A3 Assault on the Aerie of the Slave Lords

A 1st edition adventure for characters levels 4-7
1981 TSR Hobbies Inc. 9041
Conversion done by Scott Metzger.
http://yoyodyne.virtualave.net/

12/16/00 - Version 1
4/7/01 - Version 2

A1. The Salt Slide
CR 2, Reflex save DC 20 to avoid, Search (DC 20), Automatic disable.
Treat Salt like poison Fort DC 14 same Sloe spell effect.

A2. Guardroom EL 7.6
10 Gnolls CR 1; Medium Humanoid (7 1/2 feet tall); HD 2d8+2; HP 14, leader 16;
Init +0; Spd 20 ft (scale mail);
AC 17 (+1 natural, +4 scale mail, +2 large shield); Atks +1 Ranged (light crossbow 1d8), +3 melee (1d8 + 2 longsword) (note: leader has an additional +1 to hit and damge for melee);
SQ darkvision 60 ft; AL CE; SV Fort +4, Ref +0, Will +0;
Str 15(17 leader), Dex 10, Con 13, Int 8, Wis 11, Cha 8;
skills:  Listen +3, Spot +3.  Feats: Power Attack

All ep (electrum pieces) just use pp (platinum pieces instead).

A3. The Piercer Cavern
See Scott Greene's Creature Catalog for a complete description.
30 Piercers CR 1/2 x3; Medium Vermin; HD 3d8+3; HP 16;
Init +2(Dex); Spd negligable; AC 17 (+7 natural); Atks +7 Pierce(2d6+9) Crit 9-20;
SA Improved critical, acid; SQ Vermin, darkvision 60 ft.; AL N; SV Fort +4, Ref --, Will +1;
Str 18, Dex 0, Con 13, Int 2, Wis 11, Cha 9;
skills:  Hide +4*, Listen +13, Spot +3.
The piercer receives a +8 racial bonus to Listen checks. *The piercer
receives a +15 racial bonus to Hide checks when against a background of natural
stone.
The piercer’s soft underbelly is coated with a corrosive acid that deals
1d6 points of damage if it contacts exposed flesh.
Don't give out XP for 30 CR2's...  Maybe give out XP for a CR2 for each PC.  So if their are 8 PCs then give out XP for 8 CR2 encounters.
Note: the 4th level NPC Monk died here.  Make sure that you let your players take full round of movement in between each Piercer falling.

A4. Hyenadon Feeding Time EL 7.9
3 Hyenadons (used stats for Dire Wolf) CR 3, Large Animal, HD 6d8+18; HP 45;
Init +2(dex); Spd 50 ft;
AC 14 (-1 size, +2 Dex, +3 natural); Atk +10 melee (bite 1d8+10);
SA can attempt trip as a free action on a successful bite attack; SQ Scent;
Saves Fort +8, Ref +7, Will +6;
Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10;
Skills Hide +5, Listen + 6, Move Silently +5, Spot +6, Wilderness Lore +1.

5 Gnolls CR 1; Medium Humanoid (7 1/2 feet tall); HD 2d8+2; HP 11;
Init +0; Spd 20 ft (scale mail);
AC 17 (+1 natural, +4 scale mail, +2 large shield); Atks +1 Ranged (longbow 1d8), +3 melee (1d8 + 2 longsword);
SQ darkvision 60 ft; AL CE; SV Fort +4, Ref +0, Will +0;
Str 15(17 leader), Dex 10, Con 13, Int 8, Wis 11, Cha 8;
skills:  Listen +3, Spot +3.  Feats: Power Attack
leader has a Ring of Freadom of Movement.

A5. Curtain of Blue Fire
CR 2, DC 19 Reflex save for 1/2 damage.
If electricity strikes a climbing character make another climb check, failure means falling in the goo.  Make a DC 10 Balance check if struck while on the bridge.
Sword of Lyons as described

A6. The Hanging Rope
CR 3 trap, Reflex DC 25 to avoid, Search DC20, Disable DC 20.
DC 10 Strength check to hold onto the rope.

A7. The Storoper  EL 6
Storoper CR 6; Medium Magical Beast; HD 6d10+6; HP 39;
Init +5(+1 dex, +4 improved init); Spd 10 ft;
AC 26 (+2 Dex, +14 natural); Atks 6 strands +9 ranged (50' range no increment), +1 melee (bite 1d8);
SA Strands attach, venom twice per day, weakness; SQ tremorsense 200 ft., Immune to normal missile fire;
AL CE; SV Fort +6, Ref +7, Will +5;
Str 11, Dex 15, Con 13, Int 12, Wis 16, Cha 12
Skills: Climb +2, Hide +10, Listen +12, Spot +12
Feats:  Alertness, Improved Initiative, Weapon Focus(Strand)
Gem of Seeing

A8. The Spiked Door
CR 1, +10 melee (1d4 spikes for 1d4+1 damage each), Search DC 20 to detect.

A9. Throne Room  EL 9.4
DC 20 lock.

Rust Monster medium-Size Aberration, CR 3; HD 5d8+5, HP 27;
Init +3 (Dex); Spd 40 ft;
AC 18 (+3 Dex, +5 natural); Atks Antennae touch +3 melee(  rust) , bite -2 melee(bite 1d3);
SA Rust; SQ Scent;
Saves Fort +2; Ref +4, Will +5;
Str 10 Dex 17, Con 13, Int 2, Wis 13, Cha 8;
skills Listen +9, Spot +9
Feats Alertness
Rust(Ex)  Any metal that touches the creature corrodes into worthless rust, magic items get a Reflex save (DC 20).  Items which the creature hits with its antennae also rust, with a successful touch attack(ignores armor, shield, and natural armor).

Wimpell Frump
CR 8, Wizard-Illusionist (abjuration is opposing) Lvl 8, HP 33,
Init +4(dex), Speed 30 ft,
AC 20 (+6 for Bracers of Armor +6, +4 for Dex), Atks +7 (+2 Dagger 1d4+3),
SV Fort +3, Ref +6, Will +8,
Str 12, Dex 18, Con 12, Int 17, Wis 14, Cha 11,
skills Spellcraft +14, Disable Device +5, Scry +14, Knowledge(Monster Lore) +4, Alchemy +4, Speak Gnoll, Craft(painting) +4, Profession(apothecary) +13, Knowledge(religion) +4, Sense Motive +7, Ride +5, Pick Pocket +5, Intimidate +5
feats Combat Casting, Craft Wondrous Item, Run, Spell Focus(+2 DC on Illusion), Still Spell
0 lvl (4 + 1): Ghost Sound(x2), Disrupt Undead, Arcane Mark, Mage Hand,
1st (5 + 1): Color Spray(x2), Mage Armor(x2), Ray of Enfeeblement, Nystul's Magic Aura,
2nd (4 + 1): Blur, blindness, Invisibility, Darkness, Deafness
3rd (4 + 1): Hold Person, Displacement, Water Breathing, Keen Edge, Sleet Storm
4th (3 + 1): Fear, Emotion, Phantasmal Killer, Confusion
I took the liberty of fleshing out his spells, also substituted Hold Person for Paralysation

5 Gnolls CR 1; Medium Humanoid (7 1/2 feet tall); HD 2d8+2; HP 11;
Init +0; Spd 20 ft (scale mail);
AC 17 (+1 natural, +4 scale mail, +2 large shield); Atks +1 Ranged (longbow 1d8), +3 melee (1d8 + 2 longsword);
SQ darkvision 60 ft; AL CE;
SV Fort +4, Ref +0, Will +0;
Str 15(17 leader), Dex 10, Con 13, Int 8, Wis 1, Cha 8; skills:  Listen +3, Spot +3.
Feats: Power Attack



Sudderham Guards
Human Warrior Lvl1 CR 1; Medium Humanoid (7 1/2 feet tall); HD1d8+2; HP 8;
Init +0; Spd 20 ft (chain mail);
AC 15 (+5 scale mail); Atks +1 Ranged (short bow 1d6), +1 melee (1d8 longsword);
AL LN; SV Fort +4, Ref +0, Will +0;
Str 10, Dex 10, Con 14, Int 10, Wis 10, Cha 10; skills:
Listen +4, Spot +4.  Feats: Power Attack

Seargents
Ingjald, male human Ftr3: CR 3; Size M (5 ft., 9 in. tall); HD 3d10+12; hp 38;
Init +3 (-1 Dex, +4 Improved initiative); Spd 30 ft.;
AC 14 (+5 chain mail, -1 Dex); Attack +4 melee(siangham 1d6+1), or +5 melee (light flail 1d8+1), or +2 ranged;
SV Fort +7, Ref +0, Will +1; AL NE;
Str 12, Dex 8, Con 18, Int 10, Wis 11, Cha 10.
Skills and feats: Handle animal +5, Hide -6, Knowledge +2.5, Listen +2, Move silently -6, Ride +4, Spot +2,
Wilderness lore +2; Alertness, Combat reflexes, Exotic weapon proficiency (siangham), Improved initiative,
Weapon focus (flail, light).

Gest, male human Ftr3: CR 3; Size M (6 ft., 3 in. tall); HD 3d10+6; hp 28;
Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.;
AC 16 (+5 Chain Mail, +1 Dex); Attack +5 melee (longsword 1d8+2), or +4 ranged(shortbow 1d6);
SV Fort +5, Ref +2, Will +0; AL LE;
Str 15, Dex 12, Con 14, Int 5, Wis 9, Cha 11.
Skills and feats: Disguise +2.5, Hide -4, Listen +1, Move silently -4, Profession +0, Spot +1, Wilderness
lore +1.5; Alertness, Combat reflexes, Endurance, Improved initiative, Track.

Aud, female human Ftr3: CR 3; Size M (5 ft., 5 in. tall); HD 3d10+9; hp 33;
Init +2 (+2 Dex); Spd 30 ft.; AC 17 (+2 Dex, +5 Chain Mail); Attack +6 melee (longsword 1d8+3), or +5 ranged(shortbow 1d6);
SV Fort +6, Ref +3, Will +2; AL N;
Str 16, Dex 14, Con 16, Int 12, Wis 12, Cha 11.
Skills and feats: Balance +3, Climb +9, Concentration +4, Heal +3, Hide +4, Innuendo +1.5, Listen +5.5,
Move silently +2, Spot +3; Alertness, Blind-fight, Combat reflexes, Power attack, Two-weapon fighting.

Peter, male human Ftr3: CR 3; Size M (5 ft., 10 in. tall); HD 3d10+3; hp 22;
Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.;
AC 16 (+1 Dex, +5 Chain Mail); Attack +4 melee(longsword 1d8+1), or +4 ranged(shortbow 1d6);
SV Fort +4, Ref +2, Will +3; AL LN;
Str 12, Dex 12, Con 12, Int 7, Wis 14, Cha 14.
Skills and feats: Craft +2, Handle animal +4, Hide +1, Listen +4, Move silently +1, Ride +7, Spot +4;
Alertness, Blind-fight, Improved initiative, Quick draw, Toughness.

Thjodolf, male human Ftr3: CR 3; Size M (6 ft., 1 in. tall); HD 3d10+9; hp 28;
Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.;
AC 16 (+1 Dex, +5 Chain Mail); Attack +6 melee (longsword 1d8+3), or +4 ranged(shortbow 1d6);
SV Fort +6, Ref +2, Will +3; AL CE;
Str 16, Dex 12, Con 17, Int 10, Wis 14, Cha 7.
Skills and feats: Appraise +2, Craft +4, Disable device +0.5, Hide +2, Intimidate +0, Knowledge +2, Listen
+4, Move silently +1, Spot +4; Alertness, Blind-fight, Combat reflexes, Improved initiative, Two-weapon
fighting.

Sheherazad, male human Ftr3: CR 3; Size M (5 ft., 10 in. tall); HD 3d10; hp 24;
Init +1 (+1 Dex); Spd 30 ft.;
AC 11 (+1 Dex); Attack +5 melee(Bastard Sword 1d10+2, 19-20, or +6 melee (Great Sword 2d6+4,19-20) or +5 ranged (javalin 1d6+3);
SV Fort +3, Ref +2, Will +1; AL NE;
Str 14, Dex 13, Con 10, Int 12, Wis 10, Cha 9.
Skills and feats: Appraise +4, Escape artist +3.5, Gather information +0.5, Hide +1, Listen +0, Move
silently +1, Profession +0.5, Spot +2, Wilderness lore +2.5; Endurance, Exotic weapon proficiency (sword,
bastard), Weapon focus (longbow, composite), Weapon focus (greatsword), Weapon focus (javelin).



B4. TAVERN:  THE FIGHTING MAN'S HAVEN
Davis, male human Ftr2: CR 2; Size M (5 ft., 9 in. tall); HD 2d10+4; hp 21;
Init +1 (+1 Dex); Spd 30 ft.;
AC 14 (+1 Dex, +3 studded leather); Attack +5 melee (unarmed strike 1d3+3), or +3 ranged;
SV Fort +5, Ref +1, Will -1; AL NE;
Str 16, Dex 13, Con 14, Int 15, Wis 9, Cha 10.
Languages Spoken: Common, Goblin, Undercommon.
Skills and feats: Disable device +2.5, Forgery +4, Gather information +2, Hide +2, Knowledge (arcana) +4,
Knowledge (nature) +2.5, Listen -1, Move silently +1, Pick pocket +3, Spot +0.5, Wilderness lore +0;
Cleave, Power attack, Track, Improved Unarmed Strike.

B6.  MONEYCHANGER'S SHOP
4 male half-elf Ftr2(Aos, Worrl, Ivellior, Svein: CR 2; Size M (5 ft., 6 in. tall); HD 2d10+4; hp 16;
Init +1 (+1 Dex); Spd 20 ft.;
AC 17 (+7 Half-Plate); Attack +4 melee(longsword 1d8+2), or +3 ranged(light crossbow 1d8);
SV Fort +5, Ref +1, Will +1; AL CG;
Str 14, Dex 13, Con 14, Int 8, Wis 12, Cha 11.
Languages Spoken: Common, Elven.
Skills and feats: Handle animal +5, Hide +1, Listen +2, Move silently +1, Search +0, Spot +2;
Combat reflexes, Track, Weapon focus (gauntlet, spiked).

Bifga is the one in hiding. +10 situational bonus to the hide.
Bifga, female Half-Elf Ftr2: CR 2; Size M; HD 2d10+4; hp 21;
Init +1 (+1 Dex); Spd 20 ft.;
AC 17 (+7 Half-Plate, -7 check penalty);
Attack +4 melee(longsword 1d8+2), or +3 ranged(light crossbow 1d8);
SV Fort +5, Ref +1, Will -1; AL NE;
Str 14, Dex 12, Con 14, Int 10, Wis 9, Cha 9.
Languages Spoken: Common, Dwarven.
Skills and feats: Appraise +2, Balance +3, Craft +2, Escape artist +2, Hide +3.5, Listen -1, Move
silently +1, Spot -1; Combat reflexes, Power attack, Toughness.

B8. FLOPHOUSE
Dire Rats Small Animal; CR1/3; HD: 1d8+1; HP 5;
Init +3 (dex); Spd 40 ft, climb 20ft;
AC 15 (+1 size, +3 Dex, +1 natural); Atk: +4 melee (bite 1d4);
SA: Disease; SQ: Scent;
Fort: +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4;
Skills: Climb +11, Hide +11, Move Silently +6; Feats:  Weapon Finess(Bite).

B19. TAVERN: DENHOW'S PUB 'N' GRUB
Harek, male human Rog3: CR 3; Size M (5 ft., 4 in. tall); HD 3d6; hp 10;
Init +1 (+1 Dex); Spd 30 ft.;
AC 14 (+1 Dex, +3 Leather); Attack +3 melee (Shortsword 1d6+1), or +3 ranged;
SV Fort +1, Ref +4, Will +2; AL NE;
Str 12, Dex 13, Con 10, Int 12, Wis 12, Cha 5.
Languages Spoken: Common, Infernal.
Skills and feats: Balance +7, Craft +7, Disguise +3, Gather information +0, Handle animal -1, Pick Pockets
+6, Knowledge (nature) +3.5, Knowledge (religion) +1.5, Listen +3, Move silently +6, Perform +2,
Profession +6, Spot +3, Use rope +6, Wilderness lore +3; Alertness, Quick draw, Track.

Ragnar, Isleif, Gudrun, Beowulf male human Ftr1: CR 1; Size M (5 ft., 9 in. tall); HD 1d10; hp 10;
Init +4 (+4 Improved initiative); Spd 30 ft.;
AC 13 (+3 leather armor); Attack +2 melee (shortsword 1d6+1), or +1 ranged;
SV Fort +2, Ref +0, Will -1; AL LE;
Str 13, Dex 10, Con 10, Int 9, Wis 8, Cha 8.
Languages Spoken: Common.
Skills and feats: Diplomacy +1, Handle animal +1, Hide +0, Listen -1, Move silently +0, Spot -1,
Swim +3; Blind-fight, Combat reflexes, Improved initiative.

B32. TREASURY
DC 25 to find each trap; DC 25 to disarm each trap.
needle poison - Blue shinnis DC 14; 1 Con; Unconscous
sleep gas - DC 25 Fort Save

B55. JEWELLER'S SHOP
Grimhilda, female human Ftr3: CR 3; Size M (5 ft., 7 in. tall); HD 3d10+3; hp 19;
Init +0; Spd 30 ft.;
AC 13 (+3 leather armor); Attack +7 melee (logsword 1d8+3), or +3 ranged;
SV Fort +4, Ref +1, Will -3; AL CE;
Str 16, Dex 11, Con 13, Int 8, Wis 3, Cha 9.
Languages Spoken: Common.
Skills and feats: Hide +0, Knowledge (nature) +2, Knowledge (religion) +1, Listen -2, Move silently +0, Spot -2, Use rope +1; Alertness, Improved unarmed strike, Weapon focus (longsword), Weapon focus (greatclub),
Weapon focus (crossbow, heavy).

B59. SLAVE LORDS' STRONGHOLD
4 Thorir,Muammar,Anskar,Gunnhild male human Ftr2: CR 2; Size M (6 ft., 0 in. tall); HD 2d10+2; hp 20;
Init +2 (+2 Dex); Spd 20 ft.;
AC 18(+2 Dex, +5 Chain Mail, +1 Small steel shield); Attack +6 melee (longsword 1d8+3), or +5 ranged(longbow 1d8);
SV Fort +4, Ref +2, Will +0; AL CE;
Str 16, Dex 14, Con 12, Int 16, Wis 10, Cha 8.
Languages Spoken: Celestial, Common, Gnome, Ignan.
Skills and feats: Alchemy +5, Concentration +3, Hide -3, Innuendo +2, Intimidate +1, Knowledge (nature) +4,
Listen +0, Move silently -3, Open lock +2.5, Perform +1, Pick pocket +3, Spellcraft +3.5, Spot +0, Wilderness
lore +2; Blind-fight, Quick draw, Weapon focus (longbow, composite), Weapon focus (longsword).

10 male human Ftr1: CR 1; Size M (5 ft., 9 in. tall); HD 1d10+1; hp 14;
Init +2 (+2 Dex); Spd 30 ft.;
AC 17 (+2 Dex, +5 Chain mail); Attack +3 melee(longsword 1d8+2), or +3 ranged(short composite bow 1d6);
SV Fort +3, Ref +2, Will +1; AL LE;
Str 14, Dex 15, Con 13, Int 11, Wis 12, Cha 9.
Languages Spoken: Common.
Skills and feats: Alchemy +2, Hide -3, Listen +1, Move silently -3, Profession +3, Sense motive +3, Spot +1;
Blind-fight, Power attack, Toughness.

2 Giant Lizards Medium-Size Animal: CR 2 x1.67; HD 5d8+15; HP 43;
Init +2 (Dex); Spd 30 ft, Swim 30 ft;
AC 15 (+2 Dex, +3 natural); Atk +5 melee (bite 1d8+4);
SV Fort +7, Ref +6, Will +2; AL N;
Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 2.
Skills:  Climb +11, Hide +9, Listen +5, Move Silently +7, Spot +5.

B64. HOUSE OF ILL REPUTE: THE WILD CAT
Baba, Hauk,Yasir,Knut,Gest,male human Ftr8: CR 8; Size M (5 ft., 1 in. tall); HD 8d10+16; hp 61;
Init +3 (+3 Dex); Spd 30 ft.; AC 16 (+3 Dex, +3 leather armor);
Attack +11/+6 melee (longsword 1d8+2), or +11/+6 ranged;
SV Fort +8, Ref +5, Will +1; AL CN;
Str 15, Dex 16, Con 14, Int 12, Wis 9, Cha 9.
Languages Spoken: Auran, Common.
Skills and feats: Alchemy +2.5, Gather information +4, Hide +5, Intimidate +2.5, Listen -0.5, Move silently +3,
Profession +4.5, Ride +13, Spot -1; Ambidexterity, Blind-fight, Cleave, Dodge, Mounted combat, Power attack,
Quick draw, Trample, Weapon focus (longsword).


Part C: The Catacombs

C1. GUARDIAN AREA EL 7
Flesh Golem Large Construct, CR 7; HD 9d10; HP 45;
Init -1(Dex); Spd 30 ft (Can't Run);
AC 23 (-1 size, -1 dex, +10 natural, +5 armor);
Atk +10/+10 (Slam 2d8+5); Rch 10ft;
SA Berserk; SQ Construct, Magic immunity, damage reduction 8/+1;
AL N; SV Fort +3, Ref +2, Will +3;
Str 21, Dex 9, Con --, Int --, Wis 11, Cha 1l;

C2. PIT TRAP
Search DC 20 to find the pit DC 20 to find the sliding wall.
DC 20 to disarm either one.
DC 20 Reflex save for 1/2 damage from the fire.
CR 2 Trap.

C3. THE KILLER MIMIC'S LAIR EL 4
Mimic Large Aberration, CR 4 x2; HD 9d8+27; HP 67;
Init +1(dex); Spd 10 ft;
AC 13 (-1 size, +1 Dex, +3 natural); Atk +11/+5 (Slam 1d8+4); Reach 10 ft;
SA Adhesive; SQ Mimic shape, acid immunity
AL N; SV Fort +5, Ref +3, Will +6;
Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10;
Skills: Climb +9, Disguise +12, Listen +11, Spot +6;
Feats:  Skill Focus(Disguise).

C4. THE HELL HOUNDS' HIDEOUT EL 5
2 Hell Hounds Large Outsider (Evil, Fire, Lawful); CR 3 x1.2; HD 5d8+15; HP 37;
Init +4 (+4 Improved Inititiative); Spd 40 ft;
AC 17 (+7 natural); Atk: +10 melee (Bite 2d6+10);
SA Breath(su) 30 ft cone of fire every 2d4 rounds for 1d4+1 damage, Reflex DC 13 for 1/2;
SQ Scent, Fire subtype(EX): fire immunity and double damage from cold except on successful save;
SV Fort +7, Ref +4, Will +4; AL LE;
Str 21, Dex 11, Con 17, Int 6, Wis 10, Cha 6.
Skills:  Hide +10, Listen +5, Move Silently +12, Spot +7, Wilderness Lore +0;
Feats: Improved Initiative, Track.

Poison Spiked Collars CR1 Trap, Auto detect if looked for, Auto avoid if being careful,
Large Scorpion Venom DC 18 Fort, 1d6 Str, 1d6 Str.

C5. MINOTAUR MENACE EL 4
Minotaur Large Monstrous Humanoid; CR 4; HD 6d8+12; HP 39;
Init +0; Spd 30 ft; AC 17 (-1 size, +5 natural, +4 chain shirt);
Atk +11/+6 melee (+2 Greataxe 1d12+6 x3) or +5 ranged (Large Heavy Crossbow 2d6 19-20/x2) or melee (gore (1d8+2);
Reach 10 ft;
SA Charge (gore for 4d6+6);
SQ Scent, natural cunning (immune to maze spells, can track, never flat footed);
SV Fort +6, Ref +5, Will +5; AL CE;
Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8;
Skills: Speak Giant, Intimidate +5, Jump +8, Listen +8, Search +6, Spot +8;
Feats: Great Fortitude, Power Attack

e. Crossbow Traps
CR1; Auto Find if search; Auto avoid if known; Atk +5 Heavy Crossbow 1d10, x3.

f. Perilous Portal
CR 2; DC 20 Search; DC 20 to disarm; DC 18 Reflex for 1/2 damage; 24 points electrical damage.

C6.  CUNNING GELATINOUS CUBES EL 5.6
Trap CR 1; DC 20 Search; DC 20 to disarm; DC 20 Ref to avoid falling in.
2 Gelatinous Cube Huge Ooze; CR 3; HD 4d10+36; HP 58;
Init -5 (dex); Spd 15 ft;
AC 3 (-2 size, -5 dex); Atk: +1 melee (Slam 1d6+4 + paralysis); Reach 10x10/10 ft;
SA Engulf (DC 13 Ref or subject is trapped inside and takes 1d6 Acid damage + paralysis), Paralysis (if hit with slam or engulfed must make DC 16 For save or be paralyzed for 3d6 rounds);
SQ Blindsight, transparent, electricity immunity, ooze;
SV Fort +5, Ref -4, Will -4; AL N;
Str 10, Dex 1, Con 19, Int -, Wis 1, Cha 1

Treasure: Longsword +3, chainmail +1, Rose Ioun Stone (+1 deflection bonus to AC)

C7. GROTTO OF TERROR EL 6
Shambling Mound Large Plant; CR 6; HD 8d8+24; HP 60;
Init +0; Spd 20 ft;
AC 20 (-1 size, +11 natural); Atk +10/+10 melee (slam 2d6+5); Reach 10 ft;
SA Improved Grab (if hits with both arm attacks it grapples for constriction), Constrict (2d6+7 damage from successful grapple);
SQ Plant, electricity imunity, fire resistance 30,
SV Fort +9, Ref +2, Will +2; AL N;
Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Skills: Hide +0 (+12 in swamp or forrest), Listen +4, Move Silently +4;

Treasure:  Potion of Cure Serious Wounds(3d8+7 hp), Gloves of Dexterity +2, +2 Greatsword

C8. THE SINISTER SNAKES EL 8.2
3 Giant Constrictor Snakes, Huge Animal; CR 5; HD 11d8+11; HP 60;
Init +3 (dex); Spd 20 ft., climb 20 ft.;
AC 15 (-2 size, +3 Dex, +4 natural); Atk +13 melee (bite 1d8+10); Face 15x15 ft (coiled); Reach 10 ft.;
SA Improved Grab (after successful bite it can attempt a free grapple for constriction damage), Constrict (1d8+10);
SQ Scent; SV Fort +8, Ref +10, Will +4; AL N;
Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2;
Skills: Balance +11, Climb +18, Hide +3, Listen +9, Spot +9.

C9.  COUNCIL CHAMBER OF THE SLAVE LORDS
I am going to play the tournament version.  I'll let the characters be captured.


Monsters

STOROPER
Medium Magical Beast
Hit Dice: 6d10+6 (39 hp)
Initiative: +5 (+1 Dex, +1 Improved Initiative)
Speed: 10 ft.
AC: 26 (+2 Dex, +14 natural)
Attacks: 6 strands +9 ranged, bite +1 melee
Damage: Strand (see text), bite (1d8)
Face/Reach: 5 ft. by 5 ft./5 ft.(50 ft with strand)
Special Attacks: Strands attach, venom twice per day, weakness
Special Qualities: Tremorsense 200 ft, Immune to normal missile fire.
Saves: Fort +6, Ref +7, Will +5
Abilities: Str 11, Dex 15, Con 13, Int 12, Wis 16, Cha 12
Skills: Climb +2, Hide +10, Listen +12, Spot +12
Feats: Alertness, Improved Initiative, Weapon Focus(Strand)
Climate/Terrain: Any Underground
Organization: Solitary
Challenge Rating: 6
Treasure: No coins; 50% goods (stone only); no items
Alignment: Usually Chaotic Evil
Advancement: 7-9 (Medium), 10-15 (Large)
The storoper (from "stone roper", also called "tar roper") is about 5 ft high and 2 ft in diameter, and appears to be a small statue of a roper.  It is a cigar-shaped creature with 6 tentacles and a gaping maw, and weighs about 500 pounds.  The storoper has a silicon-based, rocklike body.  Once dead, the storoper can be pried open using a chisel (an iron spike will do).  Inside its gizzard may be found some treasure.

COMBAT
If anything approaches within 50 ft of the storoper, it will attack by suddenly shooting out its tentacles; it prefers to attack 2 victims at once, each with 3 strands.  The first two victims successfully attacked will be injected with the storopers venom.  If the venom fails the storoper will continue to hold the creature and the Weakness will take effect next round.
    Strands(Ex):  Most encounters with a storoper begin when it fires its strong, sticky strands.  The creature has six such members that can strike up to 50 feet away (no range increment).
    Attach (Ex):  If a storoper hits with a strand attack, the strand latches onto the opponent's body.  This deals no damage.  If this is one of the creatures first two such hits in a day it will let go if then venom takes effect.  If the venom fails or this is the third or later succesful attack in the day for the storoper it will draw the stuck opponent 10 feet closer each subsequent round (no attack of opportunity) unless the creature breaks free, which requires a successful Escape Artist check (DC 15) or Strength check (DC19).  The storoper can draw in a creature within 5 feet (10 feet if Large) of itself and bite with a +4 attack bonus, in that round.
    A single attack that deals at least 10 pts of damage severs a strand (AC 20).
    Venom (Ex):  The first two victims successfully attacked will be injected with the storoper's venom.  Anyone injected must make a Fortitude save (DC 14) or become immobilized.  In fact it will appear that they have turned to stone!  One round after the "petrification", the victims recover -- but they are now drugged and must succeed at a Will save (DC 14) or will fight to aid the creature to the best of their ability!  If the storoper is killed, its drugged "defenders" will stop attacking and wander about aimlessly until the venom wears off (this takes 10 minutes).  The storoper can only inject victims twice per day.
    Weakness (Ex):  After the storoper uses its venom its strands function similar to a roper's strands.  A storoper's strands can sap an opponent's strength.  Anyone caught by a strand must succeed at a Fortitude save (DC 18) or take 2d8 points of temporary Strength damage.
    Immune to normal Missiles (Ex):  Becuase of their stony exterior, normal missile fire will not injure the storoper.