Maure
Castle
Warlock’s Walk
By Robert J. Kuntz with Special Thanks to Allan Grohe and Rick Miller
3.5e Conversion by Rick Miller and Stuart Parr
Art by Eugene Jaworski
Cartography by Robert J. Kuntz And Brian McRae
“Warlock’s Walk” is is a D&D adventure for four 18th-level characters, although several of the encounters herein could easily challenge a party of four 17th or 19th level characters. This adventure is set under the infamous ruins of Maure Castle, a monolithic edifice of jet-black granite jutting out of the surrounding countryside. The castle and its dungeons were built by a powerful family of Suel wizards who fled the Imperium prior to the Twin Cataclysms. After generations of in-fighting and debauchery the family sealed themselves into the dungeons below their castle never to be seen again. Today the unplundered levels of these dungeons have become one of the most infamous adventuring sites throughout the Central Flanaess. Although estimates have placed the number of mysterious and arcane dungeon levels below Maure Castle at 18, there may in fact be even more.
This adventure presents one of those dungeon levels in detail. Known as the Warlock’s Walk, this dungeon level is located above “The Statuary,” which was itself detailed in Dungeon #112’s mega-adventure, “Maure Castle”, and further developed in Dungeon #124’s Chamber of Antiquities and Dungeon #139’s The Greater Halls.
Characters who have adventured through “Maure Castle” should be ready to extend their exploration of the dungeons up from the Statuary, but it isn’t required that you run “Maure Castle” before running “Warlock’s Walk.” These vaults and repositories of magic treasures therein could exist on their own, or might be connected to any number of other existing dungeons in any campaign setting.
Adventure Background
The primary architect of the Maure Castle dungeons was an enigmatic and mysterious figure known only as “Uncle.” Uncle created the Warlock’s Walk to test the Maure family's skills in changing environments. Crafted by "Uncle" from many of the strange magics he'd deciphered.
as a place
to store artifacts and other powerful magic items the family obtained or
discovered.
During
the Maure reign, the family studied the contents as time allowed, but due to their
many other projects and designs, most of the items Uncle collected went
untested. The family’s notes, in books deposited here in the various libraries or
in quarters adjacent to the artifact in question, can sometimes give a clue to
the item’s nature or history.
A level
The Warlock’s Walk
The Warlock’s Walk differs from any of the other dungeon levels in that it links to several demiplanes through four distinct portals. The level’s creator, Uncle created pocket demiplanes, testing his kins skills with esoteric riddles, guardians and deadly traps. In the centuries since its creation, the walk has grown and is now nurtured by beings that the Maure warlocks and necromancers summoned and at one time controlled.
Centuries ago, the Warlock’s Walk housed Aspong, a potent Maure warlock responsible for overseeing the testing of his kin. To this end, the Maure patriarch, a mysterious and ancient figure known only as “Uncle,” ordered Aspong to raise and maintain and train his kin in his absense. However, as the family fell into obscurity Aspong’s role declined and he eventually fell to a group of adventurers led by a twisted sorcerer named Aeltoqq.
In the century following the fall of the House of Maure, the Id Core revived Aspong as a maurid, who once more defends the walk from outsiders. Today, dozens of maurid creatures defend the walk, physical manifestations of the collective memories of Maure scions. Further, the lich Aeltoqq’s phylactery is sequestered on this level in a hoard of treasure guarded by the likes of Aspong Maure.
Properties of the Walk
The stonework in the Warlock’s Walk, typically granite, is just shy of 1,000 years old. Unless otherwise noted, ceiling height remains a constant 10 feet. Unless otherwise noted, ceiling height remains a constant 30 feet. All Doors are made of iron.
Iron Door: 2 in. thick; Hardness 10; hp 60; Break DC 28.
Typical Masonry Wall: 1 ft. thick; Hardness 8; hp 90; Break DC 35; Climb DC 15.
Entry/ Exit Slabs: These raised basalt slabs each bear silver-etched sigils along their base as well as a circle of the same sigils on its face. Each slab rests 1ft. from the ground and has a 5ft. radius. If physically touched the runes glow with light-blue incandescence and immediately teleport the character to the Nexus.
Basalt Teleporter Slab; strong conjuration (teleportation); hp 90; hardness 8; touch trigger; automatic reset; spell effect (teleportation circle); Search DC 34, Disable Device DC 34 (temporarily suppresses for 1d4 rounds)
Secret Doors: All secret doors require a successful Search skill check (DC 35) to locate. The doors are voice-activated and touch-activated opening only when the name, “Maure” is spoken aloud and the wall is touched. The doors are etched with the following, "Speed, my Kin, Speed", written in Anicent Suloise. A character who understands Ancient Suloise or that makes a successful Decipher Script skill check DC 25, can read the door. This riddle can be deciphered with a successful Knowledge (History) DC 35 skill check.
Lighting: Unless stated otherwise, all areas of the Walk are unlit.
Sounds: Sound travels little within the Warlock’s Walk. Any Listen check within the keep suffers a -5 terrain modifier.
Areas A-D: Each of these four sections is its own demiplane, perhaps created by Uncle himself. Each section has its own properties as well as the following:
·
Normal
Gravity: Each plane has gravity similar to that of the Material Plane. The
usual rules for ability scores, carrying capacity, and encumbrance apply.
Unless otherwise noted in a description, it is assumed every plane has the
normal gravity trait.
· Self-Contained Shape: Each planes borders wrap in on themselves, depositing the traveler on the other side of the map. A spherical plane is an example of a self-contained, finite plane, but there can be cubes, toruses, and flat planes with magical edges that teleport the traveler to an opposite edge when he crosses them.
· Timelessness: Time does not pass here as it does in the normal world. Meaning that the body will not become fatigued by lack of nourishment, anyone within the Warlock’s Walk is treated as if they possessed a ring of sustenance. Upon returning to the castle proper, these effects immediately strike any who stay in the Warlock’s Walk for too long.
· Alterable Morphic: Each plane with this trait, objects remain where they are (and what they are) unless affected by physical force or magic. You can change the immediate environment as a result of tangible effort.
1. The Nexus of Divergent Paths
When
completing A-D and stepping on an EXIT slab in each, the party is always
transported to this key, appearing on the central return slab. The levels they competed cannot be accessed
again (see A-E, below). Each area must
be completed in a cycle, A, then B, then, C (see below).
There
is no way to defeat the magic which hedges this room (wish or anything) so the
only way in/out is through use of the teleporter slabs.
Note:
on finishing the adventure. Read Key #32
(x2 exit points).
A. Transports to area A at slab marked ENTER, cannot be accessed again if A is completed.
B. Transports to area B at slab marked ENTER, cannot be accessed again if B is completed.
C. Transports to area C at slab marked ENTER, cannot be accessed again if C is completed.
D. Transports to area D at slab marked ENTER, cannot be accessed again if D is completed.
E. Transports to area E at slab marked ENTER, cannot be accessed again if E is completed.
DEMIPLANE OF CONTINGENT PROBABILITIES (Area A)
The surfaces of
this section appear to be flowing evanescent versions of the Walk. Each door is
a midnight blue iron door that seems to ebb with mystic energy. Each of these
doors acts as a one-way portal into the next room. Once a door has closed it
will not open again for one hour or until it is opened on the other side.
Physical
Traits: As listed above
plus, all denizens of this plane phase into and out of existence. Further, all
creatures are treated as if they had a displacement spell cast upon
them.
Elemental
and Energy Traits: none
Alignment
Traits: Mildly Chaos Aligned,
all lawful creatures suffer a -2 circumstance penalty on all Charisma-based
checks.
Magic
Traits: normal magic
2. Entry Slab
Incandescent dancing lights flicker and flit about this half flecked-white marble, half flecked-black marble corridor. The silver-etched basalt slab turning from warm to cold as a strong breeze comes out of nowhere and disappears just as it came.
3. Den of the Stone Behemoths EL 18
At the center of this ruined grey stone chamber is a ten-foot high pile of rock and debris surrounded by piles of loose gravel. The walls of this chamber are riddled with scratch-marks and hundreds of crudely drawn images. Pacing around the pile, amongst the mess are two stooped, gnarled bleach-skinned giants and two pale-skinned reptilian beasts covered in spiny-scales.
Each of these two groups switches places with the other race every few minutes. Only four of each group exists and each time one is killed another takes it place where it was standing. The rooms denizens are both unaware of the other races presence completely, both having been driven mad by the dungeons strange probability effect and the centuries of seclusion. Due to the ever-changing qualities of the area, the maur giants have developed an immunity to the basilisks stony gaze just as the basilisks have become immune to the maur’s special talents.
Abyssal Greater Basilisk (4); hp 189 each; Monster Manual 24; immune to maur’s spell-like abilities & tunnel scream
Maur, Unfurled Hunched Giants (4) CR 11
Underdark 95
N Large Giant (Earth), Huge Giant [unfurled]
Init +0;
Senses darkvision
60ft., low-light vision; Listen +3, Spot
+3
Languages Common, Giant, Undercommon
DEFENSE
AC 23, touch 9, flat-footed 23 (–1 size, +9
natural, +5 stonemail) or
26,
touch 12, flat-footed 26 (unfurled)
hp 114 each (12 HD, 150 each - unfurled)
Immune petrification
Fort +13
Ref +4 Will +7 (unfurled - Fort +20, Ref
+8, Will +11)
OFFENSE
Spd 30ft. in stonemail* (6
squares); base 40 ft., burrow 5 ft.
Melee huge warhammer +15/+10 melee (2d8+10, crit 20/×3) or
huge warhammer +17/+12 melee (2d8+15, crit
20/×3) [unfurled]
Space 10ft. (15ft unfurled) Reach 10ft. (15ft unfurled)
Base Atk
+9; Grp +20 (*27
unfurled)
Atk Options Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Power Attack
Special Atks tunnel scream, unfurled might
Spell-like Abilities (CL 15th, +15 vs. SR)
(2/day) - meld into stone, move
earth, spider climb
(1/day)- call lightning* (DC 16), chain
lightning* (DC 19)
* unfurled abilities only
STATISTICS
Abilities Str 25 (31 unfurled), Dex 10, Con 20 (26 unfurled), Int 16, Wis 17, Cha 17
SQ oversized weapon
Feats Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Power Attack
Skills Climb +22 (20 unfurled), Escape Artist +15,
Hide +10 (2 unfurled), Listen +18, Spot +18, Use Rope +0 (+2 bindings)
Possessions combat gear, huge warhammer, huge stonemail, and a shoulder sack containing food, 3 stone spear heads, a 50ft. coil of silk rope, a gold and malachite necklace (150gp), large stone hammer, iron tongs, a carved of stone harp and 72gp.
SPECIAL ABILITIES
Oversized Weapon (Ex): A
maur can wield a two-handed weapon as though it were one-handed and a
one-handed weapon as though it were light.
Tunnel Scream (Su): Once per day, a maur can scream within any enclosure of stone or natural earth (such as in an earthen tunnel or a stone building). Its scream fills a 60-foot cone with sonic energy. Any creature within this area is stunned for 1 round, deafened for 4d6 rounds, and takes 10d6 points of damage. A DC 24 Fortitude save negates the stunning and deafness effects and reduces the damage by half. The save DC is Constitution-based.
Unfurled Might (Su): When in a space at least 20ft.-high that offers sufficient room for a creature with a 15ft. space, a maur can unfurl from its stooped, hunched position as a standard action. Unfurling is an agonizing, joint-popping experience for the maur, though it relishes the change. While completely unfurled, the maur gains a +6 bonus to Strength, a +6 bonus to Constitution, and a +4 morale bonus to AC and saving throws. A maur can spend 10 rounds unfurled each day before it is forced back into its prior hunched conformation.
4. Room of Illusionary Collapse EL 18
A recent cave-in has ruined this once illustrious arcade of wondrous Suel murals and sculptures.
This room looks to be ruined, however a player with the ability to see magic auras or that casts detect magic, notices that the room a strong aura of illusion magic. If the illusion is dispelled, the room is found to be empty of any decoration save that of a small jade statue (worth 100gp) wrapped in fleece.
Unless the illusion is interacted with, the probability of a real collapse remains the same. The ruined room is an illusion to begin with, but the probability that it shifts to real is 50% per round spent in it. If it shifts to real, then a collapse occurs, and continues each round until the probability shifts back to being an illusion. At which point, the remains that fell disappear and no real collapse occurs.
Heightened permanent
image (Psuedo-real cave-in) Trap
Type: magical (20th-level wizard) and natural
Search DC 34 Disable Device DC 34/ -
EFFECTS
Trigger: 20ft. proximity; Reset: automatic
Effect (heightened permanent image, Will save DC 28 negates); a cave-in buries anyone in the middle of the collapsing area, and then sliding debris damages anyone in the periphery of the collapse. A typical corridor subject to a cave-in might have a bury zone with a 15-foot radius and a 10-foot-radius slide zone extending beyond the bury zone. A weakened ceiling can be spotted with a DC 20 Knowledge (architecture and engineering) or DC 20 Craft (stonemasonry) check. Remember that Craft checks can be made untrained as Intelligence checks. A dwarf can make such a check if he simply passes within 10 feet of a weakened ceiling.
Characters in the bury zone of a cave-in take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried. Characters in the slide zone take 3d6 points of damage, or no damage at all if they make a DC 15 Reflex save. Characters in the slide zone who fail their saves are buried. Characters take 1d6 points of nonlethal damage per minute while buried. If such a character falls unconscious, he must make a DC 15 Constitution check. If it fails, he takes 1d6 points of lethal damage each minute thereafter until freed or dead. Characters who aren’t buried can dig out their friends. In 1 minute, using only her hands, a character can clear rocks and debris equal to five times her heavy load limit. The amount of loose stone that fills a 5-foot-by-5-foot area weighs one ton (2,000 pounds). Armed with an appropriate tool, such as a pick, crowbar, or shovel, a digger can clear loose stone twice as quickly as by hand. You may allow a buried character to free himself with a DC 25 Strength check.
5. Guard Post EL 18
Several large stone tables sit next to the walls of this foul-smelling chamber. Sitting at the tables, are ten ogres boasting their bravado and slamming the fists onto the table as they play games of chance.
The ogres in this room are making so much noise that the characters need only make a successful Listen skill check DC 10 to hear them. Once the characters enter, the ogres flip the tables over and attack.
Stone
Tables (2): (10ft.-long, 5ft.
wide); 8in. thick, Hardness 8; hp 120; Break DC 28
Probability Stone Ogres (10) CR 12
Male elite half-stone golem skullcrusher ogre
fighter 2
Monster Manual II 209,
Monster Manual III 116
CE Large Giant
Init +6;
Senses darkvision 60ft., low-light vision;
Listen +3, Spot +3
Languages Common, Giant
DEFENSE
AC 33, touch 11, flat-footed 31 (-1
size, +2 Dex, +11 natural armor, +9 armor, +2 shield)
hp 154 each (10 HD) damage
reduction 10/ adamantine
Immune magic
Fort +18 Ref +8 Will +6
OFFENSE
Spd 25ft. in great armor (5 squares), base speed
40 ft.
Melee large masterwork morningstar +19/+14 (3d6+15, crit 20 /x2) and
adamantine heavy spiked steel shield +18 (1d8+15,
crit 20/ x2) or
large masterwork morningstar +23/ +18 (3d6+15,
crit 20/ x2) or
adamantine heavy spiked steel shield +23/ +18
(1d8+15, crit 20/ x2)
Ranged rock +9 (2d6+15, crit 20/ x2)
Space 10ft. Reach 10ft.
Base Atk
+8; Grp +30
Atk Options Cleave, Improved
Grapple, Improved Sunder, Power Attack
Special Atks rock throwing, slow (DC 17)
ABILITIES
Abilities Str 40, Dex 15, Con
25, Int 10, Wis 14, Cha 5
SQ +2 Racial Bonus on Fortitude Saves, probability shifting, stoneskin
Feats Cleave, Improved Grapple, Improved Initiative,
Improved Shield Bash, Improved Sunder, Lightning Reflexes, Power Attack,
Two-Weapon Fighting
Skills Climb +12, Craft (armorsmithing) +8, Craft
(weaponsmithing) +8, Intimidate +5, Jump +12, Listen +3, Spot +3, Survival +3
Possessions masterwork large morningstar, adamantine shield heavy spiked steel shield, masterwork great armor, amulet of resistance +2, bag with 3 large stones
SPECIAL ABILITIES
Slow (Su): A half-stone golem can use slow as a free action once every 2 rounds. The effect has a range
of 10 feet and a duration of 7 rounds, requiring a successful Will save (DC 17)
to negate. The ability is otherwise the same as the spell.
The save DC is Constitution-based.
TACTICS
As the characters enter this room, the ogres flip
the tables over giving them cover and a +4 bonus to their Armor Class and
Reflex saves. Four of the ogres move out to block the area behind the tables,
while their comrades’ launch large stones at the characters from behind the
overturned tables. If the ogres encounter a spellcaster they will attempt to
grapple them and then proceed to bash them into the surfaces of the room, each
round. Escaping their grasp requires a successful Escape Artist skill check or
a grapple roll greater than the ogres grapple roll.
6. Perdition’s Flames EL 18
Torrid flames tear through this room issuing forth from the southern door. The flames reach from ceiling to floor, except a ten-foot area at the far end of the room where the exit slab rests.
Anyone attempting to cross the room suffers 4d6 points of fire damage every 10ft. they travel through it. Much like the rest of the rooms on this level, it also suffers from frequent probability shifts. When this occurs, the fire elemental monolith responsible for the rooms’ condition appears and attacks anyone attempting to put the flames out.
Once the characters destroy the fire elemental monolith, the fires quickly dissipate covering all of the surfaces with charred soot.
Severe Heat: Due to the constant flames in this room, characters staying in the room suffer 1d6 points of damage per round while breathing the stifling air. In addition, a character must make a successful Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a -4 penalty on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell.
Probability Fire Monolith CR 17
Complete Arcane 158
N Gargantuan Elemental (Extraplanar, Fire)
Init +13;
Senses darkvision 60ft.; Listen +43, Spot
+43
Languages Common, Ignan
DEFENSE
AC 29, touch 15, flat-footed 20 (–4 size, +14 natural, +9 Dex) dodge, mobility
hp 378 (36 HD) damage reduction 15/
-
Immune fire, elemental traits
Fort +20
Ref +29 Will +16
Weakness cold
OFFENSE
Spd 60ft. (12 squares) spring
attack
Melee 2 slams +35 melee (6d6+11, crit 19–20/ x2 plus 4d6 fire)
Space 20ft. Reach 20ft.
Base Atk
+27; Grp +50
Atk Options class abilities + Blind-Fight, Cleave, Combat Reflexes, Mobility
Special Atks burn
ABILITIES
Abilities Str 32, Dex 29, Con
22, Int 12, Wis 15, Cha 17
SQ probability shifting
Feats Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Fortitude, Improved Critical (slam), Improved Initiative, Improved Natural Attack, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Focus (slam)
Skills Balance +13, Diplomacy +5, Intimidate +16,
Jump +25, Listen +43, Sense Motive +15, Spot +43, Tumble +24
SPECIAL ABILITES
Burn (Ex): A fire
monolith’s slam attack deals bludgeoning damage plus fire damage because of the
creature’s flaming body. Anyone hit by a fire monolith’s slam attack must
succeed on a DC 34 Reflex save or catch on fire. The flame burns for 1d4
rounds. Unless it is still in contact with the fire monolith, a burning
creature can take a move action to put out the flames. The save DC is
Constitution-based. Creatures that hit a fire monolith with natural weapons or
unarmed attacks take fire damage as though hit by the monolith’s attack, and
also catch on fi re unless they succeed on a DC 34 Reflex save.
HOLLOWWALK, The Living Cavern (AREA B)
This plane is
made of a deep pinkish-red flesh that reeks an acidic miasma. Creatures who
visit this plane suffer 3d6 acid damage per round as they breathe in the
noxious fumes.
Physical
Traits: As listed above
plus, except that all surfaces are made of flesh.
Elemental
and Energy Traits: none
Alignment
Traits: Mildly Chaos Aligned,
all lawful creatures suffer a -2 circumstance penalty on all Charisma-based
checks.
Magic
Traits: Enhanced magic:
Any transmutation spell or a spell with the Acid descriptor is automatically
Empowered and Extended without changing the spell slot required or the casting
time. Spellcasters on the plane are considered to have the Empower Spell or
Extend Spell feats for the purpose of applying them to that spell. Spellcasters
native to the plane must gain the feat or feats normally if they want to use
them on other planes as well.
7. In the Belly of the Beast
Layers of oily acrid-smelling deep pinkish-red flesh cover the granite slab of this flesh-covered room. The place seems alive, moving and vibrating like some macabre stomach.
7A. Bowels of the Abyss EL 19
Billowing clouds of acidic gases form here at the juncture of two passages. Small veins protruding from beneath the skin pump life into the Hollowwalk.
As the characters enter this area a mass of flesh rises from the floor, forms itself into a naked bipedal abomination then detaches itself from a lone strand of flesh.
Gut-Ache CR 19
Modified demonflesh golem
Fiend Folio 87
LE Huge Construct
(Extraplanar)
Init +3;
Senses darkvision 60ft., low-light vision,
see invisibility; Listen +1, Spot +1
Languages Abyssal
DEFENSE
AC 33, touch 7, flat-footed 33 (-2 size, +26 natural armor, -1 Dex)
hp 172 (24 HD) damage reduction 15/
adamantine and good
Immune acid, electricity, magic, construct traits
Resist cold, fire 20
Fort +8 Ref +7 Will +9
OFFENSE
Spd 50ft. (10 squares),
Fly 100ft. (20 squares)
Melee slam +27 (2d6+15 plus 5d6 acid, crit 20/ x2) and
tail slap +27 (1d6+15 plus 5d6 acid, crit 20/
x2) and
claw +27 (2d6+15 plus 5d6 acid, crit 19-20/ x2)
Space 15ft. Reach 15ft.
Base Atk
+16; Grp +34
Atk Options claw and whip tail grafts, Combat Reflexes,
Great Cleave, Power Attack
Special Atks death throes, fear gaze (30ft. range, Will
save DC 23 negates)
Spells-Like Abilities (CL 20th; +15 ranged touch, +20 vs. SR)
3/day— darkness, poison (DC 15), unholy aura
1/day—destruction (DC 18), horrid wilting (DC 19), unholy blight (DC 15)
ABILITIES
Abilities Str 31, Dex 8, Con -,
Int 8, Wis 12, Cha 13
Feats Cleave, Combat Reflexes, Great Cleave,
Improved Critical (claw), Improved Initiative, Power Attack, Weapon Focus
(claw, slam, tail slap)
Skills Climb +29, Jump +28
SPECIAL ABILITIES
Acid Sheath (Ex): Gut-Ache is encased in a caustic
shield that inflicts 30 points of acid damage to any creature striking Gut-Ache.
Reach weapons, such as longspears, do not endanger their users in this way. If Gut-Ache
is grappled, the grappler takes acid damage once per round at the beginning of their
turn.
Claw Graft (Ex): A demonflesh golem’s left arm can attack independently of the golem’s control. This allows a golem to make a second attack each round. This means the golem can attack with its slam, then move, and then attack with its claw, all in a single round (but it cannot attack twice with its claw). The clawed arm has a Strength score of 35, attacks at the golem’s full base attack bonus (plus its higher Strength bonus), and gains its full Strength bonus on damage rolls.
Death Throes (Ex): When killed, Gut-Ache explodes in a billowing cloud of putrefying gas that deals 2d6 points of acid damage/ round in a 20-ft. radius, 20 ft. high area. This effect lasts 24 rounds.
Fear Gaze (Su): Anyone within 30 feet of a demonflesh golem who meets its eyes must make a successful Will saving throw (DC 23) or be paralyzed with fear for 1d4 rounds. Demonflesh golems are immune to their own gaze attacks and to those of others of their kind.
Whip Tail Graft (Ex): As a full-round action, a demonflesh golem can direct its tail to attack one creature within 25 feet. Wounds from the tail burn fiercely, causing the creature struck to make a successful Fortitude save (DC 23) to be dazed for 1 round.
DEVELOPMENT
If the veins this room are burst by a melee attack, they burst covering the offender in a sticky foul-smelling goo. The goo deals 2d6 acid damage per round for 1d4+1 rounds. Further, the goo also generates an acrid stench bestowing the character with a -10 circumstance penalty to all Hide checks.
8. Column of Evil Eyes
The stretched flesh of this chamber twists and contorts around a central pillar of bloodshot eyes that gaze blankly across the room.
As the characters enter the room, the column activates, attacking any who dare trespass.
Evil Eye Column CR
20
N Huge construct
Init +0; Senses
all-around vision, blindsight 60ft., darkvision 60ft., low-light vision; Spot
+4, Listen +4
Languages none
DEFENSE
AC 27, touch 7, flat-footed 27 (-2
size, -1 Dex, +20 natural armor)
hp 440 (40 HD) damage reduction 10/ adamantine, fast healing 5
Immune acid, construct traits, magic
Fort +13 Ref +13 Will +13
OFFENSE
Spd 0ft. (does not move)
Ranged 10 eye rays +28 (ranged touch attack, see below)
Space 15ft. Reach 15ft.
Base Atk +28; Grp +49
Special Atks eye rays (see below)
ABILITIES
Abilities Str 36, Dex 10, Con -,
Int -, Wis 11, Cha 10
SQ maximized construction (max hp)
SPECIAL ABILITIES
All-Around Vision (Ex): Evil eye columns are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can’t be flanked.
Eye Rays (Su): Each of the evil eye columns' ten eye rays resembles a spell cast by a 25th-level caster. Each eye ray has a range of 150 feet and a save DC of 30. The save DCs are Charisma based. The ten eye rays include:
Disintegrate: The target must succeed on a Fortitude save or be affected as though by the spell (40d6 damage).
Electric ray: The target must make a successful Reflex save (for half) or suffer 20d6 electrical damage.
Fear: This works like the spell, except that it targets one creature. The target must succeed on a Will save or be affected as though by the spell.
Finger of Death: The target must succeed on a Fortitude save or be slain as though by the spell. The target takes 3d6+25 points of damage if its saving throw succeeds.
Flesh to Stone: The target must succeed on a Fortitude save or be affected as though by the spell.
Insanity: The target must make a successful Will save (DC 30) or be affected as though by the spell.
Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice (Will negates).
Slow: This works like the spell, except that it affects one creature. The target can make a Will save to negate the effect.
Stunning Ray: The target must make a successful Fortitude save or be stunned for 1d6 rounds.
Telekinesis: The target must make a successful Reflex save or be thrown 20ft. away.
Weakening Eye: The target must make a successful Fortitude save or suffer 3d6 points of crippling Strength damage.
Immunity to Magic (Ex): An evil eye column is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals cold or fire damage slows an evil eye column (as the slow spell) for 2d6 rounds, with no saving throw. A magical attack that deals electricity damage breaks any slow effect on the column and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an evil eye column hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. An evil eye column golem gets no saving throw against attacks that deal electricity damage.
9. Pudding Puddles EL 16
Black goo covers the surfaces of this oily flesh-covered room forming into puddles here and there.
As the characters cross the room, four elder black puddles converge and attack.
Ooze, Elder Black Pudding (4); hp 290 each, Monster Manual 201
10. Exit Slab
At the far end of this flesh-covered corridor is a large granite exit slab surrounded by burnt patches of flesh.
DEMIPLANE OF AMBIVALENT FuRY (AREA C)
This plane resembles
the walk in all ways except that it features a dirt floor.
Physical
Traits: As listed above
plus, all non-residents of this plane must make a successful Will save DC 25 or
suffer the effects of a confusion spell.
phase into and
out of existence. Further, all creatures are treated as if they had a displacement
spell cast upon them.
Elemental
and Energy Traits: none
Alignment
Traits: Mildly Chaos Aligned,
all lawful creatures suffer a -2 circumstance penalty on all Charisma-based
checks.
Magic
Traits: Enhanced magic:
Any enchantment spell is automatically Empowered and Extended without changing
the spell slot required or the casting time. Spellcasters on the plane are
considered to have the Empower Spell or Extend Spell feats for the purpose of
applying them to that spell. Spellcasters native to the plane must gain the
feat or feats normally if they want to use them on other planes as well.
11. Entry Slab
This chamber is adorned with various
tapestries depicting twin dragons in various settings battling each other over
a single fiery volcano.
12. The Fiery Twelvefold Pits of Pyremius EL 17
Pools of liquid metal and igneous rock form the core of this chamber. At its center is a single island of semi-cooled rock and metal where a huge twelve-headed reddish monstrosity bearing hundreds of scars over its entire body rests.
This ancient twelve-headed pyrohydra was once a pet of the Blazing Killer, Pyremius. However, some centuries ago Uncle had the creature captured and placed within this level to test the mettle of his kin. Its has been ages since the beast has feasted on the charred flesh of its victims and though it feels no hunger pangs, its mouths still foam and drip acrid spittle. As the characters enter, it immediately strikes out at all within reach.
Pool of Lava (10ft.-deep): Any character who falls or wades into the lava takes 2d6 points of damage per round of exposure. An immunity or resistance to fire serves as an immunity/ resistance to lava or magma. Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round).
Should the character become totally immersed they suffer 20d6 points of damage per round and may drown unless they swim out in time.
Severe Heat: Due to the constant flames in this room, characters staying in the room suffer 1d6 points of damage per round while breathing the stifling air. In addition, a character must make a successful Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a -4 penalty on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell.
Ancient Pyrohydra CR
16
Elite spellwarped 12-headed pyrohydra
Monster Manual 157, Monster Manual III 162
N Huge Magical Beast
(Fire)
Init +6;
Senses darkvison 60ft., low-light vision,
scent; Listen +11, Spot +11
Languages understands Ancient Suloise
DEFENSE
AC 25, touch 10, flat-footed 23 (-2 size, +15 natural armor, +2 Dex)
hp 198 (12 HD) fast healing 22