The Lair of Maldred the Mighty was an AD&D adventure that first appeared in issue 24 of the British magazine White Dwarf (April/May 1981). Designed by Mark Byng, this adventure was the prizewinning entry in the White Dwarf D&D Scenario Competition and was later reprinted in The Best of White Dwarf Scenarios, volume 2. Byng published several other articles in WD, including some new magic items and at least two more scenarios.
The original “Lair of Maldred the Mighty” was designed for “experienced players with characters of moderately high level,” while this 3.5e conversion has been designed for a party of four to five 8th-level characters. Appendix A details new monsters. Appendix B details new magic items. Appendix C provides a stat block for Maldred’s simulacrum.
Trademarks and copyrights are cited on this page without permission. This usage is not meant in any way to challenge the rightful ownership of said trademarks/copyrights. D20 System and D&D are trademarks of Wizards of the Coast, Inc; The original adventure text and all artwork is copyright © Games Workshop 1981. The Tome of Horrors is copyright © Necromancer Games, Inc 2005. The Book of Templates is copyright © Silverthorne Games 2005. All copyrights are acknowledged and remain the property of the owners. All rights reserved by their respective owners. This page is for entertainment only.
If the PCs include a good-aligned character with a divine patron (such as a paladin or good cleric), that character will be summoned to an allied Temple and informed that a chrysalis of potentially immense evil has been discovered. If the PC is willing, it become his or her task to gather together a group of adventurers and destroy the chrysalis before it hatches.
The PCs may keep any booty they discover and upon the expedition’s return divine restorations, raising of the dead, and cures will be made available at a special discounted rate.
If the task is accepted then give the expedition leader the following information:
A thousand years ago, Maldred, an evil cleric/wizard, usurped the throne of the kingdom of Elvannon, renamed the land Nastrond, and proceeded to build an empire of evil. The Arch-Devils that Maldred worshipped were pleased with this expansion of wickedness and so Maldred was elevated to the level of High Priest. But, as with all such evil creatures, this was not enough for Maldred. So, even as his armies expanded his empire, Maldred would secretly depart from his palace (leaving behind a simulacrum of himself) and search the world for some means of making himself immortal and as powerful as his devilish masters.
After many years of searching Maldred found a ruined temple, hidden in the icy wastes of the north, and in that temple an ancient tome that held the secrets of eternal life and awesome power. This tome, The Book of Yandross, must be studied 900 years before it will confer its power upon a reader and for all that time the reader is helpless, wrapped in a frail chrysalis, unable to perceive the outside world.
Maldred knew his masters would destroy him if they discovered his secret and so he hid the book far from Nastrond, protected by strong walls, deadly traps, and terrible guardians, as well as powerful illusions and screens to prevent its discovery.
It was while Maldred was at this hiding place, preparing to withdraw from the world and study the ancient tome, that the forces of good launched a devastating attack on the empire of Nastrond, culminating in the blasting of its very foundations and the pouring in of waters to form a sea now known as Morfallos. And so all creation believed that Maldred was dead.
All of this as been painstakingly pieced together over the many hundreds of years since the fall of Nastrond. Long have the forces of good searched for that hiding place in the hope that it will be found before Maldred completes his metamorphosis into an Arch-Devil.
But 900 years are almost up and only now have scouts found what may be the hiding place, on a tiny mountainous island in the tropical landlocked sea of Midfallos.
The only divination spell to penetrate the magic screens that mask the island provided the following cryptic clue:
Ancient guardian lies in wait,
‘Mongst the weeds hard by the gate.
Snapping mouth and vap’rous breath
Bring a staring, grisly death.
Mighty Shassar is its name,
Known by men as "Sailor’s Bane."
The PCs must travel to the island and locate the entrance to Maldred’s Lair. They must then navigate the many traps, illusions, and guardians found within in order to find and destroy Maldred’s chrysalis before his transformation is complete.
The expedition will be provided with the use of 2 small galleys (60-foot long by 15-foot wide drakkars) for reaching the unnamed island. Neither is equipped with a ram but each has 2 ballistae on board (1 fore and 1 aft), and 2 longboats (15-foot long by 4-foot wide). Each galley also carries 20 longspears, 10 shortbows and 100 arrows, 80 javelins (which cannot be used in a ballista), and 40 harpoons (which are used in the ballista).
The crew of each galley consists of 14 oarsmen (N human commoner 1), 8 ballistae crew (N human warrior 1), 4 mates (N human expert 1), 2 artillerists (N human warrior 3), 2 lieutenants (LN human expert 2), and 1 captain (LN human fighter 5). Each crew member has leather armor, a scimitar, and a dagger. Lieutenants and captains also have bucklers.
The crew will only engage in combat if their vessels are endangered. At no time will they attempt to invade the island or put themselves at risk; they are not marines.
Gargantuan galley
Init -4; Spd 25 ft.
AC 6; Hardness 5; hp 40
Crew 31; Passengers 10; Cargo 30 tons
Large rowboat
Init -1; Spd 15 ft.
AC 9; Hardness 5; hp 12
Crew 2; Passengers 4; Cargo 200 lb
The distance that the galleys must travel to reach the island may be as long or short as you desire. Encounters outside of the immediate vicinity of the island have not been included but it is hardly likely that the journey to island will be uneventful, and any number of encounters may be introduced at your discretion.
The island is surrounded by a coral reef, only navigable by longboats at just one point. So the two galleys will anchor offshore and the PCs will be rowed in to the only possible landing point on the island—a small beach. The rest of the island’s coastline comprises tall slippery cliffs without ledge or crevice.
Once the PCs have disembarked, the accompanying sailors will row the longboats back to the galleys. The PCs must move inland through a narrow pass in the cliffs that surround the beach. The galleys will wait four days before leaving.
In order to heighten the amount of tension and dramatic suspense during this scenario, you may find it useful to periodically emphasize the passing of time to the PCs. In addition to the four day limit set by the ships, the forces of good were uncertain just how soon Maldred might emerge from the chrysalis. It could be a matter of weeks, days, or even only scant hours!
1. Shassar, an Ancient Dragon Turtle (EL 11)
Creature: Placed here by Maldred when she was just a hatchling, Shassar has never felt inclined to leave and regards the lagoon as her territory, which she will jealously guard against all intruders. Despite the abundant fish supply (and probably due to her contact with Maldred), Shassar has developed a taste for human flesh, so all entrants into her little world will be considered as being on the menu.
Female advanced dragon turtle
N Huge dragon (aquatic)
MM 88
Init +0; Senses darkvision 60 ft., low-light vision, scent; Listen +20, Spot +20
AC 26, touch 8, flat-footed 26
(+18 natural, -2 size)
hp 197 (17 HD)
Fort +15, Ref +10, Will +11
Immune fire, paralysis, sleep
Spd 20 ft., swim 30 ft.
Melee bite +19 (4d6+14) and
2 claws +17 (2d8+9)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (DC 23)
During Combat Shassar will begin combat by attempting to capsize one of the longboats. She will then use her breath weapon on the other before moving to melee. She normally uses a 5-point Power Attack.
Morale Shassar will flee if reduced to less than 100 hp.
Str 28, Dex 10, Con 21, Int 12, Wis 13, Cha 12
Base Atk +17; Grp +34
Feats Alertness, Cleave, Improved Bull Rush, Improved Natural Armor, Multiattack, Power Attack, Snatch
Skills Diplomacy +8, Hide +12 (+20 submerged), Intimidate +19, Listen +20, Search +20, Sense Motive +20, Spot +20, Survival +20 (+22 following tracks), Swim +22 (+30 to perform some special action or avoid a hazard)
Languages Aquan, Draconic, Common
Breath Weapon (Su) Cloud of superheated steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 23 half; effective both on the surface and underwater.
Capsize (Ex) A submerged Shassar that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. She has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.
Skills Shassar can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
2. The Wreck
An old wreck of a small galley can be seen lying on the bottom here in about 40 feet of water.
This galley came into the lagoon many years ago, before the coral reef had grown too large for ships to enter. The galley promptly had its bottom smashed in by Shassar who then ate most of the crew.
Treasure: If investigated a successful DC 20 Search check indicates that some item or creature has been encountered near the wreck. Each item may only be recovered once but creatures may be encountered repeatedly.
| 2d4 | Discovery |
|---|---|
| 2 | A skeleton lying half buried in the sandy bottom. The only thing on it is a pair of shiny bracers (bracers of armor +2); a DC 25 Search check indicates that the diver also notices an uncorroded +2 warhammer nearby. |
| 3 | The diver has encountered a giant moray eel. |
| 4 | A small rusty iron chest, so corroded that if moved it will break apart, revealing 10 obsidian cubes (1 inch per side, worth 50 gp each), 10 moonstones (80 gp each), 5 black pearls (500 gp each), a pair of silver and gold bracers (700 gp), a pair of identical wrought gold lions (1,000 gp each), and a brooch of gold studded with amethysts (4,000 gp). |
| 5 | A wooden chest that has rotted away revealing the ingots of precious metals that it once contained: each ingot weighs 20 lb, there are 4 of copper (10 gp each), 9 of silver (10 gp each), 7 of gold (200 gp each), and 2 of platinum (1,000 gp each). |
| 6 | A bronze chest, still intact but the hinge and lock are corroded shut (DC 27 Strength check to open). Inside are a very good quality gold necklace (1900 gp), an ornate silver ring formed by two entwined snakes that have obsidian chips for eyes and a small jade stone held between their jaws (2,000 gp); a 2-foot long, ½ inch diameter copper rod with eight green bands inlaid at one end, written along its length in invisible magic script (any reader must be able to see invisible and read magic) are the words ‘Dominus Vobiscum.’ This a special wand of restoration; the green bands indicate how many charges are left (8) and the invisible words are the command words to activate its power; but it is aligned good and may only be used by good wielders on good subjects. The last item in the chest is a small iron flask sealed with rune-inlaid wax: Inside is a viscous blood-red liquid that has a metallic taste/odor (a potion of heroism). |
| 7 | The diver has encountered a patch of strangle weed, a large, 12-foot wide plant that resembles a patch of seaweed. It attacks by grappling its foe and then squeezing it or drowning it (in the case of air-breathing creatures). |
| 8 | A skeleton, half buried under wooden beams, wearing an uncorroded copper ring (a ring of protection +1) |
N Large magical beast (aquatic)
Tome of Horrors 178
Init +3; Senses darkvision 60 ft., low-light vision; Listen +9; Spot +9
AC 16, touch 12, flat-footed 13
(+3 Dex, +4 natural, -1 size)
hp 32 (5 HD)
Fort +5, Ref +7, Will +2
Immune fear effects, disease (magical and normal)
Weakness water dependent
Spd 5 ft., swim 20 ft.
Melee bite +7 (1d8 plus disease) or
tail lash +7 (1d4)
Special Attacks disease, improved grab
During Combat A giant moray eel conceals itself in reefs, seaweed, or other such watery vegetation so as to strike opponents when they pass near. The eel attacks nearly any living creature that moves within 10 feet of it, including prey that is much larger than itself. A creature that attempts to flank the eel is attacked by its tail lash
Morale The eel fights to the death
Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 2
Base Atk +5; Grp +9
Feats Alertness, Weapon Finesse
Skills Hide +0, Listen +9, Spot +9, Swim +11
Disease (Su) Flesh Rot—bite, Fortitude DC 13, incubation period 1 minute; damage 1d6 Con and 1d6 Cha.
Improved Grab (Ex) To use this ability, a giant moray eel must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.
Water Dependent (Ex) Giant moray eels can survive out of the water for 1 minute per point of Constitution (after that, refer to the drowning rules in the DMG).
Skills A giant moray eel has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
N Large plant (aquatic)
Tome of Horrors 334
Init +0; Senses blindsight 30 ft.; Listen +5; Spot -
AC 14, touch 9, flat-footed 14
(+5 natural, -1 size)
hp 30 (4 HD)
Fort +7, Ref +1, Will +2
Immune plant traits; Resist fire 10
Spd 5 ft.
Melee slam +7 (1d6+6)
Space 10 ft.; Reach 10 ft. (20 ft. with frond)
Special Attacks constrict 1d6+6, improved grab
During Combat Strangle weed lies still until prey comes near. It then lashes out with its fronds, attempting to grapple its foes. Grappled foes are either squeezed until they die or held underwater until they drown.
Morale Strangle weed will pretend to be dead when reduced to 10 or less hp.
Str 18, Dex 10, Con 16, Int 2, Wis 12, Cha 6
Base Atk +3; Grp +11
Feats Power Attack, Weapon Focus (slam)
Skills Listen +5, Move Silently +3
SQ camouflage
Blindsight (Ex) Strangle weeds have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.
Camouflage (Ex) Since a strangle weed looks like normal seaweed when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of spot to notice the plant.
Constrict (Ex) A strangle weed deals 1d6+6 points of damage with a successful grapple check.
Improved Grab (Ex) To use this ability, a strangle weed must hit with its slam attack. It can then attempt to start a grapple check without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
3. The Beach
Tall, steep cliffs (over 90 feet high), without ledge or crevice, apparently cut this sandy beach off from the rest of the island. But near the center of the rock wall is a small, 10-foot high cave with a narrow, 10-foot high passage leading from its rear. This is the entrance to the Lair of Maldred.
The Lair consists of two levels connected by a shaft (area 28) that links area 27 on the upper level with area 29 on the lower level.
Unless otherwise stated, all the rooms and corridors are 10 feet high and have been cut out of a black glassy stone that is slippery and difficult to climb. The floors have been roughened to provide better traction.
A standard wooden door is 5 feet wide, 6 feet high, 4 inches thick, made of oak and reinforced with 3 metal bands to which the hinges are attached. At the center of one side is a metal ring and on the other a metal latch. The latch may be raised by hand or by turning the ring (the latch is always on the side of the door that swings sway from an opener); a standard wooden door’s overall weight is 600 lb.
A standard iron door is 5 foot wide, 6 foot high, 2 inches thick and 2,400 lb in weight. Unless specified otherwise, all metal doors (when and if they are unlocked) may be opened by pushing on their plain side or by pulling on a small metal rung provided on the other side. The hinges of all metal doors are concealed, and so cannot be seen from either side of the door.
Unless otherwise specified, arcane spells found in the Lair are as cast by a 16th level wizard. Any divine spells are as cast by an 18th level cleric.
hp 90; Hardness 8; Break DC 40
Climb DC 30
hp 20; Hardness 5; Break DC 23
hp 60; Hardness 10; Break DC 28

3. The First Ward (EL 5)
Thirty feet along this passage stands a small obelisk that is made from a sickly green stone, veined with blood-red lines and carved with runes.
Trap: The obelisk (1-foot by 2-foot rectangle base, 8-foot high) is the first of the powerful wards that Maldred has left to protect his Lair. Formed from stone quarried from the deepest of the Nine Hells, the obelisk is magically bonded to the rock floor of the passage. The runes on the obelisk are very evil in nature.
Type magical; Search DC 28; Disable Device DC 28
AC 3 (-5 Dexterity, -2 object)
hp 240; Hardness 10; Break DC 40
Trigger proximity and touch; Reset automatic; Bypass A successful targeted dispel magic (against CL 16th) will suppress the effects of the obelisk for 9 rounds.
Effects All living creatures take a 1d6+5 penalty to Strength for as long as they are within 15 feet of the obelisk; Any non-evil being attempting to read the runes is subject to illusory script (16th-level wizard, DC 14 Will save negates; suggestion to forget what was read); Any non-evil neutral creature that touches the obelisk receives 2d4 points of damage per round, while good creatures receive 4d4 points of damage per round (neither has a saving throw). These effects are the equivalent of 3rd-level spells (CL 16th).
The passage ends in a large, arcane locked iron door (10-foot high, 2-inches thick and weighing 4,000 lb). It was once barred and padlocked but both bar and broken padlock now lie on the floor in front of the door. The door’s hinges are not discernable from this side.
hp 60; Hardness 10; Break DC 38
4. Cavern and Pit (EL 9)
The cavern roof here hosts a species of phosphorescent lichen that provides shadowy illumination out to 90 feet.
The walls and floor of this 70-90 foot high cavern are of a smooth, black glassy stone that is slippery underfoot. The cavern roof gives off a dim greenish glow. About 40 feet from the iron door, a 60-foot deep trench cuts across the width of the cavern.The trench has spikes at the bottom. A wide rock slab forms a bridge across this pit; two bodies lie impaled on the spikes below the bridge, 10 feet from its southwest edge.
The stone floors here have not been roughened and are slippery, increasing the DC of Balance and Tumble checks by 5.
Trap: Only the first 5 feet of the bridge are real, the rest is an illusion.
Type spell and mechanical; Search DC 31; Disable Device DC 31
Trigger location; Reset automatic
Effect Spell effect (permanent illusion of bridge; CL 16th; Will DC 19 if interacted with) and 60-foot pit (fall, 6d6) plus pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2).
Treasure: The bodies in the pit are those of adventurers who survived the wrecking of the galley (area 2) but who, after getting this far, fell victim to Maldred’s illusory bridge. If the bodies are investigated then the following details will be noted:
The first body lies face down; it is of a human and seems to have once worn metal armor of some sort, the remains of a shield and sword lie nearby. Upon its back is a cracked bowstave and a dried-up leather quiver which, if opened, contains many broken arrows and one intact arrow made entirely of silver and inscribed with many sigils (this arrow is magical and the sigils may be deciphered using read magic; they will inform a reader that this is an +1 elemental slaying arrow). If the body is turned over, a bandolier supporting many dried and cracked leather pouches will be revealed and, if these are searched through, an old wallet will be found containing 15 sp, 5 pp and a small dark gray engraved gem that a DC 15 Appraise check will readily identify as hematite—an ornamental stone worth about 10 gp (in fact it is a periapt of wound closure).
The second body lies on its side. It is of a gnome, and only the rags of a robe cover the withered body and the only weapons discernable amongst the wreckage of equipment seem to have been daggers. Next to the body is an old satchel containing 50 cp and a cracked ivory and gold ornamental hunting horn (worth 90 gp, or 900 gp if a mending spell is used to repair it).
5. Cavern and Tunnel (EL 9)
The tunnel ahead has curved walls that meet in an arch 10 feet above the floor. The floor and walls are lined with close-fitting slabs of the same black glassy stone encountered in the cavern.
The slabs are smooth and slippery; this condition is worsened by the tunnel sloping downwards at an angle of about 15 degrees. The DC of Balance and Tumble checks in this area are increased by 7.
Creatures: Lurking in the west half of the cavern near the edge of the pit are 9 shadows. They still obey the last commands given them by their master Maldred the Mighty, who told them to attack any living creature that crossed the pit. Until their attack starts the shadows will avoid bright lights and will attempt to get behind a victim by hiding in areas of shadowy illumination.
CE Medium undead (incorporeal)
MM 221
Init +2; Senses darkvision 60 ft.; Listen +7, Spot +7
AC 13, touch 13, flat-footed 11
(+1 deflection, +2 Dex)
hp 19 (3 HD)
Fort +1, Ref +3, Will +4
Immune incorporeal traits, undead traits; Resist +2 turn resistance
Spd fly 40 ft. (good)
Melee incorporeal touch +3 (1d6 Str)
Special Attacks create spawn
During Combat The shadows will attempt to steal up and swarm on the last creature crossing the pit.
Morale The shadows attack until destroyed.
Str –, Dex 14, Con –, Int 6, Wis 12, Cha 13
Base Atk +1; Grp –
Feats Alertness, Dodge
Skills Hide +8 (+12 in areas of shadowy illumination, +4 in brightly lit areas), Listen +7, Search +4, Spot +7
Create Spawn (Su) Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Strength Damage (Su) The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Thirty feet into the tunnel is a skeleton lying on the floor. The tunnel ends in two 10-foot high bronze doors. They are curved at the top, perfectly fitting the arch of the tunnel. Neither has any discernible feature; no hinges can be seen. They are heavily barred on the inside. Each door is 2 inches thick, weighs 4,100 lb, and is worth 410 gp.
hp 25; Hardness 8; Break DC 27
The skeleton is that of an adventurer from the wrecked galley. He was the leader and last survivor of a small party that attempted to loot Maldred’s Lair. Having drank a potion of invisibility, he escaped the guardians of the room beyond the bronze doors, but died of his wounds whilst trying to crawl up the slippery slope to the cavern.
Treasure: If the skeleton is investigated the following will be noted: The body lies to the rear and to one side. A badly ripped backpack lies half on and half off the body. Little remains of the half plate armor that the body once wore, much having corroded away and the rest is missing. No helm can be seen, though an intact but dented small shield lies partially under the body (it is a +2 light steel shield). If the rotted remains of gauntlets are removed, a ring will be revealed on each skeletal hand. On the left is a copper band holding a small transparent blue stone (a DC 15 Appraise check identifies this as aquamarine worth 100 gp in value; actually it is a ring of water walking). On the right is a silver band holding a small translucent apple-green stone (A DC 15 Appraise check identifies this as chrysoprase, worth 50 gp in value).
The rest of the equipment is either too smashed up or corroded to be worth anything, but various bits and pieces of broken pottery, rope and unidentifiable scraps of leather and metal can be seen at the bottom of the slope next to the doors. Closer examination will reveal the shattered remains of an ornate wooden staff, a steel scroll tube bent at right angles (a scroll can be seen within, it is a scroll of magic circle against evil and it is up to you to judge whether or not the PCs extract it without damage) and a small clear glass bottle sealed with a wired-on glass stopper. The bottle contains an effervescent golden liquid with a sweet taste/odor (elixir of vision in a glassteel bottle).
6. Entrance Hall
The southwest and southeast walls are formed by red curtains, and a green curtain hangs in the southern portion of the west and east walls.
All of the curtains are 10 feet wide and 10 feet high and are made from many overlapping 2 inch wide strips of cloth that have been bonded at the top to a wooden slat nailed to the ceiling. The bottom is weighted by metal beads sewn to the cloth.
7. Alcoves (EL 9)
Creatures: In each alcove is a stone golem. Both have been damaged by previous attacks and have been programmed to perform the following functions:
Ablative stone golems
N Large construct (MM 137, Book of Templates 79)
Init -1; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
AC 22, touch 8, flat-footed 22
(-1 Dex, +14 natural, -1 size)
hp 72 (11 HD)
Fort +3, Ref +2, Will +3
DR 5/adamantine; Immune magic (decreased); construct traits
Spd 20 ft.
Melee 2 slams +15 (2d10+8)
Space 10 ft.; Reach 10 ft.
Special Attacks slow (DC 15)
Str 26, Dex 8, Con –, Int –, Wis 11, Cha 1
Base Atk +8; Grp +20
SQ berserk
Berserk (Ex) When an alcove guardian enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled construct goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction.
Decreased Immunity to Magic (Ex) An alcove guardian is immune to any spell or spell-like ability below 4th level that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A transmute rock to mud spell slows an alcove guardian (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.
Slow (Su) An alcove guardian can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 15 Will save to negate.
Hazard: Alcove A contains the remains of 4 or 5 bodies (the rest of the party that attempted to loot Maldred’s Lair). Unless precautions are taken, anyone searching amongst these dry and dusty remains may breathe in a disease. Such a character must make a DC 16 Fortitude saving throw or contract cackle fever (see DMG 292).
Treasure: Apart from piles of broken bones and dried flesh, the remains consist mostly of torn robes, spikes and lanterns, also parts of a suit of splint mail and bits of some leather armor as well as several barely identifiable weapons, amongst them a heavy crossbow, a hand axe, and several types of swords.
When a character makes a successful Search check, the following intact or interesting pieces of equipment are recovered, including all items from lower DCs. Each item may only be recovered once. If magic detection is used, the four items of magic in the heap will be readily unearthed.
| DC | Recovered Items |
|---|---|
| 15 |
|
| 18 |
|
| 21 |
|
| 24 |
|
| 27 |
|
8. Antechamber (EL 8)
The floor of this room and its 6-foot high exit passage are of deep red marble.
The atmosphere is warm and the floor, if struck hard, will sound hollow. The passage ends with a locked iron door. The lock is in the center of the door. It is a dial, similar to those found on safes.
Trap: The dial is trapped. If triggered, the entire floor of the antechamber, except for the exit passage, will vanish to reveal a 1-foot deep pit (previously under vacuum) that has at its bottom a layer of white phosphorous. The body heat of any character falling or stepping into the pit will cause the phosphorous about him to ignite, which will in turn cause the rest of the phosphorous to flare up (if no heat source is applied to the phosphorous then it will merely glow). Once ignited, characters take 1d4 points of fire damage. Each round thereafter, the damage dealt increases by 1d4, up to a maximum of 5d4.
Type magical; Bypass Open Lock DC 30; Search DC 20; Disable Device DC 20
Trigger touch; Onset Delay 1 round; Reset no reset
Effect multiple targets (all targets within antechamber and exit passage); never misses; 1d4 cumulative fire per round for 5 rounds (targets in the exit passage take half damage); all targets must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage.
In the center of the other side of the door is an identical dial (not tied-in to the trap mechanism). If the door has been opened and the lock mechanism kept intact, then closing the door and turning either dial will relock it.
9. Antechamber (EL 5)
The floor of this room and its exit passage is a translucent pale bluish white.
The atmosphere is chill and the floor if struck hard will sound hollow. All of this floor, except for the eastern portion of the room, is of marble. The east portion is a thick sheet of ice.
Trap: The ice covers a 5-foot deep pit that has at its bottom a large patch of brown mold (DMG 76) that stops the ice from melting. If this sheet of ice is stepped upon or struck, it will only break.
Type mechanical; Search DC 25; Disable Device DC 25
Trigger location; Reset no reset
Effect DC 25 Reflex avoids; 5-ft. deep, brown mold (3d6 nononlethal cold)
The exit passage is 6 feet high and ends in a locked iron door. The lock in the center of the door is a dial identical to that in area 8, requiring a DC 30 Open Lock check to open. The dial has cast upon it a phantom trap. If the door has been opened and the lock mechanism kept intact, closing the door and turning either dial will relock it.
10. Laboratory (EL 8)
The room is lit by a continual flame that radiates from the center of the ceiling.
Against the north wall is a laboratory workbench. On its west end stands a glass-sided cabinet that has a pipe leading from its top and into the wall. Underneath the workbench are shelves filled with beakers, bottles, flasks, jars, and the like.
In the northeast corner is a small alchemist’s furnace; a narrow flue leads off from its top and passes out through the ceiling. Next to the furnace is a small rack that holds all the appropriate tools: bellows, crucibles, ladles, tongs, etc.
Against the south wall is another workbench on which sits a set of weighing scales. The shelves underneath are filled with more alchemical apparatus: alcohol burners, mixing rods, spatulas, tripods etc. At the western end of the workbench is a large metal cabinet standing 10-feet high, 5-feet wide, and 2-feet deep.
A stool stands next to each work bench. The exit passage is 6-feet high and ends in a standard wooden door.
Creature: This room is guarded by an invisible stalker, which has orders to kill all intruders (and it’s in a hurry to finish the job!).
N Large elemental (air, extraplanar)
MM 160
Init +8; Senses darkvision 60 ft.; Listen +13, Spot +13
AC 17, touch 13, flat-footed 13
(+4 Dex, +4 natural, -1 size)
hp 52 (8 HD)
Fort +4, Ref +10, Will +4
Immune elemental traits
Spd 30 ft., fly 30 ft. (perfect)
Melee 2 slams +10 (2d6+4)
Space 10 ft.; Reach 10 ft.
During Combat The desperate stalker attacks recklessly and furiously.
Morale The stalker fights to the death.
Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 11
Base Atk +6; Grp +14
Feats Combat Reflexes, Improved Initiative, Weapon Focus (slam)
Skills Listen +13, Move Silently +15, Search +13, Spot +13, Survival +2 (+4 following tracks)
SQ natural invisibility, improved tracking
Improved Tracking (Ex) An invisible stalker is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature’s passage.
Natural Invisibility (Su) This ability is constant, allowing a stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
The containers under the northern workbench are all empty. The set of weighing scales on the southern workbench are a very finely balanced (and fragile).
The glass-sided cabinet that rests on the northern workbench is a fume-cupboard; the pipe leading off from it eventually reaches the outside and provides an outlet for the noxious gases that are sometimes produced during chemical reactions.
Trap: The large metal cabinet is not locked, but opening it will set off a fire trap.
Type spell; Search DC 29; Disable Device DC 29
Trigger touch; Reset no reset
Effect spell (fire trap; CL 16th, Reflex DC 16 half, 1d4+16 fire)
Treasure: Inside the metal cabinet are over 400 bottles in six different colors (red, yellow, green, blue, black, and white), all numbered and all arcane locked. These bottles contain different elements, compounds and special ingredients in solid, liquid, and even gaseous form, but since their identities are concealed by Maldred’s code not even an alchemist would pay for them as the time, trouble and risk involved in identifying them would exceed their probable value.
In the east wall is a 5-foot wide, 6-foot high section. A DC 20 Search check will reveal the section as gray stone painted over with black gloss paint. A DC 20 Knowledge (architecture and engineering) or a DC 25 Spellcraft check further reveals that this section of the wall is, in fact, a passage that has been sealed with a wall of stone and painted over in an effort to disguise it.
The secret door in the south wall may be found on a DC 25 Search check. It may be opened by a character pushing hard against its lower half. This will engage a hidden counter-weight that will lift the door up into the ceiling. On the other side of the door is:
11. Secret Chamber (EL 3)
This unlit chamber has in the center of its east wall a metal level and against its west wall a desk with one drawer, and a chair. On the desk is a mace.
If pulled down the metal lever will, after a 1 minute delay, lower the secret door. If pulled up, it will raise the secret door immediately. (If the secret door is opened from the outside, the lever, if down, lifts at the same time as the door.) Inside the desk drawer is a sheet of folded-up vellum, a leather scroll tube, a small leather bag and a brass bottle stoppered with a silver plug and sealed with wax.
Treasure: The mace is one of Maldred’s experiments in weaponry: a rod of the mighty (Appendix B).
The sheet of vellum in the drawer bears some writing. The first part is an explosive rune, if this is avoided and the sheet remains intact, there follows an explanation of Maldred’s coding system. Using this a character will be able to pick out the most valuable bottles from the metal cabinet in the laboratory (if they are still available). These will amount to 20 bottles, each weighing ½ lb and each worth about 200 gp.
Type spell; Search DC 28; Disable Device DC 28
Trigger touch; Reset no reset
Effect spell (explosive runes; CL 16th, writing detonates in 10 ft. radius [6d6 force]; reader has no save, others DC 14 Reflex save for half damage)
Inside the leather scroll tube is a scroll of feeblemind. This is in fact a cursed scroll and the caster will be struck by the spell when he attempts to invoke it.
The small leather pouch contains a rune-engraved, round lump of transparent gold-colored mineral that has a black sphere embedded at the center. A DC 17 Appraise check identifies this as a black pearl embedded in a lump of amber, worth 5,000 gp. Actually it is a periapt of foul rotting.
The brass bottle contains another of Maldred’s experiments: an odorless potion, syrupy and steel-gray in color, with grains of red suspended in it. The solution has a metallic taste and is an elixir of Titan’s power (Appendix B).
12. Library (EL 5)
The room is lit by a continual flame spell that radiates from the center of the ceiling.
Attached to the north wall are 7 long, book-filled shelves at 15 inch intervals, starting 1 foot above the floor. Next to the shelves is a 4-foot-high step ladder. Against the west wall is a 3-foot-high cabinet comprising many 3-inch by 3-inch pigeon-holes, most of which contain leather scroll tubes. Against the center of the south wall stands a reading table and chair. In the east half of the south wall is a fireplace, in front of which is a padded armchair and footstool.
The fireplace is 5 feet wide, 3 feet high, and 3 feet deep with a 1-foot diameter flue; there are no signs of either ashes or fuel. The exit passage is 6 feet high and ends in a standard wooden door.
A 5-foot wide by 6-foot high section of the west wall is a passageway that has been filled in by a wall of stone; it has been disguised and is detectable in the same way as the section of east wall described in area 10. The secret door in the south wall may be found on a DC 25 Search check. The door may be opened by pushing hard against its lower half; this will engage a hidden counter-weight that will lift the door up into the ceiling.
Trap: This room is guarded by a permanent version of mage’s faithful hound. This hound will not leave the library.
Type spell; Search DC 30; Disable Device DC 30
Trigger touch; Reset no reset
Effect spell (mage’s faithful hound; CL 16th, +10 attack bonus, 2d6+3 points of piercing damage)
Treasure: There about 1,000 books, ancient histories and documentaries on past events—generally useless to the PCs. On average each book weighs 6 lb and measures 12 inches high, 9 inches wide, and 2 inches thick.
There are 100 books on religious history, devil worship, and the rituals pertaining to it. What little value these would have been to good characters (information on where covens gather so that they could be destroyed) is made invalid by being out of date. There are 200 books on ancient legends of great evil artifacts (of all these only one had some truth in it, and that led to the discovery of The Book of Yandross). There are 200 books on general research material, which form the basic library required by any mage to research spells.
A final section is subdivided into 4 groups of 100 books each and they form a high quality reference library dealing with chemistry, divination, dweomercraft, and the lower Outer Planes. Using these books requires 2d6 hours, access to comprehend languages (as the books are in many different dialects), and grants a +3 insight bonus on any Craft (alchemy), Knowledge (arcana), Knowledge (the planes), or Spellcraft checks.
There are about 200 scroll tubes in the cabinet, and they contain generally useless information. The majority (about 160) are short histories, scraps of legends, written orders for long dead functionaries of the empire of Nastrond, and a few floor plans of proposed temples (but none of Maldred’s Lair). The rest (about 40) are maps of all sizes, from large scale maps showing lost continents to highly detailed plans of the areas around now defunct dungeons; none are useful.
13. Secret Chamber (EL 6)
This unlit chamber has, in the center of its west wall, a metal lever; against its east wall is a desk and chair; and in its southwest corner is a block of stone.
The metal lever operates the same as the one in area 11.
Treasure: The desk has one drawer containing several quills, 3 bottles of ink, 2 blank scrolls, and a magnifying glass.
The stone block measures 30 inches by 15 inches by 20 inches and weighs about 700 lb. It is hollow with 1-inch thick walls but no seam or crack can be seen, as it was formed by a stone shape spell (and can be identified as such with a DC 24 Spellcraft check). Inside are 12 metal-bound, clasped and padlocked books, 6 steel scroll tubes and a metal helm.
All 12 books have a poison needle trap in the padlock and they all have a fire trap spell cast on them (so they all radiate magic if it is detected for). The books include eleven volumes on arcane lore and an emergency spell book, which contains 5 1st-level spells, 4 2nd-level spells, 4 3rd-level spells, 3 4th-level spells, 3 5th-level spells, 3 6th-level spells, 2 7th-level spells, and 2 8th-level spells (all to be determined by you).
The six scroll tubes are not trapped but the scrolls themselves each have explosive runes cast upon them. The first scroll contains 2 divine spells—dispel magic and locate object. The second scroll contains 4 arcane spells—bull’s strength, enlarge person, passwall, and water breathing. The next three scrolls are treasure maps to monetary treasure. The last scroll is a treasure map to magical treasure. (Where the maps lead to, what they lead to, and whether the treasure is still there is entirely up to you.)
The metal helm is a helm of comprehending languages and read magic.
Type mechanical; Bypass Open Lock DC 25; Search DC 22; Disable Device DC 17
Trigger touch; Reset manual
Effect Atk +17 melee (1 plus poison, needle); poison (blue whinnis, DC 14 Fortitude save resists [poison only], 1 Con/unconsciousness)
Type spell; Search DC 29; Disable Device DC 29
Trigger touch; Reset no reset
Effect spell (fire trap; CL 16th, Reflex DC 16 half, 1d4+16 fire)
Type spell; Search DC 28; Disable Device DC 28
Trigger touch; Reset no reset
Effect spell (explosive runes; CL 16th, writing detonates in 10 ft. radius [6d6 force]; reader has no save, others DC 14 Reflex save for half damage)
14. Trap (El 8)
A symbol of insanity has been inscribed on the eastern wall at this point.
Type spell; Search DC 33; Disable Device DC 33
Trigger touch; Reset no reset
Effect spell (symbol of insanity; CL 16th, DC 22)
15. Trap (EL 4)
At this point a permanent, invisible wall of fire stretches across the corridor with its cool side facing south.
Type spell; Search DC 29; Disable Device DC 29
Trigger location; Reset no reset
Effect 2d6+16 fire damage to any passing through the wall; creatures within 10 feet of the hot side take 2d4 points of fire damage, creatures past 10 feet but within 20 feet take 1d4 points fire damage.
These traps are all greater glyphs of warding. Any creature touching the glyph area without first speaking its name will set it off.
16. Fiery Trap (EL 6)
This glyph protecting 15 feet of corridor (floor, walls, and ceiling) is fah, glyph of fire.
Type spell; Search DC 31; Disable Device DC 31
Trigger touch; Reset no reset; Bypass Speaking the word ‘fah’ before touching the glyph
Effect spell (greater glyph of warding [blast]; CL 18th, 9d8 fire, DC 19 Reflex save for half)
17. Toxic Trap (EL 6)
The 5-foot x 5-foot floor here is protected by xin, glyph of poison.
Type spell; Search DC 31; Disable Device DC 31
Trigger touch; Reset no reset; Bypass Speaking the word ‘xin’ before touching the glyph
Effect spell (greater glyph of warding [poison]; CL 18th, 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later, DC 16 Fortitude save negates)
18. Abyssal Trap (EL 6)
The 5-foot x 5-foot floor area here is protected by pa-shi, glyph of plane shifting.
Type spell; Search DC 31; Disable Device DC 31
Trigger touch; Reset no reset; Bypass Speaking the word ‘pa-shi’ before touching the glyph
Effect spell (greater glyph of warding [plane shift]; CL 18th, plane shifted to the Abyss, DC 17 Will save negates)
19. Withering Trap (EL 6)
This 15 feet section of corridor (floor, walls, and ceiling) is protected by vith, glyph of withering.
Type spell; Search DC 31; Disable Device DC 31
Trigger touch; Reset no reset; Bypass Speaking the word ‘vith’ before touching the glyph
Effect spell (greater glyph of warding [harm]; CL 18th, 150 hp negative energy damage, DC 19 Will for half, but cannot reduce the target’s hit points to less than 1)
Unless otherwise stated, rooms 20, 22, 23, 24 and 25 have 6-foot high entry/exit passageways and standard wooden doors.
20. Kitchen
The alcove in the northwest corner is lined with shelves bearing all types of everyday kitchen utensils, the remains of some spoiled food, and some dried up old linen—towels and the like. In the southwest corner is 5-foot high niche with a 1-foot diameter flue in its ceiling. In the floor of the niche is a 2-foot deep pit half full with ashes. Projecting from the walls of the niche at various heights are several metal hooks and bars from which hang several pots, pans, and kettles.
The exit passage in the southwest wall is only 3 feet high.
21. Slaves Quarters (EL 3)
This room is only 4 feet high and it is divided by wooden partitions into 8 stalls. The floor is strewn with old dry straw and in each stall is a small humanoid skeleton manacled to the will
Any halfling will recognize these bodies as being of his own race.
Creature: In the northeast stall there is also a violet fungi. It will move to attack anyone investigating this room.
N Medium plant (MM 113)
Init -1; Senses low-light vision; Listen +0, Spot +0
AC 13, touch 9, flat-footed 13
(-1 Dex, +4 natural)
hp 15 (2 HD)
Fort +6, Ref -1, Will +0
Immune plant traits
Spd 10 ft.
Melee 4 tentacles +3 (1d6+2 plus poison)
Space 5 ft.; Reach 10 ft.
During Combat The violet fungus flails about with its tentacles at living creatures that come within its reach.
Morale The fungus attacks until killed.
Str 14, Dex 8, Con 16, Int –, Wis 11, Cha 9
Base Atk +1; Grp +3
Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d4 Str and 1d4 Con.
22. Dining Room
A great oaken table fills most of this room. At its northern end are 3 large wooden chairs and at its southern end is positioned a great, almost throne-like chair of silver.
Treasure: The chair weighs 4,000 lb and is worth 2,000 gp.
23. Bathroom
Attached to the north wall of this room is a towel rail and an enameled basin with a waste pipe leading from it into the floor but no signs of a plug. Projecting from the wall above the basin is a metal spigot.
In the southern wall are two small curtained alcoves and one large alcove that contains a big brazier full of cinders. Stacked around it are several large stones.
The curtained alcoves are toilets. The large stones weigh about 5 lb and were once used to heat water.
The eastern part of the room is hidden by a curtain (all the curtains in this room are formed from a heavy-duty cloth draped over a ceiling-height steel rod) behind which the walls, floor and ceiling are covered with yellow tiles. A 4-foot deep sunken bath occupies the easternmost section of the room. At the southern end of this bath, one of the tiles on the bottom is raised above all the others (noticed on a DC 15 Search check). If it is removed, a drainage pipe is revealed. Projecting from the north wall above this bath is a metal spigot.
Hazard: If either spigot is opened, stale water will pour out (they are gravity fed from a water-tank above the room). The water is germ-laden and any character touched by this contaminated liquid must make a DC 16 Fortitude saving throw or become infected with the disease blinding sickness (DMG 292).
24. Bedroom of Jasmine the Magic-User
This room is rather musty. The walls are painted a light blue. The floor is covered by a thick carpet and an ornate bed stands in the southeast corner of the room; both are mildewed.
Against the east wall is a small, one-drawered, bedside table. On this table is a small stoppered glass bottle, a small hand-mirror, a brush, and comb.
A 5-foot wide by 6-foot high section of the north wall is a passageway that has been filled in by a wall of stone, disguised and detectable in the same way as the section of east wall described in area 10.
Treasure: The bottle on the bedside table contains a watery, sweet-smelling liquid (perfume). Inside the drawer is a complete set of female cosmetics and a gold coin that has had a continual flame spell cast upon it.
Under the bed is a large wooden trunk holding many items of female apparel, none of which are of exceptional quality. A DC 15 Search check will find a pouch containing 10 pp.
25. Bedroom of the Clerics (EL 9)
This room is rather musty. The walls are painted a light green. The floor is covered by a thick carpet, while two ornate beds stand against the south wall; all three items are mildewed. Beside each bed is a small table with drawer.
A 5-foot wide by 6-foot high section of the north wall is a passageway that has been filled in by a wall of stone spell, disguised and detectable in the same way as the section of east wall described in area 10.
Treasure: The table nearest the door has upon it an incense burner and a small book of evil prayers. Its drawer contains 3 black tallow candles (the fat for which is of highly dubious origin) and a desecrated holy symbol.
The other table has nothing upon it but its drawer contains a ceremonial dagger made from a shard of jet black stone, a gold coin that has had a continual flame cast upon it, and 9 vials of unholy water.
Under each bed is large wooden trunk containing items of female apparel, all of which are religious is nature: ceremonial gowns, vestments, head-dresses, etc. Some bear bloodstains. Each trunk also contains a silver unholy symbol. The trunk under the bed in the southwest corner also has a leather bag containing a large sapphire (value 11,000 gp) that radiates strong conjuration magic. This is the prison for a vrock demon captured by a trap the soul spell.
CE Large outsider (chaotic, extraplanar, evil)
MM 48
Init +2; Senses darkvision 60 ft.; Listen +24, Spot +24
AC 22, touch 11, flat-footed 20
(+2 Dex, +11 natural, -1 size)
hp 115 (10 HD)
Fort +14, Ref +9, Will +10
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17
Spd 30 ft., fly 50 ft. (average)
Melee 2 claws +15 (2d6+6) and
bite +13 (1d8+3) and
2 talons +13 (1d6+3)
Space 10 ft.; Reach 10 ft.
Special Attacks aligned strike (chaotic, evil), spores, stunning screech (DC 22), summon demon
Spell-Like Abilities (CL 12th)
At will—mirror image, telekinesis (DC 18), greater teleport (self plus 50 pounds of objects only)
1/day—heroism
During Combat The vrock, enraged by its captivity and spoiling for a fight, will rush into melee.
Morale The vrock fights to the death.
Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Base Atk +10; Grp +20
Feats Cleave, Combat Reflexes, Multiattack, Power Attack
Skills Concentration +20, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (the planes) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Spores (Ex) A vrock can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.
Stunning Screech (Su) Once per hour a vrock can emit a piercing screech. All creatures except for demons within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1 round.
Summon Demon (Sp) Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.
26. Bedroom of Maldred the Mighty (EL 6)
The floor of this room is covered by a single fur rug from some gigantic beast. The ceiling and west wall are huge mirrors. The doors in the north wall are gold. Against the center of the east wall is a four-poster double bed; its canopy and posts depict lascivious scenes of devils cavorting with humans. Next to the bed on its northern side is a small table bearing a stack of papers under a gray stone paperweight. To the south of the bed is a large metal trunk.
If the blocks are still there, the blocked-in passageways in the southern wall are plainly visible as 5-foot wide, 6-foot high patches of gray stone and the remaining parts of wall are painted a deep red.
Each ‘gold’ door is 5-foot wide, 10-foot high, and 3 inches thick. They are arcane locked. In actuality both doors are made of brass and have had a permanent image cast upon them (DC 19 Will save if interacted with). As gold, each door feels like 15,000 lb in weight and is apparently worth 150,000 gp; as brass each door is actually 6,600 lb in weight and only worth 660 gp.
hp 90; Hardness 8; Break DC 35
The metal trunk is 5-foot long, 2-feet wide, and 2-feet high, and made from ½-inch steel plates. It weighs 970 lb empty (with its present contents it weighs 1,050 lb), has no hinges or lock, and has a slot-on lid (like a shoe-box) that has been arcane locked into position (DC 23 Strength check to open).
Trap: The trunk has had a glyph of warding cast on it, so any creature who touches the trunk without without saying the name of the glyph will set it off.
Type spell; Search DC 31; Disable Device DC 31
Trigger touch; Reset no reset; Bypass Speaking the word ‘mort’ before touching the glyph
Effect spell (greater glyph of warding [slay living]; CL 18th, death, DC 17 Fortitude negates but still does 3d6+18 points of damage)
Treasure: The rug weighs 500 lbs and is worth 1,000 gp intact.
The gray stone paperweight is made of slate. It has not been shaped or carved, but if examined carefully (DC 15 Spot check), a single word in small letters will be discerned upon its base: ‘gersit.’ This is a figurine of wondrous power: the slate stirge (Appendix B).
The papers from the bedside table give details of a lair Maldred had constructed far to the north of this island and how he intended to move there for his ‘chrysalis’ phase. (This is a false trail left by Maldred to confuse any invader who reaches this far.)
The trunk contains a full set of gem-encrusted ceremonial robes, a set of half plate, and a 1-foot x 6-inch x 6-inch wooden box with a sliding lid that contains a pair of gauntlets (which are in addition to the gauntlets that come with the half plate). The half plate, box, and gauntlets all radiate magic.
The robes are encrusted with low value ornamental stones so their value is 2,000 gp.
The armor is +2 half plate, but unless it is carefully cleaned it will kill the wearer 8 hours after he or she puts it on due to a cumulative dose of slow-acting, skin-absorbed poison that is coated on the inside of the armor. There is no saving throw. The poison does not leave a victim’s system so death occurs after 8 (not necessarily consecutive) hours of wearing the armor.
The box is a folding boat, but the command words have been lost and must be discovered. The gauntlets are gauntlets of ogre power.
27. Secret Corridor (EL 4)
The two blocked-in passageways at the north end are plainly visible as 5-feet wide, 6-foot high patches of gray stone. In the middle, the floor drops 20 feet. This 20-foot x 30-foot pit is filled with water. At the center of the bottom of the pit is a 10-foot diameter recessed steel disc. To the south are two arcane locked gold doors (see area 26), ‘pull’ handles are provided on this side of the doors.
Creature: The water in the pit is inhabited by a water weird, a life form that has its origins on the Elemental Plane of Water. These creatures attack all living things, and as their victims lay dying, the water weirds drain their life’s essences.
The water weird takes but two rounds to form from the body of water it inhabits. It appears as a large serpent constructed entirely of water.
CE Large elemental (extraplanar, water)
Init +6; Senses darkvision 60 ft.; Listen +4, Spot +4
AC 16, touch 11, flat-footed 14
(+2 Dex, +5 natural, -1 size)
hp 16 (3 HD)
Fort +4, Ref +4, Will +3
DR 10/bludgeoning; Immune elemental traits; Resist fire 10
Weakness vulnerabilities
Spd 30 ft.
Melee slam +3 (1d8+4)
Space 10 ft.; Reach 5 ft.
Special Attacks drench, improved grab, water mastery
Str 15, Dex 17, Con 12, Int 12, Wis 11, Cha 11
Base Atk +2; Grp +8
Feats Improved Initiative, Iron Will
Skills Hide +5, Listen +4, Move Silently +7, Spot +4
SQ transparency, reform body, control elemental
Control Elemental (Ex) The water weird has the ability to take control of a water elemental that is within 30 feet by making a successful DC 10 Intelligence check. If the elemental is being controlled by another creature, the water weird can gain control by making a successful Intelligence check (DC 10 + Intelligence modifier of caster currently controlling elemental).
Drench (Ex) A water weird’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin of Medium or smaller size. The creature can dispel magical fire it touches as dispel magic (CL 3rd).
Improved Grab (Ex) To use this ability, the water weird must hit a Medium or smaller creature with its slam attack. If it gets a hold it drags its prey into the water where it pins the victim underwater and attempts to drown him.
Reform Body (Ex) When reduced to 0 hit points or less, the weird collapses back into the water. Two rounds later, it will reform at full strength (minus any damage suffered from a purify food and drink spell).
Transparency (Ex) Water weirds are effectively invisible in water until they attack.
Vulnerabilities (Ex) Cold-based effects slow the weird as the spell of the same name. A purify food and drink spell deals 1d4 points of damage per caster level (maximum 10d4) to the water weird. These hit points are not regained when the weird reforms.
Water Mastery (Ex) A water weird gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is land bound, the weird suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block).
The pit contains 12,000 cubic feet of water (about 74,880 gallons), so for each 600 cubic feet of water removed, the level will drop one foot—count each helmet-full as about 0.1 cubic feet in volume.
The steel ‘plug’ is 2-inches thick and weighs 6,300 lb. As well as being heavy, the plug is held by water pressure. To lift the plug requires a total combined Strength score of 30, plus 2 for every foot of water above it. (Thus, at its initial depth it will require a total combined Strength score of 70 to ‘pull the plug.’ How the players apply their strength is another problem.) The plug is indented ½-foot into the pit floor, is smooth and fits its hole perfectly, offering no grip or leverage. Of course the players will probably avoid lifting the plug by using spells such as passwall or rock to mud.
28. The Shaft (EL 9)
The plug conceals a smooth-sided, slippery, circular shaft (Climb DC 25). Unless by some chance the players managed to conjure up 12,000 serfs with buckets, when the plug in area 27 is removed, or some other hole made, the water will drain down the shaft and into the 'bucket room,' area 29 below, possibly taking with it any unanchored characters who happen to be in the pit at the same time. The fall does 9d6 lethal and 2d3 nonlethal damage.
Creatures: Halfway down the shaft on the south side is a small (1-foot x 1-foot) hole leading to a small chamber that is the lair of 2 spectres.
LE Medium undead (incorporeal)
MM 232
Init +7; Senses darkvision 60 ft.; Listen +14, Spot +14
Aura unnatural aura (30 ft.)
AC 15, touch 15, flat-footed 13
(+2 deflection, +3 Dex)
hp 45 (7 HD)
Fort +2, Ref +5, Will +7
Immune incorporeal traits, undead traits; Resist +2 turn resistance
Weakness sunlight powerlessness
Spd 40 ft., fly 80 ft. (perfect)
Melee incorporeal touch +6 (1d8 plus energy drain)
Special Attacks create spawn
During Combat The spectres will attack the PCs in the best way that seems possible. They make full use of their incorporeal nature, moving through walls, ceilings, and floors as they attack.
Morale If the spectres are turned they will, after the duration of effect has passed, re-enter the Lair and attempt to follow the PCs so as to attack from the rear. They fight until destroyed.
Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Base Atk +3; Grp -
Feats Alertness, Blind-Fight, Improved Initiative
Skills Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks)
Create Spawn (Su) Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Energy Drain (Su) Living creatures hit by a spectre’s incorporeal touch attack gain two negative levels. The DC is 15 for the Fortitude save to remove a negative level. For each such negative level bestowed, the spectre gains 5 temporary hit points.
Sunlight Powerlessness (Ex) Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only a single move or attack action in a round.
Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

29. ‘Bucket’ Room (EL 5)
Note: Unless it has been dispelled permanently, any water in the ‘bucket’ room will also contain the water weird from area 27.
The exit passage at the top of the southern wall goes 5 feet before it ends in two large iron doors (each is 5-foot wide, 10-foot high, 2 inches thick, and weighs 4,000 lb), each with a metal ring at its center.
Trap: Pulling on the ring will undo the bolts that anchor the door to the floor and ceiling, and without their support the door will fall in the direction it is being pushed.
Type mechanical; Search DC 25; Disable Device DC 25
Trigger location; Reset none
Effect Characters in the path of a falling door must make a DC 25 Reflex save or take 2d10 crushing damage. If only one door is falling, a successful save means the character has either leapt to one side or back into the room. If a character cannot fly or otherwise support himself, then movement back into the room may result in either falling into water, and possibly being dragged down by the weight of equipment and drowned, or a long fall that may also be fatal depending on the amount of water in the ‘bucket’ room.
30. Pit and Morghiss Lair (EL 8)
Heat rises from this very deep pit and far below can be seen the dull red glow of subterranean fires.
The pit is 55 feet deep. Anyone falling in takes 5d6 falling damage and an additional 2d6 fire damage. Each round spent at the bottom of the pit inflicts another 2d6 fire damage.
Creature: On some ledge of this literal hell-hole is the lair of an evil spirit called a morghiss. By his arcane powers, Maldred has bound this morghiss to the pit and it may not move further than 100 feet from it. Having been without live prey for almost 900 years the morghiss has taken to lying in a torpor in its lair. It will be stirred by any loud noise or vibration (such as a 4,000 lb door falling over), by magic spells being cast near the pit entrance, by any light moved over the pit, or by any object or character being dropped down the pit.
Once the morghiss is aroused (as one of the above is bound to happen), it will spy on the PCs by using its clairvoyance ability.
Advanced morghiss (Appendix A)
NE Medium undead
Init +9; Senses darkvision 60 ft.; Listen +19, Spot +19
Aura despair (DC 20)
AC 20, touch 15, flat-footed 15
(+5 Dex, +5 natural)
hp 94 (14 HD)
Fort +4, Ref +9, Will +11
Immune undead traits; Resist turn resistance +4
Spd 40 ft.
Melee bite +10 (2d6+3) and
2 claws +8 (1d4+1 plus paralysis)
Special Attacks paralysis (DC 20)
Spell-Like Abilities (CL 6th)
3/day—clairvoyance, suggestion (DC 16)
During Combat When the characters have moved past the pit the spirit will emerge and attempt to capture and kill a few stragglers.
Morale If dropped below 20 hp the spirit will turn gaseous and flee.
Str 16, Dex 20, Con –, Int 15, Wis 14, Cha 16
Base Atk +7; Grp +10
Feats Improved Initiative, Improved Natural Armor, Improved Natural Attack (claws), Multiattack, Toughness
Skills Hide +22, Listen +19, Move Silently +26, Search +19, Sense Motive +19, Spot +19
Languages Common
SQ gaseous form
Despair (Su) At the end of each of the spirit’s turn, creatures within sight of it must succeed on a DC 20 Will save or be paralyzed with fear for 1 round and then slowed (as the spell) for 4 rounds. Whether or not the save is successful, that creature cannot be affected again by the spirit’s despair ability for 24 hours.
Gaseous Form (Su) As a standard action, the spirit can assume gaseous form at will as the spell (caster level 6th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Paralysis (Ex) Those hit by the spirit’s claw attack must succeed on a DC 20 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.
31. Alcoves
These alcoves have been provided by Maldred for the use of the morghiss during its liaisons with party stragglers. Both of these alcoves are completely silent (as the divine spell silence). This effect is permanent and cannot be dispelled.
32. Jasmine’s Magic Jar Room (EL 9)
In the center of this room stands a 2-foot diameter, 10-foot high pillar, stretching from floor to ceiling and embedded in both. Inlaid over most of its surface are tiny discs of sapphire and coin-sized squares of jet.
Neither of these precious minerals can be removed from the pillar without breakage. A DC 15 Knowledge (architecture and engineering) would note that, as the ceiling has been deliberately weakened in this room, removal of the pillar would result in a cave-in.
Creature: The pillar radiates strong necromancy magic. A DC 32 Knowledge (arcana) check will reveal that this is a special soul receptacle designed to enhance a magic jar spell. How well it does this is tied in with the size and quality of receptacle that the life force is kept in, which is why the pillar is so large and valuable. Sapphire was used because it is blue (a spiritual color) and because it boosts magical abilities; jet is a soul object material. The pillar currently contains the life force of Jasmine the magic-user, one of Maldred’s minions.
The pillar greatly enhances a magic jar spell in several ways. First, when used as the focus component for a magic jar spell, the pillar extends the spell’s duration to last until the caster returns to her own body (Jasmine’s is currently located in area 33). Second, the pillar maintains the caster’s body in a state of suspended animation and preservation while the magic jar is in effect, as a temporal stasis spell. Finally, the magic jar does not require line of effect to any victim and is not blocked by solid barriers.
From the pillar Jasmine will attempt to magic jar one of the PCs (DC 20, CL 9th). Her range is 90 feet (the dotted line markings on the map) and she is immediately aware of all living things that enter her area of effect (unless they are magically shielded by a nondetection spell or the like). She will begin attempts at jarring into PCs as soon as they enter her territory.
AC 2 (-5 Dexterity, -2 object, -1 size)
hp 120; Hardness 5; Break DC 35
Female human wizard 9 (see area 33)
During Combat Jasmine’s options as to what to do when she gains control of a body are many, ranging from casting her spells at PCs, to making a physical attack on another character or even just walking the victim back to the morghiss (which she knows all about).
Morale If the PCs set about damaging her pillar Jasmine will immediately return to her magically preserved body, which is in area 33.
Treasure: If the pillar is successfully removed from the dungeon and sold it is worth 10,000 gp.
33. Preservation Chamber (EL 8)
This small, austere cell without door or window contains only a single small bed.
Creature: Whilst Jasmine’s body is without a life force, this room keeps it in a state of suspended animation and preservation, similar to a temporal stasis spell. This condition is broken only by Jasmine’s life force returning to her body.
Female human wizard 9
LE Medium humanoid
Init +0; Senses Listen +1, Spot +1
AC 13, touch 11, flat-footed 13
(+2 armor, +1 deflection)
hp 36 (9 HD)
Fort +4, Ref +3, Will +7
Spd 30 ft.
Melee quarterstaff +3 (1d6)
Ranged dagger +4 (1d4-1/19–20)
Wizard Spells Prepared (CL 9th, +2 spell penetration)
5th—magic jar *
4th—confusion (DC 17), dimension door
3rd—displacement, haste, lightning bolt (2, DC 16)
2nd—daze monster (2, DC 15), false life, protection from arrows, see invisibility
1st—enlarge person, grease (DC 14), magic missile (2), shield
0—dancing lights, detect magic, read magic, touch of fatigue (+3 melee touch, DC 13)
* already cast
Str 8, Dex 11, Con 12, Int 16, Wis 13, Cha 16
Base Atk +4; Grp +3
Feats Greater Spell Focus (necromancy), Heighten Spell, Scribe Scroll, Spell Focus (necromancy), Spell Penetration, Skill Focus (Concentration), Toughness
Skills Concentration +16, Craft (alchemy) +15, Decipher Script +15, Knowledge (arcana) +15, Knowledge (the planes) +15, Spellcraft +17
Languages Aquan, Common, Draconic, Infernal
Combat Gear potion of invisibility, scroll of clairvoyance, dimension door, passwall (2); Other Gear bracers of armor +2, 6 throwing daggers, quarterstaff, ring of protection +1, key to the chest
Treasure: Under her bed is a locked metal chest (Jasmine has the key). The lock is trapped and, if the key is not used, poison gas will spray out of the chest.
Type mechanical; Bypass Jasmine’s key; Search DC 20; Disable Device DC 20
Trigger touch; Onset Delay 2 rounds; Reset no reset
Effect multiple targets (all creatures in 5-foot radius); never misses; burnt othur fumes (DC 18 fortitude negates, 1 Con permanent drain initial damage, 3d6 Con secondary damage)
The chest contains 5 metal-bound books (not locked) and a block of jet (value 1,000 gp). The books are Jasmine’s spellbooks, on each is also an explosive runes.
Type spell; Search DC 28; Disable Device DC 28
Trigger touch; Reset no reset
Effect spell (explosive runes; CL 9th, writing detonates in 10 ft. radius [6d6 force]; reader has no save, others DC 14 Reflex save for half damage)
Development: If Jasmine is forced to re-enter her body by the destruction of the pillar, she will do one of two things:
If she feels that the PCs are too weak to destroy Maldred then she will use a magic jar spell to store her life force in the block of jet (an inferior receptacle compared to the pillar, but good enough to last her till Maldred’s ‘hatching,’ which she knows will be soon). This will, of course, place her body back into suspended animation.
If the PCs seem very powerful and likely to succeed in destroying Maldred, she will wait until the PCs have passed, then leave her secret room and attempt to leave the Lair (she knows of all the traps that lie between her room and the exit). Knowing that any PCs invading the Lair would probably come by ship, she will avoid using all her dimension doors so as to be able to use one to board the ship and stow away.
34. Metallic Curtains (EL 6)
A series of curtains here shrouds the corridor. Each hangs from a rod attached to the ceiling.
A. This curtain of metallic bronze colored satin completely blocks the corridor and hangs from a bronze rod (10-feet long, 1-inch diameter, weight 30 lb, value 3 gp).
B. This curtain of metallic silver colored satin completely blocks the corridor and hangs from a silver rod (10-feet long, 1-inch diameter, weight 35 lb, value 17 gp).
C. Hazard: This looks like a curtain of metallic gold colored satin that completely blocks the corridor and which hangs from a gold rod. In fact it is a colony of yellow mold (DMG 76).
35. Iron Room (EL 7)
The doors to this room are made of iron; each is 5-foot wide, 10-foot high, 2 inches thick, and weighs 4,000 lb. They may be pushed open quite easily.
This room is 10-feet high. It has walls of iron and its floor and ceiling are of stone. In the center is a pillar of iron 5 feet high and 10 feet in diameter, from the top of this metal pillar 4 iron bars (6 inches in diameter) stretch out to the wall along the north-west, north-east, south-east and south-west axes of the room.
The iron walls are 2-inch-thick plate coated with lead on the outside. A DC 25 Search check will reveal a small gap between the door-frame and the walls, floor, and ceiling of the outside corridor; the iron wall of the room does’t actually join with the floor or ceiling. Instead, there is a small gap: the iron pillar is in fact an iron sheath over a stone pillar. This sheath is made of 2 inch thick iron plate and stops just short of the floor; there is oil between it and the stone pillar within.
A successful DC 20 Knowledge (architecture and engineering) check will determine that if the bars are pushed in a clockwise direction, the wall will slowly rotate. (Anti-clockwise movement is prevented by a ratchet within the pillar.) It requires a total combined Strength score of 80 to push the bars. If the iron doors are kept open, it will be noticed that there is a northern exit; if the wall is turned further, the doorway will reveal another exit to the south. (There is an eastern exit passage but it has been concealed by a plaster-board facade, and is found with a DC 20 Search check.)
Creatures: When the door to this room comes into line with the northern exit, 3 doombats will fly in and attack.
hp 39 (Appendix A)
36. False Hall (EL 10)
The doors to this area are each 10 feet wide, 10 feet high, 2 inches thick, and are made of platinum. They are very ornate, depicting scenes of Maldred emerging from his Chrysalis and descending into Hell to become its greatest Arch-Devil.
Each door is actually made of iron plated with platinum and weighs 8,115 lb; 115 lb of this is platinum that is worth 5,750 gp. If either door is touched, even lightly, both doors will swing wide open.
The threshold to this hall is only 10 feet high, but beyond it the room rises to 15 feet high. In the east wall are a pair of standard iron doors.
Two alcoves are set into the eastern wall, one on each side of the iron doors. Both alcoves shown are concealed by a permanent image of an ordinary wall (CL 16th, DC 19 if interacted with). From inside of the alcove this illusion is transparent. The eastern exit (behind the doors) is only 6 feet high.
Creatures: A total of 9 guardian skeletons hide in and around this room, waiting for the eastern doors to be opened before they spring to attack. When fully open the western doors conceal secret recesses in the north and south walls (noticed on a DC 20 Search check); a guardian skeleton waits in each recess. Each of the eastern alcoves contains 2 more guardian skeletons hiding behind the permanent images. Finally, 3 more guardian skeletons hide behind the closed eastern doors.
As soon as the PCs open the eastern doors, the 4 skeletons hidden in the alcoves and the 3 skeletons hiding behind the eastern door all charge out to attack. At the same time the skeletons hidden in the recesses will push the western doors shut and slide into position two bolts that will effectively arcane lock the doors to anyone wishing to open them from the west side (break DC 38). These 2 skeletons will then attack the PCs as well, after a two round delay.
hp 42 (Appendix A)
During Combat These guardian skeletons are not very intelligent. They will wait for the eastern doors to be opened before attacking. If any of the groups of skeletons are discovered and attacked they will defend themselves but none of the other groups will come to their aid unless the eastern doors have been opened first.
37. The Chamber of Summoning (EL 6)
The floor is inlaid with a pentagram of some strange metal—pale blue with green and gold mottling. The lines of the pentagram are ¼ inches wide and inscribed with magical writing.
The passage to the east is 10 feet high. It is blocked by a heavy, very squeaky iron portcullis. If any significant noise is made in this area, the mummy in 38 will be alerted as noted in that room's description.
hp 60; Hardness 10; Lift DC 28
Trap: It anything touches the pentagram or the floor area within it, 1d3 fiendish dire apes will appear and attack the party. Unless killed they will remain for 16 rounds before fading away.
Type magical device; Search DC 32; Disable Device DC 32
Trigger touch; Reset no reset; Bypass A targeted dispel magic cast at the pentagram (CL 16th) will deactivate the device for 8 rounds.
Effect spell (monster summoning VII; CL 16th)
LE Large magical beast (extraplanar)
MM 62, 107
Init +2; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +6
AC 15, touch 11, flat-footed 13
(+2 Dex, +4 natural, -1 size)
hp 35 (5 HD)
Fort +6, Ref +6, Will +5
DR 5/magic; Resist cold 5, fire 5; SR 10
Spd 30 ft., climb 15 ft.
Melee 2 claws +8 (1d6+6) and
bite +3 (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks magic strike, rend 2d6+9, smite good 1/day (+5 dmg)
Str 22, Dex 15, Con 14, Int 3, Wis 12, Cha 7
Base Atk +3; Grp +13
Feats Alertness, Toughness
Skills Climb +14, Listen +6, Move Silently +4, Spot +6
Rend (Ex) A fiendish dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+9 points of damage.
Smite Good (Su) Once per day a fiendish dire ape can make a normal melee attack to deal +5 extra damage against a good foe.
Skills Fiendish dire apes can always choose to take 10 on Climb checks, even if rushed or threatened.
The strange metal is orichalcum, which stores the energy for the summoning spell. Orichalcum after it is used turns into ordinary non-magical silver. If deactivated, the orichalcum loses its color but slowly regains it as the deactivation period runs out.
Treasure: If the pentagram is cut while it is deactivated or a successful Disable Device check is made, then the device is permanently broken and the orichalcum may be salvaged. The metal making up the pentagram is 1/10th of an inch thick and weighs 26 lb. As orichalcum it may be sold for 5,200 gp; as silver its value is only 26 gp.
38. The Mummy’s Room (EL 6)
Molded to the center of the floor is a huge stone slab 5 feet wide, 10 feet long, and 4 feet thick.
Creature: Resting on the slab is a mummy. If the PCs make any sort of noise in area 37, the mummy will be ready to attack (in fact, it may charge down the corridor if it hears the PCs having trouble with the portcullis but it will first look to make sure that at least one character is on its side of the portcullis). If the PCs have been totally silent in their approach, the mummy will be at rest upon its slab.
Elite mummy (MM 190)
LE Medium undead
Init +1; Senses darkvision 60 ft.; Listen +9, Spot +9
Aura despair (DC 18)
AC 21, touch 11, flat-footed 20
(+1 Dex, +10 natural)
hp 55 (8 HD)
Fort +4, Ref +3, Will +9
DR 5/–; Immune undead traits
Weakness vulnerability to fire
Spd 20 ft.
Melee slam +13 (1d6+13 plus mummy rot)
Str 28, Dex 12, Con –, Int 6, Wis 17, Cha 19
Base Atk +4; Grp +13
Feats Alertness, Great Fortitude, Toughness
Skills Hide +8, Listen +9, Move Silently +8, Spot +9
Languages Common
Despair (Su) At the mere sight of a mummy, the viewer must succeed on a DC 18 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours.
Mummy Rot (Su) Supernatural disease—slam, Fortitude DC 18, incubation period 1 minute; damage 1d6 Con and 1d6 Cha.
Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.
Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.
The southern wall of this room is made of iron. A DC 26 Spellcraft check will identify this as a wall of iron that has been used to seal off the false chrysalis chamber (area 39).
Treasure: A DC 25 Spellcraft check will identify the stone slab as a wall of stone. It has been used to cover a pit that contains some of the temple treasure:
39. False Chrysalis Chamber
In the center of this chamber is a 15-foot long, 10-foot high, glowing gold crystalline pod. Within it is a shadowy human form with hints of horrible devilish alterations. This form is moving and appears to be trying to hatch!
This pod is a permanent programmed image (CL 16th, DC 19 if interacted with). PCs making the save notice that the movements of the shadowy form are repetitious and that it doesn’t seem to be making any progress in breaking out. If attacked in any physical manner that would normally cause 1 or more points of damage, the illusion is programmed to shatter and, for 1 round, depict an ugly black corpse amongst the shards before totally fading away.
40. The Great Hall and the True Chrysalis Chamber (EL 11)
This entire area is magically shielded with a permanent nondetection spell (CL 16th).
The approach corridor is only 6 feet high and ends in two standard iron doors (the pull rings are on the side facing the PCs).
As soon as the doors are opened, a special wall of force effect is activated that completely envelops the Great Hall and Chrysalis Chamber (the effect is indicated by the dashed lines on the map). The force is generated by another infernal obelisk (see below), the second and last of the powerful wards that Maldred prepared to defend his Lair. In all respect, the force is the same as that generated by a cube of force switched onto its fifth facet (keeps out all things). Treat this ‘cube’ as having 30 charges in reserve.
The north and south passageways are only 6-foot high. Where they open out into the Hall, they have been sealed with sheets of glassteel, a magically created, transparent substance that has the tensile strength and unbreakability of actual steel. Beyond these sheets of glassteel, the Hall rises to 40 feet high.
hp 30; Hardness 10; Break DC 28
The Great Hall and Chrysalis Chamber have an intensely evil aura that has the effect of a powerful prayer spell (CL 18th). All of Maldred’s allies gain a +2 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of his foes takes a -2 penalty on such rolls. (These bonuses are already factored into the stat blocks below.)
Near the center is small obelisk (1-foot x 2-foot rectangular base, 8 feet high) made of a fiery red stone, veined with sickly green lines and carved with runes. Atop this obelisk is a black crystal cube 1 inches to a side. Like the first obelisk (area 3), this one is formed from stone quarried from the deepest of the Nine Hells and is magically bonded to the rock floor of the Hall.
Type magical; Search DC 28; Disable Device DC 28
AC 3 (-5 Dexterity, -2 object)
hp 240; Hardness 10; Break DC 40
Trigger proximity and touch; Reset automatic; Bypass A successful targeted dispel magic (against CL 16th) will suppress the effects of the obelisk for 9 rounds.
Effects Any non-evil being attempting to read the runes is subject to illusory script (16th-level wizard, DC 14 Will save negates; suggestion to forget what was read); Any non-evil neutral creature that touches the obelisk receives 2d4 points of magical damage per round, while good creatures receive 4d4 points of magical damage per round (neither has a saving throw). These effects are the equivalent of 3rd-level spells (CL 16th).
Creatures: When the force wall is breached four creatures will be temporally reinstated from the temporal stasis effect in which they have been held: two are invisible cockatrices and the other two are Morwenna and Vivien, female human clerics.
One cockatrice is in each of the entrance passages. As they are both invisible they gain a +2 bonus on attack rolls against sighted opponents, and ignore their opponents’ Dexterity bonuses to AC (if any).
Whilst the ‘invaders’ are disposing of the cockatrices and breaking down the glassteel walls, Morwenna and Vivien will have been preparing their spells and casting any that seem necessary.
N Small magical beast (MM 37)
Init +3; Senses darkvision 60 ft., low-light vision; Listen +7, Spot +7
AC 14, touch 14, flat-footed 11
(+3 Dex, +1 size)
hp 27 (5 HD)
Fort +6, Ref +9, Will +4
Spd 20 ft., fly 60 ft. (poor)
Melee bite +11 (1d4 plus petrification)
During Combat The cockatrice fiercely attack anything that approaches.
Morale The cockatrices fight until slain.
Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 9
Base Atk +5; Grp -1
Feats Alertness, Dodge, Weapon Finesse
Skills Listen +9, Spot +9
Petrification (Su) Creatures hit by a cockatrice’s bite attack must succeed on a DC 12 Fortitude save or instantly turn to stone. Cockatrices have immunity to the petrification ability of other cockatrices, but other petrification attacks affect them normally.
Female human cleric 8
LE Medium humanoid
Init -1; Senses Listen +2, Spot +2
AC 16, touch 9, flat-footed 16
(+7 armor, -1 Dex)
hp 82 (8 HD)
Fort +13, Ref +3, Will +9 (+10 against fear effects)
Spd 20 ft.
Melee +1 heavy flail +13/+8 (1d10+13/19-20)
Ranged light hammer +7 (1d4+5)
Special Attacks rebuke undead 5/day (+2, 2d6+10, CL 8th)
Cleric Spells Prepared (CL 8th, 9th for Evil spells)
4th—cause serious wounds (+9 melee touch, DC 16), confusion D (DC 16), poison (+9 melee touch, DC 16)
3rd—bestow curse (3, +9 melee touch, DC 15), magic circle against good D,E, magic vestment*
2nd—bear’s endurance*, desecrate D,E, hold person (2, DC 14), spiritual weapon (2, +8 melee, 1d8+2 dmg)
1st—bless*, cause fear (2, DC 13), cure light wounds, darkness, protection against good D,E
0—detect magic, detect poison, inflict minor wounds (2, +9 melee touch, DC 12), resistance, virtue
D Domain spell, E Evil spell; Domains Evil, Trickery
* Already cast
Before Combat Morwenna casts magic vestment on her chainmail, then bear's endurance and bless. She applies the oil of greater magic weapon to her mace.
During Combat Morwenna is inclined to engage opponents in hand-to-hand combat and uses her spells to gain herself advantages during combat. She uses a 2-point Power Attack with her flail, but abandons this tactic if her foes prove too hard to hit.
Morale Morwenna fights to the death.
Base Statistics AC 15, touch 9, flat-footed 15 (+6 armor, -1 Dex); hp 66 (8 HD); Fort +9, Ref +1, Will +7; Melee +1 heavy flail +8/+3 (1d10+9/19-20); Ranged light hammer +5 (1d4+3); Skills Bluff +13, Concentration +14 (+18 casting defensively), Diplomacy +4, Intimidate +4, Knowledge (the planes) +11
Str 16, Dex 9, Con 21, Int 11, Wis 14, Cha 15
Base Atk +6; Grp +9
Feats Combat Casting, Martial Weapon Proficiency (heavy flail),Power Attack, Toughness
Skills Bluff +15, Concentration +18 (+22 casting defensively), Diplomacy +6, Intimidate +6, Knowledge (the planes) +13
Languages Common
SQ spontaneous casting (inflict spells)
Combat Gear oil of greater magic weapon (+3), scroll of harm; Other Gear +1 chainmail, +1 heavy flail, 4 light hammers, ring of feather falling
Female human cleric 8
LE Medium humanoid
Init +4; Senses true seeing 120 ft.; Listen +6, Spot +6
AC 20, touch 12, flat-footed 20
(+8 armor, +2 deflection)
hp 63 (8 HD)
Fort +13, Ref +6, Will +12
Spd 20 ft.
Melee +1 quarterstaff +12/+7 (1d6+5)
Ranged light hammer +10 (1d4+4)
Special Attacks rebuke undead 5/day (+5, 2d6+11, 9th)
Cleric Spells Prepared (CL 8th, 9th for Evil spells)
4th—cure serious wounds, summon monster IV*, unholy blight D,E (DC 16)
3rd—animate dead, dispel magic (2), nondetection D
2nd—hold person (DC 14), invisibility D, silence (2, DC 14), spiritual weapon (+8 melee, 1d8+2 dmg)
1st—command (DC 13), cure light wounds, darkness, disguise self D, sanctuary (DC 13), shield of faith*
0—cure minor wounds, detect magic (2), guidance, read magic, virtue
D Domain spell, E Evil spell; Domains Evil, Trickery
* Already cast
Before Combat Vivien casts shield of faith on herself and drinks her potion of heroism and reads her scroll of true seeing. Just before the glassteel walls are cleared she casts summon monster IV (preferring to call 1d4+1 Medium fiendish viper snakes).
During Combat Vivien is inclined to avoid personal combat. To this end she starts the battle by casting unholy blight. She then will animate any available dead for her defense, save her hold person spell for any invader that breaches her defense and use her silence and dispel magic spells to thwart the efforts of enemy spell caters.
Morale If reduced to less than 20 hp Vivien will use invisibility, cure as much damage as possible, and then return to the battle where she will fight to the death.
Base Statistics Senses Listen +2, Spot +2; AC 18, touch 10, flat-footed 18 (+8 armor); Fort +9, Ref +2, Will +8; Melee +1 quarterstaff +8/+3 (1d6+3); Ranged light hammer +6 (1d4+2); Skills Bluff +15, Concentration +13, Diplomacy +5, Disguise +12 (+14 acting), Intimidate +7, Knowledge (religion) +8, Knowledge (the planes) +8, Spellcraft +8
Str 14, Dex 11, Con 16, Int 13, Wis 15, Cha 16
Base Atk +6; Grp +8
Feats Improved Initiative, Improved Turning, Persuasive, Scribe Scroll
Skills Bluff +19, Concentration +17, Diplomacy +9, Disguise +16 (+18 acting), Intimidate +11, Knowledge (religion) +12, Knowledge (the planes) +12, Spellcraft +12
Languages Common, Infernal
SQ spontaneous casting (inflict spells)
Combat Gear potions of aid, cure moderate wounds, cure serious wounds, heroism; scroll of flame strike, slay living, and true seeing; Other Gear +1 half plate, +1 quarterstaff, 6 light hammers, 8 carved “snake” sticks
CE Medium magical beast (extraplanar)
Init +3; Senses darkvision 60 ft., scent; Listen +5, Spot +5
AC 16, touch 13, flat-footed 13
(+3 Dex, +3 natural)
hp 9 (2 HD)
Fort +3, Ref +6, Will +1
Resist cold 5, fire 5; SR 7
Spd 20 ft., climb 20 ft., swim 20 ft.
Melee bite +4 (1d4-1 plus poison)
Special Attacks smite good 1/day (+2 dmg)
Str 8, Dex 17, Con 11, Int 3, Wis 12, Cha 2
Base Atk +1; Grp +0
Feats Weapon Finesse
Skills Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7
Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d6 Con.
Smite Good (Su) Once per day the fiendish viper can make a normal melee attack to deal +2 extra damage against a good foe.
In the center of the south wall is a 20-foot high curtain of yellow-white material. A DC 15 Spot check will reveal this curtain to be made of human skins.
Behind this curtain is a 20-foot high chamber with a 1-foot high, 9-foot diameter dais of copper in the center. On this dais is a glowing golden crystalline pod 15 feet high and 5 feet in diameter; within it is a dark blur of a figure, totally still.
The chrysalis is not as easy to destroy as the PCs were told. It is impervious to non-magical weapons and it is immune to any spell or spell-like ability that allows spell resistance. If the chrysalis is damaged by a weapon, both it and the weapon must make a DC 19 Fortitude save (the chrysalis has a +11 bonus on all saves). If the weapon fails it is destroyed. (Weapons with the holy special property are exempt from having to save and the chrysalis is automatically destroyed at the touch of such a weapon.)
If the chrysalis fails a save, or if it is reduced to 0 hp or less, it and Maldred will vanish with a clap of thunder followed by a rush of wind and the sound of leathery wings accompanied by long, drawn-out screams as Maldred’s soul is dragged off to everlasting torment.
AC 2 (-5 Dex, -2 object, -1 size)
hp 100; Hardness 5; Break DC 32
Ad Hoc Experience Award: If the PCs manage to destroy Maldred’s chrysalis, award them experience points as if they had defeated a CR 8 creature.
The copper dais underneath the chrysalis weighs 35,300 lb and is worth 1,765 gp. Under the dais is the main cache of temple treasure. Its exact composition depends on how much wealth and magic you wish to introduce to your campaign.
Out of the darkness comes the flapping wings of an enormous, dark bat with glowering eyes and a long, whip-like tail.
NE Medium undead
Init +3; Senses blindsense 40 ft.; Listen +6, Spot +6
AC 16, touch 13, flat-footed 13
(+3 Dex, +3 natural)
hp 39 (6 HD)
Fort +2, Ref +5, Will +7
Immune undead traits
Spd 20 ft., fly 40 ft. (average)
Melee bite +6 (1d6) and
tail slap +4 (1d4 plus paralysis)
Space 5 ft.; Reach 5 ft.
Special Attacks paralysis (DC 17)
During Combat A doombat fiercely attacks the first combatant it can reach.
Morale A doombat fights until destroyed.
Abilities Str 11, Dex 16, Con –, Int 6, Wis 14, Cha 12
Base Atk +3; Grp +3
Feats Ability Focus (paralysis), Multiattack, Weapon Finesse
Skills Hide +8, Listen +6, Move Silently +8, Spot +6
Languages Common (understand only)
Environment any underground
Organization colony (3–18)
Treasure none
Advancement 7–12 HD (Medium), 13–18 HD (Large)
Level Adjustment –
Blindsense (Ex) A doombat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the doombat unless it can actually see them.
Paralysis (Ex) Those hit by a doombat’s tail attack must succeed on a DC 17 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.
Skills A doombat gains +4 racial bonus on Hide checks in areas of shadowy illumination.
The doombat is a species of undead bat found in dismal caverns where it seeks to kill all living things. It is dark gray in color and may not be easily seen in conditions of dim light.
A humanoid warrior clad in battered banded mail and bearing a rusty longsword approaches. Its head is bare, revealing the pale yellowed bone of its fleshless skull.
LE Medium undead
Init +5; Senses darkvision 60 ft.; Listen +9, Spot +9
AC 19, touch 11, flat-footed 18
(+6 armor, +1 Dex, +2 natural)
hp 42 (6 HD); fast healing 3
Fort +2, Ref +3, Will +5
DR 5/bludgeoning; Immune cold, undead traits; Resist fire 5, electricity 5
Spd 20 ft. (30 ft. base)
Melee mwk longsword +10 (1d8+3/19–20)
Space 5 ft.; Reach 5 ft.
Special Attacks profane prowess
During Combat Guardian skeletons have limited intelligence and obey their instructions explicitly.
Morale Guardian skeletons fight until destroyed.
Abilities Str 16, Dex 13, Con –, Int 6, Wis 10, Cha 14
Base Atk +3; Grp +6
Feats Combat Reflexes, Improved Initiative, Toughness
Skills Listen +9, Spot +9
Languages Common
Environment any
Organization any
Treasure none
Advancement 7–18 HD (Medium)
Level Adjustment -
Profane Prowess (Su) A guardian skeleton gains a profane bonus equal to half its Hit Dice on all melee weapon attacks.
Guardian skeletons are a more powerful version of the normal skeleton, created by high-level evil characters to guard their treasure. They appear as normal skeletons clad in rusty bande