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
Immune fire
Resist -; SR 23
Fort +18
Ref +10 Will +8
OFFENSE
Spd 20ft. (4 squares), swim 20ft. (4 squares)
Melee 12 Bite +21 (4d6+10, crit 20/ x3)
Space 15ft. Reach 10ft.
Base Atk
+12; Grp +30
Atk Options Blind-Fight, Combat
Reflexes
Special Atks breath weapon (10ft. high, 10ft. wide, 20ft.
long line of fire, 3d6 damage, Reflex save DC 26 for half)
ABILITIES
Abilities Str 30, Dex 14, Con
30, Int 9, Wis 15, Cha 6
SQ Fire Sub-Type
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite)
SPECIAL ABILITIES
Breath Weapon (Su): The pyro-hydra can breathe jets of fire 10 feet
high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds.
Each jet deals 3d6 points of fire damage per head. A successful Reflex save (DC
26) halves the damage.
Hydra Traits: Hydras can attack with all their heads at no penalty, even if they move or charge during the round. A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must hit the monster's neck with a slashing weapon and deal damage 17 points of damage in one blow. Any excess damage is lost. A severed head dies, and a natural reflex seals the neck shut to prevent further blood loss. Fire attacks cannot prevent a pyrohydra’s stump from growing new heads (since a pyrohydra has immunity to fire), but 5 points of cold damage does. The hydra can no longer attack with the severed head but suffers no other penalties. A severed head regrows in about a month.
Spell Absorption (Su): Whenever a spell fails to penetrate a spellwarped creatures spell resistance, the creature gains one of the following benefits, chosen at the time the spell resolves.
· Might: +4 enhancement bonus to Str.
· Agility: +4 enhancement bonus to Dex.
· Endurance: +4 enhancement bonus to Con.
· Life: Gain temporary hp equal to 5x the lvl of the failed spell.
· Speed: Base Spd increases by a number of ft. equal to 5x lvl of the failed spell.
· Resilience: Resistance 10 to one energy type (acid, cold electricity, fire, sonic)
13. Den of the Twin Terrors EL 19
Nestled into the far corner of this chamber is a large patch of straw where a confused two-headed cyclops attempts to rest from its chaotic thoughts by hacking bits and pieces out of the wall of its stone prison.
Polyverxious listens intently for trouble at all times from within his lair. If he hears approaching footsteps he quaffs his potions of false life and haste. He attacks the first person to get into range with both spears and rages.
Polyxevious CR
19
Male elite two-headed cyclops barbarian 8
Shining South 64, Savage Species 124
CE Large giant
Init +5;
Senses darkvision 90ft., low-light vision;
Listen +20, Spot +20
Languages Common, Giant
DEFENSE
AC 21, touch 10, flat-footed 21 [raging AC 19, touch 8, flat-footed 19] improved uncanny dodge, trap sense +2 (-1 size, +11 natural armor, +1 Dex)
hp 278 (21 HD, 291 with false life,
320 raging, 333 raging & false life) damage reduction 1/ -
Immune energy-drain, death effects, negative energy effects
Resist -; SR 20
Fort +21
(+23 raging) Ref +11 Will +9
(+11 raging) trap sense +2
OFFENSE
Spd 50ft. (10 squares)
Melee masterwork battle axe +25/+20 (2d6+11, crit 19-20/ x3) and
masterwork heavy pick +25/+20 (1d8+11, crit 19-20/ x4) or
slam +24 (1d4+16, crit 20/ x2) or
[raging, 5 point power attack] masterwork battle axe* +22/ +17 (2d6+19, crit 19-20/ x3) and
masterwork heavy pick +22/+17* (1d8+19, crit 19-20/ x4)
Ranged masterwork spear +25/+20 (2d6+16, crit 20/ x3)
Space 10ft. Reach 10ft.
Base Atk
+13; Grp +27 (+29
raging)
Atk Options Awesome Blow, Brutal Throw, Combat Reflexes,
Improved Bull Rush, Power Attack
Special Atks rage 3/day
(+4 Str, +4 Con, +2 morale bonus to Will saves), rock throwing
Combat Gear lens of petrification (Victim is pertified unless they make a successful Fortitude save DC 19. This effect last for for 10 rounds per day), potion of cure serious wounds (CL 5), potion of false life (CL 2), potion of haste (CL 7)
ABILITIES
Abilities Str 32, Dex 12, Con 26, Int 11, Wis 10, Cha 4
SQ fast movement
Feats Awesome Blow, Brutal Throw, Combat ReflexesB, Improved Bull Rush, Improved
Critical (battleaxe and heavy pick), Improved InitiativeB, Improved MultiattackB, Iron Will, Lightning Reflexes,
Power Attack
Skills Climb +21, Intimidate +10, Jump +29, Listen +20, Search +2, Speak
Language +1, Spot +20, Survival +5
Possessions
combat gear, masterwork
heavy pick, masterwork battleaxe, two masterwork spears, bracelet of health +4, scarab of protection
SPECIAL ABILITIES
Superior Two-Weapon Fighting (Ex): Polyverxious fights with a battle axe in one
hand and a heavy pick in the other. Because each of his two heads controls an
arm, he does not take a penalty on attack or damage rolls for attacking with
two weapons.
TACTICS
After
taking the steps listed above, Polyxevious
begins his rage, attacking anyone in
range, knocking opponents into each other and rushing directly into the center
of any grouped characters. Should he see an enemy spellcaster or rogue in range
he uses his lens of petrification to
take them out of combat.
Morale If wounded below 75hp he will attempt to withdraw far enough away to
quaff his last potion of cure serious
wounds.
14. Chamber of Constant Conundrums EL 19
Two large two-headed trolls are engaged in an intense argument in this shabby trash-choked chamber.
Anyone near this chamber may make a successful Listen check DC 25 to hear the two-headed trolls arguing with one another and exchanging blows. Each troll also listens for any ruckus outside their room, and immediately rushes to other rooms to challenge intruders.
These trolls guard the iron door leading to Area 14a. Each troll stays within 10ft. of the other so that they are both in reach and to take advantage of any Attacks of Opportunity on their victims. One of the trolls wears a phylactery of healing as a nose ring.
Be-ph and Ud-del CR
17
Male elite multi-headed troll barbarian 4/ frenzied bezerker 5
CE Large Giant
Monster Manual 247, Savage Species 124
Init +9; Senses darkvision 90ft., low-light vision, scent, Listen +13, Spot +13
Languages Giant
DEFENSE
AC 27, touch 14, flat footed 27 (-1 size, +5 dex, +7 armor, +6 natural) trap sense +1, uncanny dodge
hp 287 each (15 HD) regeneration 5
Fort +23, Ref +10, Will +9 trap sense +1
OFFENSE
Spd 40ft.
Melee 2 claws +27 (1d6+16, crit 19-20/ x2) and
2 bites +27 (1d6+10, crit 20/ x3)
Space 10ft.; Reach 10ft.
Base Atk +11; Grp +23
Atk Options Destructive Rage, Diehard, Great Cleave, Intimidating Rage, Power Attack, Rend (2d6+22, crit 19-20/ x2), Superior Multi-weapon Fighting, Supreme Cleave
Special Atks frenzy 3/day (You gain a +6 to Str, however you take a -4 to AC and take 2 points of nonlethal damage per round), rage 2/day (+4 to STR, +4 to CON, +2 morale bonus to Will saves, -2 penalty to AC)
Combat Grear potion of bulls strength x2 (CL 5), phylactery of healing (*)
ABILITIES
Abilities Str 34, Dex 20, Con 31, Int 10, Wis 14, Cha 7
SQ permanent greater magic fang (+4)
Feats Cleave, Combat ReflexesB, Destructive Rage, DiehardB, Great Cleave, Improved InitiativeB, Improved MultiattackB, Intimidating Rage, Iron Will, Power Attack
Skills Climb +21, Intimidate +16, Jump +21, Listen +13, Search +2, Spot +13, Survival +7, Swim +13
Possessions combat gear, +4 studded leather
SPECIAL ABILITIES
|
|
Frenzy (Ex): A frenzied berserker can enter a frenzy during combat. While frenzied, she gains a +6 bonus to Strength and, if she makes a full attack action, gains a single extra attack each round at her highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, she also takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage per round. A frenzy lasts for a number of rounds equal to 3 + the frenzied berserker’s Constitution modifier. To end the frenzy before its duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any rage ability the character may have.
At 1st level, the character can enter a frenzy once per day. Thereafter, she gains one additional use per day of this ability for every two frenzied berserker levels she acquires (but she can’t use the ability more than once in any encounter). The character can enter a frenzy as a free action. Even though this takes no time, she can do it only during her turn, not in response to another’s action. In addition, if she takes damage from an attack, spell, trap, or any other source, she automatically enters a frenzy at the start of her next action, as long as she still has at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since her last action) at the start of her next turn.
While frenzied, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells, drink potions, activate magic items, or read scrolls. She can use any feat she has except Combat Expertise, item creation feats, or metamagic feats. She can use her special ability to inspire frenzy (see below) normally.
During a frenzy, the frenzied berserker must attack those she perceives as foes to the best of her ability. Should she run out of enemies before her frenzy expires, her rampage continues. She must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target’s or her own). When a frenzy ends, the frenzied berserker is fatigued (–2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter.
If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued.
Deathless Frenzy (Ex): At 4th level and higher, a frenzied berserker can scorn death and unconsciousness while in a frenzy. As long as her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at –1 to –9 hit points. Even if reduced to –10 hit points or less, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.
Improved Power Attack: Beginning at 5th
level, a frenzied berserker gains a +3 bonus on her melee damage rolls for
every –2 penalty she takes on her melee attack rolls when using the Power
Attack feat (or +3 for every –1 penalty if wielding a two-handed weapon other
than a double weapon). This benefit does not stack with the normal effects of Power
Attack.
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.
Superior Two-weapon Fighting (Ex): Because each head controls one arm (or analogous weapon-using limb), a multiheaded creature has no penalty on attack rolls for attacking with multiple weapons, and the number of attacks and the damage bonus for each weapon are calculated as though the weapon were held in a primary hand.
Supreme Cleave: At 2nd level and higher, a frenzied berserker can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. She is still limited to one such adjustment per round, so she cannot use this ability during a round in which she has already taken a 5-foot step.
TACTICS
After
taking the steps listed above, each troll goes into its frenzy, concentrating on killing the first opponent
that engages them in melee. If the characters refuse to engage in melee, the
trolls charge the characters using Intimidating Rage on any divine
spellcasters.
14a. Chamber of the Four Dragon Heads EL 18
Murals of ancient dragons in epic battles decorate the walls and ceiling of this dusty foul-smelling chamber. The floor of the pockmarked chamber is and charred but remains mostly intact. Sitting at the center of the chamber is a 4ft. by 6ft. rectangular chest with four dragon heads emerging from its lid. Each head corresponding to the metal it is made from. The lock to this chest bears the Maure family symbol.
The chest in the center of the room will not activate until a character attempts to disarm the Maure symbol trap built into it. At such a time, it animates to attack with its breath weapons. If cornered or surrounded, it uses its dimension door ability.
Maure Symbol Trap
Type: magical (20th-level wizard)
Search DC 33 Disable Device DC 33
EFFECTS
Trigger: 20ft. proximity; Reset: automatic
Effect (symbol of insanity, Will save DC 22 negates)
Note: If the characters have been through the Chamber of Antiquities give them a +5 circumstance modifier to disabling the Maure Symbol trap on this chest.
Chest of Four Dragon Heads CR 18
N Medium construct
Init +0;
Senses blind; Listen +1, Spot +1
Languages none
DEFENSE
AC 32, touch 10, flat-footed 32 (+0
dex, +22 natural)
hp 240 (24 HD) damage reduction
15/adamantine
Immune acid, cold, fire, construct traits
Fort +14
Ref +14 Will +15
OFFENSE
Spd 0ft. quickened
dimension door (max 60ft. range, 1/
round)
Melee 4 bite +26 (1d8+10, crit 20/ x3)
Space 5ft. Reach 10ft.
Base Atk
+16; Grp +26
Special Atks breath weapons (see below)
ABILITIES
Abilities Str 30, Dex 10, Con -, Int 8, Wis 12, Cha 13
SPECIAL ABILITIES
Breath Weapons (Su):
Black dragon head: 20ft.
line of acid for 8d6 damage, Reflex save DC 25 for half.
Green dragon head: 20ft. cone of vile poison gas for 8d6 damage, Reflex save DC 25 for half.
Red dragon head: 20ft. line of fire for 8d6 damage, Reflex save DC 25 for half.
White dragon head: 20ft. cone of cold for 8d6 damage, Reflex DC 25 for half.
Dimension Door (Sp): Once per round, at will, the chest can dimension door (as the spell), up to 60ft. away.
Development
Destroying the chest dispels the magical dragon heads and reveals a small cache of gold, 12 strangely-carved gold pieces. Each gold piece bears strange sigils with circular-grooved indentations on them. If studied closely for peculiarities the coins will appear stackable. When stacked one on top of each other, the stack magically transforms into a small, golden rod called the golden wand of the ancients (See Appendix I).
15. Exit Slab
At the end of this wide corridor is an exit slab surrounded by the decayed remains of fleeing adventurers.
The corpses of
these adventurers have long since decayed and their souls have passed onto the
netherworld. The gear of these adventurers has been pillaged by the denizens of
this level to use to their own ends.
Demiplane of GLOOMWALK (Area D)
The plane consists
of 5 feet wide floating, wooden, catwalks which are inundated with a dense,
swirling, cloud matter.
Falling from a
catwalk propels a PC hundreds of feet below and out of sight, to eventually
impact a solid mass of stone 600 feet below.
Physical
Traits: As listed above
plus, the clouds obscure all
sight, including darkvision, beyond 5 feet. Creatures 5 feet away have
concealment (attacks by or against them have a 20% miss chance).
Elemental
and Energy Traits: Air-Dominant:
This plane is mostly open space, planes with a few bits of floating stone or
other elements. They usually have a breathable atmosphere, though such a plane
may include clouds of acidic or toxic gas. Creatures of the earth subtype are
uncomfortable on air-dominant planes because they have little or no natural
earth to connect with. They take no actual damage, however.
Alignment
Traits: neutral-aligned
Magic
Traits: normal magic
16. Entry Slab
Twin catwalks extend from this floating granite slab, disappearing into a billowing sea of fog.
17. Air Mephits Dwelling EL 19
Heavy winds rip through the mist-covered crystal trees in this cloudy area.
The crystal trees in this room reach fifteen-feet up in the air, each covered in a thick layer of mist.
Hiding among the trees are nine half-fiend air mephits waiting to sneak attack characters as they pass through.
Mist-covered crystal trees: 5ft. thick, hardness 5; hp 90; Break DC 20; Climb DC 30
Strong Winds: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a -2 penalty on ranged attack rolls and on Listen checks.
Bluw-Smoke CR 18
Male half-fiend air mephit rogue 12
Monster Manual 147 & 181
NE Small Outsider (Air)
Init
+15; Senses darkvision 60ft.; Listen +22, Spot
+22
Languages Abyssal, Auran, Common
DEFENSE
AC 33, touch 25, flat-footed 32 concealment
20%, trap sense +4, improved uncanny dodge
hp 223 (15 HD) damage reduction 10/
magic, fast healing 2
Immune poison
Resist acid, cold, electiricty, fire 10; SR
25
Fort +22
Ref +27 Will +15 improved
evasion, trap sense +4
OFFENSE
Spd 30ft., fly 60ft. perfect
Melee 2 claw +24 (1d3+1, crit 19-20/ x2)
Ranged +4 seeking sling with beads of force +28/ +28/ +23 (5d6+5,
crit 20/ x2)
Base Atk
+10; Grp +9
Atk Options Flyby Attack, Point Blank Shot, Precise Shot
Special Atks breath weapon (15ft. range, 1d8 damage. Reflex
half DC 18), smite good (+15), sneak attack (+6d6), summon air mephit
Combat Gear
beads of force (12), black pellet of speed (ingested), potion of
mage armor (CL 12) x2, potion of owl’s
wisdom (CL 12) x2
Spell-like Abilities (CL 15th; +23 ranged touch)
(3/day) - darkness,
poison (DC 16)
(1/day) - blasphemy,
blur, contagion (DC 18), darkness, desecrate, gust of wind
(DC 16), horrid wilting (DC 22), unhallow, unholy aura, unholy blight
(DC 18)
ABILITIES
Abilities Str 12, Dex 24, Con 32, Int 16, Wis 14, Cha 18
SQ haste, trapsense
Feats Flyby Attack, Improved Initiative, Point Blank Shot, Precise Shot,
Weapon Finesse
Skills Balance +14, Bluff +14, Climb +2,
Diplomacy +13, Disable Device +6, Disguise +7, Escape Artist +21, Hide +33,
Jump +8, Knowledge (History) +5, Knowledge (Local) +4, Knowledge (The Planes)
+6, Listen +22, Move Silently +33, Open Lock +14, Search +21, Sense Motive +14,
Sleight of Hand +18, Speak Language +1, Spot +22, Tumble +25
Possessions combat gear, anklet of protection +2, bracelet of dexterity +6, silk wrap of elvenkind (+5 to Hide and Move Silently)
SPECIAL ABILITIES
Breath Weapon (Su): Cone of dust and grit, 15 feet;
damage 1d8, Reflex half DC 18. A mephit can use its breath weapon once every
1d4 rounds as a standard action.
Summon Mephit (Sp): Once per day, all mephits can
summon other mephits much as though casting a summon monster spell, but they
have only a 25% chance of success to summon one mephit of the same type. Roll
d%: On a failure, no creature answers the summons. A mephit that has just been
summoned cannot use its own summon ability for 1 hour.
Hellspawn Mephit Skirmishers (8) CR 9
Male half-fiend air mephit rogue 4
Monster Manual 147 & 181
NE Small Outsider (Air)
Init +11;
Senses darkvision 60ft.; Listen +10, Spot
+10
Languages Abyssal, Auran, Common
DEFENSE
AC 22, touch 18, flat-footed 22 concealment
20%, trap sense +1, uncanny dodge
hp 107 (7 HD) damage reduction 5/
magic, fast healing 2
Immune poison
Resist acid, cold, electiricty, fire 10; SR
17
Fort +15
Ref +14 Will +6 evasion,
trap sense +1
OFFENSE
Spd 30ft., fly 60ft. perfect
Melee 2 claw +14 (1d3+1, crit 19-20/ x2)
Base Atk
+6; Grp +6
Atk Options Flyby Attack
Special Atks breath weapon (15ft. range, 1d8 damage. Reflex
half DC 15), smite good (+7), sneak attack (+2d6), summon air mephit
Spell-like Abilities (CL 7th; +14 ranged touch)
(3/day) - darkness, poison (DC 16)
(1/day) - blur, desecrate, gust of wind (DC 16), unholy blight (DC 18)
ABILITIES
Abilities Str 12, Dex 24, Con 32, Int 16, Wis 14, Cha 18
SQ trapsense
Feats Flyby Attack, Improved Initiative, Weapon Finesse
Skills Bluff +14, Disguise +7, Escape Artist +13, Hide +21, Knowledge
(History) +5, Knowledge (The Planes) +6, Listen +10, Move Silently +17, Search
+13, Sense Motive +12, Speak Language +1, Spot +10
SPECIAL ABILITIES
Breath Weapon (Su): Cone of dust and grit, 15 feet;
damage 1d8, Reflex half DC 15. A mephit can use its breath weapon once every
1d4 rounds as a standard action.
Summon Mephit (Sp): Once per day, all mephits can
summon other mephits much as though casting a summon monster spell, but they
have only a 25% chance of success to summon one mephit of the same type. Roll
d%: On a failure, no creature answers the summons. A mephit that has just been
summoned cannot use its own summon ability for 1 hour.
Tactics
As the characters enter, the hellspawn mephit skirmishers make use of Flyby Attack to sneak attack from the flanks. Each round the mephits fly in unison flanking a character granting each mephit a +2 attack bonus to their attack, unless the character has uncanny dodge. Meanwhile, Bluw-Smoke fires beads of force into melee, targeting spellcasters first. If the characters seem too strong, the mephits make use of their spell-like abilities and regroup.
Development
If Bluw-Smoke is slain his spirit inhabits and animates the pillar of smoke at Area 18.
18. Mephit Totem EL 19
In the center of this chamber, a fifteen-foot-tall column of blue smoke reaches from the floor to somewhere into the cloudy atmosphere.
The column features seven holes where a small bead might fit. Placing a bead of force or the black pellet of speed into any of the holes negates one of the multi-ray traps.
Magically-hardened blue-smoke crystal column: 10ft. thick, Hardness 20; hp 180; Break DC 40; Climb DC 30
Multi-ray trap
Type: magical (25th-level wizard)
Search DC 37 Disable Device DC 37
EFFECTS
Trigger: 20ft. proximity (true seeing); Reset: automatic
Effect Atk 7 rays +14 ranged touch attack
1) energy drain (1d4+4 negative levels)
2) maximized scorching ray (72 fire damage)
3) maximized ray of clumsiness (11 DEX drain) [SpC 166]
4) maximized ray of enfeeblement (11 STR drain)
5) maximized ray of stupidity (6 INT drain) [SpC 167]
6) polar ray (25d6 cold damage)
7) ray of entropy (-4 penalty to STR, DEX and CON) [SpC 167]
Development
If Bluw-Smuke survived the attack at Area 17, the column does not activate and nothing is lost or gained.
If inhabited by Bluw-Smuke's spirit, the multi-ray trap within the column activates, attacking anyone walking into the room. Within the first round the room becomes hot, and continues to heat up each round becoming severely hot the next round and extremely hot by the third. If the column is destroyed Bluw-Smuke's dying, bluish spirit wails, leaving behind a red pellet of fire immunity. (See Appendix I)
Hot Conditions: A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a -4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).
Severe Heat: In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a -4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).
A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers the nonlethal damage she took from the heat.
Extreme Heat: Air temperatures over 140° F, deals 1d6 lethal damage per minute. In addition, a character must make a 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 circumstance 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.
19. Strangling Wisp EL 18
At the end of this catwalk is a single floating platform surrounded by a brackish-yellow cloudmass.
Resting on an ancient stone bier at the center of the platform is an uncorked bottle bearing esoteric runes, its stopper resting comfortably to its side. The bottle continually emits a plume of bracking-yellow smoke that acts as a dimensional lock spell. If stoppered the effect ends, however doing so also releases the voidwraith from the platform permitting it to pursue characters outside the platform.
Hiding in the cloudmass is a voidwraith waiting to attack anyone attempting to replace the stopper on the bottle. The voidwraith attacks from the flanks making use of its Flyby Attack to grapple and strange their victim or drag them off the platform to let them fall to their death. The voidwraith was once an assassin sent to murder Afelbain. After he failed to kill Afelbain, the mad assassin died in the Demiplane of Gloomwalk, where he was reborn as a voidwraith. Later, Afelbain captured the voidwraith and placed him into a rune-covered bottle where he remained until released by Aspong Maure during his trials ages ago.
Dimensional Lock
trap
Type: magical (20th-level wizard)
Search DC 32 Disable Device –
Bypass stoppering the runic bottle
EFFECTS
Trigger: 20ft. proximity (true seeing); Reset: automatic
Effect The brackish-yellow cloudmass is a barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.
A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.
Voidwraith Assassin CR
17
Advanced elite evolved undead (incorpreal)
voidwraith rogue 6/ assassin 1
Libris Mortis 99, 131
NE Huge Undead (Air, Incorporeal)
Init +11; Senses darkvision 60ft., Listen +30, Spot +30
Aura airless aura
Languages Auran, Common
DEFENSE
AC 31, touch 22, flat footed 31 dodge, mobility, trap sense +2, uncanny dodge (-2 size, +7 dex, +5 deflection, +11 natural)
hp 268 (26 HD) fast healing 3
Immune undead traits
Fort +11, Ref +20, Will +17 evasion, trap sense +2
OFFENSE
Spd fly 60ft. (perfect) fly-by attack
Melee incorporeal touch +20 (1d8+15/crit 20/x2)
Space 15ft.; Reach 15ft.
Base Atk +9; Grp +27
Atk Options Combat Reflexes
Special Atks death attack (DC 13), sneak attack +4d6, steal breath (Fort save DC 28)
Assassin Spells Known (CL 1st)
1st - obscuring mist
Spell-like Abilities: (CL 26)
(1/day) – greater dispel magic
ABILITIES
Abilities Str 31, Dex 24, Con -, Int 14, Wis 17, Cha 21
SQ elemental turning vulnerability, inescapable craving, poison use, trapfinding
Feats Combat Reflexes, Dodge, Flyby
Attack, Great Fortitude, Improved InitiativeB, Lightning
ReflexesB, Mobility, Unholy Toughness (CHA bonus to hp), Weapon FinesseB
Skills Balance +14, Bluff +12, Climb +15, Diplomacy +14, Disable Device +5, Disguise +12, Escape Artist +12, Hide +30, Jump +17, Knowledge (The Planes) +5, Listen +30, Move Silently +15, Open Lock +13, Search +10, Sense Motive +11, Sleight of Hand +14, Spot +30, Tumble +19, Use Magic Device +6, Use Rope +8
SPECIAL ABILITIES
Airless Aura (Su): A voidwraith’s body is surrounded by an aura of near vacuum at all times. This means that any creatures adjacent to the voidwraith have no air to breathe and must hold their breath (see Suffocation, page 304 of the Dungeon Master’s Guide).
Elemental Turning Vulnerability (Ex): A character who can turn undead and also turn air creatures gains a +2 bonus on turning checks to turn a voidwraith. A character who can rebuke undead and also rebuke air creatures gains a +2 bonus on turning checks to rebuke a voidwraith.
Inescapable Craving: A voidwraith has an inescapable craving (see the Undead Metabolism section in Chapter 1) for Constitution, which it satisfies by using its steal breath ability.
Steal Breath (Su): Living creatures hit by a voidwraith’s touch attack must succeed on a DC 28 Fortitude save or take 1d2 points of Constitution drain. (Creatures with the air subtype take a –4 penalty on this save.) When a voidwraith drains a victim’s Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for 1 up to hour. The save DC is Charisma-based.
If the target creature is holding its breath and fails the save, the number of rounds of remaining breath is reduced by 2 per point of Constitution drained. If this reduction exhausts all of the target’s remaining breath, it creature must begin making Constitution checks or start to suffocate (see Suffocation, page 304 of the Dungeon Master’s Guide).
20. The Grand Staircase EL 19
At the end of this catwalk is a massive stone staircase that ascends into the clouds above.
The stairwell leads up over 200ft. in the air and attaches to another catwalk on its other end. The stairwell has no rails and each step is chipped or shattered leading to unsteady footing at best. A Balance check DC 20 is required each 10ft. while ascending these stairs. Those that fail must make a successful Reflex save DC 25 or fall down the stairs suffering 10d6 points of damage, those that fail may still make a successful Tumble check DC 20 to halve the damage.
Once the characters reach the peak the pair of air elementals attack, attempting to thwart their progress.
Elder Air Elemental (2) CR 17
Advanced elite elder air elemental
Monster Manual 95
NE Huge Elemental
Init +16; Senses darkvision 60ft., Listen +48, Spot +48
Languages Auran
DEFENSE
AC 28, touch 20, flat footed 16 dodge, mobility (-2 size, +12 dex, +8 natural)
hp 420 (40 HD) damage reduction 10/-
Immune elemental traits
Fort +19, Ref +34, Will +18
OFFENSE
Spd fly 100ft. (perfect) fly-by attack, spring attack
Melee 2 slams +27 (2d8+6, crit 20 /x3)
Space 15ft.; Reach 15ft.
Base Atk +30; Grp +44
Atk Options Awesome Blow, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Improved Bull Rush,Power Attack, Whirlwind Attack
Special Atks whirlwind (Reflex save DC 40)
ABILITIES
Abilities Str 30, Dex 34, Con 23, Int 13, Wis 17, Cha 14
SQ air mastery
Feats Alertness, Awesome Blow,
Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack,
Improved Bull Rush, Improved InitiativeB, Iron Will,
Mobility, Power Attack, Spring Attack, Weapon FinesseB,
Whirlwind Attack
Skills Hide +17, Listen +48, Move Silently +17, Spot +48, Tumble +15
SPECIAL ABILITIES
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack & damage rolls against the air elemental.
Whirlwind (Su): Once every 10 minutes for 20 rounds, up to 5ft. wide at base, 30ft. wide at top and 60ft. high. The air elemental incurs no attack of opportunity while using this ability. Creatures medium or smaller take 2d8 points of damage when coming into contact with the whirlwind (Reflex save DC 40 for no damage). Affected creatures must also make a Reflex save (DC 40) or be taken up into the whirlwind, such creatures also takes 2d8 damage. Trapped creatures cannot move except with the air elemental, they also suffer -4 dex and -2 on attack rolls. Carried creatures can be ejected at any time. The whirlwind creates a cloud of debris = half the whirlwind's height. It obscures all vision; grants concealment within 5ft. and total concealment beyond.
21. The Tainted Perch EL 20
A single catwalk leads far above the cloudline to a single platform where a glowing beacon of light pierces the night sky surrounding it.
The light originates from an altar at the center of the platform. Lying on the altar is a pure platinum scrollcase with the name, Yan-C-Bin etched into it.
The taint elementals constantly keep an eye on the catwalks for any to approach. Should they spot or hear the Characters approach, the taint elementals hide and flank the platform taking up areas within reach of the altar. If a character claims the scrollcase, four massive chilling rancid-smelling roughly humanoid beings attack the character.
Taint Elementals (4) CR 15
Advanced elite elder taint elemental
Heroes of Horror 145-146
CE Huge Elemental (Evil)
Init +12; Senses
darkvision 60ft.; Spot +31, Listen +31
Languages Abyssal
DEFENSE
AC 25, touch 17, flat-footed 25
hp 325 (30 HD) damage reduction 10/ -
Immune elemental traits
Fort +18 Ref +20 Will +14
OFFENSE
Spd 40ft.
Melee 2 slam +30 (2d10+10 plus touch of taint, crit 20/ x2)
Space 15ft. Reach 15ft.
Base Atk +22; Grp +36
Atk Options Awesome Blow, Cleave, Debilitating
Strike, Great Cleave, Improved Bull Rush, Improved Overrun, Power Attack, Surge
of MalevolenceB
Special Atks dimension
door (at will), touch of taint
ABILITIES
Abilities Str 31, Dex 26, Con 27, Int 14, Wis 14, Cha 16
SQ excessive taint
Feats Alertness, Awesome Blow, Cleave,
Debilitating Strike, Great Cleave, Improved Bull Rush, Improved Initiative,
Improved Overrun, Iron Will, Lightning Reflexes, Power Attack, Surge of
MalevolenceB
Skills Hide +27, Jump +14, Listen +31,
Move Silently +31, Spot +31, Survival +29
SPECIAL ABILITIES
Dimension Door (Sp): Three times per day, a taint
elemental can, by spreading its tainted essence into the environment and
instantly reforming at another point, duplicate the effects of dimension door spell (PH page 221).
Doing this is a move-equivalent action. Unlike the dimension door spell, the elemental is permitted to take an action
immediately afterward if it has any remaining in the round.
Elemental Traits: A taint elemental has immunity to
poison, magical sleep effects, paralysis, and stunning. It is not subject to
critical hits or flanking. It cannot be raised, reincarnated, or resurrected
(although a limited wish, wish, miracle, or true resurrection spell can restore
life).
Excessive Taint (Ex): A taint elemental has both
corruption and depravity scores equal to its HD. It takes no ill effects from
taint.
Touch of Taint (Ex): Anyone struck by a taint elemental,
or who physically touches a taint elemental, must succeed on a Fortitude save
(DC 25) or gain 1d6 corruption points. The save DC is Charisma-based.
Treasure
Setting on the altar is a single platinum scrollcase containing an ancient scroll of protection written on very thin parchment and scribed in coiling inky mists, entitled Yan-C-Bin’s hedge (See Appendix I).
22. Air Symbols EL 17
At the center of this platform, four esoteric symbols float in the air guarded by a whirlwind of dirt and debris with vaguely humanoid features and two arms extending from its body.
The aspect of Yan-C-Bin remains stationary and does not attack unless the symbols are disarmed in the improper order. Each symbol must be disarmed or target dispelled in the proper sequence to open the secret door here. The sequence is 2, 3, 4, 1. You may change the symbol order if so desired every time the party enters or exits the room.
If questioned by the characters, the aspect offers the following riddle in Auran.
The silver award now in first place, gives the bronze another chance. The last in line goes then, before the first reaches the gauntlets end.
Maure Symbol Trap
Type: magical (20th-level wizard)
Search DC 34 Disable Device DC 34
EFFECTS
Trigger: 60ft. proximity (true seeing); Reset: automatic
Effect (heightened symbol of spell loss, each spellcaster must attempt a Will saving throw (DC 29) every round they are within range, at the beginning of their turn. Failure means that the highest-level spell prepared by the spellcaster (or highest-level spell slot, if the character casts spells spontaneously) is lost for the day. The symbols remains active for 200 minutes or until they have erased fifty levels of spells each. The symbol attacks creatures with spell-like abilities as if they had spells, consuming a daily use of the highest-level ability the creature possesses, or suppressing an ability usable at will for 1 round.)
Note: If the characters have been through the Chamber of Antiquities give them a +5 circumstance modifier to disabling the Maure Symbol traps here.
Aspect of Yan-C-Bin CR
16
Elite
cyclonic ravager
Monster Manual IV 10
NE Large elemental (air, Extraplanar)
Init +14; Senses darkvision 60ft., scent; Listen +26, Spot +16
Languages Auran, Common, Infernal
DEFENSE
AC 25, touch 25, flat-footed 15 dodge, mobility, deflecting winds (-1 size, +10 Dex, +6 deflection)
Miss Chance 50% (invisibility)
hp 169 (26 HD); damage reduction 10/ magic
Immune elemental traits
Resist -; SR 23
Fort +10, Ref +27, Will +11 improved evasion
OFFENSE
Spd 30ft., fly 90ft. (percect) flyby attack
Melee smite of seven winds +28 touch (4d6+7 or 1d6+7, crit 20/ x2)
Space 10ft.; Reach 10ft.
Base Atk +19; Grp +28
Atk Options Combat Reflexes
Special Atks buffeting winds
STATISTICS
Abilities Str 21, Dex 31, Con 15, Int 12, Wis 12, Cha 16
SQ elemental traits
Feats Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Weapon Finesse
Skills Escape Artist +32, Hide +29, Knowledge (the planes) +13, Listen +26, Move Silently +32, Spot +16, Survival +23 (+25 on other planes), Use Rope +10 (+12 involving bandages)
SPECIAL ABILITIES
Deflecting Winds (Su): A cyclonic ravager controls the air around it to kncok aside sword blows, arrows, and even magical rays. The ravager gains a +6 deflection bonus to AC.
Smite of Seven Winds (Su): A cyclonic ravager can make a melee touch attack that generates a brief, rending gust of wind within its target. This attack deals 4d6+7 points of damage. Creatures that are not subject to critical hits instead take 1d6+7 points of damage.
Buffeting Winds (Su): As a standard action, a cyclonic ravager can cause a tremendous surge of storm-strength winds in a 100-foot-radius burst centered on itself. A creature within this area must succeed on a DC 28 Reflex save or be pushed up to 30 feet in a direction of the ravager's choice. A creature can choose to fail this save voluntarily. A ravager can push a creature to a location outisde the area of this effect, but the pushed creature can't end up in another creature's or object's space. The save DC is Strength-based.
A creature takes a -4 penalty on this save per size category below Medium. Bigger creatures gain a +4 bonus per size category above Medium. When the ravager activates this ability, it can choose to affect some creatures within its area while ignoring others.
Skills: A cyclonic ravager has a +10 racial bonus on Escape Artist, Hide, Listen, Move Silently and Survival checks.
23. Exit Slab
The catwalk ends at a floating granite slab that appears to have been torn from the dungeon floor ages ago.
Upon stepping
upon the slab all return to Key #1.
THE FINAL WALK (Area E)
Same properties as the walk.
24. Entry Slab EL 20
Shadows dance off the ancient black candles illuminating the mural-covered walls of this gallery. Each wall, decorated with murals that blend into a magnificent scene of a night sky filled with exploding meteors depicts scenes of an epic battle bordering a mountain range. Dragons harry the humanoid mercenaries, monsters, and human commanders on the ground as warlocks and holy warriors do battle on a sun-bleached crag.
At the far end of the the room are four granite slabs, each with a corresponding statue of a creature found in the walk, a stone ogre, a black pudding, a multi-headed troll, and an air elemental.
As the characters enter the room, the four statues animate and attack. The four creatures act as allies will not harm each other, even if forced through charms or compulsion effects. With a 50% chance to ignore the effect or a 50% to stand around and do nothing as the battle ensues.
a. Probability Stone Ogre; See Area 5
b. Ooze, Elder Black Pudding; hp 290, Monster Manual 201
c. Ehd; Male elite multi-headed troll barbarian 4/ frenzied bezerker 5; See Area 14
d. Advanced elite elder air elemental; See Area 20
DEVELOPMENT
Upon the death of the guardians, the granite slabs they were standing on slide over 5-feet to reveal secret compartments beneath them. The pieces are as follows.
a) A silver stoppered crystal bottle with a slip of parchment inside with the writing: "Reverse the Order", in Ancient Suloise.
b) A pile of crystallized black powder
c) A pool of coagulated troll blood
d) An iron pan filled with rainwater. (dissolves in 4 hours)
Mixing the Components: Reverse the Order refers to
reversing the order in which each of the creatures were originally found at
there respective AREAS (A-D), and as symbolically realised through the following
formulaic instructions. A successful Craft (alchemy) or Knowledge (arcana)
skill check DC 35 reveals the proper sequence; however, a cleric of Celestian
may substitute Knowledge (religion) in this instance as well. Each material
must be added to the bottle in specific order or the substance explodes in a
phosphorescent blue cacophony, deafening anyone within ten feet and dealing
10d6 damage (Reflex save DC 28 for half) to anyone in range.
If successful, the substance transforms into a silver-violet powder glowing with a blue incandescence. The substance, known to the followers of Celestian as celestian’s impervious containment and is rumored to be used by the god himself to travel at great speeds throughout the universe and without deteriorating his body and energies.
25. Chasm of Shadow and Flame EL 19
Gouts of flame flicker and dance on this charred granite parapet that overlooks a massive chasm below.
Among these flames lurk two fire monliths who immediately attack anyon crossing their territory. Travelling through the massive flames here requires using celestian's impervious containment. The flames can also be avoided through use of the secret doors at 25a (Search check DC 40).
If travelled through without protection the flames inflict 2d8 points of fire damage per round. Further, all who pass through must make a successful Reflex save DC 15 + 5 for every round spent in the flame or the character’s clothes or hair catch fire. In each subsequent round, the burning character must make another Reflex saving throw at the same difficulty or he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he is no longer on fire.)
A character on fire may automatically extinguish the flames by jumping into enough water to douse themselves. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus. Those unlucky enough to have their clothes or equipment catch fire must also make a successful Reflex save for each item at the same difficulty. Flammable items that fail take the same amount of damage as the character.
Fire Elemental Monolith (2) CR 17
Complete Arcane 158
N Gargantuan Elemental
(Extraplanar, Fire)
Init +13; Senses
darkvision 60ft.; Listen +43, Spot +43
Languages Ancient Suloise, Common, Ignan
DEFENSE
AC 29, touch 15, flat-footed 20 dodge,
mobility
hp 378 each (36 HD) damage reduction 15/ -
Immune fire, elemental traits
Vulnerable cold
Fort +26 Ref +37 Will +22
OFFENSE
Spd 60ft. spring
attack
Melee 2 Slam +35 (6d8+11 plus 4d6 fire, crit 20/ x2)
Space 20ft. Reach 20ft.
Base Atk +27; Grp +50
Atk Options Blind-Fight,
Cleave, Combat Reflexes, Power Attack
Special Atks burn
ABILITIES
Abilities Str 32, Dex 29, Con
22, Int 12, Wis 15, Cha 17
SQ unused class abilities
Feats Alertness,
Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Fortitude, Improved Critical
(slam), Improved Initiative, Improved Natural Attack (slam), Iron Will,
Mobility, Power Attack, Spring Attack, Weapon Focus (slam)
Skills Balance
+15, Intimidate +16, Jump +27, Listen +43, Sense Motive +15, Spot +43, Tumble
+24
SPECIAL ABILITIES
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 fire unless they succeed on a DC 34 Reflex save.
25a. Secret Door Room
Darkness fills this secret passage warmed by the heat of the adjacent room.
The room is empty, except for writing scrawled in large letters on the eastern wall that reads, "Speed, my Kin. Speed."
26. Transporter Tunnel
A small dust-filled tunnel apparently bored into the wall by some sort of magic leads around the main portion of the walk.
Stepping on the floor symbol at the beginning of the tunnel automatically transports the party to the end symbol 40-feet south, and vice-versa.
A successful Spellcraft skill check (DC 26) identifies that the tunnel was made using several disintegrate spells. If a detect magic or arcane sight spell are used, the character discovers that the tunnel radiates a strong aura conjuration (teleportation) magic.
27. Descending Passage EL 19
The floor here recedes revealing a 30ft. deep pit filled with dusty cobwebs. At the center of the pit is pedestal upon which is a black lumpy mass. Surrounding the pedestal are several tarnished copper coins and burnt out torch stubs.
The black lumpy mass is actually an unworked black diamond (worth 10,000gp if reworked, currently worth 1,000gp). Further, the pedestal is trapped with a dual-ray maximized energy drain trap, which activates striking at characters in range. At the furthest point, buried under the mass of cobwebs a successful Search skill check (DC 30) reveals that the passage continues.
Dual-ray maximized
energy drain trap
Type: magical (27th-level wizard)
Search DC 39 Disable Device DC 39
EFFECTS
Trigger: visual (true seeing); Reset: automatic
Effect Atk 2 rays +14 ranged touch attack; maximized energy drain (8 negative levels for 24 hours, DC 28 Fortitude save negates)
28. Guardians of the Walk EL 23
At the center of this stone walkway is a single raised stone dias much like the teleportation slabs. Standing in front of the steps are two twelve-foot-tall crimson-skinned fiends, each with with a leering hyena head and a writhing snake protruding from the side of their neck.
At this point Aspong is more than aware of the characters and has precast devil’s sight, enervating shadow, dark foresight, and retributive invisibility. Anyone who has true seeing pre-cast they see a figure standing behind the demons. The man wears leather armor, bears a buckler shield and carries a rune-carved staff. The man is roughly five-foot-ten with a thin frame and long blonde hair streaked with silver above each ear.
Aspong Maure CR
21
Male maurid human warlock 20
Complete Arcane 5, 82, 132-136; Dungeon 112 - Maure Castle 102
NE Medium Humanoid (Maurid)
Init +16; Senses
darkvision 60ft., see invisibility;
Listen +5, Spot +5
Languages Abyssal, Ancient Suloise, Common,
Draconic, Infernal
DEFENSE
AC 38, touch 26, flat-footed 33 (+6 Dex, +2 natural armor, +6 armor, +5
shield, +2 insight, +2 luck, +5 deflection)
hp 280 (20 HD) damage reduction 5/ cold iron, fast healing 5
Immune mind-affecting attacks
Resist acid and fire 10
Fort +19 Ref +21 Will +22 dark
foresight
OFFENSE
Spd 30ft.
Melee staff
of power +21/+16/+11 (1d6+6, crit 20/ x2)
Ranged +1 composite longbow +21/+16/+11 (1d8+1, crit 20/ x3)
Base Atk +15; Grp +18
Atk Options Improved Precise Shot, Point Blank
Shot, Precise Shot, Ranged Spell Specialization
Special Atks eldritch blast (60ft. range, +25
ranged touch attack, 9d6+2 damage)
Combat Gear staff
of power (25 charges)
Invocations Known (CL 20th;
+25 ranged touch)
9th (2/ day) – dark foresight
8th (2/day) – eldritch doom
7th (3/day) – path of shadow
6th (3/day) – repelling blast (Reflex save DC 27), retributive invisibility (Fort save DC 27)
5th (3/day) – enervating shadow (Fort save DC 26)
4th (3/day) – eldritch chain, flee the scene
3rd (4/day) – brimstone blast (Reflex save DC 24)
2nd (4/day) – darkness, devil’s sight
1st (4/ day) – miasmic cloud (Fort save DC 21)
Spell-Like Abilities (CL 20th)
At will – detect magic
ABILITIES
Abilities Str 16, Dex 27, Con 27, Int 20, Wis 20, Cha 32 +5 Inherent Bonus to Dex, Con, Cha
SQ decieve item (take 10 on Use Magic
Device checks), imbue item, maurid traits, permanent spells (darkvision, see invisibility)
Feats Combat
Casting, Improved Initiative, Improved Precise Shot, Magical Aptitude, Point
Blank Shot, Precise Shot, Ranged Spell Specialization (Complete Arcane 82),
Weapon Focus (ranged spell)
Skills Bluff +31,
Concentration +32 (+36 casting defensively), Diplomacy +20, Disguise +16,
Intimidate +18, Jump +8, Knowledge (arcana) +20, Knowledge (religion) +8,
Knowledge (the planes) +15, Sense Motive +15, Spellcraft +24, Use Magic Device
+33
Possessions combat gear, +1 composite longbow with 50 masterwork arrows, +4 leather, +4 animated
mithral buckler, amulet of natural armor +2, belt of magnificence +4, heward`s
handy haversack, ring of protection +5, vest of resistance +3
SPECIAL ABILITIES
Maurid Traits: A maurid has the following traits.
—Maximum hit points per hit die.
—Immunity to mind-affecting attacks.
—Not at risk of death from massive damage, but
when reduced to 0 hit points or less, it is immediately destroyed in a flash of
white energy. A maurid creature reforms with full hit points at a random point
somewhere within 500 feet of the Id Core 24 hours later, as long as the Id Core
still exists.
—Dependent on the Id Core for life. If the Id
Core is destroyed, all maurids immediately take 1d6 points of Constitution drain
and continue to suffer 1d6 points of Constitution drain each day until they
reach 0, at which point they vanish forever in a flash of white energy. If the
maurid does not have a Constitution score, it is destroyed the instant the Id
Core is destroyed.
—Maurids do not breathe, eat, or sleep.
Molydeus (2) CR
19
Fiendish Codex I – Hordes of the Abyss 46
CE Large outsider (chaotic, evil, extraplanar, tanar'ri)
Init +10; Senses all-around vision, darkvision 60ft., true seeing; Listen +29, Spot +29
Languages Abyssal, Auran, Celestial, Common, Draconic, Ignan, Infernal; telepathy 100 ft.
DEFENSE
AC 40, touch 17, flat-footed 33 (-1 size, +6 Dex, +18 natural, +4 armor, +3 deflection)
hp 275 each (19 HD) damage reduction 15/cold iron and good, fast healing 30
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 30
Fort +21, Ref +17, Will +18; evasion
OFFENSE
Spd 40 ft.
Melee +1 dancing vorpal cold iron greataxe +28/+23/+18/+13 (3d6+14/crit 19-20/x3) and
bite +25 (2d6+4) and
bite +25 (ld6+4 plus poison) or
Melee +1 dancing vorpal cold iron greataxe +28/+23/+18/+13 (3d6+14/crit 19-20/x3) and
2 claws each +27 (1d6+9, crit 19-20/ x2) and
bite +25 (2d6+4, crit 20/ x2) and
bite +25 (1d6+4 plus poison, crit 20/ x2)
Space 10ft.; Reach 10ft.
Base Atk +19; Grp +32
Atk Options Combat Expertise, Improved Trip, Improved Disarm
Special Actions piercing strike, snakebite, summon
tanar'ri
Combat Gear horn of blasting
Spell-Like Abilities (CL 19th, +25 ranged touch attack):
At will—baleful polymorph (DC 24), blasphemy (DC 26), blindness/deafness (DC 20), charm person (DC 20), fear (DC 23), fly, greater dispel magic, invisibility, greater teleport (self plus 50 lb. of objects only), suggestion (DC 22), telekinesis (DC 24), vampiric touch (+27 melee touch)
7/day—dimensional lock, lightning bolt (DC 22)
3/day—quickened telekinesis (DC 24)
1/day—trap the soul (DC 28)
ABILITIES
Abilities Str 28, Dex 22, Con 30, Int 21, Wis 24, Cha 28
SQ all-around vision, evasion, tanar'ri traits (see page 28)
Feats Combat Expertise, Improved Critical (greataxe), Improved Disarm, Improved Initiative, Improved Trip, Multiattack, Quicken Spell-Like Ability (telekinesis),TrackB
Skills Bluff +31, Concentration +32, Diplomacy +35, Forgery +27, Intimidate +33, Knowledge (arcana) +27, Knowledge (the planes) +27, Listen +29, Search +27, Sense Motive +29, Spot +29, Survival +29 (+31 to follow tracks), Use Magic Device +31
Possessions combat gear, +1 dancing
vorpal cold iron greataxe, bracers
of armor +4, ring of protection +3, ring of evasion
SPECIAL ABILITIES
All-Around Vision (Ex) A molydeus's snake head constantly peers in all directions, granting the demon a +4 racial bonus on Search and Spot checks. A molydeus can't be flanked.
Dancing Vorpal Axe (Ex) A molydeus's +1 dancing vorpal cold iron greataxe is an extension of its being. If the molydeus is slain, its axe melts away into ichor. A molydeus whose axe is destroyed can manifest a new one by taking part in an 8-hour ritual on the Woeful Escarand (layer 400), where it uses manes as the raw materials to forge a new axe. Once the new axe is created, the previous axe (or its remains) melts away.
Piercing Strike (Su) A molydeus can strike through many forms of damage reduction with its weapons. The first time it strikes a foe, damage reduction applies normally to the blow. All following strikes automatically ignore damage reduction, save for damage reduction that requires a specific material (such as silver, cold iron, or adamantine) to bypass, epic damage reduction, or damage reduction that doesn't allow any form of bypass (such as that granted to barbarians).
Poison (Su) Snake bite—Injury, Fort DC 29, 2d6 Con drain/ 2d6 Con drain. A creature reduced to 0 Constitution by this poison immediately transforms into a mane. Only a miracle or wish can reverse this transformation. Molydeus venom is supernaturally potent and can harm creatures normally immune to poison (including those under the effects of spells such as neutralize poison or heroes' feast, but not constructs, oozes, plants, or undead). Against such creatures, its effects are reduced to 1d6 Con for both initial and secondary damage.
Snakebite (Ex) A molydeus's snake head can strike independently of the demon's other actions. It can make a bite attack as a free action once per round while the molydeus takes any other standard or full-round action. The snake head always strikes as a secondary attack.
Summon Tanar'ri (Sp) Once per day, the molydeus summons a marilith. This ability is the equivalent of a 9th-level spell (CL 19th).
Summoned Marilith demon (2); hp 216; See Monster Manual 44
True Seeing (Su) A molydeus has a continuous true seeing ability, as the spell (CL 19th). This ability cannot be dispelled.
TACTICS
As the characters enter the room, the molydeus demons each summon a marilith, immediately moving in to block the path of oncoming melee classes. One molydeus uses his greater dispel magic ability on the party, while the other uses blasphemy. Each molydeus makes use of a quickened telekinesis each round while attempting trip attacks to fell rogues or other skirmishers, while still attacking any front line fighters with their snake head and +1 dancing vorpal cold iron greataxe. If these tactics do not weaken, their opponents they employ trap the soul on annoying rogues.
As the molydeus move into position, Aspong makes use of darkness and to position himself outside melee range, taking advantage of a tactical position to blast enemies with eldritch chain or eldritch doom invocations. If approached, Aspong responds with a repelling blast, and if cornered uses flee the scene or path of shadow to regain a tactical position.
TREASURE
Inside the chest is a suit of +5 mithral full plate, a rod of cancellation, a staff of transmutation (24 charges), and a gold-etched platinum scrollcase decorated with sapphires worth 1,500gp, and Aeltoqq’s phylactery (See Appendix I). Inside the scrollcase is an arcane scroll of false vision, greater shadow conjuration, hold monster, mind fog (CL 9)
29. Space/Matter Distortion
At the far end of this passage, a large fifteen-foot high portal opens into a starry sky with violet and black whisps of cloud here and there.
A successful Spot or Search check (DC 34) reveals a tiny speck emanating from the far wall. The speck is actually a glimmer from an invisible barrier of force that seals and prevents movement into or out of the portal. The portal opens to the Astral plane and can only be activated or deactivated by password, “Y”. Opening or closing the portal is a full-round action. Once the characters enter, they are unknowingly, sped up through the corridors of time beyond the ken of moral senses, wandering endlessly losing track of great bouts of time.
Finally reappearing in a hidden vale on the Astral plane, one-round later.
Astral Portal; 3ft.-thick; hardness 40; hp 1,080; Break DC 60; Using the scroll, Yan-C-Bin's Hedge, deactivates the invisible barrier as long as the user makes a successful caster level check DC 27. Otherwise, the strange invisible barrier cannot be bypassed except through the use of the proper password, in combination with the following spells: disintegrate, dispel magic, greater dispel magic, limited wish or greater magic.
30. Fountain of Futility EL 20
Upon arriving in this hedged vale of thorny trees, you notice an ornately crafted fountain chased with silver symbols and flowing with tepid water. Set along the edge of this fountain are three silver cups.
A Decipher Script skill check determines that these symbols represent hopelessness and imprisonment. The witches must drink from the fountain in order to sustain their lives. However, in so doing they give up hope of ever breaking their chains, which confine them, and escaping the prison that Uncle has consigned them.
The fountains effects are all cast by a 20th-level spellcaster, all effects are heightened to 9th-level. Saves vs. these effects are set at DC 28. Drinking from the fountain has the following effects for 24 hours.
30a. Sanctuary of the Solemn Sisters EL 19
At the far end of the hedged vale are three witches, each appears haggardly and wretched, with tattered clothes, frail and leprous bodies, greying hair, mostly shocks and stringy, long in places, shorter in others. A single black iron chain coiled about their necks in loops, looping about one, proceeding to the next, looping about her, and ending with a loop about the third.
The witches may not stray further than 45-feet from the furthest witch intertwined by the chain.
The Three Witches are evil sisters and devil-brood of the same father-Disapter. The witches bear a special power inherited from their father. Uncle keeps them imprisoned here in order to acquire services from that Lord.
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Fountain of Futility d20 spell effect 1 aid [on target] 2 bane [on target] 3 bestow curse [on target] 4 break enchantment [on target] 5 death ward [on target] 6 false life (+20hp) [on target] 7 feeblemind [on target] 8 greater heroism [on target] 9 haste [on target] 10 mind fog [on target] 11 poison [on target] 12 shield of faith (+5 deflection bonus
to AC) 13 slow [on target] 14 symbol of fear [on target] 15 symbol of insanity [on target] 16 symbol of pain [on target] 17 symbol of sleep [on target] 18 symbol of stunning [on target] 19 symbol of weakness [on target] 20 -4
profane penalty prime requisite ability (Ex. STR for barbarians, INT for
wizards) and a +2 profane bonus to random other ability. This effect is
followed by morbid and psychotic thoughts of dying while imprisoned |
Chain of Despair: The chain acts as dimensional shackles but can be broken in one place, it has a hardness of 15 and 20 hp, it also magically regenerates all damage dealt to it after every attack unless it is destroyed, it can be burst open with a DC 27 Str check. This will separate one of the witches who will (90% chance) flee this realm, having regained her ethereal powers.
The Solemn Sisters (Abra, Ka & Dabra) CR 16
Modified advanced female half-fiend night hags
Monster Manual 193, Monster Manual 147
NE Medium Outsider (Evil,Extraplanar)
Init +10;
Senses darkvision 60ft.; Listen +24, Spot
+24
Languages Abyssal, Celestial, Common, Infernal
DEFENSE
AC 33, touch 16, flat-footed 27 (+12 natural armor, +6 Dex, +5 armor)
hp 200 each (16 HD) damage
reduction 15/ cold iron and magic
Immune charm, cold, fear, fire, poison, sleep
Resist acid and electricity 10; SR
26
Fort +17
Ref +16 Will +13
OFFENSE
Spd 20ft., fly 20ft. (4 squares)
Melee bite +22 (2d6+9
plus disease,crit 20/ x2)
Space Xft. Reach X ft.
Base Atk
+16; Grp +22
Atk Options Combat Reflexes
Special Atks disease, smite good (+16 damage)
Spell-like Abilities (CL 16th; +22 ranged touch)
At will – detect chaos, detect evil, detect good, detect law, detect magic, magic missile, sleep (DC 20), ray of enfeeblement, polymorph, etherealness
(3/day) – darkness, poison (DC 23), unholy aura
(1/day)
– blasphemy (DC 26), contagion (DC 23), desecrate,
horrid wilting (DC 27), unhallow, unholy
blight (DC 23)
ABILITIES
Abilities Str 23, Dex 23, Con
25, Int 19, Wis 17, Cha 28
SQ unused class abilities
Feats Alertness, Combat Casting, Combat Reflexes,
Improved Initiative, Improved Toughness, Mounted Combat
Skills Bluff +28, Concentration +26 (+30 casting
defensively), Intimidate +30, Knowledge (Arcana) +9, Knowledge (The Planes)
+12, Listen +24, Ride +19, Sense Motive +22, Spellcraft +25, Spot +24, Use
Magic Device +18
Possessions
combat gear, cloak
of charisma +6, bracers of armor +5
SPECIAL ABILITIES
Disease (Ex): Demon fever-bite, Fortitude save (DC 23), incubation period 1 day;
damage 1d6 temporary Constitution. Each day thereafter, on a failed save, the
creature must immediately succeed at another Fortitude save or suffer 1 point
of permanent Constitution drain (see Disease, page 74 in the DUNGEON MASTER's
Guide). The save DC is Constitution based.
Dream Haunting (Su): Night hags can visit the dreams of chaotic or evil individuals by
using a special periapt known as a heartstone to become ethereal, then hovering
over the creature. Once the hag invades someone's dreams, it rides on the
victim's back until dawn. The sleeper suffers from tormenting dreams and
suffers 1 point of permanent Constitution drain upon awakening. A sleeper
reduced to a Constitution score of 0 dies. Only another ethereal being can stop
these nocturnal intrusions, by confronting and defeating the night hag.
Supernatual Curses of the Solemn Sisters (Su)
Screech of Dis: Abra possesses the unique ability to emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful Fortitude save (DC 22) negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. The save DC is Charisma-based.
Mothers Mouth: Ka possesses the unique ability to create a 20ft.-radius zone of confusion, centered on herself. This ability can be used once per day and lasts 2d4 rounds. Anyone entering the zone must make a successful Will save (DC 22) or become confused (as the spell). Each round the victim remains in the area they are required to make a new save. The save DC is Charisma-based.
Boiling Curse: Dabra possesses the unique ability to turn all water-based substances in sight into fiery explosives, once per day. For every ounce of water, she can deal 1 hp of fiery explosive damage. Anyone within 5ft. must make a successful Reflex save (DC 22) for half damage. The save DC is Charisma-based.
TACTICS
Development: Upon defeating the witches, Key's #32 (E & W walls) illuminate revealing triagonal pods which were not discoverable beforehand.
31. Exit Slab
return to Key #1.
Stepping onto this slab returns the characters to Area 1.
APPENDIX I: Arcana
Aeltoqq’s Phylactery
Price: -
Body Slot: held
Caster Level: 13th
Aura: strong; (DC 22) necromancy
Activation: none
Weight: 5lbs.
Aeltoqq’s phylactery is an adamantine sphere covered in spiraling glyphs and sigils. The sphere is protected by a force chest spell (See Spell Compendium 97). Once removed, a character can make a successful Decipher Script skill check DC 25 to open the sphere, while a successful Disable Device or Use Magic Device skill check DC 30 at the same difficulty deactivates the force chest protection on the sphere permanently. The sphere is a tiny object 3 inches wide, with a hardness of 20, 60 hit points and a Break DC of 40.
Golden Rod Of The Ancients
Minor Artifact
Price: - or 560,000gp
Body Slot: carried
Caster Level: 26th
Aura: overwhelming; (DC 22) evocation
Activation: standard
Weight: 4lbs.
Physical description of the item
reveals a small cache of gold,
12 strangely-carved gold pieces. Each gold piece bears strange sigils with
circular-grooved indentations on them. If studied closely for peculiarities the
coins will appear stackable. When
stacked one on top of each other, the stack magically transforms into a small,
golden wand.
This
rod doubles the wearer’s arcane spells per day for 4th-6th level spells.
Further, the rod acts as a ring of major
spell storing, storing 10 levels of spells.
Prerequisites:
Craft Rod, imbue with spell ability,
limited wish.
Cost
to Create: price/ 2 gp, price/ 25 XP
Overpowering evocation; CL 26th; Craft Rod; X; Price 560,000
Black Pellet of Arcane Augmentation
Price: 30,000gp
Body Slot: -
Caster Level: 6th
Aura: moderate; (DC 20) transmutation
Activation: standard
Weight: -
(ingested, if it is killed the pellet falls to the catwalk; cf as horseshoes of speed if ingested, but is discharged through normal biological function 13-24 hours later, whereupon it can be engorged again at the characters option...).
Red Pellet of Arcane Augmentation
Price: 30,000gp
Body Slot: -
Caster Level: 6th
Aura: moderate; (DC 20) abjuration
Activation: standard
Weight: -
which if ingested as the first one, gives a permanent protection from fire
Celestian's Impervious Containment
Price:
Body Slot: carried
Caster Level: 26th
Aura: overwhelming; (DC 22) evocation
Activation: standard
Weight: 4lbs.
(used
by the god to travel at great speeds throughout the universe and without
deteriorating his body and energies): In
this instance this equals x2 speed, immunity to fire and 10 hp
increase/PC for the party's averaged CON scores x10 minutes. Celestian's skills with this power are many
and varied, going beyond what is noted here.
Otiluke’s resilient sphere + overland flight
Yan-C-Bin's Hedge
Price: Xgp
Body Slot: -
Caster Level: -
Aura: faint - overwhelming; (DC 15 +
highest spell level) schools (s)
Activation: swift – one full round
Weight: X lbs.
Physical description of the
item.
Item
abilities.
Prerequisites:
Craft Feat, spells, class, skill, or
Feat abilitiy.
Cost
to Create: price/ 2 gp, price/ 25 XP
If read, the reader receives SR19 for 60-240 minutes. There is a 50% chance that the symbols remain on the scroll for a second use--but cannot be read more than twice--after which the mist symbols dissipate.