TEXT: Area 1: Neutral Ground
  EL Variable
  Without the gnomes’ assistance, a DC 25 Search check
  is required to discover the holes holding the latches. A
  DC 25 Disable Device check is then required to dis-
  able the poisoned dart trap. The locked steel door can
  be bypassed with a DC 26 Open Lock check or a DC
  28 Strength check.
  Fusillade of Greenblood Oil Darts: CR 7; mechanical;
  location trigger; manual reset; Atk +18 ranged 
  (1d4+1 plus poison, dart); poison (greenblood oil,
  DC 13 Fortitude save resists, 1 Con/1d2 Con);
  multiple targets (1d8 darts per target in a 10 ft.-
  by-10 ft. area); Search DC 25; Disable Device 
  DC 25.
  Area 2: The Mason’s
  Surprise
  EL 7
  Nestled in nooks in the corpse wall, kobold snipers
  wait to ambush the PCs. After a few volleys or if the
  characters approach the wall, the kobold's sense of self-
  preservation overcomes them and they flee.
  Bloodstone Tribe Warrenguard - CR 3
  Kobold Fighter 2/Rogue 1
  LE Small Humanoid (Reptilian) 
  Init +3; Senses Listen +4, Spot +4 (darkvision 60) 
  Languages Draconic, Common
  AC 18, touch 14, flat-footed 14 (+3 armor, +3
  Dexterity, +1 Natural Armor, +1 size)
  HP 15 (2d10 plus 1d6 HD)
  Fort +3, Ref +5, Will +0, trapsense +1
  Weakness Light sensitivity 
  Speed 30 feet (six squares) 
  Ranged Light crossbow +7 (1d6/19-20x2) 
  Melee Short sword +3 (1d4/19-20x2)
  Base Atk +2; Grp -4 
  Atk Options Rapid Shot, Sneak Attack
  Combat Gear Masterwork studded leather armor,
  small light crossbow, 20 bolts, short sword, potion cure
  light wounds
  Abilities Str 11, Dex 16, Con 11, Int 12, Wis 10,
  Cha 8 
  Feats Point Blank Shot, Rapid Reload, Rapid Shot,
  Weapon Focus (light crossbow).
  TThhee    
  HHaavveennmmiinnee    
  GGaauunnttlleett
  Rules Appendix
  This product requires the use of the Dungeons & Dragons, Third Edition Core Books,
  published by Wizards of the Coast Inc. This product utilizes updated material from the v3.5 revision.
  This product requires the use of Domains of Adventure: The Havenmine Gauntlet.
  
  Skills Climb +6, Escape Artist +7, Hide +11, Jump +2,
  Listen +4, Move Silently +7, Search +7, Spot +4,
  Tumble +7.
  Possessions combat gear plus each Havenmine Guard
  carries a dragon's tooth with the phrase, "The Blood is
  strength" carved in draconic along its length.
  The
  carved teeth, found in many different sizes, denote the
  kobolds station within the ranks of the warriors.
  The wall itself is disgusting but not very strong,
  and only takes a DC 10 strength check to shove it over.
  Any character handling the wall in this way stands a
  chance of contracting Slimy Doom (Contact, DC 14
  Fort, incubation 1 day, 1d4 Con).
  Before a character can get a chance to inspect or
  manipulate the wall, there is a chance that the floor will
  collapse. If more than 75 pounds of weight is concen-
  trated in any 10-foot section the floor collapses into a
  5-foot deep pit. Debris from the collapsing ceiling falls
  on the PCs trapped by this and gnomish zombies fall
  into the rubble and begin attacking.
  Collapse of Undeath: CR 7; mechanical; location  
  trigger (weight); repair reset; Atk+15 (4d6, falling 
  bricks); multiple targets (all targets within 10 ft. or 
  either side of the wall); balance DC 15 or fall prone 
  from falling into difficult terrain; plus 12 zombie 
  attackers; Search DC 28; Disable Device DC 28.
  Gnome Zombie - CR ½
  NE Small Undead 
  Init X; Senses Listen +x, Spot +x (darkvision, low-light
  vision, scent, tremorsense, blindsense, blindsight, etc) 
  AC 15, touch 12, flat-footed 13 (+2 armor, +1 dex, +1
  natural, +1 size) 
  HP 16 (2d12+3 HD) DR 5/slashing
  Fort +0, Ref +1, Will +3 
  Speed 20 ft. (4 squares; can't run)
  Melee Slam +4 (1d4+2)
  Base Atk +1; Grp -1
  Combat Gear leather armor
  Abilities Str 14, Dex 13, Con -, Int -, Wis 10, Cha 1
  SQ Single actions only, undead traits.
  Feats Toughness 
  Treasure: In addition to a +2 ring of protection, a gold-
  en chain and locket with a miniature portrait of a pig-
  tailed gnomish woman worth 75gp lies beneath the
  rubble as well as a collection of 160gp worth of gems
  found on the numerous gnome corpses.
  Area 3: Tilt and Whirl
  EL 5
  Every square in this passage is considered difficult ter-
  rain. When a PC steps into the square directly in front
  of the exit to this corridor the net trap is sprung.
  Discovering the ropes on the floor of the chamber
  takes only a DC 20 Search check on the floors of the
  room.
  Snatch Net Trap: CR 5; mechanical; location trigger;
  repair reset; DC 25 Reflex save avoids; subject 
  entangled and bludgeoned by debris (Atk +15, 3d6,
  stones) on first round and skewered by spears    
  (Atk +15, 2d8, spears) on the second round; Search 
  DC 20, Disable Device DC 28.
  The two nets that cover the corridor operate inde-
  pendently aside from the individual trigger.
  Treasure: A discarded rust bag of tricks drops from the
  debris when the trap is sprung.
  Area 4: Will You Walk
  Into My Parlor?
  EL 5
  Every square in this chamber is considered difficult
  terrain. The well-concealed pit holds Mother Weaver
  and her newly hatched brood. The spiders are aware of
  any movement across the floor of the chamber and
  2
  Domains of Adventure: The Havenmine Gauntlet - Rules Appendix d20 System
  
  attack any creatures that bypass the pit.
  Funnelweb Deathtrap: CR 3; mechanical; location 
  trigger; repair reset; DC 24 Reflex save avoids;
  subject falls harmlessly 10' and is entangled;
  multiple targets; after 1d4 rounds of combat the 
  web breaks dropping the victims onto blades, fire or 
  acid destroys the web immediately (Atk +15,
  1d4 blades for 1d4+3 each); Search DC 28; Disable 
  Device DC 22.
  Mother Weaver - CR 2
  Monstrous Spider
  N Large Vermin
  Init +3; Senses Listen +0, Spot +4 (Darkvision 60 feet,
  tremorsense 60 feet when in contact with her web)
  AC 14, touch 12, flat-footed 11 (-1 size, +3 dexterity,
  +2 natural armor)
  HP 22 (4d8+4 HD) 
  Fort +5, Ref +4, Will +1 
  ---- 
  Speed 30 feet, climb 20 feet
  Melee bite +4 melee (1d8+3 plus poison (Fort DC 13,
  1d6 Str))
  Space/Reach 10 ft./5 ft.
  Base Atk +3; Grp +9
  Special Actions Poison, web
  ----
  Abilities Str 15, Dex 17, Con 12, Int 0, Wis 10, Cha 2
  Special Qualities vermin traits 
  Skills Climb +11, Hide +3, Jump +2, Spot +4 
  Web (Ex)
  Mother Weaver waits in her web for prey to fall in. A
  single strand is strong enough to support her and one
  creature of the same size. Mother Weaver can throw a
  web eight times per day. This is similar to an attack
  with a net but has a maximum range of 50 feet, with a
  range increment of 10 feet, and is effective against tar-
  gets up to one size category larger than she is. An
  entangled creature can escape with a successful DC 13
  Escape Artist check or burst it with a DC 17 Strength
  check. Both are standard actions.
  Mother Weaver can move across her own web at
  her climb speed and can pinpoint the location of any
  creature touching her web.
  Weaver's Brood - CR 1
  N Diminutive Vermin (Swarm)
  Init +3; Senses Listen +4, Spot +4 (Darkvision 60 ft.,
  tremorsense 30 ft.)
  ---- 
  AC 17, touch 17, flat-footed 14 (+4 size, +3 dex)
  HP 9 (2d8 HD)
  Fort +3, Ref +3, Will +0
  ----
  Speed 20 feet, climb 20 feet
  Melee Swarm (1d6 plus poison)
  Space/Reach 10 ft./0 ft.
  Base Atk +1; Grp - 
  Special Attacks Distraction, poison 
  ----
  Abilities Str 1, Dex 17, Con 10, Int 0, Wis 10, Cha 2
  Special Qualities Immune to weapon damage, swarm
  traits, vermin traits
  Skills Climb +11, Listen +4, Spot +4
  Distraction (Ex)
  Any living creature that begins its turn with the crawl-
  ing brood of hatchlings in its space must succeed on a
  DC 11 Fortitude save or be nauseated for 1 round. The
  save DC is Constitution-based.
  Poison (Ex)
  Injury, Fortitude DC 11, initial and secondary damage
  1d3 Str. The save DC is Constitution-based.
  Skills
  Weaver's Brood has a +4 racial bonus on Hide and
  Spot checks and a +8 racial bonus on Climb checks. It
  uses its Dexterity modifier instead of its Strength mod-
  ifier for Climb checks. It can always choose to take 10
  on a Climb check, even if rushed or threatened.
  The trap on the exit door foreshadows the threat in
  the next room.
  3
  Domains of Adventure: The Havenmine Gauntlet - Rules Appendix d20 System
  
  Shocking Door Trap: CR 5; magic device; touch   
  trigger; automatic reset; spell effect (shocking 
  grasp, 9th level wizard, 5d6 electricity); Search   
  DC 29; Disable Device DC 29.
  Treasure: Victims of the spiders left behind a number
  of goods. Searching the ground around the blades find
  a hat of disguise (in comb form currently), a scroll tube
  containing a scroll of freedom of movement, a scroll of
  flaming sphere and a scroll of restoration, a silvered crow-
  bar and a pouch containing 6pp and 138gp.
  Area 5: Shock Unseen
  EL 6
  The chamber is under the effect of a permanent mass
  invisibility effect where all living creatures entering are
  affected. This effect last as long as the creature is in the
  room and none of the affected creatures can see each
  other.
  The shocker lizards remain quiet and still attempt-
  ing to listen for intruders to dispense their Lethal
  Shock ability.
  Shocker Lizards - CR 2
  N Small Magical Beast
  Init +6; Senses Listen +4, Spot +4 (Darkvision 60 ft.,
  low-light vision, electricity sense)
  ----
  AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3
  natural)
  HP 13 (2d10+3 HD)
  Immune immunity to electricity
  Fort +4, Ref +5, Will +1
  ----
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee Bite +3 (1d4)
  Base Atk +2; Grp -2
  Special Attacks Stunning shock, lethal shock
  ----
  Abilities Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6
  Skills Climb +11, Hide +11, Jump +7, Listen +4, Spot
  +4, Swim +10 
  Feats Improved Initiative 
  Stunning Shock (Su)
  Once per round, a shocker lizard can deliver an electri-
  cal shock to a single opponent within 5 feet. This
  attack deals 2d8 points of non-lethal damage to living
  opponents (Reflex DC 12 half). The save DC is
  Constitution-based.
  Lethal Shock (Su)
  Whenever two or more shocker lizards are within 20
  feet of each other, they can work together to create a
  lethal shock. This effect has a radius of 20 feet, cen-
  tered on any one contributing lizard. The shock deals
  2d8 points of electricity damage for each lizard con-
  tributing to it, to a maximum of 12d8. A Reflex save
  (DC 10 + number of lizards contributing) reduces the
  damage by half.
  Electricity Sense (Ex)
  Shocker lizards automatically detect any electrical dis-
  charges within 100 feet.
  The steel panel on the far wall requires a DC 22
  Strength check to break past the ice holding it in place.
  The cold metal surface causes any creatures attempting
  to shove the door to take 1 point of cold damage.
  Area 6: Cold Blows
  the Wind
  EL 5
  The icy floor of the twisting passage is slick resulting
  in difficult terrain for all who enter.
  A DC 12 Balance check is required each round or
  the creature falls prone.
  Each round spent in the room, a creature takes 2
  points of cold damage from the ambient temperature.
  Once a creature makes it to the center of the pas-
  sage the trap is sprung. Each square in the remainder
  4
  Domains of Adventure: The Havenmine Gauntlet - Rules Appendix d20 System
  
  of the hallway contains an identical trap.
  Gust of Wind Trap: CR 5; magical device; location 
  trigger; automatic reset; spell effect (gust of wind,
  9th level wizard); Search DC 28; Disable Device 
  DC 28.
  All surfaces in this passage, lined with wind-blown
  icicles, deal damage to any creature making contact.
  The chipped and craggy ice deals 2d6 slashing damage
  to any creature blow into a wall or failing their balance
  check to remain standing.
  The door exiting this chilly cavern requires a DC
  20 Strength check to pull open due to collected ice.
  Area 7: Keyhole
  EL 7
  The fierce kobolds in the room are persistent images
  (Will DC 20 to disbelieve) and last for nine minutes.
  Central Tier Trap: CR 4; mechanical; location trigger;
  automatic reset; Reflex DC 20 avoids; 8d6     
  bludgeoning damage; DC 18 strength check to 
  avoid being pinned and suffering 8d6 bludgeoning 
  damage on subsequent rounds; Search DC 24;
  Disable Device DC 24.
  Second Tier Trap: CR 1; mechanical; location trigger;
  automatic reset; Reflex DC 20 avoids; 2d6 falling 
  damage; Search DC 24; Disable Device DC 24.
  There is a 25% chance to pull the appropriate chain
  to reset the trap early. If they attempt is unsuccessful
  the following trap is triggered each time.
  Hail of Needles: CR 3; mechanical; touch trigger;
  automatic reset; Atk +20 ranged (2d4); Search   
  DC 22; Disable Device DC 22.
  A character with 4 ranks in Open Lock or
  Knowledge (architecture and engineering) can notice
  that only five of the many keys would possibly fit the
  keyholes. Randomly using the keys in the locks pro-
  vides a 20% chance of choosing the right key and lock
  pairing. Attempting the second lock increases the
  chances to 25% (then 35%, and finally 50% for the
  forth lock). Failing to use the proper key in the correct
  lock triggers a random spell effect from the table below.
  Only one lock can be manipulated at a time.
  The trap can only be disabled by opening the locks
  with the key or a skillful Open Lock check DC 40.
  Once all the locks are solved, the door opens unassist-
  ed. A Disable Device check DC 30 gives the character
  a 15% bonus to choose the right key.
  Roll 1d8 and consult the table below to determine the
  result of an incorrect choice.
  1
  Lightning bolt (CL 9th)
  2
  Baleful polymorph (CL 9th)
  3
  Deep slumber (CL 9th)
  4
  Fireball (CL 9th)
  5
  Cloudkill (CL 9th)
  6
  Sepia snake sigil (CL 9th)
  7
  Explosive runes (CL 9th)
  8
  Cone of cold (CL 9th)
  In addition to the Bloodstone Warrenguard, the
  tribal sorcerers accompany the warriors on important
  or dangerous ambushes to provide arcane firepower.
  Bloodstone Tribe Sorcerer - CR 6
  Kobold Sorcerer 6 
  LE Small Humanoid (Reptilian) 
  Init +3; Senses Listen +1, Spot +1 (darkvision 60 feet) 
  Languages Draconic, Common, Gnomish
  AC 20, touch 15, flat-footed 17 (+1 deflection+ 3 dex-
  terity, +4 mage armor, +1 natural armor, +1 size) 
  HP 15 (6d4 HD) 
  Fort +2, Ref +5, Will +4 
  Weakness Light sensitivity
  ---- 
  Speed 30 feet (six squares)
  Melee Masterwork dagger +1 (1d3-2/19-20/x2)
  Ranged Ranged touch attack +6
  Base Atk +3; Grp -6 
  5
  Domains of Adventure: The Havenmine Gauntlet - Rules Appendix d20 System
  
  Combat Gear scroll of invisibility, ring of protection +1,
  potion of cure light wounds, masterwork dagger 
  Spells Known (CL 6th):
  3rd (4/day) - lightning bolt (DC 18) 
  2nd (6/day) - glitterdust (DC 16), mirror image
  1st ( 7/day) - burning hands (DC 16), grease (DC 15),
  mage armor, ray of enfeeblement
  0 (6/day) - arcane mark, daze (DC 13), detect magic,
  message, ray of frost, read magic, resistance
  ---- 
  Abilities Str 6, Dex 16, Con 10, Int 13, Wis 8, Cha 16 
  Skills Bluff +10, Concentration +7, Diplomacy +5,
  Knowledge (Arcana) +7, Listen +1, Spellcraft +10,
  Spot +1.
  Feats Spell Focus (conjuration), Spell Focus (evoca-
  tion), Greater Spell Focus (evocation)
  Possessions combat gear plus a rust red robe sewn with
  many interior pockets, a small amulet made of a com-
  bination of blue and white metal depicting two drag-
  ons curled around a perfectly cut garnet worth 350gp.
  Bloodstone Tribe Sorcerers forgo calling a familiar
  until they are powerful enough to call an outsider or
  creature of the dragon type.
  6
  Domains of Adventure: The Havenmine Gauntlet - Rules Appendix d20 System
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Highmoon Media Productions
  logos and identifying marks, including all Highmoon Media Productions product and product line names including, but not limited to: Bardic Lore, DaVinci Labs, Domains of Adventure, Liber Sodalitas, Terra Mythica,
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John
  D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  Domains of Adventure: The Havenmine Gauntlet Copyright 2008, Adam Daigle; published by  Highmoon Media Productions, www.highmoonmedia.com.
  Domains of Adventure: The Havenmine Gauntlet - Rules Appendix d20 Copyright 2008, Adam Daigle; published by  Highmoon Media Productions, www.highmoonmedia.com.
  
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