Scourge of the Slave Lords
Chapter Three

Comprising the 1st Edition adventure 
A1: Slave Pits of the Undercity

Product Number: 9167
Year Published:  1986

Converted from 1st Edition to 3rd Edition D&D 
by S.H. Jones <sholdenj@uwo.ca>

5 July, 2001

Summary of Conversion: This adventure has been re-scaled to 3E for four characters who, if they have been through Chapters One and Two, are now 8th or possibly even 9th level.  Many NPCs, creatures, and key encounters have been modified in levels or in number of creatures appearing to accommodate this challenge level. Other incidental details or explanations do appear throughout  of course, feel free to adjust or dismiss anything that doesn’t work in your campaign.  Where it occurs, the notation “Type x NPC,” where x is A, B, C, D, or E, refers to the appropriate NPC types as described in Chapter Two of this conversion series. 

Special Thanks to Eric Noah, for giving us all such a great place to visit (live?); and to David Nawton for his conversion of Slave Pits of the Undercity, which was posted on Mr. Noah’s site while this (con)version was still under construction  I hope I’m not stepping on anyone’s toes by posting this. 

Chapter 3: The Temple of Highport

Wall Encounter Table: Encounter occurs on 1 in 6 (1d6); check every 10 minutes.
1. 	1d6 ghouls  see Room #3 and below.
2.   	1d4+4 zombies; see below
3.   	1d6+6 skeletons; see below
4-6.	Orcs (special: see below)
7.   	2d4+4 stirges; see below
8.   	1d4 harpies  see Room #14 and below.

Ghouls: There is a 50% chance that ghouls will be accompanied by 1d3 ghasts. There is a further 25% chance that they will be returning from the city, carrying their foul meals with them; if so, they will be encountered climbing down the outer wall toward the inside of the Temple compound. Otherwise, they will merely be wandering and will ignore any creature on the ground outside the temple. They have befriended the cleric, Jillain, and will not attack her or any of the Temple inhabitants, nor anyone accompanied by them.

Zombies and Skeletons: These have been created strictly to patrol the walls. They will ignore any activity on the ground outside the temple. They will not attack anyone wearing the symbol of Gruumsh or of the Raining Blood tribe, nor anyone accompanied by them.
Zombies: CR ½; SZ Medium undead; HD 2d12; hp 16; Init +0; Spd 30 ft; AC 11 (-1 Dex, +2 natural); Atk slam +2 melee (1d6+1); SQ undead, partial actions only; AL N; SV Fort +0, Ref -1, Will +3; Str 13, Dex 8, Con , Int , Wis 10, Chr 1. 
Feats: Toughness. 
Undead: Immune to mind effects, not subject to critical hits. Half damage from edged weapons. Poor reflexes: partial actions only; they can normally only move or attack, but can do both if they charge.
Skeletons: CR ½; SZ Medium undead; HD 1d12; hp 6; Init +5; Spd 30 ft; AC 13 (+1 Dex, +2 natural); Atk 2 claws +0 melee (1d4), or by weapon; SQ undead, immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con , Int , Wis 10, Chr 11. 
Feats: Improved Initiative. 
Undead: Immune to mind effects, not subject to critical hits. 
Immunities: Half damage from edged weapons. No damage from cold based attacks.

Stirge: CR ½; SZ Tiny beast; HD 1d10; hp 5; Init +4; Spd 10 ft, fly 40 (average); AC 16 (+2 size, +4 Dex); Atk touch +6 melee (1d3-4); SA attach, blood drain; AL N; SV Fort +2, Ref +6, Will +1; Str 3, Dex 19, Con 10, Int 1, Wis 12, Chr 6. 
Skills: Hide +14. Feats: Weapon Finesse (touch). 
Attach (Ex): If a stirge hits with a touch attack, it uses its 8 pincers to latch onto its victim. An attached stirge has an AC of 12. 
Blood drain (Ex): A stirge drains blood, dealing 1d4 points of temp Con damage each round; after draining 4 points, it detaches and flies away to digest its meal.

Orcs: Orcs encountered in or around the ruined temple are members of the Raining Blood tribe. They will attack intruders on sight: 
Orcs: CR ½; SZ Medium humanoid; HD 1d8; hp 4; Init +0; Spd 20 ft in scale mail; AC 14 (+4 scale mail); Atk weapon +3 melee, or weapon +1 ranged; SQ darkvision 60 ft, light sensitivity (-1 penalty to attack in bright sunlight or daylight spell); AL CE; SV Fort +2, Ref +0, Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Chr 8. 
Skills: Listen +2, Spot +2. Feats: Alertness.
The exact composition of any group of Raining Blood orcs will be as follows (roll 1d10):
1-4.	2d4 orcs armed with short swords and light crossbows.
5-7.	2d6 orcs armed as above and led as follows. 
Leader, male half-orc War4: CR 3; SZ Medium humanoid; HD 4d8+8; hp 32; Init +1; Spd 20 ft; AC 16 (+1 Dex, +5 chainmail); Atk +8 melee (1d6+3, shortsword), or +5 ranged (1d8, 80 ft, light crossbow); SQ darkvision 60 ft; SV Fort +6, Ref +2, Will +1; AL NE; Str 16, Dex 12, Con 14, Int 10, Wis 9, Cha 8. 
Skills: Hide +4, Jump +6, Listen +3, Spot +3. Feats: Toughness (x2), Weapon Focus (shortsword). 
Possessions: Chainmail, shortsword, light crossbow, 12 bolts, 10 gp. 
8-9.	2d4 orcs with halberds led by two exceptional figures, as follows: 
Leader, male orc War5: CR 3; SZ Med humanoid; HD 5d8+15; hp 40; Init +1; Spd 20 ft in chainmail; AC 16 (+1 Dex, +5 chainmail); Atk +9 melee (1d10+6, halberd); SQ darkvision 60 ft, light sensitivity (-1 penalty to attack in bright sunlight or daylight spell); SV Fort +7, Ref +3, Will +2; AL CE; Str 17, Dex 12, Con 16, Int 10, Wis 10, Cha 7. 
Skills: Hide +4, Jump +9, Listen +4, Search +4, Spot +4. Feats: Alertness, Power Attack, Toughness, Weapon Focus (halberd). 
Possessions: Chainmail, masterwork halberd, 15 gp. 
Leader, male half-orc Rog2/Adp5: CR 5; SZ Med humanoid; HD 2d6+5d6; hp 24; Init +6; Spd 30 ft; AC 14 (+2 Dex, +2 leather); Atk +6 melee (1d6+1, shortsword); SA sneak attack +2d6, spells; SQ darkvision 60 ft; SV Fort +6, Ref +2, Will +5; AL CE; Str 13, Dex 14, Con 11, Int 11, Wis 13, Cha 10.
Skills: Concentration +4, Hide +8, Listen +4, Move Silently +8, Search +5, Spellcraft +2, Spot +4. Feats: Alertness, Improved Initiative, Weapon Focus (shortsword).
Adept Spells (4/2/1) [DC 11 + spell level]: 0 – create water, cure minor wounds, guidance, resistance; 1st – cure light wounds, detect good; 2nd – hold person.
Possessions: Leather armour, unholy symbol, masterwork shortsword, 10 gp.
10.	A special 5-person taskforce: 
Borgat & Rarg, male orc Rgr3 (2): CR 2; SZ Medium humanoid; HD 3d10; hp 21; Init +0; Spd 30 ft; AC 14 (+4 chain shirt); Atk +3/+3 melee (1d6+2, shortsword) and (1d4+2, dagger), or +3 ranged (1d8, 80 ft, light crossbow); SA favoured enemy +1 (humans), two-weapon fighting; SQ favoured terrain +1 (hills), darkvision 60 ft, light sensitivity (-1 penalty to attack in bright sunlight or daylight spell); SV Fort +3, Ref +1, Will +1; AL CE; Str 15, Dex 10, Con 11, Int 9, Wis 10, Cha 8. 
Skills: Listen +5, Move Silently +5, Profession (hunter) +4, Search +4, Spot +5, Wilderness Lore +5. Feats: Toughness (x2), Track. 
Possessions: chain shirt, shortsword, light crossbow, 12 bolts, 5 gp.
* Note: Variant ranger: http://www.rpgplanet.com/dnd3e/conversions/ranger_sh_jones.rtf
Kurny, female half-orc Ftr1/Rog3: CR 4; SZ Med (5 ft, 7 in); HD 1d10+1 + 3d6+3; hp 20; Init +3; Spd 30 ft; AC 15 (+3 Dex, +2 leather); Atk +7 melee (1d6+1, shortsword), or +6 ranged (1d8, 80 ft, light crossbow); SA sneak attack +2d6; SQ evasion, uncanny dodge, darkvision 60 ft; SV Fort +4, Ref +6, Will +1; AL NE; Str 13, Dex 17, Con 12, Int 13, Wis 11, Cha 8.
Skills: Gather Information +5, Hide +9, Listen +5, Move Silently +9, Search +6, Spot +7. Feats: Alertness, Expertise, Weapon Finesse (shortsword).
Possessions: leather armour, masterwork shortsword, light crossbow, 12 bolts. 
Blackscum & Goursh, male orc Adp7 (2): CR 6; SZ Med humanoid; HD 7d6; hp 32, 25; Init +4; Spd 30 ft; AC 14 (+3 studded leather, +1 small shield); Atk: +7 melee (1d6+3, 19-20/x2, shortsword); SA spells; SQ darkvision 60 ft, light sensitivity (+1 penalty to attack in sunlight or daylight spell); SV Fort +2, Ref +2, Will +7; AL NE; Str 17, Dex 11, Con 11, Int 9, Wis 14, Cha 10.
Skills: Appraise +2, Concentration +6, Craft (blacksmith) +4, Listen +2, Spellcraft +5, Search +2, Spot +2. Feats: Alertness, Improved Initiative, Weapon Focus (shortsword).
Adept Spells (4/4/2) [DC 12 + spell level]: 0 – cure minor wounds, detect magic, guidance, resistance; 1st – bless, command, cure light wounds, sleep; 2nd – bull’s strength, hold person. 
Possessions: studded leather, small shield, unholy symbol, shortsword.

THE TEMPLE:
There are two main types of construction in the temple compound. The rooms and passages that are still intact show signs of a great fire at some time in the past. The walls originally beamed and plastered are now scorched and sooty. Small burnt sections show the beams and stone behind them. The walls are 10 feet high and large sections of plaster have fallen from the ceiling, sometimes showing the sky above. None of these openings are big enough for even a gnome to fit through. 
The other major section is the temple proper. This large three-story structure was originally built of stone blocks with an arched ceiling. The fire has gutted and ruined the upper floors of the structure, so that it is nothing but a hollow shell. The original roof has collapsed and sections of its supports lie in ruins near the base of the temple walls. A new roof has been built onto what remains of the temple from wooden beams and the fallen stone. Ceilings are 35 feet high unless otherwise noted. The walls are decaying and pitted stone. The floors are stone, dirty and gray with ash and dust. 
Those areas of the temple compound that are not part of the temple, a room or passage, or one of the courtyards are ruins. These areas are the remains of several totally burnt buildings that once lined the walls of the temple compound. Weeds grow up through broken beams, skeletons, and tumbled blocks. Dust and ash blow through the air. The dashed lines on the map indicate walls that still stand one to three stories in height, with doors and windows, but no roofs or floors. Throughout this area, the following “Ruin Encounter Table” should be used:

Ruin Encounter Table: Encounter occurs on 1 in 6 (d6), check every 20 minutes.
1-2. 	Orcs (special; see below)
3.	1d2 basilisks  see Room #10.
4.	1d6+2 ghouls  see Room #3.
5.	Wight  see Room #9.
6.	Slavers (special; see below)

Orcs: When encountered in the ruins, there will be 3d4+4 orcs of the Raining Blood tribe gathered around a small fire. There are also the following chances for extra individuals to be present, each checked independently:
10% slaver, a Type D NPC (lvl 5-7), and a half-orc interpreter (Type B NPC).
25% 1d3 ogres.
50% half-orc mercenary, Type D NPC.
30% orc or half-orc warrior-priest of Gruumsh, Type D NPC (War/Clr), level 5-7.
For each, where possible, use the generic stats from the DMG (pp.49-58), modified by race where applicable, or else stats from the MM. In addition to the fire, there will be 0-5 crude shelters constructed around the campsite. Each shelter will contain 1d100gp.

Slavers: These visiting humans will often be found in the ruins, carrying out business with the Raining Blood orcs and half-orcs that dwell here. A band of slavers will have a Type E NPC leader (lvl 7-9) and 1d8+2 Type A or B NPC warriors as guards. There is a 50% chance that a Type D NPC cleric (Gruumsh or Hextor, lvl 5-7) will be present. If no cleric is with the group, there is a 75% chance that a wizard (Type D NPC, lvl 5-7) will accompany the band instead. If neither a cleric nor a wizard is present, there is a final 30% chance that a Type D NPC sorcerer (lvl 5-8) will be with the band. In addition to these humans, 1d4 Type D NPC warrior/rogues are present, acting as interpreters. If possible, use the generic level-representative NPC stats from the DMG (pp.49-58), modified by race, where applicable. 
Human slavers will try to deal with the party before they resort to attack, appealing to them as fellow men.

WANDERING MONSTER ROSTER
	Whenever a wandering monster is slain, either in the outer compound or within the Temple area, the listings below should be adjusted to show the number of creatures of that type remaining. Characters may never encounter more wandering monsters in total than the amounts given here. Except in noted instances, however, the death of wandering monsters will not affect the number of such creatures appearing in set encounters.
1 wight*
2 basilisks**
5 dire weasels
6 doppelgangers
6 ghasts
6 harpies
8 ogres
10 aspis drones
10 crocodiles
15 Type E NPC slavers
20 ghouls
20 skeletons
20 zombies
25 Type D NPC slavers
30 stirges
40 slaves
50 orcs
unlimited dire rats
unlimited green slime
* No wight will be encountered in Area #9, Temple Level.
** The number of basilisks slain should be subtracted from those encountered in Area #10, Temple Level.

KEY TO TEMPLE LEVEL
	Note 1: I have included boxed descriptions only where I have made changes to the text for some reason related to conversion. 
	Note 2: Only the areas beyond Room #5.a. on this level are lit (by torches in brackets, placed every 30 to 40 feet). Modify boxed descriptions according to the PCs’ light source(s). 

1. a. Outside Entrance:
At the end of this 10-foot-long passage is a door with a wooden handle.
	A PC who makes an Intelligence check (DC 10) can ascertain that this is the back of a secret door that has been constructed to look as if it were part of the wall from the other side, while no attempt has been made to disguise the presence of the door from this side. The hallway beyond is completely dark. 
	The door is trapped from the opposite side. This trap consists of a spiked spring-bar beside the door, bent back so that when any person opens the door it will smash across the doorway at chest height. 
Spiked-bar trap: CR 2; slam +12 melee (3d6/x3 crit); Search DC 20; Disable Device DC 15. Reflex save (DC 20) for half damage. 
	If a rogue makes a successful Search check for the trap, she will discover the trigger rope on the other side of the door by peering through one of the cracks; any other character may see this rope with a successful Search check (DC 22), but will not necessarily recognize what she sees as a trap. The rope may be cut (and the bar released) fairly easily with a dagger or similar implement inserted in the crack of the door (this constitutes the Disable Device check, above). The bar will then smash into the panel of the door and the spikes will do 1d6 points of damage to any Medium-sized or larger character who happens to be pressed against the door (no save).

b. Inside Exit:                         
	This trap covers the secret door (Search DC 20) to the outside. If a PC specifically searches for secret doors here, prompted by the presence of the trap, give him or her a +2 insight bonus to the Search check. 
	If the rope is cut, the bar will be released to swing into the wall. Anyone standing in the arc of the bar will take of damage per the spiked-bar trap described above in Area #1.a.  If the board strikes the wall, it will crack the wood and plaster panel there to reveal plainly the secret door.

2. Bricked-up Room:
	This room is empty of monsters or treasure and in poking through the rubble no useful item will be found. The east wall is maintained in good condition [Hardness 8, hp 100; Break DC 35] to protect the rest of the compound from the basilisks that live on the other side.

3. Collapsed Guardroom (EL 9):
The heavily banded wooden door to this room is charred, with several boards missing and other planks obviously weakened. The handles, hinges, and other metal fittings are half-melted, soundly jamming the door shut. The room beyond, as seen through the holes, is severely burned, its furnishings buried and ruined beyond recognition. The ceiling has collapsed for the most part, revealing another chamber on the second floor. About 5 feet of the ceiling still remains around the walls of the room, forming a narrow jagged ledge. The floor is littered with beams, plaster, ash, and unknown pieces of junk. The air is filled with the odour of rot.
The door is almost impossible to force open due to its sturdy metal bands and hinges, though a few solid blows with an appropriate heavy implement such as a mace or axe should knock out an opening large enough for a moderately armoured man to squeeze through [Hardness 5, hp 8; Break DC 25]. 
Hidden on the ledge above this room are six ghouls and two ghasts: be sure to have PCs roll Listen checks (DC 27) to hear the monsters before opening the door. If they do not hear the creatures, the PCs are caught flat-footed when they enter, as the ghouls and ghasts leap from above, howling. 
Ghouls (6): CR 2; SZ Medium undead; HD 2d12; hp 14; Init +2; Spd 30 ft; AC 14 (+2 Dex, +2 natural); Atk: 2 claws +0 (1d3 and paralysis) and bite +3 melee (1d6+1 and paralysis); SA paralysis, create spawn; SQ darkvision 60 ft, undead; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con –, Int 13, Wis 14, Chr 16. 
Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7. Feats: Multiattack, Weapon Finesse (bite). 
Paralysis (Su): Those struck must make a Fort save (DC 14) or be paralyzed for d6+4 minutes. Elves are immune to ghoul paralysis.
Ghasts (2): CR 4; SZ Medium undead; HD 4d12; hp 27, 24; Init +2; Spd 30 ft; AC 16 (+2 Dex, +4 natural); Atk: 2 claws +1 (1d4 and paralysis) and bite +4 melee (1d8+1 and paralysis); SA stench, paralysis, create spawn; SQ darkvision 60 ft, undead; AL CE; SV Fort +1, Ref +3, Will +6; Str 13, Dex 15, Con –, Int 13, Wis 14, Chr 16. 
Skills: Climb +6, Escape Artist +8, Hide +8, Intuit Direction +4, Jump +6, Listen +8, Move Silently +7, Search +6, Spot +8. Feats: Multiattack, Weapon Finesse (bite). 
Stench (Ex): All within 10 feet must make a Fortitude save (DC 15) or suffer a -2 morale penalty to all attacks, saves, and skill checks for d6+4 minutes.
Paralysis (Su): Those struck must make a Fort save (DC 15) or be paralyzed for d6+4 minutes. Elves are not immune to ghast paralysis.
Create spawn (Su): Humanoids killed and left undevoured by ghouls or ghasts become ghouls or ghasts, respectively, under the command of their creator after 1d4 days.  A protection from evil cast on the body during this period will prevent the spawn effect.  
Undead: Immune to mind-influencing spells, poison, sleep, paralysis, stunning, disease, and any effect requiring a Fort save.  Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
	Once a ghoul or ghast has paralyzed a character, the monster will continue to attack that character (use “Coup de Grace” rules, PH 133), unless distracted by someone else (i.e., attacked). 
Treasure: On the ledge above are six 500-gp gems and a potion of protection from fire.

4. Treacherous Floor:
	If the crumbling ledge is probed, large pieces of burned wood will crash to the floor. This should be sufficient indication that the ledge is unsound. If any character steps on it, the ledge will collapse; however, its instability may be determined with a successful Knowledge (engineering) check (DC 14). 
	The center path is narrow and will wobble slightly when stepped on. Plaster and ash will fall and the wood will creak and groan. As unsafe as it seems the ledge is safe (this may be determined by a successful Knowledge (engineering) check (DC 14) or an appropriate Craft check (DC 15)), and may be crossed with a successful Balance check (DC 12, or DC 8 if the character moves half speed or less). 
	The ledge to the right is generally sound and solid. However, when the lead character reaches the halfway point, his or her weight will cause a loose beam underfoot to shift (any character  not just a rogue  may apprehend this danger with a successful Search check (DC 20); it may not be disabled, but may be avoided easily once found). If the beam is stepped on, the wall will collapse inwards, knocking the character off the ledge (Reflex save (DC 18) avoids). If characters are roped together when this happens, each figure after the first must roll a successful Strength check (DC 15, +1 per 50 lbs that has fallen already) to stay on the ledge. Characters who fail this Strength check will also be pulled over the side. The fallen wall will then block this route.

5. a. Alcove:
	The tops of these barrels may be opened by smashing [Hardness 4, hp 2; Break DC 10]. The barrels weigh approximately 200 lbs full: each may be rolled down the hall if unopened and can be manhandled by one Medium-sized character with a successful Strength check (DC 10) or by two average Medium-sized characters if the top has been breached.

b. Sundew Lair (EL 5):
*NOTE: The giant sundew is covered in bits of rope and rags, and, therefore, it takes a successful Spot check (DC 25) to notice it. Anyone with Wilderness Lore or Knowledge (flora/monsters) can attempt these checks instead to spot the plant (DC 25 or 20, respectively).
Giant sundew: CR 5; SZ Large plant; HD 8d8+24; hp 72; Init +0; Spd 0 ft; AC 13 (-1 size, +4 natural); Atk 6 tendrils +11 melee (1d3+5 and special); Face 10 ft x 10 ft (low); Reach 5 ft; SA improved grab, suffocation, acid; SQ missile damage reduction 5/, fire resistance 20, blind-sight, plant; AL N; SV Fort +9, Ref +2, Will +2; Str 21, Dex 10, Con 16, Int , Wis 11, Cha 5. 
Improved grab (Ex): Up to six of the sundew’s tendrils may attack any creature or number of creatures within its reach each round. Because these tendrils are covered in a highly sticky sap, the sundew can attempt to start a grapple against a Medium-size or smaller target as a free action if any one tendril makes a successful touch attack (i.e., it does 1d3+5 points of bludgeoning damage only if the tendril hits the target’s armoured AC). Due to the strength of the tendrils and their stickiness, the sundew may attempt a grapple normally once three or more tendrils are attached to any one creature (i.e., not suffering a –20 to its roll). In addition, for every three tendrils attached to a character, he or she gives a -1 circumstance penalty to all attack rolls or grapple checks. The sundew can grapple as many opponents as its face and reach allow, and there is no limit to the number of tendrils that can attach to a character. A tendril can be effectively cut off with a Medium-size or larger slashing weapon that does 10 or more points of damage in one hit. 
Suffocation (Ex): On a successful critical hit, the sundew, in addition to causing double damage, has struck the target across the mouth and nose, clogging them with sap. That character will begin to suffocate (see DMG 85) unless and until the sap is removed. 
Acid (Ex): The sundew’s sap is composed of a mild acid that causes 1 point of damage per round for each tendril attached to a non-plant creature. The sap will dissolve and become harmless if soaked with vinegar or alcohol (such as wine), and this is the only non-magical way to prevent suffocation. 
Blindsight (Ex): Giant sundews can sense opponents by senses other than sight within 30 feet of their position. 
Missile damage reduction (Ex): Sundews, due to their thick hide, writhing tendrils, and sticky sap, suffer 5 points of damage less from all ranged attacks.  
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits.
	The vinegar from Area #5.a. may be used to dissolve its glue; each barrel will coat half the floor space of this room.  If the barrels are released at the top of the stair that will be broken by the time they reach the floor. 
	Treasure: Underneath the sundew are 87 gp, 119 sp, three gems (300 gp, 150 gp, and 10gp), and a gold-with-inset-fire-opal ring of spell storing (currently holds charm person, jump, shatter).

6. Stable (EL 4):
This wooden building is in good condition. In it is a row of stalls for horses, three of which are occupied at the moment. Tack hangs from the walls and three saddles are piled near the double doors. Piles of hay line the walls opposite the stalls and several open sacks of grain are beside them. Four armoured men are sitting on the sacks, their swords thrust into the hay beside them. A ladder near the single door leads to a loft.
	These four half-orcs are assigned to work here as stablehands and guards. One has a horn concealed under his cloak, and at the first sign of trouble he will attempt to call for help by blowing on it. 
Half-orcs (4): CR ½; SZ Medium humanoid; HD 1d8; hp 5; Init +0; Spd 30 ft.; AC 14 (+4 chain shirt); Atk: +3 melee (1d6+2, shortsword); SQ darkvision 60 ft; AL NE; SV Fort +2, Ref +0, Will –1; Str 15, Dex 10, Con 11, Int 10, Wis 8, Chr 8. 
Skills: Handle Animal +2, Listen +2, Spot +2. Feats: Alertness.
Possessions: chain shirt, shortsword, 2d4 sp. 
If the alarm is raised, 2d4 more orcs and half-orcs (use stats above) will arrive in 1d4+1 rounds. 
	The loft over the stable is filled with loose hay and more stacks of grain. Hiding among the hay in the loft is a doppelganger who will pose as a half-orc, orc, or human merchant, warrior, or slave, according to the situation. He will attempt to join any party that defeats the half-orcs, probably claiming to be an escaped slave. If allowed to do so, he will attempt to lead a member of the party away from the others and then slay that character and take his or her place.
Doppelganger: CR 3; SZ Medium shapechanger; HD 4d8+4; hp 22; Init +1; Spd 30 ft; AC 15 (+1 Dex, +4 natural); Atk: 2 slams +4 melee (1d6+1); SA detect thoughts; SQ alter self, immunities; AL NE; SV Fort +5; Ref +5; Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Chr 13. 
Skills: Bluff +12*, Disguise +12*, Listen +11, Sense Motive +6, Spot +8. Feats: Alertness, Dodge. 
Detect thoughts (Su): A doppelganger can continuously detect thoughts as the spell cast by an 18th-level sorcerer (Will DC 13). 
Alter self (Ex): A doppelganger can assume the shape of any Small or Medium humanoid. This works as the alter self spell cast by an 18th-level sorcerer, but the doppelganger can stay in the chosen form indefinitely. Each alteration is a standard action. 
Immunities (Ex): Doppelgangers are immune to all sleep and charm effects.
Skills: A doppelganger receives a +4 racial bonus to Bluff and Disguise checks. *When using alter self, a doppelganger receives an additional +10 circumstance bonus to Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus to Bluff and Disguise checks.
There is nothing of value in the stables except for the horses and the saddles.
Horses (3): CR 1; SZ Large animal; HD 3d8+6; hp 19; Init +1; Spd 60 ft.; AC 14 (-1 size, +1 Dex, +4 natural); Atk: 2 hooves +2 (1d4+1), bite –3 melee (1d3); Face 5 ft x 10 ft; SQ scent; AL N; SV Fort +5, Ref +4, Will +2; Str 13, Dex 13, Con 15, Int 2, Wis 12, Chr 6.  
Skills: Listen +6, Spot +6.
Scent (Ex): Detects opponents by scent within 30 feet — 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering).  

7. Stonecutter’s Shed (EL 3):
This ramshackle building is cluttered with a variety of tools and junk. There are hammers, chisels, axe handles, slabs of stone, and warped boards. The walls are covered with many different types of holy symbols, some of evil and some of good religions. Most of them look as if they have been pegged or nailed in place. Crouched around a dim and sputtering lantern are six orcs, nervously fingering their axes and glancing about.
These orcs of the Raining Blood tribe have been ordered to stand guard here to prevent any intruders from entering the compound. If surprised, their first thought will be to flee (if possible). If they cannot escape, they will gain a +2 morale bonus to hit out of sheer ferocious panic.
Orcs (6): CR ½; SZ Medium humanoid; HD 1d8; hp 4; Init +0; Spd 20 ft in scale mail; AC 14 (+4 scale mail); Atk +3 melee (1d8+3, x3, battleaxe), or +1 ranged (1d6+2, 30 ft, javelin); SQ darkvision 60 ft, light sensitivity (-1 penalty to attack in bright sunlight or daylight spell); AL CE; SV Fort +2; Ref +0; Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Chr 8. 
Skills: Listen +2, Spot +2. Feats: Alertness.
All exits are barred and therefore difficult to burst, but the doors themselves are weak and can be smashed through easily with a heavy implement [Hardness 5, hp 10; Break DC 23]. 
Treasure: Each orc has 5 gp and a silver holy or unholy symbol of some religion (40 gp).

8. Cemetery (EL 8):
	This area is avoided by the orcs and half-orcs unless they come in large numbers, for, not surprisingly, they dislike the plants that grow here. These plants have managed to become animated through the will of the former goddess of this temple. Although unwilling to interfere directly with the humanoids’ occupation of Highport, she has made the garden unsafe for all who enter. As characters move through this area, roll 1d6 every five minutes: on a 1-3 an encounter has occurred, determined by rolling 1d8 on the following table.
1.	Branches and weeds bend and move, blocking the path behind the last person in the party. To return the way they came, a party would have to cut through this overgrowth.
2.	A tree branch strikes once at a random party member [Atk: bash +3 melee (1d6)].
3.	The branch of a bush will attempt to pick the pocket (+10 skill bonus) of a party member. If it is successful, a small item, randomly determined, will be taken from that character. 
4.	The PCs are attacked by 2d4 giant worker ants: 
Giant worker ants: CR 1; SZ Medium vermin; HD 2d8; hp 9; Init +0; Spd 50 ft, climb 20 ft; AC 17 (+7 natural); Atk bite +4 melee (1d6); SA improved grab, SQ vermin; AL N; SV Fort +3, Ref +0, Will +0; Str 10, Dex 10, Con 10, Int –, Wis 11, Cha 9. 
Skills: Climb +8, Listen +5, Spot +5.
Improved Grab (Ex): To use this ability, the giant ant must hit with its bite attack.
Vermin: Immune to mind-influencing effects; all vermin have blindsight. 
5.	Weeds will attempt to entwine the legs of the characters: PCs are affected as by the entangle spell (Reflex DC 16). The weeds will hold characters until they are freed by others or killed by a wandering monster.
6.	1d4+1 ghouls (see stats in Room #3).
7.	Weeds and bushes will bend to block the way ahead of the party; further progress must be made by cutting (Spd reduced to 5 ft).
8.	A tree will attempt to fall on a random party member [Atk: crush +12 melee (4d6+8)].  
Should characters attempt to move off the path, the plants will actively try to stop them. Weeds will entangle them every step of the way and branches will constantly strike at members of the party. Should the characters become extremely destructive (i.e., cutting, chopping, or burning), it will be discovered that two trees have moved to block each exit:
Animated tree: CR 5; SZ Huge plant; HD 7d8+35; hp 65; Init -1; Spd 10 ft.; AC 20 (-2 size, -1 Dex, +13 natural); Atk 2 slams +12 melee (2d6+9); SQ plant, fire vulnerability, half damage from piercing; AL N; SV Fort +10, Ref +1, Will +4; Str 29, Dex 8, Con 21, Int 2, Wis 11, Cha 10. 
Fire vulnerability (Ex): An animated tree takes double damage from fire attacks unless the attack allows a save, in which case it still takes double damage on a failed save, but the usual damage for a success.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits. 
There is a large crypt at the centre of the cemetery with a heavy, locked and mage-locked iron door [Hardness 10, hp 75; Break DC 28; Open Locks DC 40* (30 without mage lock)]. The inside of this crypt has been removed and a staircase going down has been installed. This stairway leads to the dirt tunnels that eventually end in either Sturm’s chamber (Room #21) or the aspis nest (Area #5), though it appears closest to the former on the underground key. 

9. Inner Courtyard (EL 5):
Hidden in the pile of debris is a particularly fearsome wight.
Wight (1): CR 5; SZ Medium undead; HD 8d12; hp 51; Init +1; Spd 30 ft; AC 16 (+1 Dex, +5 natural); Atk: slam +6 melee (1d4+2 and energy drain); SA energy drain, create spawn; SQ undead; AL LE; SV Fort +2, Ref +2, Will +7; Str 14, Dex 12, Con –, Int 11, Wis 13, Chr 16. 
Skills: Climb +8, Hide +9, Listen +9, Move Silently +16, Search +8, Spot +9. Feats: Blind-Fight, Dodge.
Energy Drain (Su): Hit inflicts one negative level (later, Fort save DC 17).
Create spawn (Su): Humanoids killed by wights become wights under the command of their creator in 1d4 days **(as opposed to the 1d4 rounds listed in the MM).**
Undead: Immune to mind-influencing spells, poison, sleep, paralysis, stunning, disease, and any effect requiring a Fortitude save. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Note: PCs should gain 2x experience for defeating this advanced HD wight.
The orcs and half-orcs have managed to appease him through the regular offerings of victims, whether human, half-orc, orc, or otherwise, and Jillain, the cleric of the Temple, has formed a shaky alliance with the creature. Consequently, the wight seldom roams outside of this courtyard. However, it considers any who enter this area to be fair game. Should the party ever be pursued into this area, their foes will halt outside and prevent the party from returning the way they came, hoping to watch the sport. 
	Treasure: PCs can locate this only by making successful Search checks at the listed DCs, in the order listed. Hidden and scattered among the debris are:
•	DC 9  a suit of dwarf-sized studded leather armour; 
•	DC 13  a backpack with thieves’ tools, a frayed rope, and moldering trail rations; 
•	DC 12  a masterwork handaxe of dwarven manufacture; 
•	DC 16  a pouch containing 20 gp and 50 cp; 
•	DC 15  a jewelled silver belt (150 gp), and; 
•	DC 15  a pair of +2 gauntlets of dexterity. 

10. Basilisks’ Den (EL 7):
	This area contains two mated basilisks that have been walled off by the Raining Blood orcs from the rest of the compound. Note that the ruined area, due to its drab coloration and low lighting, qualifies as “natural surroundings” for the purposes of the basilisks’ Hide skill.
Basilisks (2): CR 5; SZ Medium magical beast [reptilian]; HD 6d10+12; hp 45; Init –1 (Dex); Spd 20 ft.; AC 16 (-1 Dex, +7 natural); Atk bite +8 melee (1d8+3); SA petrifying gaze; AL N; SV Fort +9, Ref +4, Will +3; Str 15, Dex 8, Con 15, Int 2, Wis 12, Chr 10. 
Skills: Hide +0*, Listen +7, Spot +7. Feats: Alertness, Great Fortitude. 
Petrifying gaze (Su): Turn to stone permanently, range 30 ft.; Fort negates (DC 13). 
Note: Basilisks gain a +4 racial bonus to Hide in natural surroundings. 
	Since the area is rather large, there is a chance that the basilisks will not be in the immediate area if any intruders should enter. For each round spent in this pen, there is a 1 in 6 (1d6) chance of encountering one of the basilisks. Loud noises are sure to draw the basilisks to their source. These creatures have no treasure.

11. Burnt Dormitory (EL 4):
	The denizens of the temple do not use this room as it is considered unsafe. Searching will reveal crushed bunks and charred bits of simple furniture (stools, tables, etc.), but nothing of value to the party.
	The room is dangerous: any major disturbance of its structure, such as knocking holes in walls, clearing away beams or heavy furniture, etc., including extensive searching, is liable to cause another collapse (25% chance each round of such activity). This will occur in a (1d10+5)-foot radius from the point of the disturbance and will do 3d6+3 points of damage to all within that area (Reflex save (DC 14) halves). A character who fails this Reflex save is pinned under a beam, which can be lifted by that character only with a successful Strength check (DC 20) or by another character who makes a Strength check (DC 16)  and in either case, a successful check has a 50% chance of triggering another cave-in.

12.	 False Slavers’ Lair (EL 10):
DM Note: This room is actually an elaborate trap, prepared by the most human-seeming half-orcs of the Raining Blood tribe to catch those who would try to deceive the slavers. Whenever a new buyer comes to the temple, he or she is first taken to this room and his or her reactions carefully watched. Only after several visits, when the half-orcs feel sure the buyer is what he or she says he or she is, will they take the person to the actual slave pens.
	But the ambush will be set only if the half-orcs have some warning of the PCs’ approach, whether by being informed of a hostile group in the vicinity, or, which is more likely, because the half-orcs have heard combat from nearby (requiring an appropriate Listen check from the half-orcs).  The first text-box and the tactics given below assume that the PCs are coming into the ambush scenario; if this is not the case, be sure to have both the PCs and the half-orcs roll Listen checks to notice each other as the party approaches the room. If the half-orcs are caught unaware, read the second boxed description and adjust the half-orcs’ placement and tactics accordingly.

Ambush Scenario
The walls of this chamber are linked with about twenty human slaves, their ankles and wrists shackled and manacled together. On the same wall as the door can be seen the shadow of a large ogrish figure brandishing a whip. Guttural commands and pitiful screams can be heard. At each crack of the whip, the slaves cringe and cower. A trap door is set in the floor at the far end of the narrow room.

Non-Ambush Scenario
There are about twenty dirty-looking humans around this large chamber, in various states of animation. Some are resting, while others perform menial tasks or sit conversing in a guttural tongue. A trap door is set in the floor at the far end of the narrow room.

Note: Before or as they enter the chamber, give the PCs a chance to notice that something is “not quite right” about these slaves (Spot DC 30), such as the fighter/cleric wearing a gold ring or the hilt of a sword under ragged clothes, for example. Further, if a character talks with any of the half-orcs before entering and then makes a successful Sense Motive check (DC 25), allow him or her to reach a similar conclusion.

a. The twenty slaves are actually half-orcs whose appearance is good enough to pass for humans at a relatively short distance. The shackles and manacles worn by the half-orc “slaves” are false and will quickly drop off at a moment’s notice. They are cleverly constructed and only someone familiar with such items is likely to detect that they are false (with an appropriate Craft or Profession check (DC 15)). Once the party is well into the room, the half-orcs will rise, pull their concealed shortswords, and leap to the attack. While the party is occupied with the mass attack, the rogues will attempt to flank and then sneak attack at the first opportunity, while the cleric will support with magic as long as possible, and then enter melee. 
Half-orcs (17): CR ½; SZ Medium humanoid; HD 1d8; hp 5; Init +0; Spd 30 ft; AC 10; Atk +3 melee (1d6+2, 19-20/x2, shortsword); SQ darkvision 60 ft, half-orc traits; AL NE; SV Fort +2, Ref +0, Will –1; Str 15, Dex 10, Con 11, Int 10, Wis 8, Chr 8. 
Skills: Listen +2, Spot +2. Feats: Alertness.
Possessions: shortsword (hidden under clothes), 1d4 sp. 
Blag & Draern, male half-orc rogues 5: CR 5; SZ Med; HD 5d6; hp 25, 23; Init +1; Spd 30 ft; AC 12 (+2 Dex); Atk: +5 melee (1d6+2, 19-20/x2, shortsword); SA sneak attack +3d6; SQ uncanny dodge, evasion, darkvision 60 ft, half-orc traits; SV Fort +1, Ref +6, Will +1; AL NE; Str 15, Dex 14, Con 11, Int 10, Wis 10, Cha 9.
Skills: Disguise +6, Hide +9, Listen +5, Move Silently +9, Search +5, Sense Motive +7, Spot +8. Feats: Toughness (x2).
Possessions: leather armour, masterwork shortsword, 5 gp. 
Jyad, male half-orc warrior 3 / cleric 4 (Gruumsh): CR 6; SZ Med (5’10”); HD 3d8+4d8; hp 32; Init +0; Spd 30 ft; AC 13 (+3 Dex); Atk +10/+5 melee (1d6+4, 19-20/x2, shortsword); SA spells; SQ darkvision 60 ft, half-orc traits, rebuke undead; SV Fort +7, Ref +5, Will +6; AL NE; Str 16, Dex 17, Con 11, Int 9, Wis 13, Cha 10.
Skills: Bluff +5, Concentration +5, Listen +3, Spellcraft +4, Spot +3. Feats: Alertness, Power Attack, Weapon Focus (shortspear).
Cleric Spells (5 / 4+1/ 2+1): 0 – cure minor wounds (x2), detect magic, guidance, resistance; 1st – bless, command (x2), cure light wounds; 2nd – endurance, hold person. Domain spells (Chaos, Evil): 1st – protection from good; 2nd – shatter.  
Possessions: unholy symbol, +1 shortsword, gold ring (200 gp).
A trap door is set in the floor at the far end of the narrow room (Search DC 8). It is locked from this side, and leads to the aspis food storage chamber (level 2, Room #7). There is not treasure in this chamber, beyond that found among the half-orcs’ possessions.

b.  In this small alcove are 3 orcs:
Orcs (3): CR ½; SZ Medium humanoid; HD 1d8; hp 4; Init +0; Spd 20 ft in scale mail; AC 14 (+4 scale mail); Atk +3 melee (1d6+2, 19-20/x2, shortsword), +1 ranged (1d3, 10 ft max, whip) or +1 ranged (1d8, 80 ft, 19-20/x2, light crossbow); SQ darkvision 60 ft, light sensitivity (-1 penalty to attack in bright sunlight or daylight spell); AL CE; SV Fort +2; Refl +0; Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Chr 8. 
Skills: Listen +2, Spot +2. Feats: Alertness.
The smallest of the three carries a whip and wears a shortsword and is standing in front of a bullseye lantern, casting his shadow on the far wall; he is also imitating the voice of the ogre. To either side of him kneel the other orcs armed with light crossbows at ready and shortswords nearby. These orcs will not be surprised as the “slaves” will have signalled to them of the PCs’ approach. 
Treasure: Each orc carries 1d4 gp.

13. Cloister Hall:
This chamber is dusty and bare of furnishings. The floor is wooden and inlaid with simple designs. Long, narrow windows pierce the south wall. Near each door is a burning tallow candle mounted on a wall sconce.
	This chamber is totally empty of creatures or treasure. The candles have been enchanted by continual flame spells (8th-level caster); if they are examined, it will be noticed that pieces have been pulled off of them. The windows are little more than slits looking into the garden at Area #14.  Any character looking through the windows should roll a Spot check (DC 17) to see one of the harpies living in the cloister garden; likewise, have the harpies roll a collective Spot check (DC 15, or by opposing Hide result) to see the viewer. 
	If prey is spotted, these creatures will immediately begin to sing, hoping to lure their victims into the garden. If tallow from the candles is stuffed into a PC’s ears, it will negate the harpies’ captivating song for that character.

14. Cloister Garden (EL 8):
The path through this garden is used by the orcs and half-orcs to reach the buildings beyond it. Near each door to the garden is a tallow candle to plug their ears with. Whenever anyone enters the garden, the harpies nesting here will immediately start to sing.
Harpies (4): CR 4; SZ Medium monstrous humanoid; HD 7d8; hp 33, 30, 24, 20; Init +2; Spd 20 ft, fly 80 ft (average); AC 13 (+2 Dex, +1 natural); Atk +7/+2 melee (1d4, dagger), 2 claws +2 melee (1d3); SA captivating song; AL CE; SV Fort +2, Ref +7, Will +5; Str 10, Dex 15, Con 10, Int 7, Wis 10, Chr 15. 
Skills: Bluff +8, Listen +7, Perform (buffoonery, chant, epic, limericks, melody, ode, story-telling) +9, Spot +6. Feats: Dodge, Fly-By Attack. 
Captivating song (Sp) [sonic, mind-affecting charm]: All non-harpies in a 300-foot radius must make a Will save (DC 15) or be drawn directly to the harpy, taking no action except to defend (no other movement or attack actions). A victim within 5 feet of the harpy takes no actions and can offer no resistance to its attacks. This effect continues as long as the harpy sings. A creature who saves cannot be affected by that harpy’s song for one day. A bard’s countersong ability allows the captivated creature a new Will save.
If, after a round, the victims show no reaction to the singing, the harpies will stop and ignore the party, considering them to have business in this place. Should some of the members proceed in the harpies’ direction, they will immediately swoop to the attack. If two or more of their number are killed, the survivors will fly out of the garden and not return until after their foes have left.

15. Water-filled Passageway:
The corridor is narrow, plastered stone, and roofed by an arched ceiling. Heavy wooden beams form arches every 10 feet. Ahead, the floor of the corridor has collapsed, revealing a flooded sewer line below. This collapse extends for 60 feet and then ends, as the water flows out from a sunken opening. About fifteen feet above this water line is a door set in the end of the passage. Leaning against the wall at this end of the passage is a pole about 10 feet long and 3 inches thick. The water appears to be moving at a swift pace; trash floats away from the far door, moving toward you, and disappears through a narrow opening under the collapsed edge of the corridor. The air is foul and smells of sewage.
	Characters may attempt to swim to the far end of the hall, but to do so against the current is difficult and tiring (Swim DC 14). The current’s speed is 10 feet and the water’s depth is 8 feet. Many methods may be used to reach the opposite side including unhinging the doors to be used as rafts, levitating a person over with a rope, spider climb-ing along the walls, etc. A door used as a flotation device will carry only one moderately heavy character or two very light ones.  If not poled or towed by a rope, it will drift with the current unless a character uses the door as a primitive flutter-board, which will require a successful Swim check (DC 10). 
	Note that spikes driven into the doors and walls will support no more than one heavily armored character at a time. It takes about three minutes to travel along the length of a rope to the opposite end.
	Note that this sewer tunnel is not connected to those described in the Temple Sewers level. 

16. Main Courtyard (EL 6):
This courtyard is for the most part bare dirt, but tall, rank weeds grow up in the corners. At the north end is a large gatehouse to the outside. Two heavy portcullises block this way. There is a wooden door on either side of this gate. Opposite the gatehouse is a pair of huge double doors leading to the temple proper. In the courtyard are two tables, one near the gate and the other near the temple doors, and an unusual looking pushcart. Three orcs stand near each table and four others are standing around the pushcart.
If not surprised, the three orcs will immediately push the tables over and take cover behind them. These tables will give them 50% cover from the PCs (+4 AC, +2 Ref saves). The orcs will fire their light crossbows and defend with their spears. 
Orcs (6): CR ½; SZ Medium humanoid; HD 1d8; hp 4; Init +0; Spd 20 ft; AC 14 (+4 scale mail); Atk: +3 melee (1d8+3, x3, longspear), or +1 ranged (1d8, 80 ft, 19-20/x2, light crossbow); SQ darkvision 60 ft, light sensitivity (-1 penalty to attack in bright sunlight or daylight spell); AL CE; SV Fort +2; Refl +0; Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Chr 8. 
Skills: Listen +2, Spot +2. Feats: Alertness.
At the same time as they are doing this, the four half-orcs turn the pushcart so that it faces the intruders (this takes 2 rounds).
Half-orcs (4): CR ½; SZ Med humanoid; HD 1d8; hp 5; Init +0; Spd 20 ft in scale mail; AC 14 (+4 scale mail); Atk: +3 melee (1d8+3, x3, battleaxe), +1 ranged (1d6+2, 30 ft, javelin);SQ darkvision 60 ft; AL CE; SV Fort +2; Ref +0; Will -1; Str 15, Dex 10, Con 11, Int 10, Wis 9, Chr 8. 
Skills: Listen +2, Spot +2. Feats: Alertness.
This cart is a primitive flame-throwing device. The front of it has been fixed with a mantel, giving the half-orcs 90% cover (+10 AC; +4 Reflex saves for half or no damage). Protruding from this mantel is a nozzle with a continual flame-affected torch mounted on a bracket in front of it. Behind the mantel is a barrel containing a volatile oil mixture that is sprayed by a bellows arrangement. This cart may produce a flame-jet three times (as one character’s full round action) before its fuel is exhausted. The jet has a range of 30 feet but is only 5 feet wide at the end of its range. It will cause 4d6 points of damage to any in its path (Reflex save (DC 14) halves), although affected PCs standing behind another person or some obstacle will gain the benefit of at least 75% cover due to the relative slenderness of the flame-jet. 
The cart is able to move 10 feet or pivot up to 90 degrees in a round if two people move it, 15 feet or 180 degrees with four people. If it is hit by a fire-based attack, it must undergo a separate saving throw (with no modifier to the roll), regardless of the success of the half-orcs. Failure indicates that the cart has caught fire and will explode the next round. There is a 25% chance that each half-orc will remain and attempt to put the flames out as a full round action: a Strength check (DC 10) is required for the half-orcs to be successful at this, with a +2 bonus added to the check for each fire-fighter beyond the first. Failure to put out the flames will result in an explosion at the beginning of the subsequent round (i.e., two rounds after the cart took fire damage) doing 6d6 points of damage to all within 10 feet of the cart, Reflex halves (DC 18), and 3d6 to all within 20 feet, Reflex halves (DC 15).
Unless in danger of being flanked, neither the half-orcs nor the orcs will advance from behind their respective cover. They will attempt to slay the party with missile fire and use the cart to force them into a corner.
The operation of the cart is not as simple as it seems, due to the valves controlling the oil flow, nozzle adjustments, and other controls. Characters will not be able to manage the operation of this device without lengthy study and practice. Likewise, it requires a special oil mixture to operate this device, one that is not readily available. Disabling the flame-thrower is relatively easy, given its vast number of moving parts (Disable Device DC 13), though a failed attempt is 50% likely to detonate the cart immediately (as described above).
The orcs and half-orcs carry no treasure.

b. Outer Portcullis Winch Room (EL 4):
	The man is actually a human-looking half-orc barbarian named Bord. Being relatively wise for a barbarian, he will fight defensively if attacked by more than one enemy and will attempt to escape from the room; if this is not possible, then he will become enraged. 
Bord, male half-orc Bbn4: CR 4; SZ Medium humanoid; HD 4d12+8; hp 43; Init +1; Spd 40 ft, or 30 ft in chainmail; AC 17 (+1 Dex, +5 chainmail, +1 ring), AC 15; Atk +8 melee (1d12+4, x3, greataxe); SA rage (2/day); SQ darkvision 60 ft, uncanny dodge; SV Fort +6, Ref +2, Will +2 (rage +4); AL CE; Str 16, Dex 12, Con 15, Int 7, Wis 12, Cha 10. 
Skills: Craft (carpentry) +2, Hide +2, Jump +5(+10), Listen +4, Spot +4. Feats: Toughness, Weapon Focus (greataxe). 
Possessions: chainmail, greataxe, +1 ring of protection, keys, gem (100 gp).
	The slaves are chained to the wall by neck collars and so cannot move about freely. Should the half-orc ever venture within 5 feet of them without his axe at the ready, they will attempt to grapple and overbear him, thereafter doing 1d3 points of subdual damage to him each round. In his pockets are the keys to release these slaves.

c. Inner Portcullis Winch Room (EL 4):
This small room is almost featureless. A small window looks into the space between the two portcullises, a large winch dominates the center of the room, and two humanoids are sitting on stools facing each other at the other end of the room. One sits holding a sword pointed at the other.
	The half-orc has realized that he is sitting in the same room with a doppelganger and is trying to hold it at bay with his sword. If the entrance of the party does not surprise the doppelganger (i.e., if it makes a successful Listen check to hear them approach), it will shape itself into the likeness of a slave. When the party enters they will see the half-orc holding his sword on a slave. If the doppelganger is surprised, the party will see a half-orc holding a sword on his perfect double. Under the given circumstances, it will either try to join the party or convince them that the half-orc is really the doppelganger.
Half-orc, War2: CR 1; SZ Med humanoid; HD 2d8; hp 9; Init +0; Spd 20 ft in scale mail; AC 14 (+4 scale mail); Atk +4 melee (1d8+2, longsword); SQ darkvision 60 ft; AL CE; SV Fort +3, Ref +0, Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Chr 8. 
Skills: Listen +4, Spot +4. Feats: Alertness.
Doppelganger: CR 3; SZ Medium shapechanger; HD 4d8+4; hp 22; Init +1; Spd 30 ft; AC 15 (+1 Dex, +4 natural); Atk 2 slams +4 melee (1d6+1); SA detect thoughts; SQ alter self, immunities; AL NE; SV Fort +5; Ref +5; Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Chr 13. 
Skills: Bluff +12*, Disguise +12*, Listen +11, Sense Motive +6, Spot +8. Feats: Alertness, Dodge. 
Detect thoughts (Su): A doppelganger can continuously detect thoughts as the spell cast by an 18th-level sorcerer (Will DC 13). 
Alter self (Ex): A doppelganger can assume the shape of any Small or Medium humanoid. This works as the alter self spell cast by an 18th-level sorcerer, but the doppelganger can stay in the chosen form indefinitely. Each alteration is a standard action. 
Immunities (Ex): Doppelgangers are immune to all sleep and charm effects.
Skills: A doppelganger receives a +4 racial bonus to Bluff and Disguise checks. *When using alter self, a doppelganger receives an additional +10 circumstance bonus to Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus to Bluff and Disguise checks.
Treasure: The doppelganger has 20 gp and the half-orc carries 5 sp.

17. Temple Doors (EL 3):
A glyph of warding has been cast across the 10-foot section of passageway marked on the map by the ‘X’. When stepped on by anyone who does not speak Gruumsh’s name aloud, the glyph will activate.
Glyph of warding trap: CR 3; this glyph will release its energy at the gargoyle statues to either side, causing them to be flung into the hallway; those in the second rank must make a Reflex save (DC 16) or suffer 16 points of damage from one of these statues  save reduces damage to 8 points; Search DC 28; Disable Device DC 28. Note: This glyph is cast at the 8th level of ability.
Statues thus flung will make a great deal of noise, negating any chance for surprise in encounter Area #18. The statues are not animated in any way.

18. Temple Chamber (EL 10):
Beyond these double doors is a large, open room lit by braziers and candles. The scent of incense is faintly noticeable, but only barely conceals the stench of burnt flesh. Across the room opposite the door is a dais and an altar. This consists of a semi-circular, 3-step, raised platform projecting out from the wall. On the dais is a gigantic 18-foot-tall statue of a one-eyed, orc-like humanoid, standing with legs spread and holding a greatsword in both hands above his head. In front of this statue, standing on the main floor, are three heavily armed half-orcs. Behind them stands a woman in plate armour wearing a mace. To the left and in the corner is a font with 10 slaves chained hand and foot beside it.
A PC can recognize the statue as a representation of Gruumsh, god of the orcs, with a successful Knowledge (religion) check (DC 12  Gruumsh is usually depicted wielding a spear). 
If the cleric, Jillain, is alerted of the party’s presence before they enter this area (due to their having made loud noise, etc.  have her make a Listen check with an appropriate DC), she will cast the following spells in the order listed (time permitting): 
•	silence in the area round the door 
•	prayer over herself and her defenders. 
•	resist fire and protection from good upon herself.
Further, if the NPCs are aware of the party’s approach, Jillain’s troll cohort will make himself tiny using a stone of diminution (new item  see Appendix 1) and will be hidden inside the temple poor-box, on the wall to the right just inside the doors, when they enter. Two rounds after the party enters (on cue from the moment Jillain’s silence spell takes effect) the troll will burst out of the box at full size and attack the party from the rear. Characters should make a Spot check (DC 20, modified by facing of PCs) to see the troll emerge and charge, or else be caught flat-footed by its first attack sequence  they likely won’t be able hear it as the poor-box is covered by Jillain’s silence spell. If Jillain and her allies are unaware of the party’s approach, the troll will simply be behind the statue of Gruumsh when the party enters, and thus the boxed description of the room will not need to be changed. Also, hiding behind the font is a rogue (Spot DC 22), an ally of Jillain who will attempt to sneak attack unarmored PCs wherever possible. 
	The warriors (and the troll) will attempt to melee with a party, preventing attackers from reaching Jillain, a very human-seeming half-orc cleric. She will stay behind them, attempting to cast spells for as long as possible; when necessary, however, she will pick up her spear (lying against the altar), and engage enemies in melee. 
	The slaves are ordinary slaves (AC 10, hp 3) and will avoid combat if at all possible. No figure may pass through this group due to their chains; they must always be circled. Figures forced into the slaves must make a Balance check (DC 15) or else stumble and fall amongst them. Any slavers who do so will suffer 2d3 points of subdual damage per round spent among the slaves, as stray chains, fists, and feet will strike them.
Jillain, female half-orc cleric (Gruumsh) 6: CR 6; SZ 5'5"; HD 6d8; hp 35; Init +1; Spd 30 ft, 20 ft in plate; AC 19 (+1 Dex, +8 full plate); Atk: +8 melee (1d8+3, x3, shortspear) or +6 melee (d8+2, heavy mace); SA smite, spells; SQ darkvision 60 ft, rebuke undead, spontaneous casting; AL CE; SV Fort +5, Ref +3, Will +8; Str 14, Dex 13, Con 11, Int 12, Wis 16, Chr 12. 
Skills: Appraise +2, Concentration +9, Diplomacy +4, Intimidate +5, Heal +4, Knowledge (religion) +8, Listen +1, Sense Motive +5, Spellcraft +8, Spot +1. Feats: Combat Casting, Leadership, Weapon Focus (shortspear). 
Smite (Su): 1/day  one melee attack gets +4 to hit and +6 damage. 
Cleric Spells (5 / 4+1 / 4+1 / 3+1): 0 – detect magic, detect poison, guidance, purify food & drink, resistance; 1st – command (x2), cure light wounds (x2); 2nd – hold person (x2), silence, spiritual weapon (spear); 3rd – bestow curse, blindness, prayer; Domain spells (Destruction, Evil): 1st – protection from good; 2nd – shatter; 3rd – cause serious wounds.
Possessions: full plate, unholy symbol, +1 shortspear, heavy mace, potion of haste, 20 gp.
Temple Guards, male half-orc War3 (3): CR 2; SZ Medium; HD 3d8+3; hp 23, 21, 17; Init +0; Spd 20 ft in chain; AC 17 (+5 chainmail, +2 shield); Atk: +6 melee (1d8+2, 19-20/x2, longsword), or +3 ranged; SQ darkvision 60 ft, half-orc traits; SV Fort +4, Ref +1, Will +1; AL CE; Str 15, Dex 10, Con 12, Int 10, Wis 10, Cha 8. 
Skills: Jump +4, Listen +3, Search +3, Spot +3. Feats: Toughness, Weapon Focus (longsword). 
Possessions: chainmail, large steel shield, longsword, 5 gp.
Krakk, male troll: CR 5; SZ Large giant; HD 6d8+36; hp 63; Init +2; Spd 30 ft; AC 18 (-1 size, +2 Dex, +7 natural); Atk: 2 claws +9 (1d6+6), bite +4 (1d6+3); Face 5 ft x 5 ft; Reach 10 ft; SA rend 2d6+9; SQ regeneration 5, scent, darkvision 90 ft; AL CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Chr 6. 
Skills: Listen +5, Spot +5. Feats: Alertness, Iron Will.
Rend (Ex): If both claw attacks hit an opponent, the troll latches on and rends the flesh for 2d6+9 additional points of damage. 
Regeneration (Ex): All damage dealt to trolls, excepting that from fire or acid, is considered subdual damage.  If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes, or can be reattached by being held to the stump.  
Scent (Ex): Detects opponents by scent within 30 feet; 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering). May track by scent using a Wisdom check (max DC 10). 
Maggnor, male half-orc Ftr1/Rog3: CR 4; SZ Med (5’9:); HD 1d10+3d6; hp 15; Init +2; Spd 30 ft; AC 14 (+2 Dex, +2 leather); Atk +8 melee (1d8+3, longsword); SA sneak attack +2d6; SQ evasion, uncanny dodge, darkvision 60 ft, half-orc traits; SV Fort +3, Ref +5, Will +1; AL NE; Str 16, Dex 14, Con 11, Int 10, Wis 10, Cha 10.
Skills: Escape Artist +5, Hide +9, Innuendo +4, Listen +3, Move Silently +9, Search +6, Spot +5. Feats: Toughness, Weapon Focus (longsword).
Possessions: Leather armour, masterwork longsword. 
	On the floor between the legs of the statue is an ornamental trap door (Search DC 10). This leads to the lower sections of the temple, through the aspis lair. The trapdoor has been trapped to prevent unwanted people in the lower level: if it is opened without first locking the secret catch located on the left foot of the statue, the arms of the statue will fall forward, dropping the blade on anyone in the way. 
Scything blade trap: CR 3; +8 melee (3d8/x3); Search DC 21; Disable Device DC 15.
	Treasure: In a niche at the top of the shaft underneath the statue (Search DC 15) are a pouch holding a cloth-wrapped, uncut diamond (1,000 gp), three leather bags holding 150 gp each, and a metal scroll tube containing the papers entitled “Order of the Day,” “Roster of the Guard,” and “Finance Record” (found on p.45 of the Scourge book). The troll will have the stone of diminution (see Appendix 1) on it, or else will have dropped it on the floor beside the remains of the poor-box after emerging to attack.

19. Ruined Chapel (EL 6):
The squeaking sound comes from several stirges, which nest in the creepers on the walls. 
Stirges (10): CR ½; SZ Tiny beast; HD 1d10; hp 5; Init +4; Spd 10 ft, fly 40 (average); AC 16 (+2 size, +4 Dex); Atk touch +6 melee (1d3-4); SA attach, blood drain; AL N; SV Fort +2, Ref +6, Will +1; Str 3, Dex 19, Con 10, Int 1, Wis 12, Chr 6. 
Skills: Hide +14. Feats: Weapon Finesse (touch). 
Attach (Ex): If a stirge hits with a touch attack, it uses its 8 pincers to latch onto its victim. An attached stirge has an AC of 12. 
Blood drain (Ex): A stirge drains blood, dealing 1d4 points of temp Con damage each round; after draining 4 points, it detaches and flies away to digest its meal.
Hungry, they will attack any who enter this chamber, avoiding those with open flames and attacking other characters first. If four or more stirges are killed, the survivors will retreat to their nests. They will return to attack, however, in 5-8 rounds should anyone remain in the chamber. 
Treasure: Under one of the vines (Search DC 17) is a jewelled dagger worth 400 gp. 

KEY TO THE SEWER LEVEL
Sewer Encounter Table (d10): Encounter occurs 1 in 6, check every ten minutes.
1.		1d4 aspis drones. 
2-3.		2d6 orcs.
4-5.		slave band  see below.
6.		2d10 dire rats.
7.		1d2 dire weasels.
8.		green slime.
9.		1d3 doppelgangers.
10.		1d6 crocodiles.

Aspis drone: CR 5; SZ Medium monstrous humanoid (7 or 5 ft tall); HD 6d8+12; hp 39; Init +1; Spd 30 ft, 40 ft on four legs; AC 18 (+2 Dex, +4 natural, +2 shields); Atk: 2 claws +7/+3/+2 (1d4+3) or 2 weapons +7/+3/+2 melee, or 3 darts +6/+2/+1 ranged (1d3+3, 20 ft); SQ hive mind, immunities, fire and sonic resistance 15; AL N; SV Fort +4, Ref +8, Will +7; Str 16, Dex 15, Con 14, Int 13, Wis 12, Cha 7. 
Skills: Balance +8, Climb +9, Craft or Profession (any one) +7, Listen +9, Search +7, Spot +9. Feats: Alertness, Multidexterity, Multi-Weapon Fighting. 
Hive mind (Ex): All aspis within 10 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one of a group is not flat-footed, none are. No aspis in a group is considered flanked unless they all are.
Immunities (Ex): Aspis have poison, electrical, and cold immunity.

Orcs: There is a 10% chance that an ogre will be with any band of Raining Blood orcs. 
Orcs: CR ½; SZ Med humanoid; HD 1d8; hp 4; Init +0; Spd 20 ft in scale mail; AC 14 (+4 scale mail); Atk +3 melee (1d6+2, handaxe or shortsword), or +1 ranged (1d8, 80 ft, light crossbow); SQ darkvision 60 ft, light sensitivity (-1 penalty to attack in bright sunlight or daylight spell); AL CE; SV Fort +2; Refl +0; Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Chr 8. 
Skills: Listen +2, Spot +2. Feats: Alertness.
Ogre: CR 3; SZ Lg giant; HD 4d8+8; hp 25; Init -1; Spd 30 ft.; AC 16 (-1 size, -1 Dex, +5 natural, +3 hide); Atk: +8 melee (2d6+7, huge greatclub), or +1 ranged (1d8+5, 40 ft, thrown rock); Reach 10 ft; SQ darkvision 60 ft; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7. 
Skills: Climb +4, Listen +2, Spot +2. Feats: Weapon Focus (greatclub).

Slave band: 2d6 slaves shackled and manacled together are being herded through the sewers by 2d4 orcs armed with whips and short swords. There is a 25% chance that a human slaver agent (Type D NPC, level 5-7) will be present, along with a half-orc interpreter (Type B NPC), preparing a caravan to leave the city.

Dire rat: CR 1/3; SZ Small animal; HD 1d8+1; hp 5; Init +3; Spd 40 ft, climb 20 ft; AC 15 (+1 size, +3 Dex, +1 natural); Atk: bite +2 melee (1d4); SA disease; SQ low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Chr 4. 
Skills: Climb +11, Hide +11, Spot +6. Feats: Weapon Finesse (bite). 
Disease (Ex): Those bitten must save (Fort DC 11), or contract disease with an incubation time of 1d3 days (1 Con/1 Dex and 1 Con). 
Scent (Ex): Senses creatures by smell within 30 feet (60 downwind, 15 upwind; double ranges if strong smell, triple if overpowering). Track by scent (DC 10).

Dire weasel: CR 2; SZ Medium animal; HD 3d8; hp 13; Init +4; Spd 40 ft; AC 16 (+4 Dex, +2 natural); Atk: bite +6 melee (1d6+3); SA attach, blood drain; SQ low-light vision, scent; AL N; SV Fort +3, Ref +7, Will +4; Str 14, Dex 19, Con 10, Int 2, Wis 12, Chr 11. 
Skills: Hide +9, Move Silently +10, Spot +5. Feats: Weapon Finesse (bite). 
Attach & blood drain (Ex): Latches on with successful bite (loses Dex bonus to AC while so attached), then drains 2d4 points of temp Con each round while attached. 
Scent (Ex): Senses creatures by smell within 30 feet (60 downwind, 15 upwind; double ranges if strong smell, triple if overpowering). Track by scent (DC 10).

Green Slime: CR 4; Spot DC 20; Reflex save (DC 20) avoids; 1d6 points of temporary Con damage per round of contact; can be scraped off in first round, but must be frozen, burned, or cut away afterwards (doing damage to victim as well); 2d6 points of damage to wood or metal per round (ignores hardness of metal); cold, heat, sunlight, or cure disease kills instantly. See DMG 117.

Doppelganger: There is a 50% chance that these creatures will be posing as orcs and/or 
half-orcs when encountered.
Doppelganger: CR 3; SZ Medium shapechanger; HD 4d8+4; hp 22; Init +1; Spd 30 ft; AC 15 (+1 Dex, +4 natural); Atk: 2 slams +4 (1d6+1); SA detect thoughts; SQ alter self, immunities; AL NE; SV Fort +5; Ref +5; Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Chr 13. 
Skills: Bluff +12*, Disguise +12*, Listen +11, Sense Motive +6, Spot +8. Feats: Alertness, Dodge. 
Detect thoughts (Su): A doppelganger can continuously detect thoughts as the spell cast by an 18th-level sorcerer (Will DC 13). 
Alter self (Ex): A doppelganger can assume the shape of any Small or Medium humanoid. This works as the alter self spell cast by an 18th-level sorcerer, but the doppelganger can stay in the chosen form indefinitely. Each alteration is a standard action. 
Immunities (Ex): Doppelgangers are immune to all sleep and charm effects.
Skills: A doppelganger receives a +4 racial bonus to Bluff and Disguise checks. *When using alter self, a doppelganger receives an additional +10 circumstance bonus to Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus to Bluff and Disguise checks.

Crocodile: CR 2; SZ Medium animal; HD 3d8+9; hp 22; Init +1; Spd 20 ft, swim 30; AC 15 (+1 Dex, +4 natural); Atk: bite +6 (1d8+6), and/or tail slap +6 melee (1d12+6); SA improved grab; SQ low-light vision, tremorsense; AL N; SV Fort +6, Ref +4, Will +2; Str 19, Dex 12, Con 17, Int 2, Wis 12, Chr 2. 
Skills: Hide +7, Listen +5, Spot +5.
Improved grab (Ex): If it hits with its bite, it will lock its jaws and drag the victim into the water, pinning the victim to the bottom. Victim will take automatic bite damage every round, as well as drowning damage.
Tremorsense (Ex): Crocodiles can sense creatures by vibration and other non-visual means to a range of 60 feet while in water.

NOTE: There are three main types of construction found throughout the underground passages of the temple — (i) dirt tunnels and chambers, (ii) sewers, and (iii) hewn and mortared passageways and rooms. 
(i) Dirt tunnels are dug from the soil, hard packed, and are roofed by sturdy wooden planks with 8-inch square beams every 5 feet supporting the ceiling. These passages are normally 10 feet wide, but this will vary considerably from section to section. The ceilings are usually about 7 to 8 feet high. The chambers have also been excavated and are supported by beams, though there is generally little or no planking to cover the ceiling. The walls and floors in chambers and passages are slightly muddy, but show no signs of crumbling. If the beams supporting the ceiling are destroyed (i.e., due to removal, fire, lighting bolt, etc.), there will be a collapse in a (1d6+4)-foot radius. Persons caught in this area will suffer 2d10+4 points of damage (Reflex save (DC 15) halves). If more than 15 points are sustained by a character, that person has been totally buried under 2d4 feet of rubble and earth and must be rescued or else die of suffocation (see DMG 85). A Medium-sized character may dig a comrade out at an effective rate of 2 feet per minute without tools or 5 feet per minute with shovels, plus one foot more or less by Strength modifier (eg, a 16 Str character digs 5 feet per minute unequipped, or 8 feet equipped; a 7 Str translates to 1 foot unequipped (the minimum) or 3 feet equipped). These rates should be further modified for larger or smaller characters. A collapse will totally block a passage.
(ii) Sewer tunnels are 20-foot wide arched passageways of brick and stone. The walls are rotting, crumbling brick covered with harmless molds and slimes. Along one side there is generally a 5-foot wide stone ledge. The remainder of the passage is filled with a runoff mixture of sewage and water, up to 6 inches below the level of the ledge. The ceiling is formed of stone blocks, and stone arches support it every 10 feet. The ceiling is 7 feet high (from the ledge) at the sides of the passageway and 10 feet at the center of the arch. Water drips from cracks in the stone and occasional calcification has formed tiny stalactites hanging from the ceiling. In some places, small plant roots hang down from above. The sewage depth varies from 5 to 12 feet at any given point (roll d8+4 to determine the depth when necessary). 
	Garbage floats sluggishly at the surface, not revealing the stronger undercurrent. This current, roughly 2 feet beneath the surface and below, moves at a rate of 5 feet per round in the direction of the Grub Hatchery (Room #2), and requires anyone in the sewer water to make a successful Swim check (DC 10) to avoid being dragged under (check only for characters who are trying to tread water in place; for those attempting movement in the water, use the following DCs). Swimming against this current requires a successful Swim check (DC 14) and those swimming upstream must subtract this rate from their overall speed, while those swimming downstream (Swim DC 10) may add this amount to their movement rate. 
(iii) The other passageways and rooms are of standard dungeon construction. These areas are comparatively dry. The wails, ceiling, and floors are made of large blocks of smoothly dressed stone with wooden or stone support arches every 20 to 30 feet. Doors are made of heavy oak, bound in iron and studded with large rivets, and unless otherwise noted have the following characteristics: Hardness 5, hp 25; Stuck DC 19, Locked DC 23; Open Locks DC 25.

 1. Escape Ladder:
This ladder leads to the temple altar on the surface (Room #18). A stone lid covers the top of the shaft, but this may be moved aside from below with a Strength check (DC 14). The tracks are those of orcs coming and going, and of an unknown creature of great stature and alien proportions (an aspis).

 2. Grub Hatchery (EL 8):
The room is actually a pit filled with waste and sewage coming up to the level of the surrounding passages. The sewage is just over 5 feet deep and has the consistency of slimy quicksand. Beneath the sewage at the entrances are 5-foot x 5-foot platforms, and connecting them is a 3-foot wide ledge. The forward edge of the platform becomes steps going down into the pit, six steps in all. The platforms are covered by 6 inches or so of sewage, while the ledge quickly slopes down to a submerged depth of 2 feet. 
	When first entering the room, if no precautions are taken (Spot DC 25 or Search DC 12 if probing ahead, i.e., with a pole or spear), the front rank will likely stumble on the hidden and very slippery steps and plunge into the cesspool (Reflex save (DC 20) avoids). Further, the horrid stench of the sewage here, when first encountered, will cause all in the room to make Fort saves (DC 13) or be helpless with nausea for 2d4 rounds. Medium-sized characters in the pit move at 1/2 their normal speed, suffer a -4 circumstance penalty to hit, lose any Dexterity bonuses to AC, and may only use piercing/thrusting weapons to attack. Small-sized or smaller characters may do nothing but attempt to stay afloat. Those submerged in the sewage may risk drowning (DMG 85), as well as corrosion damage (see below). Characters who cannot touch bottom may stay afloat each round in the viscous muck with a successful Swim check (DC 12) or may attempt to “swim” to solid ground (Swim DC 16) at a speed of 5 feet; in either case, if they have only one hand free they will suffer a –2 circumstance penalty to the roll and if both hands are full this penalty increases to -4. Staying afloat or moving in this way is a full round action. 
	The sewage is mildly corrosive, burning flesh and damaging organic materials. Each round, characters standing on the ledge and their cloth or leather (or paper, etc.) goods will take 1d2 hit points of damage; those immersed in the pit, along with their organic goods, will suffer 1d4+1 points of damage each round and for two rounds after immersion. 
	Any character moving without support or who is hit while on the platforms must make a Balance check (DC 13) or slip and fall, and if a check fails by 5 or more the character falls off the platform into the pit. Movement on the ledge is even more difficult (Balance DC 15), and here a failure by only 4 or more results in falling into the pit. Any character who is fighting, running, or taking similar actions on these areas suffers a –2 circumstance penalty to Balance checks. 
	To add to the danger, living in these pits are a number of aspis larvae in different stages of growth. These blind 15- to 30-inch long creatures will attack any disturbance in the sewage, choosing greater over lesser disturbances. They are capable of attacking while submerged, and may in fact only rise half-way above the surface (and thus cannot attack characters on the 5 x 5 platforms, where the sewage is too shallow). Up to three may attack those standing on a ledge, and all may attack those in the pit.
Aspis larvae (5): CR 2; SZ Tiny aberration; HD 3d8+3; hp 26, 21, 20, 16, 10; Init +2; Spd swim 30 ft, 10 ft burrow; AC 14 (+2 size, +2 Dex); Atk bite +5 melee (1d6+1); SQ blindsight, tremorsense 30 ft, immunities, fire resistance 20; AL N; SV Fort +2, Ref +3, Will +1; Str 12, Dex 15, Con 12, Int 8, Wis 7, Cha 7. 
Skills: Hide +8, Listen +4, Search +5, Spot +4.
Immunities (Ex): Aspis have poison, electrical, and cold immunity.
	If the sewage is collected and carried so that it can be thrown at opponents, it will do no damage, but the stench of the fluid will cause all within a 5-foot radius of the burst sewage pots to make Fortitude saves (DC 13) or be nauseated for 1d4+1 rounds. The sewage fluid may only be carried in ceramic or metal vessels, and if the container is not sealed, the smell will affect the party; even if the sewage is carried in a sealed container, the stench gained in obtaining the fluid will remain on the vessel for one hour, negating surprise upon any creatures with senses of smell during that time. Characters unable to wash the sewage off will carry the overpowering smell for 3 days. 

3. Egg Chamber (EL 8):
The passageway rises quickly above the level of the sewage and the chamber floor seems dry. The space is large and many beams support the dirt ceiling. Ten feet away, spaced in a ring around the only entrance to the chamber, are three large insect creatures  one carrying long swords, the others tending to the glistening white ovoids near the far wall.
Aspis drones (3): CR 5; SZ Medium monstrous humanoid (7 ft tall); HD 6d8+12; hp 39; Init +1; Spd 30 ft; AC 18 (+2 Dex, +4 natural, +2 shields); Atk: 2 claws +7/+3/+2 (1d4+3) or +7/+3/+2 melee (1d8+3, 19-20/x2, 2 longswords), or +6/+2/+1 ranged (1d3+3, 20 ft, darts); SQ hive mind, immunities, fire and sonic resistance 15; AL N; SV Fort +4, Ref +8, Will +7; Str 16, Dex 15, Con 14, Int 13, Wis 12, Cha 7. 
Skills: Balance +8, Climb +9, Craft or Profession (any one) +7, Listen +9, Search +7, Spot +9. Feats: Alertness, Multidexterity, Multi-Weapon Fighting. 
Hive mind (Ex): All aspis within 10 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one of a group is not flat-footed, none are. No aspis in a group is considered flanked unless they all are.
Immunities (Ex): Aspis have poison, electrical, and cold immunity.
These three aspis are guarding the egg chamber. They will instantly attack any strangers who enter the room with a +2 morale bonus to attack rolls, and will neither retreat nor surrender. If not surprised, they will attempt to summon aid by making loud clicks and whistles. If any should come (50% base chance, subject to DM’s modification), it will be a few of the drones from the Aspis Chamber, Area #5). 
Treasure: Hidden under one of the eggs along the south wall of the chamber are 3 gems worth 500 gp, 150 gp, and 75 gp respectively.

4. Food Storage (EL 5):
A 5-foot wide path runs through the center of this room from exit to exit. To either side of the path is a trench 5 feet wide, filled with grain. Beyond the trenches are piles of dried carcasses and mounds of rotting vegetation. Hung from stakes driven into the walls are leather skins and full bladders.
This chamber is the food storage area for the aspis; the trenches to either side of the path are 3 feet deep. The southern one contains nothing but grain, but the one to the north is inhabited by a gray ooze which will attack creatures that disturb its trench. The ooze, hidden under the grain, can be noticed only with a successful Spot check (DC 20). The mounds of decaying vegetation are infested with rot grubs. 
Gray ooze: CR 4; SZ Medium ooze; HD 4d10+10; hp 30; Init –5; Spd 10 ft.; AC 5 (-5 Dex); Atk: slam +4 melee (1d6+1 and 1d6 acid); SA improved grab, acid, corrosion, constrict 1d6+1 and 1d6 acid; SQ blindsight, cold and fire immunity, ooze, camouflage; AL N; SV Fort +1, Ref -4, Will -4; Str 12, Dex 1, Con 11, Int –, Wis 1, Cha 1. 
Skills: Climb +8, Listen +5, Spot +5.
Improved grab (Ex): To use this ability, the gray ooze must hit with its slam attack. If it gets a hold, it can constrict.
Acid (Ex): A grey ooze secretes a digestive acid that quickly dissolves organic material and metal. Any melee hit deals acid damage. 
Corrosion (Ex): The ooze’s acid touch deals 40 points of damage per round to wood or metal objects. Armour or clothing dissolves and becomes useless immediately unless it succeeds at a Reflex save (DC 19). The acid cannot harm stone. A wooden or metal weapon that strikes a grey ooze is also dissolved immediately unless it saves as above (Reflex DC 19).
Constrict (Ex): A grey ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armour suffer a –4 circumstance penalty to Reflex saves against the ooze’s acid when grappled. 
Ooze: Immune to mind-influencing effects, poison, sleep, stunning, and polymorphing; not subject to critical hits. 
Camouflage (Ex): It takes a successful Spot check (DC 15) to recognize a motionless grey ooze for what it really is.
Rot grubs: CR 2; Spot DC 15; Atk touch +1 melee (burrow into victim’s flesh if touch is successful; will kill the host in 1d20+10 minutes unless flame or cure disease is applied; flame must be applied within 3 rounds of grub attack, and also damages host). 
Treasure: A successful Search check (DC 15) will allow a PC to notice the thongs of a leather sack under one of the piles (but searching the piles will also provoke attack by the rot grubs). The sack contains three apples, each covered with a glittering, silver-blue mold that is beneficial: eating one apple will cure any non-magical disease. 

5. Aspis Chamber (EL 9):
This large dugout chamber has several exits visible. Three of these are man-sized in height and lead off in different directions. The other exits are smaller, near the floor, and appear to be large enough for only gnomes or holdings to use. There is much activity, and the room appears to be a meeting area. Three insect men are occupied with various tasks — mending straps, eating, and sharpening weapons. Around their feet run four giant ants.
	In front of each tunnel entrance is a silken trip cord set about 4 inches above the floor, which can be noticed only with a successful Spot check (DC 25) or by a rogue checking for traps. This trip-cord will release a camouflaged net that has been hung over the tunnel entrances; the nets have been soaked in giant sundew sap, making them particularly sticky. 
Camouflaged net trap (5 ft x 5 ft): CR 3; Reflex save (DC 15) avoids; Search DC 16; Disable Device DC 15.  Note: Any creatures caught in the nets suffer a -4 entanglement penalty to all actions requiring movement (including combat and Escape Artist checks) in the first round, and this penalty will increase by -1 each round thereafter as they become more fully enmeshed. A character can take a full round action to attempt an Escape Artist check (DC 15), to attempt to cut his or her way free with a Small-sized or smaller edged weapon, or else to break loose: the net has Hardness 3, 10 hp, and Break DC 22. 
	When the party enters, the drones will first order the ants to attack while they prepare (readying their longswords and shields). They will stab at the defenseless players caught in the nets while the others are preoccupied with the giant ants.
Giant worker ants (4): CR 1; SZ Med vermin; HD 2d8; hp 12; Init +0; Spd 50 ft, climb 20 ft; AC 17 (+7 natural); Atk bite +4 (1d6); SA improved grab, darkvision 60 ft; AL N; SV Fort +3, Ref +0, Will +0; Str 10, Dex 10, Con 10, Int –, Wis 11, Cha 9. 
Skills: Climb +8, Listen +5, Spot +5.
Improved Grab (Ex): To use this ability, the giant ant must hit with its bite attack.
Vermin: Immune to mind-influencing effects; all vermin have blindsight. 
Aspis drones (3): CR 5; SZ Medium monstrous humanoid (7 ft tall); HD 6d8+12; hp 39; Init +1; Spd 30 ft; AC 18 (+2 Dex, +4 natural, +2 shields); Atk: 2 claws +7/+3/+2 (1d4+3) or +7/+3/+2 melee (1d8+3, 19-20/x2, 2 longswords), or +6/+2/+1 ranged (1d3+3, 20 ft, darts); SQ hive mind, immunities, fire and sonic resistance 15; AL N; SV Fort +4, Ref +8, Will +7; Str 16, Dex 15, Con 14, Int 13, Wis 12, Cha 7. 
Skills: Balance +8, Climb +9, Craft or Profession (any one) +7, Listen +9, Search +7, Spot +9. Feats: Alertness, Multidexterity, Multi-Weapon Fighting. 
Hive mind (Ex): All aspis within 10 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one of a group is not flat-footed, none are. No aspis in a group is considered flanked unless they all are.
Immunities (Ex): Aspis have poison, electrical, and cold immunity.
If forced to retreat, the drones will attempt to go to the Breeding Chamber (Area #6) to help protect the cow. No reinforcements will come to this chamber unless the party is already being pursued.

6. Aspis Breeding Chamber (EL 11):
This chamber is a large cavern dug from the earth, its ceiling supported by long beams that extend from wall to wall. The ceiling is 12 feet high. The floor is puddled with water. Several openings are visible; some 4 or 5 feet high while others are only high enough for a halfling or gnome to crawl through. Towards the centre of the room is a gigantic white larva, almost 15 feet long and 4 feet wide. Around it are four insect men, each armed with two halberds. On the floor against the south wall may be seen four leathery white balls, each about 1 foot in diameter.
This is the main breeding chamber of the aspis. It is occupied by the aspis cow and her servants. Note that the cow is effectively immobile in combat and can bite only opponents within 5 feet of her “head.”
Aspis cow: CR 5; SZ Large monstrous humanoid (15 ft long); HD 10d8+50; hp 90; Init +0; Spd 1 ft; AC 13 (-1 size, +4 natural); Atk: bite +14/+9 (3d6+4); Face 5 ft x 15 ft; SA acid, telepathy; SQ hive mind, immunities, fire and sonic resistance 15; AL N; SV Fort +10, Ref +7, Will +9; Str 18, Dex , Con 20, Int 15, Wis 14, Cha 12. 
Skills: Concentration +18, Listen +17, Search +15, Sense Motive +17, Spot +17. Feats: Alertness, Great Fortitude, Skill Focus (Sense Motive). 
Acid (Ex): The cow secretes an acidic slime that eats through metal or organic material and burns exposed flesh. The acid deals 10 points of damage per round to wood or metal objects, but cannot harm stone. A wooden or metal weapon that strikes a grey ooze must make a Reflex save (DC 15) or take 1d8 points of damage. Creatures who touch the cow get a similar save (Reflex DC 15) to avoid taking 1d8 points of damage. Acid damage continues for each round of exposure, and continues thereafter until the acid is washed off. 
Telepathy (Su): The queen can communicate telepathically with any aspis in a ten mile radius.
Aspis drones (4): CR 5; SZ Medium monstrous humanoid (7 ft tall); HD 6d8+12; hp 39; Init +1; Spd 30 ft; AC 16 (+2 Dex, +4 natural); Atk +7/+3/+2 melee (1d10+4, x3 crit, 2 halberds); SQ hive mind, immunities, fire and sonic resistance 15; AL N; SV Fort +4, Ref +8, Will +7; Str 16, Dex 15, Con 14, Int 13, Wis 12, Cha 7. 
Skills: Balance +8, Climb +9, Craft or Profession (any one) +7, Listen +9, Search +7, Spot +9. Feats: Alertness, Multidexterity, Multi-Weapon Fighting. 
Hive mind (Ex): All aspis within 10 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one of a group is not flat-footed, none are. No aspis in a group is considered flanked unless they all are.
Immunities (Ex): Aspis have poison, electrical, and cold immunity.
Due to their fanatical devotion to the nest, the drones gain a +2 morale bonus to hit and will not surrender or flee unless the cow is slain. If the cow should be killed, the aspis will attempt to flee to the egg and grub chambers to defend the young. 
	Also, 1d4+1 rounds after the party enters, 1d3 giant soldier ants will appear from the mouths of the ant tunnels (determine which tunnel randomly) to assist the aspis. Every round after the soldier ants appear, 1d3 worker ants will enter the chamber, until a total of ten have arrived or five rounds have passed, whichever comes first. All ants will retreat, however, before a stoutly wielded flame.
Giant soldier ants: CR 2; SZ Medium vermin; HD 2d8+2; hp 11; Init +0; Spd 50 ft, climb 20 ft; AC 17 (+7 natural); Atk bite +4 melee (2d4+3); SA improved grab, acid sting 2d4+1; SQ blindsight; AL N; SV Fort +4, Ref +0, Will +1; Str 14, Dex 10, Con 13, Int –, Wis 13, Cha 11. 
Skills: Climb +10, Listen +6, Spot +6.
Acid Sting (Ex): To use this ability, the giant ant must hit with its bite attack. It may then make a +4 acid sting attack for 1d4+1 piercing damage and 1d4 acid damage.
Giant worker ants: CR 1; SZ Medium vermin; HD 2d8; hp 9; Init +0; Spd 50 ft, climb 20 ft; AC 17 (+7 natural); Atk bite +4 melee (1d6); SA improved grab; SQ vermin; AL N; SV Fort +3, Ref +0, Will +0; Str 10, Dex 10, Con 10, Int –, Wis 11, Cha 9. 
Skills: Climb +8, Listen +5, Spot +5.
Improved Grab (Ex): To use this ability, the giant ant must hit with its bite attack.
Vermin: Immune to mind-influencing effects; all vermin have blindsight. 
The entrances may be temporarily blocked with any suitable material (bundles of sacks, a full backpack, a body, etc.). Each blockage will require 2 rounds for the ants to remove. 
Treasure: Along the south wall are four egg cases. These have been collected after the larva have hatched, then cleaned and sewn back together to form sacks. One of these cases contain contains a +1 cloak of deflection, a potion of cure moderate wounds, and a scroll of protection from petrification (10' radius).

7. Spare Food Chamber:
	The trap door is locked from the top side, but there is a secret catch on the underside that a rogue may locate with a successful Search check (DC 20). Otherwise, it may be forced or bashed apart [Hardness 5, hp 6; Break DC 20], though this is difficult to do from a ladder or a flying or levitating position (-2 circumstance penalty to any applicable rolls) and, in any case, will make a great deal of noise. 

8. Giant Ant Lair (EL 8  each chamber):
a.	Each chamber will contain 8 giant worker ants and 2 giant soldier ants:
Giant worker ants: CR 1; SZ Medium vermin; HD 2d8; hp 9; Init +0; Spd 50 ft, climb 20 ft; AC 17 (+7 natural); Atk bite +4 melee (1d6); SA improved grab; SQ vermin; AL N; SV Fort +3, Ref +0, Will +0; Str 10, Dex 10, Con 10, Int –, Wis 11, Cha 9. 
Skills: Climb +8, Listen +5, Spot +5.
Giant soldier ants: CR 2; SZ Medium vermin; HD 2d8+2; hp 11; Init +0; Spd 50 ft, climb 20 ft; AC 17 (+7 natural); Atk bite +4 melee (2d4+3); SA improved grab, acid sting 2d4+1; SQ vermin; AL N; SV Fort +4, Ref +0, Will +1; Str 14, Dex 10, Con 13, Int –, Wis 13, Cha 11. 
Skills: Climb +10, Listen +6, Spot +6.
Improved Grab (Ex): To use this ability, the giant ant must hit with its bite attack.
Acid Sting (Ex): To use this ability, the giant ant must hit with its bite attack. It may then make a +4 acid sting attack for 1d4+1 piercing damage and 1d4 acid damage. 
Vermin: Immune to mind-influencing effects; all vermin have blindsight. 
The chamber will also contain either food (60%) or eggs (40%).

b.	Queen’s Chamber: 
In this chamber, protected by 6 giant soldier ants and 2 workers (stats above), is the giant ant queen:
Giant ant queen: CR 2; SZ Large vermin; HD 4d8+4; hp 22; Init -1; Spd 5 ft; AC 17 (-1 size, -1 Dex, +9 natural); Atk bite +5 melee (2d6+4); Face 5 ft x 10 ft; SA improved grab; SQ vermin; AL N; SV Fort +5, Ref +0, Will +2; Str 16, Dex 9, Con 13, Int –, Wis 13, Cha 11. 
Skills: Listen +7, Spot +7.
Improved Grab (Ex): To use this ability, the giant ant must hit with its bite attack.
Vermin: Immune to mind-influencing effects; all vermin have blindsight. 
	The soldier ants will fight to the death while the workers attempt to remove the eggs (20 total) from the chamber. If the workers succeed, they will then attempt to push the queen to another nest. Should the queen be killed, the ants will be confused for 5 minutes, and will then begin to leave the nest. 
Treasure: The collected treasure of the giant ants may be found under the body of the queen. It consists of 7 gems (10 gp, two 50 gp, three 200 gp, one 1,000 gp) and a ceramic potion bottle of oil of slipperiness.

9.  Tilting Ledge Trap (EL 3):
If the characters make a successful Spot check (DC 20) or spend a minimum of 3 rounds observing the area, they will note that garbage floats in from both directions and collects here, although the amount of trash never really seems to increase. 
	There is a drain in the centre run-off channel and a trap has been set to make use of it. The 10-foot shaded area of ledge on the map has been fitted to tip over. 
Tilting ledge trap: CR 3; tips those standing on trap into sewage; Reflex save (DC 18) avoids; Search DC 20; Disarm Device DC 20. Note: Characters who fall into the sewer at this point will suffer a –4 circumstance penalty to all Swim checks due to the strength of the undertow here. See the description of the sewer tunnels at the beginning of this dungeon section for details on movement and drowning in the sewer waters.  	
	When leaving this area to the NW, characters will begin to hear a thumping of a steady, but slightly irregular drum-beat (no Listen checks required). The sound will echo throughout the passage and obviously will be coming from somewhere ahead.

a.  Sewer Bridge:
There is a wooden bridge supported by stone pillars that crosses the river of sewage at this point. The bridge is 5 feet wide and has no railing. It is well built and appears to be sturdy.

10. False Drum:
This tun acts as a drum when drops of water strike it from above. This sound resounds throughout the sewers at almost regular intervals. Should the tun be moved or disturbed, the intelligent creatures in nearby sections of the sewers will be aware that someone is wandering around in their area. Orcs and aspis will be ready for any attackers and will not be surprised. At the end of the passageway, in the rubble of the collapse, is a concealed door carefully camouflaged as part of the ruined wall (Search DC 18); once found, it may be opened easily.

b. Secret Door:
This secret door is a stone slab that pivots around a vertical axis, and is thus well-hidden from both directions (Search DC 22). It is activated by a large mass (such as a human body) striking the 10-foot wide slab within 2 feet of either edge: the slab will pivot in either direction. The DM should consider the possibility of the swinging end of the door striking any character in its path and possibly depositing them in the slowly flowing sewage (Reflex avoids (DC 15 + Str bonus of character opening door)).

11. Small Sewer Channels:
	Wading through this area is difficult and tiring: Medium-sized creatures have their speed reduced by one-third and suffer a –2 circumstance penalty to combat and movement-based actions; Small creatures move ½ speed and suffer a –4 circumstance penalty to actions.

11.	Orc and Ogre Outpost (EL 9):
*Note: The italicized portion below should be read only if the party approaches from the appropriate direction.
The inhabitants of the sewer have apparently enlarged this irregular-shaped room. The western half of the chamber is raised about 6 feet above the level of the sewage and the three passages that enter the west side of the chamber each go up short flight of stairs to reach the room. The east half of the area appears to have been recently dug. It has dirt floors and a ceiling supported by beams. The stone wall connecting it to the western half has been partially removed. There is a ladder in the eastern section that leads to a trap in the ceiling and here is a door on the northern wall. A great number of orcs and three ogres are in this room, armed and standing watch.
Three ogres act as captains for three squads of 6 orcs (18 orcs altogether) guarding this area. If the PCs approach from one of the three sewer passages from the west and the orcs have heard their approach or are alerted because the drumming has stopped, six of the orcs will have formed three ranks on the steps in front of the PCs. The bottom two will be armed with their handaxes, and the two ranks above them will have their crossbows ready. Behind the third rank will stand two of the ogres with six rocks each. 
	Of the remaining twelve orcs, six will remain out of sight behind the ogres to act as reinforcements, while the other six and the third ogre move down one of the side passages to attack the party from behind. In the time it takes the party to close with the orcs on the steps, their ogre captains and those armed with crossbows will attack with missile weapons. Once the PCs close with the front rank of orcs, the crossbowmen will continue to fire over the melee from their elevated positions at any unarmoured characters who have remained at a distance, targeting their bolts so as to prevent spellcasting (i.e., holding fire until any character starts casting). 
	Note that the PCs will suffer a –1 circumstance penalty to hit in melee for fighting uphill, and the orcs will gain a +1 circumstance bonus for fighting downhill; note also that, as long as they remain behind the orc crossbowmen, the ogres get 50% cover (+4 AC and +2 Reflex saves) from the orcs.
Orcs (18): CR ½; SZ Medium humanoid; HD 1d8; hp 4; Init +0; Spd 20 ft in scale mail; AC 14 (+4 scale mail); Atk +3 melee (1d6+2, x3 crit, handaxe), or +1 ranged (1d8, 19-20/x2, 80 ft, light crossbow); SQ darkvision 60 ft, light sensitivity (-1 penalty to attack in bright sunlight or daylight spell); AL CE; SV Fort +2, Ref +0, Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Chr 8. 
Skills: Listen +2, Spot +2. Feats: Alertness.
Possessions: scale mail, handaxe, light crossbow, 10 bolts.
Ogres (3): CR 3; Large giant (9 feet tall); HD 4d8+8; hp 26; Init -1; Spd 30 ft.; AC 16 (-1 size, -1 Dex, +5 natural, +3 hide); Atk +8 melee (2d6+7, huge greatclub), or +1 ranged (1d8+5, 40 ft, thrown rock); Reach 10 ft; SQ darkvision 60 ft; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7. 
Skills: Climb +4, Listen +2, Spot +2. Feats: Weapon Focus (greatclub).
As orcs in the front rank fall, their places will be filled by those behind them, who will drop their crossbows and step down into melee. Reinforcements will then fill their positions, in turn. The orcs will not flee due to their fear of the ogres and lack of a suitable escape route. 
	If the party enters from the northern door, the orcs and ogres, unless previously warned, will be unprepared for defence. They will simply rush the party and rely on greater numbers to win the battle. In the ceiling of the chamber is a false trap door (Search DC 10; cannot be opened) with an old ladder bolted to the wall leading up to it. 
Treasure: Each orc carries 2d6 sp and the ogres each have 10d10 gp. The largest ogre also has a 250-gp opal and carries a +1 dagger, lesser bane vs. arcane spellusers and magical beasts (+2 to hit (total) and +1d6 points of damage to such creatures); he is unaware of its enchantment and uses it as a tooth-pick.

13. Sewer Collapse:
The sewer ahead appears to have undergone a major collapse and the passageway is almost entirely blocked. A narrow path crosses over the tumble of rocks that the sewer water flows under. In the center, it is blocked by a large beam that extends from a crack in the floor to the ceiling. The beam appears to support a large stone block and prevents a total blockage of the passageway. The ceiling height here is 7 feet. To either side of the beam are spaces that a gnome or halfling could squeeze through. On the ground around this area are five flat pieces of rock (each about 6 inches thick), two broken beams (each 5 feet long), and a broken set of manacles. On the walls are scrawled samples of orc graffiti. [Samples: “Elves are fairies,” “Fairies wear slippers,” and “Grom the kobold takes baths.”]
	The beam blocking the centre of the passageway does indeed support the stone block in the ceiling. If this beam is removed without any precautions, the block will immediately fall and block the passageway; the passage cannot be widened, as the walls and floor are made of wide sections of tumbled stone. If one attempts to push the beam to the side, no improvement is made and the block will slip down a few inches in a clatter of small stones. Examining the crack from which the beam thrusts will disclose that the crevice extends to a substantial depth and that the beam is precariously balanced on a small outcropping of rock a short way down. Evidently, the weight of the block prevents the beam from slipping off this ledge. 
	Any PC may lift the block for one round with a successful Strength check (DC 24) and may hold it for every round thereafter that a successful Strength check (DC 23) is made. The block may be supported by the character for as long as possible while other characters slip through, or by placing three to four of the flat rocks under one of the 5-foot beams and wedging this in place. Note that a character may ‘take 20’ on the first check given a couple of minutes of “psyching-up” in preparation for the lift. When the weight is lifted off the beam, it will shift with a crash and slide into the crevice out of sight. This noise may alert any nearby creatures, or attract the attention of wandering monsters. 
	Should the block fall (either by dropping it or knocking away the support), it will do 3d10+6 points of damage (no save) to the person releasing it, unless a rope or some similar means is used to pull out the support from a distance. The fallen block will completely close off the passageway. The stone may thereafter be levered up by main force and supported with beams and stones, but this will require an incredible Strength check (DC 33) and at least half an hour to accomplish [but note that rolling a ‘natural 20’ optionally has a numeric value of 30 (see DMG 64)].

14. Orc Guardpost (EL 3):
This is a small dirt chamber. In the east corner is a small glowing brazier that provides a dim light and little heat. The odour of burnt meat and uncured leather hangs in the air. The walls are hung with the hides of various creatures, all poorly prepared and ragged. About the room are several orcs armed with shortswords and spears. Near each exit is a gong hung from a large bone stuck into the wall.
The six orcs are guards charged with alerting the main chamber of any attacks. 
Orcs (6): CR ½; SZ Medium humanoid; HD 1d8; hp 4; Init +0; Spd 20 ft in scale mail; AC 14 (+4 scale mail); Atk: +3 melee (1d6+2, 19-20/x2, shortsword), or +1 ranged (1d6+2, x2 crit, 30 ft, javelin); SQ darkvision 60 ft, light sensitivity (-1 penalty to attack in bright sunlight or daylight spell); AL CE; SV Fort +2, Ref +0, Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Chr 8. 
Skills: Listen +2, Spot +2. Feats: Alertness.
Possessions: scale mail, shortsword, javelin, 2d6 sp.
All six orcs will fight if surprised. If they are not surprised, 1-4 of the orcs will remain to fight the party while the others flee the chamber, pounding on the gong as they go. These fleeing orcs will attempt to join either the main group or one of the other guard posts. Those who remain will fight until one of their number is killed. When this happens, the survivors will attempt to flee in any direction. 
	The skins on the wall are worthless, being too poorly prepared to have any value. The brazier is made of bronze and might be worth 1 gp if it were cleaned and restored. Beyond this, there is nothing of value in the room.

15. Orc Chambers:
a. Main Chamber (EL 7):
This crudely fashioned room is large and somewhat crowded, being occupied by many orcs engaged in daily tasks. The walls throughout are hung with weapons, shields, skins, and a yellow banner depicting a red-black storm cloud that shoots blood-red lighting bolts. There are several small cooking fires giving off little light, and only slightly more heat. Near these fires are low mounds of dirt. The air is smoky and rancid smelling.
There are twenty-four adult orcs of the Raining Blood tribe in this chamber. There are also twenty young who will not fight.
Orcs, male (6): CR ½; SZ Medium humanoid; HD 1d8; hp 4; Init +0; Spd 20 ft in scale mail; AC 14 (+4 scale mail); Atk +3 melee (by weapon), or +1 ranged (by weapon); SQ darkvision 60 ft, light sensitivity (-1 penalty to attack in bright sunlight or daylight spell); AL CE; SV Fort +2, Ref +0, Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Chr 8. 
Skills: Listen +2, Spot +2. Feats: Alertness.
Orcs, female (18): CR ½; SZ Medium humanoid; HD 1d4; hp 2; Init +0; Spd 30 ft.; AC 10; Atk +1 melee (by weapon), or +0 ranged (by weapon); SQ darkvision 60 ft, light sensitivity (-1 penalty to attack in bright sunlight or daylight spell); AL CE; SV Fort +0, Ref +0, Will -1; Str 13, Dex 10, Con 11, Int 9, Wis 8, Chr 8. 
All adults will fight with equal ferocity attempting to capture or kill intruders, gaining a +1 morale bonus to hit as long as their tribal standard is visible. A variety of weapons will be available to the orcs  handaxes, shortspears, shortswords, light maces, and daggers. 
	If any orcs are killed, one or more will attempt to summon aid from one or more of the following chambers: the Chief's Den (Area #15b), the Guardpost (Area #14), or the Witch-doctor’s Camp (Area #16a). If possible, these reinforcements will attempt to circle around behind the party, although this will take at least a couple of minutes. If the orcs are forced to retreat, they will not allow themselves to be trapped in the Chief's Den if at all possible. 
	The skins on the walls are of no value, being like those in Area #14  poorly cured, ragged, and dirty. The other items that can be found in the chamber — chipped pots, worn baskets, bone dice (probably loaded), utensils made of human bones — are also of no particular value. The weapons, though battered, are sturdy and sharp. Males will have 1d6 sp on their persons; the females carry no treasure.

b. Chief’s Den (EL 10):
This room appears much like the others in this area. It is an earthen chamber, its walls hung with furs and worn tapestries instead of skins. These tapestries are dingy and drab-colored, and depict various scenes of war and torture. The dirt floor is covered with skins and furs. At the north end of the chamber is a raised platform with more furs (decorated tastelessly). Upon one end is a chest. In the chamber are several large orcs, armed and ready, and on the platform sits an extremely large orc flanked by two ogres.  Also surmounting the throne is another copy of the Raining Blood banner. 
The chief of the Raining Blood orc tribe, Urk-hch, and his two ogre advisors reside in this room. Also in the room are most of Urk-hch’s elite orc guards.
Urk-hch Bloodaxe, male orc Ftr7: CR 7; SZ Med humanoid (6’2”); HD 7d10+28; hp 72; Init +1; Spd 20 ft in chainmail; AC 16 (+1 Dex, +5 chainmail); Atk +15 melee (1d8+11, x3 crit, orc double axe (partial attack)), or +13/+13/+8 melee (1d8+8/1d8+5, x3 crit, orc double axe (full attack)); SQ darkvision 60 ft, light sensitivity (-1 penalty to attack in bright sunlight or daylight spell); SV Fort +9, Ref +3, Will +2; AL CE; Str 22*, Dex 12, Con 19, Int 11, Wis 10, Cha 10. 
Skills: Craft (weaponsmithing) +5, Jump +8 (+13), Listen +4, Spot +4. Feats: Alertness, Ambidexterity, Exotic Weapon (orc double axe), Power Attack, Two-Weapon Fighting, Weapon Focus (orc double axe), Weapon Specialization (orc double axe). 
Possessions: chainmail, masterwork orc double axe, +2 gauntlets of ogre power*.
Ogres (2): CR 3; Large giant (9 feet tall); HD 4d8+8; hp 26; Init -1; Spd 30 ft.; AC 16 (-1 size, -1 Dex, +5 natural, +3 hide); Atk: +8 melee (2d6+7, huge greatclub), or +1 ranged (1d8+5, 40 ft, thrown rock); Reach 10 ft; SQ darkvision 60 ft; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7. 
Skills: Climb +4, Listen +2, Spot +2. Feats: Weapon Focus (greatclub).
Male orc War3 (6): CR 2; SZ Medium humanoid; HD 3d8+6; hp 16; Init +1; Spd 20 ft in chainmail; AC 16 (+1 Dex, +5 chainmail); Atk: +7 melee (1d8+3, 19-20/x2 crit, longsword), or +4 ranged (1d8, 19-20/x2, 80 ft, light crossbow); SQ darkvision 60 ft, light sensitivity (-1 penalty to attack in bright sunlight or daylight spell); SV Fort +5, Ref +2, Will +1; AL CE; Str 16, Dex 12, Con 14, Int 9, Wis 10, Cha 8. 
Skills: Climb +8, Hide +4, Listen +3, Profession (hunter) +3, Spot +3, Wilderness Lore +4. Feats: Alertness, Weapon Focus (longsword).
These creatures will all fight to the death, expecting no mercy from their opponents and having no place to flee in any case. If possible, they will attempt to rush an opposing group, pushing them aside and then turning and trapping their opponents in the room. It this is successful, but they still cannot defeat their enemies, they will fetch fire from the main chamber and burn the room or fill it with smoke. 
	The chest is the only thing of obvious value in the room: it is locked and there is a keyhole in the front [Hardness 6, hp 18, Break DC 18; Open Locks DC 29]. It also has a glyph of warding cast on it., with a pass-rune that only the chief and the witch-doctor know. The key to the chest is buried in the NW corner of the chamber (Search DC 20).
Glyph of warding trap: CR 3; inflicts permanent paralysis on any who touch the chest and do not speak or inscribe the pass-rune; Fortitude save (DC 15) negates; Search DC 28; Disable Device DC 28. Note: This paralysis may only be removed by a remove curse.
Treasure: In the chest are three bags of copper coins (846 cp total) and a small pouch holding four gems (500 gp (x2), 50 gp, 10 gp). There are also three daggers: one copper-hilted, one bronze-hilted, and one brass-hilted. The blades appear to be coated with rust, which is really dried smears of an orcish poison (Fort DC 15; 1d6 Str / 2d4 Str). Only one successful strike with each dagger may be made before the poison is rubbed off. 

16. Witchdoctor’s Camp (EL 8):
Here the sewer resumes with water to the east side and a 5-foot-wide ledge to the west. A low wall of rocks, 3 feet high, blocks the ledge at this point. Across the water to the east from the wall of rocks are three ledges extending 5 feet into the water. Each of these ledges is also ringed by a 3-foot-high rock wall.
a.	Eight orcs live in the chamber just west of the ledge:
Orcs (8): CR ½; SZ Medium humanoid; HD 1d8; hp 4; Init +0; Spd 20 ft in scale mail; AC 14 (+4 scale mail); Atk +3 melee (1d6+2, 19-20/x2, shortsword), or +1 ranged (1d6+2, x2 crit, 30 ft, javelin); SQ darkvision 60 ft, light sensitivity (-1 penalty to attack in bright sunlight or daylight spell); AL CE; SV Fort +2, Ref +0, Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Chr 8. 
Skills: Listen +2, Spot +2. Feats: Alertness.
Possessions: scale mail, shortsword, 3 javelins.
At present, two are on guard duty behind the wall across the ledge. They will not attack until a party is within 20 feet of them. If fired upon with missile weapons, they have 50% cover (+4 AC, +2 Ref saves) while behind the wall. The orcs will hurl their javelins first and then draw their swords. If any PC(s) close with the orcs, they will engage them with swords, staying behind the wall. If the party does not close with the guards and attacks only with missiles or spells, the orcs will retreat out of sight up the west corridor until the party attempts to cross the wall, at which point the orcs will charge. Replacements will arrive from the side cavern to assist as needed. If two or more orcs are killed, the rest will fall back from the wall, forcing characters to cross the wall to engage; crossing is a full round action. If not engaged, the orcs will again at this point attack with javelins (if they have any left) before charging.  
Treasure: In the chamber is a stone chest [Hardness 7, hp 30, Break DC 20; Open Locks DC 25]. In a small pit under this chest (Search DC 18, or DC 5 if chest is moved) is a scroll of invisibility. Inside the chest are a large masterwork steel shield, Tuktch’s masterwork shortsword, a potion of expeditious retreat, and a bag containing 90 gp and 140 sp. There are also two 15-foot-long planks here used for crossing the sewer.

b.	The Raining Blood tribe’s witchdoctor, Tuktch, and his six bodyguards live here. 
Orcs, War2 (6): CR 1; SZ Medium humanoid; HD 2d8+2; hp 11; Init +0; Spd 20 ft in scale mail; AC 14 (+4 scale mail); Atk +4 melee (1d6+2, 19-20/x2, shortsword), or +2 ranged (1d8, 19-20/x2, 80 ft, light crossbow); SQ darkvision 60 ft, light sensitivity (-1 penalty to attack in bright sunlight or daylight spell); AL CE; SV Fort +4, Ref +0, Will +0; Str 15, Dex 10, Con 12, Int 10, Wis 10, Chr 8. 
Skills: Listen +3, Spot +3. Feats: Alertness.
Possessions: scale mail, shortsword, light crossbow, 10 bolts.
Tuktch, male orc Adp8: CR 7; SZ Medium humanoid (5’7”); HD 1d8+3+8d6+24; hp 49; Init +1; Spd 20 ft in chainmail; AC 17 (+1 Dex, +5 chainmail, +1 shield); Atk +9 melee (1d6+4, x3, halfspear), or +6 ranged (1d8, 19-20/x2, 80 ft, light crossbow); SA spells; SQ darkvision 60 ft, light sensitivity (+1 penalty to attack in sunlight or daylight spell); SV Fort +7, Ref +3, Will +9; AL NE; Str 16, Dex 12, Con 17, Int 12, Wis 16, Cha 11.
Skills: Concentration +14, Craft (armoursmith) +6, Heal +14, Knowledge (arcana) +5, Listen +3, Spellcraft +5, Spot +3. Feats: Alertness, Scribe Scroll, Weapon Focus (shortspear).
Adept Spells (4/4/3) [DC 14 + spell level]: 0 – cure minor wounds, guidance, mending, resistance; 1st – burning hands, command, protection from good, sleep; 2nd – cure moderate wounds, hold person, web. 
Languages: Common, Giant, Orc, Undercommon. 
Possessions: chainmail, small masterwork steel shield, halfspear, light crossbow, 12 bolts, unholy symbol, scroll (prayer), 15 gp. 
	As the party approaches (noise at Areas #13 or #15 will likely alert the witchdoctor and his minions), Tuktch will cast prayer from his scroll upon himself and the six orcs. After the prayer, he will cast protection from good on himself and then go to the southern-most ledge, where he will receive one-quarter cover (+2 AC, +1 Reflex). Once there, he will cast sleep at the lead figures and then web at those further back. Given the opportunity, he will target spellusers with his crossbow.  He will use hold person on troublesome PC fighters to allow his guards mass attacks on the victim(s). 
	The orcs will move to the entrances on the east side of the sewer (two on each ledge) and hide behind the low walls. One at each position will have a pot full of particularly vile sewage (when thrown, all within a 5-foot radius of the burst must make a Fortitude save (DC 15) or be helpless with nausea for 2d4 rounds). Once the adventurers have engaged with the guards on the opposite side, these orcs will attack the rest of the party first with the pots and then with missile fire. They will remain behind their walls, receiving the benefit of one-quarter cover (+2 AC, +1 Reflex). If four or more orcs on his side of the sewer are killed, the survivors will flee back into the chamber. They will not pursue the party. 
Treasure: In the chamber can be found a sack containing some cured fur pelts (100 gp total; 20 lbs); a bronze incense burner (20 gp) and a matching brazier (30 gp); several good pig-iron bars (20 gp; 10 lbs); a small, carved grey statue of Gruumsh (25 gp to an interested collector); and two 15-foot planks for crossing the sewage. A successful Search check (DC 16) will also uncover a small pouch holding 2 small yellow semi-precious stones (100 gp each).

17. Gas-filled Room (EL 3):
A short flight of steps leads up to a landing on the north end of the sewer above the level of the sewer runoff. There is a door in the centre of the north wall. 
	Have each character roll a Wisdom or a Profession (mining) check (DC 15) to notice that the air here has a bitter odour different from the rest of the sewer. Also, have each roll a Spot check (DC 10) to note that their torches (if any are used) flare and flicker slightly, as if from a draft.
	If the door is opened, the characters will see:
Beyond the door is a room cluttered with rags, rusting weapons, splintered armour, and dirt. The air is bad and stings the eyes slightly, but not enough to cause any ill effects. Likewise, breathing the air seems to have no dangerous consequences. There is a door on the opposite wall, 5 feet from the right end.
	The entire chamber is filled with colourless, highly explosive gas. Nothing will happen unless a character stands in the doorway or enters the room with a burning light source. Torches will ignite the gas instantly, but lanterns will require 1 round before the gas explodes in a cloud of fire. All who are in the room or within 5 feet of an open door when this happens must make a Reflex save (DC 20) or suffer 2d6 points of fire and 3d6 points of concussion damage and be blinded for 1d4+1 minutes; a successful Reflex save results in half damage and no blindness. The gas is consumed so quickly that the entire explosion will last but a second. Nothing will be ignited, but clothes, hair, eyebrows, etc., will be scorched. 
	If both doors are left open for two minutes, the gas will dissipate; if only one is left open, dissipation will take ten minutes. If the doors are then closed, the room will refill with gas in 30 minutes. There is no treasure in this room.

18. a. The Slave Pits (EL 9* – increased due to difficulty of fighting on ledges):
This room is large and high ceilinged. Two 5-inch diameter pillars reach twenty feet from ceiling to floor in the middle of the room. Grids of trap doors, each a 10-foot-square, form the floor of the entire room. They are hanging open, forming a grid of 6-inch-wide beams between them. Fifteen feet below may be seen empty slave pits: these are 10 feet square and are separated from each other by iron bars that reach up to the height of the trapdoors.
This chamber is guarded by two aspis drones. Rather than moving in to melee immediately, they will stay behind the half-cover of the pillars (+4 AC, +2 Ref saves), where they are standing when the party enters, and use their darts (they have 15 darts each). Once these are used up, they will close for melee.
Aspis drones (2): CR 5; SZ Medium monstrous humanoid (5 ft tall); HD 6d8+12; hp 39; Init +1; Spd 40 ft on four legs; AC 16 (+2 Dex, +4 natural); Atk +7/+3/+2 melee (1d8+3, 19-20/x2, 2 longswords), or +6/+2/+2/+2/+1 ranged (1d3+3, 20 ft, darts); SQ hive mind, immunities, fire and sonic resistance 15; AL N; SV Fort +4, Ref +8, Will +7; Str 16, Dex 15, Con 14, Int 13, Wis 12, Cha 7. 
Skills: Balance +8, Climb +9, Craft or Profession (any one) +7, Listen +9, Search +7, Spot +9. Feats: Alertness, Multidexterity, Multi-Weapon Fighting. 
Hive mind (Ex): All aspis within 10 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one of a group is not flat-footed, none are. No aspis in a group is considered flanked unless they all are.
Immunities (Ex): Aspis have poison, electrical, and cold immunity.
	PCs must take care when attempting to make melee attacks or take any movement-based actions while standing on the beam; each round that they do so requires that they make a successful Balance check (DC 15) to stay on the 6-inch ledges. Further, any time an aspis hits a PC, that character must make an additional Reflex save (DC 15 + damage taken from hit) to avoid falling 10 feet into the pit below (and thereby taking another 1d6 points of falling damage); if this save is successful, the character maintains his or her perch but may take only a partial action in his or her next round.  If any PC falls into a pit, that pit’s trapdoor will immediately be closed by the operator at Area #18b (who holds his action each round in order to do just that). Likewise, if a character crosses over a closed pit, the operator will open it long enough for the person to fall in (Reflex save (DC 16) avoids). 
	The aspis use their two segmented pairs of hind feet to cling to the beams and fight with their first pair of arms only; thus, and having exceptional balance to begin with, they do not normally need to make Balance checks when fighting or moving on the narrow beams. If a character strikes an aspis with a roll that is 4 or more greater than the number needed to hit (i.e., hits AC 20), however, the aspis will lose one attack in its next round as it regains its balance. Any successive hits on that same aspis in the same round will require it to make a Reflex save (DC 10 + damage from hit) to avoid being knocked into a pit. Trap doors will not close over the aspis, however, and it will easily be able to climb out in the next round. 
	Iron bars, spaced 6 inches apart, separate the pits from each other. These extend from the beams above the cells down to the floor of the pits. There are no doors in the cells. One Strength check (DC 24) may be made per pit wall to bend the bars into the next cell; the operator of the pits will not be able to see characters in the pits, and so a PC who bends the bars or gets to another cell in some way will be able to attempt Climb check (DC 15) to get up from inside the uncovered pit. The trap doors are connected to levers and long rods that run along the beams and disappear into the wall near Area #18b.

b. Trapdoor Control Booth (EL 5):
This is a small room, sparsely furnished. On the east wall are a large number of levers and above them at eye level is a narrow horizontal slit. A large insect man stands in the room. He is carrying two longswords and wears two belts, holding numerous strange-looking darts and bound together by a magnificent brooch, across his thorax.
This aspis drone operates the controls to the trapdoors of area #18a and usually watches through the slit for signs of activity. Any who successfully pass through the slave pit room will be met by it in the hallway, and it will not allow unknown humans to pass. If the slit is seen from the pit chamber (Spot DC 18), it will still be difficult to see the operator beyond it (Spot DC 25). This view slit is too small for missile weapons to be fired into it from beyond a few feet away (DMs may make exceptions for characters who have very high ranged attack bonuses and, say, the Precise Shot feat), nor may a magic missile strike the aspis unless the caster has made a successful Spot check (explained above) to see the aspis. Area attacks (e.g., fireball) will do some damage if the center point of the attack is within 5 feet of the opening, though the aspis inside has 90% cover from attacks (+10 AC, +4 Reflex saves; damage is one-quarter or none with save). 
Aspis drone: CR 5; SZ Medium monstrous humanoid (7 ft tall); HD 6d8+12; hp 39; Init +1; Spd 30 ft; AC 18 (+2 Dex, +4 natural, +2 shields); Atk +7/+3/+2 melee (1d8+3, 19-20/x2, 2 longswords), or +6/+2/+1 ranged (1d3+3, 20 ft, darts); SQ hive mind, immunities, fire and sonic resistance 15; AL N; SV Fort +4, Ref +8, Will +9*; Str 16, Dex 15, Con 14, Int 13, Wis 16*, Cha 7. 
Skills: Balance +8, Climb +9, Craft or Profession (any one) +7, Listen +9, Search +7, Spot +9. Feats: Alertness, Multidexterity, Multi-Weapon Fighting. 
Hive mind (Ex): All aspis within 10 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one of a group is not flat-footed, none are. No aspis in a group is considered flanked unless they all are.
Immunities (Ex): Aspis have poison, electrical, and cold immunity.
Treasure: The aspis wears a +4 pearl of wisdom* set into the gold brooch that he wears at the cross of his belts (total jewellery value 2500 gp). He carries 12 darts. 

19. a. Main Slave Chamber (EL 9):
	If the human slavers and orcs present here have some warning of intruders, having heard combat nearby, for example, they will be prepared to meet the party as the DM sees fit. However, slaves might also yell timely warnings to PCs regarding these enemies if they see an opportunity for escape in doing so. Otherwise, read the following instead of the normal boxed text for this encounter:
Strolling down the central corridor between the cages are three calmly conversing humans, two of them robed and the third in bulky armour, along with four orcs, two of whom carry torches. 
	One of the humans is Blearic, a haughty eastern noble who will avoid combat at all costs, bartering with his gems and information if his life is threatened.  The second is his companion, the wizard Vanyar, and the third is Blearic’s hired guard, Patrice. Accompanying the humans are four half-orc guides and interpreters who appear to be orcs at first glance. 
Blearic, male human Ari3: CR 2; SZ Medium (5’8”); HD 3d8+3; hp 12; Init +1; Spd 30 ft; AC 12 (+2 Dex); Atk +3 melee (1d4, 19-20/x2, mw dagger); SV Fort +2, Ref +3, Will +3; AL LE; Str 11, Dex 15, Con 12, Int 14, Wis 10, Cha 16. 
Skills: Bluff +9, Diplomacy +9, Gather Information +7, Knowledge (nobility) +5, Knowledge (slavers) +5, Listen +6, Ride +5, Sense Motive +2. Feats: Dodge, Skill Focus (Gather Information). 
Possessions: masterwork dagger (hidden in sleeve), 3 gems (500 gp each), map case (see “Treasure”), 50 gp. 
Vanyar, male human Wiz6: CR 6; SZ Med (5’10”); HD 6d4; hp 14; Init +2; Spd 30 ft; AC 16 (+2 Dex, +4 bracers); Atk +4 melee (1d6+1, staff), or +5 melee (1d4+1, mw dagger); SV Fort +2, Ref +4, Will +6; AL LE; Str 12, Dex 15, Con 11, Int 17, Wis 13, Cha 12. 
Skills: Concentration +9, Diplomacy +3, Knowledge (arcana) +12, Knowledge (nobility) +6, Search +7, Sense Motive +3, Spellcraft +12, Spot +3. Feats: Combat Casting, Empower Spell, Expertise, Heighten Spell, Scribe Scroll, Spell Focus (conjuration).
Wizard Spells (4/4/4/3) [DC 13 (conjuration 15) + spell level]: 0  daze, detect poison, disrupt undead, light; 1st  burning hands, charm person, magic missile, spider climb; 2nd  detect thoughts, invisibility, summon monster II, web; 3rd  dispel magic, flame arrow, slow.
Possessions: +4 bracers of armour, staff, masterwork dagger, ring of shooting stars, scroll (fireball), scroll (knock (x2)), scroll (silent image), potion of cure light wounds, small travelling spellbook, 50 gp.  
Patrice, female human Ftr7: CR 7; SZ Medium (5’2”); HD 7d10+14; hp 51; Init +6; Spd 20 ft in chainmail; AC 20 (+2 Dex, +6 chainmail, +2 shield); Atk +12/+7 melee (1d8+5, x3, battleaxe); SV Fort +8, Ref +5, Will +3; AL LE; Str 17, Dex 14, Con 15, Int 10, Wis 11, Cha 13. 
Skills: Handle Animal +5, Listen +4, Ride +12, Spot +4. Feats: Alertness, Blind-fight, Cleave, Improved Initiative, Mounted Combat, Power Attack, Weapon Focus (battleaxe), Weapon Specialization (battleaxe). 
Possessions: +1 chainmail (allows +3 max Dexterity bonus to AC), large steel shield, masterwork battleaxe, potion of cure moderate wounds, potion of bull’s strength, luckstone (+1 on all saving throws), 25 gp. 
Vanyar’s travelling spellbook: 0  arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st  burning hands, charm person, mage armor, magic missile, shield, silent image, spider climb, summon monster I; 2nd  detect thoughts, glitterdust, invisibility, knock, summon monster II, web; 3rd  dispel magic, flame arrow, slow, summon monster III.
Interpreters/Guards, male or female half-orc War2 (4): CR 1; SZ Medium humanoid; HD 2d8; hp 12; Init +1; Spd 20 ft in chainmail; AC 15 (+5 chainmail); Atk +4 melee (1d6+2, 19-20/x2, shortsword), or +2 ranged (1d8, 19-20/x2, 80 ft, light crossbow); SQ darkvision 60 ft; SV Fort +3, Ref +0, Will -1; AL NE; Str 15, Dex 11, Con 11, Int 10, Wis 9, Cha 8. 
Skills: Diplomacy +4, Listen +3, Sense Motive +4, Spot +3. Feats: Toughness, Weapon Focus (shortsword). 
Possessions: chainmail, longsword, light crossbow, 12 bolts, 2d8 sp.
	The leader of the half-orcs carries a ring of keys that will open the cell doors. The prisoners, all human and thirteen in number, are ragged and beaten looking. Eleven of these are common folk, both male and female (Com1-2, AC 10, Spd 30 ft); one of the remaining two is a 4th-level fighter (use basic stats from DMG 49-58, but with no equipment) who will join the party if equipment can be provided for him. The remaining slave is actually a doppelganger who, when accidentally captured by the orcs, decided to pose as a slave while preying on any creature he could find. At times when he is unobserved, he will attempt to slip free of his bonds and hunt for prey... 
Doppelganger: CR 3; SZ Medium shapechanger; HD 4d8+4; hp 22; Init +1; Spd 30 ft; AC 15 (+1 Dex, +4 natural); Atk: 2 slams +4 (1d6+1); SA detect thoughts; SQ alter self, immunities; AL NE; SV Fort +5; Ref +5; Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Chr 13. 
Skills: Bluff +12*, Disguise +12*, Listen +11, Sense Motive +6, Spot +8. Feats: Alertness, Dodge. 
Detect thoughts (Su): A doppelganger can continuously detect thoughts as the spell cast by an 18th-level sorcerer (Will DC 13). 
Alter self (Ex): A doppelganger can assume the shape of any Small or Medium humanoid. This works as the alter self spell cast by an 18th-level sorcerer, but the doppelganger can stay in the chosen form indefinitely. Each alteration is a standard action. 
Immunities (Ex): Doppelgangers are immune to all sleep and charm effects.
Skills: A doppelganger receives a +4 racial bonus to Bluff and Disguise checks. *When using alter self, a doppelganger receives an additional +10 circumstance bonus to Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus to Bluff and Disguise checks.
Treasure: Blearic carries a map showing the route that his caravan will take when they leave here. If followed, it will lead to the slavers’ stockade  (i.e., to Chapters 4 and 5, a.k.a. module A2: Secret of the Slavers’ Stockade). 

b. Storerooms:
There is no treasure, armour, or weaponry in either of these rooms, though any of the items in the description can be taken.

c.  Machine Room (EL 5):
This chamber is set about 5 feet higher than the level of the floor of the slave pens. The ceiling is 10 feet high. Mounted along the length of the ceiling are a series of pistons and springs that operate the opening and closing of the trapdoors in the slave-pits. Presently maintaining these are five slaves overseen by an insect man.
This room is beneath Room #18b and the corridor. An aspis drone directs the activities of five human slaves (Com2, AC 10, hp 4) who maintain the machinery of the slave pits. 
Aspis drone: CR 5; SZ Medium monstrous humanoid (7 ft tall); HD 6d8+12; hp 39; Init +1; Spd 30 ft; AC 18 (+2 Dex, +4 natural, +2 shields); Atk +7/+3/+2 melee (1d8+3, 19-20/x2, 2 longswords), or +6/+2/+1 ranged (1d3+3, 20 ft, darts); SQ hive mind, immunities, fire and sonic resistance 15; AL N; SV Fort +4, Ref +8, Will +7; Str 16, Dex 15, Con 14, Int 13, Wis 12, Cha 7. 
Skills: Balance +8, Climb +9, Craft or Profession (any one) +7, Listen +9, Search +7, Spot +9. Feats: Alertness, Multidexterity, Multi-Weapon Fighting. 
Hive mind (Ex): All aspis within 10 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one of a group is not flat-footed, none are. No aspis in a group is considered flanked unless they all are.
Immunities (Ex): Aspis have poison, electrical, and cold immunity.
	If the PCs attack the drone, the slaves, despite their terror of the creature, will bravely attempt to assist the attackers by grappling with it. Due to their desire for freedom, the slaves will press their attack regardless of losses, as long as the hope of rescue remains. There is nothing of value in the room.

20. Trick Stairs:
A flagstone staircase goes down about 10 feet and ends in a small landing with a door facing the stairs. 
The flagstones are loose. This staircase, which continues for about 30 feet beyond the trapped door, will transform into a slick slide if the door is not opened properly. Only a rogue or dwarf can find this trap with a successful Search check. If the door is opened without first locking a secret catch (Search DC 20), the trap will trigger as soon as someone gets 5 feet beyond the door on the stairs.
Sliding stair trap: CR 2; 1d3 points of subdual damage; Search DC 21; Disable DC 20. Characters on the stairs when the trap is triggered may make a Reflex save (DC 20) to avoid sliding down into Room #21 prone and flat-footed — a successful save indicates that the PC is clinging to some handhold and may attempt a Climb check (DC 8) to climb back up the incline. If a rope is lowered, the Climb DC drops to 3. If any Climb check on the slide fails (and not fails by 5, as in the Climb skill description), the PC slides down as if caught by the trap anyway.  
	Note that characters hanging precariously by a handhold (having made their Reflex saves), will be vulnerable to attack from anyone at the bottom of the stairs; further, they will gain no Dexterity bonuses while hanging on and, aside from climbing, can take only partial actions involving minimal movements. Characters roped together but not fastened to anything will have even greater difficulties if they fall prey to the trap: they will be flat-footed for two rounds after sliding down. 
	After the door is closed and pressure released from the slope, the stairs will return to normal over a period of 5 minutes. If the door is opened after locking the catch, nothing will happen and the party will find stairs going down.

21. Slave Lord’s Den (EL 10):
*Note: I increased Sturm’s level by one to provide more of a challenge for the PCs, and also because of an entry in Chapter Two describing random encounters in Highport, which suggests that any slave lord should be at least 8th level.

	*Note that PCs may not necessarily see all of the following if they have tumbled down the stair trap into this chamber. DMs may require such characters to use a full round action to make Spot (orientation) checks in order to discern their immediate surroundings. 
This chamber is circular with a moat of sewage surrounding a bare platform in the centre. Around the outer wall of the room is a narrow 3-foot-wide ledge connected to the centre of the chamber by three arched stone bridges. Along this ledge stand a number of orcs. Opposite the stairway is an alcove containing a table, chairs, and many crates and boxes. There is a gaunt, robed man sitting stooped at the table with five furry, lion-sized creatures around him. A ladder at the back of the alcove leads to an opening high in the wall. The entire area is torch-lit.
	The man sitting at the table is Sturm Blucholtz, a minor slave lord, and senior representative of that order in Highport. The torches in wall brackets have all been enchanted with continual flame (caster level 12). A PC who makes a successful Wilderness Lore check (DC 12) can recognise the five furry creatures as dire weasels. These creatures are trained to obey Sturm’s command. 
	If he is not surprised (as is likely to be the case given his almost preternatural sense of hearing), Sturm will order the weasels to cross the moat and attack intruders in order to buy himself time and offer a distraction. Two orcs will stand at each bridge while the others position themselves halfway between the bridges. The orcs will not engage in melee immediately, but will fire crossbows at any characters not fighting the weasels. If any character enters the alcove, any surviving orcs will rush there to attack. They will also try to prevent characters from crossing the bridges.
Orcs, Ftr1 (8): CR 1; SZ Med humanoid; HD 1d10; hp 5; Init +0; Spd 20 ft in chainmail; AC 15 (+5 chainmail); Atk +3 melee (1d8+3, 19-20/x2, longsword), or +1* ranged (1d8*, 192-0/x2, 80 ft, light crossbow); SQ darkvision 60 ft, light sensitivity (-1 penalty to attack in bright sunlight or daylight spell); AL CE; SV Fort +2, Ref +0, Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Chr 8. 
Skills: Listen +2, Spot +2. Feats: Alertness, Point Blank Shot*.
Possessions: chainmail, longsword, light crossbow, 12 bolts, 2d6 sp.
	Once combat has started, Sturm will run behind the boxes where he cannot be seen (100% concealment) and take a sip (1/8 of the total) of his potion of invisibility in order to become invisible for a brief period. Thereafter, he will await an opportunity to sneak attack any character he can, moving to do so if he must, and sipping the potion again after attacking. He will always reserve at least 1/8 of his potion so that, if combat should go against him, he can try to escape invisibly.
Sturm Blucholtz, male human Rog8: CR 8; SZ Med (5’9”); HD 8d6+16; hp 43; Init +9; Spd 30 ft; AC 20 (+5 Dex, +2 leather, +1 natural, +2 ring); Atk +13/+8 melee (1d6+1, 18-20/x2, mw rapier) or +11/+6 ranged (1d4+1, 10 ft, dagger); SA sneak attack +4d6; SQ uncanny dodge, evasion; SV Fort +4, Ref +11, Will +5; AL CE; Str 13, Dex 20, Con 14, Int 14, Wis 13, Cha 15.
Skills: Appraise +8, Bluff +9, Diplomacy +8, Disable Device +14, Disguise +8, Escape Artist +10, Forgery +16, Handle Animal +6, Hide +10, Innuendo +11, Listen +17, Move Silently +16, Profession (scribe) +7, Search +12, Spot +10, Swim +8. Feats: Alertness, Improved Initiative, Iron Will, Weapon Finesse (rapier).
Possessions: leather armour, masterwork rapier, 2 daggers, +1 amulet of natural armour, +2 ring of protection, potion of invisibility, potion of haste. 
Dire weasels (5): CR 2; SZ Medium animal; HD 3d8; hp 13; Init +4; Spd 40 ft; AC 16 (+4 Dex, +2 natural); Atk bite +6 melee (1d6+3); SA attach, blood drain; SQ low-light vision, scent; AL N; SV Fort +3, Ref +7, Will +4; Str 14, Dex 19, Con 10, Int 2, Wis 12, Chr 11. 
Skills: Hide +9, Move Silently +10, Spot +5. Feats: Weapon Finesse (bite). 
Attach (Ex): A dire weasel that hits with its bite attack latches onto its opponent with its powerful jaws and begins to drain blood; an attached weasel loses its Dexterity bonus to AC (becoming AC 12). 
Blood drain (Ex): A dire weasel drains blood for 2d4 points of temp Con damage each round that it is attached.
Scent (Ex): Sense creatures by smell within 30 feet (60 downwind, 15 upwind; double ranges if strong smell, triple if overpowering). Track by successful Wisdom check (DC 10).
The crates contain rations and supplies for a slave caravan. The ladder leads to a dirt tunnel that eventually exits to a set of heavy iron doors barred fro this side, which lead into the cemetery of the temple above ground (see Temple level, Area #8).
Treasure: In one crate (Search DC 13) are a box holding 12 gold trade bars (600 gp and 15 lbs total) as well as four bags of coins: two bags hold 200 gp each, and the other two, 200 sp each. In another sack in a different crate (Search DC 16) is a small box holding three pieces of jewelry (500 gp, 400 gp, and 300 gp, respectively). On the table are the documents found on page 45 of the Scourge adventure book, the first entitled “Inventory”; the second, “Letter From the Council”; and the third, “Personal Communications.”

Appendix 2: New Magic Items

Stone of diminution: A small gray stone, this device acts in essentially the same manner as a shrink spell, cast at the 10th level of ability, with respect to any creature holding the device in one hand. This diminution will last for a maximum of 21-40 minutes or until the user lets go of the stone. Each use costs one charge. A stone will have 1d6 charges when found (and typically only 6 charges maximum).
Caster Level: 7th. 
Prerequisites: Craft Wondrous Item, shrink. 
Market Price: 8,000 gp.

Appendix 3: New Monsters

*NOTE: Because of the columns in the (aspis) monster descriptions, this section is best viewed in Print  or Page Layout, as opposed to Web Layout.

Aspis

Hit Dice
Initiative
Speed
AC
Attacks

Damage

Face/Reach
Special Attacks
Special Qualities

Saves
Abilities

Skills

Feats

Climate/Terrain
Organization
CR
Treasure
Alignment
Advancement

Aspis Cow
Large Aberration
10d8+50 (94 hp)
+0
1 ft
13 (-1 size, +4 natural)
Bite +11/+6 melee

Bite 3d6+4

5 ft by 15 ft/5 ft
Acid
Telepathy, immunities, hive mind, fire and sonic resistance 15
Fort +10, Ref +3, Will +9
Str 18, Dex , Con 20, Int 15, Wis 14, Cha 12
Concentration +18, Listen +17, Search +15, Sense Motive +17, Spot +17
Alertness, Great Fortitude, Skill Focus (Sense Motive)

Any land and underground
Solitary
5
Standard		
Always neutral	
11-14 HD (Large); 15-20 HD (Huge)

Aspis Drone
Medium Monstrous Humanoid
6d8+12 (39 hp)
+2 (+2 Dex)
30 ft, 40 ft on four legs
AC 16 (+2 Dex, +4 natural)
2 claws or longswords +7/+3/+2 melee; 3 darts +6/+2/+1 ranged
Claw 1d4+3, longsword 1d8+3, dart 1d3+3
5 ft by 5 ft/5 ft

Hive mind, immunities, fire and sonic resistance 15
Fort +4, Ref +8, Will +7
Str 16, Dex 15, Con 14, Int 13, Wis 12, Cha 7
Balance +8, Climb +9, Craft or Profession (any one) +7, Listen +9, Search +7, Spot +9
Alertness, Multidexterity, Multi-Weapon Fighting

Any land and underground
Solitary, gang (1d4+1)
5
Standard		
Always neutral	
By character class

Aspis Larva
Tiny Aberration
3d8+3 (16 hp)
+2 (+2 Dex)
swim 30 ft, 10 ft burrow
AC 14 (+2 size, +2 Dex)
Bite +5 melee

Bite 1d6+1

2½ ft by 2½ ft/0 ft

Blindsight, tremorsense 30 ft, immunities, fire resistance 20
Fort +2, Ref +3, Will +1
Str 12, Dex 15, Con 12, Int 8, Wis 7, Cha 7
Hide +8, Listen +4, Search +5, Spot +4

Any land and underground
Gang (1d4+1), pack (2d6+4)
2
None		
Always neutral	
4-5 HD (Small)

Alien by human standards, aspis are seldom encountered in populated lands unless raiding for food. They commonly live in small groups, only occasionally dealing with outsiders. They are generally very self-sufficient, crafting their own tools and implements and needing little contact with others; as a result, they are very territorial and often attack intruders with little provocation. Few people can report meeting one of these creatures, and the existence of larvae and cows is only a subject of rumour. These do exist, however, as they are necessary for the survival of the race. Some believe that the aspis are a group of altered formians who long ago split away from the Lawful outsiders’ hives and settled on the prime material plane. 

COMBAT:
Hive mind (Ex): All aspis within 10 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one of a group is not flat-footed, none are. No aspis in a group is considered flanked unless they all are.
Resistances (Ex): Aspis have fire and sonic resistance 15.
Immunities (Ex): Aspis have poison, electrical, and cold immunity.

*Note: I have treated the aspis larvae and cow as aberrations because I could not justify calling them even “monstrous humanoids.” Besides, they’re larval forms of aspis, as opposed to the metamorphed humanoid drones, and this is fantasy, after all  feel free to alter their stats if you feel it necessary. 

SOCIETY: 
Aspis lairs are found underground and consist of natural and/or excavated tunnels. A lair or nest will typically consist of 1-3 egg chambers, 2-4 food chambers, 1-6 grub hatcheries, and a central chamber. The tunnels are commonly from 4 to 8 feet high and will be well defended by traps and guards. Grub hatcheries will contain a gang or pack of larvae each. Only one cow will be found in any nest. There is a 30% chance that a colony of giant ants will share the nest with the aspis; these creatures are to aspis what dogs are to humans.

TYPES:
Aspis Cow: Unlike other aspis larvae, which harden their skins and metamorphose into drones, the larva chosen to become a cow retains its larval form, becoming a huge slug-like female from 10 to 15 feet in length. Her sole purpose in life is to care and lay eggs for the nest. A queen is virtually unable to move, but her large size makes her bite dangerous. While not having the intelligence or magical aptitude of a formian queen, the aspis queen does establish mental communion with the drones of her nest.
Acid (Ex): The cow secretes an acidic slime that eats through metal or organic material and burns exposed flesh. The acid deals 10 points of damage per round to wood or metal objects, but cannot harm stone. A wooden or metal weapon that strikes the aspis cow must make a Reflex save (DC 15) or take 1d8 points of damage. Creatures who touch the cow get a similar save (Reflex DC 15) to avoid taking 1d8 points of damage. Acid damage continues for each round of exposure, and continues thereafter until the acid is washed off. 
Telepathy (Su): The queen can communicate telepathically with any aspis in a ten mile radius.
Aspis larvae:  Ranging anywhere from 1½ to 3 feet in length, aspis larvae resemble large, fat, white grubs. They are blind and deaf but can locate and identify other creatures through vibrations and scent. They have voracious appetites and require an almost constant supply of food. They are most commonly found in hatcheries maintained by the drones — usually pits of rotting materials in which the larvae burrow and feed. Occasionally the drones will select one larva and feed and treat it in such a way that it will not develop along normal lines, but will instead become an aspis cow.
Aspis drones: Drones are the adult males of the nest, performing all dealings with the outside world, crafting the nest and all of the aspis’ tools, and hunting and gathering food. Fierce warriors, they are capable of using all simple and martial weapons except bows and crossbows, and can fashion items and weapons they need with skill. Although they prefer to travel long distances on all six legs, in combat they will generally stand upright on their hind two legs, using the other four to wield up to two weapons (usually longswords) and two shields. Occasionally they will use two polearms or four weapons instead, foregoing the use of shields; further, if they are not using shields, they may throw five darts per round rather than just three (+6/+2/+2/+2/+1 ranged). They are fanatically loyal to a single cow and will defend her to the death. 
	Aspis drones speak their own language that operates, at least in part, through both scent and sound; 5% will be able to speak broken common in a strange, clicking fashion. They do not have a written language, but may communicate in a similar manner using pheromones which they exude from their bodies.
	A typical drone is about 8 to 9 feet long  and several feet wide, appearing as a giant hominid-weevil, with an extremely long proboscis and multi-faceted eyes. When standing upright on two legs, they reach heights approaching 7 feet; when walking on four legs, they stand about 4 to 5 feet high. Their diet consists of vegetable matter and meat. Mammalian blood is a preferred drink amongst them.

CHARACTERS:
Aspis drones’ preferred class is ranger, though druids, fighters, and sorcerers are not unknown among them.