D&D 3E/3.5 labyrinth of madness conversion 3.5 / pathfinder

Can anyone point me in the direction of a conversion of the 2E module labyrinth of madness by monte cook. I am dying drop it on my players and watch them squirm.
 

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Give me a few days and I'll dig up a mostly-complete conversion document I wrote about 10 years ago. It's actually 3.0, but it'll get you most of the way there. I didn't quite get it all stated out, either, as the campaign ended before they finished it (college ended...)

It's just a word doc listing 3rd ed DC's for traps, open lock checks, and monster stats.
 

Give me a few days and I'll dig up a mostly-complete conversion document I wrote about 10 years ago. It's actually 3.0, but it'll get you most of the way there. I didn't quite get it all stated out, either, as the campaign ended before they finished it (college ended...)

It's just a word doc listing 3rd ed DC's for traps, open lock checks, and monster stats.
Thanks, that would be great, really appreciate it!
 

SKELETON WARRIOR (template)
The skeleton warrior is a lich-like undead lord that was once a powerful fighter of at least 10th level. Legend tell that the skeleton warriors were forced into their undead lich-like state many ages ago by a powerful demigod that trapped each of their souls in a golden circlet.
:):) A skeleton warrior appears as a roughly lich-like creature dressed in the same type of armor worn during life. Its clothes and armor usually show signs of wear and age.
:):) A skeleton warriors sole reason for remaining on the Material Plane is to search for and regain the circlet that contains its soul.
:):) A skeleton warrior speaks Common and any other languages it knew in life.
:)
CREATING A SKELETON WARRIOR
“Skeleton Warrior” is a template that can be added to any humanoid creature (referred to hereafter as the “character”). The character’s type changes to “undead.” It uses all the character’s statistics and abilities except as noted here.
:):) Hit Dice: Increase to d12
:):) Speed: Same as the character.
:):) AC: The skeleton warrior has +4 natural armor or the character’s natural armor whichever is better
:):) Special Attacks: A skeleton warrior retains all the character’s special attacks and also gains those listed below. Saves have a DC of 10 + 1/2 skeleton warrior’s HD + skeleton warrior’s Charisma modifier unless noted otherwise.
:):) Fear Aura (Su): Skeleton warriors are shrouded in an aura of fear. Creatures with less than 5 HD and in a 30-foot radius must succeed at a Will save or be affected as though by fear as cast by a sorcerer of the skeleton warrior’s level.
:):) Damage Reduction: Skeleton warriors have damage reduction 15/+1.
:):) Find Target (Sp): The skeleton warrior can track and find the possessor of its circlet unerringly, as though guided by discern location.
:):) Special Qualities: A skeleton warrior retains all the character’s special qualities and gains those listed below, and also gains the undead type (Undead, page 6 in the Monster Manual).
:):) Darkvision (Ex): Range 60 feet.
:):) Turning Immunity (Ex): Skeleton warriors cannot be turned or controlled by clerics of any level or alignment.
:):) Spell Resistance (Ex): SR 20 +1 per character’s level beyond level 10.
:):) Saves: Same as the character
:):) Abilities: A skeleton warrior gains +4 to Strength and +2 to Wisdom and Charisma, but being undead, has no Constitution score.
:):) Skills: Skeleton warriors gain a +8 racial bonus to Intimidate checks and a +6 racial bonus to Sense Motive and Spot checks. Otherwise, same as character.
:):) Feats: Same as the character.
:)
:):) Climate/Terrrain: Any land
:):) Organization: Solitary
:):) Challenge Rating: Same as the character +2
:):) Treasure: Standard
:):) Alignment: Any evil
:):) Advancement: By character class
:)
SKELETON WARRIOR’S CIRCLET
When a fighter is transformed into a skeleton warrior his soul is trapped in a golden circlet. Anyone possessing one of these circlets may control the skeleton warrior whose soul is stored therein within a 300-foot range. The possessor must wear the circlet on his head to control the skeleton warrior. The controller can see through the skeleton warrior’s eyes, but he may not himself move, attack, or cast spells. Other than taking a 5-foot step, the controller may take no action in a round.
:):) The controller may force the skeleton warrior into “active mode”, thereby causing it to fight, search for treasure, and so on. In “passive mode”, the skeleton warrior stands motionless. While in passive mode, the controller cannot see through the warrior’s eyes, but may act normally (move, attack, cast spells, etc.).
:):) Regardless of the mode of control, once the skeleton warrior and controller move to a distance greater than 300 feet of one another control is broken. It is also broken should the circlet be removed from the controller’s head.
:):) If the circlet remains in the controller’s possession he may resume control at any time, but if it leaves his possession, the skeleton warrior will immediately stop what it is doing and proceed at double move speed to attack and destroy the former controller. If a skeleton warrior gains control of the circlet containing its soul, the warrior “dies” and vanishes. The circlet crumbles to valueless dust.
:):) When a character first comes into possession of a circlet, he may be unaware of its significance. He may also be unaware that the skeleton warrior whose soul is contained therein is tracking him. As long as the owner of the circlet and the skeleton warrior remain on the same plane of existence, the warrior may track him.
:):) To gain control of a skeleton warrior, the possessor must place the circlet on his head. The would-be controller cannot wear anything else on his head (including a hat, helmet, etc.). The controller must be able to see the skeleton warrior and he must spend one full round establishing control. If the character is interrupted during this time, he must succeed at a Concentration check in order to establish control in the round he is attacked or distracted.
:):) If a character in possession of a circlet does not attempt control or fails his Concentration check, the skeleton warrior will attack him in an attempt to destroy him and gain possession of the circlet.
:)
SAMPLE SKELETON WARRIOR
This example uses a 12th-level human fighter as the character.
Medium-Size Undead
Hit Dice: 12d12 (78 hp)
Initiative: +1 (Dex)
Speed: 20 ft
AC: 25 (+1 Dex, +4 natural, +10 armor)
Attacks: +2 bastard sword +20/+15/+10 melee
Damage: +2 bastard sword 1d10+9
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Fear aura, find target
Special Qualities: Undead, damage reduction 15/+1, SR 22, turning immunity, darkvision 60 ft
Saves: Fort +11, Ref +6, Will +7
Abilities: Str 21, Dex 13, Con –, Int 12, Wis 15, Cha 14
Skills: Climb +9, Intimidate +9, Jump +11, Listen +12, Ride +8, Search +5, Sense Motive +8, Spot +15, Swim +10
Feats: Alertness, Armor Proficiency (all), Cleave, Great Cleave, Martial Weapon Proficiency (all), Power Attack, Shield Proficiency, Simple Weapon Proficiency (all), Sunder, Track, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
:)
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class
:)
COMBAT
:):) Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
:):) Fear Aura (Su): Skeleton warriors are shrouded in an aura of fear. Creatures of less than 5 HD in a 30-foot radius must succeed at a Will save (DC 18) or be affected as though by fear as cast by a sorcerer of the skeleton warrior’s level.
:):) Find Target (Sp): The skeleton warrior can track and find the possessor of its circlet unerringly, as though guided by discern location.
:):) Magic Items Carried: +2 full plate armor, +2 bastard sword, cloak of resistance +2, boots of speed.
:)
:)
The Skeleton Warrior first appeared in the Fiend Folio (1981).
:)
Giant Beetle, Stag
Large Vermin
HD: 7d8+21 (52 hp)
Initiative: +0
Speed: 20 ft.
AC: 19 (-1 size, +10 natural)
Attacks: Bite +10 melee
Damage: Bite 4d6+9
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Trample 2d8+3
Special Qualities: Vermin
Saves: Fort +8, Ref +2, Will +2

Triceratops
Huge Beast
Hit Dice: 16d10+112 (200 hp)
Initiative: -1 (Dex)
Speed: 30 ft.
AC: 18 (-2 size, -1 Dex, +11 natural)
Attacks: Gore +15 melee
Damage: Gore 2d8+7
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Charge for double damage, trample 2d12 +5
Special Qualities: Scent
Saves: Fort +17, Ref +9, Will +6

Tyrannosaurus
Huge Beast
18d10+72 (171 hp)
Init: +1 (Dex)
40 ft.
AC: 14 (-2 size, +1 Dex, +5 natural)
Att: Bite +20 melee
Dmg: Bite 5d8+13
Reach: 10 ft. by 10 ft./15 ft.
Improved grab, swallow whole
Scent
Fort +15, Ref +12, Will +8

Trample (Ex): A triceratops can trample Medium-size or smaller creatures for 2d12+5 points of damage. Opponents who do not make attacks of opportunity (at a –4 penalty) against the triceratops can attempt a Reflex save (DC 23) to halve the damage.

Improved Grab (Ex): To use this ability, the tyrannosaurus must hit a Medium-size or smaller opponent with its bite attack. If it gets a hold, it can try to swallow the foe.

Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed Medium-size or smaller opponent by making a successful grapple check. The swallowed creature takes 2d8+8 points of crushing damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out. The tyrannosaurus’s gizzard can hold two Medium-size, eight Small, or thirty-two Tiny or smaller opponents.

Attack and hit w/ bite attack – perform grapple check as free action (grap +30) to gain hold – with its next grapple attempt (ie-attack) it can make a grapple check to swallow whole.
Area A

Poison Needle Trap: 1d4 dmg Search (DC 22); Disable Device (DC 20).

Poison: Injury DC 24 1d6 Str/1d6 Str

A1-a
Intelligence check (DC 21) for absence of bones

Pit trap – Reflex save (DC 25) if within 10 ft of stairs – 2d6 falling dmg
Two rounds for walls to close in – 20d6 crushing dmg
On second round stairs flip (Ref DC 28 to avoid falling into pit)
Search (DC 20) Disable (DC 25)

A1-b
20 ft down ladder- Glyph of Warding – 14d4 dmg
Strength check (DC 22) to avoid falling – 8d6 falling dmg

Power Word Kill – kills anyone with 100 or fewer HP’s
Raised as a zombie:

Small Zombie Medium-Size Zombie
Small Undead Medium-Size Undead
Hit Dice: 1d12+3 (9 hp) 2d12+3 (16 hp)
Initiative: -1 (Dex) -1 (Dex)
Speed: 30 ft. 30 ft.
AC: 11 11 (-1 Dex, +2 natural)
Attacks: Slam +1 melee Slam +2 melee
Damage: Slam 1d4 Slam 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
SQs: Undead, partial actions only Undead, partial actions only
Saves: Fort +0, Ref -1, Will +2 Fort +0, Ref -1, Will +3

A1-c
One round after door is raised – Swinging door (Ref DC 20 – only two PC’s in back 10 ft of room can avoid) – 3d6 dmg +4d6 falling dmg

To catch door – Character with 24+ Str must make Ref save (DC 20) AND Strength check (DC 20)

A2 (A1-d)

Troll attack +4 vs PC’s on ladder

Troll (8)
Large Giant
Hit Dice: 6d8+36 (63 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 18 (-1 size, +2 Dex, +7 natural)
Attacks: Pole +9
2 claws +9 melee, bite +4 melee
Damage: 1d8+8 + 1d6 + 2d6 acid
Claw 1d6+6, bite 1d6+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Rend 2d6+9
Special Qualities: Regeneration 5, scent, darkvision 90 ft.
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills: Listen +5, Spot +5

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Black Pudding (8)
Medium Ooze
Hit Dice: 2d10+17 (28 hp)
Initiative: -5 (Dex)
Speed: 20 ft., climb 20 ft.
AC: 5 (-5 Dex)
Attacks: Slam +10 melee
Damage: Slam 2d6+4 and 2d6 acid
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab, acid, constrict
2d6+4 and 2d6 acid
Special Qualities: Blindsight, split, ooze
Saves: Fort +7, Ref -2, Will –2

Improved Grab (Ex): To use this ability, the black pudding must hit with its slam attack. If it gets a hold, it can constrict.

Acid (Ex): The pudding secretes a digestive acid that dissolves organic material and metal quickly. Any melee hit deals acid damage. The pudding’s acidic touch deals 50 points of damage per round to wood or metal objects. The opponent’s armor and clothing dissolve and become useless immediately unless they succeed at Reflex saves (DC 19). The acid can dissolve stone, dealing 20 points of damage per round of contact. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds at a Reflex save (DC 19).

Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor suffer a -4 penalty to Reflex saves against the acid.

Split (Ex): Weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half the original’s hit points (round down). A pudding with only 1 hit point cannot be further split.

Grapple rules w/ constrict:
Successful slam attack and deal slam and acid damage
Make an opposed grapple check as a free action (grap +10)
Successful grapple check deals 2d6 +4 slam and 2d6 acid damage
Pudding moves into PC’s square, provoking AoO’s (from others, not the grapplie).
Successive rounds it makes grapple checks (+10) and if successful deals 4d6 +8 slam and 4d6 acid damage

To escape grapple:
Must win opposed grapple check
Beat grappler’s grapple check (DC) with an Escape Artist check

A4

Secret Panel on west wall – Search DC 40
Head Studs – Search DC 30
Intel check for second stud – DC 22

A5
Lock DC 30

Area B

Mind Switch effect – Will save DC 24
First mind gets NO save
New switch happens once every 3 rounds – all following switches get saves.

B2
Cursed Basin – Will save (DC 19) or become cursed
Withering Curse – lose 1 HP per round until healed with Remove Curse

Evil Coffer
Releases an evil energy blast – Will save (DC 20) or alignment changes to Chaotic Evil
-All magical items have a 30% chance to become intelligent with Chaotic Evil alignment
-All Good aligned priests and paladins lose all prepared spells, even with a successful save
-Priests and Paladins must make a second saving throw or go unconscious for 1d10 x 10 rounds
-All evil beings in areas A, B, and C are healed 3d6 points
-Same evil beings learn of the location of any good aligned beings

-Raises Blood Elemental

Blood Elemental, Large
Large Elemental
Hit Dice: 8d8+32 (68 hp)
Initiative: +2 (Dex)
Speed: 20 ft.
AC: 20 (-1 size, +2 Dex, +9 natural)
Attacks: Slam +10/+5 melee
Damage: Slam 2d8+7
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Fear
Special Qualities: Elemental, damage reduction 10/+2
Saves: Fort +10, Ref +4, Will +2
Abilities: Str 20, Dex 14, Con 19,
Int 6, Wis 11, Cha 11
Skills: Listen +10, Spot +10
Feats: Cleave, Power Attack

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Fear: Will (DC 14) – 8 rounds
The affected creatures become panicked. They suffers a –2 morale penalty on saving throws, and they flee. A panicked creature has a 50% chance to drop what it’s holding, chooses its path randomly (as long as it is away from the blood elemental). If unable to flee, the creature cowers (granting the elemental a +2 to attacks).

B3

Flesh Golems (5)
Large Construct
Hit Dice: 9d10 (49 hp)
Initiative: -1 (Dex)
Speed: 30 ft. (can’t run)
AC: 18 (-1 size, -1 Dex, +10 natural)
Attacks: 2 slams +10 melee
Damage: Slam 2d8+5
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Berserk
Special Qualities: Construct, magic immunity, damage reduction 15/+1
Saves: Fort +3, Ref +2, Will +3

Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a successful Charisma check (DC 19). It takes 1 minute of rest by the golem to reset the golem’s berserk chance to 0%.

Magic Immunity (Ex): Flesh golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. Fire- and cold-based effects slow them (as the spell) for 2d6 rounds, with no saving throw. An electricity effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a flesh golem hit by a lightning bolt cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against electricity effects.


Bronze Key – Glyph of Warding – Ref Save (DC14) – 5d8 cold dmg – Search and Disable (DC 28)

Green Key – Sepia Snake Sigil – Ref Save (DC 17) – Suspended Animation Field for 1d4+15 days
Dispel Sigil – DC 26

Silver Key – Cursed – Possessor suffers –2 on ALL die rolls

B4

Umber Hulk
HD: 8d8 (68 HP)
+1 init
Speed: 20 ft
AC: 18
Attacks: 2 claws +11 and bite +9
Damage: claws 2d4+6, bite 2d8+3
Reach: 10 ft.
Tremorsense 60 ft
Confusing gaze
Saves: Fort +6 Ref+3 Will+6
Str23, Dex 13, Con 19, Int 9, Wis 11, Cha 13

Confusing Gaze: Will save (DC 15) neg
Duration of 8 rounds
Roll each round (except result of 1)
1d10
1 – wander away for 10 rounds
2-6 – do nothing for 1 round
7-9 – attack nearest creature for 1 round
10 – attack normally for one round
-- if attacked, automatically attack attacker next round

Nightmare
Large Outsider (Evil)
Hit Dice: 6d8+18 (45 hp)
Initiative: +6 
Speed: 40 ft., fly 90 ft. (good)
AC: 24 (-1 size, +2 Dex, +13_natural)
Attacks: 2 hooves +9 melee, bite +4 melee
Damage: Hoof 1d8+4 and 1d4 fire, bite 1d8+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Flaming hooves, smoke
Special Qualities: Astral projection, etherealness
Saves: Fort +8, Ref +7, Will_+6
Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12
Skills: Intuit Direction +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12
Feats: Alertness, Improved Initiative

Flaming Hooves (Su): A blow from a nightmare’s hooves sets combustible materials alight.

Smoke (Su): During the excitement of battle, a nightmare often snorts and neighs with rage. This fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed at a Fortitude save (DC 16) or suffer a -2 morale penalty to all attack and damage rolls until 1d6 minutes after they leave the cone. The nightmare gains one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away. The smoke does not obscure the nightmare’s vision at all. The nightmare can suppress the smoke as a free action.

Astral Projection and Etherealness (Su): These function just like the spells of the same names as cast by a 20th-level sorcerer.


Roper
Large Magical Beast
Hit Dice: 10d10+30 (85 hp)
Initiative: +5 
Speed: 10 ft.
AC: 24 (-1 size, +1 Dex, +14 natural)
Attacks: 6 strands +11 ranged, bite +8 melee
Damage: Strand (see text), bite 2d6+2
Face/Reach: 5 ft. by 5 ft./10 ft. (50 ft. with strand)
Special Attacks: Strands, attach, weakness
Special Qualities: Electricity immunity, cold resistance 30, fire vulnerability, SR 28
Saves: Fort +10, Ref +8, Will +8
Abilities: Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha_12
Skills: Climb +7, Hide +10*, Listen +13, Spot +13
Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)

Strands (Ex): Most encounters with a roper begin when it fires its strong, sticky strands. The creature has six such members that can strike up to 50 feet away (no range increment). A single attack with a slashing weapon that deals at least 10 points of damage severs a strand (AC 20).
Ropers speak Terran and Undercommon

Attach (Ex): If a roper hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but draws the stuck opponent 10 feet closer each subsequent round (no attack of opportunity) unless that creature breaks free, which requires a successful Escape Artist check (DC 23) or Strength check (DC 19). The roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus, in that round.

Weakness (Ex): A roper’s strands can sap an opponent’s strength. Anyone caught by a strand must succeed at a Fortitude save (DC 18) or take 2d8 points of temporary Strength damage.

Fire Vulnerability (Ex): A roper takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.

Average Xorn
Medium-Size Outsider (Earth)
Hit Dice: 7d8+14 (45 hp)
Initiative: +0
Speed: 20 ft., burrow 20 ft.
AC: 22 (+12 natural)
Attacks: Bite +10 melee, 3 claws +8 melee
Damage: Bite 4d6+3, claw 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Burrow
Special Qualities: Xorn qualities
Saves: Fort +7, Ref +5, Will +5
Abilities: Str 17, Dex 10, Con 15,
Int 10, Wis 11, Cha 10
Skills: Hide +10, Intuit Direction +10,
Listen +10, Move Silently +10,
Search +10, Spot +14
Feats: Multiattack, Power Attack

Burrow (Ex): A xorn can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.

Xorn Qualities:
Immunities (Ex): Xorns are immune to fire and cold.

Resistances (Ex): Xorns have electricity resistance 10.

Half Damage from Slashing (Ex): Slashing weapons deal only half damage to xorns, with a minimum of 1 point of damage.

All-Around Vision (Ex): Xorns’ symmetrically placed eyes allow them to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. Xorns can’t be flanked.

Tremorsense (Ex): Xorns can automatically sense the location of anything within 60 feet that is in contact with the ground.




Basilisk
Medium-Size Magical Beast (Reptilian)
Hit Dice: 6d10+12 (45 hp)
Initiative: -1 (Dex)
Speed: 20 ft.
AC: 16 (-1 Dex, +7 natural)
Attacks: Bite +8 melee
Damage: Bite 1d8+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Petrifying gaze
Saves: Fort +9, Ref +4, Will +3
Abilities: Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha_10
Skills: Hide +1*, Listen +7, Spot +7

Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude negates DC 13.

Ettin
Large Giant
Hit Dice: 10d8+20 (65 hp)
Initiative: +3 
Speed: 30 ft. (hide armor); base 40 ft.
AC: 18 (-1 size, -1 Dex, +7 natural, +3 hide)
Attacks: 2 greatclubs +12/+7 melee
Damage: Greatclub 1d10+6
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Superior two-weapon fighting
Special Qualities: Darkvision 90 ft.
Saves: Fort +9, Ref +2, Will +3
Abilities: Str 23, Dex 8, Con 15, Int 6, _Wis 10, Cha_11
Skills: Listen +10, Search +0, Spot +10
Feats: Alertness, Improved Initiative, Power Attack

If Mind Switched – Player 60% chance of action/ Ettin 40% action

B5
Intel Check DC 23 (warriors get +4 bonus) to notice that placement of weapons/bodies doesn’t make sense.
Those making the first check make a second check (DC 19) to realize drow were killed with own weapons.

Living Weapons
Strike +10
-fight for 10 rounds
-only dispel magic will stop them

Locked Cabinet – Pick lock DC 30

Ring Box – Pick lock DC 30 (1) and DC 40 (2)
Poison gas trap on 1st lock – Search DC 35, Disable Device DC 30
Poison gas – 10’ cubic cloud - Fort DC 15 or die in 1d6 rounds

Corpse possessions: 43 pp, 235 gp, pearl (100 gp), three +2 short swords, five suits of +2 chain mail, a +2 heavy mace, a Staff of Frost (13 charges), two +2 bucklers, and a +4 short sword.

Area C
C1
Vytholus Images: AC 20; 50 hp; 10 HD
Attacks: Touch +9
Dmg: Energy drain (2d4 Neg levels)
Injured only by +1 or better weapons
Immune to all spells but dispel magic (DC 31)

Secret Door Knee Knob – Search DC 22

C2
Prismatic Wall (DC 22)
Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.

Color Order Effect of Color Negated By
----- ----- --------------- ----------
Red 1st Stops nonmagical ranged weapons Cone of Cold
Deals 20 ponts of fire damage (Reflex half)
Orange 2nd Stops magical ranged weapoins Gust of Wind
Deals 40 points of acid damage (Reflex half)
Yellow 3rd Stops poisons, gasses, and petrification Disintegrate
Deals 80 points of electricity damage (Reflex half)
Green 4th Stops breath weapons Passwall
Poison (Kills; Fortitute partial to take 20 points of damage instead)
Blue 5th Stops divination and mental attacks Magic Missile
Turned to stone (Fortitude negates)
Indigo 6th Stops all spells Daylight
Will save or become insane (as insanity spell)
Violet 7th Energy field destroys all objects and Dispel Magic
Creatures are sent to another plane (Will negates)

The violet effect makes the special effects of the other six colors redundant, but they are included here because certain magic items can create prismatic effects one color at a time, and SR might render some colors ineffective (see above).

C4

ROT GRUB
Fine Vermin 
Hit Dice: 1/4d8 (1 hp) 
Initiative: +1 (Dex) 
Speed: 5 ft
Armor Class: 18 (+8 size) 
Attacks: Slam +4 melee
Damage: Slam 0 
Face/Reach: 1/2 ft by 1/2 ft/0 ft
Special Attacks: Burrow 
Special Qualities: Vermin, tremorsense
Saves: Fort +2, Ref +0, Will +0
Burrow (Ex): A rot grub secretes an anesthetic when it bites. A burrowing grub can be noticed if the victim succeeds at a Wisdom check (DC 15). If successful, the victim sees strange rippling beneath his skin. If failed, the creature does not notice the grubs.
:):) A burrowing grub deals 2d6 points of temporary Constitution damage each round. At Constitution 0, the victim dies. The grubs then look for a new host. During the first two rounds, a burrowing rot grub can be killed by applying fire to the infested skin or by cutting open the infested skin with any slashing weapon. Either method deals 2d6 points of damage to the victim, but kills the grubs. After the second round, only a remove disease can kill the grubs as they burrow to the victim’s heart and devour it (still dealing 2d6 points of temporary Constitution damage each round).



Otyugh
Large Aberration
Hit Dice: 6d8+6 (33 hp)
Initiative: +0
Speed: 20 ft.
AC: 17 (-1 size, +8 natural)
Attacks: 2 tentacle rakes +3 melee, bite -2 melee
Damage: Tentacle rake 1d6, bite 1d4
Face/Reach: 5 ft. by 5 ft./10 ft. (15 ft. with tentacle)
Special Attacks: Improved grab, constrict 1d6, disease
Special Qualities: Scent
Saves: Fort +3, Ref +2, Will +6

Improved Grab (Ex): To use this ability, the otyugh must hit a Medium-size or smaller opponent with a tentacle attack. If it gets a hold, it can constrict.

Constrict (Ex): An otyugh deals automatic tentacle damage to a Medium-size or smaller opponent with a successful grapple check.

Disease (Ex): Filth fever [bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dexterity and 1d3 temporary Constitution.]


Full Grapple rules w/ constrict:
Make a successful tentacle attack and deal damage (1d6)
Make an opposed grapple check (grap +7)
If opposed roll is successful, constrict damage is dealt (1d6 dmg)
Move into target’s square as free action, provoking AOO’s from all eligible except target
Each round an attacking grapple check is won, you deal attack damage (1d6) and constrict damage (1d6)
Successful defending grapple checks deal only 1d3 damage
If making a full attack, make two grapple checks and one bite attack

To escape a grapple:
Must win opposed grapple check
Beat grappler’s grapple check (DC) with an Escape Artist check

C5
Gas detectable on 1 in 20 (4 in 20 w/ scent feat)
Lighting Bolt – 10d6 dmg
2 saves required for half dmg (Ref DC 18)
Poison Gas – Fort DC 20 – 1d4 Str dmg for 1d6 hours (Only affects mammals)

C6
Secret door – Search DC 18
3 Plugs – Search DC 22
Dispell magic on EACH plug – DC 25
Break down door – 30 hp, hardness 11

Thornslinger

Large:)Plant
Hit Dice: 4d8+8:)(26 hp)
Initiative: +1 (Dex)
Speed: 0 ft
AC: 12 (+1 Dex, -1 size, +2 natural)
Attacks:2-8 thorns +3 ranged
Damage: Thorn 1d2
Face/Reach: 5 ft. by 5 ft./0 ft
Special Attacks: Thorns, acid
Special Qualities: Plant, adhesive, blindsight
Saves: Fort +6 Ref +2 Will -3

Acid (Ex): Anything touching the central core of the thornslinger is subject to 1d4 points of damage per round from the plant's digestive juices.

Adhesive (Ex): The thornslinger's central plant core is covered in a strong adhesive dew. Anything that touches this plant will be stuck to it and held immobile unless a Strength check (DC 14) is successful. Victims caught by this adhesive are automatically subject to the creature's acid attack. Victims can try a new Strength check each round.

C6a

Gelatinous Cube
Huge Ooze
Hit Dice: 4d10+36 (58 hp)
Initiative: -5 (Dex)
Speed: 15 ft.
AC: 3 (-2 size, -5 Dex)
Attacks: Slam +1 melee
Damage: Slam 1d6 and 1d6 acid
Face/Reach: 10 ft. by 10 ft./10 ft.
Special Attacks: Engulf, paralysis, acid
Special Qualities: Blindsight, transparent, electricity
Saves: Fort +5, Ref –4, Will –4

Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed at a Reflex save (DC 13) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body.

Paralysis (Ex): Gelatinous cubes secrete an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed at a Fortitude save (DC 16) or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent.

Acid (Ex): A gelatinous cube’s acid does not harm metal or stone.
Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a successful Spot check (DC 15) to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.

Drowning: Character can hold breath a number of rounds equal to twice his Con score.
After that point the character must make a Con check (DC 10 +1/round) every round.
After a failed Con check she falls unconscious (0 hp’s); the next round she falls to –1 hp and is dying; the third round she drowns.

1d6 falling dmg + 4d4 spike dmg

Hold Person – Will save (DC 20) – duration of 10 rounds

Sigil Panel – Search DC 15

C8

Flaming Iron – Will save (DC 13)
1d4 metal items on each person affected by heat metal
unattended magic items receive a save with a bonus of 2+ half (creator’s) caster level

Each round – Will save (DC 18) or one non-magical item on person turned into iron and automatically affected by Heat Metal

Unattended, nonmagical metal gets no saving throw. Enchanted metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw (unless its own is higher).
A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it’s holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.

Round Temperature Damage
----- ----------- ------
1 Warm None
2 Hot 1d4 points
3–5 Searing 2d4 points
6 Hot 1d4 points
7 Warm None
Any cold intense enough to damage the creature negates heat damage from the spell (and vice versa) on a point-for-point basis.

C9

With SIGIL 4 – Key hangs on wall next to door

Door – If the door is touched in any way except by picking the lock, player must make a Will Save (DC 27) or activate an Insect Plague – 20 ft – 20 rounds

A horde of insects swarm in a thick cloud when the character casts this spell. The insects limit vision to 10 feet, and spellcasting within the cloud is impossible. Creatures inside the insect plague, regardless of Armor Class, sustain 1 point of damage at the end of each round they remain within. Invisibility is no protection. All creatures with 2 or fewer HD are driven from the cloud at their fastest possible speed in a random direction and flee until they are at least 100 feet away from the insects. Creatures with 3 to 5 HD flee as well, though a Will save negates this effect. (This urge to flee is an extraordinary fear effect.)
Heavy smoke drives off insects within its bounds. Fire also drives insects away. A single torch is ineffective against this vast horde of insects. Lightning, cold, and ice are likewise ineffective, while a strong wind (21+ mph) that covers the entire plague area disperses the insects and ends the spell.

Picked Lock attempt summons a Summon Swarm of insects. –NO save – 10 ft – 20 rounds

A swarm of little creatures carpets the effect’s area, viciously attacking all other creatures there. A creature in the swarm who takes no actions other than fighting off the swarming creatures takes 1 point of damage on its turn. A creature in the swarm who takes any other action, including leaving the swarm, takes 1d4 +6 points of damage. Spellcasting or concentrating on spells within the swarm is impossible.

Chests – 1d4 bites if touched
Fort save (DC 18) or die/ 4d10 dmg if save

4th chest contains 3 +2 daggers in a leather bandolier, a +2 light mace, and the listed potions and scrolls.

Area D

Daergul and Yquis

D2

Medusa, Greater
Large-Size Monstrous Humanoid
Hit Dice: 8d8 +8 (44 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 17 (-1 size, +2 Dex, +6 natural)
Attacks: Shortbow +9/+4 ranged; or dagger +8/+3 melee, snakes +3 melee
Damage: Shortbow 1d6 +1; or dagger 1d4+2, snakes 1d4 and poison
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Petrifying gaze, poison, poisonous blood
Special Qualities: SR 12
Saves: Fort +3, Ref +7, Will +6
Abilities: Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha_15
Skills: Bluff +11, Disguise +11, Move Silently +9, Spot +10
Feats: Point Blank Shot (already factored into bow attacks), Precise Shot, Weapon Finesse (snakes)

Staff of Fire (27 Charges) –
Burning Hands (Ref DC 11) – Fireball (Ref DC 14) – Wall of Fire (Ref DC 16)[2 charges]

+2 dagger and potion of cure serious wounds

Combat
Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude save (DC 15).

Poison (Ex): Snakes, Fortitude save (DC 14); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.

Poisonous Blood (Ex): The blood of a greater medusa is highly toxic, even after it is dead. Fortitude save (DC 15) or initial 1d6 temporary Strength damage and secondary 2d6 temporary Strength damage.

Medusa 2
AC: 20
Attacks: Dagger +6/+1 melee, snakes +3 melee
Dmg: 1d4 1d4 and poison

Wand of Hold Person (32 Charges) – (Will DC 16)

Cloak of Protection +3

Manticores (6)
Huge Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +2
Speed: 30 ft., fly 50 ft. (clumsy)
AC: 16 (-2 size, +2 Dex, +6 natural)
Attacks: 2 claws +9 melee, bite +7 melee; or 6 spikes +6 ranged
Damage: Claw 2d4+5, bite 1d8+2; or spike 1d8+2
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Spikes
Special Qualities: Scent
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 20, Dex 15, Con 19, Int 7, Wis_12, Cha 9
Skills: Listen +9, Spot +9*
Feat: Multiattack

Combat
A manticore begins most attacks with a volley of spikes, then closes.

Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action. This attack has a range of 180 feet with no range increment. A spike threatens a critical hit on a natural attack roll of 19 or 20. The creature can launch only twenty-four spikes in any one day.

D3

Jumping on platforms requires a jump check (DC 15) and a Dex Check (DC 15)
Every 3rd platform has an Antipathy spell placed on it vs any good alignment.

Antipathy
Will DC 23
Duration – 40 hours
Enchantment 
Spell Resistance: Yes

The character causes an object or location to emanate magical vibrations that repel either a specific order of intelligent creature or creatures of a particular alignment, as defined by the character. The particular sort of creature to be affected must be named specifically. Larger groups (types and subtypes) are not specific enough. Likewise, the specific alignment must be named. A compulsion forces creatures of the designated sort or alignment to abandon the area or item, never willingly returning to it while the spell is in effect. A creature who makes a successful saving throw can stay in the area or touch the item, but feels very uncomfortable doing so. This discomfort reduces the creature's Dexterity score by 4 points.

Large Skeleton Huge Skeleton
Large Undead Huge Undead
Hit Dice: 2d12 (13 hp) 4d12 (26 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative) +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft. 40 ft.
AC: 13 (-1 size, +1 Dex, +3 natural) 13 (-2 size, +1 Dex, +4 natural)
Attacks: 2 claws +2 melee 2 claws +4 melee
Damage: Claw 1d6+2 Claw 1d8+4
Face/Reach: 5 ft. by 5 ft./10 ft. 10 ft. by 10 ft./15 ft.
Special Qualities: Undead, immunities Undead, immunities
Saves: Fort +0, Ref +1, Will +3 Fort +1, Ref +2, Will +4

Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.

Bigby’s Clenched Fist
Speed: 60 ft.
AC 20 (9 touch)
Hp’s: 60
Attack: Slam +35
Dmg: 1d8+12
Fort save DC 23 or stunned for 1 round
Saves: Fort +11 Ref +5 Will +14
Dispel DC 26
Spell Resistance applies vs the hand

D4

Wall of Force moves South to North at 30 ft/ round
Moves with initiative count Wall deals 3d10 Electrical Dmg on contact
Init. Count Dist. Moved But shorts out for remainder of round
15 5 ft
12 10 ft
9 15 ft
6 20 ft
3 25 ft
0 30 ft

Wooden Door – Pick Lock DC 30 Str. Check Break DC 25 10 hp, hardness 5

D5

Crystal wall indestructible except by Wish or Miracle

For every question asked of the spirits, DM secretly rolls a Will Save (DC 23)
If Failed, the spirit enters the PC

If under spirit’s control – 90% - flee from other PC’s / 10% lure others to touch the wall.
Wisdom Check each round for PC to maintain control (DC 14)
After 3 rounds of PC control, the spirit exits the PC

After 3 spirits have been truly freed, 20th Sigil Appears.

D6a

Iron Golem
Large Construct
Hit Dice: 18d10 (99 hp)
Initiative: -1 (Dex)
Speed: 20 ft. (can’t run)
AC: 30 (-1 size, -1 Dex, +22 natural)
Attacks: 2 slams +23 melee
Damage: Slam 2d10+11
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Construct, magic immunity, damage
reduction 50/+3, rust vulnerability
Saves: Fort +6, Ref +5, Will +6

Breath Weapon (Su): First or second round of combat-cloud of poisonous gas, 10-foot cube directly in front of the golem lasting 1 round, free action every 1d4+1 rounds; Fortitude save (DC 17), initial damage 1d4 temporary Constitution, secondary damage death.
Magic Immunity (Ex): An iron golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An electricity effect slows it (as the slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a iron golem hit by a fireball cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against fire effects.
Rust Vulnerability (Ex): An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

RUSSET MOLD
CR 6
immune to all attacks involving fire, weapons, and cold,
vulnerable to applications of alcohol, acid, and other things harmful to plants (such as salt).
Russet mold is killed instantly if cure disease or continual light is cast on it.
:):) Living creatures that disturb it or come within 5 feet of it cause the russet mold to release a cloud of spores in a 5-foot radius cloud. All those in the area must succeed at a Fortitude save (DC 15) or take 2d6 points of temporary Constitution damage. Another Fortitude save (DC 15) is required 1 minute later to avoid taking 3d6 points of temporary Constitution damage.
:):) A creature killed by russet mold will rise as a vegepygmy (q.v.) 1d4+20 hours later, unless a hold plant spell is cast within 1 hour. Hold plant does not actually prevent the creature from becoming a vegepygmy, but it does delay the process for the duration of the spell. After that, only a wish or miracle can prevent the creature rising.
:):) Russet mold is lumpy and has a texture similar to cold porridge. Small hair-like growths stand upright and constantly waver back and forth.

D7
Ram and Pit trap
1st character in marching order doesn’t get a save
All others roll Reflex save (DC 25)
All hit take 2d6 points of damage and pushed back to pit trap

20’ – Pit trap
Search (DC 20), Disable (DC 40)
2d6 falling damage

10’ – Pit traps – 1 round later
1d6 falling damage

Sigil 10

Snake circlet
Attack: Bite +5 melee
Damage: Bite 1d4 and Poison
Poison: Fort DC 11, initial and secondary damage 1d6 temp Constitution

Circlet teleports back to the rod (and once again appears as a snake) in 3 rounds.

Sigil 12

Two rounds after the circlet is removed from the rod, corner rods project.

Polymorph Any Object (1d3 non-magical items/ person)
Object Will save (DC 22) negates

Winged Snake
Medium-Size Viper
Medium-Size Animal
Hit Dice: 4d8 (18 hp)
Initiative: +3 (Dex)
Speed: 20 ft., fly 30 ft.
AC: 16 (+3 Dex, +3 natural)
Attacks: Bite +4 melee
Damage: Bite 1d4 and poison
Face/Reach: 5 ft. by 5 ft.
Special Attacks: Poison
Special Qualities: Scent, Electricity immunity
Saves: Fort +3, Ref +6, Will +1

Immune to Electricity
Poison: Fort DC 11, initial and secondary damage 1d6 temp Constitution

D9
Dispel Magic trap – vs. spells only (not items, potions, etc.)
Targeted dispel – opposed roll
1d20 +18 (dispel) vs. DC 11 + PC caster level
Each time a spell is cancelled, the subject takes 1d8 damage

Area E
E1
Throne
Maximized Blast Glyph –Triggered by touching the throne
Reflex (DC 23) for half damage
Max 5d8 (40) sonic damage

Curse – Will save (DC 23) negates
Not triggered if wearing serpent ring

Secret Door to room E1c – Search (DC 30)

E1a
Locked door – Open Lock (DC 30)

E1b

Chest – Glyph of Warding – 4d8 fire damage
Affects toucher and all w/in 5’ of him
Reflex save (DC 17)
Chest contains clothing, personal effects, 241 GP, a golden light mace (150 gp value), One scroll containing the spells Insect Plague, Heal, and Word of Recall, and a second scroll of Spell Resistance (9th caster level)

Marilith
Large Outsider (Chaotic, Evil)
Hit Dice: 9d8+45 (85 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 29 (-1 size, +2 Dex, +18 natural)
Attacks: Weapon +14/+9 melee, 5 weapons
+14 melee, tail slam +11 melee
Damage: Weapon 1d8+6, weapons 1d8+3,
tail slam 4d6+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, improved grab,
constrict 4d6+7, summon demon
Special Qualities: Damage reduction 20/+2, SR 25,
poison and electricity immunity, cold, fire, and acid
resistance 20, telepathy
Saves: Fort +11, Ref +8, Will +10
Abilities: Str 21, Dex 15, Con 21,
Int 18, Wis 18, Cha 16
Skills: Bluff +14, Concentration +15, Hide +10,
Listen +24, Move Silently +12, Scry +14,
Search +14, Sense Motive +15, Spellcraft +14,
Spot +24
Feats: Cleave, Multiattack, Multidexterity,
Multiweapon Fighting, Power Attack

Spell-Like Abilities: At will-animate dead, bestow curse, chaos hammer, cloudkill, comprehend languages, darkness, desecrate, detect good, detect law, detect magic, inflict serious wounds, magic circle against good (self only), magic weapon, project image, polymorph self, pyrotechnics, see invisibility, shatter, telekinesis, teleport without error (self plus 50 pounds of objects only), unholy aura, and unholy blight. These abilities are as the spells cast by a 13th-level sorcerer (save DC 13 + spell level).

Improved Grab (Ex): To use this ability, the marilith must hit a Medium-size or smaller opponent with its tail slam attack. If it succeeds, it can constrict.

Constrict (Ex): A marilith deals 4d6+7 points of damage with a successful grapple check against Medium-size or smaller creatures. The constricted creature must succeed at a Fortitude save (DC 19) or lose consciousness for at long as it remains in the coils and for 2d4 rounds thereafter.

Summon Demon (Sp): Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success.
Telepathy (Su): Mariliths can communicate telepathically with any creature within 100 feet that has a language.

Possessions: six +1 longswords

E1c
The Apparatus of Kwalish:

Any time the emerald key is used, the process starts over.
Any time the emerald key is used, the apparatus will teleport to room E1c.
Any time the emerald key is used in E1d, the entire contents of room E1d is teleported to E1c.

1. The first teleport will take the apparatus to room E1c
2. After 30 rounds the apparatus and its contents are teleported to room E1d.
3. After another 30 rounds the apparatus is teleported to E1c, leaving its contents in E1d.
4. After another 30 rounds the apparatus is teleported to E1d, leaving its contents behind, wherever that happens to be.
5. The process is complete; nothing more happens unless the emerald key is used again.

E2
Whirlpool trap
Room spins for 2d6 rounds
Swim check (DC 24) to avoid being thrown to the wall
Damage: 1d6 impact and 4d4 piercing

Lever must be reset before entering shaft, otherwise door to E3 is opened.

E3
Door is only opened 3 ways:
1. The shaft is entered without resetting the lever
2. Magical means
3. Strength check – break DC 28

Corpse possessions:
+2 Banded mail, +1 Bastard Sword, Bag of Holding (bag 2), Figurine of Wondrous Power (golden lions), Potion of Cure Serious Wounds, 125 GP, 32 PP, and a black pearl (500 gp).

Purple Worm
Gargantuan Beast
Hit Dice: 16d10+112 (200 hp)
Initiative: -2 (Dex)
Speed: 20 ft., burrow 20 ft., swim 10 ft.
AC: 19 (-4 size, -2 Dex, +15 natural)
Attacks: Bite +20 melee, sting +15 melee
Damage: Bite 2d8+12, sting 2d6+6 and poison
Face/Reach: 30 ft. by 30 ft. (coiled)/15 ft.
Special Attacks: Improved grab, swallow whole, poison
Special Qualities: Tremorsense
Saves: Fort +17, Ref +8, Will +4
Abilities: Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8

In battle, a purple worm forms into a coil 15 feet across, biting and stinging anything within reach.

Improved Grab (Ex): To use this ability, the purple worm must hit with its bite attack. If it gets a hold, it can attempt to swallow the foe.

Swallow Whole (Ex): A purple worm can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
The worm’s interior can hold one Huge, four Large, sixteen Medium-size, or sixty-four Small or smaller opponents.

Poison (Ex): Sting, Fortitude save (DC 24); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.

Tremorsense (Ex): A purple worm can automatically sense the location of anything within 60 feet that is in contact with the ground.

E4
Anyone without an appropriate sigil is treated as not there as far as the statues are concerned.

Sigil 14 – hands stone wedge to a wizard or sorcerer.
-If there is no mage in the group, it is handed to a cleric or druid
-Cleric/Druid must make a Will save (DC 25) or be affected by a Greater Dispelling (1d20 +15)

Sigil 16 – hands stone wedge to a cleric or druid.
-If there is no priest in the group, it is handed to a fighter
-Fighter must make a Will save (DC 25)…as above

Sigil 17 – hands stone wedge to a rogue.
-If there is no rogue, it is handed to a mage.
-Mage must make saves as above

Sigil 18 – hands stone wedge to a fighter, barbarian, or ranger.
-If there is no fighter, it is handed to a priest
-Priest must make saves as above

Sigil 19 – hands stone wedge to a bard.
-If there is no bard, it is handed to a mage.
-Mage must make saves as above

Sigil 20 – hands stone wedge to a paladin.
-If there is no paladin, it is handed to a fighter.
-Fighter must make saves as above

Area F
F1
Octagonal hallway – Intelligence check (DC 20) reveals that the area was created for creatures that don’t distinguish a difference between the floor, walls, and ceiling.

Any non-flying PC’s fighting in the tubes receive a –2 penalty to attacks and physical skills due to the uneven surface

F2

Beholders (3)
Large Aberration
HD: 11d8 +11 (60 hp’s)
Init: +4
Spd: 5 ft, Fly 20 ft (good)
AC: 20 (21)
Attack: Eye rays +7 ranged touch, bite +2 melee, Snake bite +2 melee
Dmg: Bite 2d4, snake bites 1d6 and poison, eye rays
SQ: all-around vision (can’t be flanked), antimagic cone, fly
Saves: Fort +4, Ref +3, Will +11
Skills: Hide +7, Listen +15, Spot +20
Feats: Flyby Attack, Shot on the run

B1: AC 21 (ring of protection +1) Uses telekinesis to pick up foes (moves 20 ft per round) and drop them (60 ft ceilings – 6d6 fall damage)
B2: Initially invisible (potion) – likes to bite opponents in melee and use eye rays against others
B3: Uses shot on the run to fire and take full cover behind pillars

Snake-stalk Poison: Fort save (DC 20) – Initial damage 1d6 temp Con, Secondary damage death

Antimagic cone: 150 ft cone straight forward.
Can decide if it is on or off (by closing eye) once per round.
Eye rays do not function in cone.

Eye Rays: any 3 (but only 3) can be fired in any arc (except all can be fired up)
Charm Person: Will neg (DC 18)
Charm Monster: Will neg (DC 18)
Disintegrate: Fort neg (DC 18)
Fear: Will neg (DC 18)
Finger of Death: Fort partial (DC 18) 3d6 +13 damage on successful save
Flesh to Stone: Fort neg (DC 18)
Inflict Moderate Wounds: Will half (DC 18) – 2d8 +10 damage
Sleep: Will neg (DC 18) – affects one creature with any number of hit dice.
Slow: Will neg (DC 18)
Telekinesis: Will neg (DC 18) – 325 lbs. Limit

Roost #5: contains 384 gp, 266 sp, and a +2 short sword.

F2a
Secret Door – Search (DC 35) to find keyhole.
Requires Red key from room B3 - MUST be turned to the LEFT – if anything else is stuck in the hole or key is turned right, poison gas is released in 20 ft radius.

Poison – Inhaled – Fort (DC 22)
Initial Damage – Death, Secondary Damage – 3d6 Con

Dimension Door - character becomes trapped in the Astral Plane. Each round that the character is trapped in the Astral Plane in this way, the character may make a Will save (DC 25) to return to the Material Plane at a random open space on a suitable surface within 100 feet of the intended location.
Ethereal Jaunt – Shunted to nearest open space and take 1d6 damage per 5 ft displaced.
Teleport – Stuck in rock – Suffocation – Can hold breath for 2x (Con mod) rounds; after that must make Constitution check (DC 10 +1/round) each round. At failed check he falls unconscious (0 hp’s); next round falls to –1 hps; third round he suffocates.

F3
Magical eyes (50)
Constructs
Attack: Slam +10
Dmg: 1d4

Each PC attacked 1d6 times per round

Only affected by dispel magic and similar spells
-Caster rolls 1d20 to determine how many eyes are dispelled within radius

F4
Secret panel – Search (DC 35)

Area G

Lamia (wizard 8)
Medium-Size Magical Beast
Hit Dice: 9d10+9 (86 hp)
Initiative: +2 (Dex)
Speed: 60 ft.
AC: 17 (+2 Dex, +5 natural)
Attacks: Touch +13 melee; or dagger +15/+10/+5 melee
Damage: Touch 1 permanent Wisdom drain; or dagger 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, Wisdom drain, Spells
Saves: Fort +9, Ref +10, Will +13
Abilities: Str 10, Dex 15, Con 12, Int 14, Wis 15, Cha 12
Skills: Bluff +13, Concentration +11, Hide +14
Feats: Dodge, Iron Will, Mobility, Weapon Finesse (dagger), Scribe Scroll,

Spell-Like Abilities: 1/day-charm person (Will neg, DC 12), major image(will disbelief [if interacted with] DC 12), mirror image, and suggestion(will neg, DC 14). These abilities are as the spells cast by a 9th-level sorcerer (save DC 11 + spell level).
Wisdom Drain (Su): By making a successful touch attack, a lamia permanently drains 1 point of Wisdom. Lamias try to use this power early in an encounter to make foes more susceptible to charm person and suggestion.

Spells: DC 12 + spell level
0 – Detect Magic, Prestidigitation, Detect Poison, Ghost Sound
1 – Grease, Magic Missile(4 missiles), Shield, Mage Armor, Expeditious Retreat
2 – Invisibility, Levitate, Pyrotechnics, Glitterdust
3 – Gust of Wind, Lightning Bolt, Displacement
4 – Emotion, Polymorph Other


Nine-Headed Hydra
Huge Beast
Hit Dice: 9d10+45 (94 hp)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
AC: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 9 bites +9 melee
Damage: Bite 1d10+5
Face/Reach: 20 ft. by 20 ft./10 ft.
Special Qualities: Scent
Saves: Fort +11, Ref +7, Will +3
Abilities: Str 21, Dex 12, Con 20,
Int 2, Wis 10, Cha 9
Skills: Listen +7, Spot +8
Feats: Combat Reflexes

Hydras can attack with all their heads at no penalty, even if they move or charge during the round.

Feats: A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity each round.

A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must hit the monster’s neck with a slashing weapon and deal damage equal to the hydra’s original hit point total, divided by its original number of heads, (10 points) in one blow. (The player says where the attack is aimed just before making the attack roll.) For example, if a five-headed hydra has 52 hp, a single blow dealing 10 or more points of damage severs a head (52 / 5 = 10.4, rounded down to 10). Any excess damage is lost. A severed head dies, and a natural reflex seals the neck shut to prevent further blood loss.

Lernaean Hydra
The only way to slay a Lernaean hydra normally is to sever all its heads. However, each time a head is severed, two new heads spring from the stump in 1d4 rounds. A Lernaean hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day.
To prevent a severed head from growing back into two, at least 5 points of fire or acid damage must be dealt to the stump (AC 19) before the new heads appear.
Spells such as disintegrate, finger of death, and slay living kill a Lernaean hydra outright if they succeed. If the spell deals damage on a successful save, that damage is directed against one of the hydra’s heads.


Troll (4)
Large Giant
Hit Dice: 6d8+36 (63 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 18 (-1 size, +2 Dex, +7 natural)
Attacks: 2 claws +9 melee, bite +4 melee
Damage: Claw 1d6+6, bite 1d6+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Rend 2d6+9
Special Qualities: Regeneration 5, scent, darkvision 90 ft.
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills: Listen +5, Spot +5

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.


Shambling Mound (3)
Large Plant
Hit Dice: 8d8+24 (60 hp)
Initiative: +0
Speed: 20 ft.
AC: 20 (-1 size, +11 natural)
Attacks: 2 slams +10 melee
Damage: Slam 2d6+5
Face/Reach: 5 ft by 5 ft./10 ft.
Special Attacks: Improved grab, constrict 2d6+7
Special Qualities: Plant, electricity immunity, fire resistance 30
Saves: Fort +9, Ref +2, Will +2
Abilities: Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Skills: Hide +12, Listen +4, Move Silently +4

Improved Grab (Ex): To use this ability, the shambler must hit an opponent of up to Large size with both arm attacks. If it gets a hold, it can constrict.

Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check against Large or smaller creatures. The shambler can still move but cannot take any attack actions when constricting.

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Electricity Immunity (Ex): Shamblers take no damage from electricity. Instead, any electrical attack (such as shocking grasp or lightning bolt) used against a shambler grants it 1d4 points of temporary Constitution. The shambler loses these points at the rate of 1 per hour.

G2
Locked Tower Door: Open Lock (DC 30)

Magical Adhesive Trap:
40% chance each round that a PC steps on and gets stuck in a sticky patch. Once activated, the adhesive holds for 1d10 rounds before becoming brittle. A PC can then break free easily as a free action.

Monstrous Scorpion, Large (3)
Large Vermin
Hit Dice: 7d8+14 (45 hp)
Initiative: +0
Speed: 50 ft.
AC: 14 (-1 size, +5 natural)
Attacks: 2 claws +7 melee, sting +2 melee
Damage: Claw 1d6+3, sting 1d6+1 and poison
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Improved grab, squeeze, poison
Special Qualities: Vermin
Saves: Fort +7, Ref +2, Will +2
Abilities: Str 17, Dex 10, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +11, Hide +3, Spot +7

Improved Grab (Ex): To use this ability, the monstrous scorpion must hit with its claw attack. If it gets a hold, it hangs on and stings.

Squeeze (Ex): A monstrous scorpion that gets a hold on an opponent of its size or smaller automatically deals damage with both claws, biting and stinging at its full attack value.

Vermin: Immune to mind-influencing effects.

Poison (Ex): Fort DC 18 Initial and Secondary 1d6 Str Damage
 

Because of the description of the transformed Yuan-ti, at the time I think I statted them as yuan-ti with the bonus human feat and skill points. Just FYI.

Im-Ravin
(Human) Yuan-ti Abomination Lich
Cleric 7/Master of Shrouds 9/Heriophant 2
Domains known: Chaos, Death, Destruction, Evil, and Protection

Str – 23
Dex – 17
Con – -
Int – 22
Wis – 30
Cha – 24

Feats (7): Quicken Spell, Craft Wonderous Item, Twin Spell?

Spells/day: (0-6, 1st- 8+1, 2nd- 8+1, 3rd- 7+1, 4th- 6+1, 5th- 6+1, 6th- 5+1, 7th- 4+1, 8th- 3+1)

Spells Prepared (and domain choices)
0-Detect Magic,
1-Command(x2), Cause Light Wounds(x2), Detect Good, Protection from Good, Santuary +(Protection from Law, Cause Fear, Inflict Light Wounds, Protection from Good, Sanctuary)

2-Darkness, Hold Person(x3), Silence, Spiritual Weapon +(Shatter, Death Knell, Shatter, Desecrate, Shield Other)

3-Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Deeper Darkness, Dispel Magic, Magic Circle against Good, Protection from Elements, Stone Shape +(Magic Circle against Law, Animate Dead, Contagion, Magic Circle against Good, Protection from Elements)

4-Inflict Critical Wounds(x2), Freedom of Movement, Spell Immunity, Tongues +(Chaos Hammer, Death Ward, Inflict Critical Wounds, Unholy Blight, Spell Immunity)

5-Circle of Doom, Commune, Dispel Good, Flame Strike, Insect Plague, Scrying, Slay Living +(Dispel Law, Slay Living, Circle of Doom, Dispel Good, Spell Resistance)

6-Animate Objects, Blade Barrier, Harm +(Animate Objects, Create Undead, Harm, Create Undead, Antimagic Field)

7-Blasphamy, Destruction +(Word of Chaos, Destruction, Disintegrate, Blasphamy, Repulsion)

8-

Vytholus: CE lesser deity
Domains: Chaos, Destruction, Evil, Scalykind
 
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Labyrinth of Madness Yuan-Ti Masters

Table: Psionic Combat DC Modifiers
Ego Id Mind Mind Psychic
Whip Insinuation Blast Thrust Crush
Empty Mind +1 –2 +3 –3 –5
Intellect Fortress –2 +1 +0 +6 +4
Mental Barrier –1 +4 –3 +1 +3
Thought Shield –4 –1 –2 +4 +2
Tower of Iron Will +3 +0 –1 +5 –3
Nonpsionic buffer –8 –9 +4 –8 –8
Flat-footed or out +8 +7 +8 +8 +8
of power points

Table: Psionic Attack Modes
Attack Ability Power
Mode†† Range Damage Points
Mind Thrust Close (25 ft. + 5 ft./2 levels) 1d2 Int 1
Ego Whip Close (25 ft. + 5 ft./2 levels) 1d4 Dex 3
Id Insinuation Close (25 ft. + 5 ft./2 levels) 1d2 Str* 3
Psychic Crush Close (25 ft. + 5 ft./2 levels) 2d4 Wis 5
Mind Blast 60 ft. cone** 1d4 Cha† 9

*A defender who fails a Will save ignores mental hardness, if any.
**All creatures caught in the area must save or be affected.
†Nonpsionic beings affected by mind blast are stunned for 3d4 rounds.
††Attack mode level equivalents for the purpose of Concentration checks: Mind Thrust, 1st; Ego Whip and Id Insinuation, 2nd; Psychic Crush, 3rd; Mind Blast, 5th.

Table: Psionic Defense Modes
Defense Power
Mode Secondary Protection Points
Empty Mind None 1
Thought Shield 1 mental hardness* 1
Mental Barrier 2 mental hardness* 3
Intellect Fortress 3 mental hardness* 5
Tower of Iron Will 2 mental hardness*, 5
10-ft. radius**
Nonpsionic buffer Ability damage=stun† n/a

*Mental hardness reduces total ability damage dealt by successful psionic attack.
**Bonus on defender’s Will save does not stack with overlapping psionic defenses, but mental hardness does stack.
†Nonpsionic creatures are stunned for a number of rounds equal to the points of ability damage that would be dealt.

Daergul: AC 23; 67 hp; 9 HD
Fighter 8
Init +2
Attacks: Longsword +14/+9 or longsword +9 and 2 snake bites +2
DMG: 1d8+5 1d6
Saves: Fort +6 Ref +7 Will +10
SR 16

Longsword +2, Small metal shield +1, Serpent Ring

Psionics:
Attack Modes: Mind Thrust, Id Insinuation
Defense Modes: Mind Blank, Intellect Fortress, Tower of Iron Will
PP’s: 120

Add 5 fighter feats and 4 level feats.


Yquis: AC 20; 55 hp; 9 HD
Attacks: Heavy mace +9 or tail slam +8
DMG: 1d8+4 + poison 1d6+3
Saves: Fort +6 Ref +7 Will +10
SR 16
Constrict:

Rod of the Viper – poison - 1d10 temp Con/ 1d10 temp Con - (Fort DC 14)

Rod of the Viper, Dust of Appearance, Serpent Ring, Scroll of Dimension Door

Spells (5 / 4 / 3 / 2 / 2)
1st –Burning Hands, Hold Portal, Magic Missile, Magic Missile, Obscuring Mist
2nd – Blindness/Deafness, Blur, Levitate, Mirror Image
3rd – Blink, Fireball, Lightning Bolt
4th – Confusion, Stoneskin
5th – Cone of Cold, Wall of Force

Add scribe scroll, 2 wizard feats, and 5 level feats.

Grapple rules w/ constrict:
After a successful slam, make a melee touch attack
If touch attack is successful, make an opposed attack roll with target (1d20 +8)
If opposed roll is successful, damage is dealt (1d6+3 dmg)
Move into target’s square as free action, provoking AOO’s from all eligible except target

To escape grapple:
Must win opposed grapple check
Beat grappler’s grapple check (DC) with an Escape Artist check
 

There is a portion of the module where it's possible the PC's weapons can become intelligent. I pre-rolled some intelligent item stats to apply on the fly:


Labyrinth of Madness Intelligent Magic Items:
1. Int-16 Wis-14 Cha-14 Base EGO-9
Com – Empathy Item can Intuit Direction (10 ranks)
Wielder has free use of Mobility

2. Cha-14 Int-12 Wis-7 Base EGO-4
Com – Semiempathy Feather fall on wielder 1/day

3. Cha-16 Int-15 Wis-10 Base EGO-7
Com – Empathy Wielder has free use of Uncanny Dodge (as 5th level Barb)
Telekinesis (250 lb. Max, 1 min/use) 2/day

4. Wis-18 Int-17 Cha-8 Base EGO-15
Com – Speech Wielder has free use of Evasion
(Common, Abyssal, Fly – (30 min/use) 2/day
Celestial, Infernal) Feather Fall on Wielder 1/day
Special Purpose - Defeat/slay Lawful Outsiders (Celestials/Devils) – Special Purpose Power – ----Slay Living (DC 15)

5. Int-17 Cha-10 Wis-10 Base EGO-6
Com – Empathy Lightning Bolt (8d6 dmg, 200 ft range, DC13) 1/day
Find traps at will

6. Int-13 Cha-11 Wis-11 Base EGO-3
Com – Empathy Wielder has free use of Combat Reflexes
Detect Magic at will

7. Int-17 Wis-12 Cha-11 Base EGO-9
Com – Speech Teleport (600 lb. Max) 1/day
(Common, Abyssal, Wielder has free use of Improved Initiative
Orc, Wielder has free use of Sunder
Item can Intuit Direction (10 ranks)

8. Int-16 Cha-13 Wis-13 Base EGO-8
Com – Speech Detect Secret Doors at will
(Common, Cure Light Wounds (1d8+5) on wielder 1/day
Detect Lawful Good at will

9. Int-18 Wis-17 Cha-16 Base EGO-12
Com – Empathy Wielder can See Invisible at will
Wielder has free use of Combat Reflexes

10. Cha-14 Int-11 Wis-8 Base EGO-3
Com – Semiempathy Wielder can See Invisible at will

11. Wis-15 Int-10 Cha-9 Base EGO-3
Com – Semiempathy Find Traps at will

12. Wis-15 Int-13 Cha-9 Base EGO-8
Com – Speech Item can Sense Motive (10 ranks)
(Common, Find Traps at will
Feather Fall on wielder 1/day
Wielder has free use of Mobility (doubly effective [ie-+8 to AC])

13. Cha-13 Int-11 Wis-11 Base EGO-5
Com – Speech Wielder has free use of Improved Initiative
(Common) Wielder has free use of Combat Reflexes
Haste (wielder only, 10 rounds) 1/day

14. Cha-16 Int-13 Wis-12 Base EGO-7
Com – Speech Detect Secret Doors at will
(Common, Wielder has free use of Mobility
 

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