TEXT: This Product Requires the use
  of the Dungeons and Dragons®
  Player’s Handbook, Edition 3.5
  Published by Wizards of the Coast
  NECROMANCER GAMES™
  THIRD EDITION RULES, FIRST EDITION FEEL
  www.necromancergames.com
  by Phillip Larwood
  A d20 adventure for 4 to 6 characters 11th-13th level
  
  Design/Author:
  Phillip Larwood
  Writing:
  Phillip Larwood
  Developer:
  Bill Webb
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  NECROMANCER
  GAMES
  THIRD EDITION RULES,
  FIRST EDITION FEEL
  ©2005 Necromancer Games, Inc. All rights reserved. Reproduction without the written permission of the
  publisher is expressly forbidden. Necromancer Games, Necromancer Games, Inc., the Necromancer Games
  logo, and The Diamond Fortress are trademarks of Necromancer Games, Inc. All rights reserved. All characters,
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  Table of Contents
  2
  Introduction
  3
  Part One: The Village of Ravenscar
  5
  Part Two: The Shroudwood
  10
  Part Three: The Diamond Fortress
  19
  Appendix A: Monsters and NPCs
  32
  Appendix B: New Magic Items
  43
  Appendix C: New Monsters
  44
  Maps
  46
  
  3
  The Diamond Fortress is a module designed for 4-6
  characters of 11th-13th level. The module is set near
  a large town famous for its frontier spirit, and takes
  place in a fortress full of magic and terrible monsters.
  In the module the PCs must destroy the magic that
  holds the fortress on the Material Plane before it can
  be used as a staging point by the demonic forces con-
  tained within to ravage the town and the surrounding
  lands.
  This module can easily be modified to fit into just
  about any campaign, although DMs must be prepared
  to make some accommodation for the new magic
  items and monsters that the module features, as well
  as the unique features of the fortress.
  The Legend of Taosiir
  Centuries ago, before the town of Ravenscar was
  built, a powerful wizard named Taosiir claimed the
  green lands south of the Dragonback Hills. Taosiir was
  greatly interested in extradimensional travel and the
  creation of magic items that would allow him safe pas-
  sage through the planes. Such was his passion that
  when he finally settled down he decided to incorpo-
  rate certain unique magical effects into the construc-
  tion of his castle to allow him to journey to whatever
  plane he wished without leaving the comforts of
  home.
  Taosiir began by shifting a large quantity of rock
  and other materials from the outer planes to use in the
  construction of the castle’s foundations. After this was
  done he placed the planar turbine at the heart of the
  structure and wove several powerful protective wards
  over the magical device. When it was finished the pla-
  nar turbine allowed Taosiir to plane shift his castle from
  one plane to another, and the castle spent several
  months in various locations throughout the multi-
  verse.
  Years passed and Taosiir grew forgetful and careless,
  eventually causing the disaster that left the castle a
  smoldering ruin. Although no one knows the true
  story, what is known is that Taosiir’s castle was all but
  destroyed in a cataclysmic explosion that left all of its
  inhabitants missing or dead and rained down magical
  green fire on the small town of Ravenscar (then
  known as Castleview).
  While Taosiir’s castle has gained a reputation for
  being haunted the bands of adventurers who have
  traveled there in search of treasure have found only
  blackened stones, and sheep now graze within sight of
  the ruins without harm.
  The Real Story
  Taosiir’s most gifted apprentice was an arrogant elf
  named Nithildoor. Unfortunately for Nithildoor his
  arrogance was matched only by his lack of common
  sense and he was unprepared for the first demon he
  summoned. The cunning fiend tricked the elf into
  accepting a gift that bound his soul to its own in an
  inescapable union.
  The circlet of demonic might that the demon gave to
  Nithildoor granted the elf incredible strength and
  resistance to magic, but also made him little more
  than a puppet for the demon lord Sriasha, who
  ordered him to betray his former master. While
  Sriasha prepared her armies to enter the Prime
  Material plane, Nithildoor sabotaged the planar tur-
  bine, corrupting many of the spells woven over the
  device so that when the castle next shifted it would
  arrive in Sriasha’s realm instead.
  On the fateful day of the castle’s disappearance
  Taosiir activated the planar turbine to transport his
  castle to the heavens. When the castle shifted, how-
  ever, it was to Sriasha’s realm, where the demoness
  and her minions were waiting. During the battle
  Taosiir fell, torn apart by hundreds of demons.
  However, the old wizard’s resistance gave Nithildoor
  the opportunity to break free of the circlet’s control
  and the elf shattered his staff of power. In the resulting
  explosion both Nithildoor and much of the castle
  were destroyed, the rest jettisoned into the Astral
  Plane as the staff’s magic interacted with the power of
  the modified turbine, finally landing in the
  Demiplane of Crystal. 
  The Demiplane of Crystal
  When the remains of the castle finally came to a
  stop the demons that had survived the explosion
  could only marvel at the crystalline landscape of the
  strange demiplane that stretched out before them.
  The demons, led by a nalfeshnee demon named
  Valazon, soon discovered that the explosion had nul-
  lified their teleportation abilities (as if by a permanent
  dimensional lock spell), and they were stuck on the
  demiplane. As the realization sunk in several strange
  creatures made out of crystal accosted the demons,
  pushing them back into the ruins. The power of the
  demons soon proved the crystal monsters undoing and
  Valazon enslaved the survivors. 
  Years passed and the demons became masters of
  Crystal Demiplane. During that time, they mated
  Introduction
  
  4
  with some of the inhabitants and the few unfortunate
  creatures from the castle that had become trapped
  with them. It was towards the end of their third cen-
  tury in the Demiplane of Crystal that the demons
  learned that the crystals that made up the plane res-
  onated with extra-planar energy, some containing the
  souls of those travelers whose bodies had been petri-
  fied by the plane’s power. Using the crystals to rebuild
  the castle and the spirit shards to repair the damage
  done to the planar turbine, the demons set about shift-
  ing the castle back to the Prime Material Plane, where
  Valazon planned to build an army of crystalline beasts
  and demons as the indidious crystal curse spread
  across the land.
  The Ghost of Nithildoor (EL 18)
  The night before the PCs arrive in Ravenscar and a
  few days before the appearance of the Diamond
  Fortress a translucent looking elf wearing a shredded
  robe and a sparkling amulet appears before them. The
  elf has a haggard face, long silver hair, and blazing
  amber eyes, and his body is engulfed in pale green
  flames. This is none other than Nithildoor, the elven
  wizard who broke his staff to end the demonic inva-
  sion led by Sriasha.
  Nithildoor tells the PCs that a great evil is coming
  to threaten the town and the surrounding region. He
  is unsure what the threat is, or when it will strike, but
  knows that he was awakened from his eternal slumber
  by the growing malevolence around Ravenscar. He
  offers to help the PCs against this evil if they reclaim
  a magic circlet he once owned from the lair of an ogre
  mage bandit (the circlet is the circlet of demonic might
  he wore when he was alive), but offers no information
  about himself. 
  If attacked, or if the PCs refuse to help him
  Nithildoor attacks them for a few rounds before call-
  ing them fools and vanishing.
  Nithildoor: CR 18; hp 105; see Appendix and MM. 
  The Appearance of the Fortress
  Three days after Nithildoor visits the PCs the
  fortress appears in a gigantic flash of multicolored
  energy, slaying anyone in the castle ruins at the time.
  The appearance of the fortress quickly draws the
  attention of the townsfolk who beseech the PCs to
  find out what the fortress is doing outside their town
  and who owns it (see the Town of Ravenscar section
  later for details). Once they are within the castle, it
  quickly becomes apparent that the demons are plan-
  ning to create an army of demons and crystalline hor-
  rors. PCs must recover the circlet of demonic might to
  help them safely pierce the veil that surrounds the
  fortress, and must destroy the spirit shards scattered
  throughout the fortress to penetrate the heart of the
  fortress and send it back to the Demiplane of Crystal.
  Of course, the demons within the fortress will try to
  stop them.
  introduction
  
  5
  History
  Decades after Taosiir constructed his castle farmers
  from the south began to move into the wild lands sur-
  rounding the structure. The lands were cleared of
  monsters, and people gradually settled in the region.
  An inn and a blacksmith’s shop were soon built with-
  in sight of the castle. Other buildings followed until a
  small town had been established. The town (then
  known as Castleview by the local farmers) was all but
  destroyed by the magical green flames that rained
  down on it when the castle vanished and many of its
  inhabitants were killed. In the morning light the sur-
  vivors found that the castle was gone and much of the
  land was burnt beyond recognition, but the farmers
  were nothing if not tenacious and they began the slow
  process of rebuilding. They renamed the town
  Ravenscar, after the charred patch of ground in the
  center of town, that bore the shape of a raven in
  flight, and more people came to replace the disaster’s
  victims.
  In the centuries since the town was rebuilt it has
  suffered at the hands of both humanoid hordes and
  the green dragon Claugathyal (now long dead). It has
  grown into a large settlement with plenty of opportu-
  nities for adventure, although the ruins of Taosiir’s
  castle have been relegated too little more than a land-
  mark. Of course, the appearance of the Diamond
  Fortress changes all of that.
  General Overview
  Ravenscar (Small Town): Conventional; AL CG;
  population 1,455 adults; 1,000 gp limit; Assets 72,500
  gp; Mixed (79% human, 9% halfling, 5% half-orc, 3%
  gnome, 2% dwarf, 1% elf, 1% half-elf).
  Authority Figures: Lord Mayor Harlyth Olbraiun,
  male human Exp9 (owner of Harlyth’s House of
  Plenty), High Sheriff Endril Bortass, male human
  Ftr7.
  Important Characters: Aerandil Selethal, male
  elven Wiz8, Tasha Starhorn, female human Exp4
  (local seamstress), Torbald Ironthews, male half-orc
  War3/Exp1 (local blacksmith), High Priestess
  Dalenna, female human Clr7 (local cleric of the
  Revered Mother), Dunthrim Deephammer, male
  dwarf Ftr2/Brd3 (proprietor of the Madcap Manticore
  Inn).
  About Town
  The reasons for the PCs’ presence in the frontier
  town of Ravenscar could be anything from simple
  exploration to something more complex, such as
  defeating the orc and ogre bandits in the Shroudwood
  (see The Shroudwood section later). Whatever rea-
  sons the PCs might have for adventuring in the area
  quickly become irrelevant when the Diamond
  Fortress appears and Valazon’s demons begin ravaging
  Ravenscar.
  PCs traveling about Ravenscar have plenty of
  opportunities for both interesting encounters and
  acquiring information about the castle, Taosiir, and
  local events or personalities. If the PCs have been in
  Ravenscar for a while they may already know some of
  the rumors and information presented on the next
  page in Table 1-1: Rumors about Town, although
  what they know and what might actually be true is up
  to individual DMs to decide.
  While PCs can acquire information anywhere in
  town, certain locations (The Madcap Manticore Inn,
  the town market, and Harlyth’s House of Plenty) offer
  more chances for them than elsewhere. In game terms
  this translates to a +2 bonus to any Gather
  Information checks the PCs make in these areas, as
  the locals are more willing to talk to strangers in these
  locations than elsewhere. Each rumor includes the
  relevant DC of the Gather information check and
  whether the rumor is True or False.
  Locations in Ravenscar
  Most of the buildings in Ravenscar are the cottages
  or homesteads of farmers, laborers or other common-
  ers, and will probably have no impact on the PCs or
  the adventure (other than to be destroyed by the
  demons during their attacks on the town). Other
  areas in Ravenscar are far more important to the
  course of the adventure and what the PCs might do,
  and so are listed below with the information and sta-
  tistics needed to run them.
  1. Town Market (The Ravenscar)
  This is where the people of Ravenscar come to sell
  their produce, and hold most of their town functions.
  The market is roughly located in the center of town,
  surrounding a patch of burned ground in the shape of
  a raven taking flight. The ‘Ravenscar’ radiates faint
  Part One:
  Town of Ravenscar
  
  6
  evocation and conjuration magic, and unlike the rest
  of the area burnt by the rain of green fire has never
  healed (the townsfolk keep the area clear as well).
  Various stalls have been set up around the Ravenscar,
  most containing farm produce, and homemade knick-
  knacks. PCs exploring the area have a good chance of
  picking up information or meeting some of the impor-
  tant people in town. One of these is Tasha Starhorn,
  the local seamstress who owns a stall along the west-
  ern side of the market.
  Tasha Starhorn, female human Exp4: CR 3; hp
  13; See Appendix.
  Tasha is a short agile woman in her mid 30s with a
  widow’s peak and dark blue eyes. While she is an
  excellent seamstress and a good cook, her true passion
  is gossip mongering, and she enjoys spreading tales
  about the other important people in town. Everyone
  knows that she is a gossip, but she does it with such
  flair and style that most people put up with her antics.
  2. Harlyth’s House of Plenty
  This is Ravenscar’s general store. All of the basic
  equipment from the PHB is available from the store at
  standard prices. The store is run by Ravenscar’s Lord
  Mayor, the honorable Harlyth Olbraiun and is used by
  the entire community for their needs. Aside from the
  Madcap Manticore Inn, Harlyth’s House of Plenty is
  also the place most regularly visited by foreigners, and
  thus is a good place for PCs to run into other towns-
  folk.
  Harlyth Olbraiun, male human Exp9: CR 8; hp
  48; See Appendix.
  Harlyth is an amiable fellow with thinning brown
  hair, gray eyes, and a short well-groomed beard. His
  knowledge of the law and his diplomatic skills saw
  him become mayor of Ravenscar almost ten years ago,
  a position he has maintained ever since. He has little
  to do with the PCs until the appearance of the
  Diamond Fortress. When this occurs he offers them a
  reward of 5,000 gp to eradicate the demonic menace.
  If approached by the PCs beforehand he is polite but
  has nothing to offer them and nothing to say. He
  directs PCs to Endril if they mention the attacks on
  the caravans and directs them to Dalenna if they
  mention the ghost haunting the castle ruins.
  3. Torbald the Blacksmith
  Torbald Ironthews runs the only smithy in town,
  and PCs can purchase any of the weapons and armor
  in the PHB save full plate at the standard prices (he
  makes full plate only on commission since a complete
  suit it is too expensive to keep in stock).  
  Torbald Ironthews, male half-orc War3/ Exp1:
  CR 3; hp 37; See Appendix.
  Born and raised in a woodsman’s cottage on the
  edge of town, Torbald is a respected member of the
  community despite his gruff manners and half-orc
  heritage, and will leap to the defense of Ravenscar
  should it be attacked. He hates his appearance and
  dislikes most other humanoids, but is willing to give
  anyone a chance. He also has a soft spot for good-
  aligned fighters.
  Table 1-1: Rumors about Town
  DC
  Rumors
  5
  The ghost of a powerful wizard haunts the ruins of the castle. He steals the soul of anyone who comes 
  near. (The first part is True, the second part False). Several caravans have been lost north of town due to 
  attacks from orcs and ogres. The sheriff is looking for someone to take care of the problem (Both 
  sentences are True). If someone sleeps in the center of the mark from which the town gets its name they 
  will be granted visions of the future (False).
  10
  A crazy half-orc adventurer came into town a week ago. The half-orc’s name is Ungreth and he has a 
  stirge for a pet (True). A gnome merchant from Valedis claims that he saw a dragon swooping low over
  the Shroudwood, before disappearing behind some hills. (Partially True. The gnome did see a creature 
  swooping over the Shroudwood, but it was a dragon horse, not a dragon).
  15
  Dunthrim Deephammer is a dwarven prince who was banished from his delve for killing his brother 
  (False). High Priestess Dalenna is looking for a group of adventurers to rid the ruins of the castle of its 
  ghost. Aerandil claims that the ghost is none other than Taosiir, the long lost owner of the castle. (The 
  first sentence is True, the second sentence is False. The ghost is that of Nithildoor). Ungreth is a scout for 
  the orcs and ogres that have been attacking the caravans. They are planning to attack the town! (False).
  20
  Harlyth is secretly looking for adventurers to recover a family heirloom that was stolen by thieves a few
  weeks back. Harlyth believes that the thieves have been hiding in the ruins of the castle and have 
  created the impression that they are haunted to keep people away (False). Aerandil is secretly evil and 
  plans to take over Ravenscar with an army of undead. (False although the elf is evil and a skeleton 
  warrior guards his tower).
  25
  Dunthrim’s harpsichord can soothe the nerves of those listening to it even if they are enraged (True). 
  Ungreth the half-orc ranger is hunting the orcs and ogres to the north of town and is looking for 
  assistance (True).
  part one: town of ravenscar
  
  7
  the diamond fortress
  4. Temple of the Revered Mother
  The Temple of the Revered Mother is the largest
  building in town and is the main place for the towns-
  folk to gather in times of trouble. High Priestess
  Dalenna is the main cleric of the Revered Mother and
  runs the temple with prim efficiency, aided by six cler-
  ics of levels 1-3 (two of each). Dalenna is willing to
  cast spells on the PCs for a reasonable price, and they
  can purchase divine scrolls and potions from the tem-
  ple as well. When the PCs enter the Diamond Fortress
  to combat, the demonic threat she provides spells for
  free until the threat has been resolved.
  Dalenna, female human Clr7: CR 7; hp 49; See
  Appendix and PHB.
  Dalenna is a tall graceful woman in her 40s with
  long gray-blonde hair and startling green eyes. A
  beloved member of the community, she is the heart
  and soul of Ravenscar and no one will speak ill of her
  or question her actions. The deity that Dalenna wor-
  ships is the Revered Mother, a Lawful Good goddess
  of healing, mercy, and patience. DMs can substitute
  another god more appropriate to their campaign if
  need be. 
  Once Dalenna knows the PCs are in town she
  approaches them, and offers them the job of ridding
  the ruined castle of the ‘fiery’ ghost. She does not
  know who the ‘fiery’ ghost is but believes that he is
  evil and far too powerful to tackle herself. She offers
  the PCs her potions as a reward, but only once proof
  of the ghost’s destruction is assured. If PCs tell
  Dalenna of their meeting with Nithildoor, she warns
  them not to trust anything the ghost says, but is
  ambivalent about recovering the circlet (she does not
  know if it is a good idea or not).
  When the Diamond Fortress appears she offers
  them an additional 1,000 gp from the temple coffers
  to destroy Nithildoor, believing the ghost to be
  responsible for its appearance. 
  5. Aerandil’s Tower
  This small stone tower is the home of Aerandil
  Selethal, a reclusive and enigmatic elven wizard who
  saved the town from the depredations of a pair of
  wyverns several years ago and has lived in Ravenscar
  ever since. No one knows that the elf is evil, although
  gossipmongers like Tasha Starhorn enjoy spreading
  stories about him. Aerandil does not talk with the
  PCs unless they want to do business with him. Any
  scrolls or spells purchased from Aerandil cost double
  the normal price and he refuses to drop them, even for
  other elves.
  Aerandil Selethal, male elf Wiz8: CR 8; hp 20; See
  Appendix and PHB.
  Aerandil is just over 5 feet tall and has jet-black
  hair, pale skin and silvery-gray eyes. He is a coldly cal-
  culating, quietly spoken, cautious wizard, and always
  has a spell or escape plan up his sleeve. While he is
  evil, he is protective of his adopted town and will
  defend it from the demonic onslaught until it looks
  like he will be killed. In the cause of protecting the
  town Aerandil drops the prices of his scrolls and spells
  by half, but refuses to accompany the PCs or other-
  wise aid them. He knows nothing about Nithildoor or
  the evil force mentioned by the ghost, but PCs might
  seek his knowledge about the planes when the
  Diamond Fortress appears.
  Aerandil’s tower consists of three levels including
  the ground floor (which doubles as his library and sit-
  ting room), his bedroom, and his laboratory (which
  occupies the top level). All of the doors in his tower
  are arcane locked and an alarm spell protects his bed-
  room. A skeleton warrior guards the laboratory and
  attacks anyone who enters other than Aerandil (or
  someone accompanied by him). Unlike normal skele-
  ton warrior’s this one is not controlled by a circlet (so
  Aerandil cannot see through its eyes) and is only a
  6th level fighter.
  Skeleton Warrior, Ftr6: CR 8; hp 42; See
  Appendix.
  6. The Madcap Manticore Inn 
  Owned 
  by 
  the 
  dwarven 
  bard 
  Dunthrim
  Deephammer, the Madcap Manticore Inn is the sec-
  ond largest building in town and the most popular
  with visitors. It is a unique looking establishment and
  as the PCs possible base of operations (or at least the
  place the PCs will visit most often) is given more
  attention here than the other areas of town.
  On the outside the inn looks little different from
  most of its kind and is built from blocks of dressed
  masonry, with a shingled roof of polished slate. The
  sign hanging on the outside of the building portrays a
  drunk manticore dressed in jesters livery and was
  painted by an expert (actually it’s Harlyth’s work and
  he is quite proud of it). The doors of the inn are all
  fashioned from dark wood and reinforced with strong
  black iron, and the windows are all of stained yellow
  glass.
  The inside of the inn consists of a spacious, com-
  fortable common room, a well stocked bar, almost two
  dozen rooms and a superb kitchen, but it is the inn’s
  more unusual features (located in the common room
  and bar) that make it truly memorable. The first of
  these is a huge and delicate harpsichord built from
  copper, silver and bronze that Dunthrim entertains
  guests on during the long winter nights. The harpsi-
  chord is magical, granting a +4 enhancement bonus
  
  8
  to all Perform checks. In addition, when played prop-
  erly by a bard with at least 6 ranks in the Perform skill
  the harpsichord produces the effects of a calm emotions
  spell 1/day (caster level 10th; Will save DC 13
  negates). Dunthrim commissioned some gnomes to
  construct the harpsichord so he could quell fights in
  his inn without resorting to violence, unfortunately
  when doing so the harpsichord has the side effect of
  shedding pale orange light in a 20-foot radius (as a
  continual flame spell).
  The second unique thing in Dunthrim’s inn is the
  stuffed manticore that hangs from the ceiling above
  the common room. The manticore was slain by
  Dunthrim and his old adventuring companions, and
  gives the inn its name. While this in itself is not that
  unusual, the manticore was only slain by the adven-
  turers because it was drunk at the time. In fact, many
  visitors to the inn have commented on the sheepish
  expression plastered on the manticore’s face, or the
  fact that its eyes are crossed as if in deep concentra-
  tion. It is something that gives Dunthrim the oppor-
  tunity to regale the visitors with conversation about
  his exploits.
  Prices for accommodations at the Madcap
  Manticore range from 1sp for a spot in the common
  room to 5sp for a room. Prices for meals range from
  1sp for a simple meal, to 3sp for a good quality meal,
  and 1gp for a fine meal. Drinks range from 5cp for a
  mug of ale to 5sp for a mug of wine, to 2gp for fine
  elven wine or dwarven liqueur. PCs can also stable
  their mounts at the inn for 1sp a night. Dunthrim has
  three full time human female staff, who look after the
  guests and make sure the inn is run smoothly. All of
  them are 1st level commoners
  Dunthrim 
  Deephammer, 
  male 
  dwarven
  Ftr2/Brd3: CR 5; hp 40; See Appendix and PHB.
  Dunthrim is a gregarious, fun-loving dwarf who
  enjoys dressing in flowing robes and jewelry. He has
  dark brown hair, a hook-like nose, a wild looking
  beard and merry blue eyes. Other dwarves find
  Dunthrim, his warped sense of humor and his carefree
  attitude a little disconcerting, but once they get to
  know him, they soon realize he shares many charac-
  teristics common to dwarves, including a hatred of
  giants and a strong sense of honor. Dunthrim has a
  soft spot for adventurers and will be more than happy
  to share his knowledge of the town and the surround-
  ing area with the PCs. If asked specifically about
  Taosiir’s castle Dunthrim relates the information
  given in the Legend of Taosiir section above.
  7. The Bunkhouse
  Ravenscar’s jail is known as the Bunkhouse because
  it usually serves no other function than to dump
  drunkards for the night to sober up. Visitors (or tran-
  sients as Endril calls them) sometimes end up here if
  they do not have enough silver to pay for a room at
  the inn. The jail is a small squat structure made out of
  stone with iron-barred windows and a large oaken
  door reinforced with iron. Any PCs who break the law
  might find themselves staying here if they run afoul of
  Endril. Of course, capturing and holding characters as
  powerful as the PCs might be beyond the power of the
  NPCs if the PCs decide to resist.
  Endril Bortass, male human Ftr7: CR 7; hp 57;
  See Appendix and PHB.
  Endril has long red hair and deep brown eyes. He is
  an honest, straight talking fellow who looks after the
  welfare of the townsfolk and treats everyone living
  there as his own flesh and blood. If PCs approach him
  about ending the attacks on the caravans, he offers
  them a reward of 10 gp a head for each orc and ogre
  they kill then directs them to Ungreth (see below).
  Endril knows that a ghost has appeared in the ruins of
  the castle, but directs them to Dalenna if they want
  any information (especially if the PCs tell Endril
  about Nithildoor’s appearance). During the appear-
  ance of the Diamond Fortress Endril does what he can
  to defend the town, and directs any PCs to Harlyth
  regarding any rewards.  
  The only ‘resident’ of the bunkhouse now is
  Ungreth, a crazy half-orc who has been the focus of
  several rumors regarding orcish invasions and other
  nonsense. Ungreth is allowed to come and go as he
  pleases and is always accompanied by his pet stirge
  Poker. The half-orc is secretly a ranger (a fact known
  to both Harlyth and Endril), and has been hunting
  the orcs and ogres attacking the caravans north of
  town.
  Ungreth, male half-orc Rgr10: CR 10; hp 64; See
  Appendix and PHB.
  Ungreth has a stirge named Poker as a companion.
  While rangers normally cannot take stirges as animal
  companions (because they are magical beasts) Poker
  was originally a hawk until running afoul of a poly-
  morph any object trap. Somehow his connection to
  Ungreth was not severed during the transformation,
  and he has served the ranger faithfully ever since.
  Poker, male stirge: CR –; hp 17; See Appendix and
  MM.
  Poker knows the tricks attack, come, defend, guard,
  and seek. 
  Ungreth is a lean, athletic-looking half-orc with
  mismatched eyes (one blue, the other blood red) and
  excruciating body odor. If the PCs need help in the
  Diamond Fortress, Ungreth will do what he can to
  help. He is also important to the course of the adven-
  ture, as he can lead the PCs to the orc bandits’ camp
  part one: town of ravenscar
  
  9
  in the Shroudwood and the circlet of demonic might, a
  magic item that is integral in breaching the magical
  veil covering the fortress. The Shroudwood (and the
  bandit camp) is detailed in the next section of the
  module.
  8. Castle Ruins (EL 18)
  The ruins of the castle outside Ravenscar are little
  more than a few blackened pillars and blocks of gran-
  ite overgrown with vines and weeds. There is no sign
  of any skeletons or other remains or any signs of
  recent habitation, although the occasional dire rat or
  monstrous centipede can be found amidst the rubble.
  Like the Ravenscar that lies in the center of the town
  market, the ruins radiate faint evocation and conjura-
  tion magic.
  PCs exploring the area before the appearance of the
  Diamond Fortress (which absorbs the ruins) and
  before venturing to Bandit camp may encounter
  Nithildoor, but the ghost remains ethereal most of the
  time and will only reveal himself if the PCs have ques-
  tions concerning the circlet of demonic might. Once the
  PCs leave for the bandit camp Nithildoor disappears,
  only reappearing once Valazon is dead or all the spir-
  it shards have been destroyed. 
  Nithildoor, Male Elven Ghost Wiz16: CR 18; hp
  105; See Appendix and MM.
  Tactics: If he knows combat is imminent and he
  has time Nithildoor responds by casting shield, mirror
  image, moment of prescience, arcane sight and magic
  circle against evil in that order. Once combat starts he
  casts his high level spells first in an attempt to finish
  off the PCs quickly, starting with a delayed blast fire-
  ball, then waves of fatigue before switching to single
  target spells like baleful polymorph and polar ray. He
  only resorts to using his flaming touch attack or his
  corrupting gaze when he runs out of spells. Because he
  knows he will simply rejuvenate, he does not fear
  death.  
  the diamond fortress
  
  10
  General Overview
  North and west of Ravenscar is the Shroudwood, a
  dark tangled forest that is home to many sorts of crea-
  tures, as well as bandits who prey on travelers. Very
  few people inhabit the Shroudwood, although one or
  two tribes of wild elves are thought to live in the west-
  ern depths of the forest (not shown on the map).
  There are many reasons why the PCs might explore
  the Shroudwood although the most obvious one is to
  retrieve the circlet of demonic might from the bandit
  camp. Of course finding either the bandits is not easy
  unless the PCs employ divination magic such as find
  the path, scrying or discern location, or seek the services
  of Ungreth (who can lead them straight to the ban-
  dits).
  While traveling through the Shroudwood PCs have
  a chance of running across random encounters and of
  becoming lost if they stray too far from Ravenscar.
  The rules for becoming lost are explained in the
  DMG, and should only be used when the PCs are not
  with Ungreth and refuse to take suitable precautions.
  Encounters serve a similar function and should only
  be used if the PCs are wasting too much time in their
  exploration of the woods or if the players themselves
  are growing bored or complacent. 
  Encounters
  There is a 10% chance per hour of a random
  encounter. Many of these encounters are not really a
  challenge for PCs of over 10th level and should be
  used sparingly (as described above). Each encounter
  includes the number of creatures encountered and the
  average Encounter Level of each as well (the actual
  Encounter Level will vary depending on how many
  monsters there actually are in a group). Statistics for
  all of the creatures are listed in the MM, although the
  statistics for the ogre warriors, orc rogues, and thessal-
  gorgon can be found in the caves of the bandit king.
  If an encounter is generated roll on Table 2-1:
  Encounters in the Shroudwood.
  The Dragon Horse (EL 11)
  The Shroudwood has recently become home to a
  powerful dragon horse named Lothirix. Lothirix has
  come to the Shroudwood in search of her foals and
  scours the forest for any signs of them. Lothirix
  believes that her foals have been captured by Ershak,
  the leader of the orc and ogre bandits and have been
  placed in the bandits cave complex.
  Lothirix, advanced female dragon horse: CR 11;
  hp 154; See Appendix.
  Lothirix usually stays in the clouds above the
  Shroudwood, occasionally flying out over the forest in
  search of her offspring. If she spots the PCs she keeps
  her distance, but watches them with interest. She
  does not make any hostile moves toward the PCs
  unless they attack her first. If approached in a friend-
  ly way by good or neutral PCs she communicates her
  desire to be reunited with her foals, watching for their
  reaction. If they seem willing to help her, she directs
  them to the bandits (who seem to be the most likely
  candidates). She avoids evil PCs as best she can. 
  If the PCs succeed in rescuing her foals, Lothirix
  aids the PCs in the future, waiting just outside the
  town of Ravenscar when the PCs enter the fortress
  and responding to any predetermined signal that the
  PCs give her. She willingly risks her life against the
  demons of the fortress if her foals are alive, as the
  fiends are irredeemably evil, and she owes the PCs a
  great debt of gratitude. 
  The Shroudwood Bandits
  General Overview
  While the bandit camp has nothing to do with the
  appearance of the Diamond Fortress, PCs can gain a
  powerful ally from the camp (Lothirix) and the circlet
  of demonic might. From the rumors spread in
  Ravenscar, it would seem that the bandits are simple
  orcs and ogres. Unfortunately the orcs and ogres are
  all much more powerful than they first appear and are
  Part Two:
  The Shroudwood
  Table 2-1: Encounters in the Shroudwood
  d12
  Encounter
  Average EL
  1
  1d3 araneas
  5
  2
  1d4 dryads
  5
  3
  1d4 owlbears
  6
  4
  2d4 dire wolves
  7
  5
  1d6 dire boars
  7
  6
  2d4 pixies
  8
  7
  1d4 +1 huge spiders
  8
  8
  1d4 nymphs
  9
  9
  1d4 ogre warriors
  9
  10
  2d6 orc rogues 
  10
  11
  1 thessalgorgon
  12
  12
  1 nightwing
  14
  
  11
  aided by several dangerous monsters, making the PCs
  job in eradicating them all the more difficult.
  The camp is spread over two sections. The first is a
  rough camp of camouflaged hide tents where most of
  the bandits live. This area is protected by several traps
  devised by the orcish rogues and is difficult for the
  PCs to find without the use of magic or the aid of
  Lothirix or Ungreth. The second area is a relatively
  large cave complex where Ershak makes his lair, and
  the PCs can find the dragon horse foals and the cir-
  clet. 
  The Bandit Camp
  The bulk of the bandits live in a collection of hide
  tents in the depths of the Shroudwood. The area sur-
  rounding the camp is heavily wooded and devoid of
  any trails or paths for the PCs to follow. Several skills
  and other factors are modified because of the terrain
  and these are summarized below for the DM’s refer-
  ence:
  • Creatures’ standing in a tree space gain a +2 bonus
  to AC and a +1 bonus on Reflex saves.
  • It takes two squares (10 feet) of movement to move
  5 feet.
  • The DC of Tumble and Move Silently checks is 
  increased by 2.
  • Listen checks are increased by 2 for every 10 feet 
  (instead of 1 every 10 feet).
  • Climbing a tree takes a Climb check of DC 15.
  • The trees surrounding the camp have AC 3, 
  hardness 5, and 300 hp.
  • The undergrowth between the trees provides 
  concealment (20% miss chance for ranged attacks).
  • Spotting distance is 2d6 x 10 feet.
  If the PCs attack the bandit camp and then with-
  draw, the bandits double the number of guards around
  the perimeter and place two guards around the supply
  tent. If a day passes between the PCs first attack and
  their next, the bandits reset all the traps. Should more
  than three days pass between attacks the bandits rein-
  force their numbers with 2d6 additional orc rogues,
  and 1d4 additional ogre warriors (returning to camp
  after a couple of weeks of banditry in and around the
  Shroudwood). The arrival of these reinforcements
  depends on the success of the PCs' initial onslaught,
  the bandits forsaking their campsite rather than dying
  if they take more than 50% casualties in one foray
  from the PCs and only returning once they are told to
  by Ershak or reinforcements arrive. Of course, if
  Ershak is still alive and with them the bandits return
  to their camp to set up an ambush for the PCs when
  they return or as they are leaving the cave system.
  1. Trapped Perimeter (EL 12)
  The bandits have set up several traps around the
  perimeter of the campsite to kill trespassers. All of the
  bandits know the location of the traps and leave the
  campsite by one of the paths designated on the map.
  While none of the paths are marked in any way the
  constant movement of orcs and ogres through these
  areas has left a visible imprint that PCs can find on a
  successful Search check against DC 15. PCs who have
  the Track feat can find the paths more easily (Survival
  check DC 10) and can ascertain what sort of creatures
  use the path on a DC 20 check. While this alone does
  not tell the PCs that the rest of the area is trapped, it
  provides them with a handy clue.
  Because there are so many traps littering this area,
  keeping track of the movement of the PCs is impor-
  tant. Unless the PCs take a circuitous route, assume
  they arrive somewhere south of the encampment,
  even if Ungreth leads them there (he does not know
  the area is trapped).
  Traps: Each trap is marked with different letters on
  the map, each letter signifying a different type of trap:
  L – Spiked Log Trap: CR 5; mechanical; location
  trigger; manual reset; Atk +20 melee (5d6 damage);
  Search DC 20; Disable Device DC 20.
  P – Poisoned Spear Trap: CR 6; mechanical; loca-
  tion trigger; manual reset; Atk +12 ranged (1d8/x3
  damage plus poison); poison (deathblade poison, DC
  20 Fortitude save resists, 1d6 Con/2d6 Con); 50 foot
  maximum range (target randomly determined);
  Search DC 20; Disable Device DC 20.
  S – Spiked Pit Trap: CR 4; mechanical; location
  trigger; manual reset; DC 20 Reflex save avoids; 30-
  foot deep (3d6 damage); multiple targets (two targets
  in two adjacent 5-foot squares); pit spikes +15 melee,
  1d4 spikes per target for 1d4 +3 each; Search DC 21;
  Disable Device DC 21.
  Y – Swinging Yellow Mold Trap: CR 7; mechani-
  cal; location trigger; no reset; Atk +10 melee (1d6
  damage plus yellow mold); yellow mold (see page 76
  of the DMG); Search DC 20; Disable Device DC 20.
  This trap is simply a ceramic flask filled with yellow
  mold that is lashed to the end of a flexible branch.
  The letter B on the map signifies the presence of an
  orc bandit. These bandits use the same statistics as the
  orcs in area 4. The bandits take 10 on their Hide
  checks and gain a +5 bonus since they use the under-
  growth to camouflage themselves (for a total Hide
  score of +27). If any of these bandits spots the PCs
  they sound their hunting horns and begin firing
  arrows at the PCs, withdrawing back to the camp if
  openly confronted.
  the diamond fortress
  
  12
  2. Feast Tent (EL variable)
  This tent is the largest of the camouflaged hide
  tents in camp and has been constructed from the
  stitched hides of ordinary animals and creatures like
  cooshees and owlbears. The hide walls of this tent and
  all of the others in camp have AC 3, hardness 1, and
  take 15 hp worth of damage before being destroyed.
  Unlike the other tents in camp, this tent has a hole in
  the top to allow smoke from the fire pit out.
  A large fire pit, kept unlit during the day, takes up
  the interior of the hut. Two long wooden benches sur-
  round the fire pit and several tattered crimson ban-
  ners hang from the walls, each one emblazoned with a
  broken black horn. The banners are from the Broken
  Horn orc tribe (from where most of the orc bandits
  originated). Bits of bone and fur empty flasks and
  other detritus litter the floor.
  During the day, this tent is unoccupied. At night
  1d6 + 2 orcs and 1d4 + 2 ogres can in this tent eating
  and drinking. The noise from this tent at night is loud
  enough to be heard from a fair distance (Listen check
  DC –5).
  3. Supply Tent
  Slightly smaller than the feast tent this tent is
  where the bandits keep the bulk of their provisions
  and most of the loot from their bandit activities. An
  intact wagon stocked with 12 barrels of oil lies in the
  center of the tent, while piled next to the wagon are
  several bales of fine silk (worth a total of 200 gp), and
  five dire wolf furs (worth a total of 50 gp). At the back
  of the tent is an open chest filled with 1,450 gp and
  buried in the gold is a small case containing a master-
  work spyglass (worth 1,300 gp). Two small barrels
  filled with rare oil (40 gp each) lie near the entrance
  and atop the barrels is a coffer containing six vials of
  perfume (worth 25 gp each). 500-foot of hemp rope,
  32 days worth of dried rations, and a bundle of expen-
  sive tapestries worth 750 gp complete the contents of
  the tent. Despite its contents, the supply tent is not
  guarded unless the PCs have already attacked the
  bandit camp. 
  4. Orc Tents (EL 10 per tent)
  These tents are where the orc bandits sleep and
  keep their equipment. The tents are atrocious by typ-
  ical human standards, each tent containing about a
  few dirty bedrolls and winter blankets, a couple of
  lanterns, and a few personal possessions that are of no
  value to PCs. Most of the orcs treasure is in the sup-
  ply tent or the bandit caves.
  Six orc bandits occupy each tent, although only
  four will be found here during the day. At night these
  tents are normally unoccupied (the orcs are nocturnal
  creatures so they usually sleep during the day). 
  Orc bandits, male, and female orc Rog5 (12): CR
  5; hp 31 each; See Appendix and MM.
  Tactics: The orcs wear their armor even while
  sleeping and always have their weapons within easy
  reach. The orcs generally leave the heavy fighting to
  the ogres, firing arrows from cover (if possible) and
  withdrawing if their position is compromised. They
  relish the opportunity to sneak attack foes, though,
  and try to gang up on and flank lone PCs. Of the orcs
  take more than 50% casualties, the remainder attempt
  to retreat to the caves to warn Ershak and his min-
  ions.
  5. Ogre Tents (EL 10 per tent)
  These tents are larger than the orc tents and are
  where the ogres rest and relax. They are even filthier
  than the orc tents, with piles of smelly animal hides
  and a few gnawed bones littering the dirt floor. During
  the day three ogres can be found in each tent, while
  at night they are generally unoccupied (the ogres are
  nocturnal like the orcs unless they are on a raid).
  Ogre bandits, male ogre War5 (8): CR 7; hp 59
  each; See Appendix and MM. 
  Tactics: The ogres' favor direct combat and attack
  with their magical greatclubs in preference to any
  other type of weapon. They are intelligent enough to
  protect the orcs and allow them to get into flanking
  positions. If the ogres suffer more than three-quarter
  casualties, they retreat to the caves and attempt to
  hold off the PCs there.
  6. Entrance to the Caves of the Bandit King
  To the east of the bandit camp is a broken lime-
  stone ridge topped with scraggly pines and thick
  underbrush. Several shallow caves dot the ridge but
  one is deeper than the others and has been expanded
  through the efforts of Ershak and his bandit followers.
  The entrance to the bandit caves appears little differ-
  ent from the other caves and it may take the PCs
  some time to find it. 
  Caves of the Bandit King
  These caves were originally the result of water ero-
  sion, but have since been expanded, making the walls
  a combination of natural rock and rough hewn stone.
  The caves are uncomfortably wet and filled with small
  vermin (rats, centipedes and beetles). Mold and fungi
  are also common in the caves, although the ogres
  have obliterated most of the natural cave formations.
  The conditions within the caves are summarized
  below for the DMs convenience:
  • The DC of all Tumble and Move Silently checks is
  increased by 2.
  • All caves are unlit unless otherwise noted.
  part two: The shroudwood
  
  13
  • The walls of the caves have AC 3, hardness 8 and 
  900 hp.
  • The Climb check for all walls is DC 22.
  • Tunnel heights are 15 feet and cave heights are 30
  feet unless otherwise noted in the text.
  Once the bandit camp has been attacked, Ershak
  makes sure that the guards in area 1. are doubled and
  the rest of the cave system is on alert (all inhabitants
  gaining a +2 bonus on Listen and Spot checks). If the
  bandit camp is deserted Ershak and his ogre followers
  abandon the caves to prepare an ambush (see the
  Ambush section later for further details), but leave
  behind some of the other inhabitants. If they cannot
  flee because the PCs are watching the entrance,
  Ershak and his knights ride out on their mounts and
  attack the PCs as described in the relevant entries.
  Many of the entries in the cave system include a
  Development section that indicates what happens
  should this or other events occur. 
  1. Entrance Tunnel (EL 7 or 9)
  Two ogre warriors from the bandit camp guard this
  tunnel (use the statistics from area 5 of the Bandit
  Camp). The ogres are extremely bored and do not
  really pay much attention to the cave entrance (their
  Listen and Spot checks suffer a –2 penalty). Should
  they spot PCs they throw their shortspears and wade
  in with their greatclubs. 
  Development: Any battle here alerts the thessalgo-
  rgon in area 4. Should Ershak abandon these caves
  the ogres depart.
  2. Owlephant Pen (EL 11)
  This large cave is where the ogre knights house
  their owlephant mounts. A 20-foot high locked
  wooden gate blocks off the cave preventing the owle-
  phants from escaping. 
  Locked wooden gate: 3 in. thick; hardness 5; hp 45;
  Break DC 25; Open Lock DC 25.
  The interior of the cave smells terrible and ele-
  phant-sized droppings are everywhere. Filthy straw,
  broken branches, bones and bits of rotting flesh are
  also scattered about the cave, reducing all movement
  for creatures by half if they are smaller than Large size
  and increasing the DC of all Tumble and Move
  Silently checks by 5.
  Three owlephants are housed in this cave. They are
  savage and belligerent creatures who attack anyone
  entering their pen that is not an ogre. Given the
  opportunity they chase fleeing PCs out of their pens
  and into the rest of the complex, their trumpeting
  cries echoing throughout the complex and alerting all
  the other inhabitants.
  Owlephants (3): CR 8; hp 133, 119, 110; See
  Appendix.
  Tactics: The owlephants trample everything that
  gets in their way. They only fight in some sort of order
  if Ershak’s ogre knights are riding them.
  Development: Should Ershak abandon the cave
  system or his knights’ ride out against the PCs this
  area will be empty.
  3. Lair of Movanesh (EL 13)
  A strong wooden door prevents PCs looking into
  this cave. The door is unlocked and when opened
  reveals a chamber containing a human-sized bed, a
  pile of whips and training poles, and four collapsible
  ogre-sized howdahs. An everburning torch illuminates
  the cave, which is quite clean by orc and ogre stan-
  dards.
  This chamber belongs to a human ranger/ shadow-
  dancer named Movanesh. Movanesh trains the owle-
  phants and teaches the ogre knights the art of riding
  such massive creatures. 
  Movanesh, human male Rgr8/Shd5: CR 13; hp
  96; See Appendix, DMG, and PHB.
  Shadow Companion: CR –; hp 21; AL NE; See
  MM.
  Movanesh is a bronze-skinned man with dark eyes
  and curly jet-black hair. He is a harsh taskmaster who
  always repays a slight, no matter how small and prefers
  the company of animals rather than humans. He par-
  ticularly despises elves (for their natural grace) and
  dwarves, and will go out of his way to harm such foes.
  Tactics: If Movanesh hears the PCs before they spot
  him, he sends out his shadow companion on recon-
  naissance while he hides in his cave. Once he has
  determined the PCs' strengths and weaknesses he tails
  them and attacks when they are caught in combat
  with another foe, preferring to strike at spell-casters or
  rogues. He uses his spells and magic items to confound
  and slow down the PCs and saves his shadow jump
  ability for when he has to escape, fleeing the caves
  once reduced to less than half his hit points (never to
  return).
  Development: Should Ershak abandon the cave
  system this cave will be empty.
  4. Waterlogged Cavern (EL 12)
  This waterlogged cavern is one of the few that still
  have some cave formations and several large stalag-
  mites and stalactites dot the area. Cold water fills the
  cavern to a depth of about a foot and the sound of
  dripping water is almost constant. A few carcasses
  protrude from the water here and there, the remains
  of the thessalgorgon’s meals, and phosphorescent fun-
  gus illuminates the cavern in pale gray light. The
  water increases the DC of all Tumble and Move
  Silently checks by 5, but does not otherwise alter
  movement for Medium size or Small creatures, while
  the fungi provides shadowy illumination only.
  the diamond fortress
  
  14
  Due to the presence of the thessalgorgon the water
  in this chamber is slightly acidic, inflicting 1d3 points
  of damage per round to any creature moving through
  the chamber. Being immersed in the water inflicts 2d6
  points of damage. The thessalgorgon is naturally
  immune to the acid.
  Several years ago Ershak acquired a thessalgorgon
  egg from a human merchant. He raised the thessalgo-
  rgon until it reached adulthood and now uses it as a
  mount when battling foes. When it is not being rid-
  den the thessalgorgon stays in this cavern where it is
  fed by Ershak’s ogres on a regular basis to keep it from
  wandering.
  The thessalgorgon is friendly to the ogres and espe-
  cially fond of Ershak. It dislikes the owlephants and
  cloakers but puts up with them. It attacks any other
  creature that it sees (including any orcs that get in its
  way).
  Thessalgorgon: CR 12; hp 145; See Appendix.
  Tactics: The thessalgorgon’s good Listen and Spot
  rolls means that it has a good chance of detecting the
  PCs approach. It waits until the PCs are within range
  of its attacks then unleashes with its petrifying breath
  weapon and its acid spit attack before rushing into
  combat. It prefers to focus on one or two opponents in
  the hope of bringing them down.
  Development: This area will be empty if Ershak
  abandons the cave system, the ogre mage taking his
  mount with him on his way out. The cave will also be
  empty if Ershak rides the thessalgorgon out against
  the PCs.
  5. Thessalgorgon Den
  The thessalgorgon sleeps here when not pacing
  through the waterlogged cavern. Other than a few
  piles of shattered and melted bones and pieces of
  armor, nothing else of value can be found here. 
  6. Programmed Shocks (EL 9)
  This cave appears to contain three identical locked
  iron treasure chests, and a large ceramic vase sealed
  with a lead stopper. The chests are actually three
  boulders covered by a permanent image spell to appear
  as chests (Will DC 19 to disbelieve), and react as such
  if touched. 
  Trap: As soon as one of the chests is touched, a pro-
  grammed image activates, causing an illusory dragonne
  to appear and release a deafening roar at the contents
  of the cave. While the roar is not powerful enough to
  do any damage to the PCs, it shatters the ceramic
  vase, which has been carefully weakened, releasing
  the effects of an electrifying cloud spell.
  Electrifying cloud Vase: CR 9; magical; spell trig-
  ger (programmed image of dragonne); no reset; spell
  effect as a 15th-level wizard (electrifying cloud obscures
  all sight as a fog cloud does, and creatures within the
  cloud take 4d6 points of electrical damage. A success-
  ful DC 22 Reflex save halves the damage. The cloud
  lasts 15 rounds unless dispelled or dispersed); multiple
  targets (all within a 20-foot radius spread); Search DC
  31 (programmed image) DC 33 (electrifying cloud);
  Disable Device DC 31 (programmed image) DC 33
  (electrifying cloud). 
  part two: The shroudwood
  
  15
  The electrifying cloud appears as a roiling bluish-pur-
  ple cloud shot through with little lightning bolts.
  Other than the fact that it deals electrical damage,
  the cloud is the same as an incendiary cloud in all
  respects. 
  The ceramic vase has hardness of 1, 5 hit points,
  and a break DC of 3. Shattering the vase or removing
  the stopper activates the electrifying cloud.
  Development: If they are not already dead, the
  sound of the programmed image alerts the ogre
  knights in area 8 and they arrive to check out the
  sounds in 3 rounds, attacking any PCs who emerge
  from the chamber. The sound may alert the cloakers
  as well, and certainly alerts the roper, the roper
  attacking PCs through the bars of the door while the
  electrifying cloud is in effect.
  7. Roper Treasury (EL 12)
  A stout locked wooden door with seals of this small-
  ish chamber, which is the home of the roper that
  guards some of the bandits more important treasures
  (the rest is in area 13). A barred opening in the door
  allows people to look into the chamber and allows the
  roper to attack PCs in area 6. 
  Locked Wooden Door: 2 in. thick; hardness 5; hp
  30; Break DC 20; Open Lock DC 30.
  Like the thessalgorgon, Ershak raised the roper in
  this chamber from when it was just an egg. The roper
  is as loyal to Ershak and his ogre knights as a roper can
  be, and attacks anyone who comes near the door with
  joyful glee.
  Roper: CR 12; hp 92; See MM.
  Tactics: If the roper notices the PCs in area 6 it
  extends its strands through the bars in the door and
  attacks, hoping to surprise them. The roper has no
  fear of the electrifying cloud, as it is immune to elec-
  tricity, and waits until the PCs spring the trap if it can.
  It attacks anyone who approaches the door to inspect
  it, regardless of what the other PCs do.
  The roper tries to use a victim of its strands as a
  shield, and focuses its attacks on any creature using
  fire against it. It prefers to bite lightly armored oppo-
  nents such as wizards and rogues.
  Treasure: This room contains an unlocked wooden
  chest containing 3,245 gp, 275 pp, 6 vials of alchemist
  fire, 100 pounds of salt (worth 500 gp on the open
  market) and 10 ermine furs worth 20 gp each.
  8. Ogre Knights (EL 13)
  This cave is similar to the foal cave, and is just as
  filthy, with uncured animal hides and rubbish littering
  the ground. Six Medium-sized beds have been shoved
  into this cave and lashed together with ropes to form
  three beds sized for Large-sized creatures, while a bat-
  tered unlocked wooden trunk has been pushed up
  against one wall. A single everburning torch provides
  the only illumination.
  Ershak’s lieutenants are three powerful ogres who
  are called ‘the ogre knights’ by the other bandits
  because of their preference for riding owlephants into
  battle. These ogres are fanatically loyal to Ershak and
  each other, and will die before surrendering to the
  PCs.
  Ogre Knights, male ogres Bbn7 (3): CR 10; hp
  112 each; See Appendix.
  Tactics: The ogre knights prefer straightforward
  melee combat, but are intelligent enough to drink
  their potions and sprinkle dust of disappearance on
  themselves before combat if they think the PCs pres-
  ent a major challenge. The ogre knights do not retreat
  unless it presents a clear tactical advantage to do so
  and rage at the first opportunity. If encountered with
  Ershak they do their best to protect him from harm.
  Their mounted tactics are reviewed in the Ambush
  section later.
  Treasure: The ogres keep most of their treasure on
  them, but PCs examining the contents of the wooden
  trunk will find 580 sp, 342 gp, a dented ceremonial
  gold helmet used as a drinking cup worth 155 gp, and
  a thick broken gold chain worth 70 gp. Finally, buried
  under a heap of worn ogre sized clothing at the bot-
  tom of the trunk is a leather sack filled with five vio-
  let-blue garnets worth 250 gp each.
  9. Chasms and Cloakers (EL 11)
  The first thing that PCs will notice when they enter
  this cavern is a large chasm that almost splits the cav-
  ern in two. The chasm was formed by an earthquake
  hundreds of years ago and descends to a maximum
  depth of 350 feet. Unless they use magic to get across
  the cavern, PCs must walk along the edge of the
  chasm to get to the other side.
  Several weeks ago Ershak captured an illusionist,
  and forced her to cast several spells over the cave
  complex. His ogre knights ate the illusionist after she
  completed her tasks and now her bones and mundane
  equipment lie at the bottom of the chasm (see area
  10).
  One of the spells that the illusionist cast was an illu-
  sory wall to make the ledge that runs past the chasm
  appear intact. PCs who walk along this ledge run the
  risk of falling into the chasm, unless they manage to
  detect it beforehand with a successful DC 29 Search
  check. If the illusory wall is found a Will save, (DC 17)
  allows the PCs to see through it. PCs who fail to do
  either must make a successful Reflex save (DC 20) to
  avoid falling into the chasm should they walk along
  the ledge (they appear to fall straight through solid
  stone). The fall inflicts 20d6 damage and puts the PC
  at the mercy of the huge violet fungus.
  the diamond fortress
  
  16
  A bigger threat than the illusory ledge is the flock
  of cloakers who live along the walls of the chasm. Any
  light source brought into the cavern stronger than a
  candle or any attempts to fly across the cavern draws
  their attention and they rise to attack. 
  Cloakers (7): CR 5; hp 62, 57, 56, 52, 49, 45, 40;
  See MM.
  Tactics: The cloakers approach the PCs under
  cover of darkness and use their moans to unnerve the
  PCs for as long as they can. If the PCs look like being
  unaffected by the unnerve effect they switch to using
  their stupor moans on spell-casters and their fear
  moans on the party in general. If they can, they try to
  engulf one or two PCs and drop them into the chasm.
  Development: The battle with the cloakers may
  alert the ogre knights in area 8 (unless they have
  already been defeated) and Ershak in area 12. If they
  are alerted, they prepare for battle (as given under the
  tactics section in each area). 
  The cloakers were here before Ershak and his ogres
  arrived and will not leave if the ogre mage abandons
  the caves. They will still attack any PCs they see.
  10. The Purple-Spotted God (EL 10)
  The denizens of the cave system use the chasm as a
  garbage dump. The bottom of the chasm is concealed
  beneath a 20-foot thick layer of steam, obscuring all
  sight, including darkvision, beyond five feet, and
  granting 20% concealment beyond this distance. The
  steam can be dispersed by strong winds (more than 20
  mph), but the chasm fills with steam whenever the
  “kettle” erupts.
  At the bottom of the chasm is a narrow stone chute
  that is almost 10 feet wide and 50 foot deep. Steam
  occasionally escapes from the chute in a loud rush and
  it has been nicknamed "The Kettle" by the denizens
  of the caves. PCs who attempt to scale down the ket-
  tle find that the walls of the chute are slick with mois-
  ture (Climb DC 27). Someone who falls into the
  chute takes falling damage and can become stuck at
  the bottom of the pit if they fail a Reflex save (DC
  13). 
  Every 2d8 rounds the Kettle erupts sending a geyser
  of scalding hot steam into the chasm. Anyone caught
  within five feet of the Kettle when it erupts sustains
  3d6 points of fire damage from the steam and can
  make a DC 17 Reflex save to reduce the damage by
  half. Those actually within the chute when it erupts
  sustain 9d6 points of fire damage and can make a DC
  21 Reflex save for half damage. PCs stuck at the bot-
  tom of the Kettle automatically fail their saving
  throws.     
  A violet fungus of immense size devours the detritus
  at the bottom of the chasm and attacks any creature
  that enters its lair.
  Huge Violet Fungus: CR 10; hp 224; See
  Appendix and MM.
  Treasure: Littering the bottom of the chasm are the
  remains of dozens of animals and humanoids. Amidst
  the bones is a pile of shredded rags that once belonged
  to the illusionist who cast the illusory wall. Still
  pinned to the shredded rags is a fully charged brooch of
  shielding. Lying half way down in the kettle is a horn of
  blasting. PCs looking down into the Kettle must make
  a Spot check (DC 25) to see the horn.
  11. Dragon Horse Pen (EL 7)
  The wooden door into this cave is locked.
  Locked Wooden Door: 2 in. thick; hardness 5; hp
  30; Break DC 20; Open Lock DC 30.
  Beyond the wooden door is a dry cave containing
  several bales of damp hay and a metal trough filled
  with fresh water. Three juvenile dragon horses have
  been kept here since Ershak took them on a raid from
  their mother Lothirix. He wanted to train them as
  steeds for a few selected orc rogues, but has not made
  any progress and plans to kill them sooner than later.
  The juvenile dragon horses are in a dismal state and
  PCs who shake or bang on the door will hear a piteous
  whinnying coming from inside the cave (Listen check
  DC 3).
  Juvenile male and female dragon horses (3): CR 4;
  hp 23 each; See Appendix.
  Tactics: The foals do not attack the PCs if they are
  of good or neutral alignment, and prefer to flee evil
  PCs than fight. They fear Ershak and his ogre knights
  and refuse to attack the ogre mage or his allies. If they
  are attacked they use their hooves in combat and flee
  at the first opportunity.
  Development: If Ershak decides to flee, he leaves
  the foals in the cave to starve. He does not care if the
  PCs rescue them as he plans to ambush the PCs any-
  way (see the Ambush section later).
  12. Ershak’s Cave (EL 15)
  The wooden door to this large cave is unlocked.
  The cave has largely been hewn from the limestone of
  these caves and is devoid of cave formations. Just
  beyond the door is a natural pit trap that is covered
  with dense reed matting and disguised with an illusory
  wall spell. At the bottom of the pit is a pool of green
  slime. PCs falling into the pit are exposed to the green
  slime. The pool is treated as four individual patches of
  slime for the purposes of determining the trap’s CR
  and the area the pool covers. 
  Green Slime Pit Trap: CR 10; mechanical; loca-
  tion trigger; manual reset (replacing reed matting);
  DC 20 Reflex save avoids; 20 ft. deep (2d6 damage,
  fall); multiple targets (first target in each of two adja-
  cent 5–foot squares); Search DC 29; Disable Device
  DC 20 (DC 29 for illusory wall part of the trap); green
  part two: The shroudwood
  
  17
  slime at bottom of pit (each target who
  falls into the pit is exposed to 1d2 patch-
  es each).
  Green Slime: A single patch of green
  slime deals 1d6 points of permanent
  Constitution damage per round. On the
  first round of contact, the slime can be
  scraped off a creature, but after that
  round, the slime must be burned, frozen
  or cut away (dealing damage to the vic-
  tim). Extreme heat, cold, and acid or a
  cure disease spell destroys a patch of
  green slime. A creature brought to 0
  Constitution by the green slime is com-
  pletely dissolved and can only be
  brought back with a true resurrection,
  miracle, or wish.
  An ogre-sized bed covered with a
  sumptuous quilt and a wooden cabinet
  with stained glass doors are the only arti-
  cles of furniture in this cave, but are not
  the only furnishings. Several trophies
  have been mounted on the walls and
  include the wings of a young gold drag-
  on, the horns of a behir and the petrified
  head of a frost giant. A heavy steel shield
  hangs opposite the door and next to this
  is an everburning torch. Behind the shield
  is a secret stone door (search DC 25)
  that leads to area 12.
  Several years ago a powerful ogre mage
  named Ershak conquered the Broken
  Horn orc tribe and led them against the
  other tribes of the Dragonback Hills. He
  was successful and built up a small king-
  dom. Recently Ershak grew bored with
  this lifestyle and passed the reigns of
  leadership over to a trusted ogre adept.
  He took the most powerful orcs and
  ogres with him and began to raid the
  lowlands, hoping to accumulate enough
  wealth to live comfortably in one of
  great cities of the south (passing himself
  off as an elven noble). He will be most
  displeased with the PCs trying to ruin
  his dream.
  Ershak, male ogre mage Ftr7: CR 15;
  hp 134; See Appendix and MM.
  Tactics: If Ershak is alerted before the
  PCs get to this cave he becomes invisible
  and flies out to intercept the PCs, drink-
  ing his potion and coating one blade of
  his sword in the greater magic weapon oil.
  If the opportunity presents itself he
  adopts the form of a human maiden in
  distress and attempts to coax them into
  a trap or some of his minions. If attacked
  the diamond fortress
  
  18
  he drops darkness on the PCs and follows this up with
  a cone of cold. He tries to use his reach in conjunction
  with his flying ability to keep out of melee range of
  PCs while still hitting them with his two-bladed
  sword. Ershak surrenders if it looks like he is about to
  be destroyed, using all of his guile to trick or coerce
  the PCs into making a mistake and allowing him to
  escape. Ershak’s tactics while mounted on his thessal-
  gorgon are described in the Ambush section later.
  Treasure: The shield is a masterwork heavy steel
  shield, while the petrified frost giant head is actually a
  cunningly wrought statue with rubies for eyes and is
  worth 450 gp (or double that to a collector). The
  behir horns are worth 100 gp each, while the gold
  dragon wings will fetch 300 gp each. The cabinet con-
  tains 10 bottles of rare wine worth 30 gp each.
  Development: Ershak will abandon this cave if the
  cave system is overrun. If he abandons the cave sys-
  tem altogether (which he tries to do if his bandits lose
  more than half their number in any foray by the PCs)
  he refuses to take anything out of this chamber, intent
  on returning when the PCs are destroyed by his
  ambush. 
  13. Secret Treasure Chamber (EL 12)
  Ershak captured a few dwarves and made them con-
  struct this small chamber and the accompanying
  stone chest. The stone chest is locked and trapped,
  but before the PCs get to the chest, they must defeat
  its guardian.
  Ershak was at one stage the personal bodyguard of a
  fiendish wizard. When the wizard released him from
  bondage, he gave Ershak the services of a barbed
  devil. The barbed devil aided Ershak in his conquests
  and when Ershak discovered the circlet of demonic
  might he set the fiend to guard it.
  Barbed Devil: CR 11; hp 129; See MM.
  Tactics: The barbed devil attacks anyone who
  enters the chamber, summoning a group of bearded
  devils and using unholy blight or order’s wrath on the
  PCs. It then switches to physical combat, attempting
  to impale as many creatures as possible on its spines.
  The barbed devil does not flee under any circum-
  stances.
  The stone casket is locked and seems to have a key-
  hole. The keyhole is a fake and the casket can only be
  opened via a hidden catch located on the lid (Search
  DC 30). Attempting to open the casket any other way
  (including picking the fake keyhole) activates the
  Trap.
  The dwarves built a deadly trap into the casket that
  activates as soon as anyone tries to open it.
  Fusillade of Exploding Darts: CR 9; mechanical;
  location trigger; manual reset; Atk +20 ranged (1d4 +
  2 plus 2d6 fire, exploding dart); multiple targets (1d8
  darts per target in a 10-ft. radius); Search DC 25;
  Disable device DC 25.
  Treasure: The casket contains 5,200 gp, 343 pp, a
  wand of silent image, a cold iron battleaxe, and the cir-
  clet of demonic might.
  Development: The barbed devil and the casket are
  here regardless of what has happened in the cave sys-
  tem.
  Ambush (EL Variable)
  If Ershak abandons the cave system to the PCs, he
  sets up an ambush near the entrance. Any surviving
  orc rogues keep watch over the ridge from hiding and
  alert Ershak when they have gone inside. Ershak then
  waits for the PCs to emerge before springing his trap.
  Since the ambush could involve dozens of opponents
  DMs need to make sure that they know the strengths
  and weaknesses of the monsters involved.
  When the PCs emerge from the cave system any
  surviving orcs fire from the top of the ridge and the
  boulders surrounding the entrance, trying to keep the
  PCs pinned while any surviving ogre warriors’ rush in
  to attack. Ershak and any surviving ogre knights then
  ride in on their mounts (Ershak rides in on his thes-
  salgorgon while the knights ride their owlephants).
  The ogre knights shoot their longbows and Ershak
  directs his thessalgorgon to use its breath weapons. If
  the thessalgorgon is dead Ershak flies about the bat-
  tlefield using one of the knights’ longbows instead,
  saturating the area with darkness spells if he can.
  Ershak will only flee if his ogre knights are killed
  and most of the bandits are dead. If Ershak is dead the
  rest of the bandits escape, except for his knights, who
  fly into a rage and try to avenge his death.
  This scenario might also occur if the bandits make
  it back to the caves, and warn Ershak that the camp is
  under attack. If he thinks he can win a straight up
  fight Ershak and his ogre knights might ride out to
  engage the PCs in a similar method to the one
  described above.
  part two: The shroudwood
  
  19
  General Overview
  The Diamond Fortress is a unique structure filled
  with many strange oddities and magical effects. It is
  also an extremely dangerous location and DMs should
  read about all areas within the fortress carefully. The
  PCs' actions (particularly the destruction of any spirit
  shards) will also have an influence on what happens in
  the Diamond Fortress and DMs will need to keep
  track of any changes that occur.
  To cause the fortress to implode the PCs must
  destroy all of the spirit shards, thereby gaining access to
  the core of the fortress. PCs must then destroy the pla-
  nar turbine, severing the fortress’s ties to the Prime
  Material Plane. The demons and other inhabitants of
  the fortress will either help or hinder the party,
  depending on their personalities. Once they have
  destroyed the turbine PCs must get out of the fortress
  before they become trapped on the Demiplane of
  Crystal, or are destroyed by the planar energies run-
  ning rampant throughout the structure.  
  Timeline
  On the first day of the fortress’s arrival, Valazon
  sends forth the succubus Usharial (as an elven adven-
  turer named Terasil) to spy on the people of
  Ravenscar. The succubus stays in the Madcap
  Manticore Inn and returns the following day as the
  crystal curse begins its march towards Ravenscar to
  tell Valazon her findings (which might include the
  plans of the PCs if she can). If the PCs have not
  entered the fortress by day three Valazon sends forth a
  pair of scorpion demons and a facet of crystalline hor-
  rors to attack the town. He increases the power and
  number of the creatures he sends out until the town is
  destroyed or the PCs have achieved their goal.
  Valazon does not send out his forces once the PCs
  start exploring the fortress, preferring to secure his
  base of operations before attacking the town. Saying
  that, the DM could make Valazon attack the town,
  once he realizes what the PCs are trying to accom-
  plish, either to throw them off guard or attack them
  when their guard is down. This can either complicate
  the adventure or make the PCs' job easier, depending
  on how they handle things.
  The Crystal Curse
  24 hours after its appearance the presence of the
  diamond fortress begins to warp the surrounding land-
  scape, crystallizing everything in an ever-expanding
  radius around it. The crystal spreads at a rate of 10 feet
  per hour, transforming anything it touches to crystal.
  This crystallization process transforms rock, soil,
  plants, and most structures and objects into translu-
  cent white crystal. Plants, objects, and structures
  retain their basic form and function, but any plants
  transformed are instantly slain and moving or opening
  parts on objects are destroyed.
  Living things other than plants, monstrous plant
  life, magic objects, and structures must make a DC 15
  Fortitude saving throw if caught in the crystal field
  while it expands or be transformed into lifeless crystal.
  Magic objects and structures that fail their saving
  throws lose all magical ability, while creatures are
  effectively petrified (80%), or gain the crystalline
  template (20%). 
  Objects, plants, structures, and creatures trans-
  formed into crystal have a hardness of 10 and 30 hit
  points per square inch. Creatures transformed into
  crystal can be brought back with a stone to flesh, poly-
  morph any object, miracle or wish. Most objects and
  structures cannot be changed back with anything
  short of a polymorph any object.  
  The spread of the crystal curse can only be stopped
  if the diamond fortress is sent back to the Demiplane
  of Crystal. A shatter spell halts the spread of the crys-
  tal for a single round, while an antimagic field stops it
  for the duration of the spell and a miracle or wish can
  halt it for one hour. Most other spells are ineffective,
  although spells such as disintegrate, sympathetic vibra-
  tion, and shout can destroy large section of crystal,
  potentially saving anything in the path of the crystal
  (unless the thing is immovable, such as most build-
  ings, of course).
  In addition to the spreading field of crystal, turbu-
  lent green storm clouds form in the sky across a 10-
  mile radius of the diamond fortress. These storm
  clouds take 1d4 hours to build up and when they final-
  ly break, unleash a torrent of crystals down upon the
  landscape. The crystal rain lasts 10d4 minutes and
  inflicts 1d3 points of slashing damage per minute on
  anything caught in it. Anything caught in the crystal
  rain also has a 25% chance per minute of being spon-
  taneously transformed into crystal. Creatures and
  magic objects must make a Fortitude save (DC 13) to
  avoid being transformed into crystal, and if creatures
  are transformed in this way, they have the normal
  chance of becoming crystalline creatures. A control
  weather spell can transform a crystal storm into a nor-
  mal storm, as can a miracle or wish.
  Part Three:
  The Diamond Fortress
  
  20
  General Features
  The Diamond Fortress no longer resembles an ordi-
  nary castle. Instead, it appears much like a brilliant
  cut diamond of colossal size embedded part way in the
  ground, so that the lower half of the diamond (or
  pavilion) is obscured from view. The upper part of the
  diamond (or crown) is topped by several slender tow-
  ers, but otherwise resembles the top of a normal dia-
  mond magnified greatly in size. The only entrance
  into the fortress runs along the middle part (or girdle)
  of the diamond and is constructed from polished
  mithril. Unfortunately, this door is hidden by a pow-
  erful illusion (described below) that makes finding it
  difficult.  
  The fortress reflects every ounce of light that shines
  upon it, shining a dazzling white in the moonlight and
  being almost unbearable to look at during the day.
  The crystals that make up the fortress range from
  translucent blue in color to almost colorless, while
  those containing the soul energy of creatures (or spir-
  it shards) flicker with crimson light. Many of the fea-
  tures of the fortress are summarized below for general
  reference:
  • All areas in the fortress are well lit unless otherwise
  noted.
  • The crystal walls of the fortress are 3 ft. thick and 
  have AC –3, hardness 10 and 1,080 hit points.
  • The Climb check for all walls is DC 25.
  • The tunnels in the fortress are normally 20 feet 
  high while most chambers are 30 feet high, but vary
  greatly due to the unique structure of the fortress.
  • All areas radiate strong Abjuration, Conjuration, 
  and Transmutation magic.
  • An effect similar to a dimensional lock spell 
  permeates the entire structure. The effect cannot be
  dispelled and spell resistance is useless against it. 
  Additionally, the demons in the fortress are 
  permanently affected as if by a dimensional anchor
  that cannot be dispelled, preventing them from 
  returning to the Abyss even while outside the 
  fortress.
  • Creatures cannot be summoned within the confines
  of the fortress, although creatures can be summoned
  outside the fortress and then enter it without 
  penalty. Creatures that enter the fortress cannot 
  leave when the duration of the summoning expires.
  • The walls of the fortress are impervious to the 
  passage of incorporeal creatures or creatures on the
  ethereal plane.
  • The walls are unaffected by any spell which effects
  stone, such as stone shape or transmute rock to mud. 
  Other spells work normally against the walls.
  • All of the doors inside the fortress are constructed 
  from single sheets of thin blue crystal and slide open
  when touched. The doors are soundproof and all of
  them share the following statistics: Crystal Doors:
  1 in. thick, hardness 10, hp 30, Break DC 25.
  1. Entranceway (EL 10)
  The portal leading into the Diamond Fortress is
  constructed of polished mithril and is barred from the
  inside.
  Mithril Door: 3 in. thick, hardness 15, hp 90, Break
  DC 35.
  Magical Veil: Covering the mithril door is a power-
  ful glamer that duplicates the effects of a mirage arcana
  spell. This illusory veil takes on a physical aspect as
  well, acting as an antipathy spell, but repelling non-
  evil creatures only. The fortress generates both effects
  at the command of Valazon and he can dispel them at
  will. Both the mirage arcana effect and the antipathy
  effect can be suppressed with a dispel magic or greater
  dispel magic for 1d4 rounds (caster level 20th). The
  magical veil requires a saving throw to bypass (a DC
  20 Will save to see through the glamer and a DC 23
  Will against the antipathy effect).
  A PC wearing the circlet of demonic might and all
  those within 10 feet of her can ignore the effects of
  the mirage arcana and the antipathy. Nithildoor’s link
  with the circlet enables its wearer to bypass the magi-
  cal protections surrounding the fortress (although PCs
  must still open the door themselves). PCs piercing the
  magical veil gain experience as if overcoming a CR 10
  creature. 
  Development: Tampering with the door alerts the 2
  scorpion demons stationed in area 2 unless the PCs
  take some type of measure to prevent themselves from
  being heard. As soon as the PCs enter the fortress
  Nithildoor can sense the presence of the circlet of
  demonic might, if it is in their possession.
  2. Crystal Foyer (EL 13)
  The walls and ceiling of this roughly rectangular
  chamber are unmarred, but the floor is covered with
  tiny scratch marks made by its occupants. Like most of
  the chambers in the fortress this area is brightly lit
  both day and night, a few of the crystal panels that
  make up the ceiling lit from within with yellow light.
  The crystal foyer is unadorned, although a broad flight
  of stairs exits it to the east.
  Two crystalline scorpion demons occupy this cham-
  ber and guard against any interlopers. They are
  extremely bored and gleefully attack anyone who
  intrudes.
  Crystalline Scorpion Demons (2): CR 11; 76, 72;
  See Appendix.
  part three: the diamond fortress
  
  21
  the diamond fortress
  Tactics: The scorpion demons attack with their
  spell-like abilities first, switching to melee attacks
  when their spell-like abilities run out or the PCs close
  for combat. They attack until destroyed.
  Development: Sounds of combat here might alert
  the rest of the scorpion demons in area 14, who then
  come to investigate (making the encounter very diffi-
  cult for PCs). The crysolax in area 11 might also be
  alerted, but will not leave its chamber.
  If the scorpion demons have already attacked
  Ravenscar and more than two of them were destroyed
  remove the extra scorpion demons destroyed from this
  location (since there are only 4 scorpion demons in
  the fortress).
  3. Empty Chambers
  These small crystalline chambers are empty to the
  point of almost being sterile. The demons have had
  little chance to foul up the newly renovated fortress
  and do not use these rooms for anything. They are lit
  like the crystal foyer.
  4. Crystal Antechambers
  These bare halls all lead to the center of the
  fortress. PCs passing through the halls have a 10%
  chance per hour of encountering a demon or monster
  from another part of the fortress. If an encounter is
  rolled and the creatures encountered are destroyed,
  remove the number of creatures destroyed from the
  corresponding location on the map.
  5. Crystal Grove (EL 12)
  The floor of this large octagonal chamber is thickly
  carpeted with a forest of translucent, razor sharp crys-
  tals. The crystals range in height from a few inches to
  over three feet, and are as hard as quartz. The DC of
  any Tumble and Move Silently check is increased by
  5 for anyone passing through the crystal grove and all
  movement is effectively halved. Additionally, run-
  ning or charging is only possible if the creature makes
  a successful Reflex save (DC 13); otherwise, the crea-
  ture sustains 1d6 points of magical slashing damage
  from the crystals. Falling onto the crystals also
  requires a DC 13 Reflex save, but the damage is 2d6
  points instead, and a successful save only halves the
  damage. Aside from the crystal grove, the only other
  feature is a fragile looking crystal ramp that leads up
  to area 19.
  In the center of this grove is a spirit shard that is dif-
  ficult to find because of the sheer number of crystals
  (Search DC 18). Even if the shard is found, PCs must
  still contend with the shard’s guardians.
  The guardians of this shard are a trio of advanced
  will-o’-wisps that hide among the crystals. The will-
  o’-wisps were the guardians of Taosiir’s old treasure
  vault until it was destroyed during the explosion. The
  wisps survived and chose to serve Valazon rather than
  be destroyed.
  Advanced Will-o’-wisps (3): CR 9; hp 89, 83, 75;
  See MM and Appendix.
  Tactics: The will-o’-wisps hide invisibly amid the
  crystals until the PCs enter the chamber, then try to
  lead them into area 19. If the PCs resist the will-o’-
  wisps attack, using the razor sharp crystal grove to
  their advantage against non-fliers. If more than one of
  the will-o’-wisps is slain the final one flies off to area
  19.
  6. Crystal Giant
  The towering crystal statue of a storm giant domi-
  nates this large bare octagonal chamber, although in
  one corner a fragile looking crystal ramp leads up to
  the lair of Zhelmunth, the tarry demodand (area 20).
  Light plays off the giant’s perfect features and finely
  crafted breastplate, partially obscuring the pulsing red
  light of a spirit shard lodged in the statue’s forehead.
  While PCs can spot the flickering red light from the
  shard on a successful Spot check (DC 20), removing
  the shard is more complicated and PCs must either
  fly, levitate or climb (Climb check DC 22) to get up
  to it. Once in position PCs can smash a hole in the
  head of the statue to get it out, or employ magic
  such as disintegrate. The statue has AC 1, a hard-
  ness of 8 and 500 hit points, but PCs need only deal
  50 points of damage to the statue to retrieve the
  shard.
  The statue is actually the petrified remains of a
  storm giant named Auraunir who became trapped on
  the Demiplane of Crystal. The giant’s soul is trapped
  in the spirit shard in area 16 of the fortress and
  Auraunir can only be brought back to life if its soul is
  freed. Even then, only a miracle, wish or true resurrec-
  tion will restore him.
  Development: The sound of the PCs smashing
  away at the petrified storm giant almost certainly
  alerts Zhelmunth, the demodand flying down to
  investigate, possibly surprising PCs in the act.
  Table 3-1: Diamond Fortress Encounters
  d6
  Encounter
  Location
  Average EL
  1
  1d4 + 1 dretches
  10 
  5
  2
  5 crystalline horrors
  7
  10
  3
  2 scorpion demons
  14
  13
  4
  1d4 + 1 gargoyles
  19
  9
  5
  1d4 + 1 dretches
  10
  5
  6
  1 crysolax
  11
  14
  
  22
  part three: the diamond fortress
  7. Crystalline Barracks (EL 10)
  Each of these four triangular rooms contains a large
  clump of clear crystals that pulsate faintly with yellow
  light. Although the crystal clumps look harmless,
  each clump is actually a gang or facet of five crys-
  talline horrors held in mental stasis by Valazon. While
  they are in this form, the crystalline horrors still reg-
  ister as being alive to spells such as deathwatch, but are
  unaware of the outside world.
  The crystalline horrors activate when telepathical-
  ly commanded to do so by Valazon, Usharial or
  Ghassan (which means they must be within 100 feet
  of a facet), or if they are disturbed by an outside force
  (such as the PCs). Being disturbed generally means
  having their clumps hacked at with weapons or tar-
  geted with spells, although any damage inflicted on
  the clumps has no impact on the hit points of the
  creatures.
  Crystalline Horrors (5): CR 5; hp 52 each; See
  Appendix.
  Tactics: The crystalline horrors attack with their
  shard sprays, then close for melee. They do not hesi-
  tate to use their bend light ability if the PCs appear
  resistant to their physical attacks.
  Development: If Valazon has already sent out a
  facet of crystalline horrors with the scorpion demons,
  then one of the rooms might be empty or the crys-
  talline horrors within it reduced in number (as deter-
  mined by the DM). If this occurs, the EL must be
  reduced accordingly.
  8. Crystal Galleries (EL 8)
  Although no one lives in these sloping crystalline
  chambers, PCs passing through them have the same
  chance of encountering a creature as in the crystal
  antechambers. Each of the chambers lead to the cen-
  ter of the fortress and contain several petrified
  demons of lesser power (dretches, quasits and nerizo
  demons) as well as a few humanoids (mostly humans).
  All of these creatures were fossilized due to their expo-
  sure to the Demiplane of Crystal. Like the storm giant
  in area 6 only a miracle, wish, or true resurrection spell
  can restore any of these creatures.
  Apart from encountering wandering monsters, the
  crystal galleries contain a subtler, but no less danger-
  ous threat to PCs. Each gallery is infused with some of
  the energy of the Demiplane of Crystal, and each time
  a PCs passes through one he or she must make a
  Fortitude save (DC 19) or be transformed into lifeless
  crystal (as the spell flesh to stone).
  9. Garbage Chambers
  These narrow triangular chambers are empty.
  Unlike the other empty chambers in the fortress,
  these chambers are quite filthy as they are used as
  dumping grounds by the demons and are filled with
  broken chunks of crystal, gnawed bones and bits of
  rotting flesh.
  PCs searching these chambers (Search DC 15)
  have a 10% chance of coming across a potion or scroll
  worth no more than 1,000 gp (DM choice). If some
  sort of treasure is located no treasure can be found in
  that chamber again no matter how many times it is
  searched. 
  10. Dretch Storage (EL 8)
  The walls and floors of the chambers marked at this
  location are coated with blood, excrement, and faint
  scratches. Unlike many of the areas in the fortress,
  Valazon has mentally locked the doors of these cham-
  bers (Break DC 30), so their contents do not go wan-
  dering around the fortress.
  Ten dretches are located in each of these chambers
  and they wander aimlessly about until someone opens
  the door. Valazon created the dretches with his caul-
  dron of dretch brewing and placed some of them in
  these chambers until needed. The more powerful
  demons and creatures of the fortress eat the rest that
  he brews (see area 22).
  Dretches (10): CR 2; hp 13 each; See MM.
  Tactics: The dretches attempt to overrun any crea-
  ture other than a demon that opens the door, biting
  and clawing until the opponent stops moving. If sev-
  eral dretches are destroyed, the rest activate their
  stinking cloud ability in an attempt to incapacitate
  their foes. They do not flee, regardless of the circum-
  stances.
  11. Crysolax Lair (EL 14)
  This spacious area is littered with chunks of crystal
  and statues of demons whose faces are twisted into
  states of anguish. The area is lit like most of the cham-
  bers inside the fortress, but the magical darkness in
  area 12 bleeds somewhat into this chamber causing
  bizarre shadowy reflections in the area and making
  the north wall appear as a dark smudge.
  An adult crysolax (see Appendix C) inhabits this
  chamber and created the demonic statues littering it.
  The crysolax attacks any demons that get in its way,
  deferring only to Valazon, Zhelmunth and Ghassan
  out of all the creatures in the fortress. It has been
  placed here in case the shadow demons escape and
  guards the door to area 12 with lethal efficiency. PCs
  venturing through this chamber will almost certainly
  be attacked. The crysolax looks like a horrifying blend
  of centipede and praying mantis constructed of
  sparkling crystal. Its multifaceted eyes are glowing
  azure in color, and its mandibles and scythe-like claws
  are as sharp as swords.
  Crysolax: CR 14; hp 175; See Appendices.
  
  23
  the diamond fortress
  Tactics: The crysolax attacks relentlessly, trying to
  inject PCs with its crystallizing venom. It pursues PCs
  throughout the complex, only stopping if slain, some-
  how prevented from following the PCs or if success-
  fully parlayed with. The crysolax dislikes the demons
  chaotic natures and would prefer to be free to return
  to the Demiplane of Crystal. It can tell the PCs the
  location of the soul shards and about the creatures in
  the fortress. The crysolax speaks terran and infernal,
  but no other languages, so PCs might have trouble
  communicating with it. 
  Treasure: One of the demons carries a longsword
  that was not transformed during its crystallization.
  The sword is +3 demon bane longsword and must be
  chipped from its holder’s grasp to be retrieved (the
  hand that holds it has a hardness of 8 and must be
  dealt 15 hit points of damage before releasing the
  blade). PCs who search about the floor of this cham-
  ber (Search DC 25) will find that one of the chunks
  of crystal is actually a diamond worth 4,000 gp.
  Development: No creatures come into this chamber
  even if noise of combat is heard from here. The cryso-
  lax’s fearsome power keeps the other creatures of the
  fortress at bay.
  12. Dark Room (EL 14)
  Valazon has mentally locked the door to this cham-
  ber (Break DC 30) so that the creatures trapped with-
  in do not attack the other creatures in the fortress.
  Beyond the door is a chamber shaped like a parallelo-
  gram that is shrouded in magical darkness. This dark-
  ness is permanent, but can be dispelled (DC 27) or
  temporarily negated by the presence of a daylight spell.
  Aside from the darkness, the
  room 
  contains 
  nothing
  except the creatures.
  This chamber contains
  two 
  advanced 
  shadow
  demons and four greater
  shadows that attack any
  creature (demon or not) that
  enters. The shadow demons
  and shadows are frustrated by
  their situation and hate all of
  the other inhabitants of the
  fortress with a blinding passion. Valazon keeps them
  in line with his crystalline horrors (the shadow mon-
  sters have seen a few of their number obliterated by
  the horrors bend light ability and fear them greatly).
  Advanced Shadow Demons (2): CR 10; hp 118,
  109; See Appendix.
  Greater Shadows (4): CR 8; hp 58 each; See MM.
  Tactics: The shadow demons use their malevolence
  abilities as soon as they can while the shadows
  attempt to swarm a single character and drain him or
  her of Strength. Both types of creatures flee if exposed
  to natural daylight or the equivalent of a daylight spell.
  Treasure: Cloaked in the permanent darkness is a
  fully charged staff of healing that the shadows and
  shadow demons are trying to corrupt (hoping to trans-
  form the staff into one that spreads contagion and
  heals undead).
  13. Chamber of Prismatic Globes (EL 10)
  This huge octagonal crystal chamber is empty
  except for a fragile looking crystal ramp in one corner
  and a spirit shard on a black crystal pedestal in the cen-
  ter. Any creature entering the chamber (except for
  Usharial and Valazon) triggers a potent magical effect,
  causing seven three-foot diameter globes of colored
  light to emerge from the walls and streak towards it.
  Every creature entering the chamber is targeted by
  one or more globes depending on how many targets
  there are. Each of the globes corresponds to a single
  color in a prismatic wall (red, orange, yellow, green,
  blue, indigo, and violet), and moves at a flying speed
  of 90 feet per round (with perfect maneuverability).
  Each one strikes as a creature with a +12 melee touch
  attack. As soon as a globe strikes, the creature suffers
  the effects of the appropriate color from a prismatic
  wall spell, unless he or she makes a successful saving
  throw to halve the damage or negate the effect (save
  DC 21 for each). Once a globe has hit it vanishes, its
  power spent. Attacks made on a globe pass straight
  through it, and the globes are immune to all magic
  except for the spells noted below. A summary of each
  globe’s effects and the spell that destroys that globe is
  given below:
  The globes cannot discern invisible foes or foes
  magically disguised to appear as either Usharial or
  Valazon. Clever PCs may use either of these tactics in
  an attempt to retrieve the spirit shard. PCs who man-
  age to destroy or avoid the globes and retrieve the spir-
  it shard gain experience as if having overcome a CR 10
  creature. The spirit shard itself is untrapped and can be
  removed from the pedestal easily. 
  Treasure: The pedestal is constructed from a single
  block of jet worth 120,000 gp. The pedestal weighs
  over 200 pounds though, so moving it might pose a
  problem.  
  Table 3-2: Prismatic Globes Summary
  Color
  Effect of Globe
  Destroyed By
  Red
  20 points fire damage (Reflex half)
  Cone of Cold
  Orange
  40 points acid damage (Reflex half)
  Gust of Wind
  Yellow
  80 points electricity damage (Reflex half)
  Disintegrate
  Green
  Poison (death; Fort for 1d6 Con damage instead) 
  Passwall
  Blue
  Turned to stone (Fort negates)
  Magic Missile
  Indigo
  Will Save or become insane (as insanity spell)
  Daylight
  Violet
  Will Save or sent to area 15 of the fortress
  Dispel Magic
  
  24
  part three: the diamond fortress
  Development: Usharial might become aware of the
  PCs through their actions in this chamber. If she does,
  she follows the PCs invisibly until she has the oppor-
  tunity to join the party in the guise Terasil, an elven
  adventurer from the far off elven community of
  Valedis (details of her actions are given in the tactics
  section in area 21).
  14. Scorpion Demon Guards (EL 13)
  This chamber is identical to area 2 except for the
  reddish sheen that emanates from the crystal wall
  opposite the stairs to area 4. The floor is covered with
  scratches and scraps of dretch flesh but is otherwise
  bare. 
  Two scorpion demons inhabit this chamber and
  attack anyone who enters. Apart from their hit points
  the scorpion demons have the same statistics and use
  the same tactics as the scorpion demons in area 2. 
  Crystallized Scorpion Demons (2): CR 11; hp 84,
  68. See Appendix
  Development: Any noise in this area will probably
  attract the attention of Ghassan in area 15, who will
  prepare for a possible confrontation with the PCs
  (using the tactics given in his entry).
  If the scorpion demons have been sent to attack
  Ravenscar and one or more were destroyed remove
  the scorpion demons from this chamber first. This
  reduces the EL of the area accordingly.
  15. Demonic Bubble (EL 16)
  This strange curved chamber is constructed of crys-
  tal that has been corrupted by the demonic forces
  within the fortress. The walls and ceiling of the cham-
  ber are bloody red in color and are covered with black
  veins and patches of pulsing crimson light. Indeed,
  from outside the fortress the chamber looks like a
  giant blister of red cancerous flesh. Apart from the red
  cancerous walls the chamber contains a creature that
  looks like a tree formed of pale pink quivering flesh,
  its branches devoid of leaves and its roots embedded
  in the bodies of two crystalline horrors. Statistics for
  the demon tree and its horrible abilities are presented
  below.
  Valazon created this chamber by infusing the walls
  with pure evil energy (literally the souls of dozens of
  demons) providing the nutrients needed for the
  demon tree. The demons hope to transform the crys-
  talline horrors of the fortress into demonic creatures
  using the demon tree, and so protect it against possi-
  ble attacks.
  Good-aligned PCs in this chamber suffer a –2 to all
  ability checks, attack rolls, saving throws and skill
  checks due to the evil energy infusing the walls. This
  effect cannot be dispelled and remains in effect as
  long as good-aligned PCs remain in the chamber. The
  creatures in the chamber are far worse than the evil
  influence of the chamber, however. 
  
  25
  the diamond fortress
  A Glabrezu named Ghassan lurks in this chamber
  and oversees the transformation of any creatures
  brought to this chamber. The demon is even more
  malicious than most of his kind and his crystalline
  flesh glows with a foul black radiance.
  Ghassan, Male Crystalline Glabrezu: CR 15; hp
  196; See Appendices A and C and MM.
  Demon Tree: CR 8; hp 89; See Appendix C.
  Tactics: Ghassan does not attempt to parley with
  the PCs unless he knows they are powerful opponents
  from their actions in the fortress. He prefers to start
  with power word stun, then follows up with reverse
  gravity or prismatic spray. He uses mirror image for
  defense and dispel magic against enemy spell-casters
  before resorting to physical combat.
  Development: Destroying the Ghassan and the
  demon tree weakens the demonic forces within the
  fortress considerably. Without the tree, Valazon can
  no longer transform the crystalline horrors in the
  fortress into fiendish creatures.
  17. Crystal Guardians (EL 11)
  This octagonal crystalline chamber contains a frag-
  ile crystal ramp in one corner and a spirit shard stick-
  ing out of the top of a block of jagged red crystal. The
  area is lit like the rest of the fortress and is remarkably
  clean.
  The block of jagged red crystal is actually a facet of
  crystalline horrors that have been altered by the
  demon tree and have gained the fiendish template.
  The fiendish crystalline horrors are in stasis, but acti-
  vate as soon as a living creature other than a demon
  comes within 30 feet of the spirit shard, or when
  Valazon (and Valazon alone) mentally commands
  them to. The crystalline horrors resemble normal hor-
  rors except for the red coloration of their crystalline
  hides.
  Fiendish Crystalline Horrors (5): CR 6; hp 52
  each; See Appendix.
  Tactics: These crystalline horrors use the same tac-
  tics as the crystalline horrors in the four crystal bar-
  racks. They use their smite good ability against good-
  aligned PCs as soon as they can and do not retreat
  from battle.
  Development: Confronting the fiendish horrors
  here almost certainly alerts Valazon in area 22, who
  then prepares for a possible confrontation with the
  PCs.
  18. Mirror Chamber (EL 9)
  The crystal walls of this chamber are opaque rather
  than translucent and have been polished to a mirror-
  like intensity by the magical energies running ram-
  pant throughout the fortress. The demons avoid this
  area as a few of them have already succumbed to the
  magic contained here. Unfortunately, the PCs have
  no such knowledge to help them. 
  While the mirrored walls reflect their surroundings
  with perfect clarity, creatures passing through the
  chamber find that their reflections are horribly dis-
  torted. If a creature’s reflection is shown on the walls
  of this chamber for more than 1d4+2 rounds its body
  is gripped by the energy contained within the walls
  and it must make a successful Fortitude save (DC 22)
  or become as warped as its reflection. Unless other-
  wise noted a successful saving throw negates the effect
  and a dispel magic ends it, as does magic that allows the
  creature to change its body structure, such as the
  shapechange spell or the wild shape ability of a druid.
  Otherwise, the effects are permanent. Creatures unaf-
  fected by the mirrored walls must make a new saving
  throw every round after the round in which the magic
  first takes effect or be transformed. Those already
  warped by the mirrored walls do not need to make fur-
  ther saves unless the magic warping their bodies is
  removed and they reenter the room. If this occurs it
  takes another 1d4+2 rounds for them to be affected.
  The DM can roll on the table below or pick an effect
  from the table to decide what type of warping has
  occurred:
  Table 3-3: Warping Mirror Results
  d10 Result of Failed Save
  1
  Creature becomes incredibly thin. It suffers a –4 
  penalty to Strength and Constitution.
  2
  Creature becomes incredibly obese. It suffers a 
  –4 penalty to Dexterity and its movement is 
  effectively halved.
  3
  Creature’s head triples in size. It gains a +2 
  bonus to intelligence, but suffers a –2 penalty to 
  Dexterity and Charisma.
  4
  Creature doubles in height, increasing one size 
  category.
  5
  Creature shrinks by half, decreasing one size 
  category.
  6
  Creature’s body becomes blurry. Creature is 
  treated as being under the affects of a blur spell,
  but takes 1d4 points of damage per round until
  dead (treat as being disintegrated).
  7
  Creature changes form (as if affected by a 
  baleful polymorph spell).
  8
  Creature’s body becomes horribly disfigured. 
  Creature suffers a –4 penalty to Constitution 
  and Dexterity, a –6 penalty to Charisma, and 
  loses the ability to wear armor, gloves, boots or 
  vests effectively.
  9
  Creature sustains 12d6 points of damage as part 
  of its body vanishes (save for half. Magical 
  healing cures damage).
  10
  Creature’s reflection comes to life and attacks 
  its owner (as if the creature viewed a mirror of 
  opposition. This effect does not allow for a save).
  
  26
  part three: the diamond fortress
  Destroying the mirrored walls is as difficult as
  destroying the normal walls of the fortress, similarly
  few spells offer any protection against the walls except
  for an antimagic field, so PCs would be best served to
  avoid the chamber altogether once they realize its
  effects. PCs who successfully survive the perils of this
  chamber should gain experience as if having defeated
  a CR 9 creature.
  19. Chamber of Light (EL 14)
  A column of sparkling prismatic energy dominates
  this huge octagonal chamber, potentially blinding
  PCs who look upon it (see below). The column
  appears to be static but occasionally streamers of poly-
  chromatic light explode from the column to lash the
  crystal walls of the chamber. Apart from the column,
  four soul shards have been positioned on pedestals of
  blue crystal throughout the chamber, each one shim-
  mering with red light.
  Four flights of stairs head down to each of the crys-
  tal antechambers (area 4) and four doors lead to each
  of the crystal galleries (area 8).
  The light from the column is so powerful that crea-
  tures of less than 8 HD that come within 20 feet of the
  column are immediately blinded for 2d4 rounds and
  must make a Fortitude save (DC 20) to avoid being
  permanently blinded. Even creatures who are more
  than 8 HD can be affected by the wall if within 20 feet
  of it, and must make a Fortitude save (DC 20) to
  avoid being blinded for 2d4 rounds. The light from
  the column also dispels all magical darkness of less
  than divine power.
  The streamers of energy are more deadly and any
  creature within this chamber has a 20% chance each
  round of being struck by one. If this occurs they take
  5d6 points of energy damage and must make an imme-
  diate Reflex save (DC15) to avoid being sucked into
  the column. The effects of merging with the column
  are given in area 23. 
  More deadly than the streamers of energy or the
  blinding effects of the column are the demons of ener-
  gy, also known as incanthanes (see Appendix C) that
  hover near the ceiling of this chamber. Appearing as
  strange finned serpent-like creatures of shimmering
  purple and orange light, the incanthanes are
  unharmed by the blinding effects of the column and
  their incorporeal forms are generally resistant to the
  energy it is composed of. They attack any creature
  that enters this area except for the named creatures of
  the fortress (such as Valazon), trying to consume the
  life force of any creature they encounter with sadistic
  pleasure.
  Incanthanes (4): CR 9; hp 57, 54, 49, 46; See
  Appendices.
  Tactics: The incanthanes cannot be reasoned with
  and voraciously attack any PCs they see until they are
  destroyed. The incanthanes begin combat by unleash-
  ing sunbeam on the PCs then becoming displaced.
  They alternate their physical attacks with searing light
  and their energy burst ability, activating their energy
  immunity if the PCs seem to be using specific energy
  attacks on them (except for electricity, to which they
  are already immune).
  Development: If more than half of the spirit shards
  are destroyed, the energy column protecting the inner
  core of the fortress weakens reducing the effects of the
  column by half (this halves the damage and doubles
  the amount of time it takes for a creature to dissipate).
  Once all of the spirit shards in the fortress are
  destroyed, the energy column dissipates, granting PCs
  access to the inner core.
  Valazon will sense if the spirit shards here are being
  destroyed, alerting his guards in area 16 and the scor-
  pion guards in area 14 to take care of the problem. Of
  course this may not be possible if the PCs have already
  destroyed most of these creatures.
  19. Crystal Rookery (EL 12)
  The ceiling of this octagonal crystal chamber is 30-
  foot high where it meets the walls and rises to a point
  50-foot above the floor. A large nest composed of bro-
  ken chunks of crystal, bloodstained rags and bits of
  metal, lies in the center of the chamber, and the walls
  are covered with numerous scratches. Like the rest of
  the fortress this area is brightly lit, sunlight streaming
  through the crystal panes of the ceiling and the walls
  glowing with light in certain places.
  Six fiendish crystalline gargoyles inhabit this cham-
  ber and guard its contents. Taosiir used the gargoyles
  as vicious mobile ornaments and guardians, and most
  of them were killed when the original castle was
  destroyed. The survivors bred with the demons of the
  fortress and their brood gained the crystallized tem-
  plate from constant exposure to the Demiplane of
  Crystal. 
  The gargoyles despise the other demonic inhabi-
  tants of the fortress, as they are abused by almost
  everything else that lives there (particularly the
  incanthanes, who occasionally hunt them for sport).
  The gargoyles can be parleyed with and contribute
  any information they have about the fortress to PCs if
  they promise to let them go. They will tell the PCs
  about the demon tree, and the dangers posed by areas
  13, 17, and 18.
  Fiendish Crystalline Gargoyles (6): CR 7; hp 54,
  51, 48, 42, 39, 36; See Appendix and MM.
  Tactics: The gargoyles hang back from initiating
  combat and attempt to communicate with the PCs in
  halting common. If attacked the gargoyles respond by
  ganging up on one or two PCs and using their smite
  good ability. They flee if more than half of their num-
  ber is killed. If the will-o’-wisp flees here and is being
  
  27
  the diamond fortress
  pursued by the PCs, the gargoyles attack it in an effort
  to prove to the PCs that they are genuine about their
  desire to help the PCs in their mission. Whether this
  convinces the PCs is another thing altogether.
  Treasure: Amid the trash and debris in the middle
  of this chamber is a spirit shard, 6 sapphires worth 500
  gp each, and a coronet of twisted platinum threads
  worth 1,950 gp. Finding the treasure requires a suc-
  cessful Search check (DC 18).
  Development: If the PCs let the gargoyles go after
  encountering them, the gargoyles leave the fortress.
  Unfortunately for the PCs, the gargoyles then go on a
  rampage through town, slaying as many people as they
  can. If the townsfolk find out that the PCs are at fault,
  they might have some explaining to do.
  20. Zhelmunth’s Lair (EL 15)
  A jagged spire of transparent crystal tops this octag-
  onal chamber, rising to a height of 50 feet above the
  floor and allowing creatures within to see the world
  outside. In contrast the walls are constructed of deep
  blue crystal and bathe the entire area in blue light.
  Unlike many of the areas in the fortress this chamber
  is luxuriously furnished, the furnishings including a
  giant oval mirror with a darkwood frame, a birdbath
  sized for a large creature and filled with fresh water,
  and a pedestal of pale green crystal topped with a
  plush red velvet cushion. The inhabitant of the cham-
  ber rests on the pedestal when not moving about the
  chamber and bathes in the oversized birdbath.
  Zhelmunth, a tarry demodand lives in this chamber
  when not doing Valazon’s bidding. An arrogant, con-
  ceited, murderous fiend, Zhelmunth is used to giving
  orders and having his commands instantly obeyed by
  the other monsters living in the fortress. He is of equal
  ‘rank’ to Ghassan and only defers to Valazon, working
  as the demon’s trusted advisor. Zhelmunth looks like a
  normal demodand covered with azure colored crys-
  talline scales. Three ioun stones float about him at all
  times.
  Zhelmunth, Crystalline Tarry Demodand: CR 15;
  hp 153; See Appendix.
  Tactics: Zhelmunth begins combat by asking for
  the PCs surrender, promising to transform them into
  fiendish creatures to serve in his and Valazon’s army.
  If he has enough time, he prepares by using see invisi-
  bility and unholy aura. He throws dispel magic and
  unholy blight at the PCs during the first few rounds of
  combat, before joining the fray, and enjoys tearing
  weapons free from their owner’s grasp. If reduced to
  less than one-quarter of his hit points Zhelmunth tries
  to flee, shouting curses at the PCs while launching a
  prismatic spray to cover his escape and becoming
  gaseous. If he escapes, he seeks out Valazon immedi-
  ately.
  Treasure: The mirror in Zhelmunth’s chamber is
  made from highly polished silver and has a darkwood
  frame. While not magical it is of masterwork quality
  and could be enchanted (the mirror is worth 900 gp).
  Development: If Zhelmunth hears the PCs in area
  6, he comes down the stairs and attacks them with his
  spell-like abilities. If this circumstance occurs he does
  not attempt to take prisoners, instead attacking until
  the PCs are destroyed or he is forced to flee. 
  21. Usharial’s Chamber (EL 15)
  This entire chamber is constructed of opaque pink
  crystal, bathing the area in pleasant rose-colored
  light. Like the other towers in the fortress the ceiling
  of this chamber rises to a spire some 50 feet above the
  floor.
  Crystalline tapestries cover the walls of Usharial’s
  chamber, while a large four poster bed covered with
  sheets of soft wafer-thin colored crystal lies in the cen-
  ter, directly below the apex of the spire. A few exotic
  rugs, a wooden chest, and a Medium-size rectangular
  mirror in a gold frame complete the contents.
  Usharial, a succubus sorcerer is the sole inhabitant
  of this chamber and retires here when she wants to get
  away from the more violent and barbarous demons of
  the fortress. Unlike most of the demons in the fortress,
  Usharial prefers to use guile and seduction to destroy
  the PCs, resorting to physical combat only when
  given no other option. Usharial appears as a tall,
  extremely beautiful woman with crystalline wings and
  pearly white skin.
  Usharial, Crystalline Succubus Sor6: CR 15; hp
  75; See Appendix and MM.
  Tactics: If Usharial is forewarned of the PCs
  approach she becomes invisible and follows them in an
  attempt to catch them off guard, assuming the form of
  a beautiful female elven adventurer named Terasil. If
  Ravenscar has already been attacked, Terasil claims to
  be helping the town free itself of the demonic influ-
  ence. Otherwise, she claims to be looking for adven-
  ture and a chance to join the PCs. As Terasil, the PCs
  may have already met Usharial in Ravenscar. If this is
  the case, she uses a combination of both stories.
  Should her ruse work Usharial tries to get a handsome
  male PC alone, charm him and drain his energy. If
  this does not work, she leads them into a trap such as
  the mirror chamber (area 17) or a similar dangerous
  area.
  If discovered for what she is Usharial launches a
  prismatic spray or a web spell from her wand (whichev-
  er is more appropriate under the circumstances) and
  casts mage armor (giving her an AC of 27). She fol-
  lows up with a combination of spell-like abilities and
  spellcasting such as scorching ray and vampiric touch.
  She flees if severely outmatched and seeks out one of
  the other named monsters in the fortress. 
  
  28
  part three: the diamond fortress
  Treasure: The mirror is gold framed
  and worth 750 gp. The tapestries and rugs
  are all woven from fine crystal and are
  worth 500 gp each (there are a total of 7
  tapestries and 4 rugs). The chest is locked
  but not trapped (Break DC 22, Open
  Locks DC 25). It contains an assortment
  of gems (27 10-gp gems, 15 50-gp gems, 9
  100-gp gems and 3 500-gp gems) and a
  spirit shard.
  22.Valazon’s Lair (EL 17)
  The walls of this octagonal chamber are
  covered with opaque egg-shaped protru-
  sions of dark crystal, ranging from Tiny to
  Medium in size. The rest of the chamber is
  constructed of almost transparent color-
  less crystal, the ceiling rising to a 50-foot
  tall spire, and the floor resembling a vast
  mirror of polished diamond. Apart from a
  huge bed of bloodied green crystal spikes
  and a cauldron of black iron stained with
  yellowish ichor the chamber is empty. Its
  occupant has little need for much else.
  The egg-shaped protrusions are gestat-
  ing crystalline horrors. None are ready to
  hatch and most can be destroyed with a
  single blow (the eggs have hardness 1 and
  5 hit points per size category). Because
  there are over 100 Tiny eggs, 50 Small
  eggs, and 25 Medium-size eggs the PCs
  might need a few area effect spells to
  destroy them all.
  Valazon controls all the creatures in the
  fortress and came up with the idea for
  using the spirit shards to anchor the
  fortress during its journey to the Abyss
  (or, as it happened to be the Prime
  Material Plane). Valazon is a cunning,
  savage demon who loves torturing mortals
  and demons alike, and consuming their
  souls. He is also incredibly intelligent and
  difficult to trick or manipulate. Valazon
  appears as a 20-foot tall ape with a mon-
  strous boar-like head and feathered wings.
  His thick hide is encrusted with different
  colored crystals (mostly blood red, pale
  blue or deep purple in color) and his eyes
  burn with stark fury.
  Valazon, Advanced Male Crystalline
  Nalfeshnee Demon: CR 17; hp 228; See
  Appendix and MM.
  Tactics: Should the PCs be too injured
  to cause Valazon trouble, they are hostile
  to him or he has allies to back him up, he
  attacks the PCs without a moment’s hesi-
  
  29
  the diamond fortress
  tation. He begins combat by activating his special
  smite ability, following up with a prismatic spray and
  the rest of his spell-like abilities (particularly feeble-
  mind and greater dispel magic), and his magic ring.
  Once he enters melee combat, he tries to sunder a
  PC’s armor and uses his smite ability again. He acti-
  vates his unholy aura ability if given warning of the
  PCs approach and saves his rod of cancellation for a
  magic item that looks capable of seriously harming
  him (such as the horn of blasting from the Bandit
  Caves or the demon bane longsword from area 11).
  Treasure: The only treasure in this chamber aside
  from Valazon’s possessions is the cauldron of dretch
  brewing that the demon uses to create his dretch army.
  Development: The PCs must destroy Valazon to get
  to his spirit shard (it is stuck to his hide). Destroying
  the cauldron and the crystalline horror eggs is also
  vitally important, as even with Valazon’s death the
  crystalline horrors would still eventually hatch and
  emerge from the fortress to overrun Ravenscar (with
  or without demonic leadership). 
  As soon as Valazon is destroyed, Nithildoor appears
  in a flash of green flames over Valazon’s body. Should
  the PCs talk with Nithildoor, he tells them everything
  about the history of Taosiir’s castle, and reveals to the
  PCs his involvement in the destruction of it so many
  years ago with some sorrow (note that he does not
  share this information earlier). He tells them that the
  appearance of the fortress is somehow tied to his con-
  tinued existence and that he can only be freed, and
  the fortress sent back to wherever it came from, if the
  circlet of demonic might is returned to his possession. If
  the PCs do not already have the circlet, he reiterates
  the information he shared at the beginning of the
  adventure.
  Nithildoor is lying about his involvement in the
  fortress’s appearance (he is evil after all), but believes
  it is the only way that the PCs will help him. Whether
  the PCs believe him or not he is quite knowledgeable
  about the fortress and knows about the spirit shards.
  He also tells the PCs that destroying the planar turbine
  is the only way of sending the fortress back to where
  it came from and ending the crystal curse.
  If the PCs attack Nithildoor and he is destroyed, his
  reaction to them from then on is hostile and he refus-
  es to talk with them unless they show him the circlet.  
  If the circlet of demonic might is given to Nithildoor,
  he gives the PCs his lesser amulet of the planes and tells
  them about the spirit shards scattered throughout the
  fortress (including the one in the Crystal Node) and
  their purpose, he then departs. PCs should only gain
  full experience for Nithildoor if they give him the cir-
  clet of demonic might. They should only earn half this
  amount for defeating him in combat.
  23. Fortress Core (EL 13)
  This circular chamber is hidden within a column of
  prismatic light energy that prevents most creatures
  from entering (the crysolax and creatures with the
  crystalline template are immune to its effects because
  they are light-based and can pass through the column
  freely). Other Creatures entering the column suffer
  10d6 of damage (Reflex save DC 20 for half), and
  must make another Reflex save (DC 25) to avoid
  being caught up in the swirling magical energy. A
  creature that succeeds on this check is jettisoned back
  into area 18.
  If a creature is caught in the chaotic column of
  energy it takes 10d6 damage per round and can make
  new Reflex saves every round to halve the damage
  and escape the column. After 5 rounds a creature who
  still has not escaped the column must make a
  Fortitude save (DC 25) to avoid being discorporated
  by the energy (effect identical to a disintegrate spell).
  If a creature is discorporated, only a wish, miracle, or
  true resurrection spell can bring it back. 
  Within the column is a brightly-lit chamber con-
  taining a strange-looking cylinder of steel surrounded
  by several wheels made of brightly colored crystal
  spokes, spinning at varying speeds and humming with
  energy. This machine is the planar turbine created by
  Taosiir, corrupted by Nithildoor and later modified by
  Valazon (hence, the spinning crystal wheels).
  Protecting the planar turbine is a 12-foot tall mon-
  strous humanoid with four long muscular arms that is
  covered with glittering red scales. The creature sports
  wicked looking mandibles and looks in the PCs direc-
  tion with a hateful gleam in its eyes. The creature is
  tethered to the crystalline floor of the chamber by a
  length of crystal chain affixed to its ankle, the chain
  only allowing it to reach to the edge of the chamber.
  This creature is an advanced xill with the crys-
  talline template that was once used by Taosiir as a
  guardian and laboratory subject. Valazon freed the
  xill, but confined him to this chamber to protect the
  planar turbine. The xill despises the situation and fero-
  ciously attacks any creature it sees other than Valazon
  (whom the xill fears).
  Advanced Crystalline Xill: CR 13; hp 121; See
  Appendix and MM.
  Tactics: Because of the crystal chain attached to its
  foot (Escape Artist DC 40, break DC 35, hardness 20,
  50 hit points), the xill cannot move beyond the core
  and suffers a –4 penalty to Balance, Move Silently,
  and Tumble checks. It does not attempt to attack foes
  unless they penetrate the core, ferociously attacking
  any PCs that enter after warning them to withdraw. It
  tries to grapple and paralyze as many foes as possible,
  focusing its attacks on fighters and other combat spe-
  cialists, while trusting that its spell resistance and
  immunities protects it from spell-casters.
  
  30
  part three: the diamond fortress
  The xill is receptive to communication, particular-
  ly if the party intimates that they intend to release it
  before it attacks. The xill just wants to escape its con-
  finement and travels back to the ethereal plane if
  released. It refuses to attack any of the named inhab-
  itants of the fortress, but shares its knowledge of the
  area, including the location of the towers, the danger
  posed by prismatic globes in area 13, and the danger
  posed by the mirrors in area 19. 
  Treasure: Apart from the possessions of the xill,
  the planar turbine is the only treasure in this room. It
  is described in Appendix B of the module.
  Development: Destroying the planar turbine is the
  only way to send the fortress back to the Demiplane
  of Crystal. Destroying the planar turbine is covered in
  the Conclusion section of the adventure.
  24. The Crystal Node (EL 14)
  Unbeknownst to most of the inhabitants of the
  fortress (except for Valazon, Ghassan and Nithildoor)
  there are 13 spirit shards protecting the inner core of
  the fortress, although only 12 of these can be found in
  the fortress itself. The last is located in a tiny demi-
  plane attached to the fortress and constructed from
  the same crystalline material as the fortress. The
  pocket plane lies adjacent to the fortress (actually it
  hovers above it) and is considered coexistent with the
  Material Plane and part of the Ethereal Plane,
  although at the same time cut off from it. When
  viewed from the Ethereal Plane or by creatures on the
  Material Plane who can view ethereal objects, the
  node appears to be a shallow cut diamond roughly
  one-third the size of the Diamond Fortress itself. From
  the Ethereal Plane, the node is virtually impenetrable,
  and no amount of magic short of a wish or miracle is
  powerful enough to bring down the walls or circum-
  vent them.   
  PCs can enter the node by casting spells such as gate
  or plane shift, by calling on the aid of Lothirix or by
  using Nithildoor’s amulet of the planes at the spot
  where the node is coexistent with the Material Plane.
  If the PCs call on the aid of Lothirix while outside the
  fortress the dragon horse will arrive within a few
  rounds and aid the PCs as best she can. She can carry
  two Medium-size passengers at a time with her plane
  shifting ability.
  When the PCs first arrive in the crystal node they
  are almost overwhelmed by the enormous size of the
  crystalline cavern that soars above them, but more so
  by the brilliant play of multicolored light that
  bounces off the cavern’s many sharp angles and facets.
  After this, the features of the cavern can be seen in
  clearer detail, including the field of crystal stalagmites
  that covers the floor. The crystal stalactites hang pre-
  cariously from the ceiling, and a pedestal rises from
  the center of the cavern, atop which lies the thir-
  teenth spirit shard (but see below).
  Conditions within the cavern are identical to the
  conditions found in the fortress except for the fact
  that dimensional travel is permitted from within the
  node. Unfortunately, this does not help the demons
  from the fortress, as they can not get to the node to
  begin with.
  Guarding the last sprit shard are two fiendish crys-
  talline hunting spiders of gargantuan size. These spi-
  ders are pets of Ghassan’s and follow the demon’s
  orders if he is somehow around to give them. They
  lurk near the ceiling of the crystal cavern that makes
  up the node, and attack anyone who enters.
  Fortunately for PCs, their spinnerets have atrophied,
  so they can no longer cast webs.
  Fiendish Crystalline Gargantuan Hunting Spiders
  (2): CR 12; hp 157, 136; See Appendix and MM.
  Tactics: The spiders scuttle down from the top of
  the ceiling until they get close enough to leap on the
  PCs. They use their smite ability, coupled with their
  poison to good effect and enjoy using Awesome Blow
  and Cleave in combat. They do not retreat and do not
  surrender.
  Trap: The spirit shard atop the pedestal is actually a
  deadly trap, as it is empty of a soul and attempts to trap
  the soul (as the spell) of the first creature that touches
  it. Once it has successfully trapped a soul the shard
  functions as a spirit shard, and replaces one of the spir-
  it shards the PCs have already destroyed.
  Spirit shard Trap: CR 10; magic device; touch trig-
  ger; no reset; spell effect (Heightened trap the soul
  [9th], 18th-level wizard, no saving throw [empty spirit
  shard treated as trigger object]); single target; Search
  DC 34; Disable device DC 34. 
  Treasure: Beneath the pedestal lies the real spirit
  shard, which can be found with a successful Search
  check (DC 20). Once the PCs obtain the spirit shard,
  they probably destroy it as soon as it is safe to do so.
  Conclusion
  When the planar turbine is destroyed, the fortress
  begins to return to the Demiplane of Crystal. The PCs
  have 10 rounds to exit the fortress. During the first 7
  rounds, the walls of the fortress begin to warp and
  crack, beams of brilliant yellow light breaking through
  the cracks and chunks of crystal breaking away from
  the ceiling and crashing to the floor, to shatter into
  hundreds of fragments. Every round that PCs are
  caught in the fortress at this time the DM should roll
  on Table 3-4: Destruction of the Diamond Fortress
  to determine what happens:
  During rounds 8 and 9, the fortress begins to col-
  lapse in on itself and the entire structure is lit up with
  brilliant incandescent light. A high-pitched hum-
  
  31
  ming sound accompanies this light show, rapidly
  growing in volume until it becomes almost unbear-
  able. 
  PCs still in the fortress at this stage suffer 4d6 points
  of piercing damage from the collapsing crystals and
  8d6 points of energy damage. Two successful Reflex
  save (DC 19) are needed to halve the damage for
  both, one successful save only halving the piercing
  damage or the energy damage (DM’s choice). During
  this time, PCs must make a DC 21 Will save or be cat-
  apulted to a random plane of existence.     
  On the 10th and final round, the entire fortress dis-
  appears in a deluge of prismatic light and shrieking
  sound, imploding in on itself and vanishing from
  sight, leaving behind a massive crater where it once
  stood. PCs still in the fortress during this momentous
  event take 8d6 points of piercing damage and 12d6
  points of energy damage (no save) and are shunted
  along with the fortress to the Demiplane of Crystal or
  a random plane of existence (50% chance of either).
  If they survive, they must contend with the inhabi-
  tants of the plane and its unique nature (this module
  does not cover what happens to PCs who wind up in
  this predicament).
  When the fortress vanishes, the PCs are treated like
  heroes and the townsfolk hold a public celebration in
  their honor lasting several days. Harlyth pays the PCs
  their reward and Dalenna pays them for dispatching
  Nithildoor, whether or not she finds out that the
  ghost is innocent of any wrongdoing, (he is an undead
  creature after all). If the PCs' actions have caused the
  town harm Harlyth drops part of the reward, explain-
  ing his decision as diplomatically as possible, while
  Dalenna withdraws her reward. PCs who threaten
  Harlyth or Dalenna might still get the reward, but
  their reputation will be sullied in the region and their
  actions could possibly make them criminals.
  If the PCs fail in their mission and either die in the
  fortress or flee the area, Valazon creates an army of
  fiendish crystalline horrors and dretches and sends
  them out to ravage the countryside. Eventually sever-
  al powerful NPCs combine their might to destroy the
  fortress, but not before a lot of damage is caused. After
  this, any PCs who fled the fortress might have some-
  thing to answer for.
  the diamond fortress
  Table 3-4:
  Destruction of the Diamond Fortress
  d6 Event
  1
  Chunks of crystal break away from ceiling and 
  strike 1d4 random PCs. Every PC targeted must 
  make a successful Reflex save (DC 13) or take 
  1d6 points of damage from the debris.
  2
  Floor buckles. PCs must make a successful Reflex
  save (DC 15) or fall prone (spend part of next 
  round standing up).
  3
  Beam of light strikes random PC (+15 ranged 
  touch attack). PC suffers 5d6 points of damage.
  4
  Part of wall explodes, spraying 1d6 PCs with 
  chunks of crystal. 3d6 damage, Reflex save DC 17
  for half.
  5
  Combination of effects 3 and 4.
  6
  Temporal shift. Random PC must make a Will 
  save (DC 15) or become frozen in time for 1d4 
  rounds (although time still keeps on moving 
  around her).
  
  32
  Advanced Crystalline Xill: CR 13; Large
  Outsider (Extraplanar); HD 12d8 + 60; hp 121; Init
  +4; Spd 30 ft.; AC 24, touch 10, flat-footed 24 (-1
  size, +1 deflection [ring of protection +1], +14 natural);
  Base Atk +12; Grp +24; Atk +22 melee (2d6 + 10/19
  – 20, +2 greatsword) or +20 melee (1d6 + 8, claw);
  Full Atk +22 melee (2d6 + 10/19 – 20, 2 +2
  greatswords) and +20 melee (1d6 + 8, 2 claws);
  Space/Reach 10 ft./10 ft.; SA implant, improved grab,
  paralysis (DC 21), spell-like abilities; SQ darkvision
  60 ft., planewalk (cannot be used inside fortress), spell
  resistance 28, sonic vulnerability, immunities; AL LE;
  Fort +13, Ref +8, Will +9; Str 27, Dex 10, Con 21, Int
  12, Wis 12, Cha 11.
  Skills: Balance +17, Climb +22, Diplomacy +12,
  Escape Artist +12, Intimidate +14, Knowledge
  (Architecture) +11, Knowledge (the Planes) +5,
  Listen +11, Move Silently +10, Sense Motive +14,
  Spot +13, Tumble +15, Use Rope +8 (+10 with bind-
  ings). Feats: Alertness, Cleave, Improved Initiative,
  Multiattack (B), Multiweapon Fighting, Power
  Attack.  
  Spell-Like Abilities: The xill has the following
  spell-like abilities because of the crystalline template,
  each ability usable once per day as long as there is an
  available light source: Color spray (DC 11), rainbow
  pattern (DC 14), and prismatic spray (DC 17).
  Sonic Vulnerability: A creature with the crys-
  talline template takes an extra 50% damage from all
  sonic based attack forms, regardless of whether there
  is a saving throw or whether the save is successful or
  not (spell resistance still applies). The damage from a
  shatter, shout, or great shout spell is not increased but
  otherwise affects the crystalline creature normally.
  Immunities: Creatures with the crystalline tem-
  plate are immune to all light-based and polymorph-
  based attacks, and have cold and electricity resistance
  10 (unless they have better resistance or immunity to
  these attack forms already).
  Possessions: 2 +2 greatswords, ring of protection +1,
  gauntlets of ogre power
  Advanced Shadow Demons (2):
  CR 10;
  Medium size Outsider; HD 14d8 + 42; hp 118, 109;
  Init +8; Spd 30 ft., fly 40 ft. (perfect); AC 18, touch
  18, flat-footed 14 (+4 Dex, +4 deflection); Base Atk
  +7; Grp –; Atk +19 melee touch (1d6, incorporeal
  strike); Full Atk +19 melee touch (1d6, incorporeal
  strike) and +16 melee touch (1d4, incorporeal bite);
  SA spell-like abilities, malevolence; SQ shadow
  blend, incorporeal subtype, darkvision 60 ft., immune
  to poison and electricity, cold, acid and fire resistance
  10, sunlight powerlessness; AL CE; Fort +12, Ref +13,
  Will +10; Str –, Dex 18, Con 17, Int 14, Wis 13, Cha
  18.
  Skills: Bluff +18, Concentration +16, Diplomacy
  +16, Hide +20*, Intimidate +18, Listen +17, Search
  +12, Sense Motive +15, Spellcraft +15, Spot +16,
  Survival +10 (+12 when following tracks), Tumble
  +13. Feats: Blind-Fight, Combat Expertise, Dodge,
  Improved Initiative, Multiattack.
  Spell-Like Abilities: 1/day – darkness and fear
  (DC18). Caster level 12th. The save DCs are
  Charisma based.
  Malevolence (Su): Once per day, a shadow demon
  can merge its body with a creature on the Material
  Plane. This ability is similar to a magic jar as cast by a
  10th-level sorcerer, except that it does not require a
  receptacle. If the attack succeeds, the shadow demon’s
  body vanished into the opponent’s body. The target
  can resist the attack with a successful Will save (DC
  21). A creature that successfully saves is immune to
  that shadow demon’s malevolence for one day. This
  ability is based on Charisma.
  Shadow Blend (Su): During any conditions other
  than full daylight, a shadow demon can disappear into
  the shadows, giving it 9/10 concealment (40% miss
  chance for attacks). Artificial illumination, does not
  negate this ability; a daylight spell, however, will.
  Sunlight Powerlessness (Su): A shadow demon
  can only take a move action in any round when it is
  exposed to natural sunlight (not merely a daylight
  spell). Shadow demons will attempt to flee from nat-
  ural sunlight if it can.
  * Shadow demons gain a +8 racial bonus to Hide
  checks in areas of shadowy illumination, but take a –4
  penalty on Hide checks in brightly lit areas. This is in
  addition to their shadow blend ability.
  Advanced Will-o’-wisps (3): CR 9; Small
  Aberration; HD 18d8; hp 89, 83, 75; Init +13; Spd fly
  50 ft. (perfect); AC 29, touch 29, flat-footed 20 (+1
  size, +9 Dex, +9 deflection); Base Atk +13; Grp –3;
  Atk/Full Atk +23 melee touch (2d8, electricity); SQ
  darkvision 60 ft., immunity to magic, natural invisi-
  Appendix A:
  Monsters and NPCs
  
  33
  bility; AL CE; SV Fort +6, Ref +15, Will +14; Str 1,
  Dex 29, Con 10, Int 15, Wis 16, Cha 12.
  Skills: Bluff +19, Diplomacy +6, Disguise +5 (+7
  when acting), Intimidate +6, Listen +22, Search +19,
  Spot +22, Survival +8 (+10 following tracks). Feats:
  Alertness, Blind-Fight, Combat Expertise, Dodge,
  Improved Initiative, Mobility, Spring Attack,
  Weapon Finesse (B).
  Aerandil Selethal, male elf Wiz8: CR 8;
  Medium humanoid (elf); HD 8d4 –5 (includes bonus
  from Toughness Feat); hp 20; Init +3; Spd 30 ft.; AC
  13, touch 13, flat-footed 10 (+3 Dex); Base Atk +4;
  Grp +4; Atk/Full Atk +5 melee (1d6, masterwork
  quarterstaff), or +7 ranged touch (spells); SA spells;
  SQ low-light vision, +2 bonus vs. enchantment spells
  and effects, Immune to sleep spells; AL NE; SV Fort
  +3, Ref +7, Will +8; Str 10, Dex 17, Con 8, Int 19,
  Wis 12, Cha 11.
  Skills: Concentration +9, Craft (alchemy) +14,
  Decipher Script +13, Knowledge (arcana) +14,
  Knowledge (geography) +9, Knowledge (the planes)
  +9, Listen +3, Search +6, Spellcraft +17, Spot +3.
  Feats: Combat Casting, Craft Wand, Dodge, Scribe
  Scroll, Toughness.
  Wizard Spells Prepared (4/5/4/4/3; save DC = 14 +
  spell level). 0 – acid splash, daze, mage hand, read magic;
  1st – alarm, identify, mage armor, ray of enfeeblement (2)
  2nd – bear’s endurance, mirror image, scorching ray, see
  invisibility; 3rd – dispel magic, blink, ray of exhaustion,
  slow; 4th – charm monster, dimension door, greater invis-
  ibility.
  Possessions: masterwork quarterstaff, ring of counter-
  spells (holds dispel magic), scrolls of animate dead,
  greater invisibility, identify and dispel magic, wand of
  detect magic (35 charges), 1,200 gp in material compo-
  nents, spellbook (contains all of the above spells plus
  animate dead, detect magic and 1d4 spells of each level
  of the DM’s choice).
  Crysolax: CR 14; Huge Aberration (Extraplanar);
  HD 15d8 + 90; hp 175; Init +7; Spd 50 ft.; AC 27,
  touch 11, flat-footed 24 (-2 size, +3 Dex, +16 natu-
  ral); Base Atk +11; Grp +27; Atk +18 melee (2d6 +
  8/19-20, claw); Full Atk +18 melee (2d6 + 8/19-20, 2
  claws) and +15 melee (1d8 + 4 plus poison, bite);
  Space/Reach 15 ft./10 ft.; SA improved grab (+4 on
  bite attacks from a successful hold), poison, scintillat-
  ing aura; SQ darkvision 60 ft., damage reduction
  10/magic bludgeoning, immune to blinding and light-
  based attacks, cold, electricity and fire resistance 10,
  sonic vulnerability, spell resistance 23; AL LE; SV
  Fort +11, Ref +10, Will +11; Str 27, Dex 16, Con 22,
  Int 12, Wis 14, Cha 16.
  Skills: Climb +20, Jump +18, Listen +12, Search
  +9, Spot +12, Survival +8 (+10 following tracks).
  Feats: Ability Focus (poison), Alertness, Improved
  Critical (claw), Improved Initiative, Multiattack,
  Weapon Focus (claw). 
  Poison (Ex): The crysolax petrifies victims with its
  poison, transforming them into crystal statues. A suc-
  cessful Fortitude save (DC 25) negates the poison,
  which is delivered through the creatures bite attack.
  The saving throw is Constitution based with the pri-
  mary damage 1d6 points of Dexterity and the second-
  ary damage petrification in 1d3 rounds.
  Scintillating Aura (Ex): As long as there is a light
  source present within 30 feet of it, the crysolax con-
  stantly radiates an aura of scintillating light in a 20-
  foot radius. The aura duplicates the effects of a rain-
  bow pattern spell (DC 20) that cannot be dispelled.
  The saving throw is Charisma based and the caster
  level is 18th.
  Sonic Vulnerability: A crysolax takes an extra 50%
  damage from all sonic based attack forms, regardless of
  whether there is a saving throw or whether the save is
  successful or not (spell resistance still applies). The
  damage from a shatter, shout, or great shout spell is not
  increased but otherwise affects the crysolax normally.
  Crystalline Horrors (5): CR 5; Medium size
  Aberration; HD 7d8 + 21; hp 52 each; Init +2; Spd 30
  ft.; AC 20, touch 12, flat-footed 18 (+2 Dex, +8 nat-
  ural); Base Atk +5; Grp +9; Atk +9 melee (1d6 + 4,
  claw); Full Atk +9 melee (1d6 + 4, 2 claws); SA shard
  spray, wounding; SQ damage reduction 10/magic, cold
  resistance 20, bend light, blindsight 60 ft.; AL NE; SV
  Fort +5, Ref +4, Will +6; Str 19, Dex 14, Con 16, Int
  10, Wis 12, Cha 10.
  Skills: Hide +6, Listen +7, Move Silently +6,
  Search +4, Spot +9. Feats: Alertness, Dodge, Skill
  Focus (Spot).
  Shard Spray (Ex): As a standard action, a crys-
  talline horror can unleash a spray of razor sharp shards
  of crystal in a 40-foot cone from its body. The shard
  spray inflicts 4d6 damage and creatures can make a
  Reflex save (DC 16) to take half. The crystalline hor-
  ror can fire one such spray once per round and no
  more than 5 times per day.
  Wounding (Ex): Each time a crystalline horror hits
  with its claw attack, a small bit of crystal breaks off,
  resulting in a wound that bleeds for 1 point of damage
  per round thereafter. Multiple wounds result in cumu-
  lative bleeding. The bleeding can only be stopped
  with a successful Heal check (DC15) or the applica-
  tion of any curative spell that heals damage (such as
  cure minor wounds or heal). 
  Bend Light (Ex): By shifting the make-up of its
  body, a crystalline horror can refract natural light (or
  the light inside the fortress) in a 10-foot spread as a
  the diamond fortress
  
  34
  standard action. Creatures in the area of effect must
  succeed at a Reflex save (DC 16) or be blinded for 3
  rounds (look up the effects of blindness in the DMG).
  Creatures to whom sunlight is unnatural take 2d6
  points of damage, while undead take 4d6 points of
  damage. Undead that are particularly vulnerable to
  sunlight take 4d8 points of damage. Creatures that
  cannot see or perceive objects using vision are unaf-
  fected by the blindness but still suffer damage if they
  are vulnerable to sunlight.
  Crystalline Scorpion Demons (2): CR 11;
  Large Outsider; HD 9d8 + 32; hp 84, 68, 76, 72; Init
  –1; Spd 20 ft.; AC 29, touch 8, flat-footed 29 (-1 size,
  -1 Dex, +21 natural); Base Atk +9 melee; Grp +18;
  Atk +13 melee (2d6 + 5/x3, Large battleaxe); Full
  Atk +13 melee (2d6 + 5/x3, Large battleaxe) and +11
  melee (1d6 + 2 plus poison, 2 tail stings);
  Space/Reach 10 ft./ 5 ft.; SA spell-like abilities, poi-
  son, summon demons; SQ darkvision 60 ft., damage
  reduction/10 cold iron or good, spell resistance 22,
  sonic vulnerability, immunities, demon traits; AL CE;
  SV Fort +10, Ref +5, Will +8; Str 21, Dex 8, Con 18,
  Int 12, Wis 14, Cha 14.
  Skills: Bluff +12, Climb +17, Concentration +14,
  Jump +17, Listen +21*, Move Silently +12, Search
  +11, Sense Motive +11, Spellcraft +11, Spot +21*.
  Feats: Cleave, Improved Overrun, Multiattack, Power
  Attack.
  Spell-Like Abilities: At will – darkness, desecrate,
  detect good, detect magic, mirror image, telekinesis (DC
  17), and greater teleport (self plus 50 pounds of objects
  only; does not function). The scorpion demons also
  have the following spell-like abilities because of the
  crystalline template, each ability usable once per day
  as long as there is an available light source: Color spray
  (DC 13), rainbow pattern (DC 16), prismatic spray (DC
  19). Caster level 12th. The save DCs are Charisma
  based.
  Poison (Ex): Tail sting, Fortitude save (DC18), 1d6
  Con/ 1d6 Con.
  Summon Demons (Sp): Once per day, a scorpion
  demon can summon 2d6 dretches or another scorpion
  demon with a 35% chance of success. This ability is
  the equivalent of a 4th-level spell (not usable inside
  fortress).
  Sonic Vulnerability: A creature with the crys-
  talline template takes an extra 50% damage from all
  sonic based attack forms, regardless of whether there
  is a saving throw or whether the save is successful or
  not (spell resistance still applies). The damage from a
  shatter, shout, or great shout spell is not increased but
  otherwise affects the crystalline creature normally.
  Immunities: Creatures with the crystalline tem-
  plate are immune to all light-based and polymorph-
  based attacks, and have cold and electricity resistance
  10 (unless they have better resistance or immunity to
  these attack forms already).
  * Scorpion demons have a +8 racial bonus on
  Listen and Spot checks.
  Dalenna, female human Clr7: CR 7; Medium
  humanoid (human); HD 7d8 +14; hp 49; Init +4; Spd
  30 ft. (20 ft. In chainmail); AC 11, touch 11, flat-
  footed 11 (+1 deflection [ring of protection +1]), or 16,
  touch 11, flat-footed 16 (+5 masterwork chainmail,
  +1 deflection [ring of protection +1]); Base Atk +5; Grp
  +5; Atk/Full Atk +6 melee (1d8 +1, +1 flail), or +6
  ranged (1d4, masterwork sling); SA spells, turn
  undead 9/day; SQ spontaneous casting, domain pow-
  ers; AL LG; SV Fort +7, Ref +2, Will +9; Str 10, Dex
  10, Con 14, Int 13, Wis 18, Cha 15.
  Skills: Concentration +8, Diplomacy +10, Heal +8,
  Knowledge (arcana) +4, Knowledge (religion) +6,
  Perform (singing) +4, Profession (herbalist) +7, Ride
  +3, Spellcraft +6. Feats: Brew Potion, Extra Turning,
  Improved Initiative, Scribe scroll.
  Cleric Spells Prepared (6/6/5/4/3; save DC = 14 +
  spell level): 0 – cure minor wounds (2), detect poison,
  light, purify food and drink, virtue; 1st – bless, command,
  divine favor, hide from undead, protection from evil, sanc-
  tuary; 2nd – augury, consecrate, gentle repose, shield
  other, zone of truth; 3rd – daylight, magic vestment, pro-
  tection from energy, remove disease; 4th – divination,
  restoration, spell immunity.
  Domains: Healing (all healing spells cast at +1 cast-
  er level), Protection (protective ward +7 bonus to next
  save, 1 hour/ 1 day).
  Possessions: +1 flail, masterwork sling, 20 silver bul-
  lets, masterwork chainmail (normally not worn), ring
  of protection +1, 4 potions of cure moderate wounds, 2
  potions of cure serious wounds, 6 flasks of holy water.
  Demon Tree: CR 8; Huge Plant (Extraplanar);
  HD 10d8 + 40; hp 89; Init –; Spd immobile; AC 13,
  touch 3, flat-footed 15 (-2 size, -5 Dex, +10 natural);
  Base Atk –; Grp –; Atk/Full Atk –; SA attraction,
  roots; SQ damage reduction 10/good, spell resistance
  21; AL CE; SV Fort +11, Ref +2, Will +8; Str –, Dex
  –, Con 20, Int –, Wis 12, Cha 1. 
  Attraction (Su): Any creature (other than a fiend)
  approaching within 30 feet of the demon tree must
  make a Will save (DC 20) or lie down by the tree (the
  creature is considered prone). The creature responds
  to any attack made against it normally, but allows the
  demon tree’s roots to strike it without resistance. This
  effect is a mind-affecting compulsion and creatures
  protected against such effects are immune to this
  power. 
  appendix a: monsters and npcs
  
  35
  Roots (Ex): If a creature lies down by the demon
  tree one of the tree’s roots embeds itself in the crea-
  ture (no attack roll needed). The creature takes 3d6
  points of damage and must make a Fortitude save (DC
  25) or slip into a coma-like condition for 1d4 + 1
  days. At the end of this time the creature gains the
  fiendish template and becomes Chaotic Evil (80%),
  or gains the half-fiend template and becomes Chaotic
  Evil (20%). This process can only be reversed with a
  miracle or wish, or by the intervention of a higher
  power. The root can be severed with a sharp weapon
  (AC 15, hp 30) or ripped out with a successful
  Strength check (DC 19), although this inflicts 1d8
  points of damage on the creature that is trapped by
  the root. The creature can then be awakened, but
  only by a successful heal spell or more powerful heal-
  ing magic.
  Dunthrim Deephammer, male dwarven
  Ftr2/Brd3: CR 5; Medium humanoid (dwarf); HD
  2d10 + 4 plus 3d6 + 6; hp 40; Init +2; Spd 20 ft.; AC
  15, touch 12, flat-footed 13 (+2 Dex, +3 armor [+1
  leather armor]); Base Atk +4; Grp +4; Atk/Full Atk +5
  melee (1d6 +1/19-20, +1 short sword), or +7 ranged
  (1d6/x3, masterwork shortbow); SA +1 to attack rolls
  against orcs and goblinoids, spells; SQ bardic music –
  countersong 2/day, fascinate 2/day, inspire courage +1
  2/day, inspire competence 2/day, bardic knowledge
  +5, darkvision 60 ft., +2 bonus to saves vs. poison,
  spells and spell-like effects, stability, stonecunning, +4
  dodge bonus to AC vs. giants; AL NG; SV Fort +5,
  Ref +5, Will +2; Str 10, Dex 14, Con 14, Int 17, Wis
  9, Cha 15.
  Skills: Appraise +7 (+9 for metal and stone objects),
  Bluff +4, Climb +5, Concentration +6, Decipher
  Script +8, Diplomacy +6, Gather Information +7,
  Hide +6, Jump +5, Knowledge (local) +8, Move
  Silently +5, Perform (keyboard instruments) +8,
  Perform (oratory) +8, Sleight of Hand +4, Spellcraft
  +5, Tumble +6. Feats: Combat Expertise, Improved
  Feint.
  Bard Spells Known (3/2; save DC = 12 + spell level):
  0 – dancing lights, daze, detect magic, ghost sound, lulla-
  by, summon instrument; 1s – comprehend languages,
  silent image, ventriloquism.
  Possessions: +1 short sword, +1 leather armor, master-
  work shortbow, 20 arrows, 900 gp in personal funds
  (not carried), gold and onyx earrings (150 gp each ),
  gold necklace (90 gp).
  Endril Bortass, male human Ftr7: CR 7;
  Medium humanoid (human); HD 7d10 + 14; hp 57;
  Init +2; Spd 20 ft.; AC 20, touch 12, flat-footed 18
  (+2 Dex, +5 chainmail, +3 shield [+1 large steel
  shield]); Base Atk +7; Grp +10; Atk +12 melee (1d8 +
  6/19-20, +1 longsword), or +11 ranged (1d8 +3/x3,
  masterwork mighty [+3] composite longbow), or +9
  ranged (tanglefoot bag); Full Atk +12/+7 melee (1d8
  + 6/19-20, +1 longsword), or +11/+6 ranged (1d8
  +3/x3, masterwork mighty [+3] composite longbow),
  or +9/+4 ranged (tanglefoot bag); AL LG; Fort +8,
  Ref +5, Will +5; Str 17, Dex 14, Con 15, Int 11, Wis
  10, Cha 13.
  Skills: Craft (carpentry) +2, Handle Animal +6,
  Intimidate +4, Ride +9, Survival +2, Swim –4*, Use
  Rope +4. Feats: Blind-fight, Combat Reflexes, Dodge,
  Iron Will, Point Blank Shot, Power Attack, Weapon
  Focus 
  (composite 
  longbow), 
  Weapon 
  Focus
  (longsword), Weapon Specialization (longsword).
  * Armor check penalty applies.    
  Possessions: +1 longsword, masterwork mighty (+3)
  composite longbow, 40 masterwork arrows, master-
  work chainmail, +1 heavy steel shield, cloak of resistance
  +1, potion of shield of faith +5, 2 potions of bull’s strength,
  5 tanglefoot bags.
  Ershak, male ogre mage Ftr7: CR 15; Large
  Giant; HD 5d8 + 30 plus 7d10 + 42; hp 134; Init +4;
  Spd 30 ft. fly 30 ft. (good); AC 28, touch 9, flat-foot-
  ed 28 (-1 size, +5 natural, +12 armor [+4 full plate], +1
  shield bonus from Feat); Base Atk +10; Grp +24; Atk
  +21 melee (2d6 + 12/19-20, large masterwork two-
  bladed sword); Full Atk +21/+16 melee (2d6 + 12/19-
  20, large masterwork two-bladed sword), or
  +19/+19/+14 melee (2d6 + 12/19-20, large master-
  work two-bladed sword); Space/Reach 10 ft./10 ft.;
  SA spell-like abilities; SQ darkvision 60 ft., low-light
  vision, regeneration 5, spell resistance 19; AL NE; SV
  Fort +15, Ref +3, Will +5; Str 30, Dex 10, Con 22, Int
  14, Wis 14, Cha 19.
  Skills: Concentration +17, Handle Animal +8,
  Intimidate +12, Listen +9, Ride +10, Spellcraft +10,
  Spot +9. Feats: Combat Casting, Combat Expertise,
  Exotic Weapon Proficiency (two-bladed sword),
  Improved Initiative, Mounted Combat, Two-Weapon
  Defense, Two-Weapon Fighting, Weapon Focus (two-
  bladed sword), Weapon Specialization (two-bladed
  sword).
  Spell-Like Abilities: At will – darkness, invisibility;
  1/day – charm person (DC 15), cone of cold (DC 19),
  gaseous form, polymorph, sleep (DC 15). Caster level
  9th. The save DCs are Charisma based.
  Possessions: Large masterwork two-bladed sword, +4
  full plate, minor cloak of displacement, potion of resist
  energy (fire, 30 points), oil of greater magic weapon +4,
  key to area 10.
  Fiendish Crystalline Gargoyles (6): CR 7;
  Medium-size Monstrous Humanoid (Extraplanar);
  HD 4d8 + 23; hp 54, 51, 48, 42, 39, 36; Init +0; Spd
  30 ft., fly 50 ft. (poor); AC 18, touch 10, flat-footed
  the diamond fortress
  
  36
  18 (+8 natural); Base Atk +4; Grp +7; Atk +7 melee
  (1d4 + 3, claw); Full Atk +7 melee (1d4 + 3, 2 claws)
  and +5 melee (1d6 + 1, bite) and +5 melee (1d6 + 1,
  gore); SA smite good (+4 damage, 1/day); SQ damage
  reduction 10/magic, freeze, sonic vulnerability, immu-
  nities, fire resistance 5, spell resistance 9; AL CE; SV
  Fort +6, Ref +4, Will +4; Str 17, Dex 10, Con 20, Int
  6, Wis 11, Cha 7.
  Skills: Hide +5*, Listen +4*, Spot +4*. Feats:
  Multiattack, Toughness.
  Sonic Vulnerability: A creature with the crys-
  talline template takes an extra 50% damage from all
  sonic based attack forms, regardless of whether there
  is a saving throw or whether the save is successful or
  not (spell resistance still applies). The damage from a
  shatter, shout, or great shout spell is not increased but
  otherwise affects the crystalline creature normally.
  Immunities: Creatures with the crystalline tem-
  plate are immune to all light-based and polymorph-
  based attacks, and have cold and electricity resistance
  10 (unless they have better resistance or immunity to
  these attack forms already). 
  * Crystalline gargoyles gain a +2 bonus on Hide,
  Listen, and Spot checks. They also gain an additional
  +8 racial bonus to Hide checks when hiding against a
  background of crystal or glass.
  Fiendish Crystalline Horrors (5): CR 6;
  Medium size Aberration (Extraplanar); HD 7d8 + 21;
  hp 52 each; Init +2; Spd 30 ft.; AC 20, touch 12, flat-
  footed 18 (+2 Dex, +8 natural); Base Atk +5; Grp +9;
  Atk +9 melee (1d6 + 4, claw); Full Atk +9 melee
  (1d6 + 4, 2 claws); SA shard spray, wounding, smite
  good (+7 damage, 1/day); SQ damage reduction
  10/magic, cold resistance 20, bend light, blindsight 60
  ft., fire resistance 5, spell resistance 12; AL CE; SV
  Fort +5, Ref +4, Will +6; Str 19, Dex 14, Con 16, Int
  10, Wis 12, Cha 10.
  Skills: Hide +6, Listen +7, Move Silently +6,
  Search +4, Spot +9. Feats: Alertness, Dodge, Skill
  Focus (Spot).
  Fiendish Crystalline Gargantuan Hunting
  Spiders (2): CR 12; Gargantuan Magical Beast
  (Extraplanar); HD 16d8 + 48; hp 157, 136; Init +5;
  Spd 20 ft., climb 20 ft.; AC 21, touch 7, flat-footed 20
  (-4 size, +1 Dex, +14 natural); Base Atk +12; Grp
  +32; Atk/Full Atk +16 melee (2d8+12, bite plus poi-
  son); Space/Reach 20 ft./15 ft.; SA poison (DC 23,
  2d6 Str/ 2d6 Str), smite good (+16 damage, 1/day);
  SQ darkvision 60 ft., tremorsense 60 ft., cold and fire
  resistance 10, sonic vulnerability, immunities, damage
  reduction 10/magic, spell resistance 21; AL NE; SV
  Fort +13, Ref +6, Will +5; Str 27, Dex 13, Con 16, Int
  3, Wis 10, Cha 2. 
  Skills: Climb +15, Hide –7, Jump +18, Spot +12.
  Feats: Ability Focus (poison), Awesome Blow, Cleave,
  Improved Bull Rush, Improved Initiative, Power
  Attack.
  Sonic Vulnerability: A creature with the crys-
  talline template takes an extra 50% damage from all
  sonic based attack forms, regardless of whether there
  is a saving throw or whether the save is successful or
  not (spell resistance still applies). The damage from a
  shatter, shout, or great shout spell is not increased but
  otherwise affects the crystalline creature normally. 
  Immunities: Creatures with the crystalline tem-
  plate are immune to all light-based and polymorph-
  based attacks, and have cold and electricity resistance
  10 (unless they have better resistance or immunity to
  these attack forms already).
  Ghassan, 
  Male 
  Crystalline 
  Glabrezu
  Demon: CR 15; Huge Outsider; HD 12d8 + 132; hp
  196; Init –2; Spd 30 ft.; AC 33, touch 10, flat-footed
  33 (-2 size, -2 Dex, +4 deflection [ring of protection
  +4], +23 natural); Base Atk +12; Grp +31; Atk +21
  melee (2d8+11, pincer); Full Atk +21 melee
  (2d8+11, 2 pincers) and +19 melee (1d6+5, 2 claws)
  and +19 melee (1d8+5, bite); Space/Reach 15 ft./15
  ft.; SA improved grab, spell-like abilities, summon
  demons; damage reduction 10/good, darkvision 60 ft.,
  demon traits, spell resistance 21, sonic vulnerability,
  immunities; AL CE; SV Fort +19, Ref +6, Will +11;
  Str 33, Dex 6, Con 33, Int 16, Wis 16, Cha 20.
  Skills: Bluff +22, Concentration +26, Diplomacy
  +9, Disguise +5 (+7 when acting), Intimidate +24,
  Knowledge (arcana) +18, Knowledge (history) +18,
  Listen +26, Move Silently +16, Search +18, Sense
  Motive +18, Spellcraft +18, Spot +26, Survival +3
  (+5 following tracks). Feats: Cleave, Great Cleave,
  Multiattack, Persuasive, Power Attack.
  Spell-Like Abilities: At will – chaos hammer
  (DC19), confusion (DC 19), dispel magic, mirror image,
  reverse gravity (DC 22), greater teleport (self plus 50
  pounds of objects only; does not function), unholy
  blight (DC 19); 1/day – power word stun. Ghassan also
  has the following spell-like abilities because of the
  crystalline template, each ability usable once per day
  as long as there is an available light source: Color spray
  (DC 16), rainbow pattern (DC 19), prismatic spray (DC
  22). Caster level 14th. The save DCs are Charisma
  based.
  Summon Demons (Sp): See MM. This ability can-
  not be used inside the Fortress.
  Sonic Vulnerability: A creature with the crys-
  talline template takes an extra 50% damage from all
  sonic based attack forms, regardless of whether there
  is a saving throw or whether the save is successful or
  not (spell resistance still applies). The damage from a
  appendix a: monsters and npcs
  
  37
  shatter, shout, or great shout spell is not increased but
  otherwise affects the crystalline creature normally.
  Immunities: Creatures with the crystalline tem-
  plate are immune to all light-based and polymorph-
  based attacks, and have cold and electricity resistance
  10 (unless they have better resistance or immunity to
  these attack forms already).
  * Ghassan has a +8 racial bonus on his Listen and
  Spot checks.
  Possessions: Ring of protection +4.
  Harlyth Olbraiun, male human Exp9: CR 8;
  Medium humanoid (human); HD 8d6 + 16; hp 48;
  Init +0; Spd 30 ft.; AC 15, touch 10, flat-footed 15
  (+5 armor [+1 chain shirt]); Base Atk +6; Grp +7; Atk
  +8 melee (1d8 +1/ 19-20, masterwork longsword);
  Full Atk +8/+3 melee (1d8 +1/ 19-20, masterwork
  longsword); AL NG; SV Fort +7, Ref +3, Will +7; Str
  13, Dex 10, Con 14, Int 16, Wis 13, Cha 16.
  Skills: Appraise +13 (+15 with locks), Bluff +11,
  Climb +2*, Craft (locksmithing) +11, Craft (paint-
  ing) +7, Diplomacy +16, Intimidate +12, Knowledge
  (law) +10, Knowledge (local) +15, Open Lock +9,
  Profession (storekeeper) +15, Ride +5, Sense Motive
  +8, Swim +3*. Feats: Endurance, Great Fortitude,
  Martial Weapon Proficiency (longsword), Negotiator,
  Skill Focus (Swim).
  * Armor check penalty applies.
  Possessions: masterwork longsword, +1 chain shirt
  (worn underneath clothes), ring of sustenance, and
  2,500 gp in personal funds (not carried).
  Huge Violet Fungus: CR 10; Huge Plant; HD
  20d8 + 140; hp 224; Init –3; Spd 20 ft.; AC 14, touch
  5, flat-footed 14 (-2 size, -3 Dex, +9 natural); Base
  Atk +15; Grp +33; Atk +23 melee (2d6 + 10 plus poi-
  son, tentacle); Full Atk +23 melee (2d6 + 10 plus poi-
  son, 4 tentacles); SA poison (DC 27); SQ low-light
  vision, plant traits; Space/ Reach 15 ft./ 15 ft.; AL N;
  SV Fort +19, Ref +3, Will +6; Str 30, Dex 4, Con 24,
  Int -, Wis 11, Cha 9.
  Incanthanes (4): CR 9; Medium Outsider; HD
  6d8 + 24; hp 57, 54, 49, 46; Init +11; Spd fly 60 ft.
  (perfect); AC 20, touch 20, flat-footed 17 (+7 Dex,
  +3 deflection); Base Atk +6; Grp –; Atk/Full Atk +13
  melee touch (1d4 Con, incorporeal bite); SA
  Constitution drain, spell-like abilities, energy burst;
  SQ blindsight 90 ft, damage reduction 5/good, incor-
  poreal, specific energy immunity, demon traits; AL
  CE; SV Fort +9, Ref +14, Will +6; Str –, Dex 25, Con
  19, Int 13, Wis 13, Cha 16.
  Skills: Bluff +12, Concentration +11, Hide +16,
  Intimidate +9, Listen +10, Search +8, Sense Motive
  +5, Spellcraft +6, Spot +10, Survival +10 (+12 fol-
  lowing tracks), Tumble +14. Feats: Combat Reflexes,
  Improved Initiative, Lightning Reflexes. 
  Constitution Drain (Su): The attack of an incan-
  thane deals 1d4 points of temporary Constitution
  damage. As a creature loses Constitution, its color
  begins to fade, until it becomes a colorless gray husk
  at 0 Constitution and dies. Every time the incanthane
  deals Constitution damage, it regains 5 hp (or 10 hp
  on a critical hit).
  Spell-Like Abilities: At will – detect magic, light,
  mirror image, searing light; 3/day – displacement, greater
  teleport (self-only; does not function); 1/day – sunbeam
  (DC 20). Caster level 10th. Save DCs are Charisma
  based.
  Energy Burst (Sp): Once every 3 rounds an incan-
  thane can release a 10-foot radius burst of energy
  (acid, cold, electricity, fire or sonic). The burst inflicts
  2d6 points of damage plus an additional point of dam-
  age per point of Constitution that it has absorbed in
  the previous round (Ref save DC 17, for half). An
  incanthane who has not absorbed any Constitution in
  the previous round only deals 2d6 points of damage
  with this attack.
  Specific Energy Immunity (Ex): An incanthane
  can make itself immune to one type of energy (usual-
  ly cold, fire or sonic) for 1d4 rounds. During this time,
  it is immune to the chosen type of energy. When the
  duration of the immunity is over the incanthane must
  wait one round before it can use this ability again.
  Juvenile male and female dragon horses (3):
  CR 4; Medium Magical Beast; HD 3d10 + 6; hp 23
  each; Init +7; Spd 50 ft., fly 100 ft. (average); AC 18,
  touch 13, flat-footed 15 (+3 Dex, +5 natural); Base
  Atk +3; Grp +6; Atk +6 melee (1d6 + 3, hoof); Full
  Atk +6 melee (1d6 + 3, 2 hooves); SA flying charge;
  SQ darkvision 120 ft., low-light vision, know align-
  ment, telepathy, spell resistance 11; AL NG; SV Fort
  +5, Ref +6, Will +6; Str 16, Dex 17, Con 14, Int 14,
  Wis 16, Cha 18.  
  Skills: Concentration +8, Knowledge (arcana) +6,
  Listen +13*, Spot +13*, Survival +9. Feats: Alertness
  (B), Improved Initiative, Iron Will.
  * Dragon horses gain a +8 racial bonus to Listen
  and Spot checks.
  The other abilities of the dragon horse foals are the
  same as their mother. They have yet to develop their
  breath weapons and plane shift ability.
  Lothirix, advanced female dragon horse: CR
  11; Large Magical Beast; HD 15d10 +60; hp 154; Init
  +7; Spd 60 ft., fly 120 ft. (good); AC 23, touch 15,
  flat-footed 20 (-1 size, +3 Dex, +3 deflection [from
  torc of protection +3], +8 natural); Base Atk +15; Grp
  +26; Atk +21 melee (2d6 +7, hoof); Full Atk
  the diamond fortress
  
  38
  +21/+21 melee (2d6 +7, 2 hooves); Space/Reach 10
  ft./5 ft.; SA breath weapon, flying charge; SQ darkvi-
  sion 120 ft., low-light vision, know alignment, telepa-
  thy, plane shift, spell resistance 23; AL NG; SV Fort
  +15, Ref +15, Will +12; Str 25, Dex 16, Con 19, Int
  16, Wis 20, Cha 20.
  Skills: Balance +12, Concentration +14, Knowledge
  (arcana) +15, Knowledge (the planes) +12, Listen
  +24*, Sense Motive +16, Search +17, Spot +24*,
  Survival +14. Feats: Alertness (B), Flyby Attack (B),
  Great Fortitude, Improved Initiative, Improved
  Natural Attack, Iron Will, Lightning Reflexes,
  Wingover.
  Breath Weapon (Su): Once per minute, dragon
  horses can breath one of the following as a 30-foot
  cone: cone of cold, fog cloud, or gust of wind. Each is as
  the spell cast by an 8th-level sorcerer (save DC 16 +
  spell level).
  Flying Charge (Ex): A dragon horse that is flying
  gains a +2 bonus to its damage rolls on a charge.
  Know Alignment (Su): Dragon horses always
  know the alignment of any creature they look upon.
  Telepathy (Su): A dragon horse can communicate
  telepathically with any creature within 100 feet that
  has a language.
  Plane Shift (Su): A dragon horse can enter the
  Ethereal Plane, Astral Plane, Elemental Plane of Air,
  or the Material Plane. This ability transports the drag-
  on horse and up to two other creatures, provided they
  are on its back. It is otherwise similar to the spell of
  the same name. 
  * Dragon horses get +8 racial bonuses on listen and
  Spot checks.
  Possessions: torc of protection +3 (as ring)
  Movanesh, human male Rgr8/Shd5: CR 13;
  Medium humanoid (human); Init +5; Spd 30 ft.; HD
  8d8 + 24 plus 5d6 + 15; hp 96; AC 22, touch 17, flat-
  footed 18 (+5 Dex, +5 armor [+3 leather armor], +2
  deflection [ring of protection +2]); Base Atk +11; Grp
  +13; Atk +14 melee (1d6 + 3/18-20, +1 rapier), or
  +19 ranged (1d6 + 2/x3, +2 shortbow); Full Atk
  +14/+9 melee (1d6 + 3/18-20, +1 rapier), or +19/+13
  ranged (1d6 + 2/x3, +2 shortbow), or +17/+17/+12
  ranged with Rapid Shot (1d6 + 2/x3, +2 shortbow);
  SA favored enemy (+4 elves), favored enemy (+2
  dwarves), spells; SQ wild empathy +10, woodland
  stride, swift tracker, hide in plain sight, evasion, dark-
  vision 60 ft., defensive roll, uncanny dodge, improved
  uncanny dodge, shadow illusion, summon shadow
  (shadow companion), shadow jump 20 ft.; AL NE; SV
  Fort +10, Ref +15, Will +5; Str 14, Dex 20, Con 16,
  Int 10, Wis 14, Cha 10.
  Skills: Balance +15, Escape Artist +12 (+14 when
  escaping from ropes), Handle Animal +10, Hide +20,
  Listen +12, Move Silently +18, Perform (dance) +5,
  Ride +15, Spot +10, Survival +6, Swim +8, Use Rope
  +14 (+16 with bindings). Feats: Animal Affinity,
  Combat Reflexes, Dodge, Endurance, Manyshot,
  Mobility, Point Blank Shot, Precise Shot, Rapid Shot,
  Track, Weapon Focus (shortbow).
  Ranger Spells Prepared (2/1; save DC = 12 + spell
  level): 1st – alarm, resist energy; 2nd – spike growth. 
  Possessions: +3 leather armor, +2 shortbow, 20 poi-
  soned masterwork arrows (shadow essence poison,
  Fortitude save DC 17 negates, 1Str*/2d6 Str), +1 rapi-
  er, ring of protection +2, elixir of hiding, elixir of sneaking,
  oil of darkness, key to area 2.
  * Permanent Strength damage.
  Nithildoor, Male Elven Ghost Wiz16: CR
  18; Medium-size Undead (Humanoid); HD 16d12 +3;
  hp 105; Init +7; Spd fly 30 ft. (perfect); AC 16, touch
  16, flat-footed 13 (+3 Dex, +3 deflection); Base Atk
  +8; Grp +8; Atk +8 melee touch (spell) or +8 melee
  touch (1d3, subdual plus 1d6, flame) or +11 ranged
  touch (spell); Full Atk +8 melee touch (spell) or
  +8/+3 melee touch (1d3, subdual plus 1d6, flame) or
  +11 ranged touch (spell) SA corrupting gaze (DC 21),
  appendix a: monsters and npcs
  
  39
  ectoplasmic flames, manifestation, spells; SQ darkvi-
  sion 60 ft., low-light vision, +2 bonus vs. enchant-
  ment spells and effects, rejuvenation, turn resistance
  +4, undead traits; AL NE; SV Fort +5, Ref +8, Will
  +16; Str 11, Dex 17, Con – Int 20, Wis 18, Cha 16.
  Skills: Concentration +15, Craft (alchemy) +20,
  Craft (calligraphy) +11, Hide +11, Knowledge
  (arcana) +22, Knowledge (dungeoneering) +17,
  Knowledge (the planes) +18, Profession (bookkeeper)
  +11, Search +13, Spellcraft +24, Spot +12, Swim +2.
  Feats: Brew Potion, Craft Wondrous Item, Eschew
  Materials, Improved Initiative, Iron Will, Scribe
  Scroll, Silent Spell, Spell Penetration, Toughness,
  Widen Spell.
  Wizard Spells Prepared* (4/6/5/5/5/5/3/3/2; Base save
  DC = 15 + spell level) 0 – acid splash, detect magic,
  identify, resistance; 1st – chill touch, endure elements,
  erase, grease, magic missile, shield; 2nd – arcane lock,
  continual flame, flaming sphere, fog cloud, mirror image;
  3rd – arcane sight, dispel magic, lightning bolt, magic cir-
  cle against evil, stinking cloud; 4th – dimensional anchor,
  confusion, polymorph, shout, summon monster IV; 5th –
  baleful polymorph, break enchantment, hold monster,
  stinking cloud (Widened), waves of fatigue; 6th – eye-
  bite, fireball (Widened), mass suggestion; 7th – banish-
  ment, delayed blast fireball, spell turning; 8th – moment of
  prescience, polar ray.
  Ectoplasmic Flames (Su): Nithildoor is surrounded
  by a nimbus of green flames which cause 1d6 points of
  damage to any creature he touches or who strikes him
  in combat with natural or short hand-held weapons
  (those with a 5 foot reach). Since the flames are ecto-
  plasmic in nature, they can effect incorporeal targets
  and normal fire resistance or fire immunity does not
  reduce the damage. Nithildoor can suppress or resume
  this ability as a free action.
  Rejuvenation (Su): If Nithildoor is destroyed, he
  rejuvenates in the same spot in 24 hours. No effect
  can prevent this from happening and the only means
  of permanently dispersing him is to return the circlet
  of demonic might to his possession.
  Possessions: lesser amulet of the planes (cannot be
  used in the fortress).
  * These spells were the ones prepared by Nithildoor
  at the time of his death. He cannot change his selec-
  tion and his spells return 24 hours after they are cast.
  Ogre bandits, male ogre War5 (8): CR 7;
  Large Giant; HD 9d8 + 27; hp 59 each; Init –1; Spd
  40 ft.; AC 19, touch 8, flat-footed 19 (-1 size, -1 Dex,
  +5 natural, +6 armor [+1 chainmail]); Base Atk +8;
  Grp +18; Atk +15 melee (2d8 + 10, +1 large great-
  club), or +7 ranged (1d8 + 6, large masterwork short-
  spear); Full Atk 15/+10 melee (2d8 + 10, +1 large
  greatclub), or +7/+2 ranged (1d8 + 6, large master-
  work shortspear); Space/Reach 10 ft./10 ft.; SQ dark-
  vision 60 ft., low-light vision; AL NE; SV Fort +11,
  Ref +1, Will +2; Str 23, Dex 8, Con 17, Int 7, Wis 10,
  Cha 7.
  Skills: Climb +6*, Jump +4*, Listen +4, Spot +4.
  Feats: Alertness, Improved Bull Rush Power Attack,
  Weapon Focus (greatclub). 
  * Armor check penalty applies.
  Possessions: +1 chainmail, +1 large greatclub, large
  masterwork shortspear.
  Ogre Knights, male ogres Bbn7 (3): CR 10;
  Large Giant; HD 4d8 + 16 plus 7d12 + 28; hp 112
  each; Init +1; Spd 30 ft.; AC 22, touch 10, flat-footed
  22 (-1 size, +1 Dex, +7 armor [+2 breastplate], +5 nat-
  ural); Base Atk +10; Grp +21; Atk +18 melee (3d6 +
  11/x3, +1 large greataxe) or +12 ranged (2d6 + 5/x3,
  large masterwork mighty [+5] composite longbow);
  Full Atk +18/+13 melee (3d6 + 11/x3, +1 large
  greataxe), or +12/+7 ranged (2d6 + 5/x3, large master-
  work mighty [+5] composite longbow); Space/Reach
  10 ft./10 ft.; SA rage 2/day; SQ darkvision 60 ft.,
  uncanny dodge, improved uncanny dodge, trap sense
  +2, damage reduction 1/– ; AL CE; SV Fort +13, Ref
  +4, Will +4; Str 25, Dex 12, Con 19, Int 8, Wis 13,
  Cha 7.
  Skills: Climb +7*, Handle Animal +2, Jump +10*,
  Listen +3, Ride +5, Spot +3, Survival +4. Feats:
  Mounted Archery, Mounted Combat, Power Attack,
  Weapon Focus (greataxe).
  * Armor check penalty applies.
  Possessions: +1 large greataxe, +2 breastplate, large
  masterwork mighty (+5) composite longbow, and 20
  arrows, dust of disappearance, potion of cat’s grace, potion
  of fly.
  While the ogres are enraged they have the follow-
  ing statistics: hp 132; AC 19, touch 8, flat-footed 18;
  Atk +20 melee (3d6 + 13/x3, +1 large greataxe); Full
  Atk +20/+15 melee (3d6 + 13/x3, +1 large greataxe);
  SV Fort +15, Will +6; Str 29, Con 22.
  Orc bandits, male and female orc Rog5 (12):
  CR 5; Medium humanoid (orc); HD 5d6 + 12; hp 31
  each; Init +8; Spd 30 ft.; AC 17, touch 14, flat-footed
  13 (+4 Dex, +3 studded leather armor); Base Atk +3;
  Grp +6; Atk/Full Atk +7 melee (1d8 + 3/19-20, mas-
  terwork longsword), or +8 ranged (1d8/x3, master-
  work longbow); SA sneak attack +3d6; SQ darkvision
  60 ft., evasion, uncanny dodge, trapfinding, trap sense
  +1; AL NE; SV Fort +3, Ref +8, Will +0; Str 16, Dex
  18, Con 15, Int 11, Wis 9, Cha 8.
  Skills: Balance +12, Climb +11, Hide +12 (+14 in
  forested areas), Jump +10, Listen +6, Move Silently
  +10, Search +4, Spot +5, Survival +3, Tumble +12.
  Feats: Dodge, Improved Initiative.
  the diamond fortress
  
  40
  Possessions: masterwork studded leather armor, mas-
  terwork longsword, masterwork longbow, 20 arrows,
  hunting horn, camouflaged cloak (adds a +2 bonus to
  Hide checks in forested areas), 5 flasks of alchemists
  fire.
  Owlephants (3): CR 8; Huge Magical Beast; HD
  10d10 + 53; hp 133, 119, 110; Init +1; Spd 30 ft.; AC
  16, touch 9, flat-footed 15 (-2 size, +1 Dex, +7 natu-
  ral); Base Atk +10; Grp +26; Atk +16 melee (2d8 +
  12, gore); Full Atk +16 melee (2d6 + 12, slam) and
  +11 melee (1d8 + 6, 2 claws); Space/Reach 15 ft./10
  ft.; SA trample (2d8 + 12; Reflex save DC 23 to halve
  damage); SQ scent, darkvision 60 ft., low-light vision;
  AL N; SV Fort +12, Ref +8, Will +4; Str 26, Dex 13,
  Con 21, Int 5, Wis 12, Cha 10.
  Skills: Listen +10, Spot +13. Feats: Alertness, Skill
  Focus (Listen), Skill Focus (Spot), Toughness. 
  Poker, male stirge: CR –; Tiny magical beast;
  HD 3d10; hp 17; Init +5; Spd 10 ft., fly 40 ft. (aver-
  age); AC 19, touch 17, flat-footed 14 (+2 size, +2 nat-
  ural, +5 Dex); Base Atk +3; Grp –8 (+4 when
  attached); Atk/Full Atk +10 melee touch (attach);
  SA attach, blood drain; SQ darkvision 60 ft., low-
  light vision, link, share spells, evasion; AL N; SV Fort
  +3, Ref +8, Will +2; Str 4, Dex 20, Con 10, Int 1, Wis
  12, Cha 6.
  Skills: Hide +15, Listen +5, Spot +5. Feats:
  Alertness, Hover, Weapon Finesse (B).
  Skeleton Warrior, Ftr6: CR 8; Medium undead;
  HD 6d12; hp 42; Init +4; Spd 20 ft.; AC 21, touch 10,
  flat-footed 21 (+4 natural armor, +7 half-plate); Base
  Atk +6; Grp +11; Atk +13 melee (1d12 +9/x3, mas-
  terwork greataxe); Full Atk +13/+8 melee (1d12
  +9/x3, masterwork greataxe); SA fear aura; SQ dam-
  age reduction 10/bludgeoning, darkvision 60 ft., turn-
  ing immunity, spell resistance 20, undead traits; AL
  LE; SV Fort +5, Ref +2, Will +3; Str 20, Dex 10, Con
  –, Int 10, Wis 13, Cha 12.
  Skills: Climb +5*, Hide –2*, Intimidate +13, Jump
  +6*, Listen +6, Ride +4, Sense Motive +7, Spot +9.
  Feats: Alertness, Blind-Fight, Cleave, Great Cleave,
  Improved Bull Rush, Improved Initiative, Power
  Attack, 
  Weapon 
  Focus 
  (greataxe), 
  Weapon
  Specialization (greataxe).
  *Armor check penalty applies.
  Fear Aura (Su): A skeleton warrior is shrouded in
  an aura of fear. Creatures with less than 5 HD and in
  a 30-foot radius must succeed at a Will save (DC 14
  for this skeleton warrior) or be affected as though by
  fear cast by a sorcerer of the skeleton warrior’s level. 
  Turning Immunity (Ex): Skeleton warrior’s cannot
  be turned or rebuked by clerics of any level or align-
  ment.
  Tasha Starhorn, female human Exp4: CR 3;
  Medium humanoid (human); HD 4d6; hp 13; Init +2;
  Spd 30 ft.; AC 12, touch 12, flat-footed 10 (+2 Dex);
  Base Atk +3; Grp +3; Atk/Full Atk +3 melee (1d3,
  subdual); AL N; SV Fort +1, Ref +3, Will +4; Str 10,
  Dex 14, Con 10, Int 11, Wis 10, Cha 10.
  Skills: Appraise +4 (+6 with clothing), Bluff +9,
  Craft (seamstress) +10, Gather Information +6,
  Knowledge (local) +9, Listen +5, Profession (cook)
  +5, Sense Motive +6, Spot +2, Swim +2. Feats: Skill
  Focus (Craft – seamstress), Skill Focus (Knowledge –
  local), Skill Focus (Sense Motive).
  Thessalgorgon: CR 12; Huge Aberration; HD
  16d10 + 55; hp 145; Init +4; Spd 30 ft.; AC 20, touch
  8, flat-footed 20 (-2 size, +12 natural); Base Atk +8;
  Grp +25; Atk +15 melee (2d6 + 13 and 1d6 acid,
  gore); Full Atk +15 melee (2d6 + 13 and 1d6 acid,
  gore) and +10 melee (1d10 + 7 and 1d6 acid, 8 bites);
  Space/Reach 15 ft./10 ft. SA acid, spit acid, breath
  weapon, trample (1d8 + 13 and 1d6 acid; Reflex save
  DC 24 to halve damage); SQ darkvision 60 ft., low-
  light vision, scent, immunity to acid; AL N; SV Fort
  +11, Ref +8, Will +5; Str 29, Dex 10, Con 21, Int 2,
  Wis 12, Cha 9.
  Skills: Listen +11, Spot +10. Feats: Alertness,
  Combat Reflexes, Improved Initiative, Iron Will.
  Spit Acid (Ex): Once per hour from its snake
  heads, stream of acid 5 feet high, 5 feet wide, 40 feet
  long; damage 4d6 acid; Reflex save (DC 21) for half.
  Breath Weapon (Su): Turn to stone permanently,
  cone, 60 feet, every 1d4 rounds from its bull head (but
  no more than four times per day); Fortitude save (DC
  21) negates.
  Torbald Ironthews, male half-orc War3/
  Exp1: CR 3; Medium humanoid (half-orc); HD 3d8 +
  9 plus 1d6 + 3; hp 37; Init –1; Spd 30 ft. (20 ft. in half-
  plate); AC 18, touch 9, flat-footed 18 (-1 Dex, +7
  half-plate, +2 heavy wooden shield); Base Atk +3;
  Grp +8; Atk/Full Atk +9 melee (1d8 +5/x3, master-
  work battleaxe); SQ darkvision 60 ft.; AL CG; SV
  Fort +6, Ref +0, Will +5; Str 21, Dex 8, Con 16, Int
  9, Wis 11, Cha 9.
  Skills: Appraise +2, Climb +8*, Craft (armor-
  smithing) +4, Craft (blacksmithing) +6, Craft
  (weaponsmithing) +4, Jump +8*, Swim +8*. Feats:
  Endurance, Skill Focus (Craft – blacksmithing).
  * Armor check penalty applies while in half-plate
  and carrying shield (Climb +1, Jump +1, Swim –7).
  Possessions: masterwork battleaxe, dagger, master-
  work half-plate, masterwork heavy wooden shield,
  and 350 gp in personal funds (not carried).
  appendix a: monsters and npcs
  
  41
  Ungreth, male half-orc Rgr10: CR 10;
  Medium humanoid (half-orc); HD 10d8 + 10; hp 64;
  Init +3; Spd 30 ft.; AC 18, touch 13, flat-footed 15
  (+3 Dex, +5 armor [+2 studded leather armor]); Base
  Atk +10; Grp +14; Atk +15 melee (1d6 + 5/18-20, +1
  scimitar), or +14 ranged (1d8/x3, masterwork long-
  bow); Full Atk +15/+10 melee (1d6 + 5/18-20, +1
  scimitar), or +13/+8 melee (1d6 + 5/18-20, +1 scimi-
  tar) and +13/+8 melee (1d4 + 2/x3, masterwork
  punching dagger), or +14/+9 ranged (1d8/x3, master-
  work longbow); SA favored enemy (giants +6),
  favored enemy (orcs +2), favored enemy (vermin +2),
  spells; SQ darkvision 60 ft., animal companion, wild
  empathy +11, woodland stride, swift tracker, evasion;
  AL CG; SV Fort +8, Ref +10, Will +4; Str 18, Dex
  16, Con 13, Int 8, Wis 12, Cha 7.
  Skills: Climb +11, Concentration +4, Handle
  Animal +5, Heal +5, Hide +13, Jump +7, Knowledge
  (geography) +2, Knowledge (nature) +5, Listen +6,
  Move Silently +9, Search +5, Spot +8, Survival +12
  (+14 following tracks). Feats: Diehard, Dodge,
  Endurance, Improved Two-Weapon Fighting, Run,
  Self-Sufficient, Track, Two-Weapon Fighting.
  Ranger Spells Prepared (2/1; save DC = 11 + spell
  level): 1st – longstrider, magic fang; 2nd – owl’s wisdom.
  Possessions: +2 studded leather armor, +1 scimitar,
  masterwork punching dagger, masterwork longbow, 25
  arrows, gloves of dexterity +2, dust of illusion, cloak of
  elvenkind, 2 doses of antitoxin, 10 smokesticks, 3 aqua-
  marines (300 gp each), 25 gp.
  Usharial, Crystalline Succubus Sor6: CR 15;
  Medium Outsider; HD 6d8 + 18 plus 6d4 + 18; hp 75;
  Init +4; Spd 20 ft., fly 50 ft. (poor); AC 23, touch 10,
  flat-footed 23 (+13 natural); Base Atk +9; Grp +11;
  Atk +12 melee (1d6 + 2, claw) or +9 ranged touch
  (spells); Full Atk +12 melee (1d6 + 2, 2 claws) or +9
  ranged touch (spells); SA energy drain (DC 23),
  spell-like abilities, spells, summon demons; SQ dam-
  age reduction 10/cold iron or good, darkvision 60 ft.,
  spell resistance 18, demon traits, sonic vulnerability,
  immunities; AL CE; SV Fort +10, Ref +8, Will +12;
  Str 14, Dex 11, Con 17, Int 16, Wis 14, Cha 30.
  Skills: Bluff +21, Concentration +18, Diplomacy
  +16, Disguise +19 (+21 acting), Escape Artist +10,
  Hide +8, Intimidate +21, Knowledge (arcana) +18,
  Listen +19*, Move Silently +10, Search +12,
  Spellcraft +11, Spot +19*, Survival +2 (+4 following
  tracks), Use Rope +0 (+2 with bindings). Feats:
  Dodge, Improved Initiative, Mobility, Persuasive,
  Skill Focus (Spellcraft).         
  Sorcerer Spells Known (6/9/8/5; Base save DC = 20 +
  spell level): 0 – arcane mark, detect magic, flare, ghost
  sound, mage hand, open/close, ray of frost; 1st – burning
  hands, expeditious retreat, mage armor, true strike; 2nd –
  invisibility, scorching ray; 3rd – vampiric touch.
  Spell-Like Abilities: At will – charm monster (DC
  24), detect good, detect thoughts (DC 22), ethereal jaunt
  (self plus 50 pounds. of objects only; does not func-
  tion), polymorph (humanoid form only, no limit on
  duration), suggestion (DC 23), greater teleport (self plus
  50 pounds. of objects only; does not function).
  Usharial also has the following spell-like abilities
  because of the crystalline template, each ability usable
  once per day as long as there is an available light
  source: Color spray (DC 21), rainbow pattern (DC 24),
  prismatic spray (DC 27). Caster level 12th. The save
  DCs are Charisma based.
  Summon Demons (Sp): See MM. This ability can-
  not be used inside the Fortress.
  Sonic Vulnerability: A creature with the crys-
  talline template takes an extra 50% damage from all
  sonic based attack forms, regardless of whether there
  is a saving throw or whether the save is successful or
  not (spell resistance still applies). The damage from a
  shatter, shout, or great shout spell is not increased but
  otherwise affects the crystalline creature normally.
  Immunities: Creatures with the crystalline tem-
  plate are immune to all light-based and polymorph-
  based attacks, and have cold and electricity resistance
  10 (unless they have better resistance or immunity to
  these attack forms already).
  * Usharial has a +8 racial bonus on her Listen and
  Spot checks.
  Possessions: Cloak of Charisma +4, wand of web (36
  charges), potion of cat’s grace, potion of cure serious
  wounds, key to chest.
  Valazon, 
  Advanced 
  Male 
  Crystalline
  Nalfeshnee Demon: CR 17; Huge Outsider; HD
  16d8 + 144; hp 228; Init –1; Spd 20 ft., fly 30 ft.
  (poor); AC 35, touch 7, flat-footed 35 (-2 size, -1 Dex,
  +6 armor [bracers of armor +6], +22 natural); Base
  Atk +16; Grp +33; Atk +24 melee (2d8+9, bite); Full
  Atk +24 melee (2d8+9, bite) and +21 melee (1d8+4,
  2 claws); Space/Reach 15 ft./15 ft.; SA smite, spell-
  like abilities, summon demons; SQ darkvision 60 ft.,
  damage reduction 10/good, demon traits, sonic vul-
  nerability, immunities; AL CE; SV Fort +19, Ref +9,
  Will +16; Str 27, Dex 9, Con 29, Int 22, Wis 22, Cha
  20.
  Skills: Bluff +22, Concentration +26, Craft (alche-
  my) +14, Diplomacy +26, Disguise +5 (+7 acting),
  Hide +8, Intimidate +24, Knowledge (arcana) +25,
  Knowledge (the planes) +18, Listen +31*, Move
  Silently +20, Search +23, Sense Motive +23,
  Spellcraft +25 (+27 scrolls), Spot +31*, Survival +6
  (+8 following tracks), Use Magic Device +22 (+24
  the diamond fortress
  
  42
  scrolls). Feats: Cleave, Improved Bull Rush, Improved
  Sunder, Multiattack, Power Attack, Weapon Focus
  (bite).
  Spell-Like Abilities: At will – call lightning (DC
  18), feeblemind (DC 20), greater dispel magic, slow (DC
  18), greater teleport (self plus 50 pounds of objects
  only; does not function), unholy aura (DC 23).
  Valazon also has the following spell-like abilities
  because of the crystalline template, each ability usable
  once per day as long as there is an available light
  source: Color spray (DC 16), rainbow pattern (DC 19),
  prismatic spray (DC 22), scintillating aura (DC 23).
  Caster level 14th. The save DCs are Charisma based. 
  Summon Demons (Sp): See MM. This ability can-
  not be used in the fortress.
  Sonic Vulnerability: A creature with the crys-
  talline template takes an extra 50% damage from all
  sonic based attack forms, regardless of whether there
  is a saving throw or whether the save is successful or
  not (spell resistance still applies). The damage from a
  shatter, shout, or great shout spell is not increased but
  otherwise affects the crystalline creature normally.
  Immunities: Creatures with the crystalline tem-
  plate are immune to all light-based and polymorph-
  based attacks, and have cold and electricity resistance
  10 (unless they have better resistance or immunity to
  these attack forms already). 
  * Valazon has a +8 racial bonus on Listen and Spot
  checks.
  Possessions: bracers of armor +6, rod of cancellation,
  ring of the ram (24 charges) and a spirit shard (stuck to
  his crystal hide).
  Zhelmunth, Crystalline Tarry Demodand:
  CR 15; Medium Outsider; HD 11d8 + 77; hp 153; Init
  -1; Spd 40 ft., fly 60 ft. (average); AC 26, touch 9,
  flat-footed 26 (-1 Dex, +16 natural); Base Atk +11;
  Grp +19; Atk +21 melee (1d6 + 8, claw); Full Atk
  +21 melee (1d6 + 8, 2 claws) and +17 melee (1d8 +
  4, bite); SA spell-like abilities, adhesion, rage, sum-
  mon demodands; SQ damage reduction 10/good,
  darkvision 60 ft., spell resistance 24, demodand traits,
  sonic vulnerability, immunities; AL CE; SV Fort +14,
  Ref +6, Will +8; Str 26, Dex 9, Con 24, Int 12, Wis
  14, Cha 16.
  Skills: Bluff +15, Climb +18, Concentration +20,
  Hide +9, Listen +14, Move Silently +9, Search +11,
  Sense Motive +12, Spot +14. Feats:
  Cleave,
  Multiattack, Power Attack, Weapon Focus (claws).
  Spell-Like Abilities: At will – detect good, detect
  magic, detect thoughts, fear, gaseous form, invisibility (self
  only), magic circle against good, see invisibility, and
  tongues; 3/day – fog cloud, unholy aura, and unholy blight
  (DC 17); 2/day – dispel magic. Zhelmunth has the fol-
  lowing spell-like abilities because of the crystalline
  template, each ability usable once per day as long as
  there is an available light source: Color spray (DC 14),
  rainbow pattern (DC 17), prismatic spray (DC 20).
  Caster level 13th. The save DCs are Charisma based.
  Adhesion (Ex): Zhelmunth’s tar-like secretions
  (tinged crystalline blue by his template) make him
  extremely sticky. Anyone who makes a successful
  melee attack against him must succeed on a Reflex
  save (DC 20) or have their weapon stick to his body
  and yanked out of their grip. Creatures using natural
  attacks are automatically grappled if they are stuck.
  Stuck creatures or weapons can be dislodged from his
  body by succeeding on a Strength check (DC 24).
  Creatures attempting to dislodge a weapon are con-
  sidered flat-footed.
  Rage (Ex): If Zhelmunth takes damage in combat
  he has a 50% chance of flying into a berserk rage in
  the following round. He gains +4 Strength and –4
  AC. He cannot end his rage voluntarily. 
  Sonic Vulnerability: A creature with the crys-
  talline template takes an extra 50% damage from all
  sonic based attack forms, regardless of whether there
  is a saving throw or whether the save is successful or
  not (spell resistance still applies). The damage from a
  shatter, shout, or great shout spell is not increased but
  otherwise affects the crystalline creature normally.
  Summon Demodands (Sp):
  Once per day,
  Zhelmunth can attempt to summon 1d2 demodands
  with a 35% chance of success. This ability is equiva-
  lent to a 4th-level spell. (cannot be used inside
  fortress).
  Demodand Qualities (Ex): Immune to acid and
  poison; immune to mind-influencing effects and fear
  effects; cold and fire resistance 10. Tongues at will. 
  Immunities: Creatures with the crystalline tem-
  plate are immune to all light-based and polymorph-
  based attacks, and have cold and electricity resistance
  10 (unless they have better resistance or immunity to
  these attack forms already).
  Possessions: incandescent blue ioun stone, pink and
  green ioun stone, clear ioun stone.
  appendix a: monsters and npcs
  
  43
  Cauldron of Dretch Brewing (Major Wondrous Item)
  Powerful demonic wizards normally create these large
  black iron cauldrons to replace dretches lost in battle or
  for even more horrible purposes. For the cauldron to
  work 1,000 gp of gems must be crushed and mixed with
  5 pints of demon blood and bombarded with unholy
  energy (such as from a nalfeshnee demon’s smite ability).
  The resulting mixture is then poured into the cauldron
  and left to set for 24 hours. After this time 2d4 dretches
  emerge from the cauldron and obey the commands of the
  first evil creature they see, attacking all others. The
  dretches are permanent until destroyed and have all the
  abilities of normal creatures of their type.
  Moderate conjuration; CL 9th; Craft Wondrous Item,
  summon monster V; Price 75,000 gp.
  Circlet of Demonic Might (Minor Artifact)
  Forged by the demon lord Sriasha in her demonic
  realm, the circlet of demonic might was created to allow the
  demon lord access to the Material Plane through a mor-
  tal vassal. The circlet grants a creature a +6 enhance-
  ment bonus to Intelligence, a spell resistance of 25, and
  allows the wearer to control any demon within a 60-foot
  radius once per day. This effect is identical to a dominate
  monster spell (see the spells section the PHB) and the
  demon must make a Will save (DC 23) to resist. The
  effective caster level for this power is 20th.
  The circlet slowly corrupts anyone who wears it,
  changing their alignment to chaotic evil over a period of
  1d4 days if they fail a Will save against a DC of 23.
  When the wearer finally succumbs to the circlet he or
  she effectively becomes an NPC under Sriasha’s control.
  The wearer must make another saving throw after 24
  hours, should they succeed on the first and must contin-
  ue to make saving throws while they wear the circlet.
  Overwhelming abjuration, transmutation and enchant-
  ment; CL 20th.
  Lesser Amulet of the Planes
  This plain ivory amulet contains a swirl of random col-
  ors. Unlike a regular amulet of the planes, the lesser
  amulet can only access up to three different planes. Each
  plane must be chosen at the time the wearer first puts on
  the amulet, and the planes do not change unless the
  amulet is taken off and put back on again (removing the
  amulet clears its ‘memory’). Imprinting the amulet with
  a plane requires a DC 25 Intelligence check (even if the
  wearer is re-imprinting a previously chosen plane).
  Like a normal amulet of the planes, the wearer of the
  lesser amulet must make a DC 15 Intelligence check in
  order to get the amulet to take her (and any compan-
  ions) to the chosen plane. If she fails, the amulet trans-
  ports her to a random location on that plane (01-60 on
  d%) or to one of the other two planes (61-00 on d%).
  Strong Conjuration; CL 15th; Craft Wondrous Item,
  plane shift; Price 90,000 gp.
  Spirit Shard (Major Wondrous Item)
  These long jagged crystals are clear or slightly yellow
  in color and contain a glowing spark of crimson light
  (the soul of a creature). Unlike the gems used in the
  spells magic jar or soul bind, spirit shards are naturally
  formed when a creature is petrified on the Demiplane of
  Crystal, and have two unique properties. The first prop-
  erty of a spirit shard is to power the protective energy col-
  umn around the core of the fortress. Once seven of the
  spirit shards have been destroyed the energy column
  weakens (all of its effects are halved), while destroying
  all the shards brings down the energy column and gives
  the PCs access to the core and the planar turbine.
  The second and less important property of a spirit shard
  is as a source of power for extraplanar creatures like
  demons. Any extraplanar creature within 10 feet of a
  spirit shard is able to drain some of the shard’s power to
  give it a temporary +2 enhancement bonus on attack
  rolls, damage rolls and saving throws for 10 rounds.
  Draining a shard in this way is considered a free action
  and is considered a supernatural ability on the part of the
  creature.  
  Each spirit shard has a hardness of 8 and 25 hit points.
  If a spirit shard is destroyed the soul within it is released
  and can be brought back to life with a true resurrection or
  similar spell. Spirit shards are a naturally occurring phe-
  nomenon on the Demiplane of Crystal and cannot be
  created.
  Planar Turbine (Minor Artifact)
  Created by the arch-mage Taosiir the planar turbine
  was originally a strange cylindrical machine of mithril,
  copper, and wood. It was severely damaged by Nithildoor
  when he broke his staff of the magi and Valazon was
  forced to replace many of its components with gemstones
  taken from the Demiplane of Crystal.
  Before it was damaged the planar turbine’s function was
  too transport a structure (up too the size of a large castle
  or fortress) to whatever plane of existence the user
  wished, as per the spell plane shift. As pointed out in the
  adventure, destroying the planar turbine is catastrophic
  for the fortress, sending its remnants back to the
  Demiplane of Crystal.
  The planar turbine has 150 hit points, a hardness of
  12, and is immune to all spells of below 3rd level except
  for shatter. 
  Strong conjuration; CL 18th; weight 450 lb.
  Appendix B:
  New Magic Items
  
  44
  Crysolax 
  (Huge Aberration, Extraplanar)
  Hit Dice:
  15d8 + 90 (157 hp)
  Initiative:
  +7
  Speed:
  50 ft. (10 squares)
  Armor Class:
  27 (-2 size, +3 Dex, +16 natural),
  touch 11, flat-footed 24
  Base Attack/Grapple:
  +11/+27
  Attack:
  Claw +18 melee 
  (2d6 + 8/19-20)
  Full Attack:
  2 claws +18 melee 
  (2d6 + 8/19-20) and bite 
  +15 melee (1d8 + 4 plus poison)
  Space/Reach:
  15 ft./10 ft.
  Special Attacks:
  Improved Grab, poison, 
  scintillating aura
  Special Qualities:
  Darkvision 60 ft., damage 
  reduction 10/magic bludgeoning,
  immune to blinding and 
  light-based attacks, cold, 
  electricity and fire resistance 10, 
  sonic vulnerability, 
  spell resistance 23
  Saves:
  Fort +11, Ref +10, Will +11
  Abilities:
  Str 27, Dex 16, Con 22, Int 12, 
  Wis 14, Cha 16
  Skills:
  Climb +20, Jump +18, Listen +12,
  Search +9, Spot +12, Survival +8
  (+10 following tracks)
  Feats:
  Ability Focus (poison), Alertness, 
  Improved Critical (claw), 
  Improved Initiative, Multiattack, 
  Weapon Focus (claw)
  Environment:
  Demiplane of Crystal 
  Organization: 
  Solitary or carat (2-4 crysolax’s)
  Challenge Rating: 
  14
  Treasure:
  None (incidental)
  Alignment:
  Always Lawful Evil
  Advancement:
  16-30 HD (Huge); 31-45 HD 
  (Gargantuan)
  A terrifying predator native to the Demiplane of
  Crystal, a crysolax look like a horrible amalgam of a
  centipede and a preying mantis made out of translu-
  cent white crystal with brilliant multifaceted blue
  eyes. While the crysolax usually hunts creatures
  native to the Demiplane of Crystal it takes every
  opportunity it can get to poison and petrify visitors to
  the plane, consuming the victims of its poison after
  they succumb.
  Crysolaxs are surprisingly intelligent and have been
  known to strike up bargains with other evil creatures.
  Because of its orderly, unyielding nature, a crysolax
  never breaks any bargain it makes, and expects the
  other party to do likewise. Failure to do so certainly
  earns the creature’s wrath.
  Most crysolaxs speak a variety of terran, though
  some have learnt other languages.   
  Combat
  A crysolax attempts to grapple opponents and use
  its poisonous bite as soon as it can.
  Improved Grab (Ex): If a crysolax hits with a claw
  attack, it deals normal damage and attempts to start a
  grapple against a Medium creature or smaller as a free
  action without provoking an attack of opportunity. If
  the crysolax establishes a hold, it gets a +4 bonus on
  all subsequent bite attacks against the grappled oppo-
  nent until the hold is broken.
  Poison (Ex): The crysolax petrifies victims with its
  poison, transforming them into crystal statues. A suc-
  cessful Fortitude save (DC 25) negates the poison,
  which is delivered through the creatures bite attack.
  The saving throw is Constitution based with the pri-
  mary damage 1d6 points of Dexterity and the second-
  ary damage petrification in 1d3 rounds.
  Appendix C:
  New Monsters
  
  45
  Scintillating Aura (Ex): As long as there is a light
  source present within 30 feet of it, the crysolax con-
  stantly radiates an aura of scintillating light in a 20-
  foot radius. The aura duplicates the effects of a rain-
  bow pattern spell (DC 20) that cannot be dispelled.
  The saving throw for this effect is Charisma based and
  the caster level 18th.
  Sonic Vulnerability: A crysolax takes an extra 50%
  damage from all sonic based attack forms, regardless of
  whether there is a saving throw or whether the save is
  successful or not (spell resistance still applies). The
  damage from a shatter, shout, or great shout spell is
  not increased but otherwise affects the crysolax nor-
  mally.
  Incanthane 
  (Medium-size Outsider, Demon, Incorporeal)
  Hit Dice:
  6d8 + 24 (51 hp)
  Initiative:
  +11
  Speed:
  Fly 60 ft. (12 squares; perfect)
  Armor Class:
  20 (+7 Dex, +3 deflection), 
  touch 20, flat-footed 13
  Base Attack/Grapple:
  +6/–
  Attack:
  Incorporeal bite +13 melee touch
  (1d4 Constitution)
  Full Attack:
  Incorporeal bite +13 melee touch
  (1d4 Constitution)
  Space/Reach: 
  5 ft./5 ft.
  Special Attacks:
  Constitution drain, spell-like 
  abilities, energy burst
  Special Qualities:
  blindsight 90 ft, damage 
  reduction 5/good, incorporeal, 
  specific energy immunity, demon
  traits
  Saves:
  Fort +9, Ref +14, Will +6
  Abilities:
  Str –, Dex 25, Con 19, Int 13, 
  Wis 13, Cha 16
  Skills:
  Bluff +12, Concentration +11, 
  Hide +16, Intimidate +9, Listen 
  +10, Search +8, Sense Motive +5,
  Spellcraft +6, Spot +10, Survival 
  +10 (+12 following tracks), 
  Tumble +14. 
  Feats:
  Combat Reflexes, Improved 
  Initiative, Lightning Reflexes
  Environment:
  Any land or energy-based layers 
  of the Abyss
  Organization:
  Solitary or pack 
  (1-6 incanthanes)
  Challenge Rating:
  9
  Treasure:
  None
  Alignment: 
  Always Chaotic Evil
  Advancement:
  7-12 HD (Medium); 13-18 HD 
  (Large)
  Incanthanes are strange energy-based demons from
  Sriasha’s demonic realm that absorb all forms of ener-
  gy, but especially the life energy of living creatures.
  They resemble 6-foot long sightless eels with slightly
  transparent bodies that glow with purple and orange
  light. Their mouths are empty of teeth but this does
  nothing to prevent their dreadful bite. 
  Incanthanes are hateful, willful creatures and nor-
  mally can only be controlled by very powerful
  demons. Despite the fact that these creatures absorb
  life energy, they loathe undead above all others, pos-
  sibly because undead compete with the incanthanes
  for the life energy of living creatures. They also
  despise nabassu demons for much the same reason. 
  Combat
  Incanthanes attack living opponents to drain their
  life force. During combat, they make frequent use of
  their spell-like abilities and energy burst power. 
  Constitution Drain (Su): The attack of an incan-
  thane deals 1d4 points of temporary Constitution
  damage. As a creature loses Constitution, its color
  begins to fade, until it becomes a colorless gray husk
  at 0 Constitution and dies. Every time the incanthane
  deals Constitution damage, it regains 5 hp (or 10hp
  on a critical).
  Spell-Like Abilities: At will – detect magic, light,
  mirror image, searing light; 3/day – displacement, greater
  teleport (self-only; does not function in the Diamond
  Fortress); 1/day – sunbeam (DC 20). Caster level 10th.
  Save DCs are Charisma based.
  Energy Burst (Sp): Once every 3 rounds an incan-
  thane can release a 10-foot radius burst of energy
  (acid, cold, electricity, fire or sonic). The burst inflicts
  2d6 points of damage plus an additional point of dam-
  age per point of Constitution that it has absorbed in
  the previous round (Ref save DC 17, for half). An
  the diamond fortress
  
  46
  incanthane who has not absorbed any Constitution in
  the previous round only deals 2d6 points of damage
  with this attack.
  Specific Energy Immunity (Ex): An incanthane
  can make itself immune to one type of energy (usual-
  ly cold, fire or sonic) for 1d4 rounds. During this time,
  it is immune to the chosen type of energy. When the
  duration of the immunity is over the incanthane must
  wait one round before it can use this ability again.
  Crystalline Template
  Crystalline creatures are creatures exposed to the
  petrifying nature of the Demiplane of Crystal but
  somehow have survived the process. The crystalline
  template is an acquired template that can be added to
  any corporeal living creature (referred to hereafter as
  the base creature). The creature’s type does not
  change except in the case of animals and vermin
  where the type changes to magical beast, although the
  creature gains the extraplanar subtype. The creature
  uses all the base creature’s statistics and special abili-
  ties except as noted here.
  Speed: A crystalline creature’s base speed (in all
  forms of movement) drops by 10 ft. A Creature with a
  speed of 20 ft. or less does not reduce its speed further
  when it gains this template.
  Armor Class: A crystalline creature gains a +4 nat-
  ural armor bonus. This stacks with any existing natu-
  ral armor.
  Special Attacks: A crystalline creature with a
  Charisma score of 8 or higher gains certain spell-like
  abilities, using its Hit Dice as its caster level and its
  Charisma modifier to determine DC for saves. The
  table below lists the abilities available. These abilities
  are cumulative:
  Special Qualities
  Crystalline creatures gain the following special
  qualities regardless of their Hit Dice:
  Sonic Vulnerability: A creature with the crys-
  talline template takes an extra 50% damage from all
  sonic based attack forms, regardless of whether there
  is a saving throw or whether the save is successful or
  not (spell resistance still applies). The damage from a
  shatter, shout, or great shout spell is not increased but
  otherwise affects the crystalline creature normally.
  Immunities: Creatures with the crystalline tem-
  plate are immune to all light-based and polymorph-
  based attacks, and have cold and electricity resistance
  10 (unless they have better resistance or immunity to
  these attack forms already).
  Abilities: Str +2, Dex –4, Con +2
  Challenge Rating: Same as base creature +2
  Examples of creatures with the crystalline template
  are given throughout the adventure.
  appendix c: new monsters
  Crystalline Creature Abilities
  HD
  Abilities
  1-4
  color spray 1/day
  5-8
  rainbow pattern 1/day
  9-12
  prismatic spray 1/day
  13 +
  scintillating pattern 1/day
  
  47
  
  48
  maps
  
  Legal Appendix
  This printing of The Diamond Fortress is done under version 1.0a of
  the of the Open Game License, below, and version 6.0 of the d20
  System Trademark License and version 5.0 of the d20 System
  Trademark Logo Guide.
  Notice of Open Game Content: This product contains Open Game
  Content, as defined in the Open Game License, below. Open Game
  Content may only be Used under and in terms of the Open Game
  License.
  Designation of Open Game Content: All text containing game-
  related content within this product—excluding any text on the inside
  or outside of the front or back cover or on the Credits page—is hereby
  designated as Open Game Content, subject to the Product Identity des-
  ignation below. Any questions regarding the Open Game Content with-
  in this module should be directed to Clark Peterson at clark@necro-
  mancergames.com.
  Use of Content from Tome of Horror and Tome of Horrors II: This
  product contains or references content from the Tome of Horrors and/or
  the Tome of Horrors II by Necromancer Games. Such content is used by
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  Contribution of New Open Game Content: All new monsters and
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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, based on original material by E.
  Gary Gygax and Dave Arneson.
  Original Spell Name Compendium Copyright 2002 Clark Peterson; based on
  NPC-named spells from the Player’s Handbook that were renamed in the System
  Reference Document. The Compendium can be found on the legal page of
  www.necromancergames.com.
  The Diamond Fortress Copyright 2005 Necromancer Games, Inc.; Author
  Phillip Larwood.
  Tome of Horrors Copyright 2002 Necromancer Games, Inc.; Author: Scott
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger and Bill Webb; Based on
  original content from TSR.
  Tome of Horrors II Copyright 2004 Necromancer Games, Inc.; Author Scott
  Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim
  Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower,
  Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook.
  
  Fantasy Adventure
  (Wilderness, City, Dungeon)
  Core d20 System
  K&C 8002
  ISBN 1-59459-046-X
  EAN
  The Diamond Fortress is a vast structure that resembles a titanic
  diamond, embedded in the earth, pulsating with evil power and
  inhabited by horrid crystalline demons intent on destroying the
  Material Plane and transforming the world into lifeless crystal.
  Only the PCs can stop the fortress' masters before they unleash
  their terrible crystalline army and bring doom to the land. 
  Designed for use with the Third Edition Revised rules.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/Frog God Games/K2, The Diamond Fortress (Lvl 11-13)/d20-3.5 - FGG - K2, The Diamond Fortress (Lvl 11-13).pdf