TEXT: UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  33
   1st  level
  the Corrupted Nursery
  1
  
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.  System Reference Document Copyright 2000-2003, Wizards 
  of the Coast, Inc; Authors Knathan Tweet, Monet Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, 
  Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 
  2002, Wizards of the Coast, Inc; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
  Swords of Our Fathers Copyright 2003, The Game Mechanics. Mutants & Masterminds Copyright 2002, Green Ronin Publishing. 
  Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman  
  The Dungeon Under The Mountain and The Corrupted Nursery © by Øone Roleplaying Games
  Some artwork copyright Paul Daly, used with permission.
  The Corrupted Nursery
  Written by Mark Gedak
  Graphic Design by O’Bully
  Cartography by Mario Barbati
  Artwork by O’Bully, Paul Daly, 
  Studio Mattigatti.
  Software Authoring by Anna Fava
  Requires the use of the Dungeons & Dragons® 
  Player’s Handbook, Third Edition, published by 
  Wizards of the Coast®
  Dungeons & Dragons® and Wizards of the Coast® 
  are Registered Trademarks of Wizards of the Coast, 
  and are used with Permission.
  Every Reference to other copyrighted material in no 
  way constitutes a challenge to the respective copyright 
  holders of that material.
  A) The following elements in this book is hereby 
  designated as open game content, in accordance with 
  the open game licence:
  1- All Monsters, stats and description
  B) the following elements in this book are hereby 
  identified as “product identity”:
  1- All not mentioned at the point “A”
  2- Øone Roleplaying Games identifying marks and 
  product titles.
  3-All artwork, maps and graphic design.
  The reproduction or retransmission of this book, 
  except for his open gaming content, without written 
  permission of the copyright holder is expressly for-
  bidden, except for the purpose of reviews.
  ‘D20 System’ and the ‘D20 System’ logo are Trade-
  marks owned by Wizards of the Coast and are used 
  according to the terms of the D20 System License 
  version 3.0.  A copy of this License can be found at 
  www.wizards.com/d20.
  Product Code: UNDRE013
  First edition: September 2007
  Øone Roleplaying Games
  www.Øonegames.com
  master@Øonegames.com
  
  Welcome
  3
  What is this Product
  This product contains one room 
  or one dungeon -based encounter. 
  All the rooms featured here are taken 
  from one of The Dungeon Under 
  the Mountain products, available at 
  www.0onegames.com, although these 
  products are not necessary, since the 
  encounter can be adapted without ef-
  fort to any existing dungeon.
  How to 
  Use this Product
  This product takes advantage from 
  the PDF technology, joining old-fash-
  ioned style with the most advanced 
  electronic features. In order to use this 
  product you must use Adobe Acrobat 
  6 or later.
  This product has been designed 
  to help busy referees in preparing 
  dungeon adventures and encounters. 
  Instead of wasting time scaling the 
  encounters and adapting them to your 
  party, here you will find a pre-scaled 
  encounter suitable in three different 
  versions (for low, mid and high level 
  of play). At the beginning of the en-
  counter text, you will find a big button 
  like this.
  By clicking on this button you can 
  choose which level want to play (low, 
  medium, high). When you have made 
  your choice all the relevant portions of 
  the text will change accordingly.
  Monsters will scale, DCs will 
  change, traps and behaviors of the 
  villains will change, according with the 
  level of play you choose.
  Nevertheless, this is not all.
  Beside each paragraph you will 
  find the same button found before, 
  but much smaller. This button allows 
  you to change only the appropriate 
  paragraph. Therefore, if you need 
  stronger monsters in your low-level 
  encounter, you can adjust them and 
  use mid-level monsters instead of 
  low-level ones. Likewise, if you want 
  traps tougher, just click on the para-
  graph button and change the level of 
  the traps paragraph. Blank spaces, due 
  to different text lengths, will be filled 
  with placeholder artwork, so you will 
  have a good-looking page.
  Finally, a paragraph called “Person-
  al  Notes” is left blank. This paragraph 
  features a text field you can fill with 
  your notes about the encounter, sim-
  ply click and write.
  The document saves automatically 
  the notes when you close it. In order 
  to recall the notes present on a docu-
  ment you must choose “Load Notes” 
  from the paragraph button. Note that 
  if you load the previous notes they will 
  override the notes you are writing
  The buttons will not be printed.
  The Maps
  Those familiar with The Dun-
  geon Under the Mountain products 
  will found the maps easy to use. The 
  product comes with two maps of the 
  room. A smaller version of the map 
  is intended for the referee; the second, 
  larger one, may come split in more 
  than one sheet and it is intended for 
  miniature play.
  The smaller map features the “Rule 
  the Dungeon” button. Clicking this 
  button, you can customize the map by 
  opening or closing the doors, remov-
  ing the furniture or removing the fill 
  in the walls and more, depending on 
  the room’s layout. All the choices 
  made on the smaller map are reflected 
  on the larger one. 
  The Background
  The Dungeon Under the Moun-
  tain is a massive dungeon complex 
  extending endlessly below the ground. 
  In a remote past, ancient evil beings 
  dwelled in the area. Now, the remain-
  ing of these mysterious evil beings 
  have seized the dungeons and filled it 
  with deadly traps and monsters. Also, 
  many known villains have established 
  their strongholds in the depths of The 
  Dungeon Under the Mountain. No-
  body knows why this dungeon is filled 
  by danger, but nobody cares, since this 
  dungeon is the most prized adventure 
  ground of the world. However be 
  warned, adventurers, your life will be 
  not easy here and dozens of self-call-
  ing heroes never returned from the 
  Dungeon Under the Mountain!
  “You Have Been 
  Warned”
  ����
  ���
  ��������
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  33
   1st  level
  the Corrupted Nursery
  4
  the Corrupted Nursery 
  (level 1, room 33)
  Background 
  and Lead-ins
  The corrupted nursery is the home 
  of the mad, elven enchantress Idril 
  Nolatari and her adopted children. 
  Idril had previously ruled over the 
  Empire of Sazhnis, along with her 
  three sons Mikeal, Varish and Tol-
  lisn. Her corrupt rule was ended by 
  the Heroes of Tallowhills, who not 
  only forced her to flee her traditional 
  seat of power but also killed her sons. 
  Consumed by equal parts madness 
  and outrage, Idril kidnapped the infant 
  children of her enemies. Now in the 
  Dungeon Under the Mountain, Idril 
  has converted an area of the dungeon 
  to serve as a nursery for her new 
  children. 
  Players could be on a quest to 
  rescue the children at the request of 
  the Heroes of Tallowhills or could 
  even be the heroes themselves. Alter-
  natively, the heroes could be simply 
  treasure-seekers in the Dungeon who 
  choose to investigate this area after 
  encountering children’s toys near the 
  area, drawing on the dungeon walls or 
  even child-like footprints left in spilled 
  paint.
  Although the heroes may be here 
  to rescue the children, that task will be 
  significantly more difficult than they 
  first expect. In order to preserve her 
  new children, Idril used a combination 
  of arcane science and forbidden magic 
  to transfer the souls of the children 
  into a number of small wooden dolls.  
  Once the transfer was complete, 
  their bodies eventually died.  Idril 
  has slipped so far into madness she 
  doesn’t even recall how she made the 
  transference.
  This encounter is not the simple 
  rescue mission that players might 
  think it to be. The children only exist 
  as wooden dolls now and cannot 
  be returned to their original bodies. 
  There is no way, at least in the con-
  text of this supplement, to reverse 
  the transference process. Still worse 
  the children truly believe that Idril is 
  their mother, they will do anything 
  to not be taken from her. They are 
  deceitful and will try to manipulate the 
  characters be feigning serious injury 
  or shouting at them in phrases like, 
  “why are you hurting my mommy,” 
  or “leave her alone you big meany” 
  or just scream in an abject tantrum. 
  Since the children are constructs, they 
  cannot be knocked unconscious or 
  subdued. If they are reduced to 0 hit 
  points they will be permanently killed, 
  so adventuring groups intent on res-
  cuing the children will have to capture 
  them while they are still in fighting 
  form.
  Room Environment
  Lighting: An oil lamp hangs in 
  the center of the room, it is illuminat-
  ed by continual fire. Images of animals 
  dance across the walls from the shapes 
  carved into the turning lamp shade.
  Smell: The room smells strongly 
  of talcum powder and stale milk.
  Sounds:  The room is alive with 
  the chatter and laughter of children, 
  the knocking of wooden joints and 
  toys, and the tinkling of a music box 
  playing “The Knight and the Dragon”. 
  Idril will also be humming a lullaby 
  when the heroes enter.
  Walls: The walls are painted a 
  powder blue to represent the sky in 
  Sazhnis. Savannah grasses cover the 
  bottom perimeter of the walls and 
  paintings of giraffes, elephants and 
  rhinos cover the walls. A smiling sun 
  is painted in the upper corner of the 
  north-east wall. The wooden door-
  frame is marked with four vertical 
  lines and names at about two or two 
  and half feet in height.
  Toys:  This room is to be filled 
  with an assortment of toys. Sample 
  toys would include marbles, tops, 
  jacks, stuffed animals, stacking blocks 
  and dolls.
  Room Description 
  for the Players 
  Entrance Hall and Door
  The secret door opens easily into 
  this twenty foot long corridor. The 
  walls of the hallway are decorated with 
  crude, multi-colour drawings. There 
  are no obvious exits.
  The Nursery
  The door opens easily to the sound 
  of a music box and the humming of 
  a lullaby. The room appears to be a 
  nursery, there is an elderly elf woman 
  seated in a rocking chair in the north 
  east corner. Two wooden dolls cavort 
  about the room with toys in their 
  hands. Another wooden doll tugs at the 
  old woman’s skirt.
  She stops her humming, “what is it 
  Leigh?”
  “Momma Idril, there are strangers 
  here,” the doll explains.
  “Oh, that’s okay Leigh. I won’t let 
  anyone take you away.”
  Room Description 
  for the Referee
  Entrance Hall and Door
  The hallway to the corrupted nurs-
  ery is five feet wide and twenty-five 
  feet long. The door to the dungeon 
  proper is hidden from the outside and 
  the door into the nursery is hidden as 
  well. The children often get to play in 
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  33
   1st  level
  the Corrupted Nursery
  5
  this hall when they have been well-be-
  haved. When in the hall, the children 
  often draw horrific crayon drawings of 
  murder, torture and demonic wor-
  ship.  There may also be a few toys 
  that the children have failed to pick-
  up, such as a stacking block or toy top.
  The Nursery
  The nursery is a small room only 
  fifteen feet by fifteen feet. The walls 
  have been painted to represent the 
  landscape of Sazhnis. Paintings of 
  savannah mammals decorate the 
  walls. There is a chest in the northwest 
  corner where the children’s toys are 
  stored. In the southeast corner on a 
  small end table sits a music box that 
  plays a lullaby and serves as a magi-
  cal trap for all those who enter (see 
  Traps section). Sitting along the left 
  wall are three skeletons, two dressed 
  as little girls and one dressed as a little 
  boy. Idril sits in a rocking chair in the 
  northeast each corner as three living 
  dolls - Charlie, Ray and Leigh - play 
  on the floor.
  Combat Tactics
  Roleplaying Tactics 
  The real challenge in this encounter 
  is not mother Idril but the adopted 
  children themselves. In the time that 
  they have been in Idril’s custody they 
  have become corrupted from her 
  teachings and care. Regardless of past 
  memories they now consider Idril to 
  be their mother and all others to be 
  their enemy. Idril’s grip on sanity has 
  been loosened by the death of her 
  own children and is not above bar-
  gaining with the players to avoid harm 
  coming to her adopted children.
  Relevant Skill 
  Checks
  Traps, Mechanical 
  Devices, Doors, and 
  Objects Statblocks
  [high] EL 16
  As soon as the heroes enter the 
  room they will trigger the music box 
  trap. Idril and her children are im-
  mune to its effects and it is likely the 
  heroes will be as well, however the 
  heroes’ followers, familiars or animal 
  companions may not be immune to 
  its magic. Idril has descended into 
  insanity; her children have been raised 
  in her morality and are totally corrupt, 
  yet they actively care for her needs. 
  Idril will have cast heroism on Charlie, 
  and rage on Leigh and Ray. During 
  combat she maintains concentration 
  on the spell to continue to grant them 
  benefits. If desperate she will try to 
  escape with at least one of her children 
  using her cape of the mountebank. 
  Charlie will try to grapple poorly 
  armed spellcasters to prevent them 
  from using magic on Idril or use his 
  gauntlets of rust to disable a warrior’s 
  protection. With Hold the Line and 
  Stand Still, Charlie can hold many foes 
  from approaching Idril. Ray favors 
  mobility and will always try to keep 
  herself between the bad men and her 
  mother. Leigh tries to disable foes as 
  quickly as possible with Power Attacks 
  and Cleaves.
  [high]
  Spot DC 12 the drawings in the 
  hallway depict depraved images of 
  torture, murder and demon worship. 
  The artists couldn’t be more than four 
  or five years old.
  Search DC 28 the end of the 
  hallway appears to be a normal wall, 
  however the floor around the end 
  has dust trails that indicate that the 
  wall has moved in the past. On the 
  right hand wall, a false stone hides a 
  concealed lock.
  Open Lock DC 25 the door to 
  the nursery is outfitted with an average 
  locking mechanism.
  [medium]
  Spot DC 12 the drawings in the 
  hallway depict depraved images of 
  torture, murder and demon worship. 
  The artists couldn’t be more than four 
  or five years old.
  Search DC 23 the end of the 
  hallway appears to be a normal wall, 
  however the floor around the end 
  has dust trails that indicate that the 
  wall has moved in the past. On the 
  right hand wall, a false stone hides a 
  concealed lock.
  Open Lock DC 20 the door to 
  the nursery is outfitted with a simple 
  locking mechanism.
  [low]
     Spot DC 12 the drawings in 
  the hallway depict depraved images of 
  torture, murder and demon worship. 
  The artists couldn’t be more than four 
  or five years old.
     Search DC 17 the end of the 
  hallway appears to be a normal wall, 
  however the floor around the end 
  has dust trails that indicate that the 
  wall has moved in the past. On the 
  right hand wall, a false stone hides a 
  concealed lock.
    Open Lock DC 15 the door 
  to the nursery is outfitted with a very 
  simple locking mechanism.
  [low]
  Music box Trap (CR 3)
  Description: A gilded music 
  box sits on an ordinary-looking end 
  table. As you enter the room, the lid 
  of the music box opens to play a sweet 
  lullaby. The lullaby acts as a sleep spell 
  centered on the music box. The magic 
  of this trap is disrupted if the music 
  box is removed from the end table.
  Search DC 26; Type Magical
  Trigger Detection (alarm); Init 
  +3
  Effect Extended sleep (Will DC 11, 
  CL 3rd)
  Duration: 6 minutes
  Destruction AC 12; hp 12; hard-
  ness 6 (music box)
  Disarm Disable Device DC 26 
  (music box)
  Dispel DC 14 (music box)
  [medium]
  Music box Trap CR 5
  Description: A gilded music 
  box sits on an ordinary-looking end 
  table. As you enter the room, the 
  lid of the music box opens to play a 
  sweet lullaby. The lullaby acts as a deep 
  slumber spell centered on the music 
  box. The magic of this trap is disrupt-
  ed if the music box is removed from 
  the end table.
  Search DC 28; Type Magical
  Trigger Detection (alarm); Init 
  +3
  Effect Extended deep slumber 
  (Will DC 15, CL 7rd)
  Duration: 14 minutes
  Destruction AC 12; hp 12; hard-
  ness 6 (music box)
  Disarm Disable Device DC 28 
  (music box)
  Dispel DC 18 (music box)
  [high]
  Music box Trap CR 7
  Description: A gilded music 
  box sits on an ordinary-looking end 
  table. As you enter the room, the lid 
  of the music box opens to play a sweet 
  lullaby. The lullaby acts as a enduring 
  slumber spell centered on the music 
  box. The magic of this trap is disrupt-
  ed if the music box is removed from 
  the end table.
  Search DC 30; Type Magical
  Trigger Detection (alarm); Init 
  +3
  Effect Extended enduring slumber 
  (Will DC 18, CL 11th)
  Duration: 22 minutes
  Destruction AC 12; hp 12; hard-
  ness 6 (music box)
  Disarm Disable Device DC 30 
  (music box)
  Dispel DC 30 (music box)
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  33
   1st  level
  the Corrupted Nursery
  6
  Treasures and XP
  New Objects, Spells, 
  and Magical Items
  New Psionic Item
  Album of Memories
  This tome is used to record mem-
  orable events in the life of a person. 
  It has a hundred pages and can store 
  two memories per page.
  Description: An album of mem-
  ory is a leather bound tome approxi-
  mately five inches by five inches. It has 
  cloth strap for fastening the tome shut.  
  The cover has an embedded crystal 
  that cycles through the images held 
  within this tome.
  Activation: An album of 
  memory can be activated as a swift 
  action by opening it to any page that 
  is empty or has only a single image. 
  The album of memory can hold two 
  hundred images.
  Effect: When an album of 
  memory is opened, one of its pages 
  becomes filled with a ectoplasmic 
  image of what is occurring directly in 
  front of the page. 
  Aura/Manifester Level: Faint 
  clairestience; ML 3rd 
  Construction: Craft Universal 
  Item, sensitivity to psychic impressions, 
  5,400 gp, 216 XP, 6 days
  New Spell
  Enduring Slumber
  Enchantment (Compulsion)[Mind-
  Affecting]
  Level: Brd 5, Sor/Wiz 5
  Range: Close (25 ft.  + 5 ft./2 
  levels)
  This spell functions as sleep, except 
  it affects 15 HD of creatures.
  New Subtype
  Promethean Subtype
  This subtype is exclusively used 
  with constructs who have gained 
  sentience through scientific means. 
  Constructs with this subtype have in-
  telligence scores, skills and feats. Since 
  they possess a mind, they are subject 
  to mind-affecting effects. They advance 
  by character class and treat fighter as 
  their favoured class.
  Designer Notes
  The escort/rescue mission is 
  potentially one of the most difficult 
  adventure types. I thought it might be 
  interesting to raise the difficulty some-
  what by having the captive’s victims 
  of Stockholm Syndrome-like behav-
  iour. I like the added complication of 
  the children’s bodies already being 
  deceased as their restoration can serve 
  as the beginning of an even greater 
  adventure.
  The adopted children statblock in 
  the low difficulty setting serves as a 
  base template for puppet/doll based 
  promethean. All the other difficulty 
  levels have other versions that are 
  advanced by character class. 
  Author’s Bio
  Mark Gedak has been a playtester 
  and casual writer since the onset of 
  the d20 system. He has worked with 
  Mongoose Publishing, Ronin Arts, 
  Reality Deviants, 12 to Midnight and 
  High Moon Media Productions. 
  Recently he has stated up his own 
  yahoogroup for material he is creat-
  ing and publishing under Purple Duck 
  Games. This is his second release for 
  0one Games.
  Monsters and 
  Villains Statblocks
  [high]
  Charlie (Heroism) 
  CR 13
  Adopted Child Ftr 12
  NE Small construct (Promethean)
  Init +2; Senses Darkvision 60 ft., low-
  light vision; Listen +8, Spot +8
  Languages Common
  AC 16, touch 14, flat-footed 12; Deflect 
  Arrows
  (+1 size, +3 Dex, +2 natural)
  hp 91 (15 HD)
  Immune promethean immunities
  Fort +11, Ref +9, Will +8
  Speed 30 ft. (6 squares)
  Melee unarmed attack +20/+15/+10 
  (1d6+3); gauntlets of rust
  Base Atk +14; Grp +15
  Atk Options Combat Reflexes, Hold 
  the Line, Improved Grapple, Reck-
  less Offense, Stand Still, Stunning 
  Fist (1/day; Fort DC 18)
  Abilities Str 12, Dex 15, Con -, Int 13, 
  Wis 13, Cha 10
  SQ semblance of life
  Feats Alertness, Combat ReflexesB, 
  Deflect ArrowsB, Hold the LineB, Im-
  proved GrappleB, Improved Natural 
  Attack (unarmed), Improved Un-
  armed StrikeB, Persuasive, Reckless 
  Offense, Stand StillB, Stunning Fist, 
  Weapon FinesseB, Weapon Focus 
  (unarmed), Weapon Specialization 
  (unarmed) 
  Skills Bluff +14, Climb +15, Intimidate 
  +18, Listen +10, Perform (acting) 
  +6, Spot +10, Swim +15
  Possessions gauntlets of rust
  When heroism expires
  Fort +9, Ref +7, Will +6
  Melee unarmed attack +18/+13/+8 
  [high]
  Within the child’s toy chest, rest 
  the total sum of Idril and her chil-
  dren’s treasure. It contains an album of 
  memories, a golden flask with a ruby 
  stopper (2,120 gp), a mithral bladed 
  battleaxe (3,310 gp), an onyx statue of 
  the Dark Mother (865 gp), a drum 
  with membrane of human skin (212 
  gp), 962 pp, and 1283 gp. The album 
  of memories has 144 memories stored 
  in it like “Charlie’s first strangulation”, 
  “Leigh’s first torture”, “Ray learns to 
  maim”, “Charlie removes a heart” and 
  “Leigh prays to the Dark Mother”.
  [medium]
  Within the child’s toy chest, rest 
  the total sum of Idril and her chil-
  dren’s treasure. It contains an album 
  of memories, five bloodstones worth 
  125 gp each, 112 pp, and 637 gp. The 
  album of memories has 64 memories 
  stored in it like “Charlie’s first stran-
  gulation”, “Leigh’s first torture”, “Ray 
  learns to maim”, “Charlie removes a 
  heart” and “Leigh prays to the Dark 
  Mother”.
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  33
   1st  level
  the Corrupted Nursery
  7
  (1d6+3); gauntlets of rust 
  Skills Bluff +12, Climb +13, Intimidate 
  +16, Listen +8, Perform (acting) +4, 
  Spot +8, Swim +13
  Semblance of Life (Su) The adopted 
  children have been gifted with a 
  semblance of life. They appear to 
  bleed if wounded, will cry out in 
  pain and act like they are injured 
  children. They gain a +4 racial bo-
  nus to all Bluff and Perform (acting) 
  checks.
  Ray (Rage) 
  CR 13
  Adopted Child Ftr 12
  NE Small construct (Promethean)
  Init +5; Senses Darkvision 60 ft., low-
  light vision; Listen +8, Spot +8
  Languages Common
  AC 15, touch 13, flat-footed 13; Dodge, 
  Mobility
  (+1 size, +1 Dex, +2 natural, +3 ring of 
  protection, -2 rage penalty)
  hp 84 (15 HD); ring of repairing
  Immune promethean immunities
  Fort +9, Ref +6, Will +7
  Speed 30 ft. (6 squares)
  Melee +1 shock greataxe +20/+15/+10 
  (1d10+7 plus 1d6 electricity)
  Base Atk +14; Grp +12
  Atk Options Combat Expertise, Im-
  proved Disarm, Improved Feint, 
  Improved Trip, Spring Attack
  Abilities Str 16, Dex 13, Con -, Int 12, 
  Wis 13, Cha 10
  SQ promethean traits, semblance of 
  life
  Feats Alertness, Combat ExpertiseB, 
  DodgeB, Improved DisarmB, Im-
  proved FientB, Improved InitiativeB, 
  Improved Trip, MobilityB, Persua-
  sive, Spring AttackB, Superior Ex-
  pertise, Weapon Focus (Greataxe), 
  Weapon Specialization (Greataxe)
  Skills Bluff +12, Climb +15, Intimidate 
  +16, Listen +8, Perform (acting) +4, 
  Spot +8, Swim +15
  When rage expires
  AC 17, touch 15, flat-footed 15; Dodge, 
  Mobility
  (+1 size, +1 Dex, +2 natural, +3 ring of 
  protection)
  Fort +9, Ref +6, Will +6
  Melee +1 shock greataxe +19/+14/+9 
  (1d10+6 plus 1d6 electricity)
  Abilities Str 14, Dex 13, Con -, Int 12, 
  Wis 13, Cha 10
  Skills Bluff +12, Climb +14, Intimidate 
  +16, Listen +8, Perform (acting) +4, 
  Spot +8, Swim +14
  Semblance of Life (Su) The adopted 
  children have been gifted with a 
  semblance of life. They appear to 
  bleed if wounded, will cry out in 
  pain and act like they are injured 
  children. They gain a +4 racial bo-
  nus to all Bluff and Perform (acting) 
  checks.
  Leigh (Rage)  
  CR 13
  Adopted Children Ftr 12
  NE Small construct (Promethean)
  Init +5; Senses Darkvision 60 ft., low-
  light vision; Listen +8, Spot +8
  Languages Common
  AC 12, touch 10, flat-footed 10
  (+1 size, +1 Dex, +2 natural, -2 rage 
  penalty)
  hp 100 (15 HD)
  Immune promethean immunities
  Fort +9, Ref +6, Will +7
  Speed 30 ft. (6 squares); Run
  Melee +1 keen greatsword +21/+16/+11 
  (1d10+7, 17-20, +4 to confirm criti-
  cal)
  Base Atk +14; Grp +12
  Atk Options Cleave, Great Cleave, 
  Improved Sunder, Power Attack
  Abilities Str 17, Dex 13, Con -, Int 12, 
  Wis 12, Cha 10
  SQ promethean traits, semblance of 
  life
  Feats Alertness, CleaveB, Fleet of Foot, 
  Great CleaveB , Greater Weapon 
  Focus (greatsword)B, Improved Ini-
  tiativeB, Improved Sunder, Persua-
  sive, Power AttackB, Power Critical 
  (Greatsword), Run, Weapon Focus 
  (greatsword)B, Weapon Specializa-
  tion (greatsword)B
  Skills Bluff +12, Climb +15, Intimidate 
  +16, Listen +8, Perform (acting) +4, 
  Spot +8, Swim +15
  Possession ring of repairing (as ring of 
  regeneration by affects constructs 
  only)
  When rage expires
  AC 14, touch 12, flat-footed 12
  (+1 size, +1 Dex, +2 natural)
  Fort +9, Ref +6, Will +6
  Melee +1 keen greatsword +20/+15/+10 
  (1d10+6, 17-20, +4 to confirm criti-
  cal)
  Skills Bluff +12, Climb +14, Intimidate 
  +16, Listen +8, Perform (acting) +4, 
  Spot +8, Swim +14
  Semblance of Life (Su) The adopted 
  children have been gifted with a 
  semblance of life. They appear to 
  bleed if wounded, will cry out in 
  pain and act like they are injured 
  children. They gain a +4 racial bo-
  nus to all Bluff and Perform (acting) 
  checks.
  Mother Idril 
  CR 8
  Female Elf Paragon 3/Enchanter 5
  CE Medium humanoid (elf)
  Init +3; Senses low-light vision; Listen 
  +1, Spot +1; elfsight
  Languages Common, Elven, Draconic, 
  Orc
  AC 16, touch 13, flat-footed 13; Dodge, 
  Sidestep Charge, 20% concealment 
  blur
  (+3 Dex, +3 bracers of armor +3)
  hp 35 (8 HD) 
  Immune sleep
  Fort +4, Ref +6, Will +4 (+6 resist 
  enchantments)
  Speed 30 ft. (6 squares); cape of the 
  mountebank
  Melee +2 silver longsword +6 melee 
  (1d8+2)
  Base Atk +4; Grp +4
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  33
   1st  level
  the Corrupted Nursery
  8
  Personal Notes
  Spells Prepared (CL 7th; DC 14 + spell 
  level; DC 15 + spell level [enchant-
  ment])
    4th – charm monster (x2)
    3rd – heroism, rage, suggestion  (see 
  combat tactics)
    2nd – blur, hideous laughter, touch of 
  idiocy (see combat tactics)
    1st – color spray, charm, hypnotism , 
  shocking grasp
    0th – dancing lights, daze, ghost sound, 
  prestidigitation
  Abilities Str 10, Dex 16, Con 12, Int 18, 
  Wis 8, Cha 12
  SQ elf weapon proficiencies, extended 
  enchantment, paragon elf traits, 
  social proficiency, specialization 
  (enchantment, banned conjuration, 
  necromancy)
  Feats Dodge, Scribe ScrollB, Sidestep 
  Charge, Spell Focus (Enchantment), 
  Weapon Focus (longsword)B
  Skills Bluff +7, Concentration +11,  
  Diplomacy +13, Knowledge (arcana) 
  +12, Knowledge (nobility and roy-
  alty) +8, Spellcraft +13
  Possessions spellbook, bracers of ar-
  mor +3, cape of the mountebank, ring 
  of sustenance
  Social Proficiency (Ex) Idril is proficient 
  at manipulating others and adds 
  Bluff, Diplomacy, Gather Informa-
  tion, Intimidate and Sense Motive. 
  At 5th, 10th, 15th and 20th level in place 
  of a bonus feat, Idril adds a +2 
  competence bonus to one of these 
  skills.
  Extended Enchantment (Su) Idril 
  ensnares the minds of others more 
  easily with her magic, and as a 
  result her enchantment spells last 
  longer than those spells cast by oth-
  er spellcasters. She is able to apply 
  the Extend Spell feat once per day 
  as a swift action to an enchantment 
  spell she casts. It does not change 
  the level of the spell. Idril does not 
  gain an additional spell/day in en-
  chantment like most specialist.
  Spellbook (51/100 pages)
    4th – charm monster, enduring slumber
    3rd – deep slumber, heroism, rage, sug-
  gestion
    2nd – blur, hideous laughter, protection 
  from arrows, touch of idiocy
    1st – charm, color spray, hypnotism, 
  magic aura, magic weapon, shocking 
  grasp, sleep
    0th – arcane mark, dancing lights, 
  daze, detect magic, detect poison, 
  flare, ghost sound, light, mage hand, 
  mending, message, open/close, pres-
  tidigitation, ray of frost, read magic, 
  resistance
  Write here your personal notes
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  THE CORRUPTED NURSERY (DM REFERENCE)
  room  33
   1st  level
  one square = 5 ft.
  drawings
  chair
  RULE
  THE
  DUNGEON!
  
  © Øone Games, permission granted to print for personal use only
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  © Øone Games, permission granted to print for personal use only
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  The Sinister Vault (battlemap 1 of 1)
  The Corrupted Nursery (battlemap 1 of 1)
  
SOURCE: textdata/thevault/D20 system/The Dungeon Under the Mountain (d20)/The Dungeon Under the Mountain Rooms & Encounters - The Corrupted Nursery.pdf