP 1,200 any given time:
hp 50 (Pathfinder Roleplaying Game Bestiary Gray Ooze)
Grick Encounter
GRICK CR 3
XP 800 1d6 Gricks
hp 27 (Pathfinder Roleplaying Game Bestiary 2 Grick) 12 Stragglers (1d3)
34 Small group (1d4+2)
GIANT CRAB SPIDER CR 1/2
XP 200 5 Migratory pod (2d6+6)
hp 11 (Pathfinder Roleplaying Game Bestiary 3 Spider, 6 Migratory Horde (4d6+10)
Giant Crab)
GRICKS CR 3
GIANT VIPER CR 5 XP 800
XP 1,600 hp 27 (Pathfinder Roleplaying Game Bestiary 2 Grick)
hp 51 (Pathfinder Roleplaying Game Bestiary 2 Snake,
Emperor Cobra)
The Well-Chamber:
28H-21. Upper Mortuary
Before entering:
The level of water in the well is almost level with the floor; it is virtually The words are written in an ancient dialect of the trade language of
a pond. The water is safe to drink, and nothing unusual lurks beneath the Under Realms. Even though the dialect is ancient, anyone who can
the surface. The carvings on the protective wall show a complicated speaking the language can decipher it with a successful DC 10 Linguistics
intertwining of snakes, eels, and seaweed. check. The inscription simply reads: Upper Mortuary.
This is an imposing stairway 50 ft. wide with an arching This vast chamber echoes back the faint sounds of your
ceiling that reaches a 30 ft. height at the top of the arch, arrival. The walls, as far and as high as you can see, up to a
down to 10 ft. high at the walls. The steps are broad and 50 ft. tall ceiling, are covered with shining oval-shaped scales.
slightly higher than is comfortable for humans to walk. Each scale is approximately 7 ft. in length and 3 ft. across.
These stairs lead down from the High Road that arches over the When the characters eventually make their way to the northern exit
Mortuaries. The alcove in the southern wall halfway down the stairs from the room, leading to Area 28H-22, they find another inscription, this
contains a series of symbols that appear to be a timetable of some sort. one reading Central Mortuary.
29
Cyclopean Deeps 2
The huge scales on the walls of the chamber are actually the polished over this army is a red bird with its wings spread. The final panel shows a
carapaces of dead throloms, the unfortunate masters of the overzealous priestess in white robes holding a red bird above her head, clearly about
mantis-priests. Each carapace is meticulously lacquered and polished, and to break the birds neck. She is wreathed in yellow light as if surrounded
has a canopic jar glued to the inside. The canopic jars contain the dried by an aura of powerful divine magic.Note: If you are using Cyclopean
internal organs of the dead throlom, which look like a clump of enormous Deeps with the Lost Lands campaign, then a cleric is able to identify
raisins. These carapaces are smaller than those in the Lower Mortuary, the white-robed priestess as a follower of the goddess Freya, or possibly
because these ones are the later ones the ones that were killed and Freya herself.
embalmed immediately upon reaching adulthood in the vats. Inside the sarcophagus is a (non-animated) mummy with a golden +1
The carapaces are strung together with some kind of sinew, a meshwork breastplate inset with red rubies in the shape of a bird with a broken neck.
made with tens of thousands of knots. It is possible to part the carapaces This is Siaphelas human corpse. Touching it instantly draws the attention
enough to find the wall behind them, but this requires at least 10 minutes of the demon-prince Isclaadra, though not Siaphela herself (Siaphela
with a sharp blade, cutting at the sinews. The carapaces are only 1 ft. from is a succubus whose demonic form still inhabits the Cyclopean Deeps
the wall, so it is possible to use a spear or some other implement to probe see Chapter 11). Isclaadra causes a trickle of darkmist to rise from
past them, if desired. inside the mummys wrappings so that he can see what is happening
in the chamber. In no way does the demon-prince consider the situation
important enough to manifest himself, but he memorizes the faces and
28H-22. Antechamber of the identities of the characters, which might become important to the party
in the future. Being known to a prince of demons is seldom a good thing.
Central Mortuary If the party realizes somehow that they are being watched, and tries
to communicate with their observer through the darkmist, it is certainly
possible that Isclaadras pride (or sense of humor) could cause him to
answer. The demon prince is, like most, filled with self-satisfaction if
As with the chamber to the south, the walls here are the characters insult him, he loses interest, departing after cursing them
covered with huge, polished black shells. These ones are a to turn into gaseous form forever. Everyone in the vicinity must make a
bit larger than the ones in the outer chamber, being roughly DC 23 Will save or be affected as if by bestow curse; the condition can be
8 ft. long by 4 ft. wide. reversed only by remove curse.
28H-23. Tomb This huge chamber is like the others before it. The walls
are completely covered with the large beetle-like carapaces,
although it does appear that these ones are all slightly
larger than the ones you have passed before.
This is another large chamber with walls covered in the
huge, black carapaces.
The apparent eastern wall of the chamber is false. The carapaces have
been moved to form a curtain, blocking off a secret chamber in the
The arrangement of the carapaces is the same as described above in eastern part of the room (as indicated on the map). The secret room was
Area 28H-21. the living chamber of the Vessals of Isclaadra during Siaphelas reign over
the Mortuaries, and is found with a DC 22 Perception check).
The walls of this chamber are covered with shining, black Behind the false wall of carapaces is an entire living area,
carapaces. A sarcophagus is also in the southeast corner of and it presents a weirdly grisly scene. An idol of some god
the room. is against the north wall, and five low stone platforms are
against the east wall, projecting into the room. On three of
the stone platforms is a dead body something large and
This is the sarcophagus of the actual mummified body of the succubus definitely not human.
Siaphela, the Feathered Empress whose evil, lascivious soul survived
as a demoness in the service of the demon-prince Isclaadra. After taking
control of the Mortuaries, the demoness caused her original body to be This room contains bits and pieces from most phases of the long history
brought here, where it was mummified and placed into an expensive of the Mortuaries of the Mantis-Priests. The bodies on the stone slabs are
sarcophagus in a splendidly, outrageously vulgar celebration that lasted moon-beasts killed by the encephalon gorgers very recently. The moon-
several weeks before everyone was either exhausted, catatonic, or dead. beasts had attacked the Mortuaries thinking they would find it poorly
The sides of the sarcophagus are painted with pictures that would defended, but instead ran into the encephalon gorgers. The only survivor,
make a sailor blush: scenes from the highly eventful life of the Feathered Mombanolz, is currently hiding in Area 24G-5.
Empress. Viewing the panels of the sarcophagus induces great lust in male Treasure: One of the moon-beast corpses is lying on top of a
viewers. So overpowering is this sensation that paladins and lawful good dreamcatcher (see the Magic Item Appendix).
divine spellcasters must succeed on a DC 20 Will save or lose their class
abilities (remove curse or atonement reverses this effect).
After a series of panels illustrating a beautiful woman gaining control
over a number of different kings, she is shown wearing a crown and
directing an army of humans, demons, and beast-men. The flag waving
30
Chapter 7: Narrows of Braath
Defensive Abilities mind screen; Resist cold 10
28H-26. Antechamber Speed 30 ft.
of the Lower Mortuary Melee 2 claws +10 (1d6+1 plus grab)
Special Attacks mindfeed
Str 12, Dex 16, Con 14, Int 21, Wis15, Cha 15
This chamber is like the others before it. The walls are Base Atk +7; CMB +8 (+12 to grapple); CMD 22
completely covered with the large beetle-like carapaces, Feats Dodge, Improved Initiative, Mobility, Skill Focus
although it does appear that these ones are even larger than (Perception), Weapon Finesse
the ones you have passed by before. Stairs lead downward Skills Bluff +15, Diplomacy +10, Escape Artist +11, Intimidate
beyond a wide archway in the north wall. +15, Knowledge (local) +18, Knowledge (planes) +18,
Knowledge (any one) +18, Perception +21, Sense Motive
+15, Stealth +11, Survival +10; Racial Modifiers All Knowledge
Over the top of the broad staircase leading down, words are inscribed skills are class skills for encephalon gorgers
in the stone. The inscription is in an archaic dialect of the trade language Languages Common, Encephalon Gorger, plus four
of the Under Realm, and can be deciphered by anyone who can speak additional languages
that language with a successful DC 10 Linguistics check. The inscription SQ adrenal surge
reads: Lower Mortuary.
Adrenal Surge (Ex) Twice per day, an encephalon gorger
can create an effect on itself equivalent to a haste spell
28H-27. Lower Mortuary: (caster level 10th).
Mindfeed (Su): If an encephalon gorger begins its turn
Tombs and Side-Tombs grappling an opponent, it can attempt to suck its brain fluid
with a successful grapple check. If it pins the foe, it drains
cerebral fluid, dealing 1d4 points of Intelligence drain each
round the pin is maintained. On each successful mindfeed
This chamber is several hundred feet across. As with attack, the encephalon gorger gains 5 temporary hit points.
the earlier chambers, the walls are covered with polished This ability does not work against nonliving creatures or
beetle carapaces. These are generally larger than the ones creatures without a central brain mass. The encephalon
you have seen in the earlier chambers. gorger must be able to reach the head or neck of the
target creature to use this ability.
Mindsense (Su) As a move action, an encephalon gorger
Upon entering this vast chamber, the characters enter the realm can gauge the relative intelligence level of any creature
of the psilian conquerors of the Mortuaries. In the chamber are 2 within 60 feet as follows: unintelligent, animal (Int 12), low
psilians (A), who might or might not reveal themselves depending (38), average (812), high (1316), genius (1720), or supra-
on what the characters do. If there is a lot of noise in this chamber, genius (21+).
the encephalon gorger in Area 28H-28 might hear it (its Perception Mind Screen (Ex): The mind of an encephalon gorger is an
is +21). alien and dangerous place. Should a creature attempt
Four side-chambers lead out of the eastern part of the chamber. The to scan the mind or read the thoughts of an encephalon
passages are only 5 ft. wide, much narrower than any of the other huge gorger (with detect thoughts, telepathy, or the like), it must
entryways that are characteristic of the Mortuaries. make a successful DC 20 Will save or be driven permanently
insane (as by an insanity spell, CL 15th); if the save
A. Updraft Chamber (CR 10) succeeds, the creature is instead confused (as the spell) for
This side-chamber was never used as a tomb. An updraft pulls air upward 1d4 rounds. The save DC is Intelligence-based.
into cracks in the ceiling, so it has always been used for burning things. A
stack of ropy fungus (highly flammable) is just beside the entrance to the B. Side Tomb with New Inhabitants
room, and the entire western half of the chamber is scorched from floor to
ceiling with the soot of thousands of fires.
The encephalon gorgers, like everyone else who has ruled the
Mortuaries, use the room as a huge fireplace. Recently, they have been This side chamber has carapaces hung on the walls, but
burning grick corpses; many of the worm-predators wander off the in the south wall some of the carapaces have been cut from
migratory path looking for food, and keep finding their way into the the rawhide net connecting them all to reveal the stone
Mortuaries. The encephalon gorgers cant eat them (they have no real wall behind. Five niches have been cut into the wall, each
brain), and anything in the area that might ordinarily trade brain-fluid containing a strangely elongated skull.
for grick-meat already has plenty of grick-meat. Faced with the garbage-
disposal problem, the psilians have been burning the bodies of the
intruders here. The Skulls: The five skulls belonged to encephalon gorgers who died
killing the original inhabitants of the Mortuaries (the Leng-spider and her
ENCEPHALON GORGER CR 8 young) or defending it from attackers (the moon-beasts led by Mombanolz;
XP 4,800 see Area 24G-5). Each skull has two neat punctures in the forehead, and
The Tome of Horrors Complete 272 each hole is circled with a delicately painted border of yellow curlicues.
CE Medium aberration (extraplanar) The skulls can be identified as belonging to encephalon gorgers if any of
Init +7; Senses darkvision 60 ft., mindsense; Perception +21 the characters has previously seen one. A character trained in Knowledge
(dungeoneering) may also have stumbled across diagrams of the psilian
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 species at some point while poring over cobweb-covered tomes of arcane
natural) lore (allow them a DC 18 check using that skill).
hp 65 (10d8+20); fast healing 5 The Niches: A dwarf may make a DC 20 stonecunning check, or other
Fort +5; Ref +6; Will +9 PCs with Knowledge (dungeoneering), to notice tiny etchings around the
31
Cyclopean Deeps 2
perimeter of each burial niche, of such quality that it is apparently dwarven plate into the entrance to the chamber, with the work being done by 2 duergar
work. It is not, of course; it is the slave labor of the captive duergar in Area slaves they captured for the purpose. The floor and sides of the pit have holes
28H-28(A). drilled into them (for the insertion of metal rods and the other machinery
required to operate a major pressure plate), but no actual machinery is in the
C. Ordinary Side Tomb pit yet. At this time, it is nothing more than a construction site.
When the characters arrive in the area, there is a 50% chance that the
duergar and their overseer are working on the pressure plate, and a 50%
chance that they are instead in locations A and B.
Polished carapaces hang on the walls of this side chamber.
A. Slave Pen (CR 1/2)
The psilians have rigged up a temporary slave pen here, planning to
There is nothing unusual about the side chamber. build a much better one later on. At the moment, however, their greatest
concern is to build defenses and alarms for their new outpost-lair. The 2
D. Side Tomb (the Web of Delusions) (CR 6) duergar slaves are kept here in chains. They are malnourished and weak.
Mention the following before the characters actually enter the corridor:
OROKK AND IKTI, DUERGAR SLAVES CR 1/3
XP 135
Ten feet or so into this corridor, a corpse lies on the hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
floor. It looks a bit like a human body, but it definitely isnt
human. It is tall, about 7 ft., and has very thin arms and The two duergar, if rescued, could be of great assistance to the characters.
legs.
B. Psilian Overseer (CR 8)
The slave-overseer of the encephalon gorgers sleeps here, on a
The body is an encephalon gorger, one of those who attacked the comfortable bed of deep-pile rugs, with fur covers. If the duergar are not at
Mortuaries and killed the Leng-spider. Several of the attackers died in the work on the pressure-plate project, the overseer is found here. Any sort of
attack, of course a Leng-spiders lair is a dangerous place and this loud combat in this room has a chance per round to draw the attention of the
is one of the casualties, killed by the hallucinatory trap within. The other psilians in Area 28H-29, who arrive in 1d3 rounds (their Perception is +21).
gorgers are not sure what killed him, so out of caution they have simply
left the corpse and the entire chamber alone. As a matter of priorities, a ENCEPHALON GORGER CR 8
dead comrade is low on their list. XP 4,800
hp 65 (see Area 28H-27)
Inside the room is a trap created by the now-dead Leng-spider. On the
Other Gear necklace of turquoise beads (200 gp)
northern wall of the tomb, she wove a pattern of webs into the carapaces.
Anyone seeing the pattern risks falling into a cursed hallucinatory state.
Treasure: The rugs making up the overseers bed are worth a total of
800 gp, but they weigh 50 pounds and are quite bulky. His sleeping furs
CURSED WEBS TRAP CR 6
are worth 200 gp, and a small pouch is hidden in them, containing 3 Leng
XP 2,400
rubies (100 gp each, or 500 gp each to a Leng-creature).
Type magical; Perception DC 15; Disable Device DC 20
Chapter 8:
Flagon of the Death God
The Flagon of the Death God was the setting of the final act of the
35
Cyclopean Deeps 2
wormlike creatures travel from their hunting grounds to a distant breeding
ground. Along the way, they make their way up into the Deeps at Hex 37N, However, the most immediate concern is a bizarre mix of
where a number of chasms allow them to make the climb. Referring to the creatures, a pair of black octopus-looking things, a massive
main map of the Deeps: If the characters enter the western north-south worm with pincer-like mandibles, and two huge moths.
secondary tunnel, south of Hex 37N (and until the GM decides conditions
change) it is considered to be the middle of the migratory period, and any
encounter rolled on the random encounter tables has a 20% chance of
The runes and sigils around the pits are in the language of the Under
being replaced with the result of 1d20+4 gricks.
Realms, and read, Caution. Beware. Danger.
The circular pits are all 10 ft. deep and 4 ft. across, dug long ago by
Hex 29O: The Hatchery just how it goes. The current occupants of the cavern are 2 gloom
crawlers, 2 gloomwings, and a young tenebrous worm hatched
recently from the gloomwing eggs. It is worth noting that the closer
look appearance of these monsters is much stranger than the initial
29O-1. Northwest Corridor first glance in the textbox.
This tertiary corridor leads eventually to Hex 32M: The Troglodyte Lair. Str 24, Dex 14, Con 16, Int 4, Wis 12, Cha 2
Base Atk +10; CMB +19 (+23 to grapple); CMD 31(cannot be
tripped)
29O-1. East Corridor Feats Improved Initiative, Iron Will, Toughness, Weapon
Focus (bite), Weapon Focus (tentacle)
Skills Perception +18; Racial Modifiers +4 Perception
This tunnel winds into the darkness, a relatively narrow GLOOMWINGS (2) CR 4
pathway at only 10 ft. across. It appears to have a very XP 1,200
slight upward slope. The Tome of Horrors Complete 327
N Large outsider (extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +8
This tertiary tunnel leads into the central region of the map; eventually Aura weakness pheromone (30 ft., DC 13, 1d2 Str damage)
reaching a crossroad that connects the two main east-west thoroughfares
of the Deeps. If the characters want to take a short cut, this is a good one. AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, 1 size)
However, travel in the tertiary corridors can be very dangerous. Dont hp 32 (5d10+5)
forget to roll random encounters as described in Chapter 7. Fort +5; Ref +4; Will +5
37
Cyclopean Deeps 2
SQ implant egg attempts to harm the worm. Each time a creature attacks a
tenebrous worm, it must make a DC 20 Reflex save to avoid
Confusion (Su) The coloration on the gloomwings back and being punctured by several bristles. Each time a creature
wings provide it with protection against some predators. Any is punctured by these bristles, it takes 1d4 points of piercing
creature viewing the gloomwing from above must succeed damage and is exposed to the tenebrous worms poison. A
on a DC 13 Will save or be confused for 6 rounds. The save creature that grapples a tenebrous worm is automatically
DC is Constitution-based. hurt by these bristles. The save DC to avoid the bristles is
Implant Egg (Ex) As a standard action, a female gloomwing Dexterity-based.
can lay eggs inside a slain creature of Small or larger size. Poison (Su) Bristlesinjury; save Fort DC 18, frequency 1/
The young emerge about 2 weeks later as a tenebrous round for 6 rounds, effect paralysis for 1d4 rounds plus 1d2
worms (see that entry), literally devouring the host from Con (the duration of the paralysis is cumulative with each
inside. While implanted, a body cannot be raised or failed save), cure 2 consecutive saves. The save DC is
resurrected except by the casting of a true resurrection, Constitution-based.
wish, or miracle, If remove disease or heal is cast on the
body, the eggs are destroyed and the body can be raised In the Hatchery are 25 pits, most empty, with the exception of the
normally. following:
Pheromone Call (Ex) Each round a gloomwing emits its Pit #3: Contains 4 normal skeletons, rib cages broken outward (these
weakness pheromone there is a 20% chance that 1d4 unfortunate souls were used as incubators for gloomwing eggs).
additional gloomwings arrive in the area and join the Pit #5: Contains 2 normal skeletons (also with their rib cages broken
open from the inside). Also contains 1 suit of chain mail, a helmet, a broken
battle. This is not a summoning spell or spell-like ability;
spear, a lantern, and a +1 light wooden shield painted with a hounds head
the gloomwings can detect the pheromone and are and inscribed with the words Canis Protector. If the shields bearer
automatically drawn to it. is attacked by any feline or cat-like monster (GMs discretion as for
Weakness Pheromone (Ex) After the first round of combat, what counts as cat-like), it grants an additional bonus of +3 to armor
a gloomwing can emit a scent in a 30-foot radius as a free class (effectively becoming a +4 shield; treat this ability as an extra +1
action that deals 1d2 points of Strength damage to any enhancement for the purposes of determining price).
living, non-vermin creature (except gloomwings) in the Pit #6: Contains 1 intact, recent corpse. The corpse is bloated from
area. An affected creature can make a successful DC 13 putrefaction and contains a tiny tenebrous worm (1 hp).
Fortitude save each round it remains in the area to negate Pit #11: Contains a spherical object larger than a persons head, perfectly
the effects. On a successful save, that creature cannot round, covered with a flexible membrane rather than a hard shell. This is a
be affected again by the same gloomwings weakness gloom crawler egg (worth 1,000 gp, but only in Izamne or Ques Querax).
pheromone for 24 hours. The pheromone ceases when the Pit #12: Contains a deep pile of gloom crawler excrement.
gloomwing dies. Strength damage dealt by a gloomwings Pit #13: Contains 1 very big skeleton with its rib cage broken open from
pheromone heals faster than normal (1 point per hour rather the inside. This is the skeleton of an ogre that was used as an incubator. It
had a big club (in the pit with it), a nose ring carved from opal (500 gp)
that 1 point per night of rest). The save DC is Constitution-
and a gold ring (20 gp).
based. Pit #15: Contains several non-humanoid skeletons; it is not possible to
reconstruct them or piece any of them back together, but they seem to be
IMMATURE TENEBROUS WORM CR 7 a variety of large animals, including snakes. The dry and brittle carapace
XP 3,200 of a giant spider is also half-buried with the bones.
N Small outsider (extraplanar) (Pathfinder Roleplaying Game Pit #17: Contains a pile of 4 intact, recent corpses. All are bloated from
Bestiary 2 Tenebrous Worm, Young) putrefaction, and each contains a tiny tenebrous worm (1 hp each).
Init +9; Senses darkvision 60 ft.; Perception +14 Pit #19: Contains bits and pieces of crushed wooden planks (the remains
of a wagon) and shattered bits of pottery. There is nothing of value.
AC 22, touch 16, flat-footed 17 (+5 Dex, +6 natural, +1 size) Pit #20: Contains an object that resembles a large, popped water
hp 85 (10d10+30) balloon with thick skin. This is a hatched gloom crawler egg.
Fort +12; Ref +8; Will +10 Pit #23: Contains a spherical object larger than a persons head, perfectly
Defensive Abilities bristles; Immune acid round, covered with a flexible membrane rather than a hard shell. This is a
gloom crawler egg (worth 1,000 gp, but only in Izamne or Ques Querax).
Speed 20 ft.
Str 13, Dex 20, Con 16, Int 2, Wis 13, Cha 7
Base Atk +10; CMB +10; CMD 25 (cant be tripped)
Feats Critical Focus, Great Fortitude, Improved Initiative, Iron
32M-1. Stairs
Will, Weapon Focus (bite)
Skills Acrobatics +5 (+1 to jump), Perception +14, Stealth +22
The 10 ft. wide natural corridor begins to descend, first
Acid (Su) The acid of a tenebrous worms bite affects only as a gentle slope and then dropping away into a steep stair
organic matteras it dissolves creatures, it converts their of tall steps, uneven and slick with moisture. In the cave
flesh to shadow that swiftly fades away, leaving raw, jagged chamber beyond you can see skulls hanging at intervals
from the ceiling, and a bad smell rises from below.
wounds behind. In dim light, acid damage dealt by a
tenebrous worms bite increases to 8d6 points of damage,
while in darkness or bright light, the acid damage is reduced
If the characters are not careful to remain quiet and stealthy, or if they
to 4d6.
are carrying lights, the troglodyte guards in Area 32M-2 hear or spot them.
Bristles (Su) Long bristles of shadowstuff extend from
between the tenebrous worms armor plates. These bristles
react swiftly to attacks, stabbing at any creature that
38
Chapter 8: Flagon of the Death God
treasure listing, below).
32M-2. Armed Guards (CR 8) If a battle develops in this area, the troglodytes are reinforced by Norg
the Chieftain (Area 32M-4) in round 3 of the combat, by Norg the
shaman (Area 32M-5) in round 5 of the combat, and the Mother of Norg
This cavern contains several large nests made from mud (Area 32M-6) in round 7.
and rock, and the walls are daubed with crude, violent Treasure: The troglodytes carry their treasure in belt pouches for the
cave-paintings. most part; they are too few and too stupid to have accumulated much
wealth as a tribe. If the trogs are defeated, the characters are able to
gather up the following total quantity of treasure from belt pouches and
If the characters have gotten into the area by stealth, they also encounter mud sleeping nests: 4 takkas, 219 gp, 1,288 sp, 22,671 cp, 1 flask of
troglodytes here. holy water, 1 potion of cure serious wounds, 1 wooden unholy symbol
This is the barracks for the troglodyte guards. There are 8 troglodytes (of Isclaadra), 120 pieces of shiny quartz (1 gp each), 27 semi-precious
here, armed with stone clubs and slings. Four of them carry earthenware stones of various kinds (5 gp each), a necklace of amber beads (500 gp),
jugs filled with an explosive liquid (made by mixing water with a and a jeweled cup (750 gp).
lavender-colored moss that grows in some of the side tunnels nearby;
treat as alchemists fire). The guards are alert, and wont hesitate to attack
anyone coming down the stairs into the lair. 32M-4. Norg the Chieftain (CR 4)
TROGLODYTE GUARDS (8) CR 2
XP 600 The floor of this cave chamber is covered with high-
Male troglodyte warrior 2 (Pathfinder Roleplaying Game quality rugs, and contains a single mud nest larger than the
Bestiary Troglodyte) ones in the main cavern.
CE Medium humanoid (reptilian)
Init +3; Senses darkvision 90 ft.; Perception +0
Aura stench (30 ft., DC 13, 10 rounds) This is the lair of Norg, the troglodyte chief, who rules the troglodytes
with the assistance of the tribes shaman, who is Norgs brother, also
AC 15, touch 9, flat-footed 15 (1 Dex, +6 natural) called Norg. If the characters get here without alerting any of the trogs,
hp 30 2d8+4 plus 2d8+4 plus 2) this is where Norg is found.
Fort +10; Ref 1; Will +0
NORG THE TROGLODYTE CHIEF CR 4
Speed 30 ft. XP 1,200
Melee stone club +4 (1d6+1) or bite +4 (1d4), 2 claws +4 (1d4) Male troglodyte fighter 3 (Pathfinder Roleplaying Game
Ranged sling +2 (1d4+1) Bestiary Troglodyte)
CE Medium humanoid (reptilian)
Str 12, Dex 9, Con 14, Int 8, Wis 11, Cha 11 Init 1; Senses darkvision 90 ft.; Perception +0
Base Atk +3; CMB +4; CMD 13 Aura stench (30 ft., DC 13, 10 rounds)
Feats Great Fortitude, Improved Initiative
Skills Intimidate +5, Stealth +5 (+9 in rocky areas); Racial AC 18, touch 9, flat-footed 18 (1 Dex, +6 natural, +3 shield)
Modifiers +4 Stealth, +4 Stealth in rocky areas hp 43 2d8+4 plus 3d8+6 plus 5 plus 3
Languages Draconic Fort +10; Ref +0; Will +2; +1 vs. fear
Combat Gear alchemists fire (four only); Other Gear sling, 10 Defensive Abilities bravery +1
sling bullets, stone club
Speed 30 ft.
Melee stone battleaxe +5 (1d8+1/x3), or bite +5 (1d4+1), 2
32M-3. Main Cavern (CR 10) claws +5 (1d4+1)
Ranged javelin +3 (1d6+1)
The cave chamber at the end of the spiraling tunnel is MOTHER OF NORG (RAGING) CR 7
hung with bunches of red and blue feathers, bones, and five XP 3,200
ferocious-looking masks. It contains a mud nest and little Female advanced troglodyte barbarian 5 (Pathfinder
else of interest. Roleplaying Game Bestiary Troglodyte, Giant,
Advanced)
CE Large humanoid (reptilian)
This is the lair of the troglodyte shaman, whose name, like the
Init +0; Senses darkvision 90 ft.; Perception +12
chieftains, is also Norg. In the unlikely event that the characters get here
without alerting anyone, Norg is here. Aura stench (30 ft., DC 19, 10 rounds)
NORG THE TROGLODYTE SHAMAN CR 3 AC 17, touch 7, flat-footed 17 (+10 natural, 1 size, 2 rage)
XP 800 hp 102 (2d8+16 plus 5d12+40 plus 5))
Male troglodyte cleric of the Voice of Stone 3 (Pathfinder Fort +17; Ref +1; Will +5
Roleplaying Game Bestiary Troglodyte) Defensive Abilities improved uncanny dodge, trap sense +1
NE Medium humanoid (reptilian)
Init 1; Senses darkvision 90 ft.; Perception +1 Speed 40 ft.
Aura stench (30 ft., DC 13, 10 rounds) Melee club +14/+9 (1d8+9) or bite +14 (1d6+9), 2 claws +14
(1d6+9)
AC 15, touch 9, flat-footed 15 (1 Dex, +6 natural) Ranged javelin +5 (1d8+9)
hp 40 (2d8+4 plus 3d8+6 plus 5 plus 3) Space 10 ft.; Reach 10 ft.
Fort +10; Ref +0; Will +4 Special Attacks rage (18 rounds/day), rage powers
(guarded stance +1, knockback)
Speed 30 ft.
Melee stone rattle +4 (1d6+1) or bite +4 (1d4+1), 2 claws +4
(1d4+1) Str 29, Dex 11, Con 26, Int 12, Wis 15, Cha 15
Ranged javelin +2 (1d6+1) Base Atk +6; CMB +16; CMD 24
Special Attacks channel negative energy 5/day (DC 11, Feats Cleave, Great Cleave, Great Fortitude, Power Attack
2d6) Skills Acrobatics +10 (+14 to jump), Intimidate +12,
Domain Spell-Like Abilities (CL 3rd; ranged touch +2): Perception +12, Stealth +3 (+7 in rocky areas), Survival +12;
4/dayacid dart (1d6+1 acid), strength surge (+1) Racial Modifiers +4 Stealth, +4 Stealth in rocky areas
Spells Prepared (CL 3rd; melee touch +4): Languages Draconic, Undercommon
2ndbulls strengthD, silence (DC 13) SQ fast movement
1stcure light wounds, inflict light wounds (DC 12), magic Other Gear club, 3 javelins, loincloth, necklace of snake
stoneD, shield of faith skulls (worthless)
0 (at will)bleed (DC 11), detect magic, guidance, Note When the Mother of Norg is not raging, her stats are as
guidance follows: AC 19, touch 9, flat-footed 19 (+10 natural, 1 size);
D Domain spell Domains Earth, Strength hp 88; Fort +15, Will +3; Melee club +12/+7 (1d8+7) or bite
+12 (1d6+7), 2 claws +12 (1d6+7); Ranged javelin +5 (1d8+7);
Str 13, Dex 9, Con 14, Int 8, Wis 13, Cha 11
Str 25, Con 22; CMB +14
Base Atk +3; CMB +4; CMD 13
Feats Extra Channel, Great Fortitude, Toughness
Skills Intimidate +3, Stealth +5 (+9 in rocky areas); Racial Treasure: The Mother of Norg, like the other troglodytes, hides her
Modifiers +4 Stealth, +4 Stealth in rocky areas treasure in a dugout compartment in her mud nest. There is a trog-skin
Languages Draconic bag containing 2 gp and 45 sp; a dented copper teakettle (worthless);
Gear 3 javelins, stone rattle (treat as a stone club), loincloth, a silver whistle with bite-marks on it (1 gp), a string of human and
tattoo unholy symbol of the Voice of Stone, feather troglodyte teeth; 5 shiny stones (worthless), a hunk of jade (50 gp)
necklace (worthless) and a slightly bent crown of gold encrusted with sapphires and pearls
(10,000 gp).
Tactics: Norg the shaman attempts to silence enemy spellcasters, then
casts his other spells as the battle permits.
Treasure: Norgs treasure is kept in a dug-out compartment in his nest,
and consists of 2 gp, 15 cp, and a silver belt buckle (10 gp). The 5 masks
on the wall are not shaped for a human face, but one has a ruby set into the
Hex 35P: The Map Cavern
forehead (500 gp) and one is magical. The magical mask is a mask of the This area is occupied by some degenerate serpent-folk, descendants of
krenshar (Pathfinder Roleplaying Game Ultimate Equipment) that only a more-civilized underground community that fell into barbarism.
fits on creatures with a snout-like face (troglodytes, serpentfolk, wolves,
etc.). The mask is hanging here because it is used only in ceremonies. It
would be blasphemy, as far as Norg believes, to use it in a regular combat. 35P-1. To the Flagon of the Death God
32M-6. The Mother of Norg This corridor is reinforced by heavy masonry blocks,
mortared together to form the tunnel.
The walls of this cave chamber are daubed with mud and filth.
The only notable feature of the room is a very large mud nest. This primary corridor is in extremely good repair and has a leveled
surface. It leads directly to Hex 35S, the Flagon of the Death God.
40
Chapter 8: Flagon of the Death God
Male degenerate serpentfolk barbarian 3 (Pathfinder
35P-2. To the Mortuaries Roleplaying Game Bestiary 2 Serpentfolk, Degenerate)
CE Medium monstrous humanoid
of the Mantis Priests Init +5; Senses darkvision 60 ft., scent; Perception +9
This tunnel goes south for miles, eventually leading to the High Road Speed 40 ft.
over the Mortuaries of the Mantis Priests in Hex 28H. It also intersects Melee spear +15/+10 (1d8+10/x3) or bite +15 (1d6+10 plus
with the secondary north-south route through the western region of the poison)
Cyclopean Deeps. The alternate route is followed only by those who have Special Attacks poison, rage (12 rounds/day), rage power
a favorable relationship with the cult of Isclaadra, for it leads to the Font (intimidating glare)
of Darkness (Chapter 12) in Hex 42X.
Str 24, Dex 13, Con 23, Int 4, Wis 13, Cha 6
Base Atk +8; CMB +15; CMD 24
35P-3. Map Cavern and Snake-Hole Feats Great Fortitude, Improved Initiative, Power Attack,
Vital Strike
Skills Acrobatics +5 (+9 to jump), Escape Artist +10,
Intimidate +5, Perception +9, Stealth +5; Racial Modifiers +8
A large chamber opens from the east wall of the corridor. Escape Artist, +4 Perception
Its south wall is painted with a map, but the chamber itself Languages Common; telepathy 100 ft.
appears to be empty. In addition to the continuation of SQ fast movement
the broad corridor, there is a low-ceilinged tunnel in the Other Gear spear
eastern wall, where several of the mortared blocks forming
the wall appear to have broken away. Poison (Ex) Biteinjury; save Fort DC 18; frequency 1/round
for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is
Constitution-based.
This chamber is a stopping point for drow caravans heading through the Note When not raging, Brogssssss stats are as follows: AC 18,
Deeps along the main north-south route. The serpentfolk in Area 35P-4 touch 11, flat-footed 17 (+1 Dex, +7 natural); hp 81; Fort +10,
do not emerge to attack large groups, so the well-guarded caravans simply Will +6; Melee spear +13/+8 (1d8+7/x3) or bite +13 (1d6+7
disregard the snake-hole in the east wall. plus poison); Str 20, Con 19; CMB +13
The map on the chambers southern wall is the Player Map of the
Flagon of the Death God (Hex 35S). STATUE SPIRIT CR 9
The archway leading to the passageway of Area 35P-1 has an inscription XP 6,400
over the top, reading To the Flagon of the Death God, written in the hp 95 (Pathfinder Roleplaying Game Bestiary Naga, Spirit)
drow dialect of Undercommon.
Treasure: The treasure of these serpentfolk is piled up in front of the
snake-idol. It consists of 3 takkas, 1,840 gp, 3,452 sp, 1,783 cp, a handheld
35P-4. Snake-Pit fan of blue feathers (5 gp), 2 jhoat sticks (10 gp), a bracelet of jade charms
(1,000 gp), 3 potions of cure moderate wounds, 4 potion bottles filled with
water, 1 potion bottle filled with expensive perfume (25 gp), 2 broken
lanterns (shiny but worthless), 1 silver mirror (10 gp), a +1 glaive, scroll
This cavern has several skeletons scattered around of arcane spells (levitate, fireball, passwall), 3 wooden coins (worthless),
the floor, along with several circular nests made of cloth 1 cursed wooden coin (detects as magical but poisons the owner at a rate
and matted reeds. At the back of the chamber is a stone of 1 hit point every 6 hours until a remove curse is cast on it, and the owner
shape that vaguely resembles a huge serpent rearing back cannot willingly part with it), a jeweled belt (2,000 gp), a pair of golden
to strike. A large number of snake-people are here, with threaded beard-tassels (500 gp each), and a silver battle-axe (200 gp).
serpent heads and tails, but a scaled, human-like torso.
One of them is massively larger than the others.
Hex 37N: Fountain of Gricks
This natural cavern is currently the lair of a group of degenerate
serpent-folk, led by a mutant who simply goes by the name of Brogssssss. This hex is the source of the grick migration that plagues Hex 28H
When he found the stone shape in this cavern he decided that it was a (Chapter 7).
sign for his group to settle here. All the serpentfolk worship the statue,
believing it to be a god. Because of their worship, a spirit-being has come
to occupy the statue, drinking up the reverence of the serpentine savages. 37N-1. The Corridor
The spirit manifests itself if more than 2 of the serpentfolk are killed,
emerging from the statue in the form of a spirit naga.
This passageway has been mostly natural tunnels as you
SERPENTFOLK (10) CR 4
made your way through, but here it has been widened
XP 1,200
by excavation. Apparently the engineers did a poor job,
hp 42 (Pathfinder Roleplaying Game Bestiary 2 Serpentfolk)
because a lot of the chamber they were digging has fallen
to cave-ins.
BROGSSSSSS THE MUTANT SERPENTFOLK (RAGING) CR 5
XP 1,600
41
Cyclopean Deeps 2
This secondary passage is the alternative route for caravans heading gricks from each of the grick-holes in the area (total of 4). If this does not
through the Cyclopean Deeps on a north-south route. It is used for no other overwhelm the characters, it nevertheless depletes the available supply of
purpose, although various monsters have lairs in the side tunnels along the route. gricks for 3d6 days.
In the north passage, the characters find an entrance into the grick
passages, a place where the rock apparently shifted long ago, giving way GRICKS CR 3
to a wide, horizontal crevice. XP 800
hp 27 (Pathfinder Roleplaying Game Bestiary 2 Grick)
1d20+10
1d3 x10 ft.
1d20+2
37N-4. Even More Grick-Holes
6 from the 1d20 gricks
gricks
top
gricks
(CR varies)
Note: None of the gricks carries any treasure. If this cavern starts to
slow down play and is being used as a fountain for XPs, you should rule
that the gricks realize something is going wrong, and begin to congregate This cave chamber has two deep sinkholes in its floor.
in their tunnels below, eventually emerging (1d20+4 hours) with 1d100+5
42
Chapter 8: Flagon of the Death God
These are grick-holes like the others in this hex. Each has a 50%
1d100 Encounter
chance for gricks to emerge, checking once every hour (independently).
No reinforcements arrive from these holes. Roll on the table below to 91 1d6 demon, manes
determine how many gricks emerge: 92 1d2 demon, crabmanes
Number and Location of Gricks 93 1d4 stirges
Roll on each column 94 1 ochre jelly
1d6 Gricks Distance from Top 95 1 crabnipede
1 1d3 gricks 1d10 x10 ft. from the top 9697 1d3 dire rats
2 1d6 gricks 1d10+1 x10 ft. from the top 9899 1 giant centipede
3 1d8 gricks 1d10+2 x10 ft. from the top 00 1 daemon, piscodaemon
4 1d10 gricks 1d10+3 x10 ft. from the top
GIANT CENTIPEDE CR 1/2
5 1d10+1 gricks 1d6 x10 ft. from the top XP 200
6 1d20+2 gricks 1d3 x10 ft. from the top hp 5 (Pathfinder Roleplaying Game Bestiary Centipede,
Giant)
GRICKS CR 3
XP 800 GIANT CRAB CR 2
hp 27 (Pathfinder Roleplaying Game Bestiary 2 Grick) XP 600
hp 19 (Pathfinder Roleplaying Game Bestiary Crab, Giant)
The gricks carry no treasure. See the note in Area 37N-2 regarding what
to do if the players try to treat this area as an experience point fountain. CRABNIPEDE CR 5
XP 1,600
N Medium vermin (aquatic) (see the Monster Appendix)
Hex 35S:
Init +1; Senses darkvision 60 ft.; Perception +0
44
Chapter 8: Flagon of the Death God
Languages Abyssal, Celestial, Draconic; telepathy 100 ft. Base Atk +2; CMB +5; CMD 19
Feats Weapon Focus (claws)
Cursed Claws (Ex) The claws of a manes demon are Skills Intimidate +6, Perception +5, Stealth +7
supernaturally sharp, and threaten a critical hit on 1920. Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
They are also cursed, and cause an additional 1 point of
bleed damage in non-evil living opponents. Against lawful Cursed Claws (Ex) The claws of a manes demon are
good opponents, the bleed damage increases to 2. supernaturally sharp, and threaten a critical hit on 1920.
They are also cursed, and cause an additional 1 point of
DAEMON, PISCODAEMON CR 10 bleed damage in non-evil living opponents. Against lawful
XP 9,600 good opponents, the bleed damage increases to 2.
The Tome of Horrors Complete 140
NE Medium outsider (aquatic, daemon, evil, extraplanar) OCHRE JELLY CR 5
Init +8; Senses darkvision 60 ft., see invisibility; Perception +20 XP 1,600
hp 63 (Pathfinder Roleplaying Game Bestiary Ochre Jelly)
AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
hp 137 (11d10+77) DIRE RAT CR 1/3
Fort +14; Ref +7; Will +9 XP 135
Defensive Abilities all-around vision; DR 10/good; Immune hp 5 (Pathfinder Roleplaying Game Bestiary Rat, Dire Rat)
acid, death effects, disease, flanking, poison; Resist cold 10,
electricity 10, fire 10; SR 21
A Grim Forthcoming
Speed 30 ft., swim 50 ft.
Melee 2 claws +18 (2d6+7/1820/x3 plus grab and 1d6 Keep count of how many times someone in the party says the word
bleed), tentacles +16 (1d10+3 plus poison) CHOA-THOOM. Each time it is said aloud in the Flagon, there is a
Special Attacks augmented critical, constrict (2d6+10) 1-in-10 chance that the godling hears its name spoken, and arises from the
Spell-like Abilities (CL 11th): lake bottom. This doesnt necessarily mean the death of the characters, for
Constantsee invisibility unless they anger CHOA-THOOM, it is not initially hostile. Roll on the
At willdispel magic, greater teleport (self plus 50 lb. of table below to determine the godlings response if it emerges from the lake
objects only) in response to being called by the repetition of its name.
3/dayfly, stinking cloud (DC 16)
1/daysummon (level 4, 1d3 hydrodaemons 35%) CHOA-THOOMS initial actions
Str 25, Dex 18, Con 24, Int 14, Wis 15, Cha 17 1d6 Action
Base Atk +11; CMB +18 (+22 grapple); CMD 32 Incurious: rises from the water but appears not to
Feats Critical Focus, Improved Initiative, Multiattack, Power 1
notice the characters
Attack, Sickening Critical, Vital Strike
Skills Escape Artist +18, Intimidate +17, Knowledge (planes) Incurious: rises from the water but appears not to
2
+16, Perception +20, Sense Motive +16, Stealth +18, Survival notice the characters
+16, Swim +29; Racial Modifiers +4 Perception
Curious: simply observes, but does not (initially,
Languages Abyssal, Daemonic, Infernal; telepathy 100 ft. 3
anyway) bother to read minds
SQ amphibious
Curious: reads minds (DC 31 Will save resists) then
4
Augmented Critical (Ex) A piscodaemons claws threaten a listens to the characters thoughts
critical hit on an 1820 and inflict x3 damage on a
Piqued: reads minds (DC 31 Will save resists) then
successful critical hit. 5
asks why the characters summoned it forth
Poison (Ex) Tentaclesinjury; save Fort DC 22; frequency 1/
round for 6 rounds; effect 1d2 Con plus staggered Annoyed: reads minds (DC 31 Will save resists) then
6
for 1 round; cure 2 consecutive saves. The save DC is demands tribute or death
Constitution-based.
If the characters manage to satisfy the godlings curiosity, offer it
MANES CR 2 tribute, or otherwise handle the situation in the way a horrible god-thing
XP 600 would approve (with a DC 25 Diplomacy check), CHOA--THOOM sinks
CE Medium outsider (chaotic, demon, evil, extraplanar) (see back into the waters of the Flagon. If it is called to the surface a second
the Monster Appendix) time (within approximately a week), it simply attacks.
Init +2; Senses darkvision 60 ft.; Perception +5
CHOA-THOOM CR 27
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural) XP 3,280,000
hp 15 (2d10+4) CE Gargantuan aberration (extraplanar) (see the Monster
Fort +2; Ref +5; Will +3 Appendix)
DR 5/magic; Immune electricity, poison; Resist acid 10, cold Init +8; Senses darkvision 60 ft.; Perception +45
10, fire 10 Aura frightful presence (100 ft., DC 32)
Speed 30 ft. AC 45, touch 10, flat-footed 31 (+4 Dex, +25 natural, +10
Melee 2 claws +6 (1d6+3/1920 plus 1 bleed) profane, 4 size)
Special Attacks cursed claws, rend (2 claws, 1d6+4), hp 610 (33d8+462); regeneration 20
Spell-like Abilities (CL 2nd): Fort +27; Ref +17; Will +29
1/daychill touch (DC 12), summon (level 1, 1 manes, 35%), DR 20/magic and good; Immune charm effects, death
true strike effects, energy drain, petrification, poison; SR 38
Str 16, Dex 14, Con 15, Int 5, Wis 11, Cha 13 Speed fly 50 ft. (poor), swim 40 ft.
45
Cyclopean Deeps 2
Melee bite +35 (4d8+15), 9 tentacles +30 (1d8+7 plus grab) pole at the boats bow is obviously for hanging a lantern.
Space 20 ft.; Reach 15 ft. (20 ft. with tentacle) Monster: There is a 1-in-6 chance that the partys arrival alerts a
Spell-Like Abilities (CL 20th; ranged touch +24): piscodaemon in the Flagon, and it comes to investigate. Several of these
3/dayconfusion (DC 24), invisibility, slay living (DC 25) creatures have taken advantage of the hole to the Styx, hiding out in the
1/daycircle of death (DC 26), insanity (DC 27) material planes to avoid being eaten or enslaved by the other denizens of
Special Attacks constrict (1d8+7), frightful presence, the Styx or the Lower Planes. Just because the daemon notices the partys
overpowering telepathy, swallow whole (8d8 acid damage, presence does not mean that it attacks. The creature carefully evaluates its
AC 22, 49 hp) chances of success before committing itself to a battle. If the characters
look like they might be too powerful, the daemon most likely follows them,
Str 41, Dex 18, Con 38, Int 25, Wis 29, Cha 31 waiting to see if they kill anything or weaken themselves.
Base Atk +24; CMB +43 (+49 grapple); CMD 57 (cant be
tripped) DAEMON, PISCODAEMON CR 10
Feats Awesome Blow, Cleave, Combat Expertise, Critical Focus, XP 9,600
Great Fortitude, Improved Bull Rush, Improved Critical (bite), hp 137 (see Hex 35S, Wandering Monsters)
Improved Grapple, Improved Initiative, Improved Unarmed Other Gear A piscodaemon is carrying any equipment from
Strike, Improved Vital Strike, Iron Will, Lightning Reflexes, Power the Styx River, but may have picked up something while in
Attack, Staggering Critical, Stunning Critical, Vital Strike the lake. Roll on the table below:
Skills Bluff +43, Diplomacy +43, Fly +30, Intimidate +46,
Knowledge (arcana) +43, Knowledge (history) +40, Piscodaemon Additonal Treasure Table
Knowledge (planes) +40, Perception +45, Sense Motive +42, 1d10 Treasure
Survival +45, Swim +59
Languages Abyssal, Aquan, Common, Infernal, 16 Nothing
Undercommon; telepathy 120 ft. Necklace or bracelet of gold and precious stones
7
(1d6 x 1,000 gp)
Come In, the Waters Fine! The corridor ends in an archway at the edge of an
underground lake. Black water laps against the cavern
Somebody may decide to jump in the water and take a swim. This actually wall, 3 ft. or so below the level of the corridors floor. A few
isnt any more dangerous than swimming in any other subterranean lake plants, resembling lily-pads, float on the lake surface.
occupied by demons and a resident demigod of death. For each minute a
character spends in the water, there is a 5% chance that the splashing and
ripples draw the attention of one of the Flagons piscodaemons (see Area If the characters are leaving the hex:
35S-1 for more details).
35S-1. The Great Docks (CR 10) An arched tunnel disappears into the rock wall here, the
lip of stone about 3 ft. above the waterline. An iron ring
is driven into the stone between the tunnel floor and the
If the characters are entering the hex: waterline.
The corridor suddenly widens, and emerges into a This corridor leads to/from Hex 39U, Area 6.
cavern of unthinkable dimensions. You are standing on There is nothing special about the iron ring; it is used for docking boats.
a stone platform 200 ft. across, looking out over a vast
35S-4. The Winding Way The strange geometry of the death godlings lake focuses a certain
If the characters are entering the Flagon: amount of death energy into the area between the small island and the
cavern wall. Lawful good clerics who pass through the strait must succeed
on a DC 20 Will save of all their prepared spells vanish as if they had been
cast. The only spell not forgotten is finger of death (assuming it had been
The winding, 20 ft.-wide tunnel suddenly ends, the floor prepared in the first place).
dropping down 30 ft. to the waters of a subterranean lake.
35S-5. Ear of CHOA-THOOM This island is the home of 5 troglodytes who live in the wreckage of an
(Island) (CR 27, if the PCs are old shrine. The inside of the shrine, as one might expect from a troglodyte
lair, is filthy.
47
Cyclopean Deeps 2
In the midst of this maelstrom of chaos and death, while Teratashia is
35S-9. Island of Epic Consequences drinking souls from the air, she also picks up Baha Shahs corpse and begin
breaking its bones to form a staff. The staff is as sturdy as a single piece of
(CR 29 if the PCs are VERY wood, but it is obviously made of bones. Finishing the staff takes her 20
rounds, during which time the characters might or might not survive. If they
unlucky!) do, and one of the characters is standing on the island (or reaches it again in
the 10 rounds following the staffs completion), Teratashia gives the staff to
that character. These 30 rounds are the length of time that Teratashia remains
in the cavern; at the end of that time she finishes drinking souls, and returns to
This natural rock island rises 2 ft. from the waters her own plane of existence. If the characters have not retrieved the staff (see
surface. The gap between the island and the stone wall of the soulstaff, Magic Item Appendix) from her, she takes it with her.
the cavern is very small, not more than 6 inches. If summoned:
She holds out a red jade amulet that looks like a scarab beetle on a Str 42, Dex 28, Con 42, Int 31, Wis 33, Cha 35
silver chain. Base Atk +35; CMB +53; CMD 72 (80 vs. trip)
Taking the red roach amulet (Magic Item Appendix) from Rahir Tash does Feats Awesome Blow, Bleeding Critical, Cleave, Combat
not form any sort of supernatural contract. It may, however, set major events in Casting, Combat Expertise, Combat Reflexes, Critical Focus,
motion, with the characters as pawns. Teratashia, the Queen of Dimensions, is Great Cleave, Great Fortitude, Greater Bull Rush, Greater Vital
not a benevolent goddess whose followers were massacred for no reason. She Strike, Improved Bull Rush, Improved Initiative, Improved Vital
is a demon princess, and her followers were just as evil and corrupt as the dark Strike, Iron Will, Lightning Reflexes, Power Attack, Vital Strike
stalker civilizations that murdered them. It is true, though, that the souls of the Skills Acrobatics +44, Bluff +50, Diplomacy +50, Fly +47, Intimidate
dark stalkers are held imprisoned in the Flagon with (and by) CHOA-THOOM. +50, Knowledge (arcana) +48, Knowledge (history) +45,
If the characters manage to kidnap Baha Shah, bring her to this island, Knowledge (nobility) +45, Knowledge (planes) +48, Knowledge
and kill her here, they unleash a major event. A thousand souls are freed (religion) +45, Perception +49, Sense Motive +49, Spellcraft +45,
from the Flagon of the Death God, weakening CHOA-THOOM for a short Stealth +39, Survival +49, Use Magical Device +47
period of time. The following events happen in short order: Languages Abyssal, Abyssal, Celestial, Celestial, Common,
Draconic, Infernal, telepathy 100 ft., Undercommon;
An enraged CHOA-THOOM rises from the lake to attack the telepathy 100 ft.
characters. Its SR is 19, and it has only DR 10/magic.
Gear Teratashias necklace of skulls
An avatar of Teratashia incarnates upon the island to crush Baha
Shahs body. She begins sucking souls down her throat as they stream CHOA-THOOM CR 27
from the surface of the water into the cavern. XP 3,280,000
The waters of the lake become a cyclonic storm, smashing waves hp 610 (see the Monster Appendix)
against the sides of the cavern. The center of the vortex is an opening
directly into the waters of the River Styx. Anything on an island or balcony
next to the lake water is smashed against the walls (1d6 points of damage
per round) or swept into the water if there is not a wall nearby (DC 20
35S-10. Small Island
Swim check to get to safety). Anyone in the water is drawn down into the
River Styx in 1d6+6 minutes unless rescued (or given flying capability).
At the bottom, one final DC 20 Swim check is allowed each round to A rock island rises about 4 ft. above the water level in
avoid getting pulled into the Styx. Failing the final Swim check means the lake. It is covered in strange, lily-like flowers and tall,
that the character dies; or if the GM chooses to run an adventure in the narrow-stemmed mushrooms.
otherworld, that is also an option. The character can still be raised from
the dead. Flying characters are not affected by the vortex in the lake.
48
Chapter 8: Flagon of the Death God
The mushrooms are poisonous, but nothing else about the island is This stairway leads into the temple of the Death God CHOA-THOOM
particularly remarkable. who dwells in the vast lake below. Given that CHOA-THOOM is a death-
godling, it should surprise no one that it is deadly to touch the white
spirals painted upon the stairs. This includes touching them with other
35S-11. Sacrificial Platform (CR 11) items, with tools, and wearing gauntlets. It does not include exerting
magical force upon them, which is safe. Direct skin content with the
spirals infects the victim with a hideously deadly poison that acts like
a CL 11 disintegrate spell. Anyone killed by the poison is boiled into a
As you approach this area, the water suddenly begins to black sludge that is drawn, as if by a magnet, down into the lake water.
roil and churn near the cavern wall. Slowly, a square stone These victims are lost forever and cannot be raised or resurrected.
platform rises from the water, supported on pillars of For those who touch the spirals with an object of some kind, the death-
smooth, dark rock. A massive statue is in the north corner, poison is far less dangerous, and the curious individual makes their save at
depicting a creature out of nightmare: a fat, fish-like being +4. If the victim dies through an object, there is only a 25% chance that the
that is mostly eyes and mouth, with a long, fan-like tail dead body turns into sludge and slides into the lake, so it might be possible
and nine tentacles so long that they have been used by the
to raise the individual. Although this trap duplicates the effect of a spell, it
sculptor to form the base of the statue. Once the platform
is a poison and resistances and immunities to poison apply.
rises entirely from the water, you can see that it is flush with
the wall of the great cavern. The huge platform thumps into
BLACK SLIME POISON TRAP CR 7
place with a crash of stone on stone, and as it does so, the
XP 3,200
wall of the cavern seems to warp for a moment as an illusion
Type mechanical; Perception DC 20; Disable Device DC 20
fades away to reveal a huge double door in the rock, made
of greenish metal that has been inscribed with a large rune.
Trigger touch; Reset automatic
Effect spell effect via poison (disintegrate, CL 11; DC 19 Fort
partial)
To clarify: The cavern wall looks normal here until the platform rises;
a character surveying the walls by flying around does not see the door
because of the illusion. The stone platform is real, and actually rises from
the water when 4 or more people approach, or when anyone wearing the
35S-13. Temple of CHOA-THOOM
symbol of CHOA-THOOM comes within 50 ft. of the edge of the dock.
The symbol of CHOA-THOOM is the mirror image of the symbol of A. Antechamber (CR 11)
death on the double doors here.
If the characters investigate the statue, they find a set of four manacles
bolted to the stone directly in front of the statue (clearly arranged to hold
one persons arms and legs). This chamber has irregular walls obviously hacked from
This door is one of the entrances to the temple of the death-godling the living stone. Curvilinear patterns are splashed in white
CHOA-THOOM who lives in the deep waters of this lake. The double paint onto these walls, in strange, sweeping spirals. A
doors lead into the temple (Area 35S-13), but the rune upon the door is tunnel-corridor leads to the southeast, cut deeper into the
a symbol of death. The only safe way to enter the door is to say the name cavern, and an opening to the northeast looks out upon the
CHOA-THOOM before opening the portals. vast lake-cavern. A stone stair leads downward toward the
water. To either side of the southeast corridor entrance is a
SYMBOL OF DEATH TRAP CR 11 stone basin of some kind carved into the rock at waist height.
XP 12,800
Type magical; Perception DC 33; Disable Device DC 33
The spirals on the walls are exactly identical to those on the stairs
Trigger visual; Reset automatic (1 day); Bypass speak the leading into the temple area; see Area 35S-12 for details. It is a bad idea
name CHOA-THOOM to touch them.
Effect spell effect (symbol of death; DC 22 Fort) The stone basins on each side of the south entrance are offering bowls.
Treating them with disrespect does not summon CHOA-THOOM, but
If the door is opened using the godlings name, the platform begins keep in mind that if the characters ever meet the godling, it probably at
descending, sinking under the waters of the lake. The sacrificial procedure some point read their minds. At that point, if it learns that its temple has
used by the priesthood is to chain the victim in front of the statue while been treated disrespectfully, it mentally broadcasts its wrath and then
the platform is surfaced, then call the name of CHOA-THOOM and file attacks. On the other hand, if the characters decided to leave an offering
back into the temple through the double doors as the platform begins to of some kind (even a paltry one), CHOA-THOOM is likely to spare their
sink down to the awaiting demigod. lives or at least listen to their excuses if they later do something to anger
Once the symbols power is released, it recharges itself within 24 hours. it. An offering here can literally turn out to be a lifesaver.
If the characters open the door and enter the temple, they find themselves
in Area 35S-13F.
B. Guardroom (CR 9)
35S-12. Temple Stairs (CR 7)
The walls of this chamber are carved with bas-relief
murals, mostly showing skeletons and mummies apparently
floating in water, since there are also fish swimming in the
A wide shelf of rock is against the high cavern wall here, images. In addition to the skeletons and mummies, a few
covered with jagged stones. A stone stair rises from the hooded creatures and monstrosities are in the carvings.
beach to a round hole in the cavern wall, 20 ft. above the
lake surface. The stairs are painted with spirals in some
sort of white paint.
In this room are 2 human guards wearing hooded robes with
featureless silver masks. Each carries a two-handed, double-bitted
49
Cyclopean Deeps 2
ceremonial axe with a metal haft. These guards are soulless servitors of spellcasters spell list. Previous levels in a divine class are not
CHOA-THOOM, sacrifices whose souls were eaten by the godling but lost, however any abilities associated with those levels are
whose living bodies were returned to the surface to guard this temple. If lost.
their masks are removed, the mark of CHOA-THOOM, the mirror-image Soulless (Ex) The soulless have no desire to remain alive. A
symbol of death, can be seen as a puckered scar on their foreheads. They soulless creature reduced to 0 or fewer hp is destroyed in
are somewhat protected against death by the nature of the creature they the way of an undead creature.
serve; if a blow would reduce one of them below 0 hit points, there is a Vessel of CHOA-THOOM (Su) By manipulating an imprisoned
50% chance that the blow fails to cause death (leaving the guard with 1 soul CHOA-THOOM can possess a soulless creature,
hit point) enabling the demon lord to see and hear through the
soulless creatures body.
SOULLESS TEMPLE-GUARDS (2) CR 7
XP 3,200 If they are given the chance, one of the temple guards fights a rearguard
Male soulless human fighter 7 action for the other, who retreats toward the Living Quarters of the priests
N Medium humanoid (human) (Tome of Horrors 4, 276, (Area C). Unless they are warned, the priests do not respond in any way
Soulless) to combat in the guardroom.
Init +5; Senses darkvision 60 ft.; Perception +0
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 C. Living Quarters of the Death Priesthood
natural)
hp 71 (7d10+14 plus 7)
Fort +8; Ref +3; Will +4; +6 vs. fear
This chamber is hung with black tapestries, woven with
Defensive Abilities bravery +2, death-resistance; Immune
circling patterns of a luminescent dark gray. The only piece
soul magic, ability damage, ability drain, critical hits, fear,
of furniture is a round table in the middle of the room. Five
negative energy, negative levels, positive energy, precision
obsidian flagons are on the table, which is set with 5 chairs.
damage Five hooded figures sit around the table; five sets of eyes
Weaknesses soulless watch you from behind silver masks, eyes that glitter with
complete, utter insanity.
Speed 30 ft.
Melee two-handed ceremonial axe +13/+8 (1d10+7/x3)
Special Attacks abyssal stare (DC 17), weapon training
This is the living quarters of CHOA-THOOMS priesthood. All 5
(pole arms +1)
priests are utterly mad, usually just sitting at the table drooling and
Str 18, Dex 13, Con 16, Int 8, Wis 10, Cha 14 babbling until they are called to prepare a sacrifice or perform some
Base Atk +7; CMB +11; CMD 22 other duty the godling requires of them. All wear featureless silver
Feats Ability Focus (abyssal stare), Cleave, Great Cleave, masks, and each bears the mark of CHOA-THOOM on his forehead.
Improved Initiative, Iron Will, Lunge, Power Attack, Step Up, From time to time one of the priests is sent out as an emissary of the
Vital Strike, Weapon Focus (halberd) death god, or might be required to speak with someone on behalf of his
Skills Intimidate +16, Survival +10; Racial Modifiers +4 master. In these cases the priest suddenly becomes completely lucid, and
Intimidate indeed unnaturally intelligent.
Languages Common If the priests are attacked, they fight intelligently, including casting
SQ armor training 2, bound soul, divine exclusion, vessel of spells, but maintaining a strange, slobbering chant until they are all killed.
CHOA-THOOM (as vessel of Orcus) The priests also have a slight immunity to death; a blow that would reduce
Gear chain mail, two-handed ceremonial axe (treat as them below 0 hit points has a 50% chance of leaving them with 1 hit point
halberd), robe, silver mask (worth 25 gp) instead. Each insane death priest has a pierced tongue with a magical,
skull-shaped bead called a death-bead. The beads give the priests a second
Abyssal Stare (Su) As a standard action a soulless creature chance to cheat death (see the Magic Items Appendix).
can stare into the eyes of another living being within 30 ft.
and force it to confront the infinite, empty void beyond INSANE DEATH-PRIESTS (5) CR 3
death. Targets who fail a DC 17 Will save waver in their will to XP 800
survive and take a 4 penalty to all saves and skill and ability Male human cleric of CHOA-THOOM 4
checks for 1d4 rounds. Divine spellcasters are particularly CE Medium humanoid (human)
disturbed. They must succeed on a caster level check (20 Init +1; Perception +4
+ spell level) to cast a divine spell while under the effects of Aura chaos
abyssal stare or the spell is lost. Creatures affected by the
abyssal stare gaze are immune to other users of the stare for AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
24 hours. This is a mind-affecting fear effect. The save DC is hp 29 (4d8+4 plus 4)
Charisma-based. Fort +5; Ref +2; Will +10
Bound Soul (Ex) The soul of a soulless creature resides in a Defensive Abilities death resistance
special prison in the Abyss. The soul cannot return to the
base creature without the permission of CHOA-THOOM. A Speed 30 ft. (20 ft. in armor)
soulless creature cannot be raised or resurrected, nor do Melee mwk heavy mace +4 (1d8)
these spells have any effect on a soulless creature. Special Attacks channel negative energy 5/day (DC 14,
Death Resistance (Ex) A blow that would reduce a temple 2d6)
guard to below 0 hit points has a 50% chance of leaving Domain Spell-Like Abilities (CL 4th; melee touch +3):
them with 1 hit point instead. 7/daybleeding touch (2 rounds), touch of chaos
Divine Exclusion (Ex) The soulless creature has no Spells Prepared (CL 4th; melee touch +3):
connection to the divine. A soulless creature cannot take 2ndalign weapon (chaos only)D, hold person (DC 16),
levels in any divine class, cast divine spells, or use magic inflict moderate wounds (DC 16), silence (DC 16)
items constructed with spells found only on a divine 1stcause fearD (DC 15), doom (DC 15), inflict light wounds
50
Chapter 8: Flagon of the Death God
(DC 15), protection from good, shield of faith These are the private quarters of Baha Shah, high priestess of CHOA-
0 (at will)bleed (DC 14), guidance, read magic, resistance THOOM. If this is the first time the characters have been in the Temple,
D Domain spell Domains Chaos, Death the priestess is not present (see Area 35S-17). If the characters wait here
(setting up camp in her bedroom is not diplomatic), she returns in 1d3 days.
Str 10, Dex 12, Con 13, Int 8, Wis 18, Cha 14 The line of small, carved skulls on the shelf are tokens of safe
Base Atk +3; CMB +3; CMD 14 delivery, given to couriers so that they can prove a message was safely
Feats Combat Casting, Extra Channel, Iron Will delivered. If the characters were hired to deliver a letter to Baha Shah, she
Skills Acrobatics 3 (7 to jump), Knowledge (planes) +4, gives them one of the tokens in return for it (assuming that they find her
Knowledge (religion) +4, Sense Motive +9, Spellcraft +4 or wait for her to return). Anyone inspecting the skulls more closely finds
Languages Common that the carving is a bit more than just the skull; a tangle of tentacles is also
Gear scale mail, masterwork heavy mace, death-bead carved at the base of each statuette.
(tongue-piercing, see the Magic Item Appendix), robe, silver The wardrobe is locked but not trapped. Two shelves are inside, one
mask (worth 25 gp) with a bronze chest (trapped) and the other with several folded robes on it.
Trap: The bronze chest is trapped. When it is opened, a black fog of
Death Resistance (Ex) A blow that would reduce an insane burnt othur fumes billows outward from it, filling an area 100 ft. x 100 ft.
death-priest to below 0 hit points has a 50% chance of x 100 ft. The traps magical powers are linked to Baha Shah personally;
leaving them with 1 hit point instead. no one else can open it without activating the trap.
Treasure: The obsidian flagons magically fill themselves once per day BURNT OTHUR FUMES TRAP CR 9
with water from the lake. For a normal person, drinking the water has no XP 6,400
effect. The water is, however, enough to sustain one of the mad priests or Type mechanical; Perception DC 20; Disable Device DC 20
the mindless temple guards (in Area B) indefinitely without food or other
sustenance. Type location; Reset repair; Bypass be Baha Shah
Effect poison gas (burnt othur fumes); never miss; onset
delay (1 round); multiple targets (all targets in a 100-ft.-by-
D. Storage and Preparation Room (CR 2) 100-ft. room)
51
Cyclopean Deeps 2
This is the inner temple of CHOA-THOOM, which can be reached only These mushrooms grow here because of the primordial exhalations of
by passing through the rest of the temple complex or by opening the (very CHOA-THOOM that rise from the waters of the lake and tend to drift into
dangerous) door to the sacrificial platform beyond the double doors down this area. The mushrooms, when fresh, can be used as versatile ingredients in
the eastern corridor. Although the room is the central part of the temple, magic potions. However, they do not keep for a very long time before spoiling.
it contains very little that would interest a party of adventurers (dont let Someone seems to have been harvesting them recently (see Area 35S-27).
your pacing slow down with too much investigation), but it offers one big
risk: repetition of the godlings name.
The pentacle in the northern part of the room is the prepared sanctuary 35S-17. Island of Meditation (CR 15)
for Baha Shahs word of recall. If the pentacle is damaged or badly defaced,
the high priestesss spell does not work. If she knows that the pentacle is If the characters are in a boat or at water level:
damaged, she has the insane death-priests fix it as soon as possible.
The counter along the southern wall is used to paint symbols onto
victims who are about to be sacrificed to CHOA-THOOM by drowning
them on the sacrificial platform on the other side of the east corridor. This rock island rises steeply from the water in a high
The jars and earthenware pots contain paints and brushes used for this cliff; whatever is at the top cannot be seen from the water
purpose; none of it is magical. level. [Depending on the direction, the characters
The bells are also not magical; they are used to focus the otherwise- might also see Baha Shahs coracle.]
insane minds of the priesthood, but have no further effect or purpose.
If anyone speaks the name of CHOA-THOOM in this room, there is
a 1-in-6 chance that the godling comes to the sacrificial platform outside Note: The cliff is sheer, and is 50 ft. tall.
(Area 35S-11) and waits for a sacrifice. It is not any more or less hostile If the characters have an airborne scout or climb to the top of the cliff:
than it would be otherwise; roll on the table in A Grim Forthcoming, as
normal, to determine how CHOA-THOOM reacts when (if) the characters
come through the sacrificial eastern door. A pentacle is incised deeply into the rock floor of this
island, surrounded by words carved in some oddly-
35S-14. Island of Carven Pillars disturbing, curvilinear script. A thin, hooded figure sits in
the center of the pentacle. [Unless the characters have
already encountered Baha Shah, in which case the
pentacle is empty.]
This island is a rock outcropping that rises from the
water, crowned with 12 ruined stone pillars.
Baha Shahs boat is a round rowboat made of fungus fibers, capable of
holding 4 passengers. The oars are stowed in the boat.
The pillars on this island are arranged in a mystical pattern. They once had This is where Baha Shah, high priestess of CHOA-THOOM is to be
magical power, but as the pillars came apart so did the magical powers they found when the characters enter this hex for the first time. The second time
once controlled. There is nothing interesting here for anyone other than a wizard the characters come to the temple, Baha Shah is in Area 35S-13E, not here.
interested in magical patterns such as Aouc Jamac (see Area 35S-34). Baha Shah is a female dark stalker, although she has altered physically
and mentally in the service of CHOA-THOOM. She is more than 500
years old, for as one might expect, the high priesthood of death gods are in
35S-15. Faces of the Death God a position to avoid death for quite a long time. Her face is featureless: the
eyes are gone, for she perceives without them, the nose is gone, and her
mouth has no lips. When she speaks, her long tongue appears to sharpen
to a point, like a rats tail, and she has no visible teeth.
A strange, horrid bas-relief is carved into the cavern No living being knows that Baha Shah is the person responsible for the
wall here, 10 ft. above the waterline. It depicts a fish- Annihilation in the City of Izamne. She quietly incited the leaders of
like face with a mouth full of teeth, and tentacles trailing the Kshamarat and Avarthamna dark stalker civilizations to massacre the
underneath. The carven tentacles extend down below the entire Teratashian civilization. Likewise, she engineered the (otherwise
waterline. inexplicable) decision of Izamnes leaders to bring all the bodies here to
the Flagon of the Death God and dump them into the waters. By doing so,
the rulers of Izamne unintentionally gave CHOA-THOOM tremendous
There are three of these locations, with their gazes meeting at Area new strength, all due to the godlings brilliantly cunning high priestess.
35S-9. If anyone touches the face of the god, its eyes light up with a sickly,
yellow illumination, casting a very dim beam almost invisibly into the BAHA SHAH, HIGH PRIESTESS OF CHOA-THOOM CR 14
distance. The eyes remain lit for 6 hours before dimming again (or they XP 38,400
may be extinguished earlier if the visitation appears at Area 35S-9). Female dark stalker cleric of CHOA-THOOM 3/mystic
theurge 10/wizard 3
CE Medium humanoid (dark folk) (The Tome of Horrors
35S-16. Mushroom Island Complete 143 Dark Stalker)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +12
Aura evil
This island is covered with a forest of tall mushrooms, AC 19, touch 15, flat-footed 14 (+2 armor, +4 Dex, +1 dodge,
some of them 15 ft. tall, although most are no more than +2 natural)
10 ft. or so. The fungi are of all different colors, and look hp 133 (13d6+26 plus 9d8+18 plus 3)
like they are many different species. There is a heavy fern
Fort +11; Ref +14; Will +17
undergrowth around the base of the mushrooms, so you
Weaknesses light blindness
cannot see more than 10 ft. or so into this strange forest.
Speed 35 ft.
52
Chapter 8: Flagon of the Death God
Melee +1 quarterstaff +15/+10/+5 (1d6+4) to find or attack. She uses this bought time to cast protective spells upon
Special Attacks channel negative energy 4/day (DC 12, herself and to call forth a piscodaemon out of the lake, for she is always
2d6), hand of the apprentice (7/day), poison, spell synthesis attended by one of these aquatic nightmares. She does not attempt to
Spell-Like Abilities (CL 6th): summon CHOA-THOOM for help; even the godlings high priestess is
At willdeeper darkness, detect magic, fog cloud not favored enough to use CHOA-THOOM as a mere bodyguard.
Domain Spell-Like Abilities (CL 6th; melee touch +16): When (or if) the high priestess is ready to go toe-to-toe with her enemies,
7/daybleeding touch (1 round), touch of evil (1 round) she generally begins by speaking a blasphemy unless she is faced by a small
Spells Prepared (CL 13th; melee touch +16, ranged number of high-level opponents, in which case she casts blade barrier and
touch +16): then ice storm before casting any spells that can be completely negated by
7thblasphemyD (DC 21), blasphemy (DC 21) saves. If she considers herself threatened, she retreats by speaking her word
6thblade barrier (DC 20), create undeadD, word of recall of recall (and if that is prevented, she simply swims underwater, trying to
5thcommune, flame strike (DC 19), slay livingD (DC 20), reach safety before returning to the temple [Area 35S-13]).
symbol of pain (DC 20) Baha Shahs word of recall spell returns her to Area 35S-13F, assuming
4thchaos hammer (DC 18, x2), cure critical wounds (x2), that the pentacle has not been badly damaged.
divine power, unholy blightD (DC 18)
3rdcontagion (DC 18 , x2), locate object, magic circle
against goodD, prayer, speak with dead (DC 18)
2ndalign weapon (evil only)D, darkness, hold person (DC
35S-18. Cave Cove with Beach (CR 10)
16 , x2), silence (DC 16), spiritual weapon
1stcause fearD (DC 16), command (DC 15), doom (DC
16), inflict light wounds (DC 16), protection from good, This cavern has strange echoes in it; they seem to return
protection from law with a sinister undertone, not something you can really
0 (at will)bleed (DC 15), detect magic, guidance, define, but unpleasant. A high shelf of rock is about 30 ft.
resistance above the water level in the eastern part of the cavern.
D Domain spell Domains Death, Evil
Spells Prepared (CL 13th; melee touch +16, ranged touch +16):
7thfinger of death (DC 22) Monster: The rock shelf is the lair of a band of 12 crabmanes. They
6thgeas/quest (x2) attack anything that looks like potential prey.
5thcloudkill (DC 19), feeblemind (DC 19), telekinesis
4thbeast shape II, black tentacles (x2), confusion (DC 18), CRABMANES (12) CR 3
ice storm XP 800
3rdclairaudience/clairvoyance, fireball (DC 17), fly, slow hp 15 (see the Monster Appendix)
(DC 17), water breathing Treasure: Anything interesting that the crabmanes discover in the waters
2nddarkness, daze monster (DC 16), invisibility, mirror of the lake, they bring back to the rock shelf and hide away in the shell of
image, protection from arrows a (dead) giant clam. Their treasure is eclectic, comprising the following: 4
1stcharm person (DC 15), magic missile (x2), shield, sleep takkas, 298 gp, 572 sp, 3 pearls (500 gp), 1 diamond (1,000 gp), a cat skeleton,
(DC 15) a water-damaged scroll (useless) in a damaged ivory case (20 gp), a demons
0 (at will)acid splash, detect magic, ray of frost, touch of claw, a mold-covered brass box (worthless and empty), a sapphire carved into
fatigue (DC 15) the shape and size of a dwarfs nose (1,000 gp), a glove with unnaturally
long fingers covered with seed pearls (2,000 gp), bracers of armor +2, a rock
Str 14, Dex 18, Con 14, Int 19, Wis 18, Cha 13 shaped like a chicken foot, a watertight scroll case with a scroll carrying the
Base Atk +12; CMB +14; CMD 29 spells mass invisibility and clone, the magic sword called Thresher (see the
Feats Combat Casting, Dodge, Double Slice, Fleet, Magic Item Appendix), and a set of masterwork thieves tools.
Improved Initiative, Leadership, Mobility, Scribe Scroll,
Spell Focus (necromancy), Spell Penetration, Two-weapon
Fighting, Weapon Finesse
Skills Climb +10, Diplomacy +17, Fly +12, Heal +13, Intimidate
35S-19. Island of Chains
+13, Knowledge (arcana) +19, Knowledge (dungeoneering)
+19, Knowledge (planes) +19, Knowledge (religion) +19,
Perception +12, Sense Motive +20, Sleight of Hand +5, This island rises only 3 ft. above the waterline. It is
Spellcraft +21, Stealth +8, Survival +22 covered with skeletons that appear to be chained to the
Languages Abyssal, Common, Dark Folk, Goblin, rock by their hands and feet.
Undercommon
SQ arcane bond (+1 quarterstaff), combined spells, death
throes, poison use There are 107 skeletons here, the remains of people sacrificed to CHOA-
Gear leather armor, +1 quarterstaff, belt pouch containing THOOM. None of the skeletons are animated. Sacrifices are performed
20 gp, 20 sticks of incense, watertight bag containing the here only once per year (about 50 slaves at a time), unlike the normal
Skinbook of CHOA-THOOM (see the Magic Item Appendix), sacrifices held on the sacrificial platform at the Temple.
3 black pearls from the River Styx (worth 5,000 gp each),
a small, jeweled platinum incense burner (worth 500 gp),
platinum unholy symbol of CHOA-THOOM with a sapphire 35S-20. Stairs to the Aerie (CR 9)
setting (worth 1,500gp)
DAEMON, PISCODAEMON CR 10
A stone stairway, 10 ft. wide, arches out of the water
XP 9,600
toward a circular metal door in the cavern wall, 100 ft.
hp 137 (see Hex 35S, Wandering Monsters)
above the waterline. A boat is moored to the base of the
stairs, where there is an iron ring bolted to the stone.
Tactics: In battle, especially if she has been caught unawares, Baha
Shah casts water breathing and dives into the lake, where she is difficult
53
Cyclopean Deeps 2
are killed, subtract them from the roster in Area 35S-23B. The cairnshee
The stairs are normal, and are not trapped or dangerous. The door, tunnels lead from here to Area 35S-23B, but do not connect to the rest of
however, is an enslaved greater earth elemental twisted into this shape Aouc Jamacs aerie; if the cairnshees retreat into their rat tunnels they are
by its hated master, Aouc Jamac. It is under orders to kill anyone who not able to warn the wizard. The cairnshees are fanatic servants, but if they
attempts to open it without saying something along the lines of we are are obviously threatened they make for their tunnels.
friendly to Aouc Jamac, or we are bearing a message, or we are here The deep horizontal grooves in the walls are designed to allow the
to see the wizard. The elemental desperately wants someone to kill Aouc cairnshees to climb the walls easily, like a ladder. They are not part of a
Jamac, but it is constrained by its orders and its limited intelligence. If trap, although they look suspicious.
the characters appear not to realize that theres a password, the elemental
tries to elicit something anything that allows it to pass them through
without violence. If the characters arent able to take the elementals hints,
though, it is forced to attack them when they try to get through.
35S-22. Cave Entrance
The earth elemental, Gothormol, is shaped to look like the door until Note: This is the description for the cave entrance below the corridor,
it attacks, when it takes its normal, amorphous rock shape. Before it re-
not for the corridor that connects Areas 35S-33 and 21. Almost 70 ft. of
shapes, Gothormol simply forms a mouth in the middle of the door to
stone separates the cavern roof here from the corridors floor.
handle the vocalizations. If the characters conclude that they are talking to
a magic mouth spell, do not correct them. It is an honest mistake.
35S-21. Antechamber This is the entrance to the caverns below the aerie, where Aouc Jamacs
cairnshees have their lair.
Str 18, Dex 19, Con 17, Int 11, Wis 16, Cha 17
The walls of this room are riddled with small holes, 1-2 ft. Base Atk +0; CMB +2; CMD 16
or so in diameter. Feats Skill Focus (Craft [trapmaking])B, Toughness
Skills Climb +9, Craft (trapmaking) +8, Knowledge (local) +5,
Knowledge (nature) +5, Perception +8, Stealth +17
The room contains a total of 43 of these holes, leading into rat-tunnels Languages Sylvan, Undercommon
that branch and recombine, rising in a labyrinthine tangle toward Area Gear dagger, ragged clothes, cloth pouch containing 1
35S-21, in Aouc Jamacs aerie. The room, and the tunnels just beyond, opal (100 gp)
comprise the lair of 27 cairnshees, all of them fanatical servants of
the powerful wizard Aouc Jamac. As soon as the cairnshees detect any
activity, 5 of them go through their tunnels to the docks of Area 35S-23 35S-24. No Piercers Here Cavern
to see if the intruders have a boat, and whether it is guarded. If a boat is
left unguarded, the cairnshees take it and (with enormous physical effort
if oars are needed) row it to the base of the stairs at Area 35S-20, whence This cavern is an extension of the lake, but the cavern
they inform Aouc Jamac of their daring theft, and offer him the boat as is not very high. There is only 20 ft. from the stalactite-
tribute. covered ceiling to the waterline.
Traveling the rat tunnels. If a character uses a potion of gaseous form,
or magically diminishes in size, it is possible to get into the tiny tunnels
and explore. The characters almost immediately discover that the attempt Nothing is in this cavern. Piercers are not a risk: The ones that have
is a waste of time. For each 10 minutes that a character explores, there is periodically moved into the cavern have all, rather inevitably, drowned
a 25% chance of becoming lost, a 25% chance of encountering a single in the water.
cairnshee, a 25% chance (if solid rather than gaseous) of suffering 1 point
of damage from a tiny trap, and a 3% chance of finding the Redoubt. If a
character is lost in the rat warren, there is a 5% chance of finding the way
back (checking each 10 minutes). A lucky character might be lost only
35S-25. Large Docking Cavern
for an hour.
The Redoubt is a 10 ft. x 10 ft. chamber where the king of the cairnshees
keeps his treasure. This is a pile of 1 takka, 23 gp, 80 sp, 101 cp, a 50 ft. strand This side cavern has such a wide entrance that it is almost
of a rope of climbing, and a sapphire worth 200 gp. The rope of climbing not a separate cavern. [A dwarf looking at the sides notices
strand does not support much weight (50 pounds), but it can still be used. that the entrance to the cavern has been widened at some
point in the distant past.] The cavern has a stone dock
CAIRNSHEES (27) CR 1/3 excavated into the southern and eastern walls. Two carved
XP 135 tunnels lead from the docks into the eastern wall.
CE Tiny fey (see Monster Appendix)
Init +2; Senses darkvision 60 ft.; Perception +5
Nothing of interest is in the docking cavern.
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d6+1 plus 3)
Fort +1; Ref +4; Will +3
DR 5/magic or silver; Immune charm effects, fear effects
35S-26. Boats
Speed 30 ft.
Melee dagger +4 (1d2+2), or bite +4 (1d3+2) A set of long stone racks has been assembled against
Ranged dart +4 (1d2+2) the north wall of this chamber, and two boats made of a
Space 21/2 ft.; Reach 0 ft. spongy-looking material are stored here on the racks.
Str 14, Dex 15, Con 13, Int 7, Wis 12, Cha 13
Base Atk +0; CMB +0; CMD 12 The boats are made of woven fungus fibers, and can hold 8 passengers
Feats Skill Focus (Craft [trapmaking])B, Toughness each. Ten oars are stacked beside the boats (fungus, stiffened by the
Skills Climb +6, Craft (trapmaking) +5, Perception +5, Stealth +14 preparation process).
55
Cyclopean Deeps 2
hp 102 (8d6+24 plus 5d10+15 plus 8)
35S-27. Hunters Hideout (CR 12) Fort +8; Ref +11; Will +12
Immune mind-affecting effects, paralysis, poison; SR 23
Speed 30 ft.
The burned ashes of an old campfire are piled up against Melee mwk dagger +15/+10 (1d41/1920) or bite +14 (1d6-1)
this chambers east wall, and now that you are close to the Special Attacks poison
room you can faintly smell bacon. Spell-Like Abilities (CL 4th):
At willdisguise self (humanoid form only), ventriloquism (DC
15)
This chamber is currently occupied by an unlikely pair of adventurers, 1/dayblur, dominate person (DC 18), major image (DC
a bugbear (Hargruf) and a serpent-man (Ikosh-Tasha). They are 17), mirror image, suggestion (DC 16)
currently on retainer with the Archmage Jupiter Kwan, tasked with Spells Known (CL 8th; ranged touch +14):
collecting a large quantity of the mushrooms that grow in Area 35S-16. 4th (4/day)wall of fire
They are understandably cautious: In addition to the monsters in the area, 3rd (6/day)dispel magic, fireball (DC 17), fly
2nd (7/day)invisibility, mirror image, see invisibility, web
any servant of Jupiter Kwan caught here by the servants of Aouc Jamac
(DC 16)
would suffer a very unpleasant death. If the characters offer some sort of
1st (7/day)cause fear (DC 15), charm person (DC 15),
partnership, Hargruf and Ikosh-Tasha might agree to a joint expedition
grease, identify, mage armor, magic missile
to finish gathering fungi on the island (with a DC 22 Diplomacy check), 0 (at will)acid splash, bleed (DC 14), daze (DC 14), detect
then getting back to the Hidden Worlds of Jupiter Kwan to deliver the magic, light, prestidigitation, ray of frost, read magic
ingredients and get paid. However, since they are the ones who set Bloodline Arcane
everything up and got the map and compass, they would expect a double
share. The fact of the matter is that they have gotten very nervous about Str 8, Dex 21, Con 17, Int 18, Wis 15, Cha 18
their chances of survival without more partners. They have been working Base Atk +9; CMB +8; CMD 24
together as a team for more than 2 years, and do not betray each other. Feats Alertness, Combat Casting, Combat Expertise, Dodge,
Eschew Materials, Great Fortitude, Improved Initiative,
HARGRUF CR 9 Mobility, Weapon Finesse
XP 6,400 Skills Acrobatics +10, Bluff +15, Disguise +9, Escape Artist
Male bugbear fighter 7 (Pathfinder Roleplaying Game +18, Fly +12, Intimidate +15, Knowledge (arcana) +15,
Bestiary Bugbear) Knowledge (dungeoneering) +15, Perception +15, Sense
CE Medium humanoid (goblinoid) Motive +9, Spellcraft +15, Stealth +16, Use Magic Device +19;
Init +1; Senses darkvision 60 ft., scent; Perception +8 Racial Modifiers +8 Escape Artist, +4 Use Magic Device
Languages Aklo, Common, Draconic, Dwarven,
AC 24, touch 11, flat-footed 23 (+9 armor, +1 Dex, +4 Undercommon; telepathy 100 ft.
natural) SQ arcane bond (ring), bloodline arcana (+1 DC for
hp 78 (3d8+3 plus 7d10+7 plus 7) metamagic spells that increase spell level), metamagic
Fort +7; Ref +6; Will +3; +5 vs. fear adept (2/day)
Defensive Abilities bravery +2 Gear machete, masterwork dagger, arcane bond ring, belt
pouch containing 5 sapphires (worth 500 gp each) and 5
Speed 30 ft. (20 ft. in armor) jhoat-sticks (worth 25 gp each), hooded yellow cloak, red
Melee greatsword +13/+8 (2d6+5/1920) snake-amulet (see Chapter 5)
Ranged javelin +10 (1d6+3) or longbow +10/+5 (1d8/x3)
Special Attacks weapon training (heavy blades +1) Poison (Ex) Biteinjury; save Fort DC 15; frequency 1/round
for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is
Str 17, Dex 13, Con 13, Int 10, Wis 10, Cha 9 Constitution-based.
Base Atk +9; CMB +12; CMD 23
Feats Blind-fight, Cleave, Great Cleave, Improved Natural Treasure: The partners have already harvested 2 large bags of
Armor, Intimidating Prowess, Power Attack, Skill Focus mushroom fiber (25 pounds per bag). They estimate that the island can
(Perception), Toughness, Vital Strike produce another 50 pounds of the type of mushrooms Jupiter Kwan wants,
Skills Acrobatics 3 (7 to jump), Climb +9, Intimidate +17, but a person can only harvest 10 pounds of the fibrous stuff in a day.
Perception +8, Stealth +7; Racial Modifiers Jupiter Kwan pays 100 gp per pound for the fibers if they are delivered to
+4 Intimidate, +4 Stealth
him in the Hidden Worlds.
Languages Common, Goblin
SQ armor training 2
Gear full plate, 2 daggers, greatsword, 3 javelins, longbow,
50 arrows, machete (treat as a handaxe), belt pouch 35S-28. Turtle Island (CR 12)
containing 1 takka, 2 small pearl earrings (worth 50 gp
each), and 20 gp, backpack containing a wheel of cheese,
a rasher of bacon, 2 weeks trail rations, and a map and This island is a rocky outcropping rising like a knife out
compass of the hidden worlds of Jupiter Kwan (see Chapter
of the lake water.
9). The compass radiates faint divination magic if detected.
IKOSH-TASHA CR 10
XP 9,600 The island is the lair of 2 giant snapping turtles. If they detect anyone
Female advanced serpentfolk sorcerer 8 (Pathfinder coming near, they splash into the water rather than be caught on land.
Roleplaying Game Bestiary 2 Serpentfolk) They are quite fearless, and regard any humans (even in boats) as potential
NE Medium monstrous humanoid prey.
Init +9; Senses darkvision 60 ft., scent; Perception +15
GIANT SNAPPING TURTLES (2) CR 10
AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 XP 9,600
natural) The Tome of Horrors Complete 696
56
Chapter 8: Flagon of the Death God
N Gargantuan animal (aquatic) The Hand of Understanding
Init +2; Senses low-light vision, scent; Perception +20
1d4 Result
AC 20, touch 4, flat-footed 20 (2 Dex, +16 natural, 4 size) CHOA-THOOM is waiting for the characters when
hp 150 (12d8+84 plus 12) they emerge into the water cavern of Area 35S-
Fort +15; Ref +6; Will +7 29. The godling reads their minds (refer to the
description of the godling to determine results) and
Speed 10 ft., swim 20 ft. then demands tribute. It does not indicate what
Melee bite +16 (2d10+16/1920 plus grab) 1 sort of sacrifice it desires, even if questioned. If it
Space 20 ft.; Reach 15 ft. is given valuable goods (thrown into the lake) it
Special Attacks swallow whole (2d8+11 acid damage, AC leaves after receiving 2,000 gp worth of valuables.
18, 15 hp) It also accepts blood, as little as a single drop. The
Str 33, Dex 6, Con 25, Int 2, Wis 13, Cha 6 first person to donate blood in this fashion gains +1
to Constitution (permanent).
Base Atk +9; CMB +24 (+28 grapple); CMD 32 (36 vs. trip)
The person placing a hand in the indentation has
Feats Endurance, Improved Critical (bite), Improved
a vision of CHOA-THOOM beneath the waters of
Initiative, Iron Will, Skill Focus (Perception), Toughness
the lake, and may become determined to join the
Skills Perception +20, Swim +24
godling there (a DC 20 Will save negates). If the
SQ amphibious
2 character fails the save, he or she attempts to leap
into the lake and swim downward forever. Since the
35S-29. High Tunnel River Styx is connected to the bottom of the lake,
this is actually theoretically possible; but in actuality,
drowning interrupts the underwater journey.
The person placing a hand in the indentation has
A very steep slope leads up to a tunnel in this caverns a vision of CHOA-THOOM beneath the waters of
eastern wall, about 50 ft. above the waterline. the lake, but instead of being captivated by the
3
godling, the character suddenly has a series of
epiphanies about the primordial beginnings of
The slope up to the tunnel is wet and slippery, requiring a DC 10 Climb things, and gains +1 to Wisdom (permanent).
check to scale. Anyone holding a rope can climb to the top without any danger.
All of the PCs within 50 ft. of the hand (but not the
person whose hand is in the indentation) have
35S-30. Empty Room visions that drive them temporarily mad (a DC
20 Will save negates). For 1d4+1 rounds, each of
the maddened characters relentlessly attacks a
randomly chosen opponent in the room. Spellcasters
This chamber is apparently empty. do not cast spells; they attack physically, with one
4
exception. A maddened spellcaster who can cast
either a death spell or finger of death casts these
The room is indeed empty. spells immediately. If a character kills another and is
still in a state of madness, the mad character seizes
the other characters body and tries to drag it to the
35S-31. Underwater Scenes lake, where, if not stopped, the character throws the
body into the waters as a sacrifice to CHOA-THOOM.
panel where they all looked quite similar to each other. In the center of the
The walls of this room are covered in murals depicting lumpy fish-creatures body is an indentation the shape of a hand, although
scenes of an underwater realm. slightly larger than that of a human.
These three panels illustrate the great primordial event of the Flagon of the
Death God, the opening of a fissure between the lake bottom and the waters of
If the characters inspect the murals, they see that there are 3 panels: the River Styx. As depicted in the murals, the waters of the Styx changed and
Panel #1 shows a multitude of normal looking cavefish swimming empowered a being of Chaos, CHOA-THOOM, eventually turning it into a
through seaweed. In the center of this panel is a single discordant element, godling. The creature in the last panel is recognizable to anyone who has seen
a huge, lumpy shape with many eyes, growing from the bottom of the the Faces of the Death God at Areas 35S-15, and vice versa.
picture by ropy strands. If anyone places a hand in the indentation, there are several possible
Panel #2 is divided into a top and bottom by a wide horizontal band. The outcomes. Roll on The Hand of Understanding table above.
top part of the panel looks like the scene in the first panel, complete with ugly,
lumpy, many-eyed horror. Meanwhile, the bottom part of the panel shows
a river with a skeletal oarsman on a dark boat, rowing terrified people from
one side of the river to the other. Three lobster-like demons are swimming in
35S-32. The Cove
the water. At the very center of the panel is a gap in the horizontal line that
separates the top and bottom scenes. A wavy black line is painted through the
gap, branching like a slender tree into the top half of the panel. A rock shelf rises 10 ft. above the water, forming a deep
Panel #3 shows the lumpy creature from the first two panels, but it has balcony.
grown to twice its original size, resolved its shape into something vaguely
fish-like, and grown long tentacles from its belly. The three lobster-like
demons from the earlier panel are arranged around it, bowing. There are A massive snake skeleton is on the rock shelf, a monster that would have
still cave fish in this panel, but they are all different shapes, unlike the first been 20 ft. long before it died. This area is actually quite safe, because the
57
Cyclopean Deeps 2
other creatures of the lake habitually avoid it, fearing the giant snake. This
is a good place to camp, and if the characters are operating under any sort
of divine guidance, they are told that this is a good refuge.
Although the room looks like a wreck, this is simply the way Aouc
Jamac works.
If the characters teleported here from Hex 2C Area 2C-8 (Chapter
6), they arrive inside the pentacle. Anyone teleporting into the pentacle
must succeed on a DC 20 Fortitude save or be paralyzed for 1d6 minutes.
Their arrival causes a loud chime to sound, which immediately alerts the
inhabitants of the aerie. The pentacle operates to hedge out any planar
outsiders (such as an angry earth elemental named Gothormol, who is Aouc
Jamacs resentful slave). One passageway leads north out of the room.
The passageway to the north is trapped with a symbol of stunning.
The password is Aouc Jamac. (Ones own name is obviously a weak
password, but the wizards servants had a tendency to forget anything
else; the corridor was always carpeted with stunned cairnshees until Aouc
Init +6; Perception +15
Jamac gave up on complicated wizardly passwords).
AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)
SYMBOL OF STUNNING TRAP CR 10
hp 51 (14d6)
XP 9,600
Fort +4; Ref +8; Will +10
Type magical; Perception DC 32; Disable Device DC 32
Speed 30 ft.
Trigger visual; Reset automatic; Bypass speak the name
Melee +1 quarterstaff +7/+2 (1d6)
Aouc Jamac
Special Attacks hand of the apprentice (8/day)
Effect spell effect (symbol of stunning; DC 20 Will negates)
Spells Prepared (CL 14th; ranged touch +9):
7thprismatic spray (DC 23), spell turning
The books in this room are the more ordinary sorts of tomes one finds
6thantimagic field, chain lightning (DC 23), circle of death
in a wizards workroom; useful, but by no means priceless. There are 200
(DC 21)
pounds of books, and they are worth a total of 4,500 gp.
5thcone of cold (DC 22), teleport, transmute rock to mud,
wall of force
35S-34. Aerie of Aouc Jamac (CR 11) 4thconfusion (DC 19), dimension door, fear (DC 19), fire shield
3rdfireball (DC 20, x2), lightning bolt (DC 20, x2), slow (DC 18)
2ndinvisibility, minor image (DC 17), mirror image, see
invisibility, web (DC 17)
This room is lavishly furnished with a comfortable bed, 1stcharm person (DC 16), magic missile (x2), protection
many deep carpets, and a copper lamp that levitates in the from evil, shield, sleep (DC 16)
middle of the room. A wooden wardrobe is against the north 0 (at will)acid splash, detect magic, prestidigitation, read
wall, next to a shelf of books. A writing desk, armchair, and magic
a long sofa occupy the east of the room.
Str 8, Dex 14, Con 10, Int 20, Wis 13, Cha 12
Base Atk +7; CMB +6; CMD 19 no, I was looking at the wrong
This is the Aerie of Aouc Jamac, so named because it is a set of block. I thought it was missing, my mistake
chambers much higher above the lakes waterline than any of the other Feats Combat Casting, Craft Wondrous Item, Dodge,
tunnels around the Flagon. Improved Initiative, Greater Spell Focus (evocation),
Lightning Reflexes, Maximize Spell, Mobility, Scribe Scroll,
AOUC JAMAC CR 13 Spell Focus (evocation), Spell Penetration
XP 25,600 Skills Appraise +20, Craft (sculpture) +20, Fly +17, Knowledge
Male human wizard 14 (arcana) +20, Knowledge (dungeoneering) +20, Knowledge
CN Medium humanoid (human) (local) +20, Knowledge (planes) +20, Knowledge (religion)
58
Chapter 8: Flagon of the Death God
dead, charm monster, confusion, dimension door, fear, remove curse;
5thcloudkill, magic jar, telekinesis, teleport, transmute rock to mud,
Aouc Jamac wall of stone; 6thcircle of death, legend lore.
Chapter 9: Hidden
Worlds of Jupiter Kwan
Earlier chapters have already described a number of ways to find
Introduction Kwans domain, and Hex 29U (one of the minor hexes described in
this chapter) contains yet another possible entrance to the hidden
worlds. The Hidden Worlds area is an extra-planar area; it does not
The mysterious Archmage Jupiter Kwan is unusual among the exist in the same material plane of existence as the Cyclopean Deeps.
other truly powerful individuals in the Cyclopean Deeps, for he has Rather, it is located in the gaps between any true planes of existence; it
no desire to conquer or control the region. Kwan is too interested in is a labyrinth of dimensional fragments, strands, tubes and organelles,
magic, and in manipulating the substance of the dimensions, to bother assembled from unused or decomposing bits of planar material that
with schemes of conquest. Nevertheless, as a matter of basic self- the archmage has magically trawled forth from the voids and sewn
defense, Kwan has built a system of allies, clients, and minions over together into a mazelike fortress of defenses, traps, gardens, and self-
the years, and it appears that his preparations will eventually be tested contained paradises.
by the Cult of Isclaadra (see Chapter 12). To the cult, Jupiter Kwan Since the Hidden Realms are a closed system, they should fit into
represents a major threat to their conquest of the Deeps, and it is only virtually any cosmology containing a void or an astral plane of some kind,
a matter of time before the demon-princes forces attempt to remove so if you are using a different system of planes and dimensions, the Hidden
him from the equation. The characters could potentially be recruited Worlds most likely wont contradict anything that already exists in your
by either side of this conflict, possibly without even realizing that their world. It is simply elsewhere from whatever the characters have already
new friends are about to be engaged in a ferocious, bloody war that seen. The great void of the Ginnungagap is a part of the mythology of the
crosses the very dimensions of reality. Lost Lands, the campaign world of Frog God Games and its predecessor
60
Chapter 9: Hidden Worlds of Jupiter Kwan
Necromancer Games, so if you are using the Lost Lands, the Hidden If the map is visible:
Worlds are officially part of that cosmology.
22T-1. Northwest Corridor See the Player Map of the Hidden Worlds. It may be worthwhile to copy
This is a broad, primary corridor. It is hewn stone, supported by stone the Player Map and hand it to the players for reference.
buttresses in the walls.
Alcove D. Necromantic Amphitheater
22T-2. Hall of Alcoves
The back of this alcove is painted with a mural of a chariot
race. It appears to be taking place in a large underground
This is a 40 ft.-wide gallery that runs north-south. There cavern, for stalactites hanging from the cavern ceiling are
are three semicircular alcoves in the west and the east walls visible. The chariots are drawn by gaunt cavern lizards, and
of the gallery. The gallery runs 100 ft. in length from the are driven by zombies with a hellish light shining from their
north to the south. eye sockets. The spectators sit in galleries, pillar-supported
balconies carved directly into the wall of the amphitheater.
There appear to be five levels of these galleries.
This scene depicts a battle long ago, of no real significance, when some
knights of a religious order teleported into the Deeps. As the mural shows, Alcove E. Bad Painting
their expedition came to a bad end. It is a mystery why anyone would
have painted it, or how anyone other than the spiders would have known
of the event. After all, spiders are not much given to wall painting, even The back wall of this alcove is covered with a mural of
the giant ones. leaves and mushrooms twining together. It is an amateurish
effort, with numerous unsightly blobs and smears of paint.
Alcove B. Bare Plaster
This mural is just what it appears to be: a badly painted mural.
This alcove was never painted with the mural it was supposed to bear. This hall runs from east to west. A 30 ft.-wide corridor
Behind the plaster is only bare rock. opens in the eastern part of the halls south wall, and
another chamber is in the western part of the south wall.
Alcove C. Map
This room contains nothing of interest.
62
Chapter 9: Hidden Worlds of Jupiter Kwan
named Niazireng. The statue is not magical, nor is it valuable.
The mist that lies on the surface of the pool of water is a mihstu. It
attacks anyone who tries to reach through it, or seems ready to attack it. Hex 24Q:
MIHSTU
XP 2,400
The Tome of Horrors Complete 426
CR 6
Headhunter Camp
NE Medium outsider (air, elemental, extraplanar) This chamber is the lair of a group of trolls that have been hiking around
Init +10; Senses darkvision 60 ft.; Perception +13 the tunnels, collecting heads.
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural) 24Q-1. West Corridor
hp 60 (8d10+16)
Fort +8; Ref +12; Will +4 A wide primary corridor with no unusual features, leading ultimately
Defensive Abilities resistance to missile attacks; DR 10/ to Hex 29-U.
magic; Immune electricity, elemental traits; SR 13
Weaknesses susceptible to cold
63
Cyclopean Deeps 2
26U-1. North Tunnel A ledge winds its way along the side of the rock wall here,
overlooking a treacherous pool of water that churns around
If the characters are entering the map from this tunnel: violently before plunging down to the lower cavern.
This cavern is 70 ft. above the floor level of the waterfall cavern, Area
This is a naturally-formed tunnel following what seems
26U-3. It is the behirs lair. If one or more characters have moved stealthily
to be an old, dried-up channel through limestone. The
walls are swirled with strange, abstract patterns. There is through the cavern in Area 26U-3 and somehow managed to scout their
a roaring noise ahead. way up the waterfall without making any noise, they might surprise the
monster in its lair, although this is very unlikely.
The patterns on the wall are the result of flowing water that once cut BEHIR CR 8
through here and later changed course. Now the water runs from above XP 4,800
into the waterfall in Area 26U-3, and then down through a sinkhole. The hp 105 (Pathfinder Roleplaying Game Bestiary Behir)
roaring noise is the waterfall ahead.
Treasure: The behir has collected a large pile of bones. It brings its
victims into the cavern to eat them, eventually pushing the remnants
26U-2. West Tunnel into the water when the pile gets large enough to interfere with its
movement. The bone pile contains the skeletons of 8 bugbears, 3
If the characters are entering the map from this tunnel: goblins, 4 kobolds, 2 humans, 5 duergar, 6 dark creepers, 2 troglodytes,
and 1 serpentfolk. Searching the pile reveals the following treasure in
addition to the bones:
14 takkas (25 gp each), 1,563 gp, 2,021 sp, 4,503 cp, 2 amethysts (50 gp
This naturally-formed tunnel rises gently upward each), 1 pearl (500 gp), a necklace of amber beads (500 gp), a platinum-
toward the east. The walls are rippled with strange, chased silver cup (250 gp), a +1 short sword that grants +2 on saves against
horizontal markings. Ahead, you hear an echoing, electricity, 7 potions of cure serious wounds, a scroll of invisibility, and a
constant roaring noise.
blue pill of regeneration (acts like a ring of regeneration but only lasts for 8
hours) contained in a box with 5 other pills (these are mild euphorics worth
10 gp each; DC 15 Fortitude save or be sickened for 1d3 x 10 minutes).
The rippling marks on the walls are, as with Area 26U-1, the mark of
water that once ran down this tunnel but now falls through the sinkhole in
After the shadows return from their hunt, they circle around the stone
The Map
circle in a dark vortex. They are helpless for a period of one day, and if
As you can see, the map of Jupiter Kwans domain is quite unusual.
they are attacked while resting in their vortex non-magical weapons can
It represents a void in extra-dimensional space, along with the various
hit them. They do not attack.
If the characters enter through the wall without breaking the seal (or structures located in the void, a system of pocket dimensions sewn
enter within a day after the shadows have returned from the hunt), they see together into tubes and bubbles.
the shadows circling, but the shadows attack immediately.
Starting Points and Tubules
SHADOWS (20) CR 3 The characters starting point is one of the 4 areas marked Reality.
XP 800 Each Reality is numbered, and leads into a tubule. The tubule is shown as
hp 19 (Pathfinder Roleplaying Game Bestiary Shadow) a pathway of solid lines, segmented by curved hash-marks. The tubules
connect and feed several different pocket dimensions (the wider chambers
Treasure: At the center of the stone circle, a sword is stuck into the
in the tubule system), and also connect the four places where reality
stone. If it is removed, the inside of the stone circle becomes a vortex,
intersects with the system.
pulling anyone standing on it downward. The character must make a DC
15 Reflex save or incur 5d10 points of damage. If the character is holding
the sword, it pulls the character back out of the vortex to safety. If the Tubules
character was not holding the sword for example, was standing in the The most obvious feature of the map is the system of tubules. These are
circle when another character pulled out the sword the character has formed out of pieces of dimensional membrane, pieces that peeled away
one chance to grab the edge of the floor (a DC 20 Reflex save) or be pulled from other realities, usually due to rot. Jupiter Kwan collects these and
into the vortex. The character is lost on another plane and has to find their sews them together into the tubule system. Once a piece of membrane is
own way back. curved around in this way, it becomes one in a series of pocket dimensions.
The various places where there is a crossing between these tiny dimensions
are shown by curved hash-marks on the map. These appear to the characters
Hex 29U: Chamber as pockets of mist filling the tubule ahead. Crossing these mist gates is
disorienting but not dangerous or difficult. Many of the smaller tubules on
the map contain no mist gates at all; they can be entered or exited only by
of the Sphere and the crossing the tubule membrane itself. These are called minor tubules.
Unless otherwise specified, the tubules feel like they have gravity, and
Hidden Worlds
therefore a top, bottom, and sides.
All of the tubules are filled with the strange dimensional substance
known to scholars as ectoplasm (see Sidebox).
GM Notes
You, the GM, absolutely must read this chapter closely before trying
to run a group of players through the adventure. Jupiter Kwans domain Ectoplasm
operates with its own internal rules. Once you have a sense of how
movement works, the game will progress more smoothly than it might Ectoplasm is a trans-planar fluid that can be breathed easily;
it fills all of the tubules in the Hidden Worlds system, circulating
appear on the first read-through. The adventure will also be a much more
into various planes and realities. A successful DC 20 Knowledge
interesting experience if the characters have a Player Map, because the
[the planes] check, reveals that ectoplasm is a naturally occurring
map conveys a sense of how strange the area is, and probably give the
substance outside and between many planes of existence, and some
players the idea of trying to cross voids (or at least they are likely to come
scholars believe that it is the metaphysical opposite of darkmist.
up with the idea more quickly). If the players simply dont grasp that they
Ectoplasm causes darkmist to ignite and explode, which is one
could get through the tubule membranes, let them see one of the oculethes
of the reasons Jupiter Kwan deliberately pumps it in to fill the
floating by on the outside. Clues are acceptable; remember that puzzles
tubules of his trans-dimensional domain it protects him from
are always more difficult for the players than they seem from behind the being spied upon by the minions of the demon-prince Isclaadra
GMs screen. (see Chapter 12). If the characters uncork or break the container
of any bottled darkmist, it explodes on contact with the ectoplasm,
Nature of the Region inflicting 3d6 points of damage to anyone within 50 ft. of the blast
As mentioned in this chapters Introduction, the Hidden Worlds are (DC 20 Ref for half damage).
made from bits and scraps of several decaying dimensions and lesser The flow of ectoplasm is not directional (it flows in a direction
planes, which Jupiter Kwan stitched together into a system of tubules defined by dimensions the characters cant perceive). However, in
much like a circulatory system. This system floats in the great Void known any given section of the tubules the ectoplasm can be extremely
as the Ginnungagap, connected to normal reality by only a few strands. and even dangerously turbulent as it moves through the area.
Since Jupiter Kwan is involved in many activities in the Cyclopean Deeps
65
The Worlds of
Jupiter Kwan
Cyclopean Deeps 2
66
Chapter 9: Hidden Worlds of Jupiter Kwan
membrane into a tubule or into a void contents of tubules and voids are
Movement described in the Contents section.
The map shows: (1) numbered areas, (2) unnumbered voids, (3) small Personal Effect of Crossing Dimensional Membranes (solid map lines)
tubules, and (4) major tubules. The characters arrive at one of the four places
where reality adjoins the hidden worlds, and move through the tubules or across Some effects, whether beneficial or baneful unless otherwise specified,
the voids, pursuing whatever mission or exploration theyre engaged in. require a save, which, if passed, negates the effect entirely.
To move from one area to another, the characters must either cross
through a membrane (a solid line of the map) or move through a 1d100 Effect
dimensional bend in one of the tubules (the curved hash-marks).
135 No effect
Movement along the Tubules Stuck (minor). The character is still struggling
through the membrane when the others get
Traveling along a tubule through one of the curving hash-marks is
through. The character effectively does not exist
actually to move from one pocket dimension to another, although the 3642
characters perceive it as passing through a cloud of mist that blocks the in the new area for a period of 1d3 rounds. This
tubule. To get through a mist-gate, a character must be within 50 ft. of the effect is automatic; no save or magic resistance
gate and concentrating on getting past it. The characters outline becomes allows the character to get through any faster.
blurry, and a wisp of vapor slowly extends from the character to the mist- Stuck (badly). The character is still struggling
gate. The process of getting through takes a full 1 hour + 1d3 rounds from through the membrane when the others get
the time the character begins concentrating. During this time, the character through. The character effectively does not exist
4345
is not immune to the conditions inside the current pocket dimension, but in the new area for a period of 2d6+1 rounds. A
even taking damage does not break the characters concentration. DC 20 Will save is allowed; success reduces the
Emerging into the new dimension is disorienting; each character amount of time by half.
must succeed on a DC 20 Will save or be sickened for 1d4 rounds after
Slowed. The character is automatically slowed as
emerging. Using the tables, determine the contents of the new section 4648
per the spell for a full hour.
unless it is a numbered area.
Silenced. The character (but not the characters
49 gear) becomes completely inaudible for as long
Movement Inside a Tubule as the character is in this area.
(Combat and Tactical) 5051
Invisible. The character becomes invisible and
Once the characters are in a new tubule section (possibly disoriented by remains so until attacking or until leaving the area.
the journey, possibly suffering from the new conditions in this section),
Weakened. The characters Strength is reduced
movement from place to place inside the tubule section works the same 5253
by 4 while in the area.
way as normal movement.
Afraid. The character cowers in fear and is
54
shaken while in the area.
Movement within a Void
Each of the voids between the tubules, no matter how large they might Transformed to ooze while in the area. It is
appear, can be crossed instantly to reach any membrane that touches it. important that the other characters are careful
A large void can thus be a significant shortcut between one tubule and 5556 to collect all of the character before moving
another, if the characters know where they are going. The downside of on, or parts may be missing when the ooze
void travel is the other inhabitants of the voids, who tend to be more reconstitutes into a person.
dangerous than the denizens of the tubules. Clumsy. The characters Dexterity is reduced by 4
5758 while in the area The character drops all items held
Moving Through Dimensional Membranes in hands and cannot hold anything for 1d6 rounds.
Stupidity. The characters Intelligence is reduced
(Solid Lines) 5960
by 4 while in the area.
The solid lines on the map represent the walls of tubule membranes.
Crossing a solid line means moving into or out of a tubule. All over the Regeneration. Character regenerates all damage
61
map there are tubules that dead end into the side of a larger tubule. and lost limbs while in this area. Fail that save!
It is possible to move from one of these tubules into the other without Truncation. Character emerges from
going through any of the open void; however, the characters must cross membrane with 1d4 limbs missing. They
through the membrane to get there. Getting through a tubules membrane 62
reappear when the character goes through
does not require tools. It is a simple matter of pressing oneself physically another membrane.
against the inter-planar tissue and trying to swim through it. To analogize
to human anatomy, the character is like a cell moving through the wall ESP. The character has detect thoughts, as per
63
of a vein. Given that the network of tubules is used to feed and maintain the spell, while in the area.
the damaged or necrotic bits of reality here, the analogy is more apt than Magnetic. The character becomes highly
the characters might realize. A character with experience in multiple magnetic. Any metallic weapon within 10 ft.
dimensions or other planes of existence might make the connection (with becomes 1 to hit because it keeps veering
a DC 20 Knowledge [the planes] check), but even then it is unlikely 64
toward the character, any person within 5 ft.
until the character has spent some time watching how all the various wearing metal armor fights at 1 to hit, and loose
components of the tubule system work together. metal objects fly toward the character.
When the characters press against the membrane in an effort to get
through it, they find that it requires 1 hour + 1d8 combat rounds to push Harmony. The character is in a state of harmony,
and wont attack anyone. The pleasant
through. Crossing a membrane is mentally very difficult, so each character 65
gets a result from the Membrane Crossing Effects Table. What the happiness and oneness with the universe persists
until the character leaves the area.
characters find on the other side depends on whether they crossed the
67
Cyclopean Deeps 2
1d100 Effect 1d100 Effect
Ugly. The character becomes very ugly. The Confusion. The character must make a DC 20 Will
66
effect remains for a full day. save or become nauseated for 2d10 rounds after
arriving on the far side of the membrane. The
Magic resistant. The character gains SR 12 while
67 86 character is not completely helpless, but cannot
in the area.
attack or cast spells. This is a mental condition,
Fiery. The character is surrounded by flames. and cannot be magically removed as a curse or
The flames do not damage the character, disease.
but ignites anything that was not already part
Catatonic. The character becomes completely
68 of the characters equipment, and causes 8788
catatonic for 1d4+1 rounds.
1d6 points of damage per round to anyone
within 10 ft. The effect persists until leaving Infested with vermin. The character crawls with
89
the area. lice, mites, bedbugs, and other critters.
Electric. The character is charged with Catatonic. The character becomes
electricity and shocks anyone within 10 ft. for completely catatonic while in this area but
1d6 points of damage. Additionally, for the 9092 also in the next area as well. After being in
first 1d3 rounds after crossing the membrane, that second area, the character recovers
6970 the character releases an involuntary bolt when emerging into the third.
of lightning each round. This bolt finds a Hallucinating. The character sees mirror images
randomly determined target at any range, of everyone, as per the spell for as long as
and inflicts 2d6 points of damage (save for the character remains in this area. For each
half). 9394
subsequent area the character enters, a
Eructations. Belches cause problems until leaving DC 15 Will save is allowed to overcome the
71 hallucination.
the area.
Haste. The character is under the effects of a Change in Fortune. The character becomes
haste spell (CL 20th). The effect lasts for as long lucky or unlucky. There is an even chance of
72 getting the good or bad luck. The player must
as the character is in the area plus 6 rounds
thereafter. roll a d6 with each d20 roll they must make. On
95 a 12 on the d6 they get a +1 luck bonus to
Healed (minor). The character is healed of all hit the d20 roll. On a 34 they receive no bonus or
7375
point damage. penalty. On a 56, they suffer a 1 penalty to
Healed (major). The character is healed of all the d20 roll. This fluctuating fortune lasts for the
76 hit point damage and any diseases, including next 24 hours.
magical ones. Mental Cloudiness. While in this area, the
Producing water. The character begins character suffers 2 negative levels. The levels are
77 96
producing water, similar to a create water spell. regained once the character crosses another
planar membrane.
Magic resistant. The character gains SR 16 while
78 Palsied. The character drops all items held in his
in the area.
9798 hands and cannot hold anything until crossing
Preternaturally smelly. The character becomes another planar membrane.
79 very smelly, with a 50% chance that it is a good
smell, and a 50% chance that it is a bad smell. Metal Repulsion. The character repels metal with
99
a Strength of 18 in all directions.
Babbling. The character begins singing and
80 Infected with a weird disease (automatic unless
babbling until leaving the area.
immune to non-magical diseases). Penalty of
Restored. The character is restored as per the 00 1 to all saves for 1d6 days, then make a DC 15
81 restoration spell, cured of any diseases, and Fortitude save (die or recover). A cure disease
cured of all hit point damage. spell works to immediately remove the sickness.
Infected. The character is infected with a
disease. The disease lowers the characters
maximum hit points by 1 per day, with no Contents of Tubules and Voids
natural healing, for a period of 2 weeks. Magical
8283 Unless the characters are moving into one of the numbered areas on the
curing can replace lost hit points. Each time a
combat starts, the character must make a DC map, the contents of tubules and voids are determined randomly. There are
15 Fortitude save or be nauseated for the first three tables: one for unnumbered sections of tubules, and two tables for
1d3 rounds. voids (one for appearance and the other for encounters).
Blood Poisoning (severe). The character must
84
make a DC 15 Fortitude save or suffer the Conditions in Tubules
loss of a total of 1d100 hit points, at a rate of Only the unique segments of the main tubules are numbered on the map
4 per hour. key. Traveling the larger tubules is safer, but generally less rewarding than
Blood Poisoning (mild). The character must exploring the strange recesses of the small tubules. (The map contains
make a DC 15 Fortitude save or suffer the many small tubules that are only one segment long. The only way to enter
85 them is by crossing a membrane from a void or from an adjacent tubule).
loss of a total of 1d100 hit points, at a rate of
2 per hour. Note: Conditions in the tubule sections change! If the characters move
more than a couple of tubules or voids away and return, they find the
68
Chapter 9: Hidden Worlds of Jupiter Kwan
tubule does not have the same conditions as before because the paraflumic blue bugs are on the membrane walls, creating
fluid has been moving through the area, which alters things. For you as the patterns.
GM, this makes things simpler as well. You dont have to try to keep track
of conditions in all the minor areas the characters have traversed. 6 Entrance via Mist-gate: Roll 1d3 for each character to
determine which round they emerge from the mist-
Tubules gate. Make a DC 15 Will save or be sickened for 1d4
rounds after emerging.
1 Entrance via Mist-gate: Roll 1d3 for each character to Entrance Across Membrane: Refer to Table.
determine which round they emerge from the mist- Internal Dimensions: 200 ft. long, 30 ft. wide, 100 ft. tall.
gate. Make a DC 15 Will save or be sickened for 1d4 Conditions: High turbulence and strong currents in the
rounds after emerging. ectoplasm. Anyone on the ground must make a DC
Entrance Across Membrane: Refer to Table. 15 Reflex save each round or fall; currents are gentler
Internal Dimensions: 100 ft. long, 30 ft. wide, 50 ft. tall. higher up, with no save required for fliers.
Conditions: Normal breathing and temperature, some Encounter (Major Tubule): flesh golem #1 (if already
turbulence in ectoplasm. killed, no encounter) (90%)
Encounter (Major Tubule): none Encounter (Minor Tubule): 1d2 phase spiders (50%)
Encounter (Minor Tubule): 1 plantoid (5%)
7 Entrance via Mist-gate: Roll 1d3 for each character to
2 Entrance via Mist-gate: Roll 1d3 for each character to determine which round they emerge from the mist-
determine which round they emerge from the mist- gate. Make DC 15 Will save or be sickened for 1d4
gate. Make a DC 15 Will save or be sickened for 1d4 rounds after emerging.
rounds after emerging. Entrance Across Membrane: Refer to Table.
Entrance Across Membrane: Refer to Table. Internal Dimensions: 300 ft. long, 30 ft. wide, 100 ft. tall.
Internal Dimensions: 100 ft. long, 30 ft. wide, 50 ft. tall. Conditions: Pleasure. The ectoplasm in these sections
Conditions: Normal breathing and temperature, some and/or pocket dimensions causes a pleasurable,
turbulence in ectoplasm. euphoric feeling. Everyone is cured 1d3 hit points, any
Encounter (Major Tubule): 1 phase spider (20%) diseases are cured, and everyone gains 1d6 points
Encounter (Minor Tubule): 1d2 phase spiders (20%) of Charisma until leaving the area (either by going
through a membrane or through a mist-gate).
3 Entrance via Mist-gate: Roll 1d3 for each character to Encounter (Major Tubule): Jupiter Kwan (5%)
determine which round they emerge from the mist- Encounter (Minor Tubule): 1 mihstu (10%)
gate. Make a DC 15 Will save or be sickened for 1d4
rounds after emerging. 8 Entrance via Mist-gate: Roll 1d3 for each character to
Entrance Across Membrane: Refer to Table. determine which round they emerge from the mist-
Internal Dimensions: 50 ft. long, 10 ft. wide, 100 ft. tall. gate. Make a DC 15 Will save or be sickened for 1d4
Conditions: Slightly difficult breathing, normal rounds after emerging.
temperature, bad turbulence in ectoplasm (DC 15 Entrance Across Membrane: Refer to Table.
Reflex save or fall prone each round). Internal Dimensions: 100 ft. long, 30 ft. wide, 20 ft. tall.
Encounter (Major Tubule): giant invisible ants (2d6 Conditions: Pleasure. The ectoplasm in these sections
workers, 1d2 warriors) (75%). As regular giant ants, and/or pocket dimensions causes a pleasurable,
but with the effects of an invisibility spell. They do not euphoric feeling. Everyone is cured 1d3 hit points, any
become visible after attacking, but they make enough diseases are cured, and everyone gains 1d6 points
noise that their general area can be discerned. of Charisma until leaving the area (either by going
Encounter (Minor Tubule): giant invisible ants through a membrane or through a mist-gate).
(3d6 workers, 1d3 warriors) (100%). See above for Encounter (Major Tubule): 3 happy oculethes (75%).
description. Encounter (Minor Tubule): 1d3 planar skulks (75%); the
skulks hide and avoid combat, escaping into a nearby
4 Entrance via Mist-gate: Roll 1d3 for each character to void if possible.
determine which round they emerge from the mist-
gate. Make a DC 15 Will save or be sickened for 1d4 9 Entrance via Mist-gate: Roll 1d3 for each character to
rounds after emerging. determine which round they emerge from the mist-
Entrance Across Membrane: Refer to Table. gate. Make a DC 15 Will save or be sickened for 1d4
Internal Dimensions: 1,000 ft. long, 100 ft. wide, 20 ft. tall. rounds after emerging.
Conditions: Normal breathing and temperature, Entrance Across Membrane: Refer to Table.
turbulence in ectoplasm in top 10 ft. but manageable Internal Dimensions: 100 ft. long, 30 ft. wide, 20 ft. tall.
if the characters stay on the ground. Conditions: High Viscosity. Each character must
Encounter (Major Tubule): none succeed on a DC 10 Strength check each round or
Encounter (Minor Tubule): 1d10 dire rats (almost certain move at half normal speed; if an encounter occurs
to run from anything other than a very badly wounded in the tubule, the slowed speed could be a real
group) hindrance (monsters are not be affected by the high
viscosity unless they are humanoid).
5 Entrance via Mist-gate: Roll 1d3 for each character to Encounter (Major Tubule): none
determine which round they emerge from the mist- Encounter (Minor Tubule): 1 giant slug (15%)
gate. Make DC 15 Will save or be sickened for 1d4
rounds after emerging. 10 Entrance via Mist-gate: Roll 1d3 for each character to
Entrance Across Membrane: Refer to Table. determine which round they emerge from the mist-
Internal Dimensions: 100 ft. long, 20 ft. wide, 20 ft. tall. gate. Make a DC 15 Will save or be sickened for 1d4
Conditions: Normal breathing and temperature. rounds after emerging.
Encounter (Major and Minor Tubules): Billions of small Entrance Across Membrane: Refer to Table.
69
Cyclopean Deeps 2
Internal Dimensions: 150 ft. long, 20 ft. wide, 30 ft. tall. gate. Make a DC 15 Will save or be sickened for 1d4
Conditions: High Viscosity. Each character must rounds after emerging.
succeed on a DC 10 Strength check each round or Entrance Across Membrane: Refer to Table
move at half normal speed; if an encounter occurs Internal Dimensions: 150 ft. long, 30 ft. wide, 50 ft. tall.
in the tubule, the slowed speed could be a real Conditions: Normal breathing and temperature, slight
hindrance (the plantoids are not be affected by the nausea, enough turbulence in ectoplasm to prevent
high viscosity unless they are humanoid). spellcasting.
Encounter (Major Tubule): 3 plantoids (50%) Encounter (Major Tubule): none
Encounter (Minor Tubule): 1d4+1 plantoids with Encounter (Minor Tubule): none
plantoid king and 1d6 plantoid servitors (50%)
17 Entrance via Mist-gate: Roll 1d3 for each character to
11 Entrance via Mist-gate: Roll 1d3 for each character to determine which round they emerge from the mist-
determine which round they emerge from the mist- gate. Make a DC 15 Will save or be sickened for 1d4
gate. Make a DC 15 Will save or be sickened for 1d4 rounds after emerging.
rounds after emerging. Entrance Across Membrane: Refer to Table.
Entrance Across Membrane: Refer to Table. Internal Dimensions: 40 ft. long, 100 ft. wide, 5 ft. tall.
Internal Dimensions: 500 ft. long, 30 ft. wide, 50 ft. tall. Conditions: Normal breathing, slightly cold
Conditions: Normal breathing and temperature, some temperature, no turbulence in ectoplasm.
turbulence in ectoplasm. Encounter (Major Tubule): none
Encounter (Major Tubule): none Encounter (Minor Tubule): 1d3 voidwasps are present
Encounter (Minor Tubule): none within hole in membrane wall.
12 Entrance via Mist-gate: Roll 1d3 for each character to 18 Entrance via Mist-gate: Roll 1d3 for each character to
determine which round they emerge from the mist- determine which round they emerge from the mist-
gate. Make a DC 15 Will save or be sickened for 1d4 gate. Make a DC 15 Will save or be sickened for 1d4
rounds after emerging. rounds after emerging.
Entrance Across Membrane: Refer to Table. Entrance Across Membrane: Refer to Table.
Internal Dimensions: 80 ft. long, 10 ft. wide, 10 ft. tall. Internal Dimensions: 80 ft. long, 10 ft. wide, 10 ft. tall.
Conditions: Normal breathing and temperature, very Conditions: Normal breathing and temperature, no
minor turbulence in ectoplasm, harmless threads of turbulence in ectoplasm.
blue ectoplasm float through the rest. Encounter (Major Tubule): 1d8 cobra flower seedlings
Encounter (Major Tubule): none at mist-gate (50%)
Encounter (Minor Tubule): none Encounter (Minor Tubule): 1d3 fully-grown cobra
flowers at mist-gate (75%)
13 Entrance via Mist-gate: Roll 1d3 for each character to
determine which round they emerge from the mist- 19 Entrance via Mist-gate: Roll 1d3 for each character to
gate. Make a DC 15 Will save or be sickened for 1d4 determine which round they emerge from the mist-
rounds after emerging. gate. Make a DC 15 Will save or be sickened for 1d4
Entrance Across Membrane: Refer to Table. rounds after emerging.
Internal Dimensions: 200 ft. long, 20 ft. wide, 50 ft. tall. Entrance Across Membrane: Refer to Table.
Conditions: Normal breathing and temperature, very Internal Dimensions: 70 ft. long, 20 ft. wide, 20 ft. tall.
minor turbulence in ectoplasm. Conditions: Normal breathing and temperature, no
Encounter (Major Tubule): none turbulence in ectoplasm.
Encounter (Minor Tubule): none Encounter (Major Tubule): 1d3 phase spiders (10%)
Encounter (Minor Tubule): 1d3 phase spiders (20%)
14 Entrance via Mist-gate: Roll 1d3 for each character to
determine which round they emerge from the mist- 20 Entrance via Mist-gate: Roll 1d3 for each character to
gate. Make a DC 15 Will save or be sickened for 1d4 determine which round they emerge from the mist-
rounds after emerging. gate. Make a DC 15 Will save or be sickened for 1d4
Entrance Across Membrane: Refer to Table. rounds after emerging.
Internal Dimensions: 100 ft. long, 30 ft. wide, 50 ft. tall. Entrance Across Membrane: Refer to Table.
Conditions: Normal breathing and temperature, some Internal Dimensions: 80 ft. long, 30 ft. wide, 5 ft. tall.
turbulence in ectoplasm. Conditions: Normal breathing and temperature, slight
Encounter (Major Tubule): none turbulence in ectoplasm.
Encounter (Minor Tubule): 1 phase spider (25%). Encounter (Major Tubule): 1d6 giant silverfish (20%)
Encounter (Minor Tubule): 1d6+6 giant silverfish (20%)
15 Entrance via Mist-gate: Roll 1d3 for each character to
determine which round they emerge from the mist- 21 Entrance via Mist-gate: Roll 1d3 for each character to
gate. Make a DC 15 Will save or be sickened for 1d4 determine which round they emerge from the mist-
rounds after emerging. gate. Make a DC 15 Will save or be sickened for 1d4
Entrance Across Membrane: Refer to Table. rounds after emerging.
Internal Dimensions: 100 ft. long, 30 ft. wide, 50 ft. tall. Entrance Across Membrane: Refer to Table.
Conditions: Normal breathing and temperature, some Internal Dimensions: 60 ft. long, 20 ft. wide, 20 ft. tall.
turbulence in ectoplasm. Magic does not function in Conditions: Normal breathing and temperature.
this pocket dimension. Extreme turbulence in ectoplasm deals 1 point of
Encounter (Major Tubule): 1d2 gelatinous spheres bludgeoning damage every other combat round
Encounter (Minor Tubule): 1d4 gelatinous spheres until a character either dives into a mist-gate or a
membrane.
16 Entrance via Mist-gate: Roll 1d3 for each character to Encounter (Major Tubule): none
determine which round they emerge from the mist- Encounter (Minor Tubule): none
70
Chapter 9: Hidden Worlds of Jupiter Kwan
22 Entrance via Mist-gate: Roll 1d3 for each character to Encounter (Major Tubule): none
determine which round they emerge from the mist- Encounter (Minor Tubule): none
gate. Make a DC 15 Will save or be sickened for 1d4
rounds after emerging. 27 Entrance via Mist-gate: Roll 1d3 for each character to
Entrance Across Membrane: Refer to Table. determine which round they emerge from the mist-
Internal Dimensions: belled out into a sphere 200 ft. in gate. Make a DC 15 Will save or be sickened for 1d4
diameter by the building power of the Karmic Surge rounds after emerging.
Conditions: Karmic Surge. Everyone in the tubule is Entrance Across Membrane: Refer to Table.
blown through several sections; the surge moves the Internal Dimensions: 100 ft. long, 20 ft. wide, 50 ft. tall.
group 1d6+1 tubule sections in a randomly determined Conditions: Normal breathing, minor turbulence in
direction. If this results in reaching a dead-end before ectoplasm. The temperature of the ectoplasm is very
the Karmic Surge ends, they are blown out into the hot, and all characters take 1 point of fire damage for
void (in some cases, you also need to roll to see which each 10 minutes spent in, or trying to get out of, this
Void that will be). tubule. The characters take damage even while in the
Encounter (Major Tubule): none mist-gate or the membrane while leaving.
Encounter (Minor Tubule): none Encounter (Major Tubule): none
Encounter (Minor Tubule): none
23 Entrance via Mist-gate: Roll 1d3 for each character to
determine which round they emerge from the mist- 28 Entrance via Mist-gate: Roll 1d3 for each character to
gate. Make a DC 15 Will save or be sickened for 1d4 determine which round they emerge from the mist-
rounds after emerging. gate. Make a DC 15 Will save or be sickened for 1d4
Entrance Across Membrane: Refer to Table. rounds after emerging.
Internal Dimensions: Belled out into a sphere 100 ft. in Entrance Across Membrane: Refer to Table.
diameter by the building power of the Karmic Surge Internal Dimensions: 100 ft. long, 20 ft. wide, 20 ft. tall.
Conditions: Karmic Surge. Everyone in the tubule is Conditions: Normal breathing, minor turbulence in
blown through several sections; the surge moves the ectoplasm. The temperature of the ectoplasm is warm
group 1d4+1 tubule sections in a randomly determined and feels very humid. Make DC 15 Fortitude save or
direction. If this results in reaching a dead-end before contract an itching fungal infection that sickens the
the Karmic Surge ends, they are blown out into the character (with only a 1 penalty instead of a 2) for
void (in some cases, you also need to roll to see which 1d6 days or until cure disease is cast on the victim.
Void that will be). Encounter (Major Tubule): none
Encounter (Major Tubule): none Encounter (Minor Tubule): 1d2 plantoids (20%)
Encounter (Minor Tubule): none
29 Entrance via Mist-gate: Roll 1d3 for each character to
24 Entrance via Mist-gate: Roll 1d3 for each character to determine which round they emerge from the mist-
determine which round they emerge from the mist- gate. Make a DC 15 Will save or be sickened for 1d4
gate. Make a DC 15 Will save or be sickened for 1d4 rounds after emerging.
rounds after emerging. Entrance Across Membrane: Refer to Table.
Entrance Across Membrane: Refer to Table. Internal Dimensions: 70 ft. long, 20 ft. wide, 7 ft. tall.
Internal Dimensions: 100 ft. long, 30 ft. wide, 10 ft. tall. Conditions: Normal breathing, minor whirlpools of
Conditions: Normal breathing. The ectoplasm is cold, turbulence in the ectoplasm, with infinitesimal motes of
inflicting 1 point of cold damage every 2 rounds light.
until the character dives into a mist-gate or into a Encounter (Major Tubule): 1 gelatinous sphere (40%).
membrane. The sphere is infested with a strange disease known
Encounter (Major Tubule): 1 mihstu (10%) as voidfever, and if anyone takes damage from the
Encounter (Minor Tubule): 1d3 mihstu (20%) sphere, the character must succeed on a DC 15
Fortitude save or contract the disease. The character
25 Entrance via Mist-gate: Roll 1d3 for each character to becomes more confused by the hour, vision blurring
determine which round they emerge from the mist- into the astral and ethereal planes, with a 1 to all
gate. Make a DC 15 Will save or be sickened for 1d4 attack rolls and skill checks at the end of the first day,
rounds after emerging. 2 at the end of the second day, 3 at the end of the
Entrance Across Membrane: Refer to Table. third day, and death or recovery at the end of the
Internal Dimensions: 100 ft. long, 20 ft. wide, 50 ft. tall. fourth day (50% chance to determine the result).
Conditions: Normal breathing and temperature, no Encounter (Minor Tubule): flesh golem #2 (50%). If flesh
turbulence in ectoplasm. Membrane wall appears to golem #2 is already dead, treat this as no encounter.
have been damaged and repaired.
Encounter (Major Tubule): 3 plantoids (30%) 30 Entrance via Mist-gate: Roll 1d3 for each character to
Encounter (Minor Tubule): 1d4+1 plantoids with determine which round they emerge from the mist-
plantoid king and 1d6 plantoid servitors (30%). gate. Make a DC 15 Will save or be sickened for 1d4
combat rounds after emerging.
26 Entrance via Mist-gate: Roll 1d3 for each character to Entrance Across Membrane: Refer to Table.
determine which round they emerge from the mist- Internal Dimensions: 1,000 ft. long, 30 ft. wide, 30 ft. tall.
gate. Make a DC 15 Will save or be sickened for 1d4 Conditions: Normal breathing, minor whirlpools of
rounds after emerging. turbulence in the ectoplasm, with infinitesimal motes of
Entrance Across Membrane: Refer to Table. light.
Internal Dimensions: 60 ft. long, 20 ft. wide, 30 ft. tall. Encounter (Major Tubule): none
Conditions: Normal breathing and temperature, no Encounter (Minor Tubule): giant invisible ants (3d6
turbulence in ectoplasm. Membrane wall appears to workers, 1d3 warriors). As regular giant ants, but with
have been damaged and repaired. the effects of an invisibility spell. They do not become
71
Cyclopean Deeps 2
visible after attacking, but they make enough noise turbulence in the ectoplasm, drips of glowing greenish
that their general area can be discerned. After liquid falling from condensation on ceiling, small pools
attacking treat them as if they have concealment in floor. The liquid is magical only because of its extra-
instead of invisibility. planar nature, is safe to drink, and tastes terrible.
Encounter (Major Tubule): none
31 Entrance via Mist-gate: Roll 1d3 for each character to Encounter (Minor Tubule): 1d4+1 nemoworms (50%)
determine which round they emerge from the mist-
gate. Make a DC 15 Will save or be sickened for 1d4 36 Entrance via Mist-gate: Roll 1d3 for each character to
rounds after emerging. determine which round they emerge from the mist-
Entrance Across Membrane: Refer to Table. gate. Make a DC 15 Will save or be sickened for 1d4
Internal Dimensions: 300 ft. long, 40 ft. wide, 100 ft. tall. rounds after emerging.
Conditions: Normal breathing, minor whirlpools of Entrance Across Membrane: Refer to Table.
turbulence in the ectoplasm, drips of water falling from Internal Dimensions: 100 ft. long, 50 ft. wide, 50 ft. tall.
condensation on ceiling, small pools in floor. Water is Conditions: Normal breathing, minor whirlpools of
safe to drink. turbulence in the ectoplasm. Parts of the tubule
Encounter (Major Tubule): 1d6 night ghouls with leader membrane appear to have been deliberately slashed
(if killed, subtract from roster in Area 29U-12) (50%). and cut (open, not repaired yet). Investigation shows
Encounter (Minor Tubule): 1d3 renegade oculethes that the damage apparently came from the void
with 1 trained fungus-bat each (50%). These are not in outside.
Jupiter Kwans service, and would kill him if possible. Encounter (Major Tubule): none
Encounter (Minor Tubule): none
32 Entrance via Mist-gate: Roll 1d3 for each character to
determine which round they emerge from the mist- 37 Entrance via Mist-gate: Roll 1d3 for each character to
gate. Make a DC 15 Will save or be sickened for 1d4 determine which round they emerge from the mist-
rounds after emerging. gate. Make a DC 15 Will save or be sickened for 1d4
Entrance Across Membrane: Refer to Table. rounds after emerging.
Internal Dimensions: 300 ft. long, 30 ft. wide, 100 ft. tall. Entrance Across Membrane: Refer to Table.
Conditions: Normal breathing, normal temperature, no Internal Dimensions: 200 ft. long, 40 ft. wide, 40 ft. tall.
significant turbulence in the ectoplasm. Conditions: Normal breathing and temperature,
Encounter (Major Tubule): 1 plantoid (10%) breezes in the ectoplasm. Parts of the walls and
Encounter (Minor Tubule): 1d3 plantoids (20%) floor of the membrane appear to have solidified;
they are hardened islands of glowing green calcite
33 Entrance via Mist-gate: Roll 1d3 for each character to (worthless other than as a curio or possibly a potion
determine which round they emerge from the mist- ingredient).
gate. Make a DC 15 Will save or be sickened for 1d4 Encounter (Major Tubule): 1d2 plantoids, 1 plantoid
rounds after emerging. king, and 1d6 plantoid servitors (10%)
Entrance Across Membrane: Refer to Table. Encounter (Minor Tubule): 1d4+1 plantoids, 1 plantoid
Internal Dimensions: 200 ft. long, 40 ft. wide, 40 ft. tall. king, and 1d6 plantoid servitors (20%).
Conditions: Normal breathing, minor whirlpools of
turbulence in the ectoplasm, drips of glowing greenish 38 Entrance via Mist-gate: Roll 1d3 for each character to
liquid falling from condensation on ceiling, small pools determine which round they emerge from the mist-
in floor. The liquid is magical only because of its extra- gate. Make a DC 15 Will save or be sickened for 1d4
planar nature, is safe to drink, and tastes terrible. rounds after emerging.
Encounter (Major Tubule): 1 giant slug (15%) Entrance Across Membrane: Refer to Table.
Encounter (Minor Tubule): 1d2 giant slugs (20%) Internal Dimensions: 400 ft. long, 30 ft. wide, 30 ft. tall.
Conditions: Normal breathing and temperature, slight
34 Entrance via Mist-gate: Roll 1d3 for each character to breezes in the ectoplasm. There are long scratches
determine which round they emerge from the mist- down the length of the tubule, which appear to have
gate. Make a DC 15 Will save or be sickened for 1d4 been repaired.
rounds after emerging. Encounter (Major Tubule): none
Entrance Across Membrane: Refer to Table. Encounter (Minor Tubule): 1 nebunorne demon (outside
Internal Dimensions: 100 ft. long, 50 ft. wide, 50 ft. tall. the tubule). It leaves quickly, for it does not want to
Conditions: Normal breathing, minor whirlpools of be spotted (it was about to cut more slashes in the
turbulence in the ectoplasm, drips of dull green ooze tubule).
falling from condensation on ceiling. The ooze is green
slime (the dangerous type, not just icky residue). 39 Entrance via Mist-gate: Roll 1d3 for each character to
Encounter (Major Tubule): The green slime is only in a determine which round they emerge from the mist-
few shallow pools and can easily be avoided. gate. Make a DC 15 Will save or be sickened for 1d4
Encounter (Minor Tubule): The green slime covers combat rounds after emerging.
almost the entire floor. On entrance, make a DC 15 Entrance Across Membrane: Refer to Table.
Reflex save or land in it. Internal Dimensions: 400 ft. long, 30 ft. wide, 30 ft. tall.
Conditions: Normal breathing and temperature, slight
35 Entrance via Mist-gate: Roll 1d3 for each character to breezes in the ectoplasm. The air is extremely dry;
determine which round they emerge from the mist- anyone who does not have water to drink begins
gate. Make a DC 15 Will save or be sickened for 1d4 losing points of Constitution at a rate of 1 per 10
rounds after emerging. minutes. The lost points return after drinking lots of
Entrance Across Membrane: Refer to Table. water at a rate of 1 every 2 hours.
Internal Dimensions: 100 ft. long, 50 ft. wide, 50 ft. tall. Encounter (Major Tubule): none
Conditions: Normal breathing, minor whirlpools of Encounter (Minor Tubule): 1d6 nemoworms (20%)
72
Chapter 9: Hidden Worlds of Jupiter Kwan
40 Entrance via Mist-gate: Roll 1d3 for each character to Conditions: Normal breathing and temperature, breezes
determine which round they emerge from the mist- and eddies in the ectoplasm are noticeable but not severe,
gate. Make a DC 15 Will save or be sickened for 1d4 green water drips from ceiling (safe but smells of rot).
rounds after emerging. Encounter (Major Tubule): 1d8 cobra flower seedlings
Entrance Across Membrane: Refer to Table. at mist-gate (10%)
Internal Dimensions: 250 ft. long, 30 ft. wide, 30 ft. tall. Encounter (Minor Tubule): 1d3 fully-grown cobra
Conditions: Normal breathing and temperature, slight flowers at mist-gate (50%)
breezes and eddies in the ectoplasm.
Encounter (Major Tubule): 1d8 nemoworms (20%) 46 Entrance via Mist-gate: Roll 1d3 for each character to
Encounter (Minor Tubule): 1d8+1 nemoworms (25%) determine which round they emerge from the mist-
gate. Make a DC 15 Will save or be sickened for 1d4
41 Entrance via Mist-gate: Roll 1d3 for each character to combat after emerging.
determine which round they emerge from the mist- Entrance Across Membrane: Refer to Table.
gate. Make a DC 15 Will save or be sickened for 1d4 Internal Dimensions: 100 ft. long, 10 ft. wide, 10 ft. tall.
rounds after emerging. Conditions: Normal breathing and temperature, mild
Entrance Across Membrane: Refer to Table. breeze in the ectoplasm.
Internal Dimensions: 200 ft. long, 30 ft. wide, 30 ft. tall. Encounter (Major Tubule): Tube seems to narrow
Conditions: Normal breathing and temperature, slight toward mist-gate, but otherwise none.
breezes and eddies in the ectoplasm. Encounter (Minor Tubule): Tubule is almost entirely
Encounter (Major Tubule): 1d8 cobra flower seedlings blocked by a massive, solid clot of membrane where
at mist-gate (10%) the wall (or ceiling, or floor, roll 1d4 to determine) has
Encounter (Minor Tubule): 1d3 fully-grown cobra belled outward with unnatural growth. The growth is
flowers at mist-gate (20%) filled with moving grubs. These are rot grubs. The whole
growth, grubs and all, can be killed with fire. (100%)
42 Entrance via Mist-gate: Roll 1d3 for each character to
determine which round they emerge from the mist- 47 Entrance via Mist-gate: Roll 1d3 for each character to
gate. Make a DC 15 Will save or be sickened for 1d4 determine which round they emerge from the mist-
rounds after emerging. gate. Make a DC 15 Will save or be sickened for 1d4
Entrance Across Membrane: Refer to Table. combat rounds after emerging.
Internal Dimensions: 100 ft. long, 10 ft. wide, 10 ft. tall. Entrance Across Membrane: Refer to Table.
Conditions: Normal breathing and temperature, strong Internal Dimensions: 500 ft. long, 30 ft. wide, 30 ft. tall.
breezes and eddies in the ectoplasm, along with Conditions: Normal breathing and temperature,
floating bits of organic particles like small flower petals. breezes in the ectoplasm. Parts of the walls and floor
Encounter (Major Tubule): 1d8 cobra flower seedlings of the membrane appear to have solidified; they are
at mist-gate (10%) hardened islands of glowing green calcite (worthless
Encounter (Minor Tubule): 1d3+1 fully-grown cobra other than as a curio or possibly a potion ingredient).
flowers at mist-gate (20%) Encounter (Major Tubule): none
Encounter (Minor Tubule): 1d4+1 nemoworms (25%)
43 Entrance via Mist-gate: Roll 1d3 for each character to
determine which round they emerge from the mist- 48 Entrance via Mist-gate: Roll 1d3 for each character to
gate. Make a DC 15 Will save or be sickened for 1d4 determine which round they emerge from the mist-
rounds after emerging. gate. Make a DC 15 Will save or be sickened for 1d4
Entrance Across Membrane: Refer to Table. rounds after emerging.
Internal Dimensions: 100 ft. long, 10 ft. wide, 10 ft. tall. Entrance Across Membrane: Refer to Table.
Conditions: Normal breathing and temperature, strong Internal Dimensions: 400 ft. long, 40 ft. wide, 40 ft. tall.
breezes and eddies in the ectoplasm, along with Conditions: Normal breathing and temperature,
floating bits of organic particles like small flower petals. breezes in the ectoplasm. Parts of the walls and floor
Encounter (Major Tubule): none of the membrane appear to have solidified; they are
Encounter (Minor Tubule): none hardened islands of glowing green calcite (worthless
44 Entrance via Mist-gate: Roll 1d3 for each character to other than as a curio or possibly a potion ingredient).
determine which round they emerge from the mist- Encounter (Major Tubule): 1d4+1 oculethes (20%)
gate. Make a DC 15 Will save or be sickened for 1d4 Encounter (Minor Tubule): none
rounds after emerging.
Entrance Across Membrane: Refer to Table. 49 Entrance via Mist-gate: Roll 1d3 for each character to
Internal Dimensions: 100 ft. long, 10 ft. wide, 10 ft. tall. determine which round they emerge from the mist-
Conditions: Normal breathing and temperature, strong gate. Make a DC 15 Will save or be sickened for 1d4
breezes and eddies in the ectoplasm, along with rounds after emerging.
floating bits of organic particles like small flower petals. Entrance Across Membrane: Refer to Table.
Encounter (Major Tubule): 1 cobra flower seedling at Internal Dimensions: 200 ft. long, 20 ft. wide, 20 ft. tall.
mist-gate (20%) Conditions: Normal breathing and temperature,
Encounter (Minor Tubule): 1d4 cobra flower seedlings breezes in the ectoplasm. The tubule wall is speckled
at mist-gate (20%) with nodules, places where the membrane appears to
have calcified (the nodules are worthless other than as
45 Entrance via Mist-gate: Roll 1d3 for each character to a curio or possibly a potion ingredient).
determine which round they emerge from the mist- Encounter (Major Tubule): 1d2 phase spiders (20%)
gate. Make a DC 15 Will save or be sickened for 1d4 Encounter (Minor Tubule): 1d2 phase spiders (20%)
rounds after emerging.
Entrance Across Membrane: Refer to Table. 50 Entrance via Mist-gate: Roll 1d3 for each character to
Internal Dimensions: 200 ft. long, 5 ft. wide, 5 ft. tall. determine which round they emerge from the mist-
73
Cyclopean Deeps 2
gate. Make a DC 15 Will save or be sickened for 1d4 turbulence in the ectoplasm.
rounds after emerging. Encounter (Major Tubule): none
Entrance Across Membrane: Refer to Table. Encounter (Minor Tubule): none
Internal Dimensions: 200 ft. long, 20 ft. wide, 20 ft. tall.
Conditions: Normal breathing and temperature, 55 Entrance via Mist-gate: Roll 1d3 for each character to
breezes and sudden drafts in the ectoplasm. A zombie determine which round they emerge from the mist-
work team has a coffin-sized box containing knives, gate. Make a DC 15 Will save or be sickened for 1d4
huge needles, and buckets of membrane. They rounds after emerging.
appear to be digging and stitching their way into a Entrance Across Membrane: Refer to Table.
tunnel of emptiness. This group is working on the long Internal Dimensions: 100 ft. long, 20 ft. wide, 20 ft. tall.
process of attaching a new pocket-dimension into the Conditions: Normal breathing, minor whirlpools of
tubule network. A character familiar with planes of turbulence in the ectoplasm.
existence who succeeds on a DC 25 Knowledge (the Encounter (Major Tubule): 1d4 dire rats (75%)
planes) check quickly realizes what the zombies are Encounter (Minor Tubule): 2d6 dire rats (75%)
doing.
Encounter (Major Tubule): 5 zombies with 1 night-ghoul 56 Entrance via Mist-gate: Roll 1d3 for each character to
supervisor (100%). If the characters kill the night-ghoul, determine which round they emerge from the mist-
subtract it from the roster in Area 29U-12. gate. Make a DC 15 Will save or be sickened for 1d4
Encounter (Minor Tubule): 5 zombies with 1 night-ghoul rounds after emerging.
supervisor (100%). If the characters kill the night-ghoul, Entrance Across Membrane: Refer to Table.
subtract it from the roster in Area 29U-12. Internal Dimensions: 120 ft. long, 30 ft. wide, 30 ft. tall.
Conditions: Normal breathing, strong whirlpools of
51 Entrance via Mist-gate: Roll 1d3 for each character to turbulence in the ectoplasm. A DC 10 Strength check
determine which round they emerge from the mist- is required each round to avoid being hurled to the
gate. Make a DC 15 Will save or be sickened for 1d4 ground with an additional save to avoid dropping 1
rounds after emerging. held item.
Entrance Across Membrane: Refer to Table. Encounter (Major Tubule): 1d4+3 oculethe patrol
Internal Dimensions: 800 ft. long, 30 ft. wide, 30 ft. tall. attacks anyone who does not claim to be trying to find
Conditions: Normal breathing and temperature, Jupiter Kwan. They accompany the characters to Area
breezes in the ectoplasm. Blue-green mossy patches 29U-20 if the characters say that they are here to see
grow in several places along the tubule. The moss is Jupiter Kwan. Kwan is notified by one of the oculethes
harmless. (who travels a different path than the ones leading the
Encounter (Major Tubule): none party), and he take matters in hand as needed. (50%)
Encounter (Minor Tubule): 1d2 phase spiders (10%) Encounter (Minor Tubule): 1d10+3 dire rats are
insubstantial and damaged only by magical weapons.
52 Entrance via Mist-gate: Roll 1d3 for each character to
determine which round they emerge from the mist- 57 Entrance via Mist-gate: Roll 1d3 for each character to
gate. Make a DC 15 Will save or be sickened for 1d4 determine which round they emerge from the mist-
rounds after emerging. gate. Make a DC 15 Will save or be sickened for 1d4
Entrance Across Membrane: Refer to Table. rounds after emerging.
Internal Dimensions: 80 ft. long, 10 ft. wide, 10 ft. tall. Entrance Across Membrane: Refer to Table.
Conditions: Normal breathing and temperature, Internal Dimensions: 100 ft. long, 20 ft. wide, 20 ft. tall.
breezes in the ectoplasm. Blue-green mossy patches Conditions: Mental conditions in this pocket dimension
grow on the walls and ceiling along the tubule. The are dangerous, causing anyone failing a DC 15 Will
moss is harmless. save to become catatonic for 1d6 days, dreaming
Encounter (Major Tubule): 1d3 oculethes harvesting of oceans and fish. There are minor whirlpools of
moss for use in Jupiter Kwans potions (20%) turbulence in the ectoplasm, and 1d3 catatonic dire
Encounter (Minor Tubule): 1 wraith outside the tubule; rats scattered around. Minor condensation runs down
it attacks, moving in and out of the membrane at will the tubule walls.
(20%). Encounter (Major Tubule): 1d4 conscious dire rats (75%)
Encounter (Minor Tubule): 2d6 conscious dire rats (75%)
53 Entrance via Mist-gate: Roll 1d3 for each character to
determine which round they emerge from the mist- 58 Entrance via Mist-gate: Roll 1d3 for each character to
gate. Make a DC 15 Will save or be sickened for 1d4 determine which round they emerge from the mist-
rounds after emerging. gate. Make a DC 15 Will save or be sickened for 1d4
Entrance Across Membrane: Refer to Table. rounds after emerging.
Internal Dimensions: 100 ft. long, 50 ft. wide, 50 ft. tall. Entrance Across Membrane: Refer to Table.
Conditions: Normal breathing, minor whirlpools of Internal Dimensions: 80 ft. long, 20 ft. wide, 20 ft. tall.
turbulence in the ectoplasm. Conditions: Normal breathing, normal temperature,
Encounter (Major Tubule): none minor whirlpools of turbulence in the ectoplasm.
Encounter (Minor Tubule): none Encounter (Major Tubule): none
Encounter (Minor Tubule): 1 giant slug (10%)
54 Entrance via Mist-gate: Roll 1d3 for each character to
determine which round they emerge from the mist- 59 Entrance via Mist-gate: Roll 1d3 for each character to
gate. Make a DC 15 Will save or be sickened for 1d4 determine which round they emerge from the mist-
rounds after emerging. gate. Make a DC 15 Will save or be sickened for 1d4
Entrance Across Membrane: Refer to Table. rounds after emerging.
Internal Dimensions: 100 ft. long, 30 ft. wide, 30 ft. tall. Entrance Across Membrane: Refer to Table.
Conditions: Normal breathing, minor whirlpools of Internal Dimensions: 200 ft. long, 10 ft. wide, 10 ft. tall.
74
Chapter 9: Hidden Worlds of Jupiter Kwan
Conditions: Steep upward slope, normal temperature, gate. Make a DC 15 Will save or be sickened for 1d4
bad turbulence in the ectoplasm (DC 20 Reflex save or combat rounds after emerging.
or fall prone each round, and slide down 1d20 ft.). Entrance Across Membrane: Refer to Table.
Encounter (Major Tubule): giant invisible ants (1d6 Internal Dimensions: 150 ft. long, varies from 2030 ft.
workers, 1d2 warriors) (10%). As regular giant ants, wide, 20 ft. tall.
but with the effects of an invisibility spell. They do not Conditions: Normal breathing, temperature is warm
become visible after attacking, but they make enough and humid, ectoplasm has medium-strong drafts
noise that their general area can be discerned. After but without significant turbulence. Long strands of
attacking treat them as if they have concealment glowing green moss hang down in patches from the
instead of invisibility. ceiling, swaying in the ectoplasmic flow. They can be
Encounter (Minor Tubule): giant invisible ants (2d6 circumvented at a maximum distance of 10 ft.
workers, 1d3 warriors) (15%). See above for description. Encounter (Major Tubule): 1d4 fungus-bats (75%)
Encounter (Minor Tubule): 1d6 fungus bats (80%)
60 Entrance via Mist-gate: Roll 1d3 for each character to
determine which round they emerge from the mist- 65 Entrance via Mist-gate: Roll 1d3 for each character to
gate. Make a DC 15 Will save or be sickened for 1d4 determine which round they emerge from the mist-
rounds after emerging. gate. Make a DC 15 Will save or be sickened for 1d4
Entrance Across Membrane: Refer to Table. combat rounds after emerging.
Internal Dimensions: 500 ft. long, varies from 1020 ft. Entrance Across Membrane: Refer to Table.
wide, 10 ft. tall. Internal Dimensions: 150 ft. long, varies from 2030 ft.
Conditions: Steep upward slope (DC 10 Climb check), wide, 20 ft. tall.
normal temperature, breezes in the ectoplasm without Conditions: Normal breathing, temperature is warm
significant turbulence. and humid, ectoplasm is sluggish. Long strands of
Encounter (Major Tubule): none glowing green moss hang down in patches from the
Encounter (Minor Tubule): 1 mihstu (20%) ceiling, swaying in the ectoplasmic flow. They can be
circumvented at a maximum distance of 10 ft.
61 Entrance via Mist-gate: Roll 1d3 for each character to Encounter (Major Tubule): 1d4 fungus-bats (20%)
determine which round they emerge from the mist- Encounter (Minor Tubule): 1d6 fungus bats (30%)
gate. Make a DC 15 Will save or be sickened for 1d4
rounds after emerging.
66 Entrance via Mist-gate: Roll 1d3 for each character to
Entrance Across Membrane: Refer to Table.
determine which round they emerge from the mist-
Internal Dimensions: 500 ft. long, varies from 1020 ft.
gate. Make a DC 15 Will save or be sickened for 1d4
wide, 10 ft. tall.
combat rounds after emerging.
Conditions: Steep downward slope (DC 10 Climb
Entrance Across Membrane: Refer to Table.
check), normal temperature, breezes in the ectoplasm
Internal Dimensions: 150 ft. long, varies from 2030 ft.
without significant turbulence.
Encounter (Major Tubule): 1d3 oculethes (10%) wide, 20 ft. tall.
Encounter (Minor Tubule): 2 plantoids (10%) Conditions: Normal breathing, temperature is warm
and humid, the ectoplasm has medium-strong drafts
62 Entrance via Mist-gate: Roll 1d3 for each character to but without significant turbulence. Long strands of
determine which round they emerge from the mist- glowing green moss hang down in patches from the
gate. Make a DC 15 Will save or be sickened for 1d4 ceiling, swaying in the ectoplasmic flow. They can be
rounds after emerging. circumvented at a maximum distance of 10 ft.
Entrance Across Membrane: Refer to Table. Encounter (Major Tubule): 1d4+1 zombies, 1d3+1 oculethes,
Internal Dimensions: 100 ft. long, varies from 1020 ft. and 1 night ghoul supervisor, harvesting moss (20%)
wide, 10 ft. tall. Encounter (Minor Tubule): 1d4+1 fungus-bats (20%)
Conditions: Oxygen feels a bit thin, normal 67 Entrance via Mist-gate: Roll 1d3 for each character to
temperature, the ectoplasm has medium-strong drafts determine which round they emerge from the mist-
but without significant turbulence. gate. Make a DC 15 Will save or be sickened for 1d4
Encounter (Major Tubule): none combat rounds after emerging.
Encounter (Minor Tubule): none Entrance Across Membrane: Refer to Table.
Internal Dimensions: 60 ft. long, varies from 1020 ft.
63 Entrance via Mist-gate: Roll 1d3 for each character to wide, 20 ft. tall.
determine which round they emerge from the mist- Conditions: Normal breathing, temperature is warm
gate. Make a DC 15 Will save or be sickened for 1d4 and humid, the ectoplasm has medium-strong drafts
combat rounds after emerging. but without significant turbulence. Long strands of
Entrance Across Membrane: Refer to Table. glowing green moss hang down in patches from the
Internal Dimensions: 100 ft. long, varies from 1020 ft. ceiling, swaying in the ectoplasmic flow. They can be
wide, 10 ft. tall. circumvented at a maximum distance of 5 ft.
Conditions: Oxygen feels a bit thin, normal Encounter (Major Tubule): 1d4+1 flumphs, feeding
temperature, the ectoplasm has medium-strong drafts on moss and discussing various matters amongst
but without significant turbulence. Long strands of themselves (10%)
glowing green moss hang down in patches from the Encounter (Minor Tubule): 1d4+3 flumphs, lost in the
ceiling, swaying in the ectoplasmic flow. They can be tubules (10%)
circumvented at a maximum distance of 5 ft.
Encounter (Major Tubule): 1d2 phase spiders (10%) 68 Entrance via Mist-gate: Roll 1d3 for each character to
Encounter (Minor Tubule): 1d2 phase spiders (10%) determine which round they emerge from the mist-
gate. Make a DC 15 Will save or be sickened for 1d4
64 Entrance via Mist-gate: Roll 1d3 for each character to combat rounds after emerging.
determine which round they emerge from the mist- Entrance Across Membrane: Refer to Table.
75
Cyclopean Deeps 2
Internal Dimensions: 100 ft. long, varies from 1020 ft. gate. Make a DC 15 Will save or be sickened for 1d4
wide, 20 ft. tall, has almost-vertical upward slope at combat rounds after emerging.
center, 50 ft. tall, requiring flying, climbing or rope to Entrance Across Membrane: Refer to Table.
ascend. Internal Dimensions: 100 ft. long, varies from 1020 ft.
Conditions: Normal breathing, temperature is warm wide, 20 ft. tall, has almost-vertical upward slope at
and humid, ectoplasm has medium-strong drafts center, 50 ft. tall, requiring flying, climbing or rope to
but without significant turbulence. Long strands of ascend (DC 15 Climb check without a rope).
glowing green moss hang down in patches from the Conditions: Normal breathing and temperature,
ceiling, swaying in the ectoplasmic flow. They can be breezes and drafts in the ectoplasm.
circumvented at a maximum distance of 5 ft. Encounter (Major Tubule): 1 gelatinous sphere at top,
Encounter (Major Tubule): none ready to roll down at prey (10%).
Encounter (Minor Tubule): 1d3 cobra flowers at top of Encounter (Minor Tubule): 1d3 gelatinous spheres at
ascent (20%) top, ready to roll down at prey one after the other
(15%).
69 Entrance via Mist-gate: Roll 1d3 for each character to
determine which round they emerge from the mist- 74 Entrance via Mist-gate: Roll 1d3 for each character to
gate. Make a DC 15 Will save or be sickened for 1d4 determine which round they emerge from the mist-
combat rounds after emerging. gate. Make a DC 15 Will save or be sickened for 1d4
Entrance Across Membrane: Refer to Table. combat rounds after emerging.
Internal Dimensions: 200 ft. long, 10 ft. wide, 10 ft. tall. Entrance Across Membrane: Refer to Table.
Conditions: Steep upward slope, normal temperature, Internal Dimensions: 120 ft. long, varies from 1015 ft.
some turbulence in the ectoplasm, but not enough to wide, 1015 ft. tall.
knock anyone down. Conditions: Normal breathing, normal temperature,
Encounter (Major Tubule): 1d4+1 flumphs (10%) ectoplasm has medium-strong drafts but without
Encounter (Minor Tubule): 1d4+3 flumphs (20%) significant turbulence. Multiple, unusually brightly-
glowing spots on membrane wall, which are nothing
70 Entrance via Mist-gate: Roll 1d3 for each character to more than excess pigmentation resulting from the
determine which round they emerge from the mist- attachment of this pocket dimension to the rest of the
gate. Make a DC 15 Will save or be sickened for 1d4 tubule network.
combat rounds after emerging. Encounter (Major Tubule): none
Entrance Across Membrane: Refer to Table. Encounter (Minor Tubule): 1d3+2 young phase spiders,
Internal Dimensions: 100 ft. long, varies from 10-20 ft. having minimum hit points each (10%)
wide, 20 ft. tall, has almost-vertical upward slope at
center, 50 ft. tall, requiring flying, climbing or rope to 75 Entrance via Mist-gate: Roll 1d3 for each character to
ascend. determine which round they emerge from the mist-
Conditions: Normal breathing and temperature, gate. Make a DC 15 Will save or be sickened for 1d4
breezes and drafts in the ectoplasm. combat rounds after emerging.
Encounter (Major Tubule): 1d4+1 flumphs (10%) Entrance Across Membrane: Refer to Table.
Encounter (Minor Tubule): 1d4+3 flumphs (20%) Internal Dimensions: 120 ft. long, varies from 1015 ft.
wide, 1015 ft. tall.
71 Entrance via Mist-gate: Roll 1d3 for each character to Conditions: Normal breathing, normal temperature,
determine which round they emerge from the mist- ectoplasm has medium-strong drafts but without
gate. Make a DC 15 Will save or be sickened for 1d4 significant turbulence. Multiple, unusually brightly-
combat rounds after emerging. glowing spots on membrane wall, which are nothing
Entrance Across Membrane: Refer to Table. more than excess pigmentation resulting from the
Internal Dimensions: 300 ft. long, 20 ft. wide, 20 ft. tall, attachment of this pocket dimension to the rest of the
has almost-vertical downward slope at center, 80 ft. tubule network.
down, requiring flying, climbing or rope to descend Encounter (Major Tubule): Possible lost object, roll 1d8:
(DC 15 Climb check without a rope). (14) nothing, (5) ring of invisibility, (6) potion of cure
Conditions: Normal breathing and temperature, serious wounds, (7) single copper piece, (8) woolen
breezes and drafts in the ectoplasm. sock.
Encounter (Major Tubule): none Encounter (Minor Tubule): Possible lost object, roll 1d8:
Encounter (Minor Tubule): 1 phase spider (10%) (14) nothing, (5) decapitated human head with
brains removed, (6) ruby encrusted buckle (2,000 gp),
72 Entrance via Mist-gate: Roll 1d3 for each character to (7) potion of levitation, (8) wand of charm monster
determine which round they emerge from the mist- with 3 charges
gate. Make a DC 15 Will save or be sickened for 1d4
combat rounds after emerging. 76 Entrance via Mist-gate: Roll 1d3 for each character to
Entrance Across Membrane: Refer to Table. determine which round they emerge from the mist-
Internal Dimensions: 100 ft. long, 20 ft. wide, 20 ft. tall, gate. Make a DC 15 Will save or be sickened for 1d4
has almost-vertical downward slope at center, 60 ft. combat rounds after emerging.
down, requiring flying, climbing or rope to descend. Entrance Across Membrane: Refer to Table.
Conditions: Normal breathing and slightly warm Internal Dimensions: 120 ft. long, varies from 1520 ft.
temperature, breezes and drafts in the ectoplasm. wide, 1520 ft. tall.
Encounter (Major Tubule): 1d8+1 fungus-bats (10%) Conditions: Normal breathing, normal temperature,
Encounter (Minor Tubule): 1d8+1 fungus-bats (15%) ectoplasm has medium-strong drafts but without
significant turbulence. Multiple, unusually brightly-
73 Entrance via Mist-gate: Roll 1d3 for each character to glowing spots on membrane wall, which are nothing
determine which round they emerge from the mist- more than excess pigmentation resulting from the
76
Chapter 9: Hidden Worlds of Jupiter Kwan
attachment of this pocket dimension to the rest of the combat rounds after emerging.
tubule network. Entrance Across Membrane: Refer to Table.
Encounter (Major Tubule): None Internal Dimensions: 100 ft. long, 30 ft. wide, 50 ft. tall.
Encounter (Minor Tubule): A monster identical to an Conditions: Normal breathing and temperature,
advanced shambling mound has formed from the some turbulence in the ectoplasm. Magic does not
tubule membrane here (10%). It is not an uncommon function in this pocket dimension. This section of
event for parts of the membrane to bud into plantlike tubule is diseased, although it is not contagious to
life forms; the membranes generative properties are a the characters. Huge patches of blackened, dying
byproduct of the way Jupiter Kwan grows the pocket membrane are all along the tubule walls, floor, and
dimensions together. ceiling.
Encounter (Major Tubule): 1 giant slug (10%)
77 Entrance via Mist-gate: Roll 1d3 for each character to Encounter (Minor Tubule): 1 giant slug (15%)
determine which round they emerge from the mist-
gate. Make a DC 15 Will save or be sickened for 1d4 81 Entrance via Mist-gate: Roll 1d3 for each character to
combat rounds after emerging. determine which round they emerge from the mist-
Entrance Across Membrane: Refer to Table. gate. Make a DC 15 Will save or be sickened for 1d4
Internal Dimensions: 150 ft. long, varies from 2030 ft. combat rounds after emerging.
wide, 20 ft. tall. Entrance Across Membrane: Refer to Table.
Conditions: Normal breathing, temperature is warm Internal Dimensions: 150 ft. long, 30 ft. wide, 30 ft. tall.
and humid, ectoplasm has medium-strong drafts Conditions: Normal breathing and temperature,
but without significant turbulence. Long strands of some turbulence in the ectoplasm. This pocket
glowing green moss hang down in patches from the dimension is diseased, although it is not contagious to
ceiling, swaying in the ectoplasmic flow. They can be the characters. Huge patches of blackened, dying
circumvented at a maximum distance of 10 ft. Note: membrane are along the tubule walls, floor, and
This pocket dimension contains monsters growing/ ceiling.
grown from the membrane. It is not an uncommon Encounter (Major Tubule): 1 gelatinous sphere (10%)
event for parts of the membrane to bud into plantlike Encounter (Minor Tubule): 1d10 gelatinous spheres
life forms; the membranes generative properties are a (10%)
byproduct of the way Jupiter Kwan grows the pocket
dimensions together. 82 Entrance via Mist-gate: Roll 1d3 for each character to
Encounter (Major Tubule): 1d3 small fungus-bats determine which round they emerge from the mist-
growing from membrane wall (immobile) (25%) gate. Make a DC 15 Will save or be sickened for 1d4
Encounter (Minor Tubule): A monster identical to an combat rounds after emerging.
advanced shambling mound has formed from the Entrance Across Membrane: Refer to Table.
tubule membrane here (10%). Internal Dimensions: 150 ft. long, 30 ft. wide, 30 ft. tall.
Conditions: Normal breathing and temperature,
78 Entrance via Mist-gate: Roll 1d3 for each character to some turbulence in the ectoplasm. The membrane is
determine which round they emerge from the mist- completely ripped open here, in a 60 ft. long tear (an
gate. Make a DC 15 Will save or be sickened for 1d4 attack by some of Isclaadras nebunorne demons),
combat rounds after emerging. and is open to the void beyond. If the characters
Entrance Across Membrane: Refer to Table. want to enter the void from here, they can do it
Internal Dimensions: 120 ft. long, varies from 1030 ft. immediately, without passing through the membrane.
wide, 1030 ft. tall. Numbers reflect one wide point in The grottlefish have no trouble swimming inside the
the center of the tubule where it bulges outward in all tubule just as well as they can swim in the void.
directions. Encounter (Major Tubule): 1d6+6 grottlefish are nibbling
Conditions: Normal breathing, normal temperature, at the edges of the tear (100%). A drift-hag (10%) with
ectoplasm has medium-strong drafts but without a large burlap sack is also harvesting bits of it with a
significant turbulence. long fish-gutting knife. The grottlefish are keeping their
Encounter (Major Tubule): 1d8+1 fungus-bats (10%) distance from her. The drift-hag is carrying gems with
Encounter (Minor Tubule): 1d8+1 fungus-bats (15%) an aggregate value of 2,000 gp, together with 1d4
potions of cure moderate wounds.
79 Entrance via Mist-gate: Roll 1d3 for each character to Encounter (Minor Tubule): 1d8 grottlefish are nibbling
determine which round they emerge from the mist- at the edges of the tear (100%). A drift-hag (25%) is
gate. Make a DC 15 Will save or be sickened for 1d4 present as described above.
combat rounds after emerging.
Entrance Across Membrane: Refer to Table. 83 Entrance via Mist-gate: Roll 1d3 for each character to
Internal Dimensions: 120 ft. long, varies from 1030 ft. determine which round they emerge from the mist-
wide, 1030 ft. tall. Numbers reflect one wide point in gate. Make a DC 15 Will save or be sickened for 1d4
the center of the tubule where it bulges outward in all combat rounds after emerging.
directions. Entrance Across Membrane: Refer to Table.
Conditions: Normal breathing, normal temperature, Internal Dimensions: 300 ft. long, 20 ft. wide, 20 ft. tall.
ectoplasm has medium-strong drafts but without Conditions: Normal breathing and temperature,
significant turbulence. some turbulence in the ectoplasm. The membrane
Encounter (Major Tubule): none is completely ripped open here, in a 100 ft.-long
Encounter (Minor Tubule): 1d2 phase spiders (10%) tear (an attack by some of Isclaadras nebunorne
demons), and is open to the void beyond. If the
80 Entrance via Mist-gate: Roll 1d3 for each character to characters want to enter the void from here, they
determine which round they emerge from the mist- can do it immediately, without passing through the
gate. Make a DC 15 Will save or be sickened for 1d4 membrane. If grottlefish are present, they have no
77
Cyclopean Deeps 2
trouble swimming inside the tubule just as well as they 88 Entrance via Mist-gate: Roll 1d3 for each character to
can swim in the void. determine which round they emerge from the mist-
Encounter (Major Tubule): 1d6+6 grottlefish are nibbling gate. Make a DC 15 Will save or be sickened for 1d4
at the edges of the tear (50%). They do not attack combat rounds after emerging.
unless attacked. Entrance Across Membrane: Refer to Table.
Encounter (Minor Tubule): 1d8 grottlefish are nibbling at Internal Dimensions: 100 ft. long, 30 ft. wide, 30 ft. tall.
the edges of the tear (50%). They do not attack unless Conditions: Normal breathing and temperature, some
attacked. turbulence in the ectoplasm. The membrane in this
pocket dimension is lumpy, as if it had been subjected
84 Entrance via Mist-gate: Roll 1d3 for each character to to some kind of energy that changed or damaged
determine which round they emerge from the mist- it slightly. Everyone who enters this pocket dimension
gate. Make a DC 15 Will save or be sickened for 1d4 must make a DC 15 Will save or become incoherent
combat rounds after emerging. with rage, attacking others randomly for 1d6+4
Entrance Across Membrane: Refer to Table. combat rounds. This is a mind-affecting compulsion.
Internal Dimensions: 200 ft. long, 10 ft. wide, 10 ft. tall. Every week, an oculethe comes through to carry out
Conditions: Normal breathing and temperature, some any bodies for Jupiter Kwans necromancy.
turbulence in the ectoplasm. The membrane of the Encounter (Major Tubule): none
tubule contains millions of tiny fish and lizard skeletons, Encounter (Minor Tubule): none
remnants of the world this piece of dimensional
substance peeled away from. 89 Entrance via Mist-gate: Roll 1d3 for each character to
Encounter (Major Tubule): none determine which round they emerge from the mist-
Encounter (Minor Tubule): none gate. Make a DC 15 Will save or be sickened for 1d4
combat rounds after emerging.
85 Entrance via Mist-gate: Roll 1d3 for each character to Entrance Across Membrane: Refer to Table.
determine which round they emerge from the mist- Internal Dimensions: 100 ft. long, 30 ft. wide, 30 ft. tall.
The chamber bells out in the center to a width/height
gate. Make a DC 15 Will save or be sickened for 1d4
of 60 ft.
combat rounds after emerging.
Conditions: Normal breathing and temperature. There
Entrance Across Membrane: Refer to Table.
is a very strong undertow current in the ectoplasm.
Internal Dimensions: 100 ft. long, 20 ft. wide, 20 ft. tall.
Anyone entering the tubule must immediately make
Conditions: Normal breathing and temperature, some
a DC 10 Strength check or be sucked into the center
turbulence in the ectoplasm. The membrane of the
by the paraflumic pressure and then flung into the
tubule contains millions of tiny fish and lizard skeletons, adjacent void. Once in the void, they actually travel
remnants of the world this piece of dimensional only a few feet, but since the wall is still intact they
substance peeled away from. have to cross through the membrane to return.
Encounter (Major Tubule): 1 phase spider (10%) Encounter (Major Tubule): none
Encounter (Minor Tubule): 1d3 phase spiders (10%) Encounter (Minor Tubule): none
86 Entrance via Mist-gate: Roll 1d3 for each character to 90 Entrance via Mist-gate: Roll 1d3 for each character to
determine which round they emerge from the mist- determine which round they emerge from the mist-
gate. Make a DC 15 Will save or be sickened for 1d4 gate. Make a DC 20 Will save or be sickened for 1d4
combat rounds after emerging. combat rounds after emerging.
Entrance Across Membrane: Refer to Table. Entrance Across Membrane: Refer to Table.
Internal Dimensions: 150 ft. long, 30 ft. wide, 30 ft. tall. Internal Dimensions: 200 ft. long, 30 ft. wide, 30 ft. tall.
Conditions: Normal breathing and temperature, some The chamber bells out in the center to a width/height
turbulence in the ectoplasm. The membrane of the of 90 ft.
tubule contains millions of tiny fish and lizard skeletons, Conditions: Normal breathing and temperature. There
remnants of the world this piece of dimensional is a very strong undertow current in the ectoplasm.
substance peeled away from. Anyone entering the tubule must immediately make
Encounter (Major Tubule): 1d3 plantoids (20%) a DC 13 Strength check or be sucked into the center
Encounter (Minor Tubule): 1d4+1 plantoids with by the paraflumic pressure and then flung into the
plantoid king and 1d6 plantoid servitors (10%). adjacent void. Once in the void, they actually travel
only a few feet, but since the wall is still intact they
87 Entrance via Mist-gate: Roll 1d3 for each character to have to cross through the membrane to return.
determine which round they emerge from the mist- Encounter (Major Tubule): none
gate. Make a DC 15 Will save or be sickened for 1d4 Encounter (Minor Tubule): none
combat rounds after emerging.
Entrance Across Membrane: Refer to Table. 91 Entrance via Mist-gate: Roll 1d3 for each character to
Internal Dimensions: 200 ft. long, 20 ft. wide, 20 ft. tall. determine which round they emerge from the mist-
Conditions: Normal breathing and temperature, some gate. Make a DC 15 Will save or be sickened for 1d4
turbulence in the ectoplasm. The membrane in this combat rounds after emerging.
pocket dimension is lumpy, as if it had been subjected Entrance Across Membrane: Refer to Table.
to some kind of energy that changed or damaged Internal Dimensions: 90 ft. long, 20 ft. wide, 20 ft. tall.
it slightly. Everyone who enters this pocket dimension Conditions: Normal breathing and temperature,
must succeed on a DC 15 Will save or refuse to leave. some turbulence in the ectoplasm. The membrane in
This is a mind-affecting compulsion. Every week, an this pocket dimension is shot through with strands of
oculethe comes through to carry out any bodies for rainbow-like color, like drifting oil slicks. It is still easy to
Jupiter Kwans necromancy. see through it and out into the void beyond.
Encounter (Major Tubule): none Encounter (Major Tubule): 1d3 giant silverfish (10%)
Encounter (Minor Tubule): none Encounter (Minor Tubule): 1d6+3 giant silverfish (15%)
78
Chapter 9: Hidden Worlds of Jupiter Kwan
92 Entrance via Mist-gate: Roll 1d3 for each character to emerging characters.
determine which round they emerge from the mist- Encounter (Minor Tubule): 1d3 cobra flowers beside
gate. Make a DC 15 Will save or be sickened for 1d4 one of the mist-gates (15%). Roll to see which mist-
combat rounds after emerging. gate they are beside; they might be right next to the
Entrance Across Membrane: Refer to Table. emerging characters.
Internal Dimensions: 80 ft. long, 10 ft. wide, 10 ft. tall.
Conditions: Normal breathing and temperature, 96 Entrance via Mist-gate: Roll 1d3 for each character to
some turbulence in the ectoplasm. The membrane in determine which round they emerge from the mist-
this pocket dimension is shot through with strands of gate. Make a DC 15 Will save or be sickened for 1d4
rainbow-like color, like drifting oil slicks. It is still easy to combat rounds after emerging.
see through it and out into the void beyond. Entrance Across Membrane: Refer to Table.
Encounter (Major Tubule): 1d4+3 oculethe patrol Internal Dimensions: 100 ft. long, 30 ft. wide, 20 ft. tall.
attacks anyone who does not claim to be trying to find Conditions: Normal breathing and temperature,
Jupiter Kwan. They accompany the characters to Area some turbulence in the ectoplasm. There are several
29U-20 if the characters say that they are here to see clusters of cucumber-like eggs all over the walls and
Jupiter Kwan. Kwan is notified by one of the oculethes ceiling. These are Leng-bat eggs; all of them are sterile
(who travels a different path than the ones leading the because they were laid outside of Leng.
party), and he takes matters in hand as needed. (10%) Encounter (Major Tubule): 1d3 Leng-bats (20%)
Encounter (Minor Tubule): none Encounter (Minor Tubule): 1d3+3 Leng-bats (25%).
93 Entrance via Mist-gate: Roll 1d3 for each character to 97 Entrance via Mist-gate: Roll 1d3 for each character to
determine which round they emerge from the mist- determine which round they emerge from the mist-
gate. Make a DC 15 Will save or be sickened for 1d4 gate. Make a DC 20 Will save or be sickened for 1d4
combat rounds after emerging. combat rounds after emerging.
Entrance Across Membrane: Refer to Table. Entrance Across Membrane: Refer to Table.
Internal Dimensions: 80 ft. long, 10 ft. wide, 10 ft. tall. Internal Dimensions: 100 ft. long, 30 ft. wide, 20 ft. tall.
Conditions: Normal breathing but very cold Conditions: Normal breathing and temperature, some
temperature. The ectoplasm blows in vicious turbulence in the ectoplasm. The walls, floor, and
turbulence, but also seems as if the cold has thickened ceiling of the pocket dimension are budding with
it, making it buffet the characters around rather badly. thousands upon thousands of small, pink and blue
Each combat round, a character must succeed on flowers.
a DC 10 Strength check or drop one item held in his Encounter (Major Tubule): 1d3 cobra flowers beside
hand. If the character is resistant to cold, the save is one of the mist-gates (10%). Roll to see which mist-
made at +2. If immune to cold, the save is made at +4. gate they are beside; they might be right next to the
Encounter (Major Tubule): 1d6+3 fire beetles (75%) emerging characters.
Encounter (Minor Tubule): 1d6+3 fire beetles and 1 Encounter (Minor Tubule): 1d3 cobra flowers beside
plantoid (75%). These monsters are not connected to one of the mist-gates (15%). Roll to see which mist-
each other, but the plantoid tries to use the fire beetles gate they are beside; they might be right next to the
to gain a tactical advantage. emerging characters.
94 Entrance via Mist-gate: Roll 1d3 for each character to 98 Entrance via Mist-gate: Roll 1d3 for each character to
determine which round they emerge from the mist- determine which round they emerge from the mist-
gate. Make a DC 15 Will save or be sickened for 1d4 gate. Make a DC 15 Will save or be sickened for 1d4
combat rounds after emerging. combat rounds after emerging.
Entrance Across Membrane: Refer to Table. Entrance Across Membrane: Refer to Table.
Internal Dimensions: 120 ft. long, 20 ft. wide, 20 ft. tall. Internal Dimensions: 80 ft. long, 10 ft. wide, 10 ft. tall.
Conditions: Normal breathing and temperature, some Conditions: Normal breathing and temperature,
turbulence in the ectoplasm. The green membrane no turbulence in the ectoplasm. The walls, floor,
in this pocket dimension is speckled with patches of and ceiling of the pocket dimension are budding
yellow. This is simply an unusual pigmentation, and has with thousands upon thousands of small, pink and
no significance to the characters. blue flowers. The flowers all inhale and exhale
Encounter (Major Tubule): none simultaneously.
Encounter (Minor Tubule): none Encounter (Major Tubule): none
Encounter (Minor Tubule): The floral scent is dangerous;
95 Entrance via Mist-gate: Roll 1d3 for each character to make a DC 10 Fortitude save or fall asleep for 1d6
determine which round they emerge from the mist- days. If everyone falls asleep, they are either eaten by
gate. Make a DC 15 Will save or be sickened for 1d4 something or collected by the oculethes and brought
combat rounds after emerging. to Jupiter Kwan.
Entrance Across Membrane: Refer to Table.
Internal Dimensions: 200 ft. long, 5 ft. wide, 5 ft. tall, but 99 Entrance via Mist-gate: Roll 1d3 for each character to
wider (10 ft.x10 ft.) right at the mist-gates. determine which round they emerge from the mist-
Conditions: Normal breathing and temperature, some gate. Make a DC 15 Will save or be sickened for 1d4
turbulence in the ectoplasm. The walls, floor, and combat rounds after emerging.
ceiling of the tubule are almost entirely covered in Entrance Across Membrane: Refer to Table.
blue and yellow moss, which scrapes off easily. It is Internal Dimensions: 100 ft. long, 20 ft. wide, 20 ft. tall.
poisonous if eaten. Conditions: Normal breathing and temperature, some
Encounter (Major Tubule): 1d3 cobra flowers beside turbulence in the ectoplasm, strong breeze in the
one of the mist-gates (10%). Roll to see which mist- ectoplasm in the top 3 ft. of the tubule.
gate they are beside; they might be right next to the Encounter (Major Tubule): 1 mihstu hidden in
79
Cyclopean Deeps 2
(randomly-selected) mist-gate (20%) Void Encounters
Encounter (Minor Tubule): 1 mihstu hidden in
(randomly-selected) mist-gate (25%) 1d100 Contents or Event
0165 This area of the void is currently uninhabited
100 Entrance via Mist-gate: Roll 1d3 for each character to
determine which round they emerge from the mist- 6670 Warning zombie-buoy tethered to rock
gate. Make a DC 15 Will save or be sickened for 1d4 7175 4d6 grottlefish
combat rounds after emerging.
Karmic tornado (the characters are blown
Entrance Across Membrane: Refer to Table.
7677 into and up a tubule for a distance of 1d4+3
Internal Dimensions: 800 ft. long, 30 ft. wide, 30 ft. tall. segments)
Conditions: Normal breathing and temperature, some
turbulence in the ectoplasm. 78 6 kismet chameleons
Encounter (Major Tubule): Jupiter Kwan with 4 charmed 79 Cluster of 2d6+2 phase spiders
plantoids as bodyguards.
Encounter (Minor Tubule): A floating ball of light 8085 1 void mantari
explodes. The characters must succeed on a DC 15 86 2d6 Leng-bats
Fortitude save or take 1d6 points of damage from
8788 1d6+2 oculethe sentries
tiny pellets of necromantic light. The pellets cause
skin and flesh to begin rotting, inflicting 1d3 points of Planar gate to Ques Querax. Going through
damage per hour for d% hours unless the rot is stopped this glowing blue portal takes the characters to
by neutralize poison or anything else that can treat or Area 3H-4 in the Caravanserai of Ques Querax
cure a poison. (Chapter 2). This is a one-way portal. The portal
89
is guarded by a denizen of Leng floating in a
lotus position with his 6 Leng-bats. He might be
The Minor Voids helpful (13 on a 1d6) or unhelpful (46 on a
These tables are used to determine the contents of the small, unnumbered 1d6).
voids. Roll 1d20 and d100.
Storage bale of 20 troglodyte bodies and 10
90 grottlefish all bound up in wire and tagged as
Void Appearance Bale 21 in the language of the Under Realms.
1d20 Appearance Planar gate to Izamne in the hunting grounds
1 Blue emptiness with occasional sparks of 1d4+1 grottlefish. Going through the glowing
blue disk transports the character (one-way) into
Red emptiness with occasional small dimensional 91
2 the City of Izamne. The character appears just
bubbles outside the Fortress of Pareetha Pra (Area 13R-8,
3 Yellow emptiness with occasional chunks of rock Chapter 4).
4 Silvery emptiness with clots of seaweed 92 1d4 voidflowers
5 Gray emptiness with chunks of fungus 93 1d4+2 ectoplasms
6 Black emptiness with multiple distant moons 94 1d2 drift-hags
7 Gray emptiness with occasional chunks of rock 95 1d20 voidwasps
Black emptiness with occasional small dimensional 96 1 piscodaemon
8
bubbles 97 3d6 +3 grottlefish with 1d4 Leng-bats
9 Gray emptiness with clots of seaweed 98 1 Mu spore
10 Black emptiness with occasional chunks of rock Black Ship of the Moon-Beasts. If this encounter is
9900
11 Red emptiness with occasional chunks of rock rolled, a large moon is visible at a great distance.
Yellow emptiness with occasional small
12 ANTS, GIANT INVISIBLE (WORKER) CR 1
dimensional bubbles
XP 400
13 Silvery-gray emptiness with occasional chunks of rock hp 18 (Pathfinder Roleplaying Game Bestiary Ant, Giant)
14 Silvery-gray emptiness with multiple distant moons Special Count as invisible in the first round of combat, and
has having concealment each round after that.
15 Black emptiness with clots of seaweed
White emptiness with occasional small dimensional ANTS, GIANT INVISIBLE (SOLDIER) CR 2
16 XP 800
bubbles
hp 18 (Pathfinder Roleplaying Game Bestiary Ant, Giant)
17 Blue emptiness with occasional chunks of rock Special Count as invisible in the first round of combat, and
18 Gray emptiness with chunks of fungus has having concealment each round after that.
Silvery-gray emptiness with occasional chunks of
19
rock
Black Ship of the Moon Beasts
See Sidebox.
20 Silvery-gray emptiness with multiple distant moons
COBRA FLOWER CR 4
XP 1,200
The Tome of Horrors Complete 116
N Large plant
80
Chapter 9: Hidden Worlds of Jupiter Kwan
Immune plant traits
The Black ship contains 5 moon-beasts, 10 denizens of Leng, Str 13, Dex 17, Con 12, Int , Wis 13, Cha 9
20 bugbears, and 50 slaves. The ship itself is a major artifact, but Base Atk +4; CMB +5 (+9 grapple); CMD 18 (cant be
it would be very, very hard for the characters to overcome its crew. tripped)
Skills Acrobatics +3 (9 to jump)
MOON-BEASTS (5) CR 11
XP 12,800 DAEMON, PISCODAEMON CR 10
hp 133 (Pathfinder Roleplaying Game Bestiary 3 XP 9,600
Moon-Beast) hp 137 (see Hex 35S, Wandering Monsters)
Speed fly 30 ft. (perfect) Str 10, Dex 1, Con 26, Int , Wis 1, Cha 1
Melee incorporeal touch +3 (1d8 Strength damage) Base Atk +5; CMB +6; CMD 11 (cant be tripped)
Space 10 ft.; Reach 5 ft. Skills Acrobatics 5 (13 to jump), Fly 7
Special Attacks breath weapon, manifestation, Strength SQ acid, engulf, paralysis, transparent
damage, undead bane
Acid (Ex) A gelatinous spheres acid does not harm metal or
Str , Dex 12, Con 21, Int , Wis 1, Cha 1 stone.
Base Atk +3; CMB +5; CMD 16 Engulf (Ex) Although it moves slowly, a gelatinous
Skills Fly +7 sphere can simply engulf Large or smaller creatures in
SQ glow its path as a standard action. It cannot make a slam
attack during a round in which it engulfs. The gelatinous
Breath Weapon (Su) Once every 2 rounds as a standard sphere merely has to move over the opponents,
action, an ectoplasm can release a 20-foot cone of affecting as many as it can cover. Opponents can
ectoplasmic goo at its foes. Affected opponents must make attacks of opportunity against the sphere, but
succeed on a DC 17 Fortitude save or be affected as if by if they do so they are not entitled to a saving throw.
a sleep spell (caster level 7th). A successful save renders a Those who do not attempt attacks of opportunity
creature immune to that ectoplasms breath weapon for 24 can attempt a DC 13 Reflex save to avoid being
hours. The save DC is Constitution-based. engulfedon a success, they are pushed back or aside
Glow (Su) An ectoplasm continually gives off light with the (opponents choice) as the sphere moves forward.
approximate brightness of a candle. It cannot consciously Engulfed creatures are subject to the spheres paralysis
extinguish this light. When an ectoplasm is killed, this light and acid, gain the pinned condition, are in danger of
fades to darkness. suffocating, and are trapped within its body until they
Manifestation (Su) An ectoplasm dwells on the Ethereal Plane are no longer pinned. The save DC is Strength-based.
and as an ethereal creature, it cannot affect or be affected Paralysis (Ex) A gelatinous sphere secretes an anesthetizing
by anything in the material world. When an ectoplasm slime. A target hit by a spheres melee or engulf attack must
manifests, it partly enters the Material Plane and becomes succeed on a DC 21 Fortitude save or be paralyzed for 3d6
visible but incorporeal. A manifested ectoplasm can be rounds. The sphere can automatically engulf a paralyzed
harmed only by other incorporeal creatures, magic weapons, opponent. The save DC is Constitution-based.
or spells, with a 50% chance to ignore any damage from a Transparent (Ex) Due to its lack of coloration, a gelatinous
corporeal source. A manifested ectoplasm can pass through sphere is difficult to discern. A DC 15 Perception check
solid objects at will, and its own attacks pass through armor. A is required to notice a motionless gelatinous sphere. Any
manifested ectoplasm always moves silently. creature that fails to notice a gelatinous sphere and walks
Strength Damage (Su) The touch of an ectoplasm deals 1d8 into it is automatically engulfed.
points of Strength damage to living opponents.
Undead Bane (Su) Against corporeal undead, an ectoplasm GIANT SILVERFISH CR 2
deals 1d8 points of Strength damage and 1d8 points of XP 600
damage. Ectoplasms ignore the damage reduction of The Tome of Horrors 4 206
corporeal undead. N Medium vermin
Init +3; Senses darkvision 60 ft., scent; Perception +0
Flesh Golems
Two flesh golems patrol the tubules, looking for invaders. One patrols AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
the large tubules, and the other guards the smaller, one-segment tubes. hp 22 (3d8+9)
If one of the golems is killed, mark it off and treat that result as no Fort +6; Ref +4; Will +1
encounter on future die rolls. Immune mind-affecting effects
GROTTLEFISH CR 2 MIHSTU CR 6
XP 600 XP 2,400
N Medium magical beast (extraplanar) (see the Monster hp 60 (see Area 22T-4)
Appendix)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +5 MU SPORE CR 21
XP 409.600
AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 hp 418 (Pathfinder Roleplaying Game Bestiary 2 Mu Spore)
natural)
hp 25 (3d10+6 plus 3) NEMOWORM CR 1
Fort +5; Ref +4; Will +2 XP 400
DR 5/magic N Small magical beast (extraplanar) (see the Monster
Appendix)
Speed 10 ft., fly 20 ft. (poor) Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +0
Melee 2 claws +3 (1d6), bite +3 (1d4)
AC 14, touch 12, flat-footed 12 (+2 Dex, +1 natural, +1 size)
Str 10, Dex 13, Con 14, Int 4, Wis 12, Cha 11 hp 13 (2d10+2)
Base Atk +3; CMB +3; CMD 15 (cant be tripped) Fort +4; Ref +5; Will +0
Feats Dodge, Toughness Defensive Abilities semi-corporeal; DR 5/magic; Immune
Skills Fly +2, Perception +5 mind-affecting effects
SQ planar travel
Speed 30 ft., burrow 30 ft.; dimensional hop 200 ft.
Planar Travel (Su) A grottlefish can move from one Melee bite +3 (1d6 plus shift incorporeality plus grab)
dimension to another similar to the plane shift spell. The Special Attacks preferred target, shift incorporeality
process is slow, however, requiring a full 10 minutes. By
circling in a school of at least 20 they can create a portal Str 11, Dex 15, Con 12, Int , Wis 11, Cha 1
to another plane of existence that survives long enough for Base Atk +2; CMB +1 (+5 grapple); CMD 13 (cant be
the entire school to swim through (the portal remains for one tripped)
minute per fish that created it).
Dimensional Hop (Su) Once per day, a nemoworm can
KISMET CHAMELEON CR 3 teleport up to 200 feet as a move action.
XP 800 Preferred Target (Ex) A nemoworm has a +1 bonus to it
M Medium magical beast (extraplanar) (see the Monster incorporeal or partially incorporeal creatures.
Appendix) Semi-Corporeal (Ex) Nemoworms are only partially
Init +0; Senses darkvision 60 ft., low-light vision; Perception +4 corporeal, and have DR 5/magic. The bite of a nemoworm
is considered to be a magical weapon for the purposes of
AC 15, touch 10, flat-footed 15 (+5 natural) attacking incorporeal opponents.
hp 17 (2d10+6) Shift Incorporeality (Su) Anyone bitten by a nemoworm must
Fort +6; Ref +3; Will +0 succeed on a DC 12 Fortitude save or become partially
Defensive Abilities damage reflection incorporeal like the nemoworm itself. A nemoworm that
succeeds on a grapple check against an incorporeal or
Speed 30 ft., fly 50 ft. (clumsy) partially incorporeal opponent pulls part of the opponent into
Melee 2 claws +3 (1d4+1), bite +3 (1d6+1) the ground, rendering the victim immobile until it can free
itself with a DC 15 Strength check. Succeeding at the saving
Str 12, Dex 11, Con 16, Int 2, Wis 11, Cha 11 throw indicates that the character is immune to this ability for
Base Atk +2; CMB +3; CMD 13 (17 vs. trip) the next 24 hours. The save DC is Constitution-based.
Feats Skill Focus (Stealth)
Skills Fly 4, Perception +4, Stealth +3 (+19 to hide); Racial NIGHT-GHOUL CR 3
Modifiers +16 to Stealth to hide XP 800
SQ camouflage hp 26 (see CH 7, Wandering Monsters)
WRAITH CR 5
XP 1,600 The runes are in Draconic. If translated, the runes read:
hp 47 (Pathfinder Roleplaying Game Bestiary Wraith)
86
Chapter 9: Hidden Worlds of Jupiter Kwan
87
Cyclopean Deeps 2
If anyone speaks the word Compass, then a compass appears from
thin air in front of that character. The compass works in the Hidden
Worlds, and its cardinal points are not the normal North, South, East, and
29U-2. Edge of Reality (Reality 2)
West. Rather, the compass shows Weird, Eccentric, Strange, and Deep as
its four cardinal points.
This area is a huge dome made of a very organic-
looking, greenish membrane. The membrane is slightly
29U-1. Edge of Reality (Reality 1) transparent, and beyond it you can see a vast cloud of
tubes. Some are much larger than the others they branch
off and recombine, their pathways curling and twisting
through a tangle of thousands of smaller tubules. Not all
You are standing in a mist of gray vapor. On one side of of the tube systems are connected; you can see a few areas
you is a shadowy vision of stone walls, and the shifting light that are isolated from the others, and even some places
and dark striations of a floating globe. On the other side of where a globule of greenish membrane hangs in the void,
you, the gray vapor is being slowly sucked down into a huge unattached to any of the tubules. Outside the tubules, there
vertical vortex, the shape of which is outlined by the roiling is nothing but an empty void.
mist. Through the vortex you can see a faint greenish glow. The dome is filled with a shifting mass of gray mist. It
moves sluggishly, almost like a viscous liquid. The current
is nudging you toward the domes only exit, a tube 50
This area is a middle zone between the world of material reality and ft. across that leads into the network of tubules beyond
Jupiter Kwans in-between world of planar tubules, dimensional folds, the walls of the dome. The only other detail of the dome
and stitched-together bits of nothingness. The floating globe visible chamber is a much smaller tubule, perhaps 20 ft. across.
through the mist is the Sphere of Light and Shadow described in Area The smaller tubule is attached to the dome, but the
29U-0. It is completely possible for the characters to decide that they membrane blocks off any access to it.
want nothing to do with the vortex, turn around, and walk right back
into normal reality. If they decide to enter the vortex, they are entering
an area almost as strange as the Plateau of Leng the Hidden Worlds Unless they got here by crossing the tubule network, the characters
of Jupiter Kwan. probably got here by setting off a trap in the City of Izamne (Chapter 4,
A character who succeeds on a DC 20 Knowledge (the planes) Area 13R-14). It isnt possible to get back into reality from here without
check knows that the gray vapor in this area is called ectoplasm, and using one of Jupiter Kwans pinwheel keys, which he gives only to those
that it exists between different dimensions, demi-planes, and pocket who are performing tasks or missions on his behalf. The party may have
realities. The character might or might not choose to inform the other received one (or possibly stolen one) in Area 29U-29.
members of the party that the paraflumic flow between dimensions can The pinwheel keys look like the letter T, a silver rod with a wooden
be violently turbulent enough to rip a person not just into several crossbar that is shaped much like a propeller. Spinning the silver rod
different pieces, but to fling each piece into a different reality. Most with both palms makes the device almost, but not quite, rise into the air.
likely there is no need to alarm anyone, or cause yet another debate Instead, it spins slowly downward to the membrane floor. As the pinwheel
about which direction to take. What the rest of the party doesnt know descends, a vortex begins to form in the floor, and the membrane blows in
wont hurt them, right? a circle like mist. In moments, everything in the chamber is sucked down
As the characters move into the gray mist, they can see that the green into the dark streets of the City of Izamne, outside Doctor Quattromanis
light resolves itself into the mouth of a tube. house (Chapter 4, Area 13R-14). The pinwheel keys are destroyed when
When the adventurers enter the tubules, if it is for the first time, read or they create the vortex.
paraphrase the following:
In case you need a better way to visualize what the characters see, if If the characters are entering this area because they flew too high in the
looks like the neuron pathways in the brain, or the human circulatory cavern over the City of Izamne, they are actually inside the cone of darkmist,
system. If you dont mind using modern-language descriptions, this might and need to react immediately or be pulled into the amoeboid creature. The
be the fastest way to convey to the players what the characters see. creature is an organic machine created by Jupiter Kwans necromancy; it
88
Chapter 9: Hidden Worlds of Jupiter Kwan
combines ectoplasm with darkmist to create violent blasts of energy, which information become general knowledge, too. The last thing he needs is a
it then sends into the black planar gate orbiting around it. The energy is stream of 1st-level adventurers with torches tromping around in the tubule
diffused through the membrane to keep the entire tubule network alive. If system, trying to kill him in exchange for a chicken, free room and board,
the characters are in the tornado of darkmist coming from Izamne, they need and 75% of the loot they recover.
to escape the vortex of darkmist. If the player immediately states that the It is possible to re-enter the Hidden Worlds of Jupiter Kwan from
character is trying to get out of the tornado, the character is able to get free. here, but one must fly upward directly from the runestone that marks the
If the player decides to wait, even for a few moments, the character has a location of the portal overhead. The portal is two-dimensional and only
harder time getting out: a DC 15 Strength check is required to flail and swim points directly down at the runestone, so it is impossible to fly into it
out of the vortex. Characters that decide to follow the vortex all the way into sideways or downward.
the amoeba are converted into lightning and blasted into the dark globe to be Guarding this room are 2 flesh golems, in the unlikely event that
used as energy by the tubule system. Nothing is left. someone or something is well enough informed to use this portal
If anyone tampers with the machinery here, it has been equipped with to invade the Hidden Worlds. These are not the flesh golems from the
an instant demon-summoning charm that automatically fishes a very random encounter tables; they are found here regardless of the partys
angry marilith demon out of the Ginnungagap and into the chamber, earlier encounters. Each flesh golem is connected to the wall by a cord
tasked with defending the machine. of glowing green membrane the width of a finger that is plugged into the
back of the golems head. These cords draw upon the lightning from Area
DEMON, MARILITH CR 17 29U-3 if the golems are wounded and need healing. If either golem goes
XP 102,400 to 20 or fewer hit points, a charge of lightning pulses through the cord,
hp 217 (Pathfinder Roleplaying Game Bestiary healing 20 points of damage. This continues indefinitely unless the cord
, Demon, Marilith) is severed. Cutting the cord is easy enough, although a magic weapon
Gear necklace of fire opals (10,000 gp). is needed; they have only 10 hit points. Unfortunately, when the cord is
severed, a blast of electrical power fills an area 50 ft. in all directions from
When the characters start into the tubule system, dont forget the effects the point where the cable is cut. Anyone in this area takes 5d6 points of
of moving from one pocket dimension to the next. The characters do not electrical damage (DC 15 Reflex save for half).
emerge exactly at the same time: Roll 1d3 for each character to see which
round the character gets through the mist-gate. Emerging into the new FLESH GOLEMS (2) CR 7
dimension is disorienting; each character must make DC 20 Will save or XP 3,200
be sickened for 1d4 combat rounds after emerging. hp 79 (Pathfinder Roleplaying Game Bestiary Golem,
Flesh)
OCULETHES (4) CR 5
XP 1,600
hp 52 (see the Monster Appendix)
Gear One has a map (Player Map), one has the deck of
terse discourse (see the Magic Item Appendix), one has a
single takka coin, and the fourth has a bag containing a
rock of stability (see the Magic Item Appendix)
90
Chapter 9: Hidden Worlds of Jupiter Kwan
There is a 75% chance that 1d10 phase spiders materialize on the
d100 Item
outside of the membrane if the characters remain in this area for more than
10 minutes. They look in to see if the characters look like easy prey, and if 08 Twisting shape made of mithral wire, worth 500 gp.
they decide to attack they phase through. If the characters have established Old, decaying piece of sausage, made from
an alert guard, allow them a DC 20 Perception check to notice the spiders 09
troglodyte meat.
arrival on the outside of the membrane.
The characters are likely to investigate (or destroy) the cadaver in the 1d100 wooden coins (worthless) in silver box. The
membrane throne. If anyone specifically looks into the cadavers eyes, box is worth only 20 gp for its metal content. It
they see a dark alleyway. This is the dead-end alley at the map coordinate radiates magic, but its only power is to turn silver
10
19-G on the map of Izamne (see Chapters 3-4). This scrying device into wood over the course of time. A coin-sized
allows Jupiter Kwan to see and hear the events of supposedly secret silver object has a 25% chance per year to turn
meetings scheduled by his agents in this particular alleyway. Anyone into wood.
watching the alleyway can hear the sounds, which are spoken through Clay disk, 3 ft. in diameter, stamped with pictures
the bodys mouth, and clearly see what is happening there as a reflection. 11
of cat-like creatures.
Even if there is no illumination in the alleyway, the cadavers eyes reflect
the events as if the area were well lit. Longsword inscribed with the word Wompom.
This result can be rolled twice. In each case there
SPIDERS, PHASE CR 5 is a 50% chance that the sword is magical on
XP 1,600 any given day (+1). If both swords are located, it
12
hp 51 (Pathfinder Roleplaying Game Bestiary Phase becomes clear that on any day that one sword
Spider) is magical, the other is not. One of the swords
is always magical. The swords are completely
indistinguishable from each other.
29U-9. General Appendix A black rock; touching it necessitates a DC 15
Fortitude save or suffer 1d4 negative levels (3
times, after which the rock becomes inert). This is a
13
This long, membranous chamber appears to have only natural feature of the rocks home dimension; it is
the one entrance. It is crowded with floating objects, many not inherently magical, nor can it be fabricated by
of them organic-looking. alchemy or magic.
A piece of driftwood with symbols carved into it.
This is from the wreck of the astral ship Lethrimath,
The Appendix Chamber is the end of one of the ectoplasmic currents 14 a tragedy that happened 40 years ago. If this
that moves through the system of tubules. As a result, bits and pieces of result appears twice, the second piece of wood
decaying planar and dimensional substance accumulate here, eventually has the ships name on it.
leaching their way out into the void as they decay. As mentioned in the
15 A pair of spectacles, missing one lens (worthless).
textbox, most of this dimensional material has an organic look to it, but
it is neither organic nor mineral, not actually being a material substance 16 A string of glass beads (worthless).
in the first place. The stuff is mostly worthless, looking like wormhole- 17 A copper kettle (1 sp).
scarred wood or globs of concrete. However, if the characters search the
area, it is possible that they find a few treasures. For each hour spent in 18 A comfortable wooden chair (1 sp).
the chamber, the characters may make a single die roll per character to see The clasp for a cloak, silver, in the shape of a
what they find. After 5 items are found, the amount of time required to 19
griffons head (25 gp).
find an item doubles to 2 hours, and the time required continues to double
for each 5 items. Once 20 items are found, no more is discovered until A glass eye radiates magic. Anyone who is missing
the ectoplasm currents have time to restock the room, a process that takes 20 an eye can wear this one, and gain a +1 to
days. The scavengers from Area 29U-10 are waiting for the chamber to ranged attacks.
refill, and do not chance upon the characters here. A feather from some completely unknown and
21 unidentifiable beast that makes its home between
Planar Garbage in the Appendix Chamber planes of existence.
d100 Item 22 A shiny red rock (worthless but pretty).
Tattered hat designed for a strange head, possibly 23 A large, woven basket.
01
insectoid.
24 A pair of richly embroidered gloves (25 gp).
3 silver bells (5 gp each) covered with green
25 A boomerang made of dragon bone.
02 mucus that delivers an electric shock for 1 point of
electricity damage. A mouse running around in a sealed glass jar,
26
somehow breathing and well fed.
A beetle made of living gold (100 gp alive, 20 gp
03
dead), which eats parchment and cloth. 27 A jar of powder, labeled Powdered Moth.
04 Ceramic pig with 2 heads (worthless). 28 A round stone jar containing a narcotic paste.
Figurine of a wolf; apparently made of metal, but if 29 A ceramic statue of the evil god Set.
05
squeezed, the tongue pops out from the mouth.
30 Bronze oil lamp (1 sp), dented.
06 1d6 gp
31 A helmet, turned to stone (non-magical).
Purple velvet bag with yellow trim. If dice are
32 A fishing pole made of bamboo.
07 placed into the bag, they become irregular
polygons that defy Euclidean geometry. 33 Wooden chest containing 1d6 x 100 gp.
91
Cyclopean Deeps 2
d100 Item d100 Item
Cloak made of feathers, slightly rotted away at the A metal ball with a fuse. This contains a Small fire
34
bottom edge. elemental in deep sleep. If it is awoken by fire from
51
the fuse, it blasts out of its enclosure, inflicting 3d6
35 Bag of 1d8 x 1,000 copper coins.
points of damage to anything within 40 ft.
36 3 bolts of green woolen cloth (10 gp each).
52 A large crate filled with iron bars (1 ton).
37 Spinning wheel, broken.
53 A bale of hay.
A scrap of magical cloth. It was part of a sail
A long, red coat with gold trim on the collar and
that once allowed a ship to enter other planes 54
cuffs (100 gp).
of existence. There is not remotely enough of the
cloth to do anything other than send a toy boat on The rudder of a large ship, broken and covered in
55
a one-way journey into the astral plane, although moss.
38 a concerted research effort might eventually allow 56 A large tangle of rigging from a tall ship.
a character with Craft Wondrous Items and Craft
(clothing) to duplicate the cloths weave and 57 A very angry green parrot in a cage.
magical construction. The character then receives 58 An empty treasure chest, broken open.
a +5 bonus to craft any cloth-based magic item
59 A bundle of 5 jhoat-sticks (20 gp each).
(robes, vests, gloves, etc.)
60 1d10 takkas (25 gp each).
39 A bottle labeled (accurately) as tiger saliva.
61 A wooden rake.
A dictionary of the trade language of the Under
Realms, allowing slow translations into Elven and 62 A wineskin containing vinegar.
Dwarven. There is a 5% chance per attempted 63 Molted skin of a 30 ft. snake.
40
phrase that the meaning is slightly off; the author
of the dictionary had only an imperfect command Potion of cure moderate wounds and invisibility
64
of those languages. (both effects).
A glass globe containing 20 gems, each worth Potion that shrinks the imbiber as per reduce
41 65
1d10 x 100 gp. person and turns them blue (1d6+6 hours duration).
A glass globe containing 20 gems, each worth 66 Scroll of hide from undead.
1d10 x 50 gp; if broken, the globe contains burnt A ships wheel, cut from granite with 8 obsidian demon
42 67
othur fumes that requires everyone in a 20 ft. radius heads at the end of the spokes (100 gp each).
to save against the poison. 68 A bag of marbles (1 gp).
A barrel of salt pork, in good condition. The barrel 69 A chess set, missing one of the knights.
43
is stamped Riverton.
70 A clay oil lamp.
44 A barrel containing a dead halfling.
An oil painting of a dragon in an ornate wooden
A jar containing elder ambergris (see Appendix). 71 frame (the painting is worth 2 gp, but the frame is
The contents of the jar would be worth 2,000 gp worth 400 gp).
45 to Jupiter Kwan, who has no idea that such a
treasure has drifted into the appendix of the tubule Scroll case containing a Player Map of the City of
72
system. Izamne (see Chapters 34)
A mask shaped like the front of a human A sewing kit containing needles, thread, and 3
73
head but with a long, conical extension for a buttons.
beak. This is the face-mask of a skelzi that was 74 A suit of chain mail (normal).
crushed between two boulders when a gust
A used saddle for a giant spider, bearing a spider
of ectoplasmic turbulence suddenly disturbed 75
insignia.
the crowded chamber. What is particularly
interesting is that it is not the face-mask of an 76 Skeleton of a harpy.
46
Empire skelzi (the Yarumaru skelzis are in the Void 77 A copper serving tray (5 gp).
of Mirlle, Area 29U-15). Rather, it is the face-mask
of a Norajama skelzi (see Area 29U-28). If the 78 A set of 5 wine glasses (50 gp each).
characters show the mask to any of the Yarumaru A Player Map of the Hidden Worlds (probably the
skelzis, the fact that enemies are so near causes 79
characters already have one).
immediate consternation and high alert among
A 5 ft.-diameter globule of water that does not
the Yarumaru. 80
break.
47 A cigar-butt and three empty bottles.
A portable hole (if this result is rolled a second time,
81
A crate of fine vellum weighing 400 pounds, worth the result is a spoon).
48
3,000 gp. A 5 ft.-long box containing a mummy-embalming
A crate of shoes, definitely not designed for human 82 kit with 400 ft. of wrappings and various spices and
49
feet; they would be worn by a creature with talons. unguents (300 gp).
A barrel of fruit, so badly rotted that it is A barrel of green slime (this was once brewed tea,
50 83
unidentifiable. but it was taken over by slime as it aged).
92
Chapter 9: Hidden Worlds of Jupiter Kwan
PLANAR SKULKS (10) CR 1
d100 Item
XP 400
84 A plain gold ring (25 gp). hp 11 (see CH 9, the Minor Voids)
85 A bearskin rug (50 gp). Gear The skulks all wear a loincloth, belt, and belt pouch made
of chameleon-skin. The pouches contain 1d20 gp each
86 Barrel of salt (20 gp).
A compass designed for the directions in the
87 Hidden Worlds (i.e., Weird, Eccentric, Strange, and
Deep).
29U-11. Tubule Section
Small jar of divine ambrosia (4 servings). The
ambrosia is not only the most delicious thing ever
The weirdward wall of this tubule is almost transparent
88 tasted, but it cures disease and restores all lost hit if one looks directly at it. As you gaze through it, words
points. Moreover, whoever eats a serving has a +1 suddenly appear in your minds: The Void of Sebedru.
to Charisma for the following 24 hours.
2d4 x 10 pound chunk of seaweed from the voids
89 between planes. It tastes horrible and has no The mental image here is a landmark for navigation, left by the
nutritional content at all. archmage for his servants and guests. Other than this magical signpost,
Broken-off half of a sphere of glass-like substance nothing is in this part of the tubule system.
(original diameter: 20 ft.) that is as strong as steel
and repels magic (a total of 12 levels of spells
90
may be cast against it, at which point it shatters). 29U-12. Barracks (CR 12)
The edges are very sharp and jagged where the
original sphere broke in half. From the outside, this sphere appears to be a huge bubble made of the
91 Silver nose-flute (20 gp). same membrane as the tubules.
29U-13. Void of Avatu Energy Drain (Su) This ability only triggers once per round,
regardless of the number of attacks a ghost-ammonite
makes.
Shell Retreat (Ex) If a ghost-ammonite suffers damage from
You are floating in an empty place between the tubules. positive energy channeling, it retreats into its shell for 1d6
You can see the tubes of the network from where you are, but rounds. While it is withdrawn into its shell, it heals at a rate of
they seem unusually distant. A few rocks drift through the 1 hit point per round but cannot make any attacks.
air, covered with spiky ferns and brightly colored flowers. Stone Shell (Ex) A ghost-ammonite is killed if its stone shell
is destroyed (reduced to 0 hp). Although the actual ghost-
ammonite inside the stone shell is incorporeal, this physical
Anything that moves in the Void of Avatu leaves a trail of color behind it, disadvantage denies it the benefits of the incorporeal
which lasts for ten seconds or so. Everyone (unless invisible) leaves behind a subtype. A ghost-ammonite cannot make grapple checks,
psychedelic trail showing the characters most recent ten seconds of actions. but it can make other combat maneuvers that rely on
If the characters inspect the nearby asteroid-like rocks, they indeed find physical impact such as bull-rush, disarm, overrun, sunder,
that most are covered with bizarre vegetation: molds, mosses, and the and trip attempts.
occasional fern-growth. It is not difficult for them to browse around, since
movement is essentially instantaneous. Five large rocks can be found,
and about a hundred smaller ones. None of the smaller rocks has any
interesting characteristics; about half of them have vegetation growth, and
29U-14. Void of Sebedru (CR 410)
half do not. None of the rocks are made of or contain valuable minerals.
The five larger rocks are as follows:
Rock #1: About 20 ft. long and 10 ft. wide/deep, this rock is covered This vast, empty space swallows sound entirely. You can still
in trailing ferns that grow from the rock itself. As the characters shift into see the tubules that make up this strange place, but they seem
the area, the ferns immediately orient themselves toward the characters. to be much, much farther apart than when you were within
The ferns are vampiric; anyone touching them automatically loses 1d6 them. Each of them looks like a distant string. Numerous
hit points and must make a DC 20 Fortitude save or be stunned into rocks drift in the emptiness, caked in moss and tufted with
unconsciousness for 1d10 rounds and pulled into the ferns. The character growths of fungus. Even stranger, you can see tiny fish darting
loses 1d10 hit points per round automatically while held in the ferns. The around in schools, swimming through the air.
ferns are not flammable, but they are vulnerable to spells (including cold,
paralysis, charms, etc.). They have 20 hp. There is no treasure on the rock.
Rock #2: About 35 ft. long, 10 ft. wide, and 20 ft. deep, this rock is bare Sound does not travel in the Void of Sebedru, but it is not completely
of vegetation and has one side that is almost a flat plane. The flat side of eliminated; spells requiring spoken words still function.
the rock is incised with a full map of the Hidden Worlds (give the players If the characters stay here for more than 3 hours, they attract the
a copy of the full Player Map if they do not already have one). attention of a school of 2d6 grottlefish. If they actually camp here, roll
Rock #3: About 10 ft. by 10 ft. by 5 ft., the surface of this rock has no for a possible encounter on the Contents of Voids table every 12 hours.
plants on it, and appears to be slick with moisture. The rock is covered
with a thinly spread gray ooze. GROTTLEFISH CR 2
XP 600
GRAY OOZE CR 4 hp 25 (see the Monster Appendix)
XP 1,200
hp 50 (Pathfinder Roleplaying Game Bestiary, Gray Ooze)
Rock #4: This rock is fairly close to being a sphere with a 30 ft.
29U-15. Void of Mirlle: Skelzis of
diameter. It is covered with mosses, but has no other interesting features.
Rock #5: This rock is 30 ft. by 20 ft. by 30 ft., and is bare of vegetation.
the Eternal Empire of Yarumaru
It has been hollowed out inside by someone in the distant past, and is now
used as the lair of a ghost-ammonite.
This empty space is unimaginably vast. The tubule from
GHOST-AMMONITE CR 7 which you came is still close, but the others all appear to
XP 3,200 have receded into the distance, curling around this void
N Medium undead (see the Monster Appendix) like threads in a night sky. You can see a large number of
Init +0; Senses darkvision 60 ft.; Perception +6 what appear to be glass globes floating in the distance. It is
hard to tell exactly how far away they are; distances seem
AC 19, touch 10, flat-footed 19 (+9 natural) to be distorted.
hp 27 (6d8); fast healing 1 (withdrawn into shell)
Fort +2; Ref +2; Will +5
Defensive Abilities shell retreat; DR 5/adamantine; Immune It takes no particular effort to travel instantaneously through the void
undead traits to one of the spheres visible in the distance. In fact, it is possible for the
95
Cyclopean Deeps 2
characters to find themselves out of sight of the tubule system entirely.
Each time the characters go to investigate one of the spheres, they have
a 10% chance of accidentally getting beyond sight range of the tubules.
This is considered being lost. Once the characters are lost, they have only
Dysmorphia
a 10% chance of finding the tubule system on successive jumps, and it
Dysmorphia is a dangerous disease found only in the non-
begins to get cold. Each jump in the cold causes 1 point of cold damage
material planes or in dimensional spaces such as the inside of a
to each of the characters until they come back into sight of the tubule
portable hole. It is generally airborne, or the equivalent of it: The
network. Meanwhile, they are being watched (see below).
disease might be found floating in the ectoplasm, or Aether, or
The bubbles in the Void of Mirlle are all pocket dimensions, but most
astral space, or any other such medium.
of them are complete junk that Jupiter Kwan keeps here in case he needs
dimensional material for another structure. The outer surface of the
AIRBORNE DYSMORPHIA
bubbles is reflective, but completely insubstantial. A character can reach
Type disease, inhaled; Save DC 15
through, poke a head or arm through, or take any other sort of action as
Onset 2 hours; Frequency 1/hour
if the mirror-like border does not exist at all. Two of the spheres that the
Effect 1d4+1 points of damage after the onset, and 1
characters may encounter are detailed below as Sphere A (skelzis) and
hit point hour after that
Sphere B (weredactyls). If the characters poke around the nearby parts of
the Void of Mirlle, the inside of the spheres may be determined randomly:
The airborne form of dysmorphia is the least dangerous but
the easiest to contract. Anyone breathing it must make a DC 15
Spheres in Mirlle Fortitude save or be affected.
1d8 Interior of Sphere Once affected, the victim slowly begins to come apart, little bits
of substance fading off into nothingness. The process is long, but
This is the sphere of the skelzis (see below for the initial loss of matter immediately causes 1d4+1 hit points of
details). The skelzis sphere is always close to
damage. Each hour, the character suffers another 1 point of damage
another sphere, which houses their weredactyl
until the disease is cured. The hit points cannot be recovered until
1 mounts (see below). If this result is rolled more
than once, the interior of the sphere is white and the disease is cured. The tiny bits of matter that disappear into
phosphorescent, with 8 interior faces (shaped like other dimensions eventually give rise to new clouds of the disease.
the inside of a d8). The victim is not contagious except in one way: The disease can
be contracted via spells. Anyone casting a spell on the victim must
Interior of sphere is a sphere with a diameter of make a save or be infected with the disease. A cure disease spell
2 1d100+3 ft. The walls are covered in mucus, and is sufficient to remove the disease and restore the lost hit points,
look like green flesh of some kind. but the cleric casting the spell must make the save or be infected.
Interior of sphere is cubic, metallic, and blue. It
is impervious to any physical damage, and if an BLOOD-BORNE DYSMORPHIA
arcane spellcasters flesh enters it, the cube conducts Type disease, contact; Save DC 19
all of the characters spells out into the void. The spells Onset 2 hours; Frequency 1/hour
3 appear as motes of light, and if they are caught Effect 1d4+1 points of damage after the onset, and
and pushed into the characters head, they return. 1d3 hit points hour after that
No more than a 12th-level characters spells remain
floating around in the void, and if they are left too The blood-borne variety of dysmorphia can be contracted
long, grottlefish eventually find and eat them. only if the disease comes into contact with a persons blood. The
Interior of sphere is a pyramid of yellow metal, blood need not be inside the persons body; a wound that drips
4 on a patch of dysmorphia-infected area can cause the wounded
1d8+4 ft. tall. Nothing is inside.
person to catch the disease. The blood-borne strain of dysmorphia
Interior of sphere is green, a shapeless area of is more contagious than the airborne variety. It causes 1d3 points
indeterminate size filled with long, trailing green of damage per hour, but the course and symptoms of the disease
5 hairs. Anyone breathing the air inside one of these are otherwise the same as the blood-borne strain.
dimensional pockets must make a DC 15 Fortitude
save or be affected with dysmorphia (see Sidebox).
Interior of sphere is an ellipsoid filled with a pinkish The Void of Mirlle is home to a group of skelzis that make their
substance that appears to be a liquid. Reaching deep lair in one of the dimensional-pocket bubbles that float in this void.
into the liquid beyond these bubbles does not cause A skelzi is always on duty as a scout, and if the characters start
anything to appear from the bubbles outside. These investigating bubbles, the scout alerts the others. This group is the 3rd
spheres have a 50% chance to contain a swarm of Squadron of the 11th Group of the 4th Void Wing of the 7th Void Force
6
baby voidwasps. The swarm automatically inflicts 1d10 of the Eternal Empire of Yarumaru. The empire is one of the many
points of damage to anyone reaching into the sphere, multi-world-spanning skelzi empires, and it is at war with another such
then breaks into a thousand tiny wasps flying in all empire, the Infinite Sheikdom of Norajama. This squadron, designated
directions into the void. The damage from bites does the 215th Diplomatic Support Squadron, is led by Squadron-Lord
not cause any poisoning effect. Pja Koa. Its assignment is to maintain relations with Jupiter Kwan,
Interior of sphere is green, a shapeless area of and prevent any local interference by the Sheikdom of Norajama.
indeterminate size filled with long, trailing green
7 hairs. Anyone breathing the air inside one of these
dimensional pockets must make a DC 15 Fortitude Sphere A. Skelzi Outpost
save or be infected with dysmorphia (see Sidebox). The bubble where the 3rd Squadron lives is quite different from the small,
defective little pocket dimensions that fill the rest of the Void of Mirlle. The
This is the sphere of the 28 weredactyls that serve inside of the spheres reflective surface is a dome 100 ft. across and 80 ft.
as mounts for the skelzis (see below). This sphere is high at the apex. It contains curtained-off sleeping areas for each of the
8 always close to sphere #1. If the result is rolled more skelzis around the outer edge, and the middle is a luxurious common area.
than once, then the interior of sphere is a pyramid The squadron is composed as follows: Squadron-Lord Pja Koa,
of yellow metal, 1d8+4 ft. tall. Nothing is inside. Flight-Masters Ea Koa and Te Koa, the battle-priest Ne Marua, and
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Chapter 9: Hidden Worlds of Jupiter Kwan
24 skelzi. All of them wear cloaks emblazoned with the sigil of the Koa Fort +10; Ref +11; Will +11
family. If attacked, the skelzis all leave the sphere, shooting toward the
one where their weredactyl mounts live. Speed 30 ft.
Melee bloodwhip +11/+6 (1d6+2 plus 1 bleed)
SQUADRON-LORD PJA KOA CR 7 Special Attacks channel negative energy 7/day (DC 16,
XP 3,200 5d6), might of the gods (+9, 9 rounds/day), weapon master
Male skelzi fighter 3 (see the Monster Appendix) (9 rounds/day)
CE Medium humanoid (skelzi) Domain Spell-Like Abilities (CL 9th; melee touch +11):
Init +8; Senses low-light vision; Perception +11 7/daybattle rage (+4), strength surge (+4)
Spells Prepared (CL 9th; melee touch +11, ranged touch
AC 22, touch 16, flat-footed 17 (+1 deflection, +4 Dex, +1 +13):
dodge, +3 natural, +3 shield) 5thflame strikeD (DC 19), slay living (DC 19)
hp 78 (5d8+15 plus 3d10+9 plus 3) 4thcure critical wounds, divine powerD, divine power, spell
Fort +7; Ref +9; Will +5; +6 vs. fear immunity
Defensive Abilities bravery +1 3rddeeper darkness, magic vestmentD, prayer, remove
curse, searing light
Speed 30 ft. 2ndbears endurance, darkness, hold person (DC 16, x2),
Melee bloodwhip +9/+4 (1d6+2 plus 1 bleed) silence (DC 16), spiritual weaponD
1stcause fear (DC 15), cure light wounds (x2), entropic
Str 15, Dex 18, Con 16, Int 14, Wis 16, Cha 14 shield, magic weaponD, shield of faith
Base Atk +6; CMB +8; CMD 24 0 (at will)bleed (DC 14), guidance, read magic, resistance
Feats Combat Expertise, Dodge, Improved Initiative, Shield D Domain spell Domains Strength, War
Focus, Skill Focus (Stealth), Weapon Focus (whip)
Skills Climb +10, Intimidate +13, Perception +11, Sense Str 14, Dex 18, Con 16, Int 14, Wis 18, Cha 15
Motive +9, Stealth +12 (+27 hiding); Racial Modifiers +15 Base Atk +9; CMB +11; CMD 26
Stealth hiding, chameleon blend Feats Channel Smite, Combat Casting, Dodge, Extra
Languages Common, Skelzi, Skulk Channel, Improved Initiative, Mobility, Skill Focus (Stealth)
SQ armor training 1 Skills Diplomacy +13, Intimidate +13, Knowledge (planes)
Gear +1 light steel shield, bloodwhip, ring of protection +1, +10, Knowledge (religion) +15, Perception +9, Sense Motive
cloak, key to chest, silk surcoat +18, Spellcraft +15, Stealth +12 (+27 hiding); Racial Modifiers
+15 Stealth hiding, chameleon blend
FLIGHT-MASTERS EA KOA AND TE KOA CR 5 Languages Common, Skelzi, Skulk
XP 1,600 Gear bloodwhip, silver unholy symbol of the Skelzi war god,
Male skelzi fighter 1 (see the Monster Appendix) key to chest, silk surcoat
CE Medium humanoid (skelzi)
Init +8; Senses low-light vision; Perception +8 SKELZI WARRIORS (24) CR 5
XP 1,600
AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 Male or female skelzi warrior 1 (see the Monster Appendix)
natural) CE Medium humanoid (skelzi)
hp 59 (5d8+15 plus 1d10+3 plus 1) Init +8; Senses low-light vision; Perception +8
Fort +6; Ref +8; Will +4
AC 24, touch 12, flat-footed 22 (+9 armor, +1 Dex, +1 dodge,
Speed 30 ft. +3 natural)
Melee bloodwhip +7 (1d6+2 plus 1 bleed) hp 59 (5d8+15 plus 1d10+3 plus 1)
Fort +6; Ref +8; Will +4
Str 15, Dex 18, Con 16, Int 14, Wis 16, Cha 14
Base Atk +4; CMB +6; CMD 21 Speed 30 ft. (20 ft. in armor)
Feats Combat Expertise, Dodge, Improved Initiative, Melee bloodwhip +6 (1d6+2 plus1 bleed)
Weapon Focus (whip)
Skills Climb +9, Intimidate +10, Perception +8, Sense Motive Str 15, Dex 18, Con 16, Int 14, Wis 16, Cha 14
+8, Stealth +9 (+24 hiding); Racial Modifiers +15 Stealth Base Atk +4; CMB +6; CMD 21
hiding, chameleon blend Feats Dodge, Improved Initiative, Skill Focus (Stealth)
Languages Common, Skelzi, Skulk Skills Acrobatics 2 (6 to jump), Climb +1, Intimidate +11,
Gear Ea Koa has a cloak, bloodwhip, battle-flag, pouch Perception +8, Sense Motive +9, Stealth +6 (+21 hiding);
containing thieves tools, key to chest; Te Koa has a silk Racial Modifiers +15 Stealth hiding, chameleon blend
surcoat, cloak, bloodwhip, battle-flag, key to chest Languages Common, Skelzi, Skulk
Gear full plate, bloodwhip, cloak, key to chest
BATTLE-PRIEST NE MARUA CR 13
XP 25,600 Treasure: The skelzis treasure is kept individually in 28 locked chests
Male skelzi cleric of the Skelzi War God 9 (see the Monster in their dimensional bubble. The chests contain the following:
Appendix) Chest 1: (Squadron-Lord Pja Koa): long wooden case containing 4
CE Medium humanoid (skelzi) jhoat-sticks (50 gp each), leather bag with 21 takkas (25 gp each), 28 gp,
Init +8; Senses low-light vision; Perception +9 a diamond (1,000 gp) and a potion of cure serious wounds.
Aura chaos Chest 2: (Flight-Master Ea Koa): leather bag with 107 gp, 2 opals (100
gp) and 1 sapphire (500 gp).
AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 Chest 3: (Flight-Master Te Koa): leather bag with 2 takkas (25 gp), 88
natural) gp, 3 garnets (50 gp) and 1 opal (100 gp).
hp 117 (5d8+15 plus 9d8+27) Chest 4: (Battle-priest Ne Marua): embroidered velvet bag containing an
97
Cyclopean Deeps 2
inlaid-wood lute. (500 gp), 14 takkas (25 gp), and 3 pearls (200 gp each). Feats Death From Above*, Dodge, Flyby Attack, Improved
Chest 5: 2 takkas, 35 gp, and an oil of levitation. Initiative, Mobility, Weapon Focus (bite)
Chest 6: 447 gp, 1,328 sp, 2,102 cp, 3 pieces of malachite (10 gp). Skills Diplomacy 2 (+2 to change attitude vs. pterodactyls
Chest 7: 28 gp, gold knife and spoon (100 gp total), silver necklace and other flying reptiles), Fly +7, Intimidate +5, Survival +10
with seed pearls (1,000 gp). Languages Common
Chest 8: long wooden case containing 6 jhoat-sticks (50 gp each), 30 SQ armor training 1, change forms, lycanthropic empathy
gp, and 228 sp. (pterodactyls and other flying reptiles)
Chest 9: bone scroll case containing a protection from energy (fire) *Pathfinder Roleplaying Game Ultimate Combat
scroll, cloth bag containing 36 takkas (25 gp).
Chest 10: cloth bag with 16 takkas (25 gp each). Treasure: A total of 18 gp, 3,825 sp, and 4,882 cp is scattered about
Chest 11: bag containing a magnifying glass (25 gp) and 16 takkas. in the filth.
Chest 12: 2 takkas, 342 gp, 5,439 sp, and 8,502 cp.
OCULETHES (5) CR 5
XP 1,600 29U-24. Void of Skelmu
hp 52 (see the Monster Appendix)
Gear robe, pot of glue, roll of membrane (folds out to 10 sq. ft.),
paintbrush, trowel, bracelet worth 1d6x100 gp
Numerous chunks of rock drift in this void, caked in
strange growths of vegetation. Fish dart around in schools,
29U-23. The Great Void swimming through the emptiness as if it were water. There
is no air, but apparently it is not needed, for you have no
(Ginnungagap) particular desire to breathe, and no sense of suffocation.
100
Chapter 9: Hidden Worlds of Jupiter Kwan
This chamber is an ectoplasm pumping station, with the same purpose
and function as Area 29U-25. 29U-29.
29U-28. Envoy of the Sheikdom of Jupiter Kwans Chamber (CR 18)
Norajama (CR 10) This space has membrane walls that arch high above in
a dome, the ceiling laced with ripples of chitinous struts
and pulsing cords of darker green that run though the walls
This membrane bubble is approximately 100 ft. in like blood vessels. The chamber is arranged as a garden,
diameter, and on the inside it is shaped like a dome. In the with five flowerbeds in a circle, and diamond-shaped
middle the membrane is hardened into ridged chitin chairs pillars separating them. At the center of the chamber is a
and tables. Around the table sit 5 birdlike humanoids fishpond. The delicate scents of the blooming flowers fill
wearing splendid silk robes with bright patterns, and tall, the air, along with the faint music of a single flute playing.
ornate headdresses decorated with tiny bells. They are in At one edge of the circle, in a deep alcove, is a throne made
the middle of serving tea from a teapot into small cups. of huge petals of jade cut blade-thin, formed into a huge lotus
flower, tipped slightly forward so that it frames the man sitting
in it. He is extremely fat, and his face is cruel, notched by two
This bubble of membrane is relatively remote within the tubule system, parallel scars running vertically down the sides. A raven sits
and for good reason. It hides an embassy of visitors that Jupiter Kwan on his shoulder and a huge black dog sits by either side of the
would prefer remains unknown to his allies (the skelzis of the Eternal throne, wisps of smoke rising from their nostrils.
Empire of Yarumaru who are in Area 29U-15). The 4 skelzis in this
area are ambassadors from the court of the Sheikdom of Norajama, a
vast, imperially ruled extra-planar empire of skelzis who are locked in a This is the throne room of the Archmage Jupiter Kwan. He almost
genocidal war with the skelzis of the Empire. certainly has been warned about the characters approach, so unless he
One of the ambassadors disappeared recently while it was secretly considers them no threat, the thrones magical force field is closed (see
exploring the tubule system, and the remaining four are anxious to find Lotus Throne of Kwan the Cruel, Magic Item Appendix), preventing
out whether he died by accident, or much worse was caught spying solid objects and spells from reaching him. The dogs are 2 hellhounds,
by Jupiter Kwan, their host. Kwans loyal companions.
102
Chapter 9: Hidden Worlds of Jupiter Kwan
7thgreater teleport, limited wish, plane shift
6thantimagic field, disintegrate (DC 21, x2), flesh to stone
(DC 21)
5thbaleful polymorph (DC 20), cone of cold (DC 20), hold
Jupiter Kwan
monster (DC 20), passwall, teleport Long-term Goals: Increase his own personal power; eliminate
4thbeast shape II, confusion (DC 19), fear (DC 19), ice enemies; become an immortal power of the universe, feared by
storm, wall of ice (DC 19) demigods, sung in legend.
3rddispel magic, fireball (DC 18, x2), slow (DC 18, x2) Current plans: Get some elder ambergris from Yiquooloome
2nddetect thoughts (DC 17), invisibility, minor image (DC (Chapter 10), thwart the Cult of Isclaadra in its efforts to control
17), mirror image, web (DC 17) the entire Cyclopean Deeps (see Chapter 12 and elsewhere).
1stcharm person (DC 16), magic missile (x2), protection Allies: Encephalon gorgers in the Narrows of Braath (Chapter
from evil, shield (x2) 7), Doctor Quattromani (Chapter 4), Sla (proprietor of the Shady
0 (at will)arcane mark, mage hand, prestidigitation, read Character inn in Izamne; Chapter 4), certain factions of the
magic denizens of Leng (Chapter 6), certain factions of the skelzis.
Enemies and Rivals: the Cult of Isclaadra (long-anticipated,
Str 8, Dex 10, Con 12, Int 21, Wis 14, Cha 13 inevitable collision about to occur), Aouc Jamac (due to affiliation
Base Atk +9; CMB +8; CMD 19 with the cult see Chapter 8).
Feats Brew Potion, Combat Casting, Combat Expertise, Craft Notes: Jupiter Kwan is a servant of Chaos and Evil, but is not a
Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, servant of Isclaadra. He is perhaps the greatest threat to Isclaadras
Greater Spell Penetration, Improved Familiar, Improved domination of the Cyclopean Deeps, with the possible exception
Initiative, Maximize Spell, Scribe Scroll, Skill Focus (Knowledge of the serpentfolk. If these two groups were to unite, they would
[arcana]), Spell Mastery, Spell Penetration, Widen Spell be a formidable opposition to the rise of Isclaadras Cult, but such
Skills Appraise +26, Bluff +5, Fly +21, Knowledge (arcana) an alliance is unlikely to develop.
+30, Knowledge (dungeoneering) +25, Knowledge
(engineering) +25, Knowledge (local) +25, Knowledge
(planes) +25, Linguistics +10, Perception +20, Sense Motive SQ alternate form (bat or wolf, polymorph), improved
+15, Spellcraft +26, Use Magic Device +18 evasion
Languages Abyssal, Aklo, Aquan, Common, Dark Folk,
Draconic, Dwarven, Night-ghoul, Undercommon Poison (Ex) Clawinjury; save Fortitude DC 13; frequency 1/
SQ arcane bond (Sisilix the Quasit, disguised as a bat), round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive
lore, metamagic mastery (4/day), secrets (applicable saves. The DC includes a +2 racial bonus.
knowledge, instant mastery)
Combat Gear potion of cure serious wounds, scroll of HELLHOUNDS (2) CR 3
animate dead; Other Gear quarterstaff, ring of protection XP 800
+1, 3 gems (worth 20 gp each), map to Rappan Athuk, the hp 30 (Pathfinder Roleplaying Game Bestiary Hell Hound)
Dungeon of Graves, pinwheel key (allows escape from Edge
Of Reality #2), robes, 102 gp, 58 sp Treasure: A brass compass is fixed to the wall behind Kwans throne. It
is the strange compass-style of the Hidden Worlds, with the cardinal points
*See the New Spells Appendix
of Weird, Strange, Eccentric, and Deep instead of North, South,
East, and West. The names of the cardinal points are carved into a movable
SISILIX THE QUASIT
gold band that runs around the outer edge of the compass. Experimenting
CE Tiny outsider (chaotic, demon, evil, extraplanar)
with the compass quickly shows that the needle is currently fixed in place
(Pathfinder Roleplaying Game Bestiary Demon, Quasit) and does not move. It points to Weird on the movable gold band.
Init +6; Senses darkvision 60 ft.; Perception +22 If the band on the compass is turned so that Weird changes to Strange, the
entire reality of Jupiter Kwans secret world rotates in some incomprehensible
AC 25, touch 14, flat-footed 23 (+2 Dex, +11 natural, +2 size) metaphysical space. When it comes to rest in its new position, the doorway
hp 41 (3d10); fast healing 2 at the top of the map (which was originally to the Weirdward but is now to
Fort +6; Ref +8; Will +12 the Strangeward and you might as well give up keeping track of it at this
DR 5/good or cold iron; Immune electricity, poison; Resist point) is no longer covered by the wall, and can be entered.
acid 10, cold 10, fire 10; SR 23 This metaphysically hidden space contains Jupiter Kwans main
treasures:
Speed 20 ft., fly 50 ft. (perfect)
Melee bite +13 (1d41), 2 claws +13 (1d31 plus poison) Jupiter Kwans Spellbook
Space 2.5 ft.; Reach 0 ft. Jupiter Kwans spellbook is bound in plain black leather, and contains
Special Attacks poison the following spells:
Spell-Like Abilities (CL 6th): 0all; 1stall; 2ndarcane lock, continual flame, darkness, detect
At willdetect good, detect magic, invisibility thoughts, invisibility, magic mouth, minor image, mirror image, protection
1/daycause fear (30 ft. radius, DC 11) from arrows, rope trick, see invisibility, web; 3rdclairaudience/
1/weekcommune clairvoyance, dispel magic, fireball, fly, slow, summon monster III; 4th
animate dead, beast shape II, confusion, dimension door, fear, ice storm,
Str 8, Dex 14, Con 11, Int 15, Wis 12, Cha 11 remove curse, summon monster IV, wall of ice; 5thcloudkill, hold monster,
Base Atk +9; CMB +9; CMD 18 magic jar, passwall, permanency, teleport; 6thdisintegrate, flesh to stone,
Feats Improved Initiative, Weapon Finesse B geas/quest, legend lore, stone to flesh; 7thlimited wish, phase door; 8th
Skills Acrobatics +2 (-2 to jump), Appraise +20, Bluff +6, clone, manifold curse of Jupiter Kwan*, power word stun, astral projection;
Escape Artist +5, Fly +35, Intimidate +6, 9thgate, Kwans dimensional rift*, time stop, wish
Knowledge (planes) +23, Perception +22, Sense Motive +7, * see New Spells Appendix.
Spellcraft +20, Stealth +16
Languages Abyssal, Common, Dark Folk, Undercommon
103
Cyclopean Deeps 2
The Elder Ambergris Mission
One of the missions that Jupiter Kwan might hire the character to do is,
Retrieve some elder ambergris from Yiquooloome, a creature that lives
to the Northwest of the City of Izamne. This turns out and it might be
important for the characters to figure it out earlier rather than later to
mean, Kill Yiquooloome.
The elder creature is described in Chapter 10, but Jupiter Kwan gives
the characters a quick briefing about the nature of elder ambergris before
sending them to Izamne via Reality #2 (Area 29U-2).
If the characters accept this offer, they can work out the details of getting
to Izamne as a starting point (via Reality #2 at Area 29U-2). Jupiter Kwan
gives them one of the pinwheel keys, allowing them to go directly to the
city, but he cannot get them directly to the Orchard of Yiquooloome.
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Chapter 10: Orchard of Yiquooloome
Background Chaos. Indeed, the source of its substance appears as one of the hex
descriptions in this chapter, although even the most hardened slaughterers
of the Deeps shun it as a terrifying place (Hex 19U). It is impossible to
The northeast region of the Cyclopean Deeps described in this chapter guess when Yiquooloome separated from the Primordial Chaos and began
was originally the home of a large and ancient civilization of serpentfolk to survey the material world around it. Certainly the being is younger
a much older dynasty than the ones to the south in the Domes of the than the world itself, but it certainly predates the serpentfolk culture it
Serpentfolk (Chapter 5). Unlike the serpentfolk of the domes, the eventually enslaved. In any event, scholars would consider it to be an
northeastern civilization degenerated long ago, perhaps more than 2,000
elder being due to its source, even though it is mostly young and
years in the past, and their descendants have now been enslaved by something
immature compared with others of its kind.
old and foul. The old civilization receives almost no treatment in the chapter
because it was been extinct for at least a hundred years before a much- At present, Yiquooloome rules its domain without opposition, and trading
older creature of Primordial Chaos decided to make use of the serpentine caravans of the drow civilization north of the Cyclopean Deeps pass around
barbarians. This singular and horrible being called itself Yiquooloome, and the Orchard using a side corridor (see the map and description of Hex
its later activities caused the other cultures of the Cyclopean Deeps to give it 20Z). Although he is shunned by the drow, Yiquooloome has constructed
the additional title of the Cultivator. The reader soon perceives that while an economy of sorts, producing and trading things mindlessly as do many
Cultivator might seem to suggest a benign or at least a productive sort of creatures with minds that have no intersection with the time-frame, morals,
individual, the truth is quite the contrary. There are many in the Cyclopean ideals, or hopes of humankind. Although the map key provides much more
Deeps who partake of the fruits of Yiquooloomes activities, but only the information about the component parts of Yiquooloomes Bazaar of the
most inhuman of these customers do not consider Yiquooloome to be a Bizarre, a short summary is useful for the GM before reading the minutiae.
monster among monsters. In short, Yiquooloome breeds the serpentfolk and grows them to maturity
105
Cyclopean Deeps 2
on bizarre trees that accelerate the growing process, kill the adult serpent-
person, and then turn it into a zombie. Before the zombie begins to rot,
the body is harvested from the tree, and its brains are removed. These
17U-3. To the Breeding Pits
fresh brains are sold in bulk to such customers as neh-thalggu, encephalon
gorgers, wizards, etc. The bodies of the unbrained serpent-folk zombies
are also sold as food, and they conveniently transport themselves: They An archway with writing carved into it spans this wide
are ordered to walk to their destination as zombies, and then are killed and corridor.
eaten once they arrive. These caravans of zombies are guarded on their
journeys by Yiquooloomes horrid creations, the dhuulghs. Even some of
Yiquooloomes customers (notably the dark stalkers of Izamne) consider The writing is in the language of the Under Realms, and reads,
the process rather disturbing and the food not entirely wholesome, but Return and Multiply. It is obviously addressed to Yiquooloomes
Yiquooloomes prices are low. The Cultivator can essentially produce meat degenerate serpentfolk returning from the Great Procession they make
from almost nothing, and can grow it quickly. As with sausages, one can eat to Yiquooloomes Orchard carrying eggs to give him as a sacrifice in
the product with satisfaction as long as one is careful not to think too much exchange for the Wonderful Food.
upon the production process. In this adventure, however, the characters
journey right into the middle of the hellish factory itself.
17U-4. Empty Chamber
The Minor Hexes This chamber has four corridors leading out, including
your own, but otherwise it appears to be empty other than
some very faded bas-relief carvings on the north wall.
Hex 17U:
The Demented Gate
The relief carvings are so old that most of the detail has been completely
worn away. It appears to have shown snake-people, and nothing more can
be discerned. If the characters can somehow magically divine the original
appearance of the carving, it showed highly civilized serpentfolk confronting
Yiquooloomes servants, the dhuulghs, occupy the Demented Gate.
and defeating a band of more barbaric serpentfolk who carry clubs and
The place is important only because if someone else took control of the
snarl with their bared fangs at the robed and plumed defenders. This was a
crossroad, Yiquooloomes degenerate serpentfolk could not make their
commemoration of the victory of serpentfolk civilization against the rising
Great Procession to bring eggs to the Orchard. This would be a severe
tide of degeneracy, but, as the reader sees, the tide continued to rise. The only
problem. It happened once in the distant past, after which Yiquooloome
serpentfolk the characters encounter beyond this chamber (with one arguable
posted guards in the crossroad caverns.
exception) are utterly degenerated into barbarism and terrifying servitude.
17U-1. From the Domes 17U-5. Lair of the Refugees (CR 12)
of the Serpentfolk
You smell water as you approach this area, and hear the
pleasant sound of drips falling into a pool.
This is an extremely well-traveled main corridor that
leads north with frequent detours around harder rock
faces. As you bear northeast, you see that you are headed
toward a wider chamber with more than one exit. A small pool formed in this chamber after an underground stream
through the limestone above changed course and leaked into the ceiling,
dripping onto the floor. The pool is not deep, only 3 ft. or so at the bottom.
It is safe to drink if the imbiber can tolerate the strong mineral taste.
This primary corridor leads southward from the map area to the Domes
A small band of 12 degenerate serpentfolk has formed here from a
of the Serpentfolk (Chapter 5). It is probably the way the characters
lucky few who managed to escape the breeding pits of Hex 20X. Under
approach the Orchard unless they circled around a very long distance.
no circumstances do they go through the two corridors leading north from
this chamber, for they have seen zombie-caravans go through here, and
17U-2. The Demented Gate realized that something terrible happens to the sacrificial objects in
the Orchard. If the characters question these creatures, they gain only a
very garbled account of what happens down the corridor leading to the
Orchard. The responses below do not just flow out in response to any
An archway with writing carved into it frames the corridor single question; the information should be strung out over an entire
leading northeast from here. session of questioning since the serpentfolk are not only degenerated
It is a well-maintained and well-traveled corridor, but it but are inbred specimens of the type (considering the small gene pool
has a strangely quiet feel to it, as if to walk down it would available in Hex 20X).
be to be moving into the domain of something repellent.
DEGENERATE SERPENTFOLK (12) CR 4
XP 1,200
The writing on the archway is in the language of the Under Realms, and NE Medium monstrous humanoid (Pathfinder Roleplaying
reads, The Wonderful Food. Game Bestiary 2 Serpentfolk, Degenerate)
This corridor proceeds to Hex 20Z. As with the rest of the main Init +5; Senses darkvision 60 ft., scent; Perception +9
corridors of the Deeps, it has many side corridors and caves. The empty
and repellent feeling continues all the way to the Orchard (Hex 20Z). AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
106
Chapter 10: Orchard of Yiquooloome
107
Cyclopean Deeps 2
17U-7. Garrison (CR 8)
Available Information
The Wonderful Food is beyond the archway, far, many miles In the dark at the back of this stone chamber is a sight
to the north. from a madly bad dream. A hulking being 9 ft. tall looms
The Wonderful Food is carried back by the Shaman after the almost as high as the ceiling, its face bearded with long
sacrifice, and all shall eat of it. tentacles and with bat wings arching from its back.
The northeast corridor does indeed lead to the Wonderful
Food.
We do not know what is in the Wonderful Food; it is prepared This room is the permanent garrison of Yiquooloomes sentry, a dhuulgh.
by the Shaman.
These creatures were built by Yiquooloome from the elder creatures fevered
The Wonderful Food is given to the shaman by the Great One, dreams, and the resemblance to Cthulhu is most likely not a coincidence.
Yiquooloome the Cultivator.
The dhuulgh speaks the language of the Under Realms with a slow, deep
The Great Procession goes to the Orchard of the Cultivator, intonation, and asks the characters where they are headed (meaning northeast,
offering the sacrificial objects. (GM Note: the serpentfolk have
northwest, or due south). It does not care at all about travelers headed due
never actually seen the Orchard, only the Great Statue).
south, and ignores the characters if this is their answer (unless the dhuulgh
finds them heading in another direction later). It does not allow anyone to
Taboo Information take the northwestern corridor that leads to the Breeding Pits (Hex 20X). If
Under no circumstance do these serpentfolk tell a human the characters say they are taking the northeast corridor, the dhuulgh demands
what the sacrificial objects are. In the event the characters use that they pay Yiquooloomes toll: 10 gp per member of the group.
telepathy or some sort of magical coercion (a mere charm is not
sufficient), the serpentfolk cowers and grovels, admitting that DHUULGH CR 8
the sacrifice given to Yiquooloome is the serpentfolk tribes own XP 4,800
unhatched eggs. CE Large outsider (chaos, demon, evil, extraplanar) (see the
Monster Appendix)
Init +1; Senses darkvision 60 ft.; Perception +15
hp 47 (5d10+20)
Fort +7; Ref +5; Will +5 AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, 1 size)
Immune mind-affecting effects, paralysis, poison; SR 15 hp 115 (10d10+50 plus 10)
Fort +12; Ref +6; Will +11
Speed 30 ft. DR 5/lawful; Immune electricity, poison; Resist acid 10, cold
Melee spear +10 (1d8+7/x3) or bite +10 (1d6+7 plus poison) 10, fire 10
Special Attacks poison
Speed 40 ft., fly 20 ft. (poor)
Str 20, Dex 13, Con 19, Int 4, Wis 13, Cha 6 Melee 2 claws +16 (1d8+7/1920), tentacles +16 (slow)
Base Atk +5; CMB +10; CMD 21 Space 10 ft.; Reach 10 ft.
Feats Great Fortitude, Improved Initiative, Power Attack Special Attacks discorporate transformation, rend (2 claws,
Skills Acrobatics +2, Escape Artist +10, Intimidate +2, 1d8+10)
Perception +9, Stealth +5; Racial Modifiers +8
Escape Artist, +4 Perception Str 24, Dex 12, Con 20, Int 12, Wis 14, Cha 17
Languages Common; telepathy 100 ft. Base Atk +10; CMB +18; CMD 29
Other Gear spear Feats Flyby Attack, Improved Critical, Iron Will, Lightning
Reflexes, Toughness
Poison (Ex) Biteinjury; save Fort DC 16; frequency 1/round Skills Fly +8, Intimidate +16, Knowledge (arcana) +14,
for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is Knowledge (planes) +14, Perception +15, Sense Motive +15,
Constitution-based. Stealth +10
Languages Abyssal, Aklo
Treasure: Not showing much creativity, the serpentfolk keep their
treasure in the 3 ft.-deep pool. It amounts to 35 gp, 91 sp, and 322 cp. There Discorporate Transformation (Su) A slowed creature
is also an axe head (this is a +1 battleaxe, but a handle has to be put on it). struck by a dhuulghs tentacles must succeed on a DC 20
Fortitude save or be transformed into a mist-like substance.
A discorporate creature is effectively paralyzed, but is
17U-6. Processional Hall otherwise affected as if by the gaseous form spell for 1d4
rounds. An adjacent dhuulgh can take a standard action
to inhale a discorporate creature. The creature is sucked
like air into the dhuulghs lungs and takes 5d6 damage (no
This is a large and irregularly shaped chamber with save). If the discorporate creature survives this damage,
multiple entrances and exits. A strangely patterned path is the dhuulgh immediately coughs it out as a free action and
worn into the stone floor of this chamber: long, rippling the creature returns to its normal state, prone in any legal
channels as if thick cables had been pulled through for square adjacent to the dhuulgh. The save DC is Constitution-
hundreds of years. based.
Slow (Su) A creature hit by a dhuulghs tentacles is slowed
as the spell for 2d4 rounds unless it succeeds on a DC 18 Will
The channels of worn stone in this room are the result of serpentfolk save. The save DC is Charisma-based.
moving on their Great Procession from the Breeding Pits (Hex 20X) to
the Orchard (Hex 20Z). A successful DC 10 Knowledge (nature) check Treasure: The dhuulgh wears a necklace of strange, green stones carved in
identifies them as snake tracks. the shape of monkey heads (5,000 gp).
108
Chapter 10: Orchard of Yiquooloome
Primordial Chaos
26 Facial hair grows.
27 Feathers grow.
28 Feet become webbed.
This hex contains the source of primordial Chaos that spawned
Yiquooloome thousands of years ago. 29 Feet grow.
3032 Feet turn into hooves.
19U-1. Isolated Tunnel 33
Feet or hands produce sticky sap/pus/glue (+5 to
Climb and grapple checks).
34 Fish scales grow on body.
The tracks continue down the tunnel for miles, until eventually 35 Flatulence occurs in direct sunlight.
you see a bizarre, grayish light shining up ahead. It flickers and
has an almost palpable, physical quality to it. Then the smell 36 Floppy ears like a dog.
reaches you, and it is so horrible that it takes some time to avoid Fungi grow on skin in many lovely colors and
losing your rations all over the tunnel floor. 3739
shapes.
40 Grows 1d10 small, blue tentacles in a line down back.
The characters are encountering the very edge of the aura of Primordial 41 Grows 1d100 small spines on back.
Chaos. If they proceed farther, each character must make a DC 15 Fortitude Grows 1d3 bat wings (only 10% chance to be
save. Each character that fails is affected by the Primordial Chaos in a
42 large enough to allow flight; speed 1/2 ground
random fashion. Roll d% on the table below.
speed, maneuverability poor).
Primordial Chaos Mutations Grows 1d3 bird wings (only 10% chance to be
43
d% Mutation large enough to allow flight as above).
1 Arm grows 1d4+3 inches. Grows 1d3 bug wings (only 10% chance to be
44
large enough to allow flight as above).
Arms (both) grow 1d3 ft. (character now has +5 ft.
2 Grows 1d3 small, purple tentacles in ruffle around
reach). 4546
neck.
3 Arms shrink (50% size; 1 to hit).
47 Grows 1d3 1 ft.-long spines on back.
Blood changes to acid (opponent takes 1 point
of acid damage if they damage the character 48 Grows a beetle shell (natural armor bonus +1).
4
with natural weapons or a piercing or slashing 49 Grows a mane like a horse.
weapon; DC 10 Ref avoids).
50 Grows a tail like a horse.
Body becomes spongy (DR 5/piercing and
5 51 Grows antennae (+2 bonus to Perception checks).
slashing).
Body odor changes and increases; roll 1d4 (1: 52 Grows bird tail.
flower; 2: wolf; 3: burning leaves; 4: excrement; Grows claws on end of fingers (1 to hit with
6 53
creatures with the scent ability can detect you at weapons).
twice the normal range).
54 Grows claws on end of toes (not usable).
7 Ears like a bat.
55 Grows dog tail.
8 Ears like a donkey.
56 Grows flared, colorful, pulsing gills at sides of neck.
910 Exhalations are black air, like smoke.
Grows fur (1: black; 2: brown; 3: red; 4: striped; 5:
11 Extra ant legs from side of torso (not usable). 5759
spotted; 6: paisley).
12-13 Extra eyes (1d3) (no game effect). Grows gills (subtle, too small for breathing much
60
14 Extra finger or toe (13: finger; 46: toe). underwater).
15 Extra nose (no game effect). 61 Grows horns (not usable in combat).
16 Extra pair of thumbs (13: on hands; 46: on feet). Grows new face on back of head (small and ugly,
62
17-18 Eye color changes to black. but gain the all-around vision ability).
Eyes grow in back of head (gain the all-around 64 Grows a rat tail.
20
vision ability). 65 Hair grows.
21 Eyeballs bulge prominently. 66 Hair turns into dreadlocks.
22 Eyes triple in size. 67 Hands grow to twice normal size.
23 Eyes turn faceted like an insects. 68 Hands turn into pincers (1d4 damage).
24 Face forms into a snout. 69 Head doubles in size.
109
Cyclopean Deeps 2
d% Mutation
70 Head turns discernibly conical.
Primordial Chaos
71-73 Legs grow 1d10+2 inches.
74-75 Legs shrink 50% (land Speed halved). Primordial Chaos, which some say is the sludge at the bottom
of the Ginnungagap, the ultimate depth of emptiness, the non-
76 Extra elbow in arm. substance from which substance formed and into which all
77-79 New orifice for expelling squid ink. substance shall eventually erode at the end of time. Some planar
scholars are said to know a few of the secrets of using Primordial
80 Nose length changes. Chaos; these are wizards who are shunned and feared by all sane
Prone to becoming fat from drinking potions practitioners of magic, even the traditionalists of black magic and
81 the dark arts. For behind the dark arts, as behind all horrid secrets,
(gains 10 lbs. per potion).
lie arts and secrets darker and even more horrid.
82 Second mouth in back of head. The Primordial Chaos is found in more than one place in the
83 Skin becomes like bark (natural armor bonus +1). Cyclopean Deeps, for this is a region riven so deep into the intestines
of the earth that ordinary laws and precepts begin to strain at the
Skin becomes chameleonic (1/day, 50% chance edges. Where the strain is great enough, and gaps appear, these rifts
84
of success, +4 to Stealth checks). provide a way for the Primordial Chaos to seep through.
85 Skins becomes extremely wrinkled. It is treated as acid for most intents and purposes, inflicting 2d6
points of damage per round while touching bare skin, and eating
Skin changes color and stays that way; roll 1d4 (1:
86 through any material substance within 2 rounds (3 if the substance
blue; 2: red; 3: purple; 4: gray). is magical). A shaped field of magical force, if the characters can
87 Skin gains a diamond pattern. produce such a thing, holds the Primordial Chaos without being
dissolved. The Primordial Chaos affects non-material creatures
88 Sneeze when stressed.
from other planes of existence in the same way as material
89 Teeth grow like a hippo. creatures (i.e., 2d6 points of damage per round).
9092 Teeth grow like a wolf. If Primordial Chaos is exposed to material reality (including air)
long enough, it begins to harden into a more solidified and much
93 Thorny skin. safer form known as elder ambergris. A separate Sidebox later in
94 Toes grow 1d10 inches. the chapter discusses the solidified form of Primordial Chaos.
95 Tongue becomes forked.
Tongue grows 1d6+1 inches (speaking becomes ambergris if it stays exposed to material reality for a long enough period
of time. Here, however, the constant seethe and churn of Chaos keeps any
96 difficult; 25% that any spell with a verbal
particular part of it from being exposed to the outside reality for very long.
component fails).
Before it can solidify into ambergris, it is submerged again in chaos.
Trumpet-like secondary breathing apparatuses If the characters remain within 200 ft. of the seething pit for more than
97
grow from sides of head. 10 minutes, they have to make a second set of DC 15 Fortitude saves
to avoid being mutated, as they did in Area 19U-1. This second save is
Warts on arms (10% chance they spread to face
98 required even if the character has already been mutated, and a character can
for 1d6 points of Charisma damage). receive as many as 3 separate mutations from proximity to the Primordial
99 Photosynthesize. Chaos. Upon gaining a third mutation, the character suddenly realizes that
his or her material composition is likely to fall apart if it remains subjected
Sunlight hurts (character is sickened for as long as
00 to this kind of relentless contact. The character is no longer mutated after a
they remain in direct natural sunlight). further 10 minutes spent close to the Primordial Chaos, but instead needs
to make saves every 5 minutes or be utterly disintegrated.
*Those familiar with The Lost Lands: Sword of Air adventure might
notice a fairly high degree of similarity between the effects of the Primordial
Chaos and the mutations caused by proximity to the City of Tsen.
Hex 20X: Breeding Pits
19U-2. Seething Pit of Yiquooloome the
of Primordial Chaos
Cultivator
The tracks end near a stone ledge where the tunnel opens This complex of ancient caverns was once the home of a small
out into a larger cavern. The drop-off is only 5 ft. or so, community of serpentfolk, most of whom were wizards or scholars. Over
but the floor of the cavern below is not solid rock. It is a time, however, their descendants became degenerate and barbaric. At this
point in time, Yiquooloome has effectively taken control of them, turning
seething mass of what looks like protoplasm or ooze. The
them into the base material for its insane trading operations. The serpentfolk
substance is gray, and it churns as if it were boiling, but it
are convinced that the elder being is a god, and under the instruction of
gives off no heat.
their shaman they bring it weekly offerings of their own eggs. In return, the
pilgrims to the orchard receive the vital ingredient for the Wonderful Food
prepared ritually by the shaman. This substance is elder ambergris, which
This substance is Primordial Chaos, and the characters are looking upon is used to create an intensely addictive substance that combines aphrodisiac
a phenomenon that few have ever seen: a place where Primordial Chaos and hallucinatory properties. Wonderful Food is manufactured in the
seeps into the Material Planes of Existence (see Sidebox). Ordinarily, as Orchard by Yiquooloome itself, and once the serpentfolk return to their
noted in the Sidebox, Primordial Chaos turns into a semi-solid called elder breeding pits their shaman ceremonially mixes it into their ordinary meals.
110
Chapter 10: Orchard of Yiquooloome
Yiquooloome does not mean them well. They are convinced that
20X-1. Entrance Passageway the elder being is sending evil spirits to bite them in their sleep,
and that their souls will eventually be devoured if they continue
to eat the Wonderful Food. It is remotely possible that they were
guided by their ancestor spirit, for they have stolen Imzir Kuurtz
The wide corridor abruptly changes from carved stone yellow serpent amulet of Sa-Heloth and placed it on a crude altar in
to broken rubble and the remains of mortared blocks. the extreme southeast corner of the cave (see Chapter 5 for more
Apparently a much larger chamber was here once, but information about Sa-Heloth and the serpent amulets, and Area 20X-
parts of it have collapsed. 7 for information about Imzir Kuurtz).
Besides their treasure, the serpentfolk also place their battle-trophies in
front of the Sa-Heloth altar. The amulet sits on a rock pedestal, the base of
This corridor leads back to Hex 17U, which is where the characters are which is crusted with dried blood, bits of bone, scalps, and teeth. To each
coming from it is the only way to reach this hex unless you added your
side of this altar is a large skull (bugbear) that has had the top removed to
own material to the adventure, in which case, good job!
serve as a container for coins.
As you make your way into what was once a large room, you Treasure: Besides fishing in the pools of Area 20X-2 like the
can see that in addition to the rubble piles, several large pools others, this group of serpentfolk has done a bit of raiding and banditry
of water are in the chamber. The walls, which are built with outside the confines of Yiquooloomes domain. They place all their
large, mortared stones, are broken by huge vertical cracks treasure in the bugbear skulls beside the Sa-Heloth altar. The left
from whatever disaster took place here to collapse walls and skull contains 1 takka and 103 gp. The right skull contains 6 takkas,
make the floor uneven enough for the pools of water to form. 15 sp, a chunk of obsidian (10 gp), a pearl (500 gp) and a potion of
As far as you can tell, the area has three exits. To the south cure serious wounds.
is a narrow opening in the rubble about 5 ft. across and 5 ft.
tall. You need to climb a 3 ft.-slope of rubble to reach it. To
the northwest is a second exit, a much wider gap. This one is 20X-4. Crocodile Pool (CR 5)
harder to reach because the largest of the pools almost blocks
it off, but there is a point just next to the wall where you can
jump across only 2 ft. of water to get around. The third exit is
the largest, really more of a continuation of the room itself, The north wall of this side chamber did not collapse,
but narrowed by the fallen walls. The large pool of water and shows that the original room was well-built by expert
completely blocks this exit, and would need to be crossed. masons. Part of the floor directly in front of the intact
north wall, however, must have collapsed downward,
because a large pool of water now extends 20 ft. along the
These pools are actually quite deep, for the magically induced wall, 10 ft. across.
earthquake that shattered the room caused deep rifts underneath it, in
addition to collapsing the ceiling and walls. The pools are upwellings
from a river far below, connected by numerous cracks that can be as wide A giant crocodile lives in the waters under this pool where it turns into
as 2 ft. Cave fish swim back and forth between the river and the pools, and a small lake underneath the level of the corridors shown. It preys upon
if the characters watch the pools for a while they might see one of the fish cavefish, and occasionally comes out to feed on the serpentfolk while they
splash at the surface. are fishing in Areas 20X-2 or 20X-5.
The serpentfolk who live in the breeding pits rely on these pools for If the characters get into a battle with the crocodile and the
most of their meals, sending out one or two of their number to fish each serpentfolk in Area 20X-3 are alive, they dash across the large
day. The river below keeps the pools quite well-stocked, enough to feed chamber to see what is happening, initially fearing that one of their
the serpentfolk and the crocodile that lives in Area 20X-4, although the own has been caught. They arrive in 1d4 rounds. When they see
crocodile also likes to supplement its diet of fish with the occasional that some potential prey are fighting their long-time enemy, they
serpent-person. Needless to say, the serpentfolk are quite watchful attack whichever side appears stronger, hoping to wipe out both the
when they are in these caverns since they want to avoid being on the adventurers and the crocodile.
crocodiles dinner menu. No serpentfolk are in the cavern when the
characters first arrive. GIANT CROCODILE CR 5
XP 1,600
N Huge animal (Pathfinder Roleplaying Game Bestiary
20X-3. Hideout of Crocodile, Advanced)
Init +0; Senses low-light vision; Perception +10
the Heretics (CR 9) AC 15, touch 8, flat-footed 15 (+7 natural, 2 size)
hp 71 (3d8+30)
Fort +10; Ref +5; Will +3
The narrow opening leads to a side chamber formed by
massive walls of rubble that settled into a stable formation Speed 20 ft., sprint x2, swim 30 ft.
here when the ceiling and walls of the large outer room fell. Melee bite +10 (3d6+8 plus grab), tail slap +5 (3d6+4)
Several pairs of eyes watch you from the darkness. Space 15 ft.; Reach 10 ft.
Special Attacks death roll
This side cavern is the lair of 5 degenerate serpentfolk that left Str 27, Dex 10, Con 21, Int 1, Wis 12, Cha 2
the breeding pits because they decided (for the wrong reasons) that Base Atk +4; CMB +14 (+18 grapple); CMD 24 (28 vs. trip)
111
Cyclopean Deeps 2
Feats Improved Natural Attack (bite), Skill Focus
(Perception), Skill Focus (Stealth)
Skills Acrobatics +0 (4 to jump), Perception +10, Stealth +0
20X-6. Antechamber (CR 8)
(+8 in water), Swim +20; Racial Modifiers +8 Stealth in water
SQ hold breath
This room was apparently at the edge of the earthquake
Death Roll (Ex) When grappling a foe of its size or smaller, that destroyed the outer chamber, for although it has some
a crocodile can perform a death roll upon making a cracks in the walls, it is otherwise not damaged. The walls are
successful grapple check. As it clings to its foe, it tucks in mortared blocks of good construction, just like the surviving
its legs and rolls rapidly, twisting and wrenching its victim. parts of wall in the chamber with the pools. Cave paintings
The crocodile inflicts its bite damage and knocks the are scrawled and painted on the stone, but you do not have
creature prone. If successful, the crocodile maintains its time to look at them immediately. A large figure with bat
grapple. wings and a tentacle-draped face stands in the western part
Hold Breath (Ex) A crocodile can hold its breath for a of the room, blocking the open entrance to some other room.
An unguarded corridor leads to the south.
number of rounds equal to 4 times its Constitution score
before it risks drowning.
Sprint (Ex) Once per minute a crocodile may sprint,
increasing its land speed to 40 feet for 1 round. The Cthulhu-like creature guarding the west tunnel is a dhuulgh; the
characters have probably already encountered at least one before.
Most of the cave paintings in this chamber are stylistically identical to the
20X-5. Far Side of the Pools painting the characters just saw in Area 20X-5, but there is a wider variety
of subjects and one definite exception. The exception is a frieze that runs all
the way around the room, just at the intersection of the wall and ceiling. The
frieze shows serpentfolk casting spells, reading scrolls, and working with
On the far side of the pools you see that you are still in strange machinery. It is all done with delicate brushstrokes. Although the
the collapsed room, which must have been more than 100 paint is very, very faded, it shows a wide range of colors instead of the two
ft. long from east to west. This part of the room has two or three crudely mixed paints used for the rest of the artwork in the room.
exits, one of which is obviously a dead-end. The dead-end The main theme of the pictures in this room seems to be eating. There
is a corridor of collapsed stone stopping at the mortared is a shaman or priest of some kind wearing a blue robe, and it is shown
wall of the original chamber. Due east is another 10 ft.- in front of a cauldron in many of the paintings, usually with several other
wide corridor through the rubble. A pool is in front of serpentfolk gathered around the cooking pot as well. In all of the cooking
the tunnel entrance, but an area 3 ft. wide could be used pictures, the shaman is in the midst of throwing some kind of black bead
to skirt around the water beside the tunnels north wall. into the food. The rest of the pictures look like Celtic knots done in green
Other than the dead-end and the western exit, this part paint, but on closer view they are actually pictures of lots of serpentfolk
of the collapsed room has one item of some interest, involved in all kinds of intimate activities.
a primitive cave painting on the blocks of the intact If the characters end up fighting the dhuulgh, there is a chance that
southern wall. Imzir Kuurtz hears the sound of the battle and comes to investigate (his
Perception is +14). He is cautious, but he knows that anyone fighting their
way into the area plans to kill everyone they find. If he sees the fight and
The cave painting on the wall was made by the degenerate serpentfolk, is not detected, he goes to warn the serpentfolk in Area 20X-11, to delay
and it depicts their deity, Yiquooloome. The nature of the painting is the attackers, then Area 20X-12 and the shaman (Area 20X-14) to attack
probably not immediately obvious to the characters unless they have with him as a group. If a battle looks like the serpentfolk are going to lose,
already seen Yiquooloome, given the creatures bizarre body form. Give Imzir tries to escape past the pools in the collapsed room (Area 20X-2) if
the characters a description something like the following: he has already cast his highest-level spell.
DHUULGH CR 8
XP 4,800
The cave painting is crudely drawn with charcoal and hp 115 (see Area 17U-7)
colored with daubs of red, green, and white pigments.
It shows a large number of serpentfolk in two groups,
standing in front of three open jars. The jars are either
steaming something green, or might have green tentacles 20X-7. Expert Consultant (CR 9)
coming out of them; the painting is too crude to tell. The
jars are shooting red ghosts (or blobs of some kind) at The entrance to this room is a makeshift door, a curtain made from
one group of serpentfolk. The other group is placing white strands of beads hanging from the top of the tunnels ceiling.
blobs in front of the jars.
IMZIR KUURTZ CR 9
XP 6,400 The dhuulgh in the room is a guard and attacks immediately if anyone
Male advanced serpentfolk sorcerer 7 (Pathfinder other than serpentfolk or dhuulghs enter the room. Outsiders are not
Roleplaying Game Bestiary 2 Serpentfolk) supposed to be here under any circumstances whatsoever. The paintings
NE Medium monstrous humanoid on the wall are as meaningless as they appear to be at first glance; they
Init +9; Senses darkvision 60 ft., scent; Perception +14 are an attempt by the serpentfolk to mimic writings that they have seen
elsewhere, without actually understanding how written language works.
AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 If any combat occurs in this room, the 2 dhuulghs in Area 20X-9
natural) cease their meditations and come to see what the trouble is. They arrive
hp 87 (7d6+21 plus 5d10+15) in 1d6+3 rounds.
Fort +8; Ref +11; Will +11
Defensive Abilities fated (+2); Immune mind-affecting DHUULGH CR 8
effects, paralysis, poison; SR 22 XP 4,800
hp 115 (see Area 17U-7)
Speed 30 ft. Gear necklace of blue jade (1,000 gp)
Melee bite +13 (1d61 plus poison)
Treasure: In the center of the rooms ceiling is a concealed trapdoor This room is relatively featureless, although some cave
trapdoor (DC 20 Perception check to notice), cut in the shape of a paintings are on the walls. There are 7 circular nests on the
psychedelic elephant-head. A secret attic-like compartment over the floor, each of them about 5 ft. in diameter.
trapdoor contains some of the dhuulghs possessions and tools, including
the following. A chest is locked, and has no visible lock other than an
indentation with a spiral shape on it it can be unlocked by touching This is the largest sleeping area in the pits, although not all the
the lock with one of the turquoise necklaces worn by the dhuulghs. The inhabitants are encountered here. If the serpentfolk have not been
chest contains 4 takkas, 633 gp, 38 chunks of turquoise (10 gp each), 2 summoned to defend the area, 4 degenerate serpentfolk are in this room
rubies (500 gp), 1 Leng-ruby (500 gp or 5,000 gp to a Leng-creature), and (3 others are in Area 20X-12).
a mindstone (see the Magic Item Appendix.
DEGENERATE SERPENTFOLK (4) CR 4
XP 1,200
20X-10. Cold Storage hp 47 (see Area 17U-5)
Treasure: If the characters search the sleeping nests of the serpentfolk, they
find it a revolting task, for there are bits of rotting fish, maggots, and other
This room is extremely cold; the temperature drops so unmentionable substances stuck to the nests of trash where the serpentfolk sleep.
much that it is obviously magical. The air in the room is Mixed in with the garbage are a few valuable or shiny objects that the savages
white with condensation, but you can see figures hanging have kept. The most obvious are the skulls; there are 16 of them, of various
from meat-hooks inside. sizes from kobolds to one ogre skull (the ogre skull has a chunk of crystal in the
left eye socket worth 20 gp). Other materials include a somewhat fouled dark
stalker prayer rug worth 100 gp if cleaned, a box of colored powders that can
Visibility in the room is only 10 ft., but since there are no monsters be mixed with water to create paint, a broken +1 longsword, a +1 mace, 230
it should not be an issue unless the characters actually decide to use gp, 749 sp, 1,120 cp, a small sapphire (200 gp) and a small diamond (500 gp).
114
Chapter 10: Orchard of Yiquooloome
hp 89 (7d10+42 plus 2 plus 7)
20X-12. Tribal Common Area and Fort +12; Ref +7; Will +7
Immune mind-affecting effects, paralysis, poison; SR 17
Food Prep for Normal Fish (CR 10) Speed 30 ft.
Melee spear +14/+9 (1d8+10/x3) or bite +14 (1d6+10 plus
poison)
The walls of this open area are painted, but the pictures Special Attacks poison
are more uniform than in the other rooms; these all seem
to depict cave fish of different kinds. The room contains Str 24, Dex 17, Con 23, Int 8, Wis 17, Cha 10
a large cauldron in the center of the chamber, 5 circular Base Atk +7; CMB +14; CMD 27
sleeping-nests, a pile of some kind of ropy fungus in the Feats Great Fortitude, Improved Initiative, Power Attack,
southwest corner, and 7 serpentfolk. Toughness
Skills Acrobatics +6, Escape Artist +14, Intimidate +8,
Perception +13, Stealth +9; Racial Modifiers +8 Escape Artist,
+4 Perception
This is a common area where the serpentfolk prepare normal food on Languages Common; telepathy 100 ft.
the days they do not receive food spiked with elder ambergris. There are 3 Gear spear, belt pouch containing 4 diamonds (worth
degenerate serpentfolk (from Area 20X-11) here, 4 strong degenerate 1,000 gp each), embroidered silk loin cloth (worth 25 gp),
serpentfolk and a very strong one who would be a chief if these necklace of serpentfolk teeth
serpentfolk werent already under the shamans complete control.
If the characters spend some time examining all the cavefish pictures, they Poison (Ex) Biteinjury; save Fort DC 18; frequency 1/round
find that about 1 in 4 has a small cut chiseled across it. The rooms paintings for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is
are a guideline, prepared over many years and with many casualties, of which Constitution-based.
cave fish are safe to eat (no cut-mark) and those which are poisonous to
serpentfolk (the cut-marked ones). The guidelines would not be completely Treasure: The leaders 4 diamonds (1,000 gp each) are the most
accurate for humans and their kin, but would be close enough to ensure 99% valuable treasure in this room. However, the 5 sleeping nests also contain
safety if for some reason the characters chose to rely upon it. a few trinkets: 29 sp, 33 cp, a piece of ivory carved as a stirge (50 gp), and
a jhoat-stick (25 gp).
DEGENERATE SERPENTFOLK (3) CR 4
XP 1,200
hp 47 (see Area 17U-5) 20X-13. Egg-Laying Chamber
STRONG DEGENERATE SERPENTFOLK (4) CR 5
XP 1,600
NE Medium monstrous humanoid (Pathfinder Roleplaying This room is unnaturally warm. The floor is uneven,
Game Bestiary 2 Serpentfolk, Degenerate, Advanced) covered with irregular indentations, and many of these
Init +7; Senses darkvision 60 ft., scent; Perception +13 contain head-sized, round lumps.
Speed 30 ft.
Melee mwk dagger +17/+12/+7 (1d4-1 plus drow
Clay Pots poison/19-20) or bite +16 (1d61 plus poison)
Three of the clay pots are empty, with only dried and flaky bits of residue; Special Attacks channel negative energy 8/day (DC 17,
7 of the pots are empty, but have a still-usable residue of Wonderful Food; 5d6), poison, scythe of evil (4 rounds, 1/day)
1 pot contains a potion of cure serious wounds; and 3 pots are filled with Spell-Like Abilities (CL 4th):
Wonderful Food. At willdisguise self (humanoid form only), ventriloquism (DC 14)
116
Chapter 10: Orchard of Yiquooloome
1/dayblur, dominate person (DC 17), major image (DC DEGENERATE SERPENTFOLK (2) CR 4
16), mass suggestion (DC 18), mirror image, suggestion (DC XP 1,200
15), teleport hp 47 (see Area 17U-5)
Domain Spell-Like Abilities (CL 4th; melee touch +16):
6/daytouch of evil (4 rounds), vision of madness (+/4) Treasure: the sleeping-nests are disgusting, but contain various trinkets the
Spells Prepared (CL 9th; melee touch +16): serpentfolk have collected on raids and ambushes. In total, a search of the nest
5thdispel goodD, insect plague produces: 1 takka, 75 gp, 284 sp, 3 +2 arrows, and a potion of water breathing.
4thcure critical wounds, divine power, unholy blightD (DC 17)
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Chapter 10: Orchard of Yiquooloome
This room is empty. A DC 10 Perception check allows the PCs to find crawl forward using elbows. The walls and ceiling of the second half of
many rusted holes and a few rusted hooks that are still screwed in (the the crawlway are covered in poison that seeps from an unknown source
objects on the floor are also hooks). Each of the hooks is a stout piece above. Only a very alert person can detect the poison before crawling
of bent iron the size of a humans forearm, and they look like they were into it (a DC 20 Perception check). The poison is identical to sassone leaf
sharpened this is difficult to tell for sure since the iron is so rusted. residue (see the Pathfinder Roleplaying Game Core Rulebook).
This was once an overflow area for Yiquooloomes zombies, which
were kept hanging here on meat hooks.
The crawlway emerges into a tomb of some sort, a narrow
20Z-3. Chimney Room north-south chamber lined with funerary urns 2 ft. tall and
about 1 ft. in diameter. There are approximately 50 of the
urns, and all of them are painted with sinuous pictures of
serpent people. The bright colors are faded now but the
This room looks like it has seen some travel, and recently. value of the exquisite pieces of work is obvious even to the
The floor is scorched in the eastern part of the room, and untrained eye. The room has a claustrophobic feel to it, for
it looks like a crack there must form a natural chimney of the ceiling is only 4 ft. tall.
some kind.
Yiquooloomes Trees Str 10, Dex 19, Con , Int , Wis 10, Cha 10
Base Atk +4; CMB +4; CMD 18
The trees in Yiquooloomes orchard are one of the more horrible Feats ToughnessB
growths found in the Cyclopean Deeps. They were fashioned by Skills Escape Artist +12; Racial Modifiers +8 Escape Artist
the elder being from flesh and bits of elder ambergris, and are SQ staggered
an essential part of Yiquooloomes bizarre ecology-economy. The
trees have their roots in the loamy substance of the cavern floor, DHUULGH CR 8
but they run far deeper, more than a mile down into the cold stone XP 4,800
below. Clawing minerals and water from the depths, the trees hp 115 (see Area 17U-7)
are able to grow their horrid fruit, transforming newly-hatched
serpentfolk into fully-developed bodies, devoid of intellect. The
process may be summarized as follows: 20Z-11. Cavern of the Dhuulghs
1. Yiquooloome created the loamy earth of the cavern and then
caused the trees to grow, using its own mind and some seeds of
elder ambergris. This infusion of power began the process, and is This cavern is strangely shaped; the western side of it
not part of the ongoing lifecycle of the trees. is a straight wall with 4 doors, quite normal looking. The
2. Serpentfolk eggs hatch on the loamy soil of the cavern, eastern wall moves in and out in a flowing line, with side
and the hatchlings smell the scent of the trees, which is almost corridors that narrow from wide opening, almost like
irresistibly attractive to them. looking down a tentacle from the inside.
3. The hatchlings climb into the tree, attracted to the higher part
of the trunk by smell, and in the highest part of the trees trunk
they smell the tree as food. Unless the dhuulghs have moved into the hallway as part of a larger
4. When the hatchling bites the tree, they are paralyzed by battle, the main corridor is empty. This is the barracks area for the
the sap. Tendrils grow rapidly from the tree into the hatchling, dhuulghs, who live in the side chambers. There are more dhuulghs in
beginning to feed it rapidly. the Orchard than there are rooms; they cycle through the rooms with
5. The captured hatchling grows extraordinarily quickly from no particular order, some sleeping in the rooms, others sleeping while
the nutrients the tree provides, using its vast root network to supply hanging from the Orchards ceiling.
the process. The brain enlarges along with the rest of the body
faster, indeed, if the hatchling came from the Breeding Pits, where
the gene pool has been artificially manipulated specifically for the A. Normal Dhuulghs (CR 8 each)
benefit of these trees. The artificially-grown fruit of the tree is
barely more intelligent than the hatchling, despite the large brain. Each of these rooms contains a dhuulgh.
6. Within 24 weeks, the fruit is grown to maturity. The tree
cuts off the flow of nutrients and instead infuses the dying creature DHUULGH CR 8
with a drug that makes it able to hear and obey Yiquooloomes XP 4,800
mental commands. Once the creature dies from the lack of nutrient hp 115 (see Area 17U-7)t
(about a day), it detaches as a zombie under Yiquooloomes mental
control. These detached zombies are periodically told to walk over
to the Zombie Storage Cavern (Area 20Z-18). B. Large Dhuulghs (CR 9 each)
Each of these rooms contains one of Yiquooloomes superior dhuulghs,
larger and stronger than the normal ones, if the term normal can be
entire pool. The loam draws water in, and spreads it through the rest of the applied to such things.
cavern by some strange capillary action. Other than this oddity, there is
nothing inherently unusual about the pool. ADVANCED DHUULGHS (2) CR 9
XP 6,400
CE Large outsider (chaos, demon, evil, extraplanar)
C. Special Tree Cave (CR 13) Init +3; Senses darkvision 60 ft.; Perception +15
There are 4 trees in this cavern, away from the rest of the Orchard.
There is only one being per tree here, and rather than serpentfolk, these are AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, 1 size)
dhuulghs. None of them is ready to be removed from the tree, and they hp 135 (10d10+70 plus 10)
do not yet respond to Yiquooloomes orders, so they represent no threat Fort +14; Ref +8; Will +13
to the characters. DR 5/lawful; Immune electricity, poison; Resist acid 10, cold
Total Combatants in the Orchard: 10, fire 10
SPIDERS, GIANT (2) CR 1 Treasure: Only the front part of the cavern is used for scooping out zombie
XP 400 brains, partly because the floor in the back of the cavern is very uneven. Tiny pools
hp 16 (Pathfinder Roleplaying Game Bestiary Spider, of water are in the depressions, and the occasional drip falls from the ceiling. One
Giant) of the little pools has two items in it that were worn by a captured serpent-man.
The items are a green snake-amulet of Sa-Heloth and a ring of regeneration.
Elder ambergris: The viscous solid is difficult to get AC 8, touch 8, flat-footed 8 (3 Dex, +1 size)
7
out of the bottle. hp 42 (4d8+24)
125
Cyclopean Deeps 2
Fort +7; Ref 2; Will 4 Fort +4; Ref +2; Will +5; +6 vs. fear, +2 vs. enchantments
Immune cold, fire, ooze traits Defensive Abilities bravery +1; Immune sleep; SR 12
Weaknesses light blindness
Speed 10 ft.
Melee slam +5 (1d4+1) Speed 30 ft.
Special Attacks constrict (1d4+1) Special Attacks hand of the apprentice (5/day)
Spell-Like Abilities (CL 6th):
Str 12, Dex 5, Con 22, Int , Wis 1, Cha 1 1/daydancing lights, darkness, faerie fire
Base Atk +3; CMB +3; CMD 10 (cant be tripped) Spells Prepared (CL 2nd; none, as he has no spellbook)
Skills Acrobatics 3 (11 to jump)
SQ acid, transparent Str 15, Dex 12, Con 11, Int 15, Wis 12, Cha 10
Base Atk +5; CMB +7; CMD 18
Acid (Ex) The digestive acid that covers a gray ooze dissolves Feats Alertness, Combat Casting, Combat Expertise,
metals and organic material, but not stone. Each slam and Combat Reflexes, Improved Initiative, Scribe Scroll, Step Up
constrict attack deals 1d4 additional acid damage. Armor Skills Intimidate +9, Knowledge (arcana) +11, Perception +11,
or clothing worn by a creature grappled by a gray ooze Sense Motive +3, Spellcraft +11; Racial Modifiers +2 Perception
takes the same amount of acid damage unless the wearer Languages Common, Elven, Goblin, Undercommon
succeeds on a DC 18 Reflex saving throw. A wooden or metal SQ arcane bond (ring, lost), armor training 1, poison use
weapon that strikes a gray ooze takes 1d4 acid damage
unless the weapons wielder succeeds on a DC 18 Reflex TAMISAI ATAI, FEMALE DARK STALKER CR 4
save. The oozes touch deals 8 points of acid damage per XP 1,200
round to wooden or metal objects, but the ooze must remain hp 39 (see CH 7, Wandering Monsters)
in contact with the material for 1 full round in order to deal
this damage. The save DCs are Constitution-based. ROZIRAK FAR-WALKER, DUERGAR MERCHANT CR 4
Transparent (Ex) Due to its lack of vivid coloration, a gray XP 1,200
ooze is difficult to discern from its surroundings in most hp 27 (see Caravans, Duergar Caravan)
environments. A DC 15 Perception check is required to
notice the gray ooze. Any creature that fails to notice a
gray ooze and walks into it automatically suffers damage
as if struck by the oozes slam attack and is immediately
20Z-21. Yiquooloomes
subject to a grab attempt by the ooze.
Habitation (CR 10)
20Z-20. Prisoners (CR 8)
Entering this area is slightly unnerving. There is a very
strong feeling that something is wrong or evil inside this
tunnel.
Three people are chained to the wall in this room, which
is obviously a prison. They look starved, and the room
smells very bad.
This cavern, and the curving side tunnels/chambers that radiate from
it, contain the brain pools that as a group form the being and
consciousness of the elder creature known as Yiquooloome. No single
The prisoners in the room are Jarmoliar Keen (a male drow fighter/
part is the center of Yiquooloomes consciousness, and Yiquooloome is
wizard), Tamisai Atai (a female dark stalker), and Rozirak Far-Walker
(a duergar merchant). Most drow caravans purchase Jarmoliar to sell him not destroyed unless all of its parts are killed.
back to his own kin. Tamisai Atai and Rozirak fetch rewards if they are
returned to the City of Izamne (Chapters 34) with respect to Tamisai, A. Mobile Part and Track Terminus
and anywhere in duergar territory (Chapter 11) with respect to Rozirak.
Each of the 3 prisoners is worth about 1,000 gp, but if the characters
bring Rozirak all the way to the Far-Walker clan in the Graumhalla, the
Far-Walkers pay 1,500 gp. None of the prisoners would make a reliable The rails of the track form a circle here, allowing a cart to
follower, even to a character of chaotic alignment. However, they agree to turn around and return to the main track. The cart is here,
assist the characters at the task of getting them home, even if the journey its wheels set in grooves on the tracks. It is 5 ft. long and
is likely to have some side-treks. The drow and the duergar fight anyone, bears what looks like a wide ceramic bowl, 5 ft. in diameter
even their own kind. The dark stalker fights dark stalkers in general, but and 4 ft. deep. Huge, writhing tentacles reach out as far as
not those in service to the Demon-Prince Isclaadra, and she definitely does 10 ft. high from this bowl, looking disproportionately large
not participate in a direct attack on the cult of Isclaadra. It is not so much compared to the relatively shallow container.
that she is a loyal follower of the demon-prince; it is that she considers
such an attack to be completely suicidal.
The small amount of material in this bowl, the tentacles, and the
JARMOLIAR KEEN CR 5 nugget of elder ambergris at the bottom of the bowl, constitutes one of
XP 1,600 Yiquooloomes 5 parts. This part is the smallest, and thus the most mobile,
Male drow fighter 4/wizard 2 (Pathfinder Roleplaying Game so Yiquooloome uses it as a hand of sorts. It travels on its cart through
Bestiary, Drow) the Orchard, although it can also be carried by as few as 2 dhuulghs to
CN Medium humanoid (elf) reach a part of the Orchard where the track does not reach.
Init +5; Senses darkvision 120 ft., low-light vision; Perception +11 In a hostile situation its first response is to alert the rest of itself that
there appears to be some trouble. Yiquooloome goes to Concern Level
AC 11, touch 11, flat-footed 10 (+1 Dex) One (see Sidebox). If the characters attack the brain pool instead of just
hp 37 (2d6+4d10+4) trying to talk to it, Yiquooloome goes all the way to Concern Level Three.
126
Chapter 10: Orchard of Yiquooloome
brain pools can no longer produce more mass from itself.
Extruding a Leng-bat is a full-round action. See the entry for
Yiquooloome Leng-bats in the Monster Appendix.
Unblockable Telepathy (Ex) Each brain pool is mentally
Long-term Goals: Revel in Chaos, Dance in Entropy, linked to all the other brain pools. This mental communication
Die in the Strange Eons. cannot easily be hindered. A spellcaster must succeed on
Current plans: Trading things is currently interesting. a DC 20 caster level check to cast any spell which would
Allies: Phuhuulbaool in Izamne, Chapter 4, Area 13R- hinder, redirect, or block Yiquooloomes telepathy.
12 (who would like to get Yiquooloome into his debt). Human mental powers do not affect the mental link, and
Various customers, Shbalaquieelma the Aboleth (Hex any attempt to force telepathy upon Yiquooloome (as
14L, Chapter 5). opposed to telepathic communications initiated by the
Enemies and Rivals: None significant. elder being) may cause insanity; on a failed DC 26 Will save
the character is affected as if by the confusion spell for 3d6
Since Yiquooloome (Monster Appendix) does not process minutes. The character attempting such a telepathic bond
thoughts in the same way as a mortal being with limited is aware before starting that there is some sort of dangerous
dimensions of mind, its response to threats is not immediate and barrier. There is no potential benefit, only the risk of insanity.
all-out. Rather, it is best represented by its different levels of The save DC is Charisma-based.
concern. These are as follows:
Concern Level One: Reached by: any creature enters the
Orchard canyon (Area 20Z-10) and is spotted by a dhuulgh or by
B. Subsidiary Brain Pool No. 1 (CR 10)
Note: The text box descriptions of Areas B, C, and D are identical.
the priests in Area 20Z-7. Response: A dhuulgh is commanded
to order the intruders to leave.
Concern Level Two: Reached by: a dhuulgh is killed in sight
of another dhuulgh, any part of Yiquooloome sees an intruder. A faintly glowing shape ahead dominates this cavern. It
Response: begin creating Leng-bats, 1 per 5 minutes, at one of the is a pulsing, lavender brain 5 ft. or so in diameter, growing
Subsidiary Brain Pool locations (B, C, D). Activate all the zombies. in a ceramic bowl 6 ft. across. Tentacles writhe around the
Concern Level Three: Reached by: an attack upon one of the perimeter of the brain, able to reach beyond the edge of the
brain pools. Response: Summon all dhuulghs, Leng-bats, and bowl, but not very far. It has deep wrinkles that open and
zombies to the battle. Begin creating Leng-bats, 1 per 5 minutes, at close as you watch, extending long tongues or showing an
all of the Subsidiary Brain Pool locations (B, C, D). These do not eye glinting from inside the brain.
move to the battle, but stay to guard the pools that created them.
Concern Level Four: Reached by: attack on the Primordial
Brain Pool. Response: if concerned, teleport to Area 20Z-12. Like the mobile brain pool, the subsidiary brain pools are parts of the
multipart elder being (see the description of Yiquooloome).
LENG-BAT CR 3
XP 800 YIQUOOLOOMES SUBSIDIARY BRAIN POOL CR 10
hp 11 (see the Monster Appendix) XP 9,600
CE Medium aberration (see the Monster Appendix)
Init 5; Senses blindsight 60 ft.; Perception +19
YIQUOOLOOMES MOBILE BRAIN POOL CR 10
XP 9,600
AC 17, touch 5, flat-footed 17 (5 Dex, +12 natural)
CE Medium aberration (see the Monster Appendix)
hp 126 (12d8+72); fast healing 5
Init 5; Senses blindsight 60 ft.; Perception +19
Fort +10; Ref 1; Will +12
Defensive Abilities unblockable telepathy
AC 17, touch 5, flat-footed 17 (5 Dex, +12 natural)
hp 126 (12d8+72); fast healing 5 Speed 10 ft.
Fort +10, Ref 1, Will +12 Melee 4 tentacles +14 (2d6+5)
Defensive Abilities unblockable telepathy Special Attacks breath weapon (60-foot line, 8d8 acid,
Reflex DC 22 half, usable every 1d4 rounds)
Speed 10 ft.; 20 ft. in cart Spell-Like Abilities (CL 14th):
Melee 8 tentacles +14 (1d8+5) At willtelekinesis (DC 21)
Spell-Like Abilities (CL 14th): 1/daywall of stone (DC 21) (treat as wall of stone)
At willtelekinesis (DC 21)
Str 20, Dex 1, Con 22, Int 18, Wis 18, Cha 22
Str 20, Dex 1, Con 22, Int 18, Wis 18, Cha 22 Base Atk +9; CMB +14; CMD 19 (cant be tripped)
Base Atk +9; CMB +14; CMD 19 (cant be tripped) Feats Blind-Fight, Cleave, Combat Reflexes, Critical Focus,
Feats Blind-Fight, Cleave, Combat Reflexes, Critical Focus, Power Attack, Staggering Critical
Power Attack, Staggering Critical Skills Diplomacy +18, Escape Artist +4, Knowledge (arcana)
Skills Diplomacy +18, Escape Artist +4, Knowledge (arcana) +10, Knowledge (history) +19, Knowledge (local) +16,
+10, Knowledge (history) +19, Knowledge (local) +16, Knowledge (planes) +16, Perception +19, Sense Motive +16,
Knowledge (planes) +16, Perception +19, Sense Motive +16, Stealth +10
Stealth +10 Languages telepathy 100 ft.
Languages telepathy 100 ft. SQ create Leng-bat
SQ create Leng-bat
Create Leng-Bat (Su) Each of the brain pools can create
Create Leng-Bat (Su) Each of the brain pools can create one Leng-bat every 5 minutes, to a maximum of 6 in one
one Leng-bat every 5 minutes, to a maximum of 6 in one day. At this point, even the non-Euclidean volume of the
day. At this point, even the non-Euclidean volume of the brain pools can no longer produce more mass from itself.
127
Cyclopean Deeps 2
Extruding a Leng-bat is a full-round action. See the entry for
Leng-bats in the Monster Appendix. E. Primordial Brain Pool (CR 16)
Unblockable Telepathy (Ex) Each brain pool is mentally
linked to all the other brain pools. This mental communication
cannot easily be hindered. A spellcaster must succeed on In the center of this smooth-walled cavern is a pulsing,
a DC 20 caster level check to cast any spell which would lavender-colored brain almost 8 ft. in diameter sitting in a
hinder, redirect, or block Yiquooloomes telepathy. large, ceramic bowl only slightly wider than the brain itself.
Human mental powers do not affect the mental link, and The brains wrinkles shift to create numerous orifices that
any attempt to force telepathy upon Yiquooloome (as open and close, sometimes sticking out long tongues or
opposed to telepathic communications initiated by the showing an eye within. It is ringed with short octopus-like
elder being) may cause insanity; on a failed DC 26 Will save tentacles that stick out from the edge of the bowl to writhe
the character is affected as if by the confusion spell for 3d6 in the air.
minutes. The character attempting such a telepathic bond
is aware before starting that there is some sort of dangerous
barrier. There is no potential benefit, only the risk of insanity. The primordial brain may teleport to Area 20Z-12 to escape down the
The save DC is Charisma-based. passage to Hex 19U. If it does, then the characters see a circle of glowing
runes that had been covered by Yiquooloomes container. The glow of
The pool contains liquid flesh, and at the bottom is a lump of elder the runes is already be fading, discharging the last of the magical waste
ambergris worth 10,000 gp. generated by the teleportation and getting ready to recharge. The magic
circle here can only be activated mentally by a desire to teleport, evinced
C. Subsidiary Brain Pool No. 2 (CR 10) by a person inside the circle. The circle can teleport only one being at a
time, and takes 20 minutes to recharge. It thus cannot be used to follow
Note: The text box descriptions of Areas B, C, and D are identical.
Yiquooloome immediately, and temporarily separates the party as they go
through one by one, 20 minutes apart. Yiquooloome may use the tactic of
teleporting away and waiting to fight the characters in Area 20Z-12, one
A faintly glowing shape ahead dominates this cavern. It by one, regenerating during the interim. If it is driven to such a retreat, it
is a pulsing, lavender brain 5 ft. or so in diameter, growing waits for 1d4+2 days there, trying to ensure that an ambush is not waiting
in a ceramic bowl 6 ft. across. Tentacles writhe around the for it when it returns here.
perimeter of the brain, able to reach beyond the edge of the
bowl, but not very far. It has deep wrinkles that open and YIQUOOLOOMES PRIMORDIAL BRAIN POOL CR 16
close as you watch, extending long tongues or showing an XP 76,800
eye glinting from inside the brain. CE Large aberration (see the Monster Appendix)
Init 1; Senses blindsight 60 ft.; Perception +26
YIQUOOLOOMES SUBSIDIARY BRAIN POOL CR 10 AC 20, touch 4, flat-footed 20 (5 Dex, +16 natural, 1 size)
XP 9,600 hp 225 (18d8+144); fast healing 5
hp 126 (see Area 20Z-21 B) Fort +14; Ref +1; Will +18
Defensive Abilities unblockable telepathy
The pool contains liquid flesh, and at the bottom is a lump of elder
ambergris worth 10,000 gp. Speed 10 ft.
Melee 4 tentacles +19 (2d8+7)
Space 10 ft.; Reach 5 ft.
D. Subsidiary Brain Pool No. 3 (CR 10) Special Attacks breath weapon (60-foot line, 12d8 acid,
Note: The text box descriptions of Areas B, C, and D are identical. Reflex DC 27 half, usable every 1d4 rounds)
Spell-Like Abilities (CL 20th):
At willtelekinesis (DC 22)
A faintly glowing shape ahead dominates this cavern. It 1/daywall of fungus (DC 22) (treat as wall of stone)
is a pulsing, lavender brain 5 ft. or so in diameter, growing
in a ceramic bowl 6 ft. across. Tentacles writhe around the Str 24, Dex 1, Con 26, Int 20, Wis 20, Cha 24
perimeter of the brain, able to reach beyond the edge of the Base Atk +13; CMB +21; CMD 26 (cant be tripped)
bowl, but not very far. It has deep wrinkles that open and Feats Blind-Fight, Cleave, Combat Reflexes, Critical Focus,
close as you watch, extending long tongues or showing an Great Cleave, Improved Initiative, Iron Will, Power Attack,
eye glinting from inside the brain. Staggering Critical
Skills Diplomacy +25, Escape Artist +16, Knowledge (arcana)
+23, Knowledge (history) +26, Knowledge (local) +23,
YIQUOOLOOMES SUBSIDIARY BRAIN POOL CR 10 Knowledge (planes) +23, Perception +26, Sense Motive +23,
XP 9,600 Stealth +12
hp 126 (see Area 20Z-21 B) Languages telepathy 100 ft.
SQ create Leng-bat
The pool contains liquid flesh, and at the bottom a lump of elder
ambergris worth 10,000 gp. Create Leng-Bat (Su) Each of the brain pools can create
one Leng-bat every 5 minutes, to a maximum of 6 in one
day. At this point, even the non-Euclidean volume of the
brain pools can no longer produce more mass from itself.
Extruding a Leng-bat is a full-round action. See the entry for
Leng-bats in the Monster Appendix.
Unblockable Telepathy (Ex) Each brain pool is mentally
linked to all the other brain pools. This mental communication
128
Chapter 10: Orchard of Yiquooloome
cannot easily be hindered. A spellcaster must succeed on Sack #5: This sack contains 58 pounds of turquoise pieces, worth 2,000
a DC 20 caster level check to cast any spell which would gp in total.
hinder, redirect, or block Yiquooloomes telepathy. Sack #6: This sack contains 175 jhoat-sticks (10 gp each).
Human mental powers do not affect the mental link, and Sack #7: This sack contains a number of wooden sculptures depicting
any attempt to force telepathy upon Yiquooloome (as serpentfolk, drow, and one dragon. They are valuable only as curiosities,
opposed to telepathic communications initiated by the and worth a total of 25 gp.
elder being) may cause insanity; on a failed DC 26 Will save Sack #8: This sack contains a +2 bastard sword (Lerem), a +1 dagger,
the character is affected as if by the confusion spell for 3d6 and a +2 flail (Crocodilian) (see the Magic Item Appendix for Lerem
minutes. The character attempting such a telepathic bond and Crocodilian).
is aware before starting that there is some sort of dangerous
barrier. There is no potential benefit, only the risk of insanity.
The save DC is Charisma-based. Wooden boxes (3)
Box #1: This box is unlocked and has a picture of a rat on the top. It
One unusual aspect of the magic circle is that it cannot teleport gold. contains a set of pipes, a soft gray hat made of spider silk, and a silver
Items containing more than trace amounts of the metal are left behind if a mirror. The pipes are pipes of the sewers, and the mirror is completely
character teleports to Area 20Z-12. normal (50 gp). The hat functions like a cloak of arachnida, except it is a
Treasure: One of the more valuable items of treasure here is inside head slot item.
Yiquooloomes Primordial Brain Pool itself: a large piece of elder
ambergris the size of a persons head (see the Elder Ambergris Box #2: This box is locked, and the lock is trapped with a poison
Sidebox), which could be sold for as much as 15,000 gp. The rest of needle that snaps out if an attempt to pick the lock is unsuccessful. The
Yiquooloomes treasure is kept behind the magic circle in the caverns lock can be opened only by Yiquooloomes mental signature, so picking
southwest tail. This treasure trove contains the following: it is required. The box contains several potions packed in straw they
can survive travel and shaking, but if anyone deliberately smashes the
box, each potion bottle has a 75% chance of breaking. The potions are the
Treasure Chests (5) following: an elixir of vision, a potion of gaseous form, a potion of mage
Chest #1: This chest is unlocked but releases burnt othur fumes when armor, and a salve of slipperiness.
opened (this can be disarmed by a catch carved into the outside bottom of
the chest). The chest contains 180 gp and 22,027 sp, all in white silk bags POISONED DART TRAP CR 1
holding 50 coins each. XP 400
Type mechanical; Perception DC 20; Disable Device DC 20
BURNT OTHUR FUMES TRAP CR 9
XP 6,400 Trigger touch; Reset none
Type mechanical; Perception DC 20; Disable Device DC 20 Effect Atk +10 melee (1d3 plus greenblood oil)
Type location; Reset repair Box #3: Contains a crumpled piece of paper and a scroll. The scroll
Effect poison gas (burnt othur fumes); never miss; onset contains the following spells: fear, beast shape II, invisible stalker, and
delay (1 round); multiple targets (all targets in a 20 ft. radius) reincarnation.
Chest #2: This chest is unlocked and not trapped. It contains 38,926 cp The script on the crumpled piece of paper reads as follows:
in loose coins.
Chest #3: This chest is made of stone and is elaborately carved with
oddly non-geometrical symbols that appear to shift. It is not dangerous,
however, and contains 107 gp, 3 garnets (10 gp each), a folded velvet The fat archmage has collected himself a garbage pit to
cloth 2 ft. x 2 ft. (5 gp), and a golden goblet with engravings of serpentfolk live within, bits and pieces of sloughed-off dimensions and
in crowns and robes (300 gp). realities that have peeled away. He sews them into tubes
Chest #4: This chest is made of stone with inlays of colorful, petrified and warrens with some sort of dimensional necromancy,
fungi. It is unlocked and not trapped, containing silk bags that in turn fastening the loose ends into our own material plane like
contain a total of 11,539 gp, 2,383 sp, and 1,182 cp. the suckers of a remora.
Chest #5: This chest is carved with pictures of ancient humans in To enter the hidden realms of Jupiter Kwan, it is
strange armor. It is inlaid with precious stones of several sizes and colors. necessary only to touch the globe of light and shadow in its
The gems as a group are worth 1,000 gp, but if they stay on the chest, the alcove, and you shall find yourself in a middle dimension
value of the object is 5,000 gp. The chest contains a red dragon egg, and 2 between the Archmages realm and the realm of reality.
potions of cure moderate wounds. Step into the vortex and you shall be in the tangled
construction of the wizards house. Do not fear to travel
by the inner voids, those bounded by the membranes,
Sacks (8) but avoid the Ginnungagap outside. This part of the
Sack #1: This bag smells bad, and is tied at the top with ordinary cord. It Ginnungagap is deadly to life, no doubt the reason why
contains the black and tarry remains of some badly-rotted fungus material. Kwan chose to build his fortress in its depths.
Sack #2: This is a large velvet bag tied with cord (50 gp value) The northern pillar at the wizards gate contains advice,
containing a statue of a serpent-mans head. The bust is carved from and even a way of getting a valuable tool. It is how his
marble and is worth 100 gp anywhere but the Domes of the Serpentfolk guests are taught the way. I advise that you make use of it,
(Chapter 5), where it could reach a price as high as 1,000 gp. if you ever plan to leave the Archmages realm.
Sack #3: This is a large velvet bag embroidered with spiders. It is a bag
of holding type II, and contains a mummy.
MUMMY CR 5
XP 1,600
hp 60 (Pathfinder Roleplaying Game Bestiary Mummy)
Sack #4: This sack contains 28 pounds of carrots.
129
Cyclopean Deeps 2
Chapter 11:
Mines of the Duergar
Zuuljj is a tremendously powerful denizen of the Elemental Plane of
Earth, akin to the great nobles who rule the efreet and the djinn. He is
a gray-skinned being who wields a pair of stone hammers, and many
clans of the duergar, the dark dwarves, venerate him. Zuuljj dwells in the
Introduction
legendary City of Malachite, lord of Xoles and Xorn, and of the nomadic This chapter describes the large kingdom of duergar that live in the
Xandjinni (Kzand-jeeni). Zuuljj once wrote his motto (the Creed of Cyclopean Deeps, under the rulership of King Okarm Etekk. The duergar
Zuuljj) on stone tablets, and placed them at the gates of the city. They realm, also called the Graumhallan Kingdom, is huge: multiple tunnels
read: Obey, Acquire, Dominate. Some duergar fundamentalists have and mines branch out from the primary corridors shown on the main
created a book called The Mystical Interpolation of the Creed of Zuuljj, map of the Deeps. The four most important areas are detailed as hexes.
which is a broad, so-called explanation of the three words of the creed These are Kronners Gate, Chorcheks Delve, the Locks, and the central
and the order in which they appear. Some of the conclusions they have complex, the Graumhalla itself.
reached are at best stretched, and at worst peculiar. The Zuuljjite Mystics The duergar kingdom is filled with interesting factions and delicately
believe (of course) that the duergar are destined to rule the entire world, balanced politics which are designed and likely to be completely ignored
wipe out all dwarves, follow the commands of their leaders as long as in a tactics-based frontal assault by the characters. For the few adventuring
the leaders are true to the doctrines of Zuuljj, and wear a red triangle parties that have a reason to infiltrate or negotiate with the duergar, a lot
representing the three words of the creed tattooed (or at least painted) of divide-and-conquer opportunities exist in the Graumhalla. Its perfectly
on their faces. okay, though, for the characters to turn this chapter into a bloodbath if
Unfortunately, the characters are likely to encounter some of the they so choose: its designed for that approach, too. It is possible, if the
fanatical Mystics of Zuuljj as they explore the Deeps. characters play their cards right, that they might be here to depose the king
130
Chapter 11: Mines of the Duergar
of the duergar, Okarm Etekk, if Moggar Kchak (the duergar ambassador) hp 41 (5d10+10 plus 5)
hired them in Izamne to perform the final act of a successful rebellion. Fort +6; Ref +0; Will +2; +2 bonus vs. spells and spell-like
The dark dwarves are highly organized and centralized, but the Graumhallan abilities
duergar are in the middle of a political and religious schism that could potentially Immune paralysis, phantasms, poison; Resist duergar
lead to a ferocious civil war throughout this part of the Deeps. On one side immunities
are the traditionalist followers of Zuuljj, the earth-power that has always been Weaknesses light sensitivity
venerated by the duergar of Graumhalla. On the other hand, King Okarm
Etekk has become a follower of the Demon-Prince Isclaadra. The king has Speed 20 ft.
not made any overt moves against the Zuuljjites, but he already has a growing Melee warhammer +7 (1d8+1/x3)
rebellion on his hands. Prince Lokragar (the kings cousin) has energized the Ranged light crossbow +4 (1d8/1920)
more fundamentalist followers of Zuuljj to support him in his bid to usurp King Spell-Like Abilities (CL 5th):
Okarm Etekk. Prince Lokragar is currently building his forces from hiding 1/dayenlarge person (self only) (DC 8), invisibility (self only)
in Hex 9G (see Chapter 6). If the party is not already involved with Prince
Lokragar, they might possibly be hired by the king to kill him. Str 13, Dex 9, Con 15, Int 10, Wis 13, Cha 4
The characters might also previously have encountered signs and Base Atk +5; CMB +6; CMD 15 (19 vs. bull rush, 19 vs. trip)
portents of a succubus demon named Siaphela. She is one of the lieutenants Feats Alertness, Power Attack, Weapon Focus (warhammer)
of Isclaadra (thats the demon prince on the kings side). Siaphela is Skills Acrobatics 10 (14 to jump), Intimidate +5, Perception
actually the go-between ferrying ideas, orders, and information between +3, Stealth 1; Racial Modifiers +4 Stealth
the Cult of Isclaadra (Chapter 12) and King Okarm Etekk. Languages Common, Dwarven, Undercommon
The duergar kingdom is a vast area filled with small excavations that Gear half-plate, heavy steel shield, light crossbow, 20 crossbow
branch out all along the primary corridors shown on the main map. Most of bolts, warhammer, 1d2 gems (1d6x100 gp), 25% chance of
these are small, operated by one or two families of prospectors, although magic armor (0150%) or weapon (5100%), 4d6 gp.
some may contain 20 or more of the dark dwarves. Unless, like the author,
you find it cumbersome to make the substitution, do the following: For Several of the descriptions of duergar-controlled areas mention light
any random encounter rolled in the tunnels of the duergar, roll percentile sources. Feel free to ignore these if, in your campaign world, the duergar
dice and replace the encounter with duergar on a result of 0125 with a prefer to live in unrelenting darkness, relying on their ability to see in
duergar squad of 1d6+6 duergar plus 3 sergeants and 1 squad leader. the dark. Here, although the duergar are perfectly capable of seeing in
the dark, light allows them to perceive more detail, a matter of vital
DUERGAR CR 1/3 importance to those who craft intricate work. The lights are always dim,
XP 135 and one can never assume that they have been lit, or that torches have been
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar) changed in the sconces; but in general the public areas of a duergar hall
has some sort of illumination, adequate or not.
DUERGAR SERGEANT CR 1 Lastly, you will find duergar mystics mentioned in minor and
XP 400 major hexes of the duergar kingdom. The mystics are oracles, from the
Male duergar warrior 3 (Pathfinder Roleplaying Game Pathfinder Roleplaying Game Advanced Players Guide.
Bestiary Duergar)
LE Medium humanoid (dwarf)
132
Chapter 11: Mines of the Duergar
These giant lizards are used to draw wagons, although they are
33AA-2. Kronners Gate (CR 3) well trained enough to attack non-duergar if they are set loose. Utak
immediately lets them loose if there is trouble at the gate.
The gate is kept closed, and it is locked and barred when the characters
arrive here.
One of the duergar carvings on the door has a hidden peephole that
33AA-5. Wagon Storage
slides back, allowing the guards to see anyone who comes knocking
(2 duergar sergeants man the gate at all times). The door has an
inside bell with a light chain attached to it, hooked into one of the Four wagons are parked against the wall here, chained to
guards belts; if he falls to the ground, the pull of the chain turns each other and into great bolts in the wall itself. Each of the
a number of little gears in the door, and the bell rings deafeningly wagons has shovels and picks held in specially built racks.
several times. This alarm brings an organized reaction from all the
duergar at the post, with the ones in Area 33AA-3 alerting the ones
in Area 33AA-7. There is not much wagon traffic between here and the Graumhalla, as
this is not a stopping point for any sort of trade, and the area does not
YAGGI AND THIRKA, DUERGAR SERGEANTS (2) CR 1 even boast an inn. Nevertheless, a few wagons are kept here in case they
XP 400 are needed.
hp 24 (see CH 11, Introduction)
Gear Each has a key to one of the footlockers in Area 33AA-7
33AA-6. Iktak Mushrooms
33AA-3. Registry of Foreigners
(CR 1/2) This cave is speckled with patches of red, some sort of
small, crimson mushroom that grows from the walls and
floor. A few crates are stacked in the center of the chamber.
This room is where anyone entering the realm of the duergar is supposed
to register as a foreigner and receive a green badge to indicate that they
have paid the required entry tax and been officially admitted. The amount
Iktak Mushrooms
of the entry tax is somewhat variable, since the duergar try to include a bit
Iktak mushrooms are cultivated by many races of the Under
extra for themselves, but it is supposed to be 50 gp per person.
Realms. In general, the duergar are miners rather than farmers,
but the area around Kronners Gate has whatever combination of
IKTEKI, PEKK, AND SKIKKI, DUERGAR CR 1/3
water and nutrients that allows the mushrooms to grow without
XP 135
being tended. When the Iktak mushrooms are dried, they heal 1d4
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
points of damage (depending on the size of the mushroom). With a
Gear Each has a key to one of the footlockers in Area 33AA- white-spotted red cap, the Iktak mushrooms look quite poisonous.
7 They can be sold in the Under Realms for 10 gp per hit point that
the particular mushroom heals.
Treasure: 200 sheets of parchment, 3 metal pens, 2 quarts of ink, 25
green badges, lockbox containing 223 gp.
Takkas
33AA-4. Lizard Stable (CR 8) Takkas are mentioned particularly in Chapters 3 and 4, where
takkas are in common use as currency in the city of Izamne. Takkas
are trade-coins minted by the duergar, and they are often used as
Three giant lizards are tethered to the wall in this large a substitute for heavier gold coins. The coins are inscribed with a
alcove, and a duergar sits on a chair in front of a tunnel triangle or with the mark of Zuuljj. Whatever the markings, takkas
leading through the back wall. His face is scarred, and are worth 25 gp each in most parts of the Under Realms. The
his eyebrows are long enough to be combed back into significance of the triangle and of Zuuljj is described elsewhere:
his hair. the most succinct description is in Chapter 4 under the heading
Elder Things and Middle-Divinities.
133
Cyclopean Deeps 2
growing mushrooms could harvest 25 mature Iktak mushrooms (see hp 24 (see CH 11, Introduction)
Sidebox). More grow over time, but it takes a week before any more Gear He has a key to one of the footlockers in Area 33AA-7
would be ready to harvest.
The crates are supplies for the garrison, containing food and small Footlocker #1: blankets, a skull, a backpack, and a tall bottle of fine red
barrels of ale. wine (25 gp). A pouch contains 6 takkas.
Footlocker #2: blankets, 1 takka, and a potion of levitation.
33AA-7. Guard Quarters
E. The duergar Thirka and Prakk live here
This chamber leads to a hallway with several doors. The Thirka, Duergar: Located in Area 33AA-2.
chamber itself is empty but looks well-traveled.
PRAKK, DUERGAR SERGEANT CR 1
XP 400
Rooms A to G are the living quarters of the guards stationed hp 24 (see CH 11, Introduction)
at the Kronners Gate outpost. Each door is locked (DC 20 Disable Gear He has a key to one of the footlockers in Area 33AA-7
device to open), but none is trapped. Each, except G, contains one
occupant (the off shift), and nothing else other than 2 metal cots Footlocker #1: blankets, 20 ft. of chain, 4 flasks of oil, and 3 takkas
and 2 locked footlockers (DC 22 Disable Device to bypass). Details Footlocker #2: blankets, pouch containing 10 takkas and 2 gp
are given only for the 1 duergar present and for the contents of the
footlockers. The other duergar are described in the areas where they
are currently found. F. The duergar Utak and Krakka live here
Utak, Duergar: Located in Area 33AA-4.
A. The duergar Ikteki and Mektik live here
Ikteki, Duergar: Located in Area 33AA-3. KRAKKA, DUERGAR SERGEANT CR 1
XP 400
MEKTIK, DUERGAR CR 1/3 hp 24 (see CH 11, Introduction)
XP 135 Gear He has a key to one of the footlockers in Area 33AA-7
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
Krakka is a Zuuljj fanatic and one of the rebels. His face is tattooed with
Footlocker #1: blankets, pouch containing 3 takkas
Footlocker #2: blankets, pouch containing 2 takkas and 3 gp the red triangle of Zuuljj, which is a dead giveaway to anyone familiar
with the Zuuljj mystics that he is probably set against the king. It is a
measure of the disgruntlement of the duergar at Kronners Gate that no
B. The duergar Pekk and Jorki live here one has turned him in.
Pekk, Duergar: Located in Area 33AA-3.
Footlocker #1: blankets, book containing sketches of dead cats,
JORKI, DUERGAR CR 1/3 parchment, quill pens, ink bottle, 2 takka, small ruby (250 gp)
XP 135 Footlocker #2: blankets, 5 takkas, scented wooden box containing 352
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar) gp and volume 1 of The Mystical Interpolation of the Creed of Zuuljj.
(This is Krakkas chest, obviously.)
Footlocker #1: blankets, pouch containing 14 gp
Footlocker #2: blankets, pouch containing 5 gilded rat skeletons (1 gp
each) and 2 takkas. G. Common Room
The high quality of duergar maintenance along the tunnel soon ends if At the bottom of the 60 ft.-deep vertical shaft, a horizontal tunnel leads
the characters follow the tunnel toward the Font of Darkness. The duergar south.
do not claim the tunnels more than a mile beyond Chorcheks delve, and
accordingly do not maintain the stonework (or conduct patrols).
40AB-5. Slave Dig (CR 4)
40AB-2. Corridor to the Graumhalla
You can hear the ringing of pickaxes in here, accompanied
by a chant that sounds like it is in the goblin tongue. The
The blocks of stone comprising this corridor are well- room contains a few bits of mining equipment and what
mortared and well-braced. The walls and floor were look like buckets on yokes, lying on the floor. Two duergar
apparently washed at some point in the past, although are in the room, both carrying whips.
patches of moss and lichen are slowly growing back.
If the characters entered the area stealthily, they see 4 goblin slaves
This tunnel leads to the Graumhalla, seat of the duergar king, Okarm digging in the narrow shafts radiating out from this room, and 2 duergar
Etekk. It is not as well maintained all the way along its length, but in in the main room supervising the work. Otherwise, the duergar have called
general the duergar are tidy, especially when they have slaves to do the the 4 goblin slaves to fight on their side, and readied themselves for battle.
dirty work. As mentioned earlier, the primary corridor shown on the main The goblins are too afraid of the duergar to switch sides, no matter what
map intersects with hundreds of smaller side corridors, most of them small they are offered.
prospecting mines.
DUERGAR (2) CR 1/3
XP 135
40AB-3. Main Room hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
The walls of this corridor indicate that it was originally This open chamber is a continuation of the used-up mine,
part of a working mine. There are deep marks gouged with the floors leveled and the walls more permanently braced.
out by picks, a number of drill-holes at different levels in Four narrow mine tunnels lead out from the central area,
the walls, and one or two side passages. Two dwarf-sized and they have apparently been converted into a barracks,
camp beds are neatly made, tucked out of the way into side for there are six small beds tucked away into these side-digs.
passages.
Living in this area are 6 duergar (5 regulars and one sergeant), which was dug
This corridor is empty, and there is nothing of interest in the camp beds before the veins of ore ran out in this part of the mine. In addition to the duergar,
(which belong to the guards in Area 40AB-6). one of the horizontal shafts is the den of their pet, a hound of Darkmist that
the Vessals of Isclaadra (Chapter 12) gave to Chorchek when he renounced
Zuuljj. The hounds name is Oloj, and the soul inside was once Chorcheks
40AB-8. Miners Hall (CR 4) brother. Needless to say, Chorchek found the gift of his brothers soul, captured
into a mist-creature, to be eerie and disturbing. Rather than keeping Oloj near
him, he gave the hound to his miners as a pet. Oloj is intelligent enough to
understand what it hears, and has already saved Chorcheks life once, warning
This chamber looks as if it was once a mine, but the walls him that a Zuuljjite mystic was plotting with some others to kill the loyalist
have been evened out and the floor leveled. There is a table, leader. The hound overheard them, warned Chorchek, and the next day the
a fire-pit with a hearth, and various mining implements are Zuuljjites were torn apart in the pincers of Area 40AB-10.
hung in racks on the walls. A total of 6 beds are also lined
up neatly along the south and east walls. Each of the beds DUERGAR MINERS (5) CR 1/3
has a metal footlocker underneath it. XP 135
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
This is the common room, and also the sleeping area, for 5 duergar JERROK, DUERGAR SERGEANT CR 1
and their sergeant. XP 400
hp 24 (see CH 11, Introduction)
DUERGAR MINERS (5) CR 1/3 Gear 1d6 takkas
XP 135
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar) HOUND OF DARKMIST CR 6
XP 2,400
HALVR, DUERGAR SERGEANT CR 1 CE Medium outsider (native) (see the Monster Appendix)
XP 400 Init +1; Senses darkvision 60 ft., detect law, scent; Perception
hp 24 (see CH 11, Introduction) +11
Gear He has a key to one of the footlockers in Area 33AA-7
AC 19, touch 11, flat-footed 18 (+1 Dex, +1 dodge, +7
Treasure: The footlockers are all locked (DC 22 Disable Device to open). natural)
Footlocker #1 (Trapped): This footlocker releases poison gas into hp 73 (7d10+35)
the air, in a radius of 20 ft., if a hidden button in the side of the chest Fort +7; Ref +6; Will +7
is not pushed before opening it. The chest contains several changes DR 5/; Resist acid 10, cold 10, fire 10
of clothing, a holy symbol of some kind fashioned like a red triangle
(Zuuljj), and 4 takkas. Speed 40 ft.
Melee 3 bites +10 (1d6+3 plus grab plus paralysis)
BURNT OTHUR FUMES TRAP CR 9 Special Attacks paralysis (1 round; elves are not immune)
XP 6,400 Spell-like Abilities (CL 7th):
Constantdetect law
Type mechanical; Perception DC 20; Disable Device DC 20 At willfreedom of movement
Type location; Reset repair
Effect poison gas (burnt othur fumes); never miss; onset Str 16, Dex 13, Con 21, Int 6, Wis 14, Cha 15
delay (1 round); multiple targets (all targets in a 20 ft. radius) Base Atk +7; CMB +10 (+14 grapple); CMD 22 (26 vs. trip)
Feats Dodge, Lunge, Mobility, Nimble Moves
Footlocker #2: Entirely full of knucklebones, from goblin-sized ones Skills Acrobatics +8 (+16 to move through threatened
all the way to very large ones from the reptilian draft animals used in the squares), Intimidate +11, Perception +11, Stealth +10,
Under Realms. There are 942 knucklebones in total. Survival +11 (+15 to track by scent, +19 to track by scent if
Footlocker #3: Contains folded clothes, a mother-of-pearl comb (100 the target is law-aligned); Racial Modifiers +8 Acrobatics to
gp), a golden beard-clip (20 gp), 2 matching bracelets of silver and bronze move through threatened squares, +4 to Survival to track by
(100 gp), and a pipe with tobacco. scent (+8 if the target is law-aligned)
Footlocker #4: Contains a set of folded clothes, a short cloak with a SQ mist form
crossed-hammers and skull patch, and 3 takkas.
Footlocker #5: Contains folded clothes, a hat with a long, black- Mist Form (Su) A hound of darkmist can switch from its
feathered plume, and a finely-wrought copper bracelet worth 10 gp. normal form to one of mist or back again a swift action.
Footlocker #6 (Halvrs): Contains 3 small bottles of a viscous green liquid It can spend up to 20 rounds per day in mist form. In mist
(potions of healing), 4 takkas, a length of green ribbon, a half-eaten crust of form, the hound of darkmist acts as if under the effects of a
bread, and a massive piece of quartz the size of a mans hand (10 gp). gaseous form spell, except that it gains a fly speed of 40 feet
136
Chapter 11: Mines of the Duergar
(perfect). tampers with the lock without using the key including an attempt to use
Paralysis (Su) A living creature bitten by a hound of darkmist the wrong key. The explosion does 2d6 points of damage to everyone in a
must succeed on a DC 15 will save or be paralyzed with 20 ft. radius (DC 20 Reflex save for half).
fear for 1 round. If the hound of darkmist is grappling its
opponent, the paralysis lasts for as long as the hound EXPLODING LOCKER TRAP CR 2
maintains the pin. This is a mind-affecting fear effect, not XP 600
true paralysis, so elves are not immune to this effect. The Type mechanical; Perception DC 20; Disable Device DC 25
save DC is Charisma-based.
Trigger touch; Reset none; Bypass proper key
Effect explosion (2d6 fire damage; DC 20 Ref half); multiple
40AB-10. Chorcheks Hall (CR 4) targets (all within 20 ft.)
Unfortunately, there is a slight difficulty getting into Chorcheks hall If opened correctly, it contains 2 sets of folded clothes, a bronze
from the access tunnel: mug engraved Death to Heretics, 3 takkas, and, under a false
bottom (DC 20 Perception check to notice), a holy symbol of Zuuljj
(red-painted triangle of rock) and a note that reads:
A service shaft like the others leads upward, but the
platform is raised. You cannot see what is at the top of
the shaft, and it is covered by the wooden platform 60 ft. Chorchek has abandoned the principles of Zuuljj. He is
overhead. declared anathema, he may be killed with no stain upon
the rock of ancestry, and he shall never enter the City of
Malachite. The hidden compartment also contains a copy
A number of ways exist for the characters to climb a 60 ft. shaft and get of volumes 1 and 2 of The Mystical Interpolation of the
past a 300-pound wooden circle covering the top. The question is whether Creed of Zuuljj.
they can do it without alerting anyone. One possibility is simply to shout
(in Undercomon) from the bottom of the shaft that the platform needs to
be cranked down. Footlocker #4: Folded clothes, belt pouch containing a pair of dice that
Once the characters get out of the shaft past the heavy wooden platform, almost always roll a 1.
they can see the chamber at the top. Footlocker #5: Folded clothes, 5 pounds of some kind of meat jerky
(cave lizard), 3 takkas.
Footlocker #6: Folded clothes, 14 garnets (10 gp).
The walls of this open chamber are roughly excavated, but
the ceiling is very high for an ordinary mine especially
one dug by short people. A metal head-frame stands 10 ft. 40AB-11. New Staging Area
tall over the access shaft into the hall. You also immediately
notice a complicated mechanism on the southern wall that
is apparently designed to rip a person apart with gear- This open area is well-stocked with mining equipment,
driven pincers operated by several hand-cranks. The carts, ladders, buckets, metal bars and other apparatus.
chamber has three exits, all of them mining tunnels shored
up with metal bars.
Six small beds are lined up against the east wall.
This is where the duergar are about to excavate several new horizontal
shafts as they look for gems and precious metal rather than the iron ore
they have been mining since the veins in Area 40AB-10 ran out. The area
This area was once a productive mine where Chorchek made his
is empty, but the walls sparkle in 2 or 3 places where there are small veins
fortune. The duergar now use it as a combination of a common room, a
of gold. A dwarf must make a save to leave the room willingly, but does
barracks, and a staging area for the new dig starting in Area 40AB-11.
not actively fight if carried out.
If Chorcheks followers have not been alerted, 5 duergar miners and 1
If the characters were to decide to establish a stronghold in
sergeant are in the hall.
the Cyclopean Deeps, this particular chamber could prove quite
profitable. Chorcheks talent for finding precious minerals has once
DUERGAR MINERS (5) CR 1/3
again located a phenomenal source of wealth, and with enough
XP 135
skilled miners this stake could yield gold enough to equal 20,000 gp
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
before it plays out.
PIKTI, DUERGAR SERGEANT CR 1
XP 400
hp 24 (see CH 11, Introduction) 40AB-12. Active Mine Shafts (CR 7)
Gear He has a key to one of the footlockers in Area 33AA-7
and 4 takka
This long corridor has irregular walls and several side
The 6 beds all have a small, locked (DC 22 Disable device to open) tunnels.
footlocker underneath, as with the other duergar sleeping-places the
characters have found.
Footlocker #1: Folded clothes, wide bronze belt engraved with crossed These side tunnels have been generating a bit of coal, but none of the
hammer-and-skull (25 gp), and 2 takkas. precious metals or gems the duergar crave. The tunnels are being worked
Footlocker #2: Folded clothes, parchment drawing of a stick figure by 15 goblins, currently on their off shift unless the Delve has been alerted
with a beard and crown, signed Okarm Etekk, and 2 takkas. to the presence of intruders. The goblins are ordered into such a fight, but
Footlocker #3 (trapped): This footlocker is rigged to explode if anyone they run away at the first opportunity.
137
Cyclopean Deeps 2
GOBLIN SLAVES (15) CR 1/3 Feats Alertness, Power Attack, Weapon Focus (warhammer)
XP 135 Skills Acrobatics 9 (13 to jump), Intimidate +5, Perception
hp 6 (Pathfinder Roleplaying Game Bestiary Goblin) +3, Sense Motive +3, Stealth +0; Racial Modifiers +4 Stealth
Gear pickaxe, loincloth Languages Common, Dwarven, Undercommon
Other Gear +1 half-plate, heavy steel shield, +1 light
Treasure: The goblins only have noisome little sleeping furs. crossbow, 20 crossbow bolts, warhammer, belt pouch
containing 8 takkas, full face-covering helmet embossed
40AB-13. Chorcheks Room (CR 3) with the kings crossed hammers and skull symbol (worth
100 gp)
Treasure: The chest contains only clothes. Chorchek has hidden his
An enormous banner hangs on the northern wall of this valuables in the mattress of his bed. A bag in the mattress contains 58
chamber, embroidered with crossed hammers beneath takkas, 107 gp, and 3 diamonds (2,000 gp).
a skull. A line of runes runs over the top and underneath
The crossed hammer-and-skull is the emblem of the duergar king, A lock is a way of allowing a boat to move uphill or downhill in
Okarm Etekk. The runes are legible in Dwarven. The ones over the a canal. First, the boat enters an area with gates at each end, a higher
top of the sigil read, House Etekk, and along the bottom they read, water level on one side, and a lower water level on the other side. The
Graumhalla. lock gate is closed behind the boat, and the other one is opened. Water
This is Chorcheks bedchamber, and his dcor reflects the fact that he then drains into or out of the enclosed area, depending on which gate
is a fanatic loyalist of the House of Etekk, following the king rather than was opened, higher or lower. The boat moves with the water level, either
the ZuuljjiteZuuljjite fanatics who want to place Prince Lokragar on the rising as water floods in from the upper level or sinking downward as
throne. He has no real influence in the Graumhalla, but he could write a water drains into the lower level. Once the water level evens out, the
credible letter of introduction if the characters befriend him. boat can proceed along the canal, having gone up or down a step.
A letter is on the table: As a real-world reference, there are no locks anywhere near the size of
the one here, which is assisted by magic and the uncanny engineering
abilities of the duergar.
The Lock here allows boats to move along the Canal of Bright Sails,
To Our Dear and Loyal Subject Chorchek, negotiating a 100 ft. change in elevation here. The Lower Canal (Area
Letters such as yours are as priceless as gold to us, and 35U-5) is, as one might guess, lower than the Upper Canal (Area 35U-7),
the extra tax you have added along with it was particularly and there is a vertical shaft (the Well) connecting them.
helpful. As you suggested, we are using the funds to A fairly large unit of duergar soldiery is stationed here, drawn from
eradicate those who would conceive of rebellion against the kingdoms general population the side-settlements, camps, and
the throne. We trust that you, in your own very successful mines that diverge from the primary corridors. The squads guarding
affairs, will keep us informed as to any potential rebels the Lock are here because their loyalty is somewhat suspect. King
that you come across. Okarm Etekk does not follow the rule of keeping ones friends close,
His Majesty, Lord of the Graumhalla, Gray Commander but enemies closer. He has tried to keep potential rebels away from his
of the Duergar, Divine Miner of the Dark Depths, Okarm seat of power.
Etekk the First.
CHORCHEK CR 3
35U-1. Graumhalla Corridor
XP 800
Male duergar warrior 5 (Pathfinder Roleplaying Game
Bestiary Duergar) This wide corridor is well-built from mortared stone.
LE Medium humanoid (dwarf)
Init 1; Senses darkvision 120 ft.; Perception +3
This primary corridor leads to the Graumhalla of the Duergar
AC 20, touch 9, flat-footed 20 (+9 armor, 1 Dex, +2 shield) King (Hex 37Y). There are side-excavations and small mines all
hp 41 (5d10+10 plus 5) along the tunnel.
Fort +6; Ref +0; Will +2; +2 bonus vs. spells and spell-like
abilities 35U-2. The Great Lock (CR 4)
Immune paralysis, phantasms, poison; Resist duergar
immunities
Weaknesses light sensitivity This area is a stone platform running most of the way
around the edge of a large, almost-square pit. On the
Speed 20 ft. northern and western walls of the room are several metal
Melee warhammer +7 (1d8+1/x3) levers in a row, about 3 ft. from the floor. Several dark
Ranged +1 light crossbow +5 (1d8+1/1920) dwarves are in the room; although they look wary at your
Spell-Like Abilities (CL 5th): approach, they do not seem to be immediately hostile.
1/dayenlarge person (self only) (DC 8), invisibility (self only)
Str 13, Dex 9, Con 15, Int 10, Wis 13, Cha 4 Bringing a boat through the Great Lock is expensive: the price is 1,000
Base Atk +5; CMB +6; CMD 15 (19 vs. bull rush, 19 vs. trip) gp. However, the merchants of the Cyclopean Deeps find that the cost is
138
Chapter 11: Mines of the Duergar
usually worth it since there are fewer dangers in the canal than in the tunnels, Canal). Once the lever is moved from one side to another, it locks in
and travel is faster. This area is where the Locks garrison lives and sleeps. place and cannot be moved back until the process of filling or draining
The levers in the western part of the room are used to open the stone-beds is completed.
where the duergar garrison sleeps. Pulling one of the levers opens a stone door The bells are simply the alarms that sound when anyone pulls a lever in
to reveal a chamber 4 ft. wide and high, and 9-10 ft. deep. Each one of the the Upper or Lower Canal. The bell on the left corresponds to the lever in
tiny compartments contains a sleeping pallet and a niche to hold the duergars the Lower Canal (requesting that the Lower Floodgate be closed and then
possessions. The stone-beds open, close, and lock from the inside. It is not the Well filled, so they can float up) and the bell on the right corresponds to
possible to pick the lock from outside when the stone-beds are closed; they the Upper Canal (requesting that the Well be filled and then the Floodgate
are almost completely invulnerable because they are barred from the inside. at Area 35U-7 be opened).
Two units of duergar make up the garrison of the Lock, 10 duergar
regulars and 2 duergar sergeants. Many more duergar may reinforce
them from Areas 35U-8, 9, and 10. At present, 5 of the regulars and 1 of B. Service Shaft to Lower Water Gate
the sergeants are off-duty and sleeping in their stone-beds. The regular At the top, this looks like a bronze manhole cover with a thick iron
troops are all engaged in routine maintenance, and are scattered along ring set into the stone beside it. The lid covers a 100 ft.-deep service
shaft with iron rungs set into the stone wall, leading all the way down
the ledge in different places. The sergeant, however, is very alert and is
to the machinery that operates the Lower Water Gate (Area 35U-4). The
keeping an eye on the corridor to the north in case travelers or perhaps
machinery could potentially be sabotaged, but it is very durable.
even a caravan should arrive.
If loud combat occurs in this room, duergar from the barracks begin
pouring in from the southern corridor in 1d3+3 rounds.
35U-4. Lower Water Gate
On-Duty Troops:
The Lower Gate is seldom visible since it is usually up and locked in place
DUERGAR (5) CR 1/3 out of sight, or it is closed but 100 ft. underwater. It is a slab of stone that
XP 135 moves up and down, controlled by the mechanism 100 ft. above, in Area
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar) 35U-3. The system of gears and shafts connecting the gate to the mechanism
is very durable (duergar-built), and parts of it are enchanted enough that they
PIKTI, DUERGAR SERGEANT CR 1 could be considered specialized magical items in their own right.
XP 400
hp 24 (see CH 11, Introduction)
35U-5. Lower Canal
Off-Duty Troops:
Since the Upper Water Gate is normally kept closed with the Lower
DUERGAR (5) CR 1/3 Gate open, anyone approaching along the canal from the south sees
XP 135 something like this:
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
The canal suddenly ends at a massive wall that is This room has a blue carpet and a table with 5 chairs
apparently a single block of stone. A lever is in the eastern around it. Some papers and a book are piled on the table.
side wall of the tunnel, 10 ft. from the end of the tunnel. At the back of the room are 4 of the lever-operated doors.
Four burly-looking duergar sit around the table, but they
have weapons to hand, and react quickly to your intrusion,
The lever rings a bell in Area 3A, alerting the duergar that a boat is one of them raising a metal bugle to his lips.
waiting outside the complex. When the bell rings, the duergar (a) close
the Lower Floodgate, (b) flood the Well by opening this Floodgate very
slightly so that water begins to pour into the Well, then when the Well is These are the lieutenants of the duergar garrison, two of them
filled up to this level, (c) open this Floodgate to allow the boat to sail into formidable warriors (Thrakni and Rognak), one of them a
the filled Well. Then, after collecting payment, the duergar slightly open ZuuljjiteZuuljjite berserker (Kazzkor), and one of them a Mystic of
the Lower Floodgate so that the Well slowly drains to the lower level. Zuuljj (Baktak). Duergar officers climb through the ranks by virtue of
Seen from inside the Lock complex: their lack of mercy, their ruthlessness, and their ferocity in battle, so
these combatants are cunning opponents.
A 20 ft.-segment square segment of the wall is built of a THRAKNI AND ROGNAK DUERGAR LIEUTENANTS CR 6
single piece of stone, which apparently can move in some XP 2,400
way. The stone walkway around all the rest of the shaft is Male duergar fighter 7 (Pathfinder Roleplaying Game
a single piece, but the walkway here is actually part of the Bestiary Duergar)
slab of stone, a 10 ft. lip that juts out perfectly to fit with the LE Medium humanoid (dwarf)
rest of the walkway. Init +5; Senses darkvision 120 ft.; Perception +4
Speed 20 ft.
This wide corridor is lined with levers 3 ft. above the Melee warhammer +11/+6 (1d8+5/x3)
floor, all of them attached to square, vault-like stone doors. Ranged light crossbow +8 (1d8/1920)
The corridor is carpeted and arranged like a long, narrow Special Attacks weapon training (hammers +1)
room, with some chairs and small table here and there. A Spell-Like Abilities (CL 7th):
total of 6 of the gray-skinned dwarves are sitting playing 1/dayenlarge person (self only) (DC 8), invisibility (self only)
cards around one of the tables [Unless, of course, the
complex was alerted, in which case the corridor is Str 15, Dex 12, Con 17, Int 10, Wis 15, Cha 4
probably empty, with most of the doors left open in Base Atk +7; CMB +9; CMD 20 (24 vs. bull rush, 24 vs. trip)
the haste to fight off the intruders.] Feats Alertness, Cleave, Great Cleave, Improved Initiative,
Power Attack, Vital Strike, Weapon Focus (warhammer),
Weapon Specialization (warhammer)
The barracks corridor contains 32 stone-beds, most of them securely Skills Acrobatics 5 (9 to jump), Intimidate +7,
locked with their occupants within. This is the station for 25 duergar Perception +4, Sense Motive +4, Stealth +6; Racial
regulars and 5 duergar sergeants (2 of the stone-beds are empty). These Modifiers +4 Stealth
5 squads respond quickly to any combat in Area 35U-2. Languages Common, Dwarven, Undercommon
SQ armor training 2
DUERGAR (25) CR 1/3 Gear half-plate, +1 heavy steel shield, light crossbow, 20
XP 135 crossbow bolts, warhammer, belt pouch; Thraknis belt
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar) pouch contains 3 takkas, 4 gp, and a desiccated elf hand;
Rognaks belt pouch contains an emerald (worth 500 gp)
DUERGAR SERGEANTS (5) CR 1 and 4 takkas
XP 400
hp 24 (see CH 11, Introduction) KAZZKOR THE BERSERKER (RAGING) CR 5
XP 1,600
Treasure: The 32 stone-beds contain the personal effects of the duergar Male duergar barbarian 6 (Pathfinder Roleplaying Game
in this military unit. In total, a search of the stone-beds turns up the Bestiary Duergar)
following: NE Medium humanoid (dwarf)
140
Chapter 11: Mines of the Duergar
Init +1; Senses darkvision 120 ft.; Perception +4 12), guidance, light, mage hand, mending, purify food and
drink (DC 12), read magic, resistance, virtue
AC 18, touch 9, flat-footed 17 (+6 armor, +1 Dex, +3 shield, Mystery Stone
2 raging)
hp 80 (6d12+30 plus 6) Str 13, Dex 12, Con 16, Int 10, Wis 10, Cha 15
Fort +10; Ref +3; Will +6; +2 vs. spells and spell-like abilities Base Atk +7; CMB +8; CMD 19 (23 vs. bull rush, 23 vs. trip)
Defensive Abilities improved uncanny dodge, trap sense +2; Feats Combat Casting, Fleet, Improved Initiative, Spell
Immune paralysis, phantasms, poison; Penetration, Toughness
Resist duergar immunities Skills Acrobatics 4 (8 to jump), Diplomacy +15, Heal +13,
Weaknesses light sensitivity Sense Motive +13, Spellcraft +13, Stealth +0; Racial Modifiers
+4 Stealth
Speed 30 ft. Languages Common, Dwarven, Undercommon
Melee +2 warhammer +13/+8 (1d8+6/x3) SQ oracles curse (haunted), revelations (earth glide, mighty
Ranged light crossbow +7 (1d8/1920) pebble, steelbreaker skin)
Special Attacks rage (17 rounds/day), rage powers Combat Gear scroll of raise dead, scroll of resist energy;
(guarded stance +2, intimidating glare, knockback) Other Gear +1 breastplate, heavy steel shield,
Spell-Like Abilities (CL 6th): +1 morningstar, belt pouch containing 11 takkas
1/dayenlarge person (self only) (DC 8), invisibility (self only)
Treasure: Searching the 4 stone-beds yields a pile of various items,
Str 19, Dex 13, Con 21, Int 10, Wis 14, Cha 4 some valuable, some not. They contain: 4 unholy symbols of Zuuljj, a bag
Base Atk +6; CMB +10; CMD 19 (23 vs. bull rush, 23 vs. trip) of 121 iron nails, 5 takkas, 210 gp, 1,847 sp, 2,207 cp, 3 garnets (10 gp),
Feats Alertness, Power Attack, Weapon Focus (warhammer) a piece of jade carved to make a flute (1,300 gp), and a fez embroidered
Skills Acrobatics +5, Climb +8, Intimidate +6, Perception +4, with a skull over a pair of crossed hammers (like a skull-and-crossbones).
Sense Motive +4, Stealth +6; Racial Modifiers +4 Stealth This is the symbol of the duergar monarchy.
Languages Common, Dwarven, Undercommon
SQ fast movement
Other Gear breastplate, +1 heavy steel shield, +2
warhammer, light crossbow, 20 crossbow bolts, iron unholy
35U-10. Captains (CR 9)
symbol of Zuuljj, belt pouch containing a stone carved with In the fairly unlikely event that the characters manage to get here
the words, Obey, Acquire, Dominate, and 10 takkas without alerting any of the duergar forces:
Note When not raging, Kazzkors stats are as follows: AC 20,
touch 11, flat-footed 19 (+6 armor, +1 Dex, +3 shield); hp 68;
Fort +8, Will +4; Melee +2 warhammer +11/+6 (1d8+4/x3); Str
15, Con 17; CMB +8; Skills Climb +6, Swim 3 This room contains two short beds, a table, 3 chairs, and
two flags hanging on the walls. One flag is black and shows
BAKTAK THE MYSTIC CR 9 the device of a white skull and crossed-hammers. The other
XP 6,400 flag is yellow and marked with a single red triangle. There
Male duergar oracle 10 (Pathfinder Roleplaying Game are 2 duergar in the room, each of them wearing a cloak
Bestiary Duergar; Pathfinder Roleplaying Game Advanced decorated with one of the sigils on the flags.
Players Guide)
LE Medium humanoid (dwarf)
Init +5; Senses darkvision 120 ft.; Perception +0 Jak and Frak are the captains of the duergar garrison here at the Lock,
an important position in the duergar hierarchy. Frak is known to be a
AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield) Zuuljj sympathizer, a potential rebel, but the king is wary of demoting
hp 98 (10d8+30 plus 10 plus 10) him, out of fear that his troops might respond by joining the rebellion. Jak,
Fort +6; Ref +4; Will +7; +2 vs. spells and spell-like abilities on the other hand, is a loyalist of the crown, steady in his support of the
Immune paralysis, phantasms, poison; Resist duergar hereditary king. Jak is stationed here to keep an eye on Frak. They work
immunities well together despite the friction of their politics, and the breach is only be
Weaknesses light sensitivity apparent if the characters managed to befriend the duergar. The two fight
side by side as a dangerous team.
Speed 20 ft.
Melee +1 morningstar +9/+4 (1d8+2) JAK AND FRAK, DUERGAR GARRISON CAPTAINS CR 7
Spell-Like Abilities (CL 10th): XP 3,200
1/dayenlarge person (self only) (DC 13), invisibility (self only) Male duergar fighter 8 (Pathfinder Roleplaying Game
Spells Known (CL 10th; melee touch +8, ranged touch +8): Bestiary Duergar)
5th (3/day)mass cure light wounds, mass inflict light LE Medium humanoid (dwarf)
wounds (DC 17), stoneskin, telekinesis Init +5; Senses darkvision 120 ft.; Perception +4
4th (5/day)cure critical wounds, cure critical wounds, holy
smite (DC 16), wall of stone AC 23, touch 11, flat-footed 22 (+9 armor, +1 Dex, +3 shield)
3rd (6/day)cure serious wounds, deeper darkness, magic hp 80 (8d10+24 plus 8)
circle against good, meld into stone, prayer Fort +9; Ref +3; Will +4; +6 vs. fear, +2 vs. spells and spell-like
2nd (7/day)cure moderate wounds, enthrall (DC 14), hold abilities
person (DC 14), levitate, minor image (DC 14), resist energy, Defensive Abilities bravery +2 Immune paralysis, phantasms,
silence (DC 14), stone call (Pathfinder Roleplaying Game poison; Resist duergar immunities
Advanced Players Guide) Weaknesses light sensitivity
1st (7/day)cause fear (DC 13), cure light wounds, divine
favor, inflict light wounds (DC 13), magic stone, protection Speed 20 ft.
from good, shield of faith Melee +1 warhammer +15/+10 (1d8+7/x3)
0 (at will)bleed (DC 12), detect magic, ghost sound (DC Ranged light crossbow +9 (1d8/1920)
141
Cyclopean Deeps 2
Special Attacks weapon training (hammers +1) All of these factions, and their ramifications for adventurers who want
Spell-Like Abilities (CL 8th): to negotiate or spy rather than attack directly, are detailed below. A frontal
1/dayenlarge person (self only) (DC 8), invisibility (self only) attack is also certainly possible in this adventure, although it works better
if the characters spend some time scouting and try to take the duergar
Str 16, Dex 12, Con 17, Int 10, Wis 15, Cha 4 stronghold down piecemeal.
Base Atk +8; CMB +11; CMD 22 (26 vs. bull rush, 26 vs. trip)
Feats Alertness, Cleave, Great Cleave, Greater Weapon
Focus (warhammer), Improved Initiative, Power Attack, Vital
Checkpoints (CR 13)
At intervals throughout the Graumhalla, guards are posted to control
Strike, Weapon Focus (warhammer), Weapon Specialization
the actions of foreigners, supervise the movements of slaves, watch for
(warhammer)
grumbling or sedition, and defend the kings domain from attack. The 5
Skills Acrobatics 4 (8 to jump), Intimidate +8, Perception
duergar in these squads are led by a sergeant, accompanied by either a
+4, Sense Motive +4, Stealth +8; Racial Modifiers +4 Stealth
Zuuljj mystic (75%) or a Vessal of Isclaadra (25%). If the characters are
Languages Common, Dwarven, Undercommon
working the politics and religious strife of the Graumhalla, keep in mind
SQ armor training 2
that a squad of Zuuljjites is not necessarily a hotbed of rebellious sentiment
Combat Gear Jak has a potion of bulls strength and a
against the king. Most of the Zuuljjites, while they might not be happy
potion of haste; Frak has a potion of haste and potion of
about the kings own religious sympathies with the Cult of Isclaadra, are
cure serious wounds
still loyal to the king and the Broken Scepter of the Graumhalla. There
Other Gear +1 half-plate, +1 heavy steel shield, +1
is only a 25% chance that a squad led by one of the Zuuljjite mystics
warhammer, light crossbow, 20 crossbow bolts, belt pouch,
actually harbors rebellious sentiments; these can (usually) be identified by
key to chest
the presence of zealots with red triangle-tattoos on their faces.
A standard checkpoint squad:
Treasure: A locked chest (DC 22 Disable device) is under each of
the beds. Jaks chest contains various items of clothing, a package of 5
DUERGAR (5) CR 1/3
jhoat-sticks (10 gp each), 4 takkas, a potion of water breathing, an unholy
XP 135
symbol of Zuuljj, and volumes 1 and 2 of The Mystical Interpolation of
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
the Creed of Zuuljj. Fraks chest contains 18 takkas and a broken wand
of fireballs. The wand is irreparably damaged. It has 12 charges left, and
DUERGAR SERGEANT CR 1
if the two halves are held together they have a 50% chance of working
XP 400
correctly, and a 50% chance of detonating the fireball around the wand
hp 24 (see CH 11, Wandering Monsters)
rather than at a distance.
DUERGAR MYSTIC CR 9
Main
XP 6,400
hp 98 (see Area 35U-9)
VESSAL OF ISCLAADRA CR 11
Encounter Hexes
XP 12,800
Female dark stalker sorcerer 8 (The Tome of Horrors
Complete 143 Dark Stalker)
CN Medium humanoid (dark folk)
Init +4; Senses darkvision 150 ft., see in darkness; Perception
+7
Hex 37Y: Graumhalla AC 20, touch 15, flat-footed 15 (+3 armor, +4 Dex, +1 dodge,
+2 natural)
The Graumhalla is the seat of duergar power in the Cyclopean Deeps, hp 93 (6d8+12 plus 8d6+16 plus 8)
and the King of the Duergar has a territory far larger and more densely Fort +6; Ref +11; Will +11
populated than any others, even the City of Izamne. Veins and mines Defensive Abilities death throes (DC 15); DR 5/piercing or
of the duergar wind their way through all the miles of tunnels from the slashing
Graumhalla northeast to Kronners Gate (Hex 33AA), south to the Great Weakness light blindness
Lock (Hex 35U) and northwest to Chorcheks Delve (Hex 40AB), a
roughly triangular area comprising some 30 square miles (or hexes, if one Speed 30 ft.
follows the Cyclopean Deeps main map). King Okarm Etekks subjects Melee +1 grayflame* short sword +9/+4 (1d6+1/1920)
number as many as 7,000 to 10,000 by some estimates, and the Graumhalla Special Attacks poison (DC 15), sneak attack +2d6
itself houses approximately 600 duergar and their allies. The duergar are Spell-Like Abilities (CL 8th):
mostly organized into 15 clans: the Mystical Wardens, Greencircles, At willdeeper darkness, detect magic, fog cloud
Dinhammers, Child-cookers, Pot-skimmers, Furnace-Heads, Mushroom- 3/dayinvisibility
growers, Far Walkers, Sworn Sentries, Exploders, Greenfarmers, 1/daydimension door
Cannibal Eaters, Gardeners, Headsmashers, and Kingsguard. The clans Bloodline Spell-Like Abilities (CL 8th; melee touch +8,
are generally made up of relatives, but there is a great deal of switching ranged touch +12):
clans based on an individual duergars skills and predilections. 7/dayshadowstrike
As the reader no doubt knows by this point, the kingdom of the duergar Spells Known (CL 8th; melee touch +8, ranged touch +12):
is badly divided due to the kings decision to align himself with the Cult 4th (4/day)charm monster (DC 18)
of Isclaadra. A group of traditionalist and zealous rebels led by Prince 3rd (6/day)deeper darkness, gaseous form, lightning bolt
Lokragar has declared that the kings failure to worship the elemental (DC 17)
power Zuuljj renders him ineligible to remain king (see Chapter 6). 2nd (7/day)blindness/deafness (DC 16), blur, darkness,
King Okarm Etekk, on the other hand, is backed by the Cult of Isclaadra darkvision
and also by the duergar who remain loyal to the king, regardless of his 1st (7/day)break** (DC 15), charm person (DC 15), feather
religious affiliations. fall (DC 15), obscuring mist, ray of enfeeblement (DC 15),
142
Chapter 11: Mines of the Duergar
143
Cyclopean Deeps 2
silent image (DC 15)
0 (at will)bleed (DC 14), detect magic, detect poison, Residence Corridors
ghost sound (DC 14), mage hand, message, open/close A glance at the map shows the traditional arrangement of duergar clans.
(DC 14), read magic The entrance to a clans underground territory leads to a large common
Bloodline Shadow room used for cooking, socializing, and smaller handicrafts such as
jewelry, weaving chain mail, and leatherwork. The common rooms are
Str 10, Dex 18, Con 14, Int 10, Wis 16, Cha 19 called clanfortresses because they stand between the outside world
Base Atk +8; CMB +8; CMD 28 and the areas where the duergar sleep. When the clan is attacked, the
Feats Combat Casting, Deep Sight, Dimensional Agility#, clanfortress is ideally the room where the duergar can get into the open
Dodge, Eschew Materials, Skill Focus (Knowledge [planes]), and use their numbers against opponents that are usually individually
Skill Focus (Knowledge [religion]), Stealthy, Uncanny more powerful.
Concentration& Behind the clanfortress hall are long, narrow corridors, most with
Skills Acrobatics +4 (+9 to reduce damage from falls), Climb several branches. These are the residence corridors. Not shown on
+4, Escape Artist +11, Knowledge (local) +2, Knowledge the map, as it would have made for a vastly overcomplicated tactical
(planes) +10, Knowledge (religion) +20, Perception +7, Sense view of the Graumhalla, are the side-chambers leading off from all
Motive +5, Spellcraft +6, Stealth +10 the residence corridors. The corridors are actually lined with small,
Languages Dark Folk locked metal doors leading to bedrooms that are usually 10 ft. deep
Gear boneless leather*, +1 grayflame* short sword, unholy and range from 10 ft.-20 ft. in width depending on the status and size
symbol of Isclaadra. of the duergar family living within. In the Graumhalla, there is a huge
difference between the small places where individuals live, and the
Death Throes (Su) When a dark stalker is slain, its body vast public caverns where they interact with others. Not all duergar
combusts in a flash of white-hot flame. This acts like a societies follow the same pattern; the duergar of many other kingdoms
fireball that deals 3d6 points of fire damage to all creatures carve out large family halls and avoid the extremely large common
within a 20-foot-radius burst. A DC 15 Reflex save halves this spaces of the Graumhalla. For purposes of the adventure, each of
damage. A dark stalkers gear and treasure are unaffected the duergar clans is described with 1 entry on the map key; anything
by this explosion. This save is Constitution-based. unusual about the residence corridor(s) behind the clanfortress hall is
Poison use (Ex) Dark stalkers are skilled in the use of poison mentioned in the description of the clanfortress.
and never risk accidentally poisoning themselves. Like their
diminutive kin, the dark creepers, dark stalkers use black
smear poison on their weapons and generally carry six doses 37Y-1. East Fortwall (CR 10)
on them.
Black Smearinjury; save Fort DC 15; frequency 1/round
for 6 rounds; effect 1d2 Str; cure 1 save. The poison DC is
Constitution-based. A great wall rises all the way to the top of this V-shaped
See in Darkness (Su) A dark stalker can see perfectly in cavern, allowing 50 or more arrow slits to protect the
darkness of any kind, including that created by deeper approach to a massive steel double gate. Each gate has
darkness. a half-triangle at the middle, so that when the gates are
*Pathfinder Roleplaying Game Ultimate Equipment closed, the pattern forms a large triangle at the center.
**Pathfinder Roleplaying Game Advanced Players Guide Another symbol has been stamped into the metal: a horned
#Pathfinder Roleplaying Game Ultimate Combat demon-face framed by a cloud pattern.
&Pathfinder Roleplaying Game Ultimate Magic
A PC who inspects the demon-stamp on the gates, and makes a
Towers successful DC 10 Knowledge (engineering) check, notices that the sharp
In addition to the checkpoints, there are also a few places in the edges indicate that it is much more recent than the original construction of
Graumhalla where the characters find groups of duergar as above in the gate. Of course, a PC in a duergar stronghold might not have time to
stubby stone towers. These duergar are usually more in the role of work walk around investigating the details of the scenery.
supervisors than the duergar at the checkpoints, although they take notice The East Fortwall protects the Graumhalla from any incursions that
if the characters (or other duergar) are doing something particularly might come from the direction of Hex 33AA (Kronners Gate). The arrow
unusual. slits behind the castle-like gate are always manned, a hereditary obligation
of the Mystical Warden Clan (Area 37Y-3).
Clanfortresses The garrison of the Fortwall is composed of 10 regulars, 2 sergeants,
and 1 mystic, all of them members of the Mystical Wardens Clan in Area
Many of the rooms on the map are clanfortresses. A clanfortress is a
37Y-3. If the characters ask politely to be admitted, they are allowed in,
duergar concept, essentially a large common room where the families
provided they pay what the duergar call the Cover Charge. The price
cook and socialize. It is often where the clans slaves are kept, and it is
to enter is 50 gp per person; the tax covers the damage and casualties
theoretically the place where the clan assembles to fight, if need be. If the
characters are engaged in a general attack, and the word of it spreads, the so many denizens of the Under Realms cause as the characters are
characters begin to encounter entire duergar clans that have assembled, most likely about to demonstrate. Besides the cover charge, the Mystical
readied themselves, and marched to the defense of the Graumhalla. Wardens also offer the characters a map of the Graumhalla (the Player
Map) for the meager and reasonable price of 200 gp. They can be
bargained down to 100 gp (with a DC 20 Diplomacy check), but no lower.
The Kings Law Everyone who pays the cover charge receives an intricate bronze
Anyone breaking the law of the duergar inside the Graumhalla is badge that they are to display prominently so that they are not taken up as
immediately sold as a slave in the Slave and Justice Market (Area 37Y- fugitives (and taken immediately to the Slave and Justice Market in Area
22), being specially branded as a potential criminal as well as a slave. If a 37Y-22).
duergar (not a foreigner) requests a hearing before the king, then whoever
captured the criminal(s) is obliged to take the criminal in front of the DUERGAR (10) CR 1/3
Kings Court before selling them and getting the proceeds. Money usually XP 135
changes hands if the captive is actually to be freed. hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
144
Chapter 11: Mines of the Duergar
DUERGAR SERGEANTS (2) CR 1 assistants. All three of them are members of the Dinhammer Clan. The
XP 400 salesmen who pester and wheedle the passers-by are all goblins, since that
hp 24 (see CH 11, Introduction) kind of thing is a bit beneath the dignity of a true duergar.
This is the clanfortress of the Mystical Wardens clan, several families Speed 20 ft.
of duergar most of whom are employed as guards sworn to defend the East Melee +2 warhammer +14/+9 (1d8+8/x3)
Fortwall (Area 37Y-1). It is the East Fortwall shown in the tapestries, and Ranged light crossbow +8 (1d8/1920)
if the characters came in through that way, they recognize it. Special Attacks weapon training (hammers +1)
Spell-Like Abilities (CL 7th):
DUERGAR (20) CR 1/3 1/dayenlarge person (self only) (DC 8), invisibility (self only)
XP 135
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar) Str 16, Dex 13, Con 16, Int 10, Wis 14, Cha 4
147
Cyclopean Deeps 2
Base Atk +7; CMB +10; CMD 22 (26 vs. bull rush, 26 vs. trip)
Feats Cleave, Dodge, Great Cleave, Power Attack,
Toughness, Vital Strike, Weapon Focus (warhammer),
Weapon Specialization (warhammer)
The Greencircle Clan
Skills Acrobatics 4 (8 to jump), Intimidate +7, Perception
+4, Stealth +5; Racial Modifiers +4 Stealth
(Area 37Y-4)
Languages Common, Dwarven, Undercommon
The Greencircle clan is composed of 29 duergar in total. These
SQ armor training 2
are 1 chief, 1 mystic, 1 sub-chief, 6 sergeants, and 20 regulars.
Gear full plate, +1 heavy steel shield, +2 warhammer, light
This list includes all of the Greencircles in the Graumhalla, with
crossbow, 20 crossbow bolts, belt pouch containing 8 takkas their locations.
Symbol and Password: Green Circle, Plant the Dead.
Treasure: In addition to the coins and gems that the duergar carry in Politics and Loyalties: As farmers and gardeners, the
belt pouches for everyday spending, the clan chief has a large chest in Greencircle Clan is extremely tied to the elemental powers of
his room containing the communitys loot: 22 takkas, 1,472 gp, 6,620 sp, Earth, and although they are not quite Zuuljjite mystics, they are
11,384 cp, 4 onyx buttons (10 gp), 2 sapphires (500 gp), and 2 diamonds devout followers of Zuuljj. They consider Otarm Etekk to be a
(1,000 gp). dangerous radical taking the Graumhalla away from its traditional
roots and risking the loss of Zuuljjs protection. If they believe that
37Y-4. Fortress-Farm the rebellion can actually win, they join it gladly.
Adventure Hooks: Deliver a letter to Lokragar for them; or,
BURNT OTHUR FUMES TRAP CR 9 There are also 7 chests in the room, all bolted to the floor:
XP 6,400 Chest #1: 204 gp, 3,381 sp, 5,592 cp.
Chest #2: 15,630 cp and a bundle of feathers.
Type mechanical; Perception DC 20; Disable Device DC 20 Chest #3: 3 takkas, 18 gp, 4,522 sp, and 6,692 cp.
Type location; Reset repair Chest #4: 4 potions of cure moderate wounds, 1 bottle of oil of stone to
Effect poison gas (burnt othur fumes); never miss; onset flesh, 1 potion of flying, 1 potion of heroism.
delay (1 round); multiple targets (all targets in a 20 ft. radius) Chest #5: 27 bronze ingots (5 sp).
Chest #6 (trapped): Unless the trap is disarmed, opening this chest
releases poison gas (20 ft. radius) that requires a save or death.
Greencircle Clan Chest #7: 107 gp, 1,768 sp, 8,014 cp.
DUERGAR (20) CR 1/3
XP 135
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
(Area 37Y-5) The Child-Cookers are one of the nastier clans of duergar living
The Dinhammer clan is down to a total of only 13 survivors after in the Graumhalla, and the others are careful not to provoke them.
their bout with the Exploder Clan. The remaining Dinhammers
are 1 clan chief, 1 armorer, 1 sergeant, 2 forge-helpers, and 8
regular duergar. This list includes all of the Greencircles in the
Graumhalla, with their locations.
Symbol and Password: Hammer with rays, Strike Loudly.
The Child-Cooker Clan
Politics and Loyalties: The Dinhammers were undecided
between the two factions in the first place, but now they are
(Area 37Y-6)
completely uninterested in politics. Their entire focus is on The Child-Cooker clan is composed of 20 duergar in total.
rebuilding. These are 1 chief (a mystic), 2 sub-chiefs, 12 tough fighters,
Adventure Hooks: They want to kidnap lots of duergar and 5 regulars. This list includes all of the Child-Cookers in the
babies to raise into their clan (this sort of mission would require Graumhalla, with their locations.
a bit more work on your part, but crying duergar babies would Symbol and Password: Cauldron, Cauldron.
certainly make for an interesting tactical problem). Other than Politics and Loyalties: None.
that, the obvious adventure hook is to help them get revenge on Adventure Hooks: None. Anything having to do with these
the Exploder Clan. duergar is hack-and-slash diplomacy.
150
Chapter 11: Mines of the Duergar
They are considered lazy (for duergar) and shiftless by the other clans
of the Graumhalla, but when there is a feud, both sides immediately
contact the Child-Cookers to pick up some muscle. The Child-Cookers
37Y-7. Stone Bridges
file their teeth into points, and wear the scalps of their enemies on
necklaces. Participating as mercenaries in several bloody feuds has left
their numbers a bit low, but they plan on breeding quickly or stealing Two stone bridges span the wide, dark waters of a canal
babies to raise. in this broad chamber. No duergar guards are in the room,
and no lights are evident. After a moment you realize that
something smells very, very bad.
The Child-Cookers
DUERGAR (5) CR 1/3
XP 135 Note that if the characters entered Graumhalla with all guns
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar) blazing, planning to hack their way through the duergar kings
domain, several of the duergar are likely placed here to offer serious
DUERGAR FIGHTERS CR 2 opposition.
XP 600 The canal is 30 ft. deep here, and the water barely moves, which gives
Male duergar fighter 3 (Pathfinder Roleplaying Game the room a very bad smell (the reason why no one lingers here). Scum and
Bestiary Duergar) algae are thick on the surface, and the bones of a dire rat float motionless
LE Medium humanoid (dwarf) near one of the bridge pilings. If the characters remain more than an
Init +1; Senses darkvision 120 ft.; Perception +2 hour in this room, they must begin making saves periodically to avoid
swooning from the smell.
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) Anyone foolish enough to try swimming in this murky stew must
hp 36 (3d10+9 plus 3 plus 3) immediately make a save or contract a disease that strikes them mute and
Fort +6; Ref +2; Will +3; +4 vs. fear, +2 vs. spells and spell-like unable to walk.
abilities
Defensive Abilities bravery +1 Immune paralysis, phantasms, CANAL SICKNESS
poison; Resist duergar immunities Type disease, ingested; Save Fortitude DC 16
Weaknesses light sensitivity Onset 1d3 hours; Frequency 1/day
Effect character is unable to walk or speak (and cannot cast
Speed 20 ft. spells with verbal components); Cure 2 consecutive saves
Melee warhammer +6 (1d8+2/x3)
Ranged light crossbow +4 (1d8/1920)
Spell-Like Abilities (CL 3rd): 37Y-8. Docks of the Dead
1/dayenlarge person (self only) (DC 8), invisibility (self only)
Str 15, Dex 13, Con 16, Int 10, Wis 14, Cha 4 This area smells putrid because it backs up to the scum-
Base Atk +3; CMB +5; CMD 16 (20 vs. bull rush, 20 vs. trip) coated canal water. Several stone piers are built over the
Feats Cleave, Power Attack, Toughness, Weapon Focus stinking water to moor boats, and to allow for loading and
(warhammer) unloading cargo. The ceiling looks oddly lumpy until you
Skills Acrobatics 5 (9 to jump), Intimidate +3, Stealth +2; realize that countless thousands of skulls hang overhead
Racial Modifiers +4 Stealth from wires, dangling from a vaulted ceiling 20 ft. high.
Languages Common, Dwarven, Undercommon They have small bells wired to them, and these jingle softly
SQ armor training 1 as hundreds of bats flutter and crawl through their forest
Gear chain mail, heavy steel shield, light crossbow, 20 of hanging bones.
crossbow bolts, warhammer, belt pouch containing 2d4
takkas
The docks are a busy area when barges come south from the regions
DUERGAR SUB-CHIEFS (2) CR 5 around the Sunless Sea, bringing drow-made goods to trade for metals and
XP 1,600 jewelry. There is a 75% chance that one of the splendidly decorated drow
hp 67 (see The Greencircle Clan) trading-barges is in port (roll d% to see which type):
Gear NPC gear plus belt pouch containing 3d6 takkas
The mine-cart track leads up onto a stone platform 37Y-12. Cooled Steel Railhead
where goblins haul on chains to work massive box-like
bellows, 10 ft. tall. The bellows force air into massive
furnaces that are being loaded with the iron ore as it This section of track has flatbed carts, and four of them
arrives. A stream of molten metal rolls down a trench stand in place where the track circles around to allow
from the blast furnaces into crucibles below. At the base the carts to turn around and head back to the crucibles.
of the blast furnace platform, another line of goblins The flat carts are loaded with steel ingots and bars. At
shovel coal into the base of the furnaces. The blistering the moment, as far as you can tell, the carts are left alone
temperature of the furnaces make the air ripple wildly, and unguarded.
and heat lashes out like a snake each time the goblins
haul downward on their chains to pump air through the
bellows and into the fires. The workers here are on break, and the duergar do not bother to place
guards on the heavy pieces of steel.
There are 20 goblin slaves working the bellows, and another 10 goblins
shoveling coal. Looking on critically are 2 duergar overseers, whips in
their hands.
37Y-13. Steel-Loading Docks
GOBLIN SLAVES (30) CR 1/3
XP 135 Stone docks are built out into the canal here, and one barge
hp 6 (Pathfinder Roleplaying Game Bestiary Goblin) is moored very close to the edge. A metal walkway is clamped
Gear loincloth, shovel (the ones operating the bellows have to the edge of the boat, apparently to allow slaves to load it
shovels, but they are over to the side and require 1 round to from the flatbed carts that come down from the crucibles.
retrieve)
FURNACE-HEAD CLAN DUERGAR (2) CR 1/3 This is where the finished steel makes its way onto the barges. This boat
XP 135 is waiting for ingots from Area 37Y-12, and the longshoremen are on break.
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
153
Cyclopean Deeps 2
Treasure: The small rooms along the clans residential corridor contain The Furnace-Heads own lots of goblin slaves to stoke their blast-furnaces in
a variety of items and treasures, and the clan leaders room at the end of Area 37Y-10 and to keep the bellows moving. The work-slaves all sleep in the
the corridor contains a massive strongbox, locked and bolted securely steel production area; the 3 slaves here are domestics and are not combatants.
to the floor. This room contains 47 sets of duergar clothing and ordinary
personal possessions, 5 takkas, 238 gp, 1,828 sp, 6,227 cp, 4 little green GOBLIN SLAVES (3) CR 1/3
firecrackers, 2 jhoat-sticks (25 gp), 3 small gems (10 gp), 1 gold plate (10 XP 135
gp), 1 trophy belt buckle for goblin-skinning (50 gp), 10 gold nose rings (5 hp 6 (Pathfinder Roleplaying Game Bestiary Goblin)
gp), 1 gold torc (10 gp), 3 gold spoon-brooches (5 gp), 2 carpets (50 gp), and Gear tunic
154
Chapter 11: Mines of the Duergar
beads (1,000 gp), its mouth open to hold 4 jhoat-sticks (25 gp) and a quill pen.
Other containers hold a total of 15 takkas, 307 gp, 7,739 sp, 3,391 cp, and 2
The Furnace-Head Clan emeralds (500 gp). The seemingly ordinary lantern sitting on Vormjis desk is
magical; it is a fire lantern (see the Magic Item Appendix).
(Area 37Y-16) Massive Strongbox: Hardness 10; hp 40; Break DC 25; Disable
The Furnace-Head clan is composed of 56 duergar in total. Device DC 22.
These are 1 chief, 2 sub-chiefs, 2 mystics, 8 sergeants, and
43 regulars. This list includes all of the Furnace-Heads in the BURNT OTHUR FUMES TRAP CR 9
Graumhalla, with their locations. XP 6,400
Symbol and Password: Dome with smoke rising from top,
Fire it up. Type mechanical; Perception DC 20; Disable Device DC 20
Politics and Loyalties: Vormji Furnace-Head is a boyhood Type location; Reset repair
friend of Okarm Etekk, and the Furnace-Heads are mostly loyalists. Effect poison gas (burnt othur fumes); never miss; onset
A small contingent (10 or so) is sympathetic to the traditionalist delay (1 round); multiple targets (all targets in a 20 ft. radius)
rebellion, but they have no strong leader and would not presume
37Y-17. Commonhall
to challenge the clan leader over a matter as important as the
monarchy of the Graumhalla.
Adventure Hooks: Theres not much to interest the characters
with this lot, other than seeing them over the top rim of a shield, of the Mushroom-Growers
but if a parlay worked out beyond anyones wildest expectations,
the characters might find themselves being introduced to the king
by his friend Vormji.
and the Far Walkers
Members and their Locations This hall contains two fireplaces and all the apparatus
In the clanfortress (Area 37Y-16) of two separate kitchens. Each has a completely separate
Duergar (41) set of stone counters, racks for utensils, and shelves of
Duergar sergeants (8) earthenware dishes, mugs, and plates. Goblin servants look
Duergar sub-chiefs (2) at you slack-jawed as you enter the room. Two large tunnels
Duergar mystics (2) lead from the room deeper into the duergar excavations.
Clan Leader Vormji Furnace-Head Each of the tunnels has an inscription over it, carved in the
same runic language.
At the Blast-Furnaces (Area 37Y-10)
Duergar (2)
This chamber is commonly held by the Mushroom-Grower Clan and
the Far Walkers. By mutual agreement, the clans dug two chimneys
FURNACE-HEAD CLAN DUERGAR (41) CR 1/3 and moved their kitchens here, freeing up more space in their actual
XP 135 clanfortresses which are to be found beyond (Areas 37Y-18 and 20). The
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar) exit tunnels are labeled for the convenience of drunken duergar who might
end up in the wrong clanfortress. The one leading to Areas 37Y-18 and 19
DUERGAR SERGEANTS (FURNACE-HEAD CLAN) (8) CR 1
is labeled (in the duergar language, written in Dwarven runes) as Growth
XP 400
in the Dark, and the one leading to the clanfortress of the Far Walkers
hp 24 (see CH 11, Wandering Monsters)
(Area 37Y-20) is labeled, Walk On.
In the chamber are 18 goblin servants carving up meat and different
DUERGAR SUB-CHIEFS (2) CR 5
kinds of fungi, stoking the fires, stirring cauldrons, and otherwise working
XP 1,600
hp 67 (see The Greencircle Clan) on the preparation of two large meals. The goblins are exhausted from
Gear NPC gear plus sub-chief #1 has an amulet of luck (like their labors and do not fight unless they are attacked. If the characters
a luckstone but a neck slot item) and a belt pouch with 5 simply move through the room without bothering the goblins, the slaves
takkas; sub-chief #2 has a potion of cure serious wounds, a are rallied by their 2 duergar overseers who are playing cards out of
+1 dagger, and a belt pouch with 12 takkas sight behind one of the shelves and are intelligent enough not to show
themselves. They listen for the sound of combat, and when they hear
DUERGAR MYSTICS (2) CR 9 it, they move to reinforce the duergar within. Both the overseers are
XP 6,400 Mushroom-Growers, although usually one from each clan is supervising
hp 98 (see Area 35U-9) their own cooks.
Treasure: If the characters search the various rooms along the residential
corridor, they accumulate the following treasures in addition to various 37Y-19. Shroomhalla
uninteresting items of everyday life: 2 takkas; 16 gp; 3,395 sp; 17,222 cp; a
mother-of-pearl comb (25 gp); set of gold dice (100 gp); and a silver goblet
with gems (2,000 gp). At the end of the corridor, Skaadnars room contains
the Mushroom-Grower clans strongbox. The strongbox has a complicated On entering this chamber, you are hammered by the smell
puzzle-lock, and is bolted to the stone. It contains a device that destroys the of rot. Weird fungus growths reach like spindly fingers to
contents of the box if it receives a hard enough blow, and the puzzle-lock is the ceiling 20 ft. above, crawling like vines over it to create
trapped to deliver a poisoned needle to anyone who fails to solve it. fragile archways and intricate, lacy curtains. Except for a
couple of very narrow pathways, the floor is studded with
PUZZLE BOX TRAP CR 5 mushroom caps, bright and captivating patches of purple,
orange, red, and yellow. An archway in the northwest wall
XP 1,600
opens up onto the canal. A stone pier extends 4 ft. or so
Type mechanical; Perception DC 20; Disable Device DC 30*
out over the water, and 5 huge barrels are inside the room
beside the canal archway.
Trigger touch; Reset none
Effect Atk +15 melee (1d3 plus greenblood oil)
*Note Since this is a puzzle-box, a character can either use
the Disable Device skill normally or they can attempt to solve This excavated chamber is the farm operated by the Mushroom-
the puzzle. This is a DC 20 Intelligence check with the same Growers, irrigated by canal water, which runs through carved channels in
consequences for failure as failing a Disable Device check. the floor. Although the characters get their feet wet and smelly by walking
in this room, there is no game effect from the water.
The strongbox contains 27 takkas; 2,769 gp; 12 cp, a potion of The barrels contain fertilizer for the mushroom farm, and if they are
invisibility, a scroll of cloudkill, a brooch of sapphires (2,000 gp) and opened, the smell in the room gets even worse because its a ton and a half
of fresh goblin poop. Hidden in this room are 2 duergar gardeners of the
Mushroom-Grower clan. They hear anyone who enters.
The room does connect to the reeking waters of the canal, and there
The Far Walker Clan is a small dock with a fungus-wood boat that can hold 1,800 pounds of
weight. The fungus-wood is quite waterlogged, and even one extra pound
(Area 37Y-20) of weight over 1,800 sends it immediately to the bottom. Three pairs of
oars are tied to the inside of the boat.
The Far Walker clan is composed of 58 duergar in total. These
are 1 chief, 2 sub-chiefs, 2 mystics, 8 sergeants, and 45 regulars. MUSHROOM-GROWER CLAN DUERGAR (2) CR 1/3
This list includes all of the Far Walkers in the Graumhalla, with XP 135
their locations, and also notes the ones who are traveling. hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
Symbol and Password: Pair of boots, Walk on
Politics and Loyalties: The Far Walkers are split between
loyalists and Zuuljjites, but for the most part their concerns have 37Y-20. Clanfortress
of the Far Walkers
to do with how other groups in the Cyclopean Deeps react if the
duergar suddenly shift allegiance from their traditional patron
over to the cult of Isclaadra. One group of Far Walkers believes
that the Cult of Isclaadra is going to conquer the entire Cyclopean
Deeps in the long run, and it would be better for the duergar (or at
This large hall is decorated with tapestries showing,
least the Far Walker clan) to get the benefits of leading the pack.
amazingly, sunlit scenes of the surface. Forests, deer, and
The other group of Far Walkers believes that the duergar benefit
mountains are in many of them. Otherwise, the room is
by staying neutral while the various factions of the Cyclopean
fairly typical of duergar halls you have already seen; much
Deeps fight it out. The debate is not heated, and the Far Walkers
of the room is devoted to a kitchen, and the rest is a sitting
are divided over the issue.
room with some areas for craft-work. The duergar in here
Adventure Hooks: The Far Walkers are the least xenophobic
do not wear the generally drab colors that are common
of all the clans in the Graumhalla, and they are always looking for
among the duergar of this area, but instead wear vibrant
employees (death rates are high for travelers in the Deeps).
reds, whites, blues, and greens.
THRAKTAR OUTLANDER, TATTOOIST This market area has a much lower ceiling than the
(AS DUERGAR MERCHANT) CR 4 adjacent market halls, and although it is still 8 ft. high,
XP 1,200 the weight of the rock seems somehow oppressive here.
hp 27 (see CH 7, Caravans, Duergar Caravan) The market area has a number of large stalls, all of them
Gear NPC gear plus lockbox and key containing 403 gp marked off with stone pillars and tapestries. At the south
end of the market is a massive double door marked with
a red triangle. Roughly hewn stone figures stand to each
Guards and Shoppers side of the door. Dim green torches flicker in sconces on
DUERGAR MERCHANTS and VISITORS (3d10+30) CR 1/3 the walls, but the middle areas of the market are entirely
XP 135 darkened by shadows of the people moving around.
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
DUERGAR SERGEANTS (10) CR 1 This part of the market is owned by the Temple of Zuuljj, which is
XP 400 found on the far side of the great double doors. The two roughly hewn
hp 24 (see CH 11, Introduction) stone figures by the sides of the temple doors are actually earth elementals
(described as part of the temple in Area 37Y-37).
OGRE GUARDS (2) CR 3 This whole area has a tense feeling in the air. Weapons are worn a little
XP 800 more obviously, eyes are just a bit more alert for trouble. At the corners of
hp 30 (Pathfinder Roleplaying Game Bestiary Ogre) the stalls everyone watches the groups of 2 or 3 duergar with red triangles
160
Chapter 11: Mines of the Duergar
tattooed on their foreheads. These are the only ones who seem to be at unusual is its proprietor, a syanngg by the name of Jathurm. Jathurm is
ease, leaning calmly against the caverns support pillars, watching the pleasant enough to potential customers, but if anything is done to enrage
market. These groups are Zuuljjite zealots, and a total of 10 of them him, he attacks.
are watching the market. They are not aggressive unless attacked, but if
any of the kings troops enter the market, there may be a scene of some JATHURM THE SYANNGG CR 7
kind. The zealots think that the king should step down from the throne XP 3,200
if he plans on worshipping the Demon-Prince Isclaadra instead of the hp 52 (see the Cyclopean Deeps Monster Appendix)
traditional patron of the Graumhalla, the elemental prince Zuuljj. These
groups keep to the part of the market controlled by the Temple of Zuuljj, Treasure: Carpets (10,000 gp value); strongbox containing 13,552 gp;
whose priests while still professing loyalty to the king do not arrest +2 battle axe.
the zealots. The king would certainly pay a reward to anyone who arrested
any of the zealots and made it out of the market alive. In addition to the DUERGAR ZEALOTS (AS DUERGAR SERGEANTS) (10) CR 1
zealots, the market has a general population of 6d6+10 normal duergar XP 400
and 2d6 sergeants. hp 24 (see CH 11, Introduction)
Most of the rest of the market is taken up with ordinary shops selling Gear NPC gear plus pouch with 1d6 gems (worth 50 gp
the same sorts of goods as one might find in a city market on the surface, each), small copy of The Mystical Interpolation of the Creed of
with the following exceptions: Zuuljj, Volume 1
Stall #1: Religious Tracts and Symbols of Zuuljj. This stall offers DUERGAR IN THE MARKET (6d6+10) CR 1/3
unholy symbols of Zuuljj in various materials and sizes (the symbol is the XP 135
red triangle). Also on sale are copies of The Mystical Interpolation of the hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
Creed of Zuuljj, volumes 1 and 2. There is a volume 3, but it is available
only from the priests in the temple (Area 37Y-37). DUERGAR SERGEANTS (2d6) CR 1
Stall #2: Judgments. In this small section of the market, 2 mystics of XP 400
Zuuljj sit in a triangle-arrangement of pillars on a triangle-shaped dais of hp 24 (see CH 11, Introduction)
stone. They are here to offer an alternative court to the kings for meting
out punishments and judgments. Although this has always been a function
of the Temple of Zuuljj, moving it out into the market has been seen,
rightly, as a political statement by the temple, disapproving of the king.
37Y-24. Mistmarket
The buzz, at the moment, is all about a duergar named Ulkrick, who has
been sentenced to die for his rebellious talk. Ulkrick apparently tried to
get to this place for judgment, but was taken by the kings forces while This part of the duergars market halls has a high ceiling,
he was still running through the Kings Walk Market (Area 37Y-21). and every so often you see a wisp of dark mist curling
Ulkrick is currently penned up in the Slave and Justice Market (Area across the floor before it disappears into one of the cracks
37Y-22), and there is a bit of talk about forcibly taking him back and in the flagstones, or down one of the metal drains. A few
bringing him here for judgment. The mystics of Zuuljj are watching this lamps are here and there, hanging down on thin chains
talk very carefully, wondering whether to encourage it or not. Taking one from the ceiling, but they cast a dim light indeed. The
of the kings convicted prisoners and effectively re-trying him would be area has several market stalls similar to a citys market on
an act of open defiance, and the temple is probably not ready for that yet, the surface but without canopies to protect the vendors
especially with Prince Lokragar still far away on the border of the Plateau from sun and rain since these obviously arent a problem.
of Leng (see Chapter 6). If the characters interfere at this point, they can Duergar shoppers wander through the area, stopping to
affect the entire course of events in the Cyclopean Deeps. In one direction, talk with vendors, or haggling over prices.
a relatively stable Kingdom of the Duergar falls further under the sway
of the Cult of Isclaadra. In the other direction, the fundamentalist earth-
elemental zealots plunge the duergar kingdom into civil war, thwarting If the characters look around the corner in this market, they find the
the plans of the demon-prince and allowing all the different societies in gates to the Temple of Isclaadra (see Area 37Y-40).
the Deeps to fight a proxy war by supporting one group of duergar or As with the other markets, most of the stalls offer the same kinds of
another. If the characters are standing here and paying attention, they have goods that would be available in a citys markets on the surface. There
more power to shape events in their campaign than anywhere else in the are differences in the details, of course. Strong fungus stalks usually
adventure (except, perhaps, for actually fighting Isclaadra in the Font of stand in for wood, and the foods are quite different. Leafy vegetables are
Darkness). Stall #2 is a bit like the assassination of Archduke Ferdinand extremely rare, and they are seldom green. On the other hand, the markets
at the beginning of the Great War: It is the fulcrum which can move the have a wide variety of tubers and mushrooms. Cavefish and eels from the
entire Cyclopean Deeps in one direction or another. If the characters are canal are inexpensive, and various kinds of meat many of them quite
here and just watch things, assign a 90% chance that the mystics quiet distasteful are available both cooked and raw.
things down (everything continues as normal), but a 10% chance that This is the market operated (and taxed) by the Temple of the Demon-
the priests approve of the plan to fetch Ulkrick, thereby unleashing civil Prince Isclaadra. It was granted to the temple only recently, by order of
war in the Graumhalla, siege of the duergar embassy in Izamne, and all the king, over the objections of several of the duergar clans. The most
kinds of other violence. The characters, of course, could tip things toward vociferous objection came from the Greencircle Clan (see Area 37Y-4),
rebellion simply by offering to lead the rescue party into the Slave and whose principal stall was in this part of the market, and which the temple
Justice Market. later ordered replaced by a stall owned by the Mushroom-Growers.
The market has a general population of 1d6+10 duergar and 1d4
YORMAGAR AND OKRITHIC, MYSTICS OF ZUULJJ CR 9 sergeants.
XP 6,400
hp 98 (see Area 35U-9) DUERGAR in the MARKET (1d6+10) CR 1/3
Gear NPC gear plus Yormagar has 2 takkas and a potion XP 135
of cure serious wounds; Okrithic has 23 gp and a silver hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
necklace worth 10 gp
DUERGAR SERGEANTS (1d4) CR 1
Stall #3: Carpets. This stall sells expensive rugs and carpets (the XP 400
inventory is worth approximately 10,000 gp). What makes the stall hp 24 (see CH 11, Introduction))
161
Cyclopean Deeps 2
This is a loading area like the one in Area 37Y-25, but it is currently
37Y-25. South Railhead empty, as described.
DUERGAR MYSTIC CR 9 The Exploders are considered the oddest and most dangerous of the
XP 6,400 duergar in the Graumhalla, with the one exception of the Child-Cookers
hp 98 (see Area 35U-9) (Area 37Y-6). The Exploders are seen as merely suicidally insane, rather
Gear NPC gear plus 4 gp and a Leng-ruby worth 500 gp than homicidally insane as the Child-Cookers are. Their passion is alchemy,
(5,000 gp to a Leng-creature) but not a general intellectual voyage of discovery; rather, they want to
blow things up more loudly, more violently, and more colorfully than they
HIGH CLAN MYSTIC CR 11 have so far achieved. Even their funerary traditions are incendiary; the
XP 12,800 skull of the deceased is packed with explosives and then detonated, with
hp 117 (see Area 37Y-20) the bones being powdered for use in bombs and firecrackers.
Many of the rituals and magical ingredients used by the Exploders
CLAN LEADER NAKNI OF THE SWORN SENTRIES CR 6 involve the intersection of earth and fire magic, an inherently elemental
XP 2,400 interaction. They are deeply and passionately tied to Zuuljj, although they
hp 78 (see Area 37Y-3, Thrikti) also venerate Surtur, the great fire giant. The idea the very idea that
Gear NPC gear plus belt pouch with potion of cure serious a king of the Graumhalla would abandon the devout worship of Zuuljj is a
wounds, 4 takkas, and key to strongbox matter of squeamish horrors to the Exploders. Prince Lokragars rebels have
discussed the idea of rebellion with the Exploders, but discovered that almost
Slaves (4): (Com1; hp 2) half of the clan preferred to explode and cave in the entire Graumhalla if it
Treasure: At the end of the residence corridor, in Clan Leader Naknis fell to heresy. At this point, even the Zuuljjite zealots decided not to involve
sparsely-decorated chamber, is the clans strongbox. It is locked ((DC the Exploders until later in the process, hoping to keep the cave it all in
23 Disable device to open; the key is in Naknis belt pouch), but not minority from taking control of the Exploder clan and leading to disaster.
trapped. On opening, it reveals 117 takkas, 472 gp, 3,688 sp, and a bag of
3 diamonds (1,000 gp each). EXPLODER CLAN DUERGAR (16) CR 1/3
XP 135
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
Gear NPC gear plus 1 red-grenade, dark goggles
163
Cyclopean Deeps 2
BURNT OTHUR FUMES TRAP CR 9
XP 6,400
The Exploders Clan Type mechanical; Perception DC 20; Disable Device DC 20
(Area 37Y-31) Type location; Reset repair
Effect poison gas (burnt othur fumes); never miss; onset
delay (1 round); multiple targets (all targets in a 20 ft. radius)
The Exploders clan is composed of 27 duergar in total. These
are 1 chief, 1 sub-chief, 1 mystic, 4 sergeants, and 20 regulars.
This list includes all the Exploders in the Graumhalla, with their
CLAN LEADER KRAKNAGA OF THE EXPLODERS CLAN CR 6
locations.
XP 2,400
Symbol and Password: Circle with flame on top, Bang,
Male duergar alchemist 7 (Pathfinder Roleplaying Game
youre dead
Advanced Players Guide)
Politics and Loyalties: The Exploders are utterly committed to
LE Medium humanoid (dwarf)
Zuuljj, and a significant minority of them is willing to destroy the
Init +6; Senses darkvision 120 ft.; Perception +5
entire Graumhalla rather than have a king who does not worship
elemental powers.
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
Adventure Hooks: The Exploders are always looking for
hp 59 (7d8+21)
interesting substances and minerals of every kind to try them out
Fort +8; Ref +7; Will +2; +4 bonus vs. poison, +2 bonus vs.
in bombs and firecrackers. If the party approaches them peaceably,
spells and spell-like abilities
the Exploders would definitely purchase monster parts from
Immune paralysis, phantasms, poison; Resist duergar
them, or even send them out on specific missions to find things in
immunities, poison resistance
dangerous places.
Weaknesses light sensitivity
Str 14, Dex 15, Con 16, Int 16, Wis 11, Cha 4
Red-Grenades Base Atk +5; CMB +7; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Brew Potion, Extra Bombs*, Improved Initiative, Master
Red-grenades are the best combat-bomb the Exploders have Alchemist*, Master Craftsman, Throw Anything
invented so far. Skills Acrobatics -1 (-5 to jump), Craft (alchemy) +19 (+26
The explosion of a red-grenade is intense, but small, and to create alchemical items), Craft (Poison) +15, Knowledge
they are otherwise identical to fuse grenades (see the Pathfinder (arcana) +8, Knowledge (dungeoneering) +9, Knowledge
Roleplaying Game Ultimate Equipment Guide). (engineering) +9, Knowledge (local) +5, Knowledge (nature)
+10, Perception +5, Profession (brewer) +5, Profession
FUSE GRENADE (herbalist) +10, Sleight of Hand +7, Stealth +3, Survival +8, Use
Cost 100 gp; damage 2d6/1d6; crit x2; range 10 ft.; Magic Device +1; Racial Modifiers +4 Stealth
weight 1 lb.; type B/fire; special Area Languages Aklo, Common, Draconic, Dwarven, Terran,
Undercommon
This hollow clay container holds a small charge of black power SQ alchemy (alchemy crafting +7), discoveries (explosive
and a slow-burning fuse. Lighting the fuse is a move action; 1d3 bomb, smoke bomb, tanglefoot bomb), mutagen (+4/2, +2
rounds later the grenade explodes, dealing 2d6 points of bludgeoning natural armor, 70 minutes), swift alchemy
damage and 1d6 points of fire damage in a 10-foot-radius burst Combat Gear healers kit; Other Gear adamantine
(Reflex DC 15 halves). You throw a fuse grenade as if it were a breastplate, +2 morningstar, alchemy crafting kit, dark
splash weapon. Crafting this item is a DC 25 Craft (alchemy) check. goggles, belt pouch with 4 red-grenades, 6 takkas, and key
to strongbox.
*Pathfinder Roleplaying Game Advanced Players Guide
DUERGAR SERGEANTS (EXPLODER CLAN) (4) CR 1 **Pathfinder Roleplaying Game Ultimate Combat
XP 400
hp 24 (see CH 11, Introduction) Treasure: Simply checking out the rooms along the Exploders
Gear NPC gear plus 1 red-grenade, dark goggles, 5 takkas residential corridor yields 115 flasks of oil, 284 torches, 30 little green
each, one has a gem worth 300 gp firecrackers, and 30 red-grenades. The strongbox in Kraknagas room
is trapped with a bomb that explodes for 2d100 points of damage if the
CLAN MYSTIC CR 9 chest is opened without the key (it is also possible to detect and remove
XP 6,400 the trap as normal). The chest contains 7,728 gp; 67,395 sp; 129,484 cp;
hp 98 (see Area 35U-9) 4 ripe apples; 2 potions of blow-up-if-you-drink-it (1d20); and a 6-inch
Gear NPC gear plus dark goggles, scroll of cure serious clockwork elephant made of brass that walks and moves its trunk when
wounds, rope of climbing, belt pouch containing 2 gp wound up (2,000 gp).
164
Chapter 11: Mines of the Duergar
EXPLODING CHEST TRAP CR 11 GREENFARMER CLAN DUERGAR (20) CR 1/3
XP 12,800 XP 135
Type mechanical; Perception DC 20; Disable Device DC 20 hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
The Greenfarmer Clan 1/dayenlarge person (self only) (DC 8), invisibility (self only)
Spells Prepared (CL 7th; melee touch +6, ranged touch +5):
(Area 37Y-32)
4thball lightning* (DC 17), command plantsD (DC 17)
3rdcure moderate wounds, meld into stone, plant
growthD, stone shape
The Greenfarmer clan is composed of 30 duergar in total. These 2ndbarkskinD, bears endurance, bulls strength, chill metal
are 1 chief, 1 sub-chief, 1 mystic, 4 sergeants, and 23 regulars. (DC 15), heat metal (DC 15)
This list includes all the Greenfarmers in the Graumhalla, with 1stcure light wounds (x2), entangleD (DC 14), longstrider,
their locations. obscuring mist, shillelagh (DC 14)
Symbol and Password: Leaf, Garden 0 (at will)create water, detect poison, guidance,
Politics and Loyalties: The Greenfarmers are generally resistance
uninterested in politics, and they revere their garden more than D Domain spell Domain Plant
any god or demon. They fight to defend the Graumhalla mainly
because they assume other duergar would take it poorly if they Str 12, Dex 10, Con 16, Int 12, Wis 16, Cha 6
didnt. Base Atk +5; CMB +6; CMD 16 (20 vs. bull rush, 20 vs. trip)
Adventure Hooks: None. Feats Brew Potion, Skill Focus (Knowledge [nature]), Skill
Focus (Survival), Toughness
Skills Acrobatics +0 (-4 to jump), Climb +6, Handle Animal
Members and Their Locations +2, Heal +10, Knowledge (dungeoneering) +5, Knowledge
In the clanfortress (Area 37Y-32)
(geography) +6, Knowledge (local) +6, Knowledge (nature)
Duergar (20) +14, Knowledge (religion) +6, Profession (farmer) +10, Sense
Duergar sergeants (4) Motive +4, Stealth +4, Survival +13; Racial Modifiers +4 Stealth
Duergar sub-chief Languages Common, Druidic, Dwarven, Terran,
High Clan Mystic Undercommon
Clan Leader Paigar of the Greenfarmer Clan SQ nature bond (Plant domain), nature sense, trackless step,
wild empathy +5, woodland stride
Playing cards in the Common Hall (Area 37Y-30)
Gear +1 determination leather armor, +2 quarterstaff, belt
Duergar (3) pouch with 3 opals (50 gp)
*Pathfinder Roleplaying Game Advanced Players Guide
165
Cyclopean Deeps 2
Treasure: The Greenfarmers have few possessions. The only significant
treasure is Paigars collection of metal torcs, which is what he buys with
any treasure the clan does not spend. The collection contains 217 torcs, all
of them beautifully molded, hammered, carved, gilded, chased, filigreed,
The Cannibal-Eaters Clan
etc. Of these, 151 are worth (on average) 10 gp each, while 50 more are
worth (again, on average) 50 gp each. The next 15 are worth 100 gp each, (Area 37Y-34)
and the last, the prize of the collection, is a platinum torc studded with
diamonds, worth 10,000 gp. The Cannibal-Eaters clan is composed of 51 duergar in total.
These are 1 chief, 1 sub-chief, 1 mystic, 8 sergeants, and
40 regulars. This list includes all the Cannibal-Eaters in the
37Y-33. Bridge Checkpoint Graumhalla, with their locations.
Symbol and Password: Circle with teeth inside, Ten Red
Rocks
Politics and Loyalties: The Cannibal-Eaters have thought of a
The reeking, stagnant water of a 50 ft.-wide canal runs compromise between the Zuuljj traditionalists and those favoring
slowly through this chamber, spanned by a stone bridge outright rebellion. They have tentatively put forth the idea that
carved with the faces of stern-looking duergar. The bridge some sort of legal restraint or limitation could be placed on the
has a high arch to allow boats to pass beneath it, so the king by the rest of the duergar, simply using their numbers to force
ceiling is perforce very high. The occasional rustle from the agreement. So far, this view has been perceived as strange and
above suggests that the higher reaches of the chamber unworkable.
house a good-sized colony of bats.
Members and Their Locations
In the clanfortress (Area 37Y-34)
This bridge is guarded by a checkpoint as shown on the map. Since the
bridge leads nowhere other than duergar residences, the guards here are
Duergar (40)
very suspicious of outsiders claiming to have business in this part of the
Duergar sergeants (8)
Graumhalla.
Duergar sub-chief
High Clan Mystic
Clan Leader Thranikk of the Cannibal-Eaters Clan
37Y-34. Clanfortress of the
Cannibal-Eaters CLAN LEADER THRANIKK OF
THE CANNIBAL-EATERS CLAN CR 6
XP 2,400
hp 78 (see Area 37Y-3, Thrikti)
This large, vaulted chamber is illuminated by 10 patterns Gear NPC gear plus belt pouch containing 10 takkas, and
of dimly-glowing bricks, each pattern inlaid into the walls the strongbox key
to resemble an open mouth full of teeth. The teeth of the
10 mouths throw off just enough yellow light to show the Treasure: Searching the smaller rooms along the residential corridor of
rest of the great hall. The eastern half is arranged as a the Cannibal-Eaters produces a wide variety of uninteresting items besides
kitchen with a large hearth, and the western half of the hall 1 takka, 23 gp, 739 sp, 2,058 cp, 4 jhoat-sticks (25 gp), and 6 small gems (10
contains tables, chairs, and workbenches. gp). The 8 strongboxes in Thranikks chamber are locked (DC 23 Disable
Device) but not trapped. They contain a total of 80 takkas; 3,662 gp; 17,735
sp; 108,445 cp; 3 sapphires (500 gp) and 4 diamonds (1,000 gp).
This is the redoubt of the Cannibal-Eater clan of the duergar. Despite
their ferocious-sounding name, which dates back to an event 3 generations
ago, the Cannibal-Eaters are not one of the Graumhallas predominant
clans like the Mystical Wardens, nor the most feared (that would be the
37Y-35. Clanfortress
Child-Cookers and the Exploders). They are, however, fairly numerous.
They are known as a group of odd-jobbers and laborers, never having
of the Gardeners
developed a specialty of any kind.
Note: This entry covers both the clanfortress and the large garden
CANNIBAL-EATERS CLAN DUERGAR (40) CR 1/3 chamber to the south.
XP 135
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
This chamber has elaborate wall-hangings and
DUERGAR SERGEANTS (8) CR 1 tapestries depicting innumerable different types of
XP 400 plants; most of them fungi as far as you can tell. A
hp 24 (see CH 11, Introduction) hearth with a large chimney lights the western half of the
chamber with a roaring blaze, and the eastern part of the
DUERGAR SUB-CHIEFS (2) CR 5 room is organized much like a tavern, with long tables. A
XP 1,600 few workbenches are set against the walls for tasks such
hp 67 (see The Greencircle Clan) as shoemaking or sewing.
Zuuljj,
Elemental Prince of Evil
As noted in Volume 1, Appendix 2 and at the start of this
volume:
Zuuljj is a tremendously powerful denizen of the Elemental
Plane of Earth, akin to the great nobles who rule the efreet and
the djinn. He is a gray-skinned being who wields a pair of stone
hammers, and many clans of the duergar, the dark dwarves,
venerate him. Zuuljj dwells in the legendary City of Malachite,
lord of Xoles and Xorn, and of the nomadic Xandjinni (Kzand-
jeeni). Zuuljj once wrote his motto (the Creed of Zuuljj) on
stone tablets, and placed them at the gates of the city. They read:
Obey, Acquire, Dominate. Some duergar fundamentalists have
created a book called The Mystical Interpolation of the Creed
of Zuuljj, which is a broad, so-called explanation of the three
words of the creed and the order in which they appear. Some of the
conclusions they have reached are at best stretched, and at worst
peculiar. The Zuuljjite Mystics believe (of course) that the duergar
are destined to rule the entire world, wipe out all dwarves, follow
the commands of their leaders as long as the leaders are true to
the doctrines of Zuuljj, and wear a red triangle representing
the three words of the creed tattooed (or at least painted) on
their faces.
Clerics of Zuuljj have access to the Destruction, Earth, Evil, and
Strength domains.
168
Chapter 11: Mines of the Duergar
The worship of Zuuljj is relatively ecumenical in its approach to Roleplaying Game Bestiary, Duergar)
sacrifices: Zuuljj accepts goblins, drow, ogres, elves, dwarves, and all NE Medium humanoid (dwarf)
kinds of other creatures as well as humans. The floor of the entire Init +1; Senses darkvision 120 ft.; Perception +4
temple is stained red with old blood, and smells like rust, death, Aura evil
and terror. Zuuljj is an elemental prince of earth, caring little for his
followers but vainly pleased by their devotions. He adores fear, and AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
appreciates the symbolism of bloods iron returning to the earth for hp 21 (4d8)
him to soak in and consume. Fort +4; Ref +2; Will +8; +2 vs. spells and spell-like abilities
If the characters are able to get into the good graces of the mystics Immune paralysis, phantasms, poison; Resist duergar
here, they may get a chance to speak to Yokken, the High Mystic of immunities
Zuuljj. If they are looking for work, and Yokken can be made to trust Weaknesses light sensitivity
them, the Mystic offers them an interesting job: assassinating a duergar
named Chorchek (see Hex 40AB earlier in this chapter). The duergar pay Speed 20 ft.
5,000 gp for the return of Chorcheks head. They do not offer to pay more Melee +1 warhammer +4 (1d8+1/x3)
if he is alive; they simply want him ended. Ranged light crossbow +4 (1d8/1920)
This part of the temple is as far as the priests allow ordinary followers Special Attacks channel negative energy 3/day (DC 14,
to enter the temple, for the Inner Sanctum in Area 37Y-38 is too holy
2d6), destructive smite 7/day (+2)
(unholy, to be more accurate) for the presence of those who have not
Spell-Like Abilities (CL 4th):
been sanctified in the name of Zuuljj.
1/dayenlarge person (self only) (DC 11), invisibility (self
only)
DUERGAR ACOLYTES OF ZUULJJ CR 2
Domain Spell-Like Abilities (CL 4th; ranged touch +4):
XP 600
7/dayacid dart (1d6+2 acid)
Male or female duergar cleric of Zuuljj 3 (Pathfinder
Spells Prepared (CL 4th; melee touch +3, ranged touch +4):
Roleplaying Game Bestiary Duergar)
2nddarkness, hold person (DC 16), soften earth and
NE Medium humanoid (dwarf)
stoneD, sound burst (DC 16)
Init +1; Senses darkvision 120 ft.; Perception +3
1stcause fear (DC 15), cure light wounds, inflict light
Aura evil
wounds (DC 15), magic stoneD, shield of faith
0 (at will)bleed (DC 14), detect magic, read magic, virtue
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
D Domain spell Domains Destruction, Earth
hp 17 (3d8)
Fort +3; Ref +2; Will +6; +2 vs. spells and spell-like abilities
Str 10, Dex 13, Con 10, Int 12, Wis 18, Cha 10
Immune paralysis, phantasms, poison; Resist duergar
Base Atk +3; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
immunities
Feats Channel Smite, Improved Channel
Weaknesses light sensitivity
Skills Acrobatics 6 (10 to jump), Diplomacy +7, Knowledge
(religion) +8, Sense Motive +11, Spellcraft +8, Stealth 2;
Speed 20 ft.
Racial Modifiers +4 Stealth
Melee warhammer +2 (1d8/x3)
Languages Common, Dwarven, Terran, Undercommon
Ranged light crossbow +3 (1d8/1920)
Gear chain mail, heavy steel shield, +1 warhammer, light
Special Attacks channel negative energy 3/day (DC 13,
crossbow, 20 crossbow bolts, iron unholy symbol of Zuuljj, belt
2d6), destructive smite 6/day (+1)
pouch containing 1d6 takkas
Spell-Like Abilities (CL 3rd):
1/dayenlarge person (self only) (DC 11), invisibility (self
only)
Domain Spell-Like Abilities (CL 3rd):
37Y-38. Inner Sanctum of the
6/dayacid dart (1d6+1 acid)
Spells Prepared (CL 3rd; melee touch +2, ranged touch +3):
Temple of Zuuljj
2ndhold person (DC 15), soften earth and stoneD, sound
burst (DC 15)
1stcure light wounds, inflict light wounds (DC 14), magic The floor of this chamber is inlaid with red stone to form a
stoneD, shield of faith triangle shape. In the middle of the triangle stands a large,
0 (at will)bleed (DC 13), detect magic, read magic, virtue roughly-hacked red stone, contrasting sharply with the
D Domain spell Domains Destruction, Earth precise construction of everything else in the duergar halls.
The boulder of native stone juts out from the neatly carved
Str 10, Dex 13, Con 10, Int 12, Wis 17, Cha 10 flagstones, and it is obviously stained with old blood. To the
Base Atk +2; CMB +2; CMD 13 (17 vs. bull rush, 17 vs. trip) side of the triangle is a stone podium upon which a massive
Feats Channel Smite, Improved Channel book lies open. The room is guarded by a savage-looking
Skills Acrobatics 6 (10 to jump), Diplomacy +6, Knowledge duergar warrior with a red triangle tattooed over his entire
face, standing beside the podium where another, much older
(religion) +7, Sense Motive +9, Spellcraft +7, Stealth 2; Racial
duergar stands at the podium in front of the book.
Modifiers +4 Stealth
Languages Common, Dwarven, Terran, Undercommon
Gear chain mail, heavy steel shield, light crossbow, 20 This is the inner sanctum of Zuuljj, where the priests carry out the more
crossbow bolts, iron unholy symbol of Zuuljj, warhammer, belt secret rituals of their elemental cult. There is no statue of Zuuljj here; the
pouch containing 1d6 takkas focus of their rituals is the center of the triangle. The two duergar in the
room (unless the defenders of the temple have already swarmed out to
DUERGAR PRIEST OF ZUULJJ CR 3 join a battle in the market area) are Jorag the Berserker and Yokken, the
XP 800 High Priest of Zuuljj in the Graumhalla and all of the duergar kingdom.
Male or female duergar cleric of Zuuljj 4 (Pathfinder The book is known as the Book of Stonebinding, and contains rituals to
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Cyclopean Deeps 2
summon Zuuljj, Elemental Prince of Earth and Evil. If the characters were immunities, acid 10
hired by the aboleth in Chapter 5 to steal this book by theft or force, this Weaknesses light sensitivity
is where it is. Trying to use it as an artifact, summoning godlike beings, is
not advisable. The book can be sold for 50,000 gp if the characters survive Speed 20 ft.
long enough to collect their money after they put it on sale. Not only do all Melee +2 warhammer +7 (1d8+2/x3)
of Zuuljjs minions come after them for the book, but so do the minions Ranged +1 light crossbow +7 (1d8+1/1920)
of all his rivals. None of these factions need to bargain for the help of a Special Attacks channel negative energy 3/day (DC 15,
few puny mortals in the battle: The characters arent a factor in the eyes 4d6), destructive smite 7/day (+3)
of these beings, they are just whats keeping the book from touching the Spell-Like Abilities (CL 7th):
ground at the moment. 1/dayenlarge person (self only) (DC 11), invisibility (self
The priests of Zuuljj live much like the ordinary duergar of the only)
Graumhalla in small rooms along residence corridors. The residence Domain Spell-Like Abilities (CL 7th; ranged touch +6):
corridors behind the temple are home to the following (in addition to the 7/dayacid dart (1d6+3 acid)
ones in the Temple): Spells Prepared (CL 7th; melee touch +5, ranged touch +6):
4thcure critical wounds, poison (DC 18), spike stonesD (DC 18)
ZEALOT BERSERKERS (RAGING) (3) CR 2 3rdbestow curse (DC 17), deeper darkness, prayer, rageD
XP 600 2nddarkness, hold person (DC 16), silence (DC 16), soften
Male duergar barbarian 3 earth and stoneD, sound burst (DC 16)
NE Medium humanoid (dwarf) (Pathfinder Roleplaying 1stcause fear (DC 15), cure light wounds (x2), inflict light
Game Bestiary, Duergar) wounds (DC 15), magic stoneD, shield of faith
Init +1; Senses darkvision 120 ft.; Perception +7 0 (at will)bleed (DC 14), detect magic, read magic, virtue
D Domain spell Domains Destruction, Earth
AC 11, touch 9, flat-footed 10 (+2 armor, +1 Dex, 2 rage)
hp 43 (3d12+12 plus 3 plus 3) Str 10, Dex 13, Con 10, Int 12, Wis 18, Cha 10
Fort +7; Ref +2; Will +4; +2 vs. spells and spell-like abilities Base Atk +5; CMB +5; CMD 16 (20 vs. bull rush, 20 vs. trip)
Defensive Abilities trap sense +1, uncanny dodge; Immune Feats Alertness, Channel Smite, Improved Channel,
paralysis, phantasms, poison; Resist duergar immunities Toughness
Weaknesses light sensitivity Skills Acrobatics 3 (7 to jump), Diplomacy +10, Knowledge
(religion) +11, Perception +6, Sense Motive +16, Spellcraft
Speed 30 ft. +11, Stealth +1; Racial Modifiers +4 Stealth
Melee warhammer +7 (1d8+4/x3) Languages Common, Dwarven, Terran, Undercommon
Special Attacks rage (10 rounds/day), rage power Gear +1 breastplate, +1 heavy steel shield, +1 light
(intimidating glare) crossbow, 20 crossbow bolts, +2 warhammer, golden unholy
Spell-Like Abilities (CL 3rd): symbol of Zuuljj, belt pouch containing 5 takkas
1/dayenlarge person (self only) (DC 11), invisibility (self
only) Treasure: Searching the small rooms along the residence corridor (other
than the one belonging to the high priest) yields the following: 12 takkas,
Str 19, Dex 12, Con 19, Int 8, Wis 12, Cha 10 130 gp, 931 sp, 7,293 cp, a clay rabbit with obsidian eyes (100 gp), 15
Base Atk +3; CMB +7; CMD 16 (20 vs. bull rush, 20 vs. trip) copies of The Mystical Interpolation of the Creed of Zuuljj, volume 1,
Feats Power Attack, Toughness and 3 copies of volume 2. The high priests room contains a stone treasure
Skills Intimidate +6, Perception +7, Stealth +5, Survival +7; chest, which is actually the shape taken by an enslaved earth elemental.
Racial Modifiers +4 Stealth If anyone other than the high priest enters the room, the elemental attacks
Languages Common, Dwarven, Undercommon (spilling its contents onto the floor as it reshapes itself). The chest contains
SQ fast movement 22 takkas, 719 gp, 4 diamonds (1,000 gp) and the broken-off top of a scepter.
Gear leather armor, warhammer, belt pouch, iron unholy The scepter of the kings of the Graumhalla has been broken for many
symbol of Zuuljj, 2d4 takkas generations, and this is the missing part, which was given to the priesthood
of Zuuljj as a token of loyalty. No one but the priests of Zuuljj even know
DUERGAR ACOLYTES OF ZUULJJ (7) CR 2 that the broken end of the scepter exists. If they chose to use it as a rallying
XP 600 point for the rebellion, it would have a very strong influence on many of
hp 17 (see Area 37Y-37) the clans that would otherwise not be willing to rebel (+10 to Diplomacy
checks). Siaphela and the king would pay as much as 20,000 gp for it.
DUERGAR PRIESTS OF ZUULJJ (2) CR 3
XP 800 ELDER EARTH ELEMENTAL CR 11
hp 21 (see Area 37Y-37) XP 12,800
hp 168 (Pathfinder Roleplaying Game Bestiary Elemental, Earth)
JORAG THE BERSERKER CR 5
XP 1,600
hp 80 (see Area 35U-9) 37Y-39. Escape Route
YOKKEN, HIGH PRIEST OF ZUULJJ CR 6 If the characters approach from the water, they see an additional detail
XP 2,400 before getting too close: The outside of this dock is marked with a red-
Male duergar cleric of Zuuljj 7 (Pathfinder Roleplaying Game painted triangle, which they might know is the mark of Zuuljj.
Bestiary Duergar)
NE Medium humanoid (dwarf)
Init +1; Senses darkvision 120 ft.; Perception +6
Aura evil This is a low-ceilinged chamber that opens onto the
reeking filth of the slow-moving canal. Two sturdy boats
are lashed to stone racks on the walls. A brass bell guarded
AC 21, touch 11, tflat-footed 20 (+7 armor, +1 Dex, +3 shield)
by a duergar hangs on a stand beside the tunnel that leads
hp 42 (7d8 plus 7)
out of the docking chamber.
Fort +5; Ref +3; Will +9; +2 vs. spells and spell-like abilities
Immune paralysis, phantasms, poison; Resist duergar
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Chapter 11: Mines of the Duergar
This little dock is the back door to the priesthood of Zuuljj in case they killing the Vessals here enters the tunnels to the west, the hound must
ever need to escape in a hurry, dispose of bodies, or dispatch messages wait until they are out of sight and then go to warn Siaphela (see Area
in secret. It is guarded by 1 acolyte with a hammer who hits the bell if 37Y-53).
anyone at all pulls up a boat. If the bell rings, the denizens of the Inner
Sanctum (Area 37Y-38) immediately come to defend the area. VESSALS OF ISCLAADRA (2) CR 11
This chamber is a very, very weak link in the defenses of the Temple of XP 12,800
Zuuljj. Magical wards placed on this entrance have been destroyed over hp 93 (see Hex 37Y, Checkpoints)
and over again by demons in Isclaadras service, and are currently waiting Gear Vessal #2 has a blue key (to the chest in Area 37Y-42)
to be replaced.
HOUND OF DARKMIST CR 6
DUERGAR ACOLYTE OF ZUULJJ CR 2 XP 2,400
XP 600 hp 73 (see the Monster Appendix)
hp 17 (see Area 37Y-37)
37Y-43. will kill Lokragar, he will pay the bounty, and all will be well. The
plan fails to take into account the zealots of Zuuljj, but the king is
circle with teeth, a green triangle with a red triangle inside, a hammer over
a head, and a broken scepter over a crown.
This large chamber has a vaulted ceiling and a tall throne The king maintains a standing bounty of 10,000 gp on Prince
on a dais against the north wall. The walls are hung with Lokragars head, and a 5,000 gp bounty simply for finding where he is
long banners that reach from floor to ceiling, each one hiding. If Lokragar can be captured alive, the bounty is 20,000 gp. More
carrying a different device upon it. The largest of these information about Lokragar can be found in Chapter 6.
is a black banner with crossed hammers beneath a skull.
One of the large black banners hangs to either side of the KING OKARM ETEKK CR 7
throne. Long tables are set up for feasting, with benches XP 3,200
farther away from the throne, replaced by chairs in the Male duergar fighter 8 (Pathfinder Roleplaying Game
places closer to the kings seat. Bestiary Duergar)
LE Medium humanoid (dwarf)
Init +5; Senses darkvision 120 ft.; Perception +4
If the Graumhalla is not under attack, the following can be used as a
general description of the Duergar Court: AC 26, touch 11, flat-footed 25 (+11 armor, +1 Dex, +4 shield)
hp 80 (8d10+24 plus 8)
Fort +9; Ref +3; Will +4; +6 vs. fear, +2 vs. spells and spell-like
A gray-skinned dwarf sits upon the throne, wearing a abilities
crown and holding half of a broken scepter. The throne Defensive Abilities bravery +2 Immune paralysis, phantasms,
is flanked by a dog on each side, but they are extremely poison; Resist duergar immunities
unusual beasts and quite different from each other. Several Weaknesses light sensitivity
duergar are in the room, of course, and one very unusual
visitor, a large starfish-like shape with multiple serpent Speed 20 ft.
heads that turn menacingly to look at you. Melee +2 warhammer +16/+11 (1d8+8/x3)
Ranged light crossbow +9 (1d8/1920)
Special Attacks weapon training (hammers +1)
This is the room where King Okarm Etekk is likely to be encountered Spell-Like Abilities (CL 8th):
unless the party has chosen to wait him out or some sort of emergency has 1/dayenlarge person (self only) (DC 8), invisibility (self only)
required his attention. The dogs on each side of the throne are presents
from the two cult factions in the Graumhalla. One is a rock terrier (also Str 16, Dex 12, Con 17, Int 10, Wis 15, Cha 4
known as a xound), essentially an earth-elemental dog. The other is a Base Atk +8; CMB +11; CMD 22 (26 vs. bull rush, 26 vs. trip)
hound of darkmist inhabited by the soul of a dark stalker from Izamne. Feats Alertness, Cleave, Great Cleave, Greater Weapon
Unless the characters have been fighting their way here, there is no Focus (warhammer), Improved Initiative, Power Attack, Vital
particular reaction to their appearance; this is an audience chamber, and Strike, Weapon Focus (warhammer), Weapon Specialization
the Graumhalla has visitors of all kinds of different races. (warhammer)
The starfish-like creature is Harmer a visiting syanngg, whom the Skills Acrobatics 3 (7 to jump), Intimidate +8, Perception
king is thinking of recruiting as a mercenary in case riots and revolution +4, Sense Motive +4, Stealth +9; Racial Modifiers +4 Stealth
break out in the Graumhalla. The presence of a syanngg would probably Languages Common, Dwarven, Undercommon
turn the tables in such a battle. Thus far, no deal has been reached between SQ armor training 2
the two, and Harmer probably stands aside in the case of a battle. Another Other Gear +2 full plate, +2 heavy steel shield, +2
courtier who tries to stand aside is the kings cousin, Karigar (see Area warhammer, light crossbow, 20 crossbow bolts, crown,
37Y-49). Karigar assumes any combat in the throne room to be the arrival scepter (broken but worth 10,000 gp), belt pouch containing
of the revolution, and he knows that he will be one of the first duergar the skull-and-hammers key to the door of his bedchamber
executed, no matter which side wins. He waits for his chance to get (Area 37y-53), and an unmarked key to the treasure room
through the door and then run until he reaches Izamne. (AREA 37Y-54)
The banners, if anyone happens to look at them, are: a wall with
crenellations, a green circle, a hammer with rays, a cauldron, a crucible ROCK TERRIER
with crossed spoons, a dome with smoke rising from it, a mushroom, a (XOUND, VARIANT MEDIUM EARTH ELEMENTAL) CR 3
pair of boots, a hammer over a gate, a circle with a flame on top, a leaf, a XP 800
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Cyclopean Deeps 2
N Medium outsider (earth, elemental, extraplanar) (see the hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
Monster Appendix)
Init 1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7 If the Graumhalla is under attack, only one duergar sentry is here.
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11 This room contains a table and chairs, but it is otherwise empty.
Base Atk +4; CMB +9; CMD 18 (22 vs. trip)
Feats Cleave, Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +10, Knowledge (dungeoneering) These rooms are used for the more important personages in (and
+2, Knowledge (planes) +2, Perception +7, Stealth +3 visitors to) the Graumhalla for meetings. Usually these are negotiations
or deals being struck while the court is in session and the king is present.
Earth Glide (Ex) A burrowing xound can pass through If the characters are playing the Graumhalla as a political or mercenary
stone, dirt, or almost any other sort of earth except metal situation instead of as an assault type of scenario, they probably end
as easily as a fish swims through water. If protected against up here plotting and planning with whatever faction they have decided to
fire damage, it can even glide through lava. Its burrowing support, whether it is the king, the rebels, the Cult of Isclaadra, the Cult of
leaves behind no tunnel or hole, nor does it create any Zuuljj, or an outside patron such as Jupiter Kwan.
ripple or other sign of its presence. A move earth spell
Other Duergar in the Throne Room Treasure: There is a great deal of ordinary kitchen equipment, but
DUERGAR (2d6) CR 1/3 nothing that would really be considered treasure. The spices could be sold
XP 135 for 500 gp.
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Chapter 11: Mines of the Duergar
KINGSGUARD DUERGAR (3) CR 1/3
37Y-46. Scullery and Storage XP 135
hp 8 (Pathfinder Roleplaying Game Bestiary Duergar)
Str 16, Dex 12, Con 17, Int 10, Wis 15, Cha 4
The Kingsguard (Area 37Y-47) Base Atk +8; CMB +11; CMD 22 (26 vs. bull rush, 26 vs. trip)
Feats Alertness, Cleave, Great Cleave, Greater Weapon
The Kingsguard is composed of 28 duergar in total. These are 1 Focus (warhammer), Improved Initiative, Power Attack, Vital
commander, 6 captains, 2 mystics, 14 sergeants, and 5 regulars. This Strike, Weapon Focus (warhammer), Weapon Specialization
list includes all the Kingsguards in the Graumhalla, with their locations. (warhammer)
Symbol and Password: Broken scepter and crown, Ever Loyal Skills Acrobatics 4 (8 to jump), Intimidate +8, Perception
to the King +4, Sense Motive +4, Stealth +8; Racial Modifiers +4 Stealth
Politics and Loyalties: Loyal to the king Languages Common, Dwarven, Undercommon
Adventure Hooks: Defending the king from a rebellion, SQ armor training 2
defending the king from assassins Combat Gear potion of cure serious wounds, potion of
haste; Other Gear +3 half-plate, +2 heavy steel shield, +2
warhammer, light crossbow, 20 crossbow bolts, belt pouch
Members and Their Locations containing the key to the strongbox and 10 takkas
In the clanfortress (Area 37Y-47)
Duergar (3) Treasure: The small residence rooms along the corridor do not yield
Duergar sergeants (7) much in the way of treasure, but a strongbox is in Chark Meks room
Duergar captains (4) at the end of the hall. The strongbox contains the following: 36 takkas;
Duergar mystic 3,407 gp; 77,733 sp; 60,386 cp, 3 small rubies (200 gp), a diamond
Chark Mek, Commander of the Kingsguard (1,000 gp), a gold goblet studded with obsidian (1,000 gp), and an ivory
lantern (2,000 gp). The strongbox is locked (DC 25 Disable device to
In the Throne Room (Area 37Y-43) open) and only Chark Mek has a key.
Duergar (2)
Duergar sergeant (2)
Duergar captain 37Y-48. Guest Room
Guarding the King (Area 37Y-52)
Duergar sergeants (5)
Duergar captain This room is nicely furnished, with a featherbed, deep-
Duergar mystic pile carpets, table and chairs, and a mahogany wardrobe.
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Cyclopean Deeps 2
This is a large guest chamber, not currently occupied. If the characters Treasure: The tapestry mentioned in the rooms description is worth 500
somehow convince the duergar that they are important, wealthy, and gp, and Pokak has a small stash of 28 takkas in a hidden compartment of
powerful, the king orders extra beds to be brought to the room, and this is his worktable (DC 22 Perception check to find). However, the real treasure
where they are offered a place to stay. The carpets and wardrobe together is sitting on the table in plain sight. The 3 books of geology are precious,
are worth 1,000 gp. rare works worth 500 gp each. The maps he has drawn show the location
of potentially major mineral veins, and each of the 4 of them could be sold
for 2,000 gp. Finally, the 6 rocks on the desk are samples of diamond-filled
37Y-49. Cousin Karigar rock, each one worth 1,000 gp (the diamonds are rough and small).
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Cyclopean Deeps 2
The woman in the room is Siaphela, a succubus, wearing unsigned but written in the kings handwriting. One, however, is in a
human form. She is one of Isclaadras most insidious agents, and different hand, and reads:
she is very close to tipping the duergar kingdom into her masters
clutches. Having enthralled the king of the duergar, she is able to
direct, although with a very light hand, the politics and treasure of
Siaphela darling, we could use a bit of silver here.
the Graumhalla. Okarm Etekk is hopelessly in love with her, and
Paying for fiendish plots and so on drains the treasury,
does whatever she tells him to. Siaphela is not part of Isclaadras
and our great lord of the mists could use a token of our
Cult; she is a demon in his direct service, and considers herself to
appreciation, especially since you are on assignment, as it
have a much higher status than the Vessals and the cultists they
were. Would you have your little people see to it? Ever so
control. The Vessals, in their turn, consider Siaphela to be nothing
impressed with your work, you simply spread happiness
more than one of Isclaadras servants, not of the same status as those
wherever you go.
who lead the cult itself.
Pathawara Lia
Siaphela does not have either a physical or a magical escape from
this room; if the characters have gotten this far into the Graumhalla
she is essentially cornered. She is intelligent enough to know that she
cannot survive a physical battle with armored foes unless she has other A half-finished letter reads:
demons at her side. If she is confronted by a group of adventurers,
her first course of action is to talk and try to establish what happened.
Is the king dead? Has the rebellion started? If the characters simply Pathawara Lia,
attack, she tries to summon Isclaadra to assist her, and then (if this This letter is, or should be, accompanied by a shipment of
fails) use suggestion to get the characters to stand aside so she can silver ingots, stamped with the skull and crossed hammers
escape from the dead-end. symbol of the duergar, so our great lord of the mists will
know whence it came. He gives credit where credit is due.
Solid Iron door: 4 in. thick; Hardness 10; hp 40; Break DC 30; I do not mean to
Disable Device DC 22. (The letter ends here, unfinished).
SIAPHELA CR 7
XP 3,200 Other than expensive coverlets and so forth, no significant treasure
hp 84 (Pathfinder Roleplaying Game Bestiary Demon, is in this room other than what Siaphela carries. The kings treasure is
Succubus) contained beyond in Area 37Y-54.
Gear gown, Siaphelas necklace (see the sidebox), belt One thing Siaphela suspects correctly is that the broken scepter of
purse containing 10 black pearls (1,000 gp), slippers of the duergar kings has some significance that could cause problems. She does
speed (as boots of speed; but dainty, and subject to not know that the priests of Zuuljj still have the other part of the scepter, but
wearing out if used for rough walking) a broken scepter with no one ever looking for the broken part? There is some
secret involved, and she already knows that King Okarm Etekk doesnt know
In the writing desk are several letters, many of which are love letters, what it is, which means the priests of Zuuljj probably do. If the characters
manage to prove to her that they are worth hiring, she may send them to find
out if the priests of Zuuljj have the broken part of the scepter hidden away
somewhere. The scepter is located in the high priests room (see Area 37Y-38).
Siaphelas Necklace
Siaphelas necklace appears to be a plain silver chain with a red
orb as a pendant. The orb, however, is a mnemopod such as those Siaphela
used by the khryll it is indeed of khryll manufacture, given to
the demoness years ago to repay a favor. Anyone touching the Succubus Lover of the Duergar King
orb perceives the memory stored within: a memory that Siaphela Long-term Goals: Serve the interests of her Demon-
keeps in case she ever needs to blackmail Okarm Etekk. The Prince Isclaadra
memory clearly shows the king talking to Siaphela, moonstruck Current plans: Continue with the seduction of the
by her beauty, and offering her secret rulership of the Graumhalla duergar king.
if only she becomes his consort and his love. Allies: Cult of Isclaadra
If the characters obtain this necklace by theft or subterfuge, they Enemies and Rivals: Duergar rebels, the Duergar
have gained tremendous leverage over politics in the Graumhalla. Queen.
With the memory enshrined in the mnemopod they could overthrow
the king or blackmail him. Unless Siaphela gave the necklace away, A Brief Note Concerning Demons, Bedrooms, Evil
however, she uses all her power to get it back. If she was thrown Dwarves, Complications, and Self-Preservation
back into the underworld by being killed on the material plane, there Siaphela was once the consort of the demon Hajjirtha (see Area
is only a 10% chance that she actually tells her lord, the Demon- 13R-8). Hajjirtha was enraged when Isclaadra ordered her away
Prince Isclaadra, about the failure. Demons seldom admit defeat to from Hajjirthas bed to seduce the king of the duergar. Siaphela
their superiors, since the results are usually painful, and Siaphela would still play the demon-prince and the balor against each other
has no desire to look foolish. If she does report the details of losing if necessary, but at the moment she considers the balors power to
the necklace, Isclaadra sends 3 nebunorne demons to get it back, be so far beneath the demon-princes that she is remaining faithful
and might possibly retain a vestige of interest in the characters if to her orders (and, by extension, to the duergar king). If she is
they also succeed in defeating the nebunornes. Such interest would killed by the characters, Hajjirtha comes looking for them and
not be expressed in violence; more likely the demon-prince would if she makes a deal with the characters, she may use the balor as
even offer assistance at some point ... in exchange for something a playing card. If one of the characters should end up in the sack
reasonable, possibly even their souls or a year of service to him, if with Siaphela, and the balor learns of it, then, well, Hell hath no
they faced certain death at the time. fury
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Chapter 11: Mines of the Duergar
the chest does not set off the trap. The explosive device in the chest inflicts
37Y-54. Treasure of the Graumhalla 3d6 points of damage to anyone within 50 ft. (the entire room).
179
Cyclopean Deeps 2
180
Chapter 12: Font of Darkness
Chapter 12:
Font of Darkness
crannies, or in barely visible threads along miles of tunnel, eventually
Darkmist
Background
The Font is the major source of darkmist in the Cyclopean Deeps,
This area is vitally important to the Cult of Isclaadra because it and darkmist has shaped the politics of the Deeps for several years, all
contains darkfountains, geysers of the darkmist the characters have of it beginning here. Darkmist is a black mist that forms into stringy
already encountered in the City of Izamne (see Chapters 3 and 4). The clouds as it drifts. It is heavier than air, but due to its strange properties it
Font is the source of most of the darkmist that exists in the Cyclopean often hangs in the air for a very long period of time before sinking. The
Deeps. It seeps gradually downward from this area, through cracks and substance is not magical, and is thus not affected by dweomers such as
181
Cyclopean Deeps 2
detect magic or dispel magic. Its most unusual feature is that it subdues Kwan is himself an unpleasant individual, definitely evil. Unfortunately
and swallows light, moving the light intensity one step towards darkness for Isclaadra and the cult, Kwan is a servant of the wrong powers of Evil.
i.e. from normal light to dim, dim to darkness. Even magical light in At the moment, the cult is just reaching the stage in their operations
the vicinity of darkmist will become shadowy and emit illumination where they are beginning a slow attack to erode the archmages power.
half its normal radius. Moreover, darkmist affects darkvision as well as This has consisted of sending nebunorne demons to damage Kwans
normal sight. These abilities still work in darkmist, but, again, only to a interdimensional realm, and quietly assassinating his minions and agents.
distance of 30 ft. Because the mist is heavier than air, large quantities of A great many of the demons and other minions of Isclaadra are spread
it drift down through hidden rills and rivulets in the limestone to collect out through the Deeps, trying to outmaneuver and destroy Jupiter Kwans
in certain places such as the unusually dramatic example of Izamne, information network. If they are given a chance to regroup, the characters
where a huge basin-cavern is filled with the mist. could wind up facing much stronger opposition than what is currently
available to defend the Font.
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Chapter 12: Font of Darkness
This room is the giant slugs lair. The slime has the same effect as in
39U-2. Mural Room (CR 11) Area 39U-2.
184
Chapter 12: Font of Darkness
darkvision penetrate no farther than 30 ft.). DIRE RATS CR 1/3
Once the characters cross the chasm and are on the northern side: XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary Rat, Dire Rat)
The alcoves in the walls are used for offerings to the Demon-Prince
42X-3. Cave-in (CR 14) Isclaadra, whether arriving in the room or departing it to take the western
detour. Each of the alcoves contains a thick stone shelf 3 ft. from the floor
that has a shallow concavity carved into it. These are the offering bowls.
Anyone (other than a lawful good cleric) who fails to place an offering in
The wide corridor is blocked off here by what must have one of the bowls before leaving to the north or west must succeed on a
been a massive structural collapse of the stones above.
DC 15 Will save or be cursed. The character continually hears a ringing
Rubble and large blocks of stone fill the tunnel. A constant
in his ears, causing a slight loss of concentration; the character is treated
flow of dark mist seeps out from between the cracks in the
fallen rock, and drifts down to the floor. A large opening is as being sickened, and in addition to those affects they must succeed on a
about 5 ft. up in a part of the caved-in area, where someone concentration check of DC 5 + twice the spell level in order to cast a spell
apparently created a gap between two large stones, hacking (or the DC of any other concentration check is increased by +5). The curse
it wider with rough tool work. A human-sized creature is not strong, and can be eliminated by the use of a remove curse spell.
could easily climb the rubble and get past the gap into some If the characters open the south door, they find that the corridor on the
sort of tunnel entrance. far side is an inch deep in darkmist, which covers the floor.
Each person moving through the tunnel beyond this cave-in has a 42X-5. Minor Darkfountain
10% chance to be attacked by 1d4+1 dire rats in the first 50 ft. of the
tunnels. The rats emerge from the cracks and broken gaps in the walls of
the tunnel: they automatically gain surprise and begin the battle already
in melee combat. Only the characters directly in front of and directly The northeastern part of this octagonal room has been
behind the one being attacked can assist in the fight. Squeezing past other blasted by some kind of magic, and collapsed. Someone has
characters to trade places is certainly possible, but it takes valuable time: dug a narrow tunnel through the rubble and fallen blocks of
a full combat round for each place that is traded. masonry, wide enough for people to crawl through in single file.
185
Cyclopean Deeps 2
A demon face is carved into the southern wall, and a dark 42X-8. Vessals Common Room
(CR 13)
mist seeps from its mouth, pooling on the floor before it
eventually seeps between the cracks. As a result, a semicircle
of this mist, with a radius of 10 ft., covers the floor around
the statue, occupying almost a third of the room.
This room contains a long table and several comfortable
chairs. Three lutes and a tambour hang on the wall from pegs,
The demon face is a likeness of Isclaadra, copied from the statue in along with hundreds of what appear to be the dried tongues of
Area 42X-23. This is one of the darkmist fountains, although a small one, several different types of creatures, all nailed in place.
and so far unused for any purpose. The eastern 20 ft. of the southern wall appears to be
from a later date than the rest of the construction, being a
42X-6. Ochre Jelly (CR 5) slightly lighter color of stone.
The discolored section of the southern wall was once the place where
This cavern is the lair of an ochre jelly, and the Vessals do not bother it. the passageway of Area 42X-2 connected with the rest of the Font of
The jelly does not enter their temple complex and they only seldom enter Darkness temple area. When the passageway collapsed, the Vessals simply
its winding tunnels. walled up the caved-in area instead of excavating the original passageway.
42X-7. Defenders of the Mist (CR 14) If combat occurs in Area 42X-7, these Vessals get there in 1d6+1
rounds to reinforce the defenders.
This wax face is the image of the wizard Aouc Jamac (see
Chapter 8). His name and seal (a lute within a square) are
stamped onto the back of the image. If anyone speaks the wizards 42X-12. Rift
name to the avatar, its features animate to precisely mimic the
face and speak the words of Aouc Jamac, anywhere within 100
miles. The wizard is immediately aware that the avatar has been A large part of the floor in this room seems to have fallen
awakened, and is able to hear anything said to it. This channel of away into a pool of dark mist.
communication lasts for only 1 minute, and once it is used the
avatar melts into formless sealing-wax.
The pool of darkmist is actually a chasm 200 ft. deep, so filled with the
darkness of the mist that it appears to be shallow. A dwarf who succeeds
on a DC 15 Perception check quickly (but not immediately) notices that
42X-10. Collapsed Wall the floor is slightly unstable. There is, however, no likelihood that it falls
in unless the characters do something fairly seismic.
If the characters manage to plumb the depths of the chasm, they
discover a ledge 100 ft. down where there is a shattered skeleton wearing
The walls of this room are mortared stone, but it is the robes of a Vessal, scraps of a blanket, and some shards of old wood.
apparently not inhabited. The back wall has collapsed The skeleton carries no equipment (she was asleep when the floor fell
away, leading into a narrow tunnel. in) other than a blue key of carven jade (this key opens the chest in Area
42X-23).
Nothing else is in the room; the Vessals cleared it out after the accident.
This room is empty.
Str 10, Dex 8, Con 13, Int 12, Wis 17, Cha 14
Base Atk +2; CMB +2; CMD 11 Pathawara Lia is the head of the Cult of Isclaadra, and is thus one of the
Feats Blind-fight, Channel Smite, Combat Casting, Extra most powerful and influential figures in the Cyclopean Deeps. Her influence
Channel is mainly religious and political, and what military forces she has are spread
Skills Acrobatics 6 (10 to jump), Bluff +8, Knowledge throughout the Deeps. The Font of Darkness is not a military stronghold
(religion) +7, Sense Motive +9, Spellcraft +7 yet. Pathawara Lia, like her patron the Demon-Prince Isclaadra, is subtle;
Languages Common, Undercommon she prefers for her enemies to discover themselves defeated before any
Combat Gear cultist #1 has a potion of barkskin +4, and a battle takes place. If the characters manage to fight their way through to her
potion of cure moderate wounds; cultist #2 has a scroll of in a frontal assault, she focuses on subverting them to her cause rather than
hold person; Other Gear each has a breastplate, light steel fighting them directly. If necessary she runs; there are two exits from her
shield, morningstar, belt pouch, golden unholy symbol of room with good reason. Fighting is her last resort.
Isclaadra, and cleric #1 has 39 gp Details about Pathawaras politics, plans, and potential missions are
described in the Throne Room (Area 42X-21), which is where the characters
Treasure: The weapons rack on the southern wall is emptied once meet her if their intentions are friendly toward the cult. If the characters are
all the cultists have their weapons, and the chests contain black cultist in this room, they are here to kill her, so the political niceties arent relevant.
robes. One chest has a false bottom with a secret compartment underneath
containing 124 gp. PATHAWARA LIA, HIGH VESSAL OF ISCLAADRA CR 14
XP 38,400
hp 111 (see Area 37Y-41)
42X-17. Beads, Bells, and Beds Gear NPC gear plus boots of speed, belt pouch containing
22 gp and blue jade key (opens chest in Area 42X-23)
(CR 8) Treasure: Pathawara Lias treasure is mostly kept under the statue
The room is filled with darkmist, restricting vision. of Isclaadra in Area 42X-23, but for convenience (and a quick escape,
if need be) she also stores some valuables in a chamber underneath her
mushroom-basin. It contains 2,000 gp and 2,000 sp in a drawstring sack,
4 potions of cure serious wounds, and an oil of levitation.
This room is apparently a deserted barracks of some kind,
with 20 beds along the western wall, an empty weapons-
rack on the southern wall and a huge unholy symbol
painted onto the northern wall.
42X-19. Antechamber of the
[The following area might not be visible
immediately, unless the characters are coming
Temple Font (CR 6)
from Area 42X-18]:
The southeast corner widens into a side room where
thousands of strands of beads and tiny bells are strung To the south are two sets of double doors, each one 10 ft.
from the ceiling. It looks like it is impossible to walk tall and 5 ft. wide. They appear to be made of metal, and
directly through the room without brushing into any of each door is carved with half of a demonic face, joining in
them. A door is on the far side of the bells and beads. the middle when the doors are closed. A dark mist curls
in ribbons from beneath the doors and from the demon
mouths, which contain a small aperture. This mist lies
If anyone touches the bells or beads in the southeast chamber, a loud about an inch deep across the entire floor of the room.
ringing begins in Area 42X-18, alerting Pathawara Lia to the fact that A third door exits the room to the north at the end of a 20 ft.
intruders are coming near. The effect is magical; the strands can be corridor, and an open hallway is to the east.
detected as magic, and if a dispel magic is cast upon them, the trap does
not trigger. Even worse, the magical alarm pulls a nebunorne demon
through the holy symbol on the northern wall into the material realm. This room is effectively the northern antechamber of the headquarters
If Pathawara Lia retreats into this room, she commands the nebunorne of the cult of Isclaadra; the two southern doors and the eastern passage
to defend her. all lead to critical areas within the temple. If either of the southern doors
are opened, darkmist begins to spill out. Everything beyond that point
189
Cyclopean Deeps 2
is completely filled with darkmist (normal light is entirely swallowed; METHIM, NEBUNORNE CR 8
magical light and darkvision penetrate no farther than 30 ft.). XP 4,800
Unless the characters have previously killed Pathawara Lia (Area hp 105 (see the Cyclopean Deeps Monster Appendix)
42X-18), this room is guarded by a huge, 3-headed dog that appears
to be made of black, bubbling fog: It is a hound of darkmist. If
Pathawara Lia is dead, the hounds captive soul is freed, and the 42X-21. Throne Room
hound dissolves into normal darkmist. If Pathawara Lia is alive, the
hound is here.
If the characters tell it that they have peaceful intentions, and no lawful
of the High Vessal
character are in the party that it can smell, the hound lets them through if
they can answer its riddle. The solution to the riddle is a password given to
those with legitimate business at the Font, if they are expected to approach Steps lead to a raised dais in the southeast corner of this
from the north (the characters are almost certainly approaching or were room, where a high, black throne overlooks the chamber.
told to approach from a location to the south). The back of the throne rises almost to the top of the chamber
10 ft. above the dais, and appears to spread out into a sheet
of smoke or mist, which covers the entire ceiling.
Pathawara Lia,
from east to west, although a ledge 2 ft. wide remains at the
western edge of this chasm. The chasm itself is about 10 ft.
wide, and is filled with roiling, dark mist.
High Vessal of Isclaadra
The chasm is filled with darkmist and is 50 ft. deep, shallower
than most of the other rifts in the area. It is the home of a nebunorne
in the Cyclopean Deeps
demon, a being named Methim who is responsible for organizing Long-term Goals: Help Isclaadra conquer the Cyclopean
Pathawaras dealings with her supplicants, followers, and hirelings. It Deeps and turn it into a manufactory for demons of the mist,
is not unusual for visitors, especially those who are here often, to peek creating an unstoppable horde to conquer this world.
respectfully into the corridor and ask Methim to arrange a meeting Current plans: Protect the interests of the Duergar King,
with Pathawara Lia. Thus, if the characters are being cautious (and did Okarm Etekk, who is a puppet of Isclaadra.
not end up in a noisy fight with the hound of darkmist in Area 42X-19, Allies: Avarthamna Civilization of the dark stalkers, other
it is possible to fool Methim into believing that they have legitimate
cultists of Isclaadra
business at the Font.
Enemies and rivals: Kshamarat civilization of the dark folk
Even if the characters are persuasive and appear to be evil-aligned,
(simmering rivalry), Serpentfolk (serious cold war), Denizens of
all audiences with Pathawara Lia are held in her throne room; not here,
and most definitely not in Pathawaras chamber beyond this hall. Methim Leng (unspoken rivalry with casualties)
directs the characters to Area 42X-21 if they are seeking an audience. Notes: Pathawara Lia leads the strongest power bloc in the
Methim lurks in his darkmist-filled chasm, so even if the characters see Cyclopean Deeps, and is slowly but surely bringing her Cult into
into the room with magic light sources, he is below their line of sight until a position of complete rulership over the Deeps.
they are right at the edge.
190
Chapter 12: Font of Darkness
3) Assassinate Doctor Quattromani, an ally of Jupiter Kwan, in the City Vessals who are doing Isclaadras work in other parts of the Cyclopean
of Izamne (See Chapter 4, Hex 13R, Area 13R-14). Bring his head back Deeps, or trying to assassinate the demon-princes enemies. At present, 4
to the Font. nebunorne demons are here in the Wellspring.
4) Poison the High Priest of Tsathogga in the City of Izamne (See
Chapter 4, Hex 13R, Area 13R-12). The poison is a very specific one, NEBUNORNES (4) CR 8
which Pathawara Lia gives to the characters when they depart. It must XP 4,800
be ingested, but once it is past a persons lips it turns them into darkmist hp 105 (see the Cyclopean Deeps Monster Appendix)
with no save.
5) Deliver letters to Azisha Taa. This is another mission to Izamne
(Chapter 4, Hex 13R, Area 13R-10). The letters are protected by spells 42X-23. Font of Darkness (CR 24)
that cause them to disintegrate into darkmist if the package is opened. If
the characters somehow get into the package, they find that the letters are
written in a raised script so that one need not be able to see in order to
read them. The floor of this rough-hewn chamber is divided by a
6) Bring 11 captive humanoids, of any kind, to the Font. Pathawara Lia narrow chasm 10 ft. wide, with a stone bridge leading
is always using people up to create cultists and nebunorne demons, and across. Eight wooden cranes stand on the far side of the
fetching the raw material takes time. This is obviously an easy mission, chasm, 4 on each side of the bridge, each one suspending
which the characters can most likely accomplish from random encounters something by chains into the darkmist-filled chasm. On
alone, but it allows them to get back to the Font for another mission the far side of the room is a great dais, on which stands
without traveling a long way first. a colossal statue 20 ft. tall. The statue is a handsome but
7) Discover the secret of the Eye of Gaaros in Ques Querax. Pathawara demonic man, with goat legs, goat horns, and bat wings
Lia suspects that the Eye is actually the agent for some other powerful folded at his back. The statue holds a staff in one hand. In
being that could threaten her plans to take over the Deeps. She is partially front of the dais, a long altar is draped with black velvet
correct on this. cloth, a silver candelabra at each end, and a book in the
8) Deliver a valuable object of some kind to the wizard Aouc Jamac (see center. An almost choking sense of evil fills the room, as if
the air itself were tainted.
Chapter 8). Alternatively, if the item is merely a token of appreciation, it
could be something innocuous but thoughtful, such as a linen shirt (which
is the type of shirt the wizard wears). Delivering a linen shirt without any
explanations drives the characters nuts trying to figure out the nonexistent The chasm in this room is the Font of Darkness. It is a powerfully unholy
significance of the thing. place that Isclaadras cult has occupied for some time, and it occupies an
If Pathawara Lia meets with the characters in the Throne Room, important role in the demon-princes schemes for this particular plane of
she is accompanied by Methim the Nebunorne (Area 42X-20), the 2 existence. The chasm of darkmist is used to steep living bodies (preferably
fighter cultists from Area 42X-16, and the Vessal Deolu Alua (Area human) in the essence of darkmist, turning them eventually into nebunorne
42X-11). demons.
Treasure: The throne (which does indeed turn into mist at the top) has If anyone steps on the dais or attempts to move the statue, it animates
four obsidian spheres imbedded in the stones of the dais at each corner. with the presence of Isclaadra himself, in which case the characters are
Three of these are worth 500 gp each, and they can be removed safely in for a desperate and probably fatal battle. A secret compartment
even with a pickaxe. The fourth black sphere is a crystal ball, and it is is under the statues pedestal; the only way to open it safely is to speak
very fragile. Getting the crystal ball out of the stones without breaking it the Word of Mist. The word cannot be spoken in the hearing of another
requires some time and effort. person, so it is passed on phonetically from one High Vessal to the next,
and also to the cults second-in-command.
The bridge is magical (and can be detected as such, radiating strong
42X-22. The Wellspring (CR 12) abjuration magic). It removes charms and mental controls from anyone
passing over it. Just in front of the bridge, words are carved on the floor,
a part of the magic; if a spellcaster casts read magic on these runes, the
character can make a DC 15 Knowledge (arcana) check to realize that the
The masonry of the walls, floor, and ceiling of this room bridge is protected by a powerful charm-breaking magic.
is broken. Huge cracks have opened across the floor, and
stones are pressed out of place everywhere. The entire ISCLAADRA, DEMON-PRINCE OF MISTS CR 24
ceiling of the large chamber seems to be at a gentle slope XP 1,230,000
down from the eastern side of the chamber to the western. CE Large outsider (chaotic, demon, evil, extraplanar) (see
Darkmist boils upward from the cracks in the floor, filling the Monster Appendix)
the entire chamber. Shapes in the mist are moving toward Init +12; Senses darkvision 60 ft.; Perception +38
you. Aura unholy aura (DC 27)
SPIKE TRAP CR 3
XP 800
Type mechanical; Perception DC 15; Disable Device DC 20
Within the chest is a vast treasure. The coins include 149 takkas, 18,649
gp, 11,450 sp, and 16,732 cp. Several loose gems are inside: 2 fire opals
(500 gp), an emerald (1,000 gp), 10 garnets (10 gp), a pearl (2,000 gp), and
2 diamonds (3,000 gp). At the very center of the glittering coins, a wooden
box (locked but not trapped) contains several potions: an elixir of vision,
an elixir of hiding, resist energy (fire), fly, bulls strength, heroism, and 8
cure serious wounds. There are also 3 scrolls in the box, tightly rolled and
tied with ribbon.
Scroll #1: This is a cursed scroll of sleep. Anyone trying to figure out
what the scrolls purpose might be, whether by some identification spell,
or by reading part of it, must succeed on a DC 20 Will save or fall into a
192
Appendices
Appendix I: Glosssary
Annihilation, the: At a point in time four centuries ago, there was a directly liquefied and eaten directly from the living victim, but it is tastier.
third civilization of the dark stalkers in the City of Izamne, other than In effect, it is junk food for them. A lively trade in khe-nantak goes on in
the Avarthamna and the Kshamarat. This third civilization worshipped the Cyclopean Deeps, mainly to supply the khryll living in Ques Querax
the Demon-Princess Teratashia as their patroness. During a sudden, 10- and Izamne. Khe-nantak sells for 250 gp to the gallon.
day period of mass murders, street-battles, and carnage, the Teratashian Kshamarat: The Kshamarat are a darkfolk civilization found in the
civilization was entirely annihilated. Cyclopean Deeps. The mysteries of the Kshamarat are not as widespread
Avarthamna: The largest darkfolk civilization in the Cyclopean as the Avarthamna culture either in the Deeps or beyond in the rest of
Deeps, although their dominance in the City of Izamne is very slight. the Under Realms. They worship Noagana the Unseen. The Kshamarat
All Avarthamna encountered are female. The Avarthamna are a far-flung reproduce by combining a captured soul (kept in soul nets, Magic Items
culture; darkfolk of this civilization may be encountered outside the Appendix), darkmist, and a dark creeper infant.
Cyclopean Deeps. The Avarthamna play a wind instrument called the Mnemopods: Mnemopods are magical items that allow a telepath to
azamarthi, which might play a role in encounters with the jack-in-irons in record a few moments of direct thought for another to read later on.
Hex 9L. The Avarthamna dark stalkers are servants of the Demon-Prince Noagana the Unseen: Patron deity of the Kshamarat darkfolk; one of
Isclaadra, and many of their reliquary-houses are aware of the secret the Seven Primordial Nagas. Noagana is also sometimes referred to as
activities described in Chapter 12: Font of Darkness. the Third of the Primordial Nagas. The worship of Noagana involves
Azamarthi: musical wind instrument of the Avarthamna darkfolk twelve sacred fundamental shapes that are traced in the air, much as a
civilization. mantra is repeated in words. Some priest-followers of the Third Naga can
Darkfolk: A general name for the dark stalkers, dark creepers, and their use these symbols to cast spells in silence.
less-common ilk. Primordial Nagas: The Seven Primordial Nagas are central to the
Darkmist: A few areas in the Cyclopean Deeps contain and produce myths of the Kshamarat darkfolk, who revere the third of these deities,
a subterranean gas called Darkmist. The substance is not magical, and Noagana the Unseen. Some other darkfolk civilizations share the same
is thus not subject to dweomers such as detect magic or dispel magic. Its myths but worship a different one of the seven.
most unusual feature is that it subdues and swallows light. Even magical Ques Querax: Ques Querax is a subterranean fortress currently ruled
light in the vicinity of darkmist becomes shadowy and emits illumination by the Eye of Gaaros.
no farther than 30 ft. Any light from normal flame is dimmed to a distance Rune of Touch: Dark stalkers do not have a written language, but over
of 10 ft. Moreover, darkmist affects darkvision as well as normal sight; time, each of them develops a particular rune that is traced with the finger
these abilities still work in darkmist, but only to a distance of 30 ft. The onto another dark stalkers skin, much like a signature or confirmation of
mist is heavier than air, and large quantities of the stuff make their way identity. This rune is occasionally used to make a permanent record by
through hidden rills and rivulets in the limestone to collect in certain cutting or chiseling it deeply enough that it can be traced by feel. Many
places such as the unusually dramatic example of Izamne, where a huge ancestor-tokens are inscribed with the dead stalkers rune of touch. The
basin is filled with the mist. The presence of large reservoirs of darkmist in much less formal touch-rune refers to a large number of commonly-
the Cyclopean Deeps is important to some degree to many of the denizens known runes that the darkfolk cut into surfaces to provide warnings or
of the Cyclopean Deeps. The mist can even be sold, although it is a long information these are basically the equivalent of street signs, and many
and complicated process to refine it well enough to survive long outside other denizens of the Cyclopean Deeps are as familiar with them as the
the environment of the Deeps. Some demi-planes have similar physical darkfolk.
laws almost identical to the Deeps, and the Demon-Prince Isclaadra has Script of the Ancients: The script of the Ancients (the ancient race
from time to time employed such demi-planes as storage areas. of primordial serpentfolk, that is) appears in several places throughout
Gaaros-Uaazath: The titanic being known as Gaaros-Uaazath was not the Domes, for this is an area that has been continually inhabited by
originally of this plane of existence. It emerged into the dark caverns of the serpentfolk since truly ancient times, as witnessed by some of the
the Cyclopean Deeps almost a thousand years ago, whereupon it gave deterioration of the complex and its magical powers. The script is non-
birth to a large number of khryll. It is now dead and rotted away. The very magical, but it is very difficult to make sense of it even when it is translated
history of this being is a religious secret of the local khryll, and they kill due to its alien logic that to humans, in any case contains multiple
to prevent any other species from learning of it. ambiguities, double meanings, contradictions, and bizarre inferences.To
Isclaadra: Isclaadra is the demon-prince of mists. He is a tall, read the Script of the Ancients, a character must speak Aklo and Draconic.
humanlike figure with the horns and legs of a goat, and massive bat Even then, they must succeed on a DC 20 Linguistics check per page to
wings. Of the various demon-princes, Isclaadra is one of the weakest, but get the full meaning of the writing, and the use of a comprehend languages
his plans are subtle and devious, a characteristic that has allowed him to spell has an unmodified 90% chance to interpret the meaning correctly.
survive and increase his relative power in the underworlds over the last If such an attempt fails, then the character might still discern some of
several centuries. the meaning contained in the writing. It is up to the GM to decide what
Izamne: A subterranean city in the Cyclopean Deeps ruled by the information, exactly, is understood. Failing the check should not mean
darkfolk (see Chapters 3 and 4). that the character gained incorrect information; just that less information
Jhoat-stick: These are pressed-fungus sticks that are chewed as a mild was conveyed, or even none at all.
narcotic by many denizens of the Deeps. The cost of a cheap jhoat-stick Takka: The traders and other citizens of Izamne all accept gold coins
is 10 gp. They range in price up to 100 gp depending on the strength and and other normal currency, but due to the weight of metal currency
qualities of the narcotic. most of them prefer to do business using tokens that are produced by
Khe-Nantak: A beverage favored by the khryll, khe-nantak is the duergar, called takkas. One takka is worth 25gp, and they are lighter
the liquefied internal organs of various creatures mixed together and than ordinary coins, with 40 to the pound (thus, a 1,000gp value of takkas
alchemically purified. It is less nutritious for the khryll than organs weighs exactly 1 pound).
193
Cyclopean Deeps 2
AC 45, touch 10, flat-footed 31 (+4 Dex, +25 natural, +10 Crabnipede
profane, 4 size)
hp 610 (33d8+462); regeneration 20 Lurking in the shallow water is a horrible amalgamation of centipede,
Fort +27; Ref +17; Will +29 scorpion, and lobster. It has a long, segmented body with multiple pairs of
DR 20/magic and good; Immune charm effects, death legs. Four great claws sprout from its head and wave in the water before
effects, energy drain, petrification, poison; SR 38 its hungry jaws.
Str 41, Dex 18, Con 38, Int 25, Wis 29, Cha 31 Speed 20 ft., 40 ft. swim
Base Atk +24; CMB +43 (+49 grapple); CMD 57 (cant be Melee 4 claws +5 (1d6+2 plus grab), or bite +5 (1d6+2 plus
tripped) poison)
Feats Awesome Blow, Cleave, Combat Expertise, Critical Special Attacks constrict (1d6+2), poison
Focus, Great Fortitude, Improved Bull Rush, Improved Critical
(bite), Improved Grapple, Improved Initiative, Improved Str 14, Dex 12, Con 18, Int , Wis 11, Cha 2
Unarmed Strike, Improved Vital Strike, Iron Will, Lightning Base Atk +3; CMB +5 (+9 grapple); CMD 16 (cant be tripped)
Reflexes, Power Attack, Staggering Critical, Stunning Critical, Skills Swim +10
Vital Strike
Skills Bluff +43, Diplomacy +43, Fly +30, Intimidate +46, Environment Under Realms
Knowledge (arcana) +43, Knowledge (history) +40, Organization solitary
Knowledge (planes) +40, Perception +45, Sense Motive +42, Treasure none
Survival +45, Swim +59
Languages Abyssal, Aquan, Common, Infernal, Poison (Ex) Biteinjury; save Fort DC 16; frequency 1/round
Undercommon; telepathy 120 ft. for 4 rounds; effect paralysis 1 minute; cure 1 save.
Environment underground lakes Crabnipedes are horrible sea creatures resembling man-sized centipedes
Organization solitary (unique) with 4 pincers. They hunt on sea floors and lake bottoms, and can crawl
Treasure double out from the water for hours, if the hunting seems better on land. The
crabnipedes bite is mildly poisonous.
Overpowering Telepathy (Su) To communicate, CHOA-
THOOM uses telepathy, but only once per individual. The Author: Matt Finch
effect is not entirely healthy for the subject of the mind-read;
on the first communication from CHOA-THOOM, the target
must succeed on a DC 31 Will save or have seizures, fall to the Demon, Nebunorne
ground, and become catatonic for 3d6 x 10 minutes. Once
CHOA-THOOM reads a persons mind, it can communicate Branching masses of tentacles made of some black, semi-solid matter
telepathically with that person without further difficulty. extend from this cloaked demons hood and sleeves. One mass of tentacles
reaches outward from the hood, where a face ought to be, and other
If CHOA-THOOM rises angry from the bottom of its lake, the only branching tentacles serve as long-fingered hands where they extend from
intelligent course of action for prudent mortals is to flee like frightened the sleeves of the cloak. These tentacles wrap around a long staff with
bunnies. The godling is vastly powerful and capable of sloughing off most another mass of waving tentacles at one end. Most disturbing, perhaps,
material attacks and spells. are the eight large tentacles, ten feet long, which writhe beneath the
Swallowed characters are sucked through the godling and into a watery hooded figure as if its lower half were a massive octopus.
death in a lightless, watery hell far removed from the material plane.
Unless the character is raised within 10 rounds, the death is irrevocable. NEBUNORNE CR 8
If the godling has no one held in its tentacles to swallow, it attacks with XP 3,200
its bite. CE Large outsider (chaotic, demon, evil, extraplanar)
195
Cyclopean Deeps 2
Init +3; Senses darkvision 60 ft.; Perception +16 each round the demon maintains the pin unless it succeeds
Aura darkness (10 ft., concealment) on a DC 20 Fortitude save.
Poison (Ex) The Bloat; type poison, injury; save Fortitude
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, 1 size) DC 20; onset 1 round; frequency 1/hour for 6 hours; effect
hp 105 (10d10+50) 1d2 Dex damage; cure 2 consecutive saves. A creature
Fort +8; Ref +10; Will +10 affected by the bloat swells over the course of several hours
DR 5/good; Immune electricity, poison; Resist acid 10, cold to twice normal size. A creature reduced to 0 Dex by the
10, fire 10 bloat explodes into a pink mist that eventually dissipates,
leaving nothing to raise or resurrect. Despite its demonic
Speed fly 30 ft. (average) origin, the poison will respond normally to spells that affect
Melee 2 tentacles +13 (1d6+4 plus grab), or tentacle staff ordinary poisons.
+15/+10 (1d8+7 plus poison) Hypnotic Voice (Su) A nebunorne can speak in hypnotic
Space 10 ft.; Reach 10 ft. (20 ft. with tentacles) tones as a standard action. Any creature that hears a
Special Attacks Constitution damage, constrict (1d6+4), nebunornes voice must succeed on a DC 19 Will save or
hypnotic voice be paralyzed. The creature remains paralyzed for as long
Spell-like Abilities (CL 12th): as the nebunorne dedicates a standard action each round
3/daydeeper darkness to speaking, or the sound is blocked in some way. This is
1/daysummon demon (nebunorne, 40%) a sonic, mind-affecting effect. The save DC is Charisma-
based.
Str 18, Dex 16, Con 20, Int 14, Wis 17, Cha 18
Base Atk +10; CMB +15 (+19 to grapple); CMD 28 The terrifying nebunornes are mist-demons in the service of the demon
Feats Cleave, Great Cleave, Power Attack, Step Up, prince Isclaadra. They are always found wearing hooded robes. Some
Weapon Focus (tentacle staff) scholars of demonkind intrinsically unreliable as such individuals
Skills Acrobatics +11, Bluff +16, Fly +9, Intimidate +17, might be propose that the hooded cloak is actually the substance of
Knowledge (arcana) +15, Knowledge (planes) +15, the demon, and the rest merely an agglomeration of mist. All of the black
Perception +16, Sense Motive +16, Stealth +2 tentacles, arms, face, and legs dissolve into trailing bands of dark mist
Languages Abyssal, Celestial, and Draconic; telepathy at the ends. Their voices are like smooth silk, hypnotic and captivating.
Combat Gear +1 tentacle staff The demons drift slowly through the air like the mist-substance they
are, but if they are in contact with the ground they can pull themselves
Environment underground (Abyss) forward along the ground using the suckers of their lower tentacles. When
Organization solitary or pair they can pull themselves in this fashion, they can move with astonishing
Treasure standard speed.
In battle, a nebunorne uses the tentacles from one hand and from the
Constitution Damage (Ex) A creature pinned by a face as weapons. The other hand could be used, but ordinarily the
nebunorne takes 1d4 points of Constitution damage on demons carry a tentacle-staff in this hand, as a weapon. The tentacle-
staff is an eight-foot rod of solidified mist, with a mass of tentacles at the
top end, waving in the air as if floating in water. A nebunornes tentacle-
staff has stingers that deliver a demonic poison.
Dhuulgh
This demonic creature has a massive body with leathery bat-wings.
Despite having a very small wingspan, it is capable of slow flight. Its
face is little more than eyes and a writhing mass of tentacles, with a great
squid-like brain case at the back of the head.
DHUULGH CR 8
XP 4,800
CE Large outsider (chaos, demon, evil, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +15
Str 24, Dex 12, Con 20, Int 12, Wis 14, Cha 17
Base Atk +10; CMB +18; CMD 29
Feats Flyby Attack, Improved Critical, Iron Will, Lightning
Reflexes, Toughness
196
Appendices
intelligence, in human terms, and utterly obedient to Yiquooloomes
will. It would be theoretically possible to derive the elder runes and
complex spell traceries required to dominate the alien mind of a
dhuulgh, but thus far no one has succeeded in such an attempt. All
such visionaries are dead or insane.
In combat, dhuulghs wade into melee combat with their massive, claw-
tipped hands and with their tentacles.
Drift-Hag
This creature is an ancient crone with extraordinarily long limbs and
fingers.
DRIFT-HAG CR 6
XP 2,400
NE Large outsider (evil, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +13
Aura spell failure (30 ft.)
Str 22, Dex 14, Con 16, Int 14, Wis 16, Cha 15
Skills Fly +8, Intimidate +16, Knowledge (arcana) +14, Base Atk +7; CMB +14; CMD 26
Knowledge (planes) +14, Perception +15, Sense Motive +15, Feats Ability Focus (paralytic net), Power Attack, Toughness,
Stealth +10 Vital Strike
Languages Abyssal, Aklo Skills Intimidate +12, Craft (construction) +12, Fly +18,
Knowledge (planes) +12, Perception +13, Sense Motive +13,
Environment Under Realms Stealth +8
Organization solitary, pair, or troop (220) Languages Abyssal, Aklo, Infernal
Treasure none SQ change shape 3/day (humanoid or void mantari; alter
self and beast shape IV)
Discorporate Transformation (Su) A slowed creature struck
by a dhuulghs tentacles must succeed on a DC 20 Fortitude Environment extraplanar
save or be transformed into a mist-like substance. A Organization solitary or brood (25)
discorporate creature is effectively paralyzed, but is otherwise Treasure standard
affected as if by the gaseous form spell for 1d4 rounds. An
adjacent dhuulgh can take a standard action to inhale a Displacement (Ex) A drift-hags body is made of bizarre,
discorporate creature. The creature is sucked like air into extraplanar material. All attacks have a 20% miss chance
the dhuulghs lungs and takes 5d6 damage (no save). If the against a drift-hag.
discorporate creature survives this damage, the dhuulgh Healing Change (Su) An injured drift-hag heals 50% of the hit
immediately coughs it out as a free action and the creature point damage it has taken each time it changes shape.
returns to its normal state, prone in any legal square adjacent Paralytic Net (Su) As a move action a drift-hag can create
to the dhuulgh. The save DC is Constitution-based. a magical net woven from strange extraplanar energies.
Slow (Su) A creature hit by a dhuulghs tentacles is slowed Once created, the paralytic net remains until it is dismissed,
as the spell for 2d4 rounds unless it succeeds on a DC 18 Will allowing the drift-hag to use it more than once. The drift-
save. The save DC is Charisma-based. hag can then throw this net as a ranged touch attack with
a 50 ft. range, covering a 10 ft. radius. Any creature caught
The dhuulghs are elder organisms that were spawned, like the elder in the web must succeed on a DC 17 Fortitude save or be
being Yiquooloome, from the seepage of raw Chaos-material into the paralyzed for 1d6 rounds. Once it has caught creatures in its
Material Plane, deep beneath the earth in the Cyclopean Deeps. Centuries web, the drift-hag can drag the net 10 ft. closer per round
ago, Yiquooloome began removing some of the seepage and bringing the as a move action. The save DC is Charisma-based, and
poisonous Chaos-material to its laboratory, where it shapes and constructs includes a +2 bonus from the Ability Focus feat.
the dhuulghs. Dhuulghs bear an uncanny resemblance to the being known as Spell Failure Aura (Su) A drift-hag constantly emits an
Cthulhu, which is the result of Cthulhus indirect influence on Yiquooloomes eerie hissing sound that can affect the concentration of
dreams. Just as mad human cultists make statues of Cthulhu from its influence spellcasters within 30 ft. Any spell with a verbal component
on their dreams, so did Yiquooloome but Yiquooloomes statues are made has a spell failure chance of 20%. The DC of any
of Chaos-substance, and they are horridly and undeniably alive. concentration check required within 30 ft. of a drift-hag is
Despite the size of the brain case, dhuulghs are of average increased by +5.
197
Cyclopean Deeps 2
Drift-hags are denizens of the limitless, soul-chilling voids beyond Environment between planes
reality, often being found in the great deeps of the Ginnungagap. They Organization solitary, pack (212), or school (1d100)
assemble houses from the driftwood of interplanar emptiness: souls, Treasure None
dreams, things forgotten, old betrayals, worn out hopes, and other such
things that leach away from the warmth and substance of real places, and Planar Travel (Su) A grottlefish can move from one
into the unreal. dimension to another similar to the plane shift spell. The
process is slow, however, requiring a full 10 minutes. By
Author: Matt Finch circling in a school of at least 20 they can create a portal
to another plane of existence that survives long enough for
the entire school to swim through (the portal remains for one
Grottlefish minute per fish that created it).
HOUND OF DARKMIST CR 6
XP 2,400
CE Medium outsider (native)
Init +1; Senses darkvision 60 ft., detect law, scent; Perception +11
Speed 40 ft.
Melee 3 bites +10 (1d6+3 plus grab plus paralysis)
Special Attacks paralysis (1 round; elves are not immune)
Spell-like Abilities (CL 7th):
Constantdetect law
At willfreedom of movement
Str 16, Dex 13, Con 21, Int 6, Wis 14, Cha 15
Base Atk +7; CMB +10 (+14 grapple); CMD 22 (26 vs. trip)
Feats Dodge, Lunge, Mobility, Nimble Moves
Skills Acrobatics +8 (+16 to move through threatened
squares), Intimidate +11, Perception +11, Stealth +10,
Survival +11 (+15 to track by scent, +19 to track by scent if
the target is law-aligned); Racial Modifiers +8 Acrobatics to
move through threatened squares, +4 to Survival to track by
scent (+8 if the target is law-aligned)
SQ mist form
Environment any
198
Appendices
Organization solitary or pack (36) hp 52 (8d8+16)
Treasure none Fort +4; Ref +4; Will +9
SR 17
Mist Form (Su) A hound of darkmist can switch from its normal
form to one of mist or back again a swift action. It can spend Speed 30 ft., fly 30 ft. (poor)
up to 20 rounds per day in mist form. In mist form, the hound Melee 8 tentacles +8 (grab)
of darkmist acts as if under the effects of a gaseous form Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
spell, except that it gains a fly speed of 40 feet (perfect). Special Attacks liquefy organs, psychic ripple (60 ft. cone,
Paralysis (Su) A living creature bitten by a hound of darkmist Will DC 17)
must succeed on a DC 15 will save or be paralyzed with
fear for 1 round. If the hound of darkmist is grappling its Str 12, Dex 11, Con 15, Int 18, Wis 17, Cha 16
opponent, the paralysis lasts for as long as the hound Base Atk +6; CMB +7 (+11 to grapple); CMD 17 (cant be
maintains the pin. This is a mind-affecting fear effect, not tripped)
true paralysis, so elves are not immune to this effect. The Feats Hover, Improved Initiative, Lightning Reflexes, Weapon
save DC is Charisma-based. Focus (tentacles)
Skills Fly +7, Intimidate +14, Knowledge (arcana) +12,
Hounds of darkmist are creatures formed from the black mists of the Knowledge (dungeoneering) +15, Perception +14, Sense
caverns far below the surface, animated by a damned soul fastened into the Motive +11, Stealth +11, Survival +14
barely corporeal body of the hound. They are usually created by demons Languages telepathy 100 ft.
to serve as guardians on the material planes of existence, but it is certainly SQ limited flight
possible for a spellcaster of evil temperament to create one, if he has access
to the raw material. The hounds make particularly effective guardians Environment underground
because they have the ability to smell the taint of Law upon any character Organization solitary, gang (23), pod (49), or community
of that alignment. They are also somewhat intelligent, although the soul (1040)
used to animate them no longer retains much of its original intellect. Treasure standard
A hound of darkmist moves with complete freedom through melee: It
cannot easily be blocked by a line of battle. Thus, the hounds usually slide Limited Flight (Su) A khryll can float and maneuver in the air
through to attack a formations rear ranks where the weaker combatants provided that at least two of its tentacles are in contact with
are likely to be found. the ground or a wall. They cannot rise higher than the length
of the 10 ft. tentacles.
Liquefy Organs (Ex) A khryll that begins its turn with at least
Creating a Hound of Darkmist two tentacles attached to a Large or smaller opponent jabs
Creating a hound of darkmist first requires a huge amount of the substance its tube-like tongue down the victims throat into the body
called darkmist, which is found only in the depths of the Under Realms. cavity as a free action. With a successful grapple check,
The region known as the Cyclopean Deeps is a prolific source of the mist, the khryll can begin liquefying the victims organs. This inflicts
and many evil clerics and wizards have sent minions and hirelings down 1d8 points of Constitution damage per round for as long as
to this part of the Under Realms to obtain barrels of the liquefied mist. In the grapple is maintained.
addition to the darkmist, creating a hound of darkmist also requires the use Psychic Ripple (Su) A khryll can generate a psychic ripple
of a soul. Souls are easily bought if one has access to demons and the power that causes mental feedback in a 60 ft. cone. A successful
to deal with them safely. If not, the evil spellcaster must find another way DC 17 Will save negates the effect. The effects of the
to obtain one; the sacrifice of an intelligent humanoid to allow its blood to psychic ripple vary based on the number of creatures
mix with the darkmist is but one means of achieving this. Third, the cost is caught in the cone. The save DC is Charisma-based.
formidable: re-usable reference materials cost 5,000 gp, and materials to
expend in the creation of the beast cost 10,000 gp or more.
# Creatures Effect
HOUND OF DARKMIST 12 Shaken 3d6 rounds
CL 10th; Price 10,000
34 Frightened for 2d6 rounds
CONSTRUCTION 5+ Panicked for 1d6 rounds
Requirements Craft Wondrous Item, summon monster V, 7
gallons of darkmist, the soul of a humanoid, creator must be Khrylls are bizarre subterranean creatures, possessed of a malevolently
caster level 10th; Cost 5,000 gp genius-level intellect. They have curving, jointed shells like that of a
crayfish or lobster, but without claws; rather than legs, the creature has
Author: Matt Finch squid-like tentacles emerging from each segment of the armored body.
The tentacles of a khryll permit some kind of limited levitation.
Khryll The origin of these creatures in the deep underworld is unknown, but they
are rapacious harvesters of most other intelligent species, even to the extent
of breeding slaves to serve as food. They communicate telepathically.
Before you floats a bizarre, lobster-like creature suspended from a mass The khrylls primary attack is to produce a mental shockwave. In melee
of writhing tentacles extending from its chitinous central mass to the walls combat (or at leisure if all its foes are incapacitated), Khryll hold prey
and floor. As your mind struggles to make sense of the creature, a wave of with their tentacles and insert a mouth-tube into the victim to suck out all
pure mental energy washes over you, nearly bringing you to your knees. bodily fluids, leaving a desiccated husk behind.
Khryll society is quite complex and byzantine; in general no more than
KHRYLL CR 6 six of them will be encountered together at one time, but in the deepest
XP 2,400 caverns beneath the earth there are unquestionably much larger populations
CE Medium aberration of them. Their cities are said to be as much vertical as horizontal, with vast
Init +4; Senses darkvision 60 ft.; Perception +14 schools of khryll floating up the sides of underground cliffs where they
have built bizarre structures and tunnels directly into the sides of their
AC 17, touch 10, flat-footed 17 (+7 natural) great caverns.
199
Cyclopean Deeps 2
3/daycharm monster (DC 23), greater dispel magic, mass
Isclaadra, Demon-Prince of Mists suggestion (DC 25)
This demon prince is a tall, human-like figure with the horns and legs Str 36, Dex 26, Con 38, Int 27, Wis 27, Cha 29
of a goat, and massive bat wings. Base Atk +27; CMB +41; CMD 59
Feats Bleeding Critical, Cleave, Combat Expertise, Combat
ISCLAADRA, DEMON-PRINCE OF MISTS CR 24 Reflexes, Critical Focus, Flyby Attack, Great Cleave, Greater
XP 1,230,000 Vital Strike, Improved Initiative, Improved Sunder, Improved
CE Large outsider (chaotic, demon, evil, extraplanar) Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Init +12; Senses darkvision 60 ft.; Perception +38 Skills Acrobatics +35, Bluff +39, Diplomacy +39, Fly +40,
Aura unholy aura (DC 27) Intimidate +39, Knowledge (arcana) +38, Knowledge
(nobility) +35, Knowledge (planes) +38, Knowledge (religion)
AC 41, touch 26, flat-footed 33 (+8 Dex, +15 natural, +9 +38, Perception +38, Sense Motive +38, Stealth +34, Survival
profane, 1 size) +35, Use Magical Device +36
hp 526 (27d10+378) Languages Abyssal, Celestial, Common, Draconic, Infernal,
Fort +23; Ref +25; Will +23 telepathy 100 ft.; telepathy 100 ft.
DR 20/cold iron, epic, and good; Immune electricity, poison;
Resist acid 10, cold 10, fire 10; SR 35 Environment any (Abyss)
Organization solitary (unique)
Speed 40 ft., fly 100 ft. (good) Treasure double plus staff of mists
Melee 2 claws +39 (2d6+13)
Space 10 ft.; Reach 10 ft. Isclaadra is one of the weakest of the demon-princes, and he is
Special Attacks uncharacteristically subtle when compared to his peers. His province is
Spell-Like Abilities (CL 20th): mists of all kinds, especially those that creep between the planes, doing
Constantcomprehend languages, detect good, detect his bidding like faithful dogs. Isclaadra rules his realm in the underworld
law, read magic, unholy aura (DC 27) from a vast fortress of shifting material, some places solid, some places
At willblasphemy (DC 26), darkness, dominate person (DC ooze, and some places built entirely of mist. The bizarre confluence of
24), telekinesis (DC 24) different substances changes, so that a vast hall of mist might solidify
within a few hours, and then later soften into dripping ooze. Nothing is
permanent or predictable within the Palace of Mists.
Isclaadra seldom makes alliances with other demon-princes, preferring
Isclaadras Staff of Mist to play them off against each other with hints of information, vague
promises, and subtle misdirection. He is unusually tolerant of lesser
(Artifact, Minor) beings, for a demon-prince, knowing that information can come from
many sources.
His symbol is a horned demon-face in the middle of a cloud of mist.
Aurastrong varies;CL20th Clerics of Isclaadra have access to the Air, Darkness, Trickery, and
Slotnone;Price;Weight5 lb. Weather domains.
Leng-Bat XP 600
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +5
This bat-like thing resembles a small dog with elongated jaws. Its back
legs end in hooves rather than paws, and it has leathery bat-like wings. AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
Three slender tentacle-tendrils extend from deep in the canine throat. hp 15 (2d10+4)
Fort +2; Ref +5; Will +3
LENG BAT CR 3 DR 5/magic; Immune electricity, poison; Resist acid 10, cold
XP 800 10, fire 10
CE Small magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8 Speed 30 ft.
Melee 2 claws +6 (1d6+3/1920 plus 1 bleed)
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size) Special Attacks cursed claws, rend (2 claws, 1d6+4),
hp 11 (2d10) Spell-like Abilities (CL 2nd):
Fort +3; Ref +6; Will +0 1/daychill touch (DC 12), summon (level 1, 1 manes, 35%),
Immune magic true strike
Speed 20 ft., fly 60 ft. (good) Str 16, Dex 14, Con 15, Int 5, Wis 11, Cha 13
Melee bite +6 (1d6+1 plus attach) Base Atk +2; CMB +5; CMD 19
Special Attacks attach, tentacles (1d41) Feats Weapon Focus (claws)
Skills Intimidate +6, Perception +5, Stealth +7
Str 12, Dex 16, Con 11, Int 3, Wis 11, Cha 10 Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Base Atk +2; CMB +3 (+11 grapple when attached); CMD 12
Feats Weapon Finesse Environment any (Abyss)
Skills Fly +13, Perception +8, Stealth +7; Racial Modifiers +4 Organization solitary, gang (25), or horde (416)
Perception Treasure none
Environment underground Cursed Claws (Ex) The claws of a manes demon are
Organization solitary, pair, or hunting pack (25) supernaturally sharp, and threaten a critical hit on 1920.
Treasure none They are also cursed, and cause an additional 1 point of
bleed damage in non-evil living opponents. Against lawful
Attach (Ex) If a Leng-bat successfully bites an opponent, the good opponents, the bleed damage increases to 2.
three throat-tendrils insinuate themselves into the wound,
anchoring it in place. An attached Leng-bat is effectively Pathetic, damned souls, manes are demons no larger than humans, with
grappling its prey. The Leng-bat loses its Dexterity bonus to gray skin and empty eyes.
AC and has an AC of 12, but holds on with great tenacity
and inserts its tentacles into the grappled targets flesh. A
Leng-bat has a +8 racial bonus to maintain its grapple on Crabmanes (CR 3)
a foe once it is attached. An attached Leng-bat can be Crabmanes are aquatic manes demons. In the Cyclopean Deeps, they are
struck with a weapon or grappled itselfif its prey manages found around the shores of the Flagon of the Death God, where they have
to win a grapple check or Escape Artist check against it, the managed to escape ultimate judgment by swimming the River Styx down
Leng-bat is removed. through the planar gap at the bottom of the lake. They are creatures that
Immune to Magic (Ex) A Leng-bat is immune to any spell or should not be in the Material Plane, much like manes and lemures. Their
spell-like ability that allows spell resistance. shape has been twisted and deformed by the great supernatural forces they
201
Cyclopean Deeps 2
have passed through, into a form rather like a bipedal crab-thing with two Defensive Abilities semi-corporeal; DR 5/magic; Immune
sets of pincers and many smaller stick-like arms that extend from beneath mind-affecting effects
the weirdly-patterned shell.
Crabmanes have the aquatic subtype, a swim speed of 30 ft., and 4 claw Speed 30 ft., burrow 30 ft.; dimensional hop 200 ft.
attacks. Melee bite +3 (1d6 plus shift incorporeality plus grab)
Special Attacks preferred target, shift incorporeality
Mantis Tomb Guardians Str 11, Dex 15, Con 12, Int , Wis 11, Cha 1
Base Atk +2; CMB +1 (+5 grapple); CMD 13 (cant be
The insect-like undead guardian sways two and fro, its ancient and tripped)
dusty mandibles clicking ominously. It is a humanoid preying mantis,
with two scythe-like clawed arms and two humanoid arms wielding cruel, Environment extraplanar
serrated scimitars. Organization group (13)
Treasure none
MANTIS TOMB GUARDIAN CR 5
XP 1,600 Dimensional Hop (Su) Once per day, a nemoworm can
N Medium undead teleport up to 200 feet as a move action.
Init +3; Senses darkvision 60 ft.; Perception +7 Preferred Target (Ex) A nemoworm has a +1 bonus to it
incorporeal or partially incorporeal creatures.
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural,) Semi-Corporeal (Ex) Nemoworms are only partially
hp 42 (5d8+15 plus 5) corporeal, and have DR 5/magic. The bite of a nemoworm
Fort +4; Ref +4; Will +6 is considered to be a magical weapon for the purposes of
Defensive Abilities channel immunity; DR 5/piercing; Immune attacking incorporeal opponents.
undead traits Shift Incorporeality (Su) Anyone bitten by a nemoworm must
succeed on a DC 12 Fortitude save or become partially
Speed 40 ft. incorporeal like the nemoworm itself. A nemoworm that
Melee 2 claws +7 (1d6+3) and mwk scimitars +7/+7 (1d6+3) succeeds on a grapple check against an incorporeal or
partially incorporeal opponent pulls part of the opponent into
Str 16, Dex 17, Con , Int 5, Wis 14, Cha 17 the ground, rendering the victim immobile until it can free itself
Base Atk +3; CMB +6; CMD 19 with a DC 15 Strength check. Succeeding at the saving throw
Feats Toughness, Weapon Focus (law) indicates that the character is immune to this ability for the
Skills Intimidate +8, Perception +7, Stealth +7 next 24 hours. The save DC is Constitution-based.
Languages Mantid
SQ multiweapon mastery Nemoworms are segmented, worm-like creatures about a foot in
Gear 2 masterwork scimitars diameter and 4 ft. in length, with a wickedly fanged mouth.
These creatures are a general hazard in the non-material planes and
Environment Under Realms dimensions, for they migrate throughout these regions. They are not
Organization solitary, pair, or sect (49) encountered in the substance of the material planes, for they are unable
Treasure NPC gear plus standard to burrow through it. On the other hand, they could potentially be found
inhabiting solid surfaces of almost any plane beyond the material, from the
Channel Immunity (Ex) A mantis tomb guardian is immune underworld hells, to the ethereal, to the astral plane, to the shadow planes.
to the channel energy class ability. It cannot be injured, The worms lurk in solid surfaces, waiting for prey to come near; when
turned, commanded, or healed by channeled energy. attacking, they teleport directly from within the solid substance to the
Multiweapon Mastery (Ex) A mantis tomb guardian never target. The bodies of any dead, paralyzed, or unconscious victims are
takes penalties to an attack roll when fighting with multiple dragged to the nemoworms lair and drawn into the solid substance to be
weapons, and treats claws as primary attacks even when devoured over the course of several days. Several ways exist to rescue
also wielding weapons. a character trapped inside a solid substance, including pulling them out
through the ethereal plane and using limited wish spells.
These undead creatures are the animated carapaces of mantis-priests. Being semi-incorporeal, the worms can move through and lair within
They have two mantis-like slashing arms, and use their second set of solid objects. When they are not inside a solid substance, they have a
normal arms to attack with a pair of curved swords. The creatures are wavering material presence of their own.
animated by ancient necromancy, but apparently were prepared in a
manner that made them immune to clerical turning. Author: Matt Finch
Nemoworm Oculethe
This creature is a grey, segmented worm about 4 feet long. It has a This strange creatures large head is dominated by a huge, cyclopic eye.
mouth filled with needle-like teeth dripping with viscous venom. It has no true body other than a thick, fibrous stalk that divides at the end
into a number of slime-dripping tendrils. The beast drifts through the air,
NEMOWORM CR 1 levitating a few feet from the ground.
XP 400
N Small magical beast (extraplanar) OCULETHE CR 5
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +0 XP 1,600
N Medium aberration
AC 14, touch 12, flat-footed 12 (+2 Dex, +1 natural, +1 size) Init +2; Senses darkvision 60 ft.; Perception +13
hp 13 (2d10+2)
Fort +4; Ref +5; Will +0 AC 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +4
natural)
202
Appendices
The oculethe is a grotesque but very intelligent predator usually encountered
deep underground. The gaze of an oculethe puts its prey to sleep, allowing the
beast to feed with its tendrils upon the slumbering victims.
Oculethes do not speak, although telepathic spells can be used to
communicate with them. They accumulate treasure and (if the oculethe
is not particularly hungry) might entertain the idea of foregoing a meal in
exchange for gold or gems.
The oculethes encountered in the realms of Jupiter Kwan are his
servants. He created them from organic bits of ancient, rotting-away
dimensions before they entirely broke up into the void. Unlike normal
oculethes, Kwans servants wear robes as a sign of loyalty to their creator.
The oculethe originally appeared in Monsters of Myth, 2005.
Rock Terrier
(Xound, variant earth elemental)
This elemental creature resembles a human-sized dachshund
ROCK TERRIER
(XOUND, VARIANT MEDIUM EARTH ELEMENTAL) CR 3
XP 800
N Medium outsider (earth, elemental, extraplanar)
Init 1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7
This slender humanoid has leathery grey skin and is swathed head to Skelzis (skell-zeez) are a species from beyond the material planes. They
toe in a loose, hooded robe. It has a vaguely humanoid face with a long, have leathery skin and human-like bodies, but the human appearance is
sharp beak like that of an ibis. rendered completely alien by the long, sharp beak that protrudes from
the skelzi face. Moreover, a skelzis hide is chameleonic, blending in
SKELZI CR 5 with its surroundings like that of a skulk (see Frog God Games Tome
XP 1,600 of Horrors Complete). The creatures usually travel robed and masked to
CE Medium humanoid (extraplanar, skelzi) make themselves more clearly visible, concealing the chameleonic power
Init +8; Senses low-light vision; Perception +8 unless the need to use it arises. A typical skelzi stands 6 ft. tall and weighs
160 pounds. They speak their own language (a strange patter of clicks and
AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 natural) whispered crooning), the language of skulks, and the common tongue.
They often employ skulks and doppelgangers of the material planes as
spies, or even trusted agents in Skelzi plans, but their primary slaves are
the weredactyls.
Several skelzi empires are in the infinite reaches of the planes of
existence, many of which are located in pockets and worlds of the material
planes. The greater empires tend to be decadent and slow to respond to
threats, although when they do respond it is likely to be with great force.
Smaller empires are usually more energetic and aggressive. All skelzi
empires have a caste-like system in which individual skelzis serve those
above them. Promotion is possible and highly sought after. Willingness
to serve others does not extend to other races or species skelzis might
serve as mercenaries or spies for a human leader, but without any loyalty.
Noble skelzis make it a point to wear extravagant headdresses and rich
clothing, deliberately drawing attention to themselves. This is in direct
contrast to virtually all other skelzis, who prefer to be stealthy rather than
showy. When they are wearing very little clothing, skelzis can blend in
with the surroundings well enough to gain a very good chance of surprising
opponents, and 2 points of their good armor class is due to this chameleon-
effect. The rest of the armor class is due to extremely tough skin. It is
possible, although gruesome, to make a thin, flexible leather armor from
skelzi skin that retains a vestige of the living skelzis chameleonic properties.
Str 14, Dex 12, Con 16, Int , Wis 11, Cha 1
Base Atk +6; CMB +8; CMD 19 (27 vs. trip)
SQ dimensional tunneling
Environment extraplanar
Organization solitary, flight (27), or hive (530)
Treasure none
Str 20, Dex 1, Con 22, Int 18, Wis 18, Cha 22
Base Atk +9; CMB +14; CMD 19 (cant be tripped)
Feats Blind-Fight, Cleave, Combat Reflexes, Critical Focus,
Power Attack, Staggering Critical
Skills Diplomacy +18, Escape Artist +4, Knowledge (arcana)
+10, Knowledge (history) +19, Knowledge (local) +16,
Knowledge (planes) +16, Perception +19, Sense Motive +16,
Stealth +10
Languages telepathy 100 ft.
SQ create Leng-bat
Environment any
Organization solitary
Treasure standard
CONSTRUCTION CONSTRUCTION
RequirementsCraft Magic Arms and Armor,freedom of Requirements Craft Wondrous Item, breath of life;
movement, touch of the sea, water breathing;Cost10,000 gp Cost2,250 gp
*Pathfinder Roleplaying Game Ultimate Equipment
DECK OF TERSE DISCOURSE
DEATH-BEADS Aura faint divination; CL 5th
Auramoderate conjuration;CL9th Slot none; Price 1,000 gp; Weight
Slotnone;Price4,500 gp;Weight lb.
DESCRIPTION
DESCRIPTION A deck of terse discourse is a deck of cards, slightly larger
A death bead is a bead with a stud that is intended to be than modern playing cards. It feels as though there are 50
worn as a tongue piercing. The first time a person wearing a or 60 cards in the deck, but the exact number cannot be
death bead is struck with a blow that would otherwise be lethal, determined, as discussed below. Five times in a period of 24
the piercing automatically restores the victim to 1 hit point. hours, the user can draw 1 or 2 cards from the deck (and have
The beads necromantic properties can save a person the magic work properly). Each card magically has whatever
from death only once per day. The fifth time its power is single word the user wants painted upon it in beautiful, intricate
209
Cyclopean Deeps 2
calligraphy. Anyone looking at the word is able to read it in
the readers native language, even if illiterate. In 5 minutes,
the lines painted on the cards twist and reshape themselves
into the picture of a fat man, then disappear, leaving the card
The Black Ship
blank. A draw of 12 cards can be pulled 5 times in a day.
There is a limit on the magic: The sixth time a draw is made,
of the Moon-Beasts (CR 18)
each card shows a wrong word instead of the one intended
The Black ship contains 5 moon-beasts, 10 denizens of Leng,
(see table of wrong words). The seventh time the deck is used
20 bugbears, and 50 slaves. The ship itself is a major artifact, but
it also causes 1d4 points of damage to the person drawing
it would be very, very hard for the characters to overcome its crew.
cards (still showing a wrong word on each). The inflicted
damage is cumulative; the second incidence of damage is
MOON-BEASTS (5) CR 11
1d6 hit points, the third is 1d8, the fifth is 2d6, the sixth is 3d6,
XP 12,800
and so on. Once the 24-hour resting period is finished the
hp 133 (Pathfinder Roleplaying Game Bestiary 3
deck quietly and unobtrusively shuffles itself until it is ready
Moon-Beast)
the deck allows another 5 draws to be made safely.
If the deck is to produce a wrong word after 5 draws, roll
DENIZENS OF LENG (10) CR 8
1d20 on the table below to determine the word:
XP 4,800
hp 95 (Pathfinder Roleplaying Game Bestiary 2
Wrong Words Denizen of Leng)
1d20 Word 1d20 Word
BUGBEARS (20) CR 2
1 Coward 11 Help XP 200
2 Wrong 12 Below hp 16 (Pathfinder Roleplaying Game Bestiary
Bugbear)
3 Yes 13 Alone
4 No 14 Inclination Slaves: unarmed, noncombatant humans. They were captured
recently and can give no useful information about the moon-
5 One 15 Fish
beasts.
6 Left 16 Kwan
7 Treasure 17 Cheese Treasure: The Black Ship carries coinage in a locked (DC 25
Disable Device) metal bin in the hold. It is trapped with 3 symbols
8 Danger 18 Here of death (CR 14 total). The bin contains 367 takkas; 9,376 gp;
9 Floor 19 There 21,593 sp, and 58,614 cp. It also contains 2 +1 spears, 1 +3
arrow, 5 potions of cure moderate wounds, 1 potion of heroism,
10 Rescue 20 Danger a +1 small steel shield, and a cloak of elvenkind. The moon-beast
captain has a metal chest in his cabin containing 252 garnets (10
gp), 35 opals (20 gp), 52 chunks of jade (20 gp), 6 sapphires (100
gp), 8 emeralds (500 gp) and 5 diamonds (1,000 gp)
The deck can have only one division (into card and
deck) at a time; multiple single cards cannot be drawn. If a
SYMBOL OF DEATH TRAPS (3) CR 10
card is drawn, the rest of the deck might as well be a solid
XP 9,600
block. The bottom card always shows a shifting, unreadable
Type magical; Perception DC 33; Disable Device DC 33
symbol of some kind. When the card is returned to the deck,
the whole thing suddenly becomes a deck of cards again.
Trigger visual; Reset none
Since the deck is made for the use of Jupiter Kwans
Effect spell effect (symbol of death; DC 22 Fort)
oculethes, they can use it as many times as desired without
producing wrong words.
The characters are likely to try certain words, if they figure DREAMCATCHER OF THE MOON-BEASTS
out the decks magic quickly enough. Aurastrong conjuration;CL14th
Kwan causes the oculethes to point between the Slotnone;Price50,000 gp;Weight5 lb.
Eccentric Gate and the Strange Gate (pointing at the
antechamber in Area 29U-20 in a straight line)
DESCRIPTION
Treasure causes the oculethes to shake their heads The dreamcatcher is a circlet of moon-metal with a
sadly.
diameter of 1 ft. Wires of the same metal are crisscrossed
Attack causes the oculethes to look at each other in to form a web inside the circle. The webs pattern is five-
confusion, then attack the character with the cards.
dimensional, and looking at it can cause mild nausea;
Lost causes the oculethes to point toward the Weird anyone looking at a dreamcatcher must succeed on a DC
Gate.
15 Will save or be sickened for 1d6 rounds.
Double Combinations: If the characters are clear (sort The item is essentially a beacon. It magically broadcasts
of) that they work for Kwan or have a message for him,
the oculethes are more helpful. Help-Kwan, employee- its location into far dimensions and distant realities, allowing
Kwan, message-Kwan, delivery-Kwan, delivery-here, the moon-beasts to find and recover their agents, warriors,
letter-here and similar combinations get the characters and explorers. It is activated by plucking at the wires that
a guide through the Hidden Worlds directly to the cross the circle, as if the thing were a stringed instrument.
Antechamber in Area 29U-20. Unless the person using the dreamcatcher is very familiar
with other planes and dimensions (a spellcaster who can
CONSTRUCTION castgateis one example, or a character who succeeds on
Requirements Craft Wondrous Items, comprehend a DC 25 Knowledge [the planes] check), the result of the
languages; Cost 500 gp perilous pizzicato is random, as follows:
210
Appendices
Effect of Dreamcatcher takes full hold. It is an utterly virulent form of the disease: The
victim must succeed on a DC 25 Fortitude save each day
1d10 Result or lose a randomly determined limb. The disease can be
Summons1 moon-beastto a conference, arriving removed only by use of a wish spell, although it can be held
14 back each day (no save required) by use of a remove curse
in 3 rounds.
or cure disease spell. The casting of the spell is required
Summons2 moon-beaststo a feast, arriving in 5 each day.
57
rounds.
Summons3 moon-beasts, requesting a rescue, that DESTRUCTION
89 Soaking the Eye of Zoltar in a devils remorseful tears
arrive in 4 rounds.
destroys it.
Summons theblack ship of the moon-beaststo
10
pick up slaves, arriving in 1 hour. FIRE LANTERN
Aurafaint evocation;CL1st
Encountering the Black Ship of the Moon-Beasts is likely to Slotnone;Price2,000 gp;Weight1,000 lb.
result in the death of the characters, or their enslavement
to horridly inhuman nightmares. It becomes visible behind DESCRIPTION
a silvery mist, with its distant moon in the background. If the Once per day when the command word (fire) is
characters flee quickly, only 2 moon-beasts pursue them. spoken, a lance of flame leaps from the front of the lantern
The ship leaves after 3 hours. to a range of 30 ft., inflicting 1d6 points of fire damage to
anything it hits (DC 15 Reflex save for half damage).
CONSTRUCTION This can become inconvenient, because it obeys
RequirementsCraft Wondrous Item,summon monster anyone, not just the owner. For example, if anyone nearby
VII;Cost25,000 gp says,Lets make a fire,the lantern fires.
DESCRIPTION DESCRIPTION
A mindstone is heavy, weighing 10 pounds, but when the This robe appears to be silk with patterns that seem to
bearer of the stone makes a saving throw against a mind- shift if they as watched long enough. The robes grant a +5
affecting charm effect, she can roll twice and take the armor bonus which can be improved by magic items such
better roll. This does not apply to spells or effects that cause as rings or amulets. Only creatures of true neutral, chaotic
confusion or insanity; it is only mental compulsion that the neutral, or chaotic evil alignment can benefit from wearing
stone negates. The stone does protect against non-magical the robes; for a character of lawful or good alignment not
forms of mental domination, such as a psionic power. only do the robes convey no protection but they also feel
intensely uncomfortable, as if they were alive and squirming
CONSTRUCTION against the wearers skin. Such a character is sickened but
Requirements Craft Wondrous Item, mind blank; Cost 12,000 gp not otherwise impeded for as long as she wears the robes.
RATCHET CONSTRUCTION
Aurastrong transmutation;CL13th Requirements Craft Wondrous Item, mage
Slotnone;Price32,000 gp;Weight 2 lb. armor;Cost12,500 gp
DESCRIPTION THAANTRA
Ratchet is a +1 rapier, with a basket hilt. The swords Aurastrong evocation;CL15th
pommel is a piece of malachite with deep grooves that Slotnone;Price60,000 gp;Weight 8 lb.
make it look like set of strangely folded gears.
In any single combat (or against a series of opponents in DESCRIPTION
one battle), the sword does not inflict less than the damage The sword is a magic greatsword namedThaantra. It is a
it inflicted with a prior hit. Thus, if the swords first hit inflicted 3 +3 anarchic greatsword. The sword is intelligent and chaotic
points of damage (including any strength bonuses), and the neutral, and speaks telepathically with its wielder.
second hit rolled only a 1, the damage from the second
hit would increase to 3 hit points. If the third hit inflicted 4 Alignment: chaotic neutral
points, the ratchet would advance again, so that a fourth Senses: 30 ft.
hit would inflict no fewer than 4 hit points. Once a combat Intelligence: 15
ends, the sword makes a series of clicking noises and the Wisdom: 15
ratchet resets. Charisma: 15
Ego: 18
CONSTRUCTION Language: Telepathy (Common)
RequirementsCraft Magic Arms and Armor,
limitedwish;Cost16,000 gp Every time the sword is used in combat, it has a 1%
cumulative chance to possess its wielder for 5d6 rounds (a DC
ROCK OF STABILITY 25 Will save resists). After this time, the character regains mental
Aurafaint transmutation;CL5th control and the chance of the swords taking control resets
212
Appendices
to 1%. If the sword gains control of the character it most likely Intelligence: 10
attacks the characters companions, but if it sees the chance Wisdom: 10
to create an even greater catastrophe, such as freeing a Charisma: 10
demon from bondage, it might take that opportunity rather Ego: 3
than the mere mayhem caused by attacking allies. Language: Telepathy (Common)
Lesser Artifacts
be a magic weapon with a single glance: The blade always
appears to reflect moving spiders running up and down in
ceaseless motion, or crawling slowly up the length of the
shining steel.
OCTOPUS DIADEM
In terms of combat, Thraaz is a +3 longsword inhabited
Slot head; Aura strong (indeterminate); CL 20th; Weight 3 lbs.
by an evil spirit that awakens when it hears its name. When
the spirit is awakened (no more than 3 times in a day), the
DESCRIPTION
swords blade leaks venom that paralyzes the victim of a
successful hit for 2d6 rounds (a DC 15 Fortitude save by The diadem resembles a golden octopus with eyes of
the target negates the venoms effects). Once the sword sapphire. The octopus body is the size of a small cat, and
successfully delivers a poisoned strike, the spirit returns to the sapphires are massive, a profoundly dark blue that
quiescence unless the wielder speaks its name again. somehow seems miles deep. The diadem is a thing of
unearthly beauty, clearly intended to be worn as a crown,
CONSTRUCTION with the curved tentacles swept gracefully around the
Requirements Craft Magic Arms and Armor, poison; wearers head to hold itself in place.
Cost 11,000 gp Before it was claimed by the Demon-Princess Teratashia,
the diadem had been lost for eons, fashioned by some
THRESHER unknown and forgotten race of slaves to depict their
Auramoderate transmutation;CL12th master, an elder thing whose appearance was far more
Slotnone;Price8,500 gp;Weight 6 lb. horrible than the image on the diadem would suggest. The
dark paladin known as Priest-Killer discovered it and brought
DESCRIPTION it to his dread mistress, who in turn gifted it to her high
Thresher is a hand-and-a-half sword, also called a bastard priestess among the dark stalkers of the Cyclopean Deeps in
sword. It is made of strange, reddish steel, and the swords the City of Izamne. This high priestess was Rahir Tash.
name is inscribed on the blade near the hilt. Thresher is a This doomed, decadent creature wore the Octopus
+1 weapon, but once per day it can be used at +4 for a Diadem in her hair on the night of the great Annihilation. As
series of 3 attacks but the attacks must all be in a single the thousands of dark stalkers and creepers of her civilization
battle and against a single opponent. If more than five or so were slaughtered and the streets of Izamne ran black with
minutes pass after an attack, the sword reverts to its original blood, the diadem soaked into itself the mystical power of a
+1 state. thousand deaths. The high priestess fled; a beckoning hand,
the urgent offer of a hidden door; safety. She was never
CONSTRUCTION heard from again.
RequirementsCraft Magic Arms and Armor,greater magic The Octopus Diadem has the following powers:
weapon;Cost4,250 gp 3/dayfinger of death, fly
1/daygate, blasphemy
VULTURE The diadems wearer heals one point of damage per
Auramoderate divination and conjuration;CL9th round, as well as one point of nonlethal damage. In addition
Slotnone;Price20,000 gp;Weight 5 lb. the wearer is immune to bleed damage
Only a spellcaster can survive wearing this crown; a non-
DESCRIPTION spellcaster who dons the diadem immediately suffers 1d6
Vulture is a+2 undead bane longsword. Vulture is slightly points of damage and must succeed on a DC 30 Fortitude
intelligent, and can speak telepathically with anyone who save against instant death. The damage and saves are
has wielded it and drawn blood in a battle. repeated each minute until the character dies or removes
the crown.
Alignment: neutral Each time the diadems owner puts it to use (other than
Senses: 30 ft. for regeneration or flying), there is a 1% chance that the
213
Cyclopean Deeps 2
powerful magic item sucks the users soul into it, immediately that ripples of its own accord in slow pulses, as if to the
creating a being that is, effectively, a lich. (Use the skeletal rhythm of a distant heartbeat. Upon the front of the book is
champion template if the user is not 11th level). a spiraling rune that is normally a symbol of death. Very few
Owning the diadem is a dangerous proposition, for it is living creatures have ever seen the skinbook other than the
claimed by the Demon-Princess Teratashia and sought by mad cultists of CHOA-THOOM itself, for the book has been
the Vessals of Isclaadra for their own demonic master. in the continuous possession of its original creator, the high
priestess Baha Shah. The few who claim to have knowledge
DESTRUCTION of the book describe the writing as only slightly darker than
The Diadem cannot be destroyed. Its powers can be the pages themselves, but raised into ridges like a scar. It
neutralized if it is sealed in stone and buried at the bottom of would be possible for a person to read the book in utter
a deep ocean. darkness, simply by tracing a finger over the writing.
The skinbook is an unutterably nasty conjunction of
RED ROACH AMULET contents and substance. Its leather binding is made from
Slot none; Aura moderate conjuration and illusion; Weight 1lb. hide stripped away from the living body of CHOA-THOOM,
a death-godling residing in the subterranean lake known
DESCRIPTION as the Flagon of the Death God, in that region of the Under
This magic item is a stylized roach carved from red jade, Realm known as the Cyclopean Deeps.
shot with veins of black. It resembles a common scarab The first six pages of the book are dedicated to the proper
carving, but inspection reveals that the body is longer and worship of CHOA-THOOM, essentially an instruction manual
that it has other differences in proportion, some of which for its cultists. These pages describe how to paint patterns
seem to shift strangely over time. The amulet is set on a non- onto a human sacrifice, how to speak the godlings name
magical chain fashioned from silver. when a sacrifice is ready, and various chants to sing as the
The red roach amulet is a unique item created by sacrifice is drowned, killed, and/or consumed by CHOA-
the demon-princess Teratashia (known as the Queen of THOOM itself. It is a very unpleasant read.
Dimensions; see the Monster Appendix for further information) The second portion of the book is a wizards spellbook
as bribery/bait to persuade someone to unlock the souls of that contains a number of powerful spells collected over
the Teratashian dark stalkers. The souls are effectively kept the centuries of Baha Shahs reign as the high priestess of
in the Flagon of the Death God, but the proper ritual can CHOA-THOOM beside the creatures dark lake. The book
break the godlings control long enough to let Teratashia contains the following spells:
grab and drink the souls, which she considers to be hers. 1stcharm person, detect magic, magic missile, read
The red roach amulet gives its owner the following abilities: magic, shield, sleep; 2nddarkness 15 ft. radius, ESP,
3/dayinvisibility in shadows and darkness* invisibility, mirror image; 3rdfly, protection from normal
2/daydimension door missiles, slow, water breathing; 4thconfusion, ice storm,
*This ability is identical to normal invisibility, but requires some polymorph other, polymorph self; 5thanimate dead,
darkness. The character is visible in daylight or its magical cloudkill, feeblemind, telekinesis; 6thdeath spell, geas
equivalent.
Like most demonic gifts, however, these powers come with DESTRUCTION
a cost. Whoever uses the amulet must succeed on a DC 20 Will A true resurrection, cast by a 20th level Lawful Good
save with each use, or become unwilling to part with it. If the priest, has a 50% chance of unbinding the skinbook.
amulet is taken from the character without the use of a remove
curse, the character suffers effects identical to those of refusing SOULSTAFF
to obey a geas spell. A remove curse spell is not automatically Slot none; Aura strong varied; Weight 5 lb.
effective against magic crafted directly by a demon-princess;
each casting has only a 25% chance of affecting the amulet, DESCRIPTION
and the caster level check needs to be made after determining The soulstaff was created from the crushed and broken
if the spell effects the amulet (the attempt can be repeated ad bones of the dark stalker Baha Shah, once high priestess of
infinitum, though, so it eventually succeeds). CHOA-THOOM, the death-godling that resides in the lake
Moreover, anyone wearing the red roach amulet can be known as the Flagon of the Death God in the Cyclopean
seen and heard by Teratashia herself. Obviously, she does Deeps near the great dungeons of Rappan Athuk. This
not by any means monitor the amulet, but if her name is horrible magic item was created when hundreds of souls
spoken she begins listening, and she takes a peek every were freed from the lake by a band of adventurers who
once in a while to see if the characters are still working in her sacrificed the high priestess at the behest of the Demon-
best interests. If they are not, she sends a demon (probably Princess Teratashia. Teratashia crushed and changed the
a marilith) to attempt to persuade the character to serve high priestesss bones into the soulstaff, imbuing it with some
and possibly even worship Teratashia. If the character of the immensely powerful magic that was freed at the
refuses, the demon may get violent, but serving the demon time, a confluence of a godlings wrath, the waters of the
princess is obviously the road to eventual ruin. River Styx, the freeing of souls, and the glee of the demon-
princess.
DESTRUCTION The staff has the following powers:
If an Avarthamna and Kshamarat priestess join together a 3/dayinvisibility in shadows and darkness*
communally raise a Teratashian dark stalker from the dead, 2/daydimension door
the amulet disintegrates. 1/dayrope trick, raise dead (20%)**
Word of the Soulstaff: either word of recall or blasphemy***
SKINBOOK OF CHOA-THOOM * This ability is identical to normal invisibility, but requires
Slot none; Aura strong necromancy; Weight 15 lbs. some darkness. The character is visible in daylight or its
magical equivalent.
DESCRIPTION ** This use of the staff has a 20% chance to succeed at
The Book of CHOA-THOOM is 113 pages of some kind of raising the dead. If it fails, later attempts using the staff also
skin-parchment, bound in thick, strangely textured leather fail, but this does not affect the normal use of a raise dead
214
Appendices
spell or other method of raising the dead. THE UMPATHRA MANUSCRIPT
*** The word of the soulstaff can be used three times; the Slot none; Aura strong (enchantment); CL 20th; Weight
third time it is used, the staff shatters and becomes non-
magical. DESCRIPTION
The soulstaff is an item of evil chaos; anyone who touches This manuscript is an ancient artifact of old ones that lived
it immediately claims it unless they succeed on a DC 20 Will before the advent of humanity.
save, and will not give it up. Owning the staff is conspicuous: Anyone actually reading page by page through the
All glass objects within 30 ft. of the staff begin to make a manuscript rather than just skimming it must make a series
faint, chiming hum (including potion flasks) while it is nearby, of die rolls. When a roll is versus an attribute, this means
and animals do not willingly come within 50 ft. of it (with the that the die roll must be less than or equal to the attribute
exception of insects). The artifact is intelligent and malign, score to succeed. In other words, youre trying to roll under
but does not communicate with its owner. (and/or equal to).
215
Appendix 5: Chapter 7 Minor Hex Map
216
Appendix 5: Chapter 7 Minor Hex Player Map
217
Appendix 5: Chapter 7 Main Map
218
Appendix 5: Chapter 7 Main Player Map
219
Appendix 5: Chapter 8 Minor Hex Map
220
Appendix 5: Chapter 8 Minor Hex Player Map
221
Appendix 5: Chapter 8 Main Map
222
Appendix 5: Chapter 8 Main Player Map
223
Appendix 5: Chapter 9 Minor Hex Map
224
Appendix 5: Chapter 9 Minor Hex Player Map
225
Appendix 5: Chapter 9 Worlds of Jupiter Kwan
The Worlds of
Jupiter Kwan
226
Appendix 5: Chapter 9 Worlds of Jupiter Kwan Player Map
227
Appendix 5: Chapter 9 Worlds of Jupiter Kwan Player Map Top
228
Appendix 5: Chapter 9 Worlds of Jupiter Kwan Player Map Bottom
229
Appendix 5: Chapter 9 Gateway to hidden worlds
230
Appendix 5: Chapter 9 Gateway to hidden worlds Player Map
231
Appendix 5: Chapter 9 Jupiter Kwan's Chamber
232
Appendix 5: Chapter 9 Jupiter Kwan's Chamber Player Map
233
Appendix 5: Chapter 10 Minor Hex Map
234
Appendix 5: Chapter 10 Minor Hex Player Map
235
Appendix 5: Chapter 10 Main Map
236
Appendix 5: Chapter 10 Main player Map
237
Appendix 5: Chapter 11 Minor Hex Map
238
Appendix 5: Chapter 11 Minor Hex Plyer Map
239
Appendix 5: Chapter 11 Main Map
240
Appendix 5: Chapter 11 Main Player Map
241
Appendix 5: Chapter 12 Minor Hex Map
242
Appendix 5: Chapter 12 Minor Hex player Map
243
Appendix 5: Chapter 12 Main Map
244
Appendix 5: Chapter 12 Main Player Map
245
Player Handout
246
Legal Appendix
Designation of Product Identity: The following items are hereby designated 3. Offer and Acceptance: By Using the Open Game Content You indicate Your
as Product Identity as provided in section 1(e) of the Open Game License: Any acceptance of the terms of this License.
and all material or content that could be claimed as Product Identity pursuant to 4. Grant and Consideration: In consideration for agreeing to use this License,
section 1(e), below, is hereby claimed as product identity, including but not limited the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive li-
to: 1. The name Frog God Games as well as all logos and identifying marks of cense with the exact terms of this License to Use, the Open Game Content.
Frog God Games, LLC, including but not limited to the Frog God logo and the 5. Representation of Authority to Contribute: If You are contributing original
phrase Adventures worth winning, as well as the trade dress of Frog God Games material as Open Game Content, You represent that Your Contributions are Your
products; 2. The product name Cyclopean Deeps, as well as any and all Frog God original creation and/or You have sufficient rights to grant the rights conveyed by
Games product names referenced in the work; 3. All artwork, illustration, graphic this License.
design, maps, and cartography, including any text contained within such artwork, 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
illustration, maps or cartography; 4. The proper names, personality, descriptions portion of this License to include the exact text of the COPYRIGHT NOTICE of
and/or motivations of all artifacts, characters, races, countries, geographic loca- any Open Game Content You are copying, modifying or distributing, and You must
tions, plane or planes of existence, gods, deities, events, magic items, organizations add the title, the copyright date, and the copyright holders name to the COPY-
and/or groups unique to this book, but not their stat blocks or other game mechanic RIGHT NOTICE of any original Open Game Content you Distribute.
descriptions (if any), and also excluding any such names when they are included in 7. Use of Product Identity: You agree not to Use any Product Identity, includ-
monster, spell or feat names. 5. Any other content previously designated as Product ing as an indication as to compatibility, except as expressly licensed in another,
Identity is hereby designated as Product Identity and is used with permission and/ independent Agreement with the owner of each element of that Product Identity.
or pursuant to license. You agree not to indicate compatibility or co-adaptability with any Trademark or
This printing is done under version 1.0a of the Open Game License, below. Registered Trademark in conjunction with a work containing Open Game Content
Notice of Open Game Content: This product contains Open Game Content, as except as expressly licensed in another, independent Agreement with the owner of
defined in the Open Game License, below. Open Game Content may only be Used such Trademark or Registered Trademark. The use of any Product Identity in Open
under and in terms of the Open Game License. Game Content does not constitute a challenge to the ownership of that Product
Designation of Open Game Content: Subject to the Product Identity Desig- Identity. The owner of any Product Identity used in Open Game Content shall retain
nation herein, the following material is designated as Open Game Content. (1) all rights, title and interest in and to that Product Identity.
all monster statistics, descriptions of special abilities, and sentences including 8. Identification: If you distribute Open Game Content You must clearly indi-
game mechanics such as die rolls, probabilities, and/or other material required to cate which portions of the work that you are distributing are Open Game Content.
be open game content as part of the game rules, or previously released as Open 9. Updating the License: Wizards or its designated Agents may publish updated
Game Content, (2) all portions of spell descriptions that include rules-specific versions of this License. You may use any authorized version of this License to
definitions of the effect of the spells, and all material previously released as Open copy, modify and distribute any Open Game Content originally distributed under
Game Content, (3) all other descriptions of game-rule effects specifying die rolls any version of this License.
or other mechanic features of the game, whether in traps, magic items, hazards, 10. Copy of this License: You MUST include a copy of this License with every
or anywhere else in the text, (4) all previously released Open Game Content, copy of the Open Game Content You Distribute.
material required to be Open Game Content under the terms of the Open Game 11. Use of Contributor Credits: You may not market or advertise the Open
License, and public domain material anywhere in the text. Game Content using the name of any Contributor unless You have written permis-
Use of Content from Tome of Horrors Complete: This product contains or sion from the Contributor to do so.
references content from the Tome of Horrors Complete and/or other monster Tomes 12. Inability to Comply: If it is impossible for You to comply with any of the
by Frog God Games. Such content is used by permission and an abbreviated Sec- terms of this License with respect to some or all of the Open Game Content due to
tion 15 entry has been approved. Citation to monsters from the Tome of Horrors statute, judicial order, or governmental regulation then You may not Use any Open
Complete or other monster Tomes must be done by citation to that original work. Game Material so affected.
13. Termination: This License will terminate automatically if You fail to com-
OPEN GAME LICENSE Version 1.0a The following text is the property of ply with all terms herein and fail to cure such breach within 30 days of becoming
Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (Wiz- aware of the breach. All sublicenses shall survive the termination of this License.
ards). All Rights Reserved. 14. Reformation: If any provision of this License is held to be unenforceable,
1. Definitions: (a) Contributors means the copyright and/or trademark own- such provision shall be reformed only to the extent necessary to make it enforce-
ers who have contributed Open Game Content; (b) Derivative Material means able.
copyrighted material including derivative works and translations (including into 15. COPYRIGHT NOTICE
other computer languages), potation, modification, correction, addition, extension, Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
upgrade, improvement, compilation, abridgment or other form in which an existing System Reference Document Copyright 2000. Wizards of the Coast, Inc; Authors
work may be recast, transformed or adapted; (c) Distribute means to reproduce, Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distrib- and Dave Arneson.
ute; (d) Open Game Content means the game mechanic and includes the meth- Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; Author:
ods, procedures, processes and routines to the extent such content does not embody Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
the Product Identity and is an enhancement over the prior art and any additional Williams.
content clearly identified as Open Game Content by the Contributor, and means any The Book of Experimental Might Copyright 2008, Monte J. Cook. All rights
work covered by this License, including translations and derivative works under reserved.
copyright law, but specifically excludes Product Identity; (e) Product Identity Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott
means product and product line names, logos and identifying marks including trade Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, on original content from TSR.
formats, poses, concepts, themes and graphic, photographic and other visual or Original Spell Name Compendium, Copyright 2002 Clark Peterson; based on
audio representations; names and descriptions of characters, spells, enchantments, NPC-named spells from the Players Handbook that were renamed in the System
personalities, teams, personas, likenesses and special abilities; places, locations, Reference Document. The Compendium can be found on the legal page of www.
environments, creatures, equipment, magical or supernatural abilities or effects, necromancergames.com.
logos, symbols, or graphic designs; and any other trademark or registered trade- Pathfinder RPG Bestiary, 2009, Paizo Publishing, LLC; Author: Jason Bulmahn,
mark clearly identified as Product identity by the owner of the Product Identity, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
and which specifically excludes the Open Game Content; (f) Trademark means Pathfinder Roleplaying Game Bestiary 2, 2010, Paizo Publishing, LLC; Authors
the logos, names, mark, sign, motto, designs that are used by a Contributor to iden- Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier,
tify itself or its products or the associated products contributed to the Open Game Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal
License by the Contributor; (g) Use, Used or Using means to use, Distrib- MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie,
ute, copy, edit, format, modify, translate and otherwise create Derivative Material Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ
of Open Game Content; (h) You or Your means the licensee in terms of this Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook,
agreement. and Skip Williams.
2. The License: This License applies to any Open Game Content that contains a Pathfinder Roleplaying Game Bestiary 3, 2011, Paizo Publishing, LLC;
notice indicating that the Open Game Content may only be Used under and in terms Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael
of this License. You must affix such a notice to any Open Game Content that you Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James
Use. No terms may be added to or subtracted from this License except as described L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook,
by the License itself. No other terms or conditions may be applied to any Open and Skip Williams.
Game Content distributed using this License. The Book of Fiends, 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik
247
Legal Appendix
Mona, Chris Pramas, Robert J. Schwalb. Publishing, Inc.
Kobold Quarterly Issue 7, 2008, Open Design LLC, www.koboldquarterly. Calastia: Throne of the Black Dragon Copyright 2002, White Wolf Publishing, Inc.
com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Scarred Lands Gazetteer: Termana Copyright 2002, White Wolf Publishing, Inc.
Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and The Serpend and the Scepter: Serpent Amphora Cycle, Book II, White Wolf Publishing, Inc.
Stan! Hornsaw: Forest of Blood Copyright 2003, White Wolf Publishing, Inc.
The Tome of Horrors III, 2005, Necromancer Games, Inc.; Author Scott The Penumbral Dragon Copyright 2003, White Wolf Publishing, Inc.
Greene. Shelzar: City of Sins Copyright 2003, White Wolf Publishing, Inc.
Anger of Angels. 2003, Sean K Reynolds. The Serpent Citadel: Serpent Amphora Cycle, Book III, White Wolf Publishing, Inc.
Book of Fiends. 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Blood Bayou Copyright 2003, White Wolf Publishing, Inc.
Chris Pramas, Robert J. Schwalb. Players Guide to Wizards, Bards & Sorcerers Copyright 2003, White Wolf Publishing, Inc.
The Book of Hallowed Might. 2002, Monte J. Cook. Players Guide to Fighters and Barbarians Copyright 2003, White Wolf Publishing, Inc.
Monte Cooks Arcana Unearthed. 2003, Monte J. Cook. Players Guide to Clerics and Druids Copyright 2003, White Wolf Publishing, Inc,
Path of the Magi. 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, Players Guide to Rangers and Rogues Copyright 2003, White Wolf Publishing
W. Jason Peck, Jeff Quick, and Sean K Reynolds. Scarred Lands Campaign Setting: Termana Copyright 2003, White Wolf Publishing
Skreyns Register: The Bonds of Magic. 2002, Sean K Reynolds. Vigil Watch: Secrets of the Asaatthi Copyright 2003, White Wolf Publishing
Pathfinder Roleplaying Game Ultimate Magic. 2011, Paizo Publishing, LLC; Au- The Faithful and the Forsaken Copyright 2003, White Wolf Publishing
thors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Creature Collection III: Savage Bestiary Copyright 2003, White Wolf Publishing, Inc.
Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Advanced Bestiary Copyright 2004, Green Ronin Publishing, LLC; Author Matthew Sernett
Pathfinder Roleplaying Game Ultimate Combat. 2011, Paizo Publishing, LLC; Au- The Book of Taverns Copuright 2002, Necromancer Games, Inc; Author Chris Jones
thors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Arms and Armor Copyright 2001, Bastion Press, Inc.
Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Bards Gate Copyright 2006 Necromancer Games, Inc.; Authors Clark Peterson, Casey
Pathfinder Roleplaying Game Ultimate Equipment 2012, Paizo Publishing, LLC; Christofferson and Shane Glodoski based on original material created by Clark Peterson and
Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Bill Webb.
Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, The Wizards Amulet Copyright 2000-2002, Clark Peterson and Bill Webb Necromancer
Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen Games, Inc.
KC Stephens, and Russ Taylor. Crucible of Freya Copyright 2000 Clark Peterson and Bill Webb, Necromancer Games, Inc.
Advanced Players Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Demons and Devils Copyright 2000 Clark Peterson and Bill Webb, Necromancer Games, Inc.
Bulmahn. Tomb of Abysthor Copyright 2001, Necromancer Games, Inc., Authors Clark Peterson and
Pathfinder RPG GameMastery Guide, 2010 Paizo Publishing, LLC; Authors Cam Bill Webb.
Banks, Wolfgang Baur, Jason Buhlman, Jim Butler, Eric Cagle, Graeme Davis, Adam Rappan Athuk Reloaded Copyright 2006 Necromancer Games, Inc.; Authors Bill Webb,
Daigle, Jashua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Clark Peterson, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the
Leati, Rob McCreart, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, original creation of Bill Webb.
Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Rappan AthukThe Dungeon of Graves: The Upper Levels Copyright 2000 Clark Peterson
Seacat, Mike Selinker, Lisa Stevens, James L Sutter, Russ Taylor, Penny Williams, and Bill Webb, Necromancer Games, Inc.
Teeuwynn Woodruff. Pathfi nder Chronicles: Classic Treasures Revisited. Copyright Rappan Athuk IIThe Dungeon of Graves: The Middle Levels Copyright 2001 Bill Webb
2010, Paizo Publishing, LLC; Authors: Jacob Burgess, Brian Cortijo, Jonathan H. Keith, and Clark Peterson, Necromancer Games, Inc.
Michael Kortes, Jeff Quick, Amber Scott, Todd Stewart, and Russ Taylor. Rappan Athuk IIIThe Dungeon of Graves: The Lower Levels Copyright 2002
Pathfi nder Companion: Adventurers Armory. Copyright 2010, Paizo Publishing, LLC; Necromancer Games, Inc., Authors Bill Webb, W.D.B. Kenower and Clark Peterson.
Authors: Jonathan Keith, Hal Maclean, Jeff Quick, Christopher Self, JD Wiker, and Keri Tome of Horrors II Copyright 2004 Necromancer Games, Inc.; Author: Scott Greene;
Wiker. Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim Collura, Meghan
Pathfi nder Adventure Path #43: The Haunting of Harrowstone. 2011, Paizo Greene, Lance Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson,
Publishing,LLC; Author: Michael Kortes. Bill Webb and Monte Cook.
Pathfinder Adventure Path #55: The Wormwood Mutiny, 2012, Paizo Publishing, Wilderlands of High Fantasy Players Guide Copyright 2003, Necromancer Games, Inc. and
LLC; Author Richard Pett. Judges Guild; Authors Bob Bledsaw and Clark Peterson based on original material by Bob
The Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., pub- Bledsaw, Bill Owen and Bryan Hinnen.
lished and distributed by Frog God Games; Author Scott Green. Necropolis, Copyright 2002, Necromancer Games, Inc; Authors Gary Gygax, Scott Greene,
Aberrations, 2003, Necromancer Games, Inc; Author Casey Christofferson. Clark Peterson and Bill Webb; based on oiginal material by Gary Gygax.
Asgard Magazine #2, 2001, ENWorld. The Slumbering Tsar Saga- Copyright 2012 Bill Webb and Greg Vaughan, Frog God Games
Chaos Rising, 2003, Necromancer Games, Inc; Author James Collura. The Black Monastery- Copyright 2011 Bill Webb and Mark R. Shipley, Frog God Games
City of Brass, 2007, Necromancer Games, Inc.; Authors Casey Christofferson and Splinters of Faith, Copyright 2010, Author Gary Schotter & Jeff Harkness.
Scott Greene, with Clark Peterson. The Fane of the Fallen, Copyright 2010, Author William Loran Christensen.
Encyclopaedia Arcane: Necromancy Beyond the Grave, 2001, Mongoose Publishing; The Hollow Mountain, Copyright 2011, Author Uri Kurlianchik.
Authors Matthew Sprange, Teresa Capsey, William J. Pennington, Erica Balsley, Scott The Northlands Saga: Vengeance of the Long Serpent, Copyright 2010, Frog God Games,
Greene. Author Kenneth Spencer.
The Genius Guide To: Ice Magic, 2010, Super Genius Games. Author Owen K.C. The Northlands Saga: Beyond the Wailing Mountains, Copyright 2011, Frog God Games,
Stephens. Author Kenneth Spencer.
The Lost City of Barakus, 2003 Necromancer Games, Inc; Authors W.D.B. Kenower, Bill The Northlands Saga: The Curse of Sven Oakenfist, Copyright 2011, Frog God Games,
Webb. Author Kenneth Spencer.
Seas of Blood: Fantasy on the High Seas, 2001, Mongoose Publishing; Authors Matthew One Night Stands: Jungle Ruins of Madaro-Shanti, Copyright 2010, Frog God Games,
Sprange, Theresa Capsey, Ian Barstow, Scott Greene (uncredited), Erica Balsley (uncredited). Author Scott Casper.
The Eamonvale Incursion Copyright 2007 Necromancer Games, Inc.; Author Nathan One Night Stands: Spire of Iron and Crystal, Copyright 2011, Frog God Games, Author
Douglas Paul, with Jack Barger. Scott Casper.
The Grey Citadel Copyright 2003, Necromancer Games, Inc.; Author Nathan Douglas Paul. One Night Stands: Dread Saecaroth, Copyright 2012, Frog God Games, Author James C.
Creature Collection Copynght 2000, Clark Peterson. Boney
Creature Collection Revised Copyright 2003, White Wolf Publishing, Inc. The Tome of Horrors IV, Copyright 2013, Frog God Games, LLC; Authors: Erica Balsley,
Relics & Rituals Copyright 2001, Clark Peterson Casey Christofferson, Jim Collura, Lance Hawvermale, Patrick Lawinger, Phillip Larwood,
Creature Collection 2: Dark Menagerie Copyrght 2001, WhneWolf Publishing Greg A. Vaughan, and Bill Webb, based on material by Jonathan Tweet, Monte Cook, and
Mithril: City of the Golem Copyright 2001, White Wolf Publiching, Inc Skip Williams.
Hollowfaust: City of the Necromancers Copyright 2001, White Wolf Publishing, Inc. Cyclopean Deeps: Volume 1 - Copyright 2014 Matthew J. Finch, Frog God Games LLC
The Wise & the Wicked Copyright 2001, White Wolf Publishing, Inc. Cyclopean Deeps: Volume 2 - Copyright 2015 Matthew J. Finch, Frog God Games LLC
The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc.
Burok Torn: City Under Siege Copyright 2002, White Wolf Publishing, Inc.
Vigil Watch: Warrens of the Ratmen Copyright 2002, White Wolf Publishing, Inc.
Secrets and Societies Copyright 2002, White Wolf Publishing, Inc.
Wilderness & Wasteland Copyright 2002, White Wolf Publishing, Inc.
Scarred Lands Camapaign Setting: Ghelspad, Copyright 2002, White Wolf Publishing, Inc.
Relics & Rituals 2: Lost Lore Copyright 2002, White Wolf Publishing, Inc.
Serpent in the Fold: Serpent Amphora Cycle, Book I Copyright2002, White Wolf
248