TEXT: EMERALD SPIRE
  Superdungeon
  The
  
  Pathfinder Module: The Emerald Spire Superdungeon is a joint publication of Goblinworks, Inc. and Paizo Inc. Pathfinder Online is a 
  trademark of Paizo Inc., used under license. Goblinworks is a registered trademark of Goblinworks, Inc.
  Pathfinder Module: The Emerald Spire Superdungeon © 2014, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, 
  Pathfinder, Pathfinder Society, and GameMastery are registered trademarks of Paizo Inc.; Pathfinder Adventure Path, Pathfinder Campaign 
  Setting, Pathfinder Module, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Inc.
  TABLE OF CONTENTS
  Authors • Keith Baker, Richard Baker, Wolfgang Baur, 
  Jason Bulmahn, Ed Greenwood, Tim Hitchcock, 
  James Jacobs, Nicolas Logue, Frank Mentzer, 
  Erik Mona, Chris Pramas, Sean K Reynolds, 
  F. Wesley Schneider, Michael A. Stackpole, 
  Lisa Stevens, and James L. Sutter
  Cover Artist • Jesper Ejsing
  Cartography • Jason Engle and Robert Lazzaretti
  Interior Artists • Abrar Ajmal, David Alvarez,  
  Rayph Beisner, Jorge Fares, Warren Mahy,  
  Damien Mammoliti, Roberto Pitturru, Maichol 
  Quinto, Bryan Sola, Firat Solhan, and Ben Wootten
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Managing Editor • James L. Sutter
  Development Leads • Richard Baker and 
  Logan Bonner
  Senior Developer • Rob McCreary
  Development Team • Logan Bonner, John Compton, 
  Adam Daigle, Mark Moreland, and Patrick Renie
  Associate Editors • Judy Bauer and Christopher Carey
  Editor • Ryan Macklin
  Editorial Assistance • Jennifer Brozek, Lillian Cohen-
  Moore, Amanda Hamon, Gabrielle Harbowy, John 
  Helfers, Justin Juan, Philip A. Lee, Lyz Liddell, Katriel 
  Paige, Matthew Simmons, and Christina Stiles
  Managing Art Director • Sarah E. Robinson
  Senior Art Director • Andrew Vallas
  Art Director • Sonja Morris
  Graphic Designers • Emily Crowell and Ben Mouch
   
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Finance Manager • Christopher Self
  Staff Accountant • Ashley Gillaspie
  Chief Technical Officer • Vic Wertz
  Senior Software Developer • Gary Teter
  Campaign Coordinator • Mike Brock
  Project Manager • Jessica Price
  Licensing Coordinator • Michael Kenway
  Customer Service Team • Erik Keith, Justin Riddler, 
  Sara Marie Teter, and Sharaya Copas
  Warehouse Team • Will Chase, Mika Hawkins,  
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Christopher Anthony, Liz Courts, 
  Crystal Frasier, Lissa Guillet, and Chris Lambertz
  Paizo Inc. 
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Goblinworks, Inc. 
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  goblinworks.com
  REFERENCES
  This book refers to several other Pathfinder Roleplaying Game products using the following 
  abbreviations, yet these additional supplements are not required to make use of this book. 
  Readers interested in references to Pathfinder RPG hardcovers can find the complete rules of 
  these books available online for free at paizo.com/prd.
  Advanced Player’s Guide 
  APG 
  Ultimate Equipment 
  UE
  Inner Sea World Guide 
  ISWG 
  Ultimate Magic 
  UM
  Mythic Adventures 
  MA
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 
  edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 
  1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, 
  locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public 
  domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Inc. game product are 
  Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material 
  designated as Open Game Content may be reproduced in any form without written permission.
  Printed in China.
  Introduction .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 2
  Fort .Inevitable  .   .   .   .   .   .   .   .   .   .   .   .   . 4
  The .Emerald .Spire   .  .  .  .  .  .  .  . 16
  Level .1: .The .Tower .Ruins  .  .  .  .  . 22
  Level .2: .The .Cellars .   .   .   .   .   .   .   .   .30
  Level .3: .Splinterden .  .   .   .   .   .   .   .   .38
  Level .4: .Godhome   .  .  .  .  .  .  .  . 46
  Level .5: .The .Drowned .Level .   .   .   .   .54
  Level .6: .The .Clockwork .Maze  .   .   .   .62
  Level .7: .Shrine .of .the .Awakener  .   .  70
  Level .8: .The .Circle .of .Vissk-Thar .  .   .  78
  Level .9: .The .Spire .Axis  .  .  .  .  .  . 86
  Level .10: .The .Magma .Vault .   .   .   .   .94
  Level .11: .The .Tomb .of .Yarrix   .  .  . 102
  Level .12: .The .Automaton .Forge  .  . 110
  Level .13: .The .Pleasure .Gardens  .  . 118
  Level .14: .The .Throne .of .Azlant   .  . 126
  Level .15: .Order .and .Chaos .  .   .   .   . 134
  Level .16: .The .Emerald .Root .   .   .   . 142
  Bestiary   .  .  .  .  .  .  .  .  .  .  .  .  . 150
  
  2
  Introduction
  One of the coolest things about working in the adventure game industry for 27 years is the collection of friends and 
  colleagues that I’ve formed bonds with over that time. So when we decided to help out the Goblinworks Kickstarter 
  for Pathfinder Online by creating a pen-and-paper project based around a superdungeon called the Emerald Spire, 
  I opened up my Rolodex and reached out to some of the best designers around. All of these amazing people brought 
  different design aesthetics to their levels—some old-school and some new—with the result being one of the best 
  superdungeons in the history of tabletop RPGs. The idea of an all-star superdungeon has been kicking around in my 
  head for years, and I’m excited that it has finally seen the light of day!
  On a personal note, The Emerald Spire Superdungeon allowed me to dust off my keyboard and design the 
  first level myself, something I haven’t done for years as my career took on more of a management angle. I thoroughly 
  enjoyed getting to work with Pathfinder’s goblins and kick off a book that helped to Kickstart the first Pathfinder 
  MMO. So take a delve through a treasure trove of dungeon design. Make sure to have your trusty dice warmed up, 
  and keep a spare character or two ready to jump into the fray for if the first one falls in action. When you’ve gathered 
  the magnitude of talent that we have here, the end result could get deadly! Enjoy!
  Lisa Stevens, CEO
  Paizo Inc.
  
  3
  Introduction
  The Emerald Spire Superdungeon
  Emerald Spire Quests
  Interacting with the people and environments around the 
  Spire and in Fort Inevitable can lead the PCs on special 
  quests. Details for these quests appear in the adventure’s 
  text, and are summarized below. You can pass out quest 
  cards from Pathfinder Cards: Emerald Spire Campaign Cards to 
  players as they learn of quests, so they can keep track of 
  their accomplishments.
  Quests marked with an asterisk (*) are bonus quests 
  not directly tied to the adventure’s story. Inform the PCs 
  of those quests when indicated—no NPC assigns these 
  quests to them, but the players should still be aware of 
  these goals.
  1. Friends in the Fort*: Acquired: Adventure’s start. Quest: 
  Form an alliance with either the Hellknights of Fort 
  Inevitable or the Seven Foxes resistance that opposes 
  them. Reward: 800 XP.
  2. Reaching the Spire Dungeons*: Acquired: Adventure’s 
  start. Quest: Find the path to reach the subterranean 
  dungeons. Reward: 500 XP.
  3. Missing Wizards: Acquired: The Goldenfire Order in 
  area 13 of Fort Inevitable. Quest: Find the missing wizards 
  Jharun and Tiawask. Reward: 1,500 XP and 2,000 gp for 
  Jharun, and 5,000–6,000 XP and 2,000 gp for Tiawask.
  4. Portal Research: Acquired: The Goldenfire Order in 
  area  13 of Fort Inevitable. Quest: Find three pieces of 
  research about the dungeon’s portals and return them to 
  the Goldenfire Order. Reward: 1,000 XP and 800 gp.
  5. Sage’s Expedition: Acquired: Abernard Royst in area  41 
  of Fort Inevitable. Quest: Catalog the underground 
  dungeon levels for the sage’s records. Reward: Each time 
  PCs explore an underground level (or most of it) and 
  return the information to Abernard Royst, they gain the 
  amount of gp described under the Descent to the Next 
  Level section.
  6. Noqual Relic: Acquired: Abernard Royst in area 41 of Fort 
  Inevitable. Quest: Find the noqual relic and return it to 
  Abernard Royst. Reward: 6,000 XP and 1,500 gp.
  7. Crowned Skull: Acquired: Lady Commander Drovust or 
  High Mother Dremagne in area 32 or 33 of Fort Inevitable. 
  Quest: Discover and destroy the evil force represented by 
  the symbol of a crowned skull. Reward: 20,000 XP and 
  15,000 gp.
  8. Clockwork Scourge: Acquired: Area A15, B10, C16, or E11. 
  Quest: Defeat Klarkosh, the clockwork crafter. Reward: 
  1,500 XP.
  9. Deactivating the Godbox: Acquired: Area D4. Quest: Shut 
  down the Godbox without destroying it. Reward: 800 XP.
  10. Transport Tools*: Acquired: Area A14. Quest: Collect the 
  tools needed to teleport using the Spire. Reward: 500 XP.
  11. Gray Shroud: Acquired: Area C3. Quest: Find out what 
  secret lore Tarrin Dars has been collecting and how she 
  uses it. Reward: 600 XP.
  12. Den of Serpents: Acquired: Area G7 or G8. Quest: Bring 
  ruin to the serpentfolk factions by destroying them or 
  getting them to destroy each other. Reward: 2,000 XP.
  13. Green Gem: Acquired: Area H9. Quest: Retrieve the giant 
  emerald. Reward: 1,500 XP, plus the 5,000 gp gem.
  14. DiViri’s Fate: Acquired: DiViri’s journal in area J2. Quest: 
  Find Chaid DiViri and return her to the surface—dead 
  or alive. Reward: 3,000 XP.
  15. Law or Chaos: Acquired: Area J11 or Level 15. Quest: 
  Choose a side in the conflict between the inevitables and 
  proteans. Reward: 10,000 XP.
  16. Prisoners of the Tomb: Acquired: Area K2. Quest: Escape 
  from the ancient, warded tomb. Reward: 5,000 XP.
  17. Restoring Power: Acquired: Area L5. Quest: Restore the 
  servant automatons. Reward: 4,800 XP.
  18. Deepest Menace: Acquired: Area O13. Quest: Prevent the 
  ancient Vault Keeper from carrying out its plans. Reward: 
  19,000 XP.
  
  4
  Fort Inevitable
  Between the Echo Wood and the broad expanse of the West Sellen River stands a resolute stronghold of law and order: the 
  walled town of Fort Inevitable. From its stern keep, companies of Hellknights ride forth to enforce the strict laws of their 
  commander and bring authority to the unclaimed lands of the Crusader Road. While the taxes imposed by the town’s 
  rulers are heavy and the laws inflexible, no one can deny that prosperity has followed the Hellknights’ establishment 
  of hard justice in this small corner of the River Kingdoms. Merchants, travelers, and adventurers journeying on the 
  Crusader Road find that Fort Inevitable provides a rare island of safety in an otherwise lawless land—so long as one is 
  careful not to run afoul of the Hellknights’ laws.
  F
  ort Inevitable stands on the rolling plains near the 
  West Sellen River, close to the forest. This is a 
  rich and gentle land; the town is surrounded by 
  green pastures and wide, golden fields of grain. A strong 
  stone wall with battlements and gatehouses protects Fort 
  Inevitable, and within this formidable defense, the town is 
  an orderly collection of two- and three-story stone houses and 
  workshops with roofs of red tile or blue slate. If the streets 
  seem a little cheerless and drab, at least they’re paved with 
  good cobblestones and cleared regularly.
  Nothing epitomizes the essential nature of Fort Inevitable 
  as aptly as the stone citadel of the Hellknights, which looms 
  over the town. There is no difference between martial law 
  and civil authority in Fort Inevitable. The senior officer of 
  the garrison rules as the lord or lady commander, directly 
  overseeing civic administration as well as exercising military 
  command. The current commander is a stern, middle-aged 
  Chelish woman named Paralictor Audara Drovust. She is the 
  commanding officer of the Order of the Pike’s chapter in the 
  Crusader Road region, ruler of the Citadel, high magistrate, 
  
  5
  Fort Inevitable
  The Emerald Spire Superdungeon
  tax assessor, director of public works, keeper of the treasury, 
  and chief regulator of business and commerce. No important 
  aspect of the town’s life and activity is left outside the lady 
  commander’s authority.
  Fort Inevitable was a good-sized village with extensive trade 
  and commerce before the Hellknights chose it as their base 
  on the Crusader Road, and its people still work as farmers, 
  herders, artisans, and merchants. Law-abiding citizens find 
  the lady commander’s rule to be firm but manageable. Those 
  who don’t find a respectable profession or who fall into debt 
  see a different side of Fort Inevitable, as both slavery and 
  indentured servitude are legal here.
  While the lady commander seems to wield complete 
  authority, appearances can be deceiving. Two other 
  Hellknight orders—the Order of the Nail and the Order of 
  the Gate—maintain presences on the Crusader Road, and 
  while they defer to Drovust, each maintains its own chain 
  of command and works toward its own purposes. Much 
  of the town’s wealth is concentrated in the hands of the 
  Council of Prosperity, a group of wealthy merchants and 
  industry owners that exerts a good deal of influence over 
  the Hellknights’ decisions. Finally, the lady commander is 
  bound by her order’s vows and regulations; the Hellknights 
  don’t break their own laws.
  Fort Inevitable may be an oppressive place to live, but the 
  Hellknights are not mindlessly brutal or vindictive. They 
  crack down viciously on public disorder, enforce curfews, and 
  tightly regulate commerce and transactions, but they don’t 
  harass honest travelers. But it’s a good idea to guard your 
  tongue and watch your step while inside its hard stone walls.
  FORT INEVITABLE
  LE small town
  Corruption +3; Crime –3; Economy +1; Law +4; Lore +0; Society –2
  Qualities insular, prosperous
  Danger +0
  DEMOGRAPHICS
  Government overlord
  Population 960 (878 humans, 25 half-orcs, 18 dwarves, 9 half-
  elves, 30 other)
  Notable NPCs
  High Mother Sarise Dremagne (LN female human cleric of 
  Abadar 7)
  Lady Commander Audara Drovust (LE middle-aged female 
  human fighter 5/HellknightISWG 6)
  Maralictor Dandru Wolfhelm (LE male human fighter 5)
  Seven Foxes Leader Kallon Poldmar (NG male human 
  rogue 4/fighter 4)
  Signifer Oritian Hast (LE male human cleric of 
  Mephistopheles 3/wizard 3/mystic theurge 4)
  MARKETPLACE
  Base Value 1,300 gp; Purchase Limit 7,500 gp; Spellcasting 4th
  Minor Items 3d4; Medium Items 1d6; Major Items —
  History of Fort Inevitable
  The story of Fort Inevitable begins 400 years ago, when the 
  Kingdom of Zog—a goblin realm in the depths of the Echo 
  Wood that troubled the neighboring human lands—was 
  crushed by a River Kingdoms army led by the hero Tarwynna. 
  Zog’s defeat opened the lands of the Echo Wood and the area 
  near the West Sellen River to human settlement for the first 
  time in centuries. One of the earliest settlements was the 
  small village of Southwood, on the very southwest corner of 
  the Echo Wood.
  Southwood grew swiftly, but it was plagued by bandit gangs. 
  Because the village lay more or less between Daggermark, 
  Ambreth, and Ustalav, it simply wasn’t in the interest of any 
  of Southwood’s neighbors to keep its surrounding roads clear 
  or chase out the bandits. The problem only worsened with the 
  beginning of the Mendevian Crusades in 4622 ar. Bandits, 
  brigands, and pirates flocked to the area to waylay crusaders 
  and pilgrims traveling north along the river road.
  In the spring of 4681, a Hellknight named Emos Varden 
  passed through Southwood shortly after a gang of brigands 
  had set fire to several farmhouses on the outskirts of town and 
  carried off the hapless families living there. Varden belonged 
  to the Order of the Pike; he was bound for the Worldwound 
  to battle against demonic hordes and wasn’t particularly 
  interested in troubles with outlaws. But the people of 
  Southwood scraped together enough gold to hire him as their 
  protector, and Varden decided his crusade could begin here.
  Varden and his 30 seasoned troops embarked on a 
  months-long campaign of viciously eradicating banditry 
  wherever they found it. Any brigands his forces found on the 
  road were killed and nailed to trees as a warning to others. 
  By the beginning of summer, no outlaw dared show his face 
  within 20 miles of Southwood.
  When the town council approached Varden to offer their 
  gratitude and payment, the Hellknight announced that he 
  would not be continuing to Mendev. During his campaign, 
  he had realized the need to secure the region for other 
  pilgrims and crusaders on their way to the northern battles. 
  He announced the establishment of a Hellknight stronghold 
  and informed Southwood’s council that he was placing the 
  town under martial law. Taking the title “lord commander” 
  to signify his command of the Hellknight garrison and his 
  obligation to protect the town, Varden dissolved the town 
  council and began construction of a permanent citadel—Fort 
  Inevitable, named for the inevitability of order’s triumph.
  Lord Varden ruled with a heavy hand, but the town 
  flourished in many ways. He and his Hellknights 
  constructed a city wall and a stone keep, making Fort 
  Inevitable the best-defended town on the Crusader Road. 
  The town’s provisioners and armorers made a hefty profit 
  from equipping Hellknight contingents bound for Mendev. 
  Members of allied Hellknight orders came to serve at Fort 
  Inevitable, establishing themselves alongside the Order 
  
  LADY AUDARA DROVUST
  6
  of the Pike. Varden participated in several expeditions to 
  Mendev, but always returned to Fort Inevitable.
  Five years ago, Varden’s reign ended when an assassin struck 
  him down with a crossbow bolt. His second-in-command at 
  the time was a senior maralictor named Audara Drovust. She 
  had accompanied Varden as a young armiger when he first 
  came to Southwood, and worked her way up through the 
  ranks with cold efficiency over the years.
  Lady Drovust took command and investigated the 
  assassination. Within a month, she rounded up 11 suspected 
  conspirators who were supposedly plotting to overthrow 
  the Hellknight regime. Some of the conspirators went to 
  the gallows still protesting their innocence, but the lady 
  commander informed them they would receive the exact 
  same clemency they had shown to Lord Varden, and hanged 
  them anyway.
  Lady Commander Drovust has proven herself to be 
  meticulous and efficient. Since her accession in the aftermath 
  of Lord Varden’s assassination, her rule has been relatively 
  untroubled. She works steadily to counter the return of 
  widespread banditry in the area and guide Fort Inevitable’s 
  continued growth.
  Law and Order
  The Hellknights forcefully patrol Fort Inevitable and the 
  surrounding lands, enforcing Drovust’s strict laws. At any 
  given time, two to four squads of Hellknight soldiers patrol 
  the town on foot, while the gates are constantly manned by 
  larger contingents. They swiftly intervene to break up brawls 
  and prevent crimes. If they fail to catch a perpetrator on the 
  scene, the Hellknights thoroughly investigate the situation. 
  They maintain a long “wanted” list of known or suspected 
  criminals, and regularly circulate sketches or descriptions 
  of suspects. Bandits and other criminals from nearby towns 
  have a saying: “The Hellknights never forget.”
  For town defense, the lady commander oversees a force of 
  60 Hellknight riders—well-equipped, fanatically loyal, and 
  easily some of the best to be found on the Crusader Road. In a 
  desperate situation, the Hellknights can call up a well-trained 
  militia of 130 pikemen from the Fort’s common citizens.
  Slavery
  The Hellknights believe that freedom is a privilege, not a right. 
  Those who fail to contribute to the community’s prosperity can 
  and should be put to work by their betters. Debtors, criminals, 
  and vagrants are all subject to enslavement under Hellknight 
  law. Debtors normally become indentured to the holders of 
  their debt after a hearing in the Citadel. Monthly auctions allow 
  the purchase of criminals and vagrants sentenced to slavery.
  Many people, especially the poor, wind up as the property 
  of rich merchants and landowners. Attempts to escape or 
  resist one’s lawful master are considered serious crimes, and 
  often extend the term of servitude.
  The Hellknights are as rigorous about the legalities of 
  slavery as they are everything else. It’s unlawful to abduct a 
  stranger and drag him back in chains. Slaveowners who come 
  by their property illegally are in danger of being charged 
  themselves. The Hellknights also forbid slaveholders from 
  engaging in wanton acts of cruelty or mistreatment—a 
  slaveholder who allows one of his slaves to starve or who beats 
  a slave to death is subject to arrest and trial.
  Adventurers and the Law
  While obvious monsters are fair game to all, the Hellknights 
  do not recognize the right of any self-declared adventurer 
  to kill “villains” and seize their belongings.  That’s common 
  banditry, and those who ride back to Fort Inevitable after 
  committing such vigilantism can expect to be arrested—
  unless they’ve first secured a letter of warrant.
  A letter of warrant is a license from the lord commander 
  authorizing the bearer and her company to “act in the interest 
  of good order and keep the lady commander’s laws.” That is 
  
  Fort Inevitable
  7
  The Emerald Spire Superdungeon
  generally construed as doing most of the things adventuring 
  parties typically do—attacking outlaws, hunting monsters, 
  surveying dangerous ruins, and investigating mysteries.
  Adventurers operating from Fort Inevitable purchase a 
  letter of warrant for 50 gp per year, and agree to turn over 30 
  percent of the coin, goods, and property they confiscate to the 
  Citadel. The lady commander’s agents also require reports of 
  just what actions were taken with a letter of warrant.
  Powers and Personalities
  Most visitors assume that there is only one power group in 
  Fort Inevitable—the Hellknights. However, some citizens of 
  the town still hold influence, and even the Hellknights have 
  personal rivalries and power struggles.
  Lady Commander Audara Drovust
  A tall, athletic woman of 45 years, Audara Drovust spent close 
  to 30 years as an armiger, Hellknight, and field officer before 
  ascending to command of the fort. She holds the rank of 
  paralictor in the Order of the Pike, a Hellknight order dedicated 
  to defeating monsters threatening human lands. The Order of 
  the Pike makes up the majority of Fort Inevitable’s garrison, 
  and its members patrol the western reaches of the Echo Wood 
  and the outskirts of the ruins of Mosswater while sponsoring 
  expeditions to join the Mendevian Crusade.
  Lady Drovust rarely draws a sword herself these days, but is 
  an experienced general with a gift for engineering and logistics. 
  She personally designed the town’s defenses and oversaw their 
  construction for her predecessor, Lord Commander Varden. 
  Lady Drovust also heads up the bureaucracy of the Citadel. 
  Tax assessments, public works, justice, licenses—everything 
  eventually crosses her desk and receives her personal attention.
  Lady Drovust doesn’t indulge in malice for its own sake, 
  but she firmly believes it is the right and duty of the strong 
  to govern the weak and order their lives efficiently. Having 
  finally succeeded in getting Fort Inevitable running more or 
  less as she thinks it should, she is actively planning her next 
  move to bring more of the Crusader Road under her efficient 
  administration, all in the interest of supporting the crusade 
  in Mendev.
  The Order of the Nail
  The second most numerous group of Hellknights residing in 
  Fort Inevitable is the Order of the Nail, under the command 
  of Maralictor Dandru Wolfhelm. While the Order of the Pike 
  is mostly concerned with maintaining Fort Inevitable as a 
  base for supporting the crusade in Mendev, the Order of the 
  Nail is sworn to bring law to lawless areas—and this corner 
  of the River Kingdoms is overrun with pirates, bandits, 
  and outlaws. Maralictor Wolfhelm chafes under the lady 
  commander’s tight leash, and constantly argues for turning 
  Fort Inevitable’s full strength against Thornkeep and the 
  other bandit nests in the area.
  STARTING QUESTS
  By getting through the aboveground portion of the Emerald 
  Spire, and by interacting with the people and factions in 
  Fort Inevitable, the PCs can gain additional XP. This comes 
  in the form of quest awards. You have some flexibility with 
  regard to when they gain these quests, though it’s simplest 
  just to give them both at the start of the adventure. If you 
  choose to stagger them, they might gain the Friends in 
  the Fort quest when they first enter the fort or when they 
  learn about both the Hellknight and Seven Foxes factions. 
  Likewise, they could gain the Reaching the Spire Dungeons 
  quest when they first learn there’s a level below the obvious 
  aboveground structure.
  Quests: At the start of the adventure, the PCs gain the 
  Friends in the Fort and Reaching the Spire Dungeons quests. 
  Once they make an alliance with one of the two factions 
  in Fort Inevitable, award them 800 XP for completing the 
  Friends in the Fort quest.
  Wolfhelm grudgingly accepts the lady commander’s orders, 
  but he and his fellow Nails frequently test the limits of their 
  mandate. The maralictor provokes retaliation from Thornkeep 
  or other bandit dens, in the hope that the lady commander 
  will be forced to recognize the threat. Lady Drovust is waiting 
  for the maralictor to step far enough over the line that she can 
  remove him from his command and reassert her control.
  Signifer Oritian Hast
  A high-ranking member of the Order of the Gate, Signifer 
  Oritian Hast presents himself as a loyal cleric of Mephistopheles 
  as well as a scholar of arcane lore. He is intensely interested 
  in the Emerald Spire, recognizing the artifact as a potential 
  source of unimaginable power in the proper hands (his own, 
  of course). While the lady commander leans toward making the 
  site off-limits, Signifer Hast argues for a thorough investigation.
  As the ranking officer of the Order of the Gate, Signifer 
  Hast commands their small chapter here: three lesser 
  signifers and two Hellknights of the order. They work side 
  by side with the Order of the Pike. However, while Signifer 
  Hast publicly supports the lady commander, he is subtly 
  working to undermine her authority by subverting the 
  loyalties of key Hellknights.
  Council of Prosperity
  The Hellknights abolished the city government when they 
  took over 30 years ago, assuming civil authority as well as 
  military command. The nearest equivalent that still exists 
  is the Council of Prosperity. The council has no statutory 
  authority, and simply serves as an advisory board for the 
  lady commander. Staffed by the wealthiest merchants and 
  business owners of Fort Inevitable, the Council of Prosperity 
  
  DALDAR SERRAGON
  8
  seeks to persuade the lady commander to moderate onerous 
  taxes and rulings while ensuring that the Hellknights’ laws 
  protect wealth and property.
  The leaders on the Council include foundry owner Durston 
  Goldbeard (N male dwarf expert 5), landowner Nimad 
  Teravon (LE male old human commoner 4), and merchant 
  Estha Walthomar (NG female middle-aged human expert 6). 
  Durston is a more or less honest businessman; Nimad is a 
  heartless old miser who ruins people unfortunate enough to 
  be stuck renting from him; and Estha is a generous woman 
  who does what she can to help out the less fortunate.
  High Mother Sarise Dremagne
  A matronly woman of 60 years, High Mother 
  Sarise Dremagne is a cleric of Abadar who leads 
  Fort Inevitable’s largest congregation, the Temple 
  of the Golden Key. Stern and proper, High Mother 
  Sarise dislikes the Hellknights’ support for slavery 
  and their veneration of Asmodeus, but generally 
  approves of their vigorous enforcement of 
  the law. In her eyes, as long as one isn’t a 
  lawbreaker, then it isn’t a problem that the 
  laws of the town are sternly enforced.
  The High Mother is the most 
  influential non-Hellknight in the 
  town, and the Temple’s ecclesiastical 
  calendar is the framework around 
  which most of the townsfolk arrange 
  their lives. While High Mother Sarise 
  does not challenge the lady commander’s 
  rule, she serves as an important voice 
  against excessive brutality and persecution.
  The Seven Foxes
  Difficult as it is to believe, Fort Inevitable is home to a small 
  resistance movement: the Seven Foxes. This secret society 
  formed due to Lady Commander Drovust’s brutal reaction to 
  Lord Varden’s assassination. The Foxes watch for impending 
  Hellknight raids or crackdowns, and pass warnings to 
  those likely to be affected. Occasionally, they help wanted 
  criminals slip out of town, or hide fugitives. While they can’t 
  move openly to free the slaves in the area, the Seven Foxes 
  sometimes help slaves in special danger to escape or punish 
  particularly abusive slave owners and slave traders.
  The Seven Foxes aren’t actually seven; there are about a 
  dozen core members, and three times as many sympathizers 
  who know how to pass messages to members. The leader of the 
  society is the owner of the livery stable (area 15), Kallon Poldmar.
  Fort Inevitable Locations
  The town of Fort Inevitable stands on a low, rounded hill 
  amid the rolling landscape along the West Sellen. A strong, 
  well-maintained city wall encloses the town’s orderly streets, 
  dominated by the Commander’s Citadel—which most natives 
  shorten to “the Citadel.” The town’s impressive fortifications 
  are everywhere one looks, as are patrols of Hellknight foot 
  soldiers. The main gates are closed at sunset each night, and a 
  strictly enforced curfew goes into effect 2 hours after sunset. 
  The Hellknights have little patience for scofflaws, and are 
  quick to arrest and imprison anyone defying their rules.
  1. Caerlin’s Vineyard
  Few people with elven blood wind up spending much time in 
  Fort Inevitable, but the old vintner Caerlin (LG male old half-
  elf expert 5) is an exception. Now over a century old, he 
  wears his years well, as most half-elves do. A former 
  resident of Mosswater, he escaped from the town’s 
  monstrous destruction more than 50 years ago and 
  reestablished himself in Southwood—the best grape-
  growing country he could find nearby. Caerlin knows 
  of an unplundered wizard’s tower in Mosswater, and 
  he would be willing to share that information 
  with heroes likely to use it for good.
  Caerlin strongly dislikes the 
  Hellknights, and refuses to use 
  slaves. He does make use of 
  indentured servants, but treats 
  them fairly and pays them well 
  when they complete their terms. 
  His daughter Taeserle (NG female 
  half-elf rogue 4) currently manages most of 
  the winery’s production. She also happens 
  to be one of the Seven Foxes, although she 
  is a planner and spy, not a street fighter.
  2. The Stonde Homestead
  Giles Stonde was swept up in Lady Commander Drovust’s 
  investigation of Lord Varden’s assassination and hanged by the 
  Hellknights, leaving his wife Ilyana Stonde (N female human 
  commoner 1) and their young children without a means of 
  support. Ilyana and her children are scraping by, earning a 
  little money by gathering mushrooms and herbs in the nearby 
  woods, tending a vegetable garden, and keeping a number of 
  chickens and goats. Recently, Ilyana’s son Davon (LG male 
  young human commoner 1) discovered a long-buried ruin 
  in the nearby woods—the remnant of an old goblin outpost 
  from the days of Zog. The boy is convinced there is treasure 
  in the “goblin fort,” but it’s more dangerous than he realizes.
  3. Drurn’s Tannery
  The burly half-orc Drurn (NE male half-orc fighter 2/expert 2), 
  a retired sellsword, owns this tannery and the adjoining 
  pasture lands. His work is not especially good, but it’s cheap 
  and convenient for the crafters and tailors in Fort Inevitable. 
  Drurn keeps a dozen slaves in dismal conditions, and is 
  routinely in trouble with the Hellknights for his excessively 
  
  Fort Inevitable
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  The Emerald Spire Superdungeon
  brutal treatment of them. In fact, he recently beat a slave to 
  death. Drurn told the Hellknights that the fellow ran off, but 
  in truth the tanner is looking for a place to dispose of the body.
  4. Naldred’s Farm
  Expansive fields of golden wheat surround the fine stone 
  farmhouse of Naldred Tillman (LE male human commoner 4). 
  Naldred is the largest private slave owner in the Hellknights’ 
  domain, with a half-dozen hired overseers keeping watch over 
  almost 30 field slaves, who are housed in a secure barracks 
  building across the lane from Naldred’s home. Naldred’s fields 
  stretch for almost a mile south and east of Fort Inevitable, and 
  this huge farm produces a vast quantity of grain in most years.
  Blunt and opinionated, Naldred is a staunch supporter of 
  the Hellknights’ rule; in fact, two of his sons are currently 
  training as armigers. He is a hard taskmaster, working his 
  slaves to exhaustion, but he is rarely capricious or cruel for 
  the sake of cruelty. However, over the last few weeks, several 
  of his slaves have suddenly died of exhaustion. What Naldred 
  doesn’t know is that a night hag lairing in the outskirts of the 
  Echo Wood has begun preying on his workers—and intends 
  to come for him next.
  5. Holworth Dairy
  The green hillside overlooking Misty Lake is home to 
  the Holworths, a large and rambunctious clan of native 
  Southwooders who have lived in this spot for the better part of 
  2 centuries. The current matriarch of the clan is Nilsa, usually 
  referred to simply as Mother Holworth (N female venerable 
  human commoner 2). She is a stern, sharp-tongued woman 
  halfway through her seventh decade who has outlived two 
  husbands and now has a house full of children, grandchildren, 
  and even a couple of very young great-grandchildren. The 
  Holworths are noted for producing a variety of excellent 
  cheeses, although they’ve had an increasingly hard time 
  paying the Hellknight taxes over the last couple of years.
  6. Serragon Ironworks
  Just downhill (and downwind) from the Holworths’ dairy 
  farm is the largest foundry in Fort Inevitable, the Serragon 
  Ironworks. The ironworks’ proprietor is Daldar Serragon (LE 
  male human aristocrat 4), a former nobleman of Galt who 
  fled to the River Kingdoms 20 years ago to escape the gallows. 
  He bought out a local smelter from its previous owner, and 
  expanded the workshop over the years. Daldar is not much of 
  an artisan, but he has the loyalty of an excellent ironmaster, 
  the dwarven smith Hurmarsk Firehammer (LN male dwarf 
  expert 5). Most of the Ironworks’ stokers and cinder haulers 
  are slaves, while the actual metalworkers are employees.
  7. Misty Lake
  The original settlement of Southwood was established here 
  because the site combined good farmland with easy access 
  to water. Misty Lake is fed by both a small, unnamed stream 
  that flows out of the southern Echo Wood and springs under 
  the low hill on which Fort Inevitable stands. The lake is deep, 
  reaching 50 feet in its middle. There are rumors that an old lord 
  of Southwood concealed a treasure chest in the lake more than 
  100 years ago. People have tried various schemes for searching 
  the lake bottom, but no one has found any treasure yet.
  8. Kettlefoot Mill
  The well-established halfling miller Anden Kettlefoot (LG male 
  halfling expert 3) is the owner of this large and prosperous mill. 
  Anden is a man of 40, and lives in the attached house with his 
  wife Seela and several small children. He is one of the Seven 
  Foxes, and quietly sets aside flour and money to help anyone in 
  need. More than once he has stepped in to save an unfortunate 
  citizen from going into debt and losing everything to the lady 
  commander’s court—a dangerous habit that hasn’t won him 
  many friends among the Hellknights.
  9. Mosswater Gate
  Fort Inevitable’s impressive defenses begin with two main 
  gatehouses; the western gatehouse is known as the Mosswater 
  Gate. This gate consists of a large timber door sheathed in 
  iron plate, plus a portcullis on the inner side. Numerous 
  arrow slits overlook both the approach to the gates and the 
  interior passage, which is also covered by murder holes set 
  in its ceiling. The upper floor of the gatehouse serves as extra 
  barracks space and storage for the Hellknight garrison.
  The Mosswater gate is under the command of Maralictor 
  Kiera Wirt (LN female human fighter 5). She leads a detail of 
  five Hellknighs who question everyone entering or leaving 
  town. Maralictor Wirt is a decent person for a Hellknight, 
  and applies a good deal of common sense and compassion 
  as she executes her duties.
  10. City Wall
  A strong city wall protects Fort Inevitable. The walls average 
  30 feet in height and are a little more than 10 feet thick at the 
  base. A battlement at the top faces outward, with an 8-foot-wide 
  walk running the length of the wall. Towers every 100 to 200 
  “THE CITADEL”
  The people of Fort Inevitable use the term “the Citadel” to 
  refer to the Hellknights’ civil administration. For example, 
  someone might say, “Have you heard that the Citadel intends 
  to raise taxes next season?” or “You’ll need to get a license 
  from the Citadel before you can open a shop here.” Most 
  of the town’s civil servants work in the middle floors of the 
  commander’s tower, so “the Citadel” has come to mean more 
  or less the same thing as “the government”—and its power is 
  completely in the hands of the lady commander.
  
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  LORD VARDEN WAY
  JULIVER WAY
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  FORT INEVITABLE
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  Fort Inevitable
  11
  The Emerald Spire Superdungeon
  feet provide good arcs of fire against approaching attackers, 
  and serve as extra storage for food and arms. The towers also 
  provide extra barracks space when the lady commander needs 
  to house more Hellknights than can easily fit in her own keep, 
  the gatehouses, and the Mardyl Barracks.
  Hellknight sentries regularly patrol the wall tops and the 
  towers. This is normally quiet duty, but from time to time 
  a frightening apparition—some sort of ghost or spectre—
  roams the northern section of the wall and the towers there.
  11. Gate Market
  Fort Inevitable’s market square, which lies just inside the 
  Mosswater Gate, is quiet, orderly, and very tightly regulated. 
  Local farmers and livestock-keepers apply to the Citadel for 
  licenses to bring their produce, dairy goods, and meat to market 
  on a regular rotation. The townsfolk often meet and gossip in 
  the market square while stocking up on household provisions; 
  “I heard it by the gate” is a local expression for the rumor mill.
  Rumors: Current rumors claim that adventurers are in 
  demand by the Goldenfire Order of Thornkeep (taking up 
  residence at area 13, the Juliver Arms), strange attacks by new 
  types of undead monsters have High Mother Sarise Dremagne 
  (from area 33) concerned, and Abernard Royst (who lives in area 
  41) keeps trying to find out more about the Spire—and even 
  claims there’s dangerous chambers beneath it. If the PCs pursue 
  any of these leads, see page 21 for more information on them.
  12. Zoldor’s Masonry
  This large work yard on the south side of the Gate Market 
  is the establishment of the stonemason and builder Zoldor 
  Maril (LE male old human expert 3). A bitter, miserly man of 
  60 years, Zoldor owns eight slaves, who handle much of the 
  drudgework of moving and shaping heavy stones. He sorely 
  resents the Hellknights’ heavy taxes and their insistence 
  on fair dealing, but his work is safe and solid, and many 
  of the buildings in and around town were built under his 
  supervision. Zoldor is not above bribing civilian bureaucrats 
  (though not Hellknights) to delay approval of building plans 
  until he is hired to erect the structure in question.
  13. The Juliver Arms
  Large and comfortable by anyone’s standards, the Juliver 
  Arms is the best inn to be found in Fort Inevitable. It’s under 
  the management of a bustling clan of halflings named the 
  Reedbanks, who pride themselves on setting a lavish table. 
  The accommodations are not cheap: the Reedbanks cater to 
  wealthy merchants and adventurers with loose pockets.
  The clan patriarch is Doliver Reedbank (LG male 
  middle-aged halfling commoner 2). Doliver doesn’t like 
  the Hellknights at all, but he’s no revolutionary—he 
  sympathizes with the Seven Foxes, but lacks the courage or 
  ability to take up active resistance. That's fortunate, since 
  the stableboy Ferdin (NE male human rogue 1) is a spy for 
  Lady Commander Drovust, and reports all the comings and 
  goings of the Reedbanks’ guests to the Citadel.
  Iliara Starcloak, leader of the Goldenfire Order of 
  Thornkeep, is currently here searching for missing wizards 
  from her order. She needs to depart Fort Inevitable soon, and 
  wants to hire adventurers to take over the search and extend 
  it to the Spire. The circumstances of this adventure hook 
  are detailed on page 21. The missing spellcasters had come 
  to study portals, so the Goldenfire Order is still interested in 
  detailed research about any extraplanar portals the PCs find.
  The rumors detailed under Gate Market (area 11) can also 
  be heard here.
  Quests: If the PCs converse with Iliara Starcloak, they gain 
  the Missing Wizards and Portal Research quests.
  14. The Red Shield Tavern
  Named for the striking coat of arms hanging in the common 
  room, the Red Shield is a busy taphouse that is especially 
  popular with the Hellknights. On any given evening, a dozen 
  or more of the town’s off-duty garrison guards can be found 
  here, enjoying drafts of bitter or stout. The proprietor is 
  Embra Morsk (N female middle-aged wizard 2/expert 2), a 
  retired adventurer. She is a no-nonsense businesswoman, and 
  fearless when it comes to defending her property.
  The old shield with its red device once belonged to a noted 
  local hero named Dinwood, who made a name for himself 
  as a monster hunter. Nobody realizes that a treasure map is 
  hidden underneath its surface paint.
  The rumors detailed under Gate Market (area 11) can be 
  heard here as well.
  15. Poldmar Stables
  This large livery store, carriage shop, and stable is under the 
  management of Kallon Poldmar, a respected member of the 
  Council of Prosperity. His stable boards visitors’ mounts, buys 
  and sells horses and mules, and carries leather goods such as 
  saddles, saddlebags, and reins. He and his wife, Pola, reside in 
  one of the townhouses just a few doors over.
  For all his position as a leading citizen of Fort Inevitable, 
  Kallon harbors a secret: he is also effectively the leader of the 
  Seven Foxes, coordinating its activities and helping to keep 
  its members one step ahead of the Hellknights.
  16. Gertrand Yeldun
  A comfortable townhome on Juliver Way, this house belongs 
  to the human moneychanger Gertrand Yeldun—or so most 
  people in Fort Inevitable believe. In actuality, Gertrand Yeldun 
  is one of many identities for Naxan (NE male doppelganger 
  rogue 3), a clever doppelganger thief and assassin. Naxan 
  murdered the real Gertrand 2 years ago, and insinuated itself 
  into human society using the victim’s identity. As “Gertrand,” 
  Naxan sits on the Council of Prosperity, but it also indulges in 
  its tastes for stolen goods and manipulating events in town.
  
  12
  17. Mirelinda the Clothier
  The flamboyant Varisian Mirelinda Doumaz (NE female human 
  expert 3) owns a workshop that produces all sorts of cotton, 
  linen, wool, and felt cloth. She is a weaver, not a seamstress, 
  and sells cloth by the bolt to merchants throughout the region. 
  She drives more profits by buying the contracts of indentured 
  servants and setting them to work at her looms. She doesn’t 
  hesitate to punish workers who aren’t keeping up with demand.
  To her customers and neighbors, Mirelinda presents a 
  very different face. She hosts lavish entertainments at her 
  home, and often scandalizes the town with her affairs. There 
  are many dark rumors about where she found the coin she 
  needed to establish herself in Fort Inevitable.
  18. North Gate Cemetery
  The grounds of the Temple of Silence are home to the largest 
  cemetery in town. It is well tended, and there have been no 
  problems with undead in living memory. The vault of the 
  Thander family includes secret chambers equipped to serve as 
  a safehouse for the Seven Foxes. Only the Foxes know of this, 
  but the Pharasmin clergy and lay workers suspect something.
  19. Temple of Silence
  The Temple of Silence has stood here for almost 200 years, 
  founded after a priestess of Pharasma passing through was 
  struck by a powerful vision on this spot. Her fellow Pharasmins 
  raised a small shrine, and by the time the Hellknights seized 
  control of the town, the Temple of Silence was well established 
  as the second most popular church in town. The presiding 
  priest of the Temple of Silence is an Ustalav named Dimeru 
  Faldindor (N male human cleric 4).
  20. The North Gate
  Smaller and less busy than the gates on Juliver Way, the 
  North Gate is intended for foot traffic only. The guard detail 
  here is smaller than at the other gates, consisting of three 
  Hellknights plus a gate-sergeant.
  21. Garrison Stable
  The Hellknights maintain a good-sized stable close by the 
  town’s north gate. It can mount and equip 30 riders at one 
  time. Most of the mounts are trained warhorses.
  The Hellknight in charge of the stable is Hielon Keenlance 
  (LE male old human fighter 4). A battered and scarred old 
  veteran, Hielon rarely leads patrols in person these days, 
  instead training (and frequently beating or haranguing) 
  younger troops.
  22. Nolm Bindery
  Trading in papermaking, bookbinding, inks, and books of 
  all kinds, Falandra’s Bindery is a cluttered and friendly place 
  that is part workshop and part used bookstore. The owner is 
  Falandra Nolm (LG female human expert 1/wizard 3), a woman 
  still in her twenties. She inherited the store from her father, 
  Presdar Nolm, who was one of the accused conspirators 
  arrested and executed after Lord Varden’s death. Falandra has 
  no love for the Hellknights or the lady commander, but she 
  has several younger siblings to support, so she has refrained 
  from joining the Seven Foxes and seeking revenge.
  23. The Stalwart Priory
  A small number of monks from the Taldan Order of the 
  Stalwart  Fist answered the call of the Mendevian Crusade. 
  Three years ago, a master of the order named Sister Khedra 
  (LN female dwarf monk 6) established a small priory in the 
  Crusader Road region to aid and support pilgrims and 
  Stalwart Fist members on their way to Mendev.
  The Stalwart Priory includes a small shrine dedicated to 
  Irori, living quarters for up to a dozen monks and students, 
  and a large dojo. Sister Khedra maintains a firm policy of 
  non-involvement with politics and civic affairs. 
  24. Sefurd’s Potions and Reagents
  Located between North Way and the Fountain Square, this is 
  the shop of the apothecary Londor Sefurd (NE male human 
  alchemist 4). Sefurd is an unpleasant character with an oily, 
  wheedling manner and an unhealthy interest in exotic 
  toxins. He deals in potions, spell components, alchemical 
  mixtures, and, of course, a wide array of poisons.
  Master Sefurd is disliked by most who know him, and his 
  trade is regarded as suspicious by the Hellknights. Many 
  people wonder why the lady commander hasn’t shut down 
  his business and run him out of town. The answer is simple: 
  Master Sefurd is Lady Commander Drovust’s informant on 
  the Council of Prosperity.
  25. Rillin’s Armory
  Master armorer Rillin Nadinghad (LN female old human 
  expert 6) is widely acknowledged as the best crafter of 
  plate armor for a hundred miles around Fort Inevitable. 
  Her workshop and store have stood in Fountain Square for 
  decades. She and her team of armorers—mostly her own 
  grown children, aided by a handful of indentured servants 
  who work the bellows and stoke the furnaces—create and 
  sell most forms of armor with significant metalwork.
  26. Braddon’s General Store
  Owned and operated by the affable merchant Thom Braddon 
  (N male human rogue 5), this shop sells provisions, tools, 
  cookware, tack and harness, and a hundred other useful 
  things. Braddon set up shop shortly after Lady Commander 
  Drovust’s witch hunts following Lord Varden’s death. The 
  store’s previous owner was one of the people executed, and 
  Braddon bought the place in a public auction. Some of Fort 
  Inevitable’s populace still harbor resentment toward him for 
  the manner in which he came to own his business.
  
  SIGNIFER HAST
  Fort Inevitable
  13
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  Thom Braddon is a secret agent of Daggermark. Many 
  travelers stop at his store to resupply, providing him with 
  ample opportunity to smuggle reports back to his masters. 
  He’s been ordered to infiltrate the Seven Foxes, but so far 
  he’s having a hard time earning the trust of anyone who 
  could introduce him to the organization.
  27. Victory Fountain
  This fountain consists of a stone plinth within a 
  pool, crowned by a statue of the half-elf heroine 
  Tarwynna, leader of the army that crushed 
  the goblin kingdom of Zog. The fountain and 
  its statue date back to before the Mendevian 
  Crusades brought a plague of bandits down 
  on Southwood. The Fountain Square is a 
  common meeting place in town, and 
  notices are tacked up on a message 
  board nearby.
  28. Hall of Rectitude
  Cases of criminal and civil justice in 
  Fort Inevitable are heard in this imposing 
  courthouse. The Hall of Rectitude is home 
  to a pair of spacious courtrooms, the offices 
  of the town’s magistrates, and an extensive 
  jail that’s usually quite full of prisoners, 
  most serving short sentences for minor 
  offenses. The officer in charge is Maralictor 
  Tisserle Ilomna (LN female human fighter 5/
  HellknightISWG 2), the town’s chief magistrate and overseer of 
  the police functions of the garrison. Lady Commander Drovust 
  retains the power to review Maralictor Ilomna’s rulings and 
  commute or increase sentences as she deems necessary, but for 
  the most part Maralictor Ilomna’s judgments stand—she is a 
  stickler for applying the letter of the law.
  Maralictor Ilomna’s ambitious subordinate, Gregan 
  Hadurnosk (LE male human fighter 2/cleric 2), is convinced 
  she is too soft on wrongdoers. The young Hellknight is 
  scheming to bring down the chief magistrate and replace her.
  29. Mardyl Barracks
  The original stronghold of Southwood, this old stone building 
  served as Lord Commander Varden’s headquarters until the 
  new Commander’s Citadel was completed. It is now used as an 
  auxiliary barracks by the Hellknights. Lady Drovust assigned 
  the Mardyl Barracks to the Order of the Nail, and allows them 
  to use it as their local headquarters.
  About 20 of Fort Inevitable’s Hellknights count themselves 
  as members of the Order of the Nail, and are under the 
  command of Maralictor Dandru Wolfhelm. The Nail knights 
  muster with the larger Pike contingent when the lady 
  commander calls out the whole garrison, but they do not 
  otherwise share in guard duties. Instead, they vigorously 
  patrol the roads and byways of the area surrounding Fort 
  Inevitable, following their order’s mandate to suppress 
  banditry. Maralictor Wolfhelm often hires adventurers with 
  letters of warrant to supplement his order’s patrols.
  30. The Bailey
  Strictly speaking, a bailey is a courtyard enclosed between 
  walls. However, this open ground in front of the Commander’s 
  Citadel acquired the name years ago when the 
  Hellknights were considering the construction of a 
  much larger keep on this spot, and the name stuck. 
  The wide, green field serves as the Hellknights’ 
  primary practice ground inside Fort Inevitable, 
  and from sunup to sundown one can find garrison 
  soldiers sparring, shooting, or exercising in this area.
  31. Chancery
  This building includes a chapel dedicated 
  to gods of law, a good-sized library, arcane 
  workrooms, and the Fort Inevitable offices of 
  the Order of the Gate. This is the domain 
  of Signifer Oritian Hast, a brilliant and 
  articulate man who makes a great 
  show of providing wise counsel to 
  the lady commander on all magical 
  matters. However, he is secretly 
  suborning key Hellknights with an eye 
  toward replacing her.
  As the most extensive library in Fort 
  Inevitable and a center of magical knowledge, 
  the Chancery serves as something of a Hellknight-sponsored 
  wizards’ guild. The licensing and charter processes are 
  expensive and time-consuming, but a mage with the coin and 
  the patience can become a patron of the Chancery, with special 
  privileges for library access and workroom usage—the Order of 
  the Gate is always on the lookout for potential recruits, after all.
  32. Commander’s Citadel
  The single strongest fortification in the Crusader Road 
  region, the Commander’s Citadel is a roomy, octagonal 
  tower more than 90 feet tall. Round turrets at the corners 
  of the main structure provide excellent fields of fire both 
  inside and outside the city wall. The main door opens on 
  the bailey inside the walls, but there is also a small postern 
  (usually locked) that leads outside the city wall to the shore 
  of Misty Lake.
  The Citadel is home to Lady Commander Audara 
  Drovust, as well as 40 Hellknights of the Order of the Pike 
  and a number of servants. In addition to living quarters, it 
  houses kitchens, a banquet hall, offices for town officials, a 
  small chapel, extensive cellars for food storage, a well, and 
  dungeons for holding prisoners of special interest to the lady 
  commander. The Citadel’s routine business is in the hands of 
  
  14
  the castellan, a Hellknight named Karn Kerromick (LE male 
  half-orc fighter 4/expert 3), while the lady commander’s 
  personal schedule and appointments are managed by the 
  chamberlain, Erron Nythist (LN male human aristocrat 2). 
  Those who wish to speak to Lady Drovust finds that they’ll 
  need to explain their business to the castellan or the 
  chamberlain first.
  Quest: If they talk with Lady Commander Drovust, the 
  PCs learn about the strange symbol of the crowned skull (see 
  page 21), and gain the Crowned Skull quest.
  33. Temple of the Golden Key
  One of the largest and most ornate buildings in town, the 
  Temple of the Golden Key is dedicated to the worship of 
  Abadar, god of law and commerce. Hellknights under arms 
  do not set foot in the temple without asking permission 
  from the ranking priest present, and the lady commander 
  does not involve herself in ecclesiastical matters.
  The current leader of the temple is High Mother Sarise 
  Dremagne, who oversees a small staff of three junior acolytes, 
  a handful of servants, and a number of laypeople who serve 
  as deacons and attendants. The temple is routinely packed 
  on days of worship, and a fair number of Hellknights (mostly 
  from the Order of the Nail) are usually in attendance.
  The High Mother can relay information about the 
  crowned skull symbol, and can give the PCs a quest in the 
  name of Lady Commander Drovust.
  Quest: By talking with High Mother Dremagne, the PCs 
  gain the Crowned Skull quest.
  34. Goldfoot’s Mercantile
  At the east end of North Way stand two large warehouses, 
  just across the street from a bustling counting-house and 
  workshop. These buildings are the headquarters of the 
  prosperous trading house Goldfoot’s Mercantile, under 
  the proprietorship of Mormuk Goldfoot (LG male dwarf 
  expert 3). The business deals in commodities, buying up 
  large quantities of refined materials such as cured leather, 
  bolts of cloth, metal ingots, furs, spices, and wines, and 
  shipping them to where they’ll command the highest prices. 
  Goldfoot’s employs a dozen clerks and laborers, none of 
  them slaves.
  Mormuk is a fat, good-natured dwarf, and takes pride in 
  being good company. He dislikes the Hellknights’ regime, but 
  believes that prosperity is the best response to oppression.
  35. Juliver Leather Goods
  This store sells armor, clothing, saddles, tack and harness, 
  and other goods made from leather. The proprietor is a 
  competent leatherworker named Salle Ulmander (N female 
  human expert 2). The rear of the building is the workshop, 
  while the front is the store. Salle supervises two younger 
  brothers and a cousin, teaching them leatherworking as she 
  manages the business and the household. The Ulmanders 
  are newcomers, having emigrated from Tymon in search of a 
  new place to set up their family trade.
  36. The Salamander Company
  The Salamander Company is the largest and most successful 
  mercenary band in the area. The Salamanders march under a 
  black banner featuring the emblem of a scarlet salamander; 
  they number almost 200, scattered all over the River Kingdoms 
  in small bands on different contracts. Currently, around 30 
  mercenaries are available for hire in Fort Inevitable.
  The leader of the Salamanders is a battle-tested wizard 
  named Red Shireena (N female human fighter 2/wizard 7). 
  She is fairly selective about recruits, and usually requires 
  prospective Salamanders to prove their worth by sparring on 
  the training grounds. Salamander Company mercenaries are 
  generally paid 1 to 10 gp per day based on experience and 
  talents, plus whatever they can pick up on the side during 
  their assignments. If the PCs take up with the company, Red 
  Shireena suggests potential jobs that are also detailed as 
  rumors under the Gate Market section (area 11).
  37. Tsador’s Arms
  The best weapon shop in Fort Inevitable is Tsador’s Arms, 
  owned and operated by the half-orc weaponsmith Tsador 
  Ironmaker (LE male half-orc fighter 3/expert 4). Tsador is a 
  surly, sour-tempered fellow with a greedy streak a mile wide; 
  he runs his forges with slaves toiling at the bellows and poorly 
  paid apprentice smiths hammering at the hot iron, and barely 
  remembers to feed and clothe the lot of them.
  Tsador sells a good deal of cheaply made work, but he 
  is actually a talented weaponsmith when motivated by 
  the promise of a big payday. For custom orders (such as 
  masterwork blades), he typically charges 20 to 50 percent more 
  than the listed price, but the work is quite good.
  38. The Helmed Lady
  The second taphouse in Fort Inevitable is the Helmed Lady, 
  located between Fountain Square and the North Way. The 
  tavern takes its name from the statue of Tarwynna in the 
  nearby fountain. The proprietor is an aged dwarf named 
  Kagnin Alemaster (LN female dwarf commoner 2). Kagnin’s 
  sons are adventurers of note, and she proudly displays 
  mementos of their journeys around the taproom. They are 
  rarely at home, so she employs a sizable staff of serving 
  maids and brewer’s assistants to create her excellent beer. 
  The Helmed Lady is popular with the average citizens, but 
  Hellknights do most of their drinking at the Red Shield.
  39. Lord Commander’s Granary
  These four large silos hold a huge reserve of grain. The 
  Hellknights buy up the first quarter of each local farmer’s 
  harvest and set it aside. Unfortunately, the lady commander 
  
  THE CITADEL
  Fort Inevitable
  15
  The Emerald Spire Superdungeon
  sets the rates at which the town buys its reserve from the 
  farmers, so the grain-growers don’t make much money on 
  what they sell to the granary. However, in times of plenty 
  they come out ahead, since even if the granary hasn’t been 
  drawn down in a given season, a certain amount of stored 
  grain must be replaced each year. Strangely, large amounts 
  of grain have been disappearing from the third silo with no 
  apparent explanation.
  40. Dilapidated House
  This house has stood vacant for several years. The 
  Hellknights are preparing to take possession of the place 
  and auction it off, but there is a complication they don’t 
  know about—a band of skulks have secretly made it their 
  home. Their leader is a talented illusionist named Neena 
  (CE female skulk illusionist 5). Neena’s band is the closest 
  thing to an active thieves’ guild operating in Fort Inevitable, 
  engaging in petty theft throughout the town. The skulks 
  can get into and out of the city sewers through a secret door 
  in the house’s basement, and are quick to retreat there if 
  discovery seems imminent.
  41. Abernard Royst’s House
  A white-haired sage of 55 years, Abernard Royst (LG male old 
  human transmuter 8) is one of the most notable adventurers 
  permanently residing in Fort Inevitable. Abernard is a 
  cantankerous fellow who spends most of his time engaged in 
  research and experimentation. He rarely risks life 
  and limb in dungeons anymore, but always 
  has a long list of unusual materials or 
  difficult tasks he’s willing to hire 
  adventuring parties to acquire or 
  perform for him. He often takes 
  in apprentices, and proves to be a 
  much more considerate master 
  than his gruff personality would 
  suggest. Abernard is careful to 
  observe the laws of Fort Inevitable, 
  but underneath his apparent lack 
  of interest in civic matters, he is 
  secretly a supporter of the Seven 
  Foxes, and often uses his magic 
  to help them avoid identification 
  and capture.
  Abernard owns a precious 
  keepsake that made its way 
  from the dungeon decades ago. 
  It’s a sliver of what he claims is the 
  skymetal noqual, a substance with 
  inherent resistance to magic. The piece 
  he possesses is no bigger than a finger 
  joint, and looks like a chip from a sculpted item 
  with a serrated edge. If anyone can find the rest of the 
  work it came from, Abernard promises a 1,500 gp reward—
  but he expects it won’t be easy to locate.
  Quest: By talking with Royst, the PCs gain the Sage’s 
  Expedition and Noqual Relic quests.
  42. Juliver Gate
  Identical in construction to the Mosswater Gate (area 9), the 
  Juliver Gate is home to another dozen Hellknight guards, led 
  by an officer name Bolgur (LE male half-orc fighter 4). The 
  Juliver Road continues southeast for about 70 miles until it 
  reaches the town of Sezgin in the realm of Lambreth.
  43. Town Sewers
  Fort Inevitable’s streets are drained by a well-built sewer 
  system that empties into a small creek on the north side 
  of the city wall. The discharge is covered by a locked grate, 
  but anyone with a little determination can enter the city’s 
  sewers here. The sewer network has several other access 
  points in town, including locked staircases near the 
  Mosswater Gate and the Mardyl Barracks, plus a handful 
  of secret entrances in the cellars of various homes and 
  businesses. In the sewers, vermin such as rats, centipedes, 
  and cockroaches sometimes gather in dangerous numbers. 
  Worse yet, bands of gremlins haunt the disused tunnels, 
  though the lady commander attributes their mischief to 
  “criminals and malcontents.”
  
  16
  The Emerald Spire
  Six miles northeast of Fort Inevitable lies one of the deepest and strangest dungeons to be found anywhere in the lands of 
  the Inner Sea—the Emerald Spire. Like an iceberg, this weird structure shows only a small portion of itself above the surface; 
  level upon level of hidden vaults and mysterious crypts lie buried deep below the ground. Few of the people living in Fort 
  Inevitable or the surrounding lands have even the slightest inkling of the dungeon’s true extent, let alone its astounding age.
  Standing in a wide clearing within the Echo Wood, the Emerald Spire is the ruin of a large Azlanti tower that appears 
  to be made of green glass harder than stone. The upper portions of the tower were destroyed long ago, leaving broken, half-
  melted glass blocks lying jumbled around the tower’s perimeter and the ground nearby. The site is well known to locals from 
  both Fort Inevitable and Thornkeep, and many travelers passing through the Crusader Road area make the trek into the 
  forest to look on the ruins—from a safe distance. The Spire’s ruins are known to be infested with dangerous monsters, and 
  the surroundings attract an unhealthy number of bandits, raiders, and hungry predators.
  M
  ost travelers naturally assume that this old ruin 
  of greenish glass is the Emerald Spire. As with 
  many places of legend, the truth is more complex. 
  When the Azlanti mages came to this area thousands of 
  years ago, they built the tower around a preexisting emerald 
  spire of unknown origin. The tower mimicked the far older 
  structure in color and shape, thus leading to it being named 
  the Emerald Spire. Like a titanic needle driven deep into 
  the ground, the true Spire is a slender column of magical 
  crystal embedded in the earth below the Azlanti ruin with 
  only a small bit peaking above the surface. All levels of the 
  strange and terrible dungeons are pierced by this incredible 
  artifact, which joins the deepest Darklands to the surface and 
  fantastic planes of existence to the Material Plane.
  
  17
  The Emerald Spire
  The Emerald Spire Superdungeon
  THE STORY OF THE SPIRE
  In the unthinkable depths of time, the mysterious Vault 
  Builders carved vast homes in the subterranean recesses of 
  the world. They left their fingerprints in many places in the 
  Darklands beneath Golarion, delving colossal cavern-worlds 
  and sculpting titanic magical constructs that strengthened 
  these vaults against collapse, supplied them with air 
  and water, and filled them with whatever specimens and 
  artifacts the Vault Builders saw fit to preserve. Most of the 
  Vault Builders’ works were entirely buried miles below the 
  surface—but not the Emerald Spire.
  Why the Vault Builders created the Spire or when they 
  abandoned it, no one can say. Like many other strange 
  wonders in the world’s depths, the Emerald Spire was forged 
  with mighty magic, served its purpose for untold centuries, 
  and in time was forgotten by its makers. What remains today 
  is the titanic splinter of strange green crystal embedded in 
  the earth, almost 2 miles long from its bottommost point to 
  its broken crown. Only a tiny fraction of its uppermost end 
  pierces the surface, rising a few dozen feet above the ground.
  The Coming of the Azlanti
  Sometime around 10,000 years ago, an Azlanti wizard-
  prince named Nhur Athemon—a devotee of the demon lord 
  Abraxas—was discovered plotting against the royal family 
  and forced to flee into exile across the sea in the untamed 
  continent of Avistan. Nhur Athemon and his followers chose 
  a remote woodland for their home in exile. Not only was the 
  Echo Wood thousands of miles from Azlanti justice; it was 
  also home to the mysterious Emerald Spire, which Nhur 
  Athemon had discovered after hearing tales of the fantastic 
  crystal from natives he subjugated in his exile.
  The exiled prince was fascinated by the arcane power 
  slumbering in the Spire. Among other unusual properties, 
  the substance of the Emerald Spire proved physically nigh 
  indestructible but magically malleable and capable of 
  serving as an arcane battery for powering long-lasting spells 
  or creating constructs. Most importantly, the device served 
  as a powerful locus for planar energy, tapping the subtle 
  magical currents miles beneath the world’s surface to create 
  potent resonances with every known plane of existence.
  Nhur Athemon realized that the Spire held secrets to vast 
  power—perhaps power enough to overthrow the enemies who 
  had forced him to flee Azlant. He raised the green glass tower 
  that remains today over the Spire’s uppermost point. Below 
  ground, they sculpted strange dungeons to access different 
  points along the Emerald Spire and built laboratories to 
  experiment with the Spire’s planar properties. 
  However, Nhur Athemon and his followers didn’t escape 
  Azlanti justice forever. A few decades after the evil archmage 
  fled his homeland, the Azlanti authorities successfully divined 
  his location and launched a powerful attack to eradicate the 
  vile cultists. The attackers wiped Nhur Athemon’s palace off 
  the crown of Brokenhelm Hill (the modern site of Thornkeep) 
  and shattered the upper reaches of the Emerald Spire. The 
  Azlanti warriors raided Nhur Athemon’s secret dungeons and 
  hidden vaults, slaying the wizard in his lair. But while Nhur 
  Athemon was seemingly destroyed, his attackers didn’t realize 
  that he had already become a lich, and his phylactery was 
  hidden deep in the Spire vaults. Although his body was blasted 
  from existence, his spirit survived.
  Down Through the Ages
  When Nhur Athemon reincorporated, he found his lair a 
  ruin, and slowly took to rebuilding the lower portions of it. 
  He fell into dormancy as the centuries crept by, awakening 
  occasionally to continue his studies before sinking again 
  into slumber. Over that time, others occasionally discovered 
  the Spire from outside—powerful wizards, deadly cults, or 
  insidious monsters—believing it to be an Azlanti ruin. In 
  other ages, the ever-changing alignments of the planes made 
  the Spire’s depths truly perilous, deterring all but the boldest 
  and most powerful explorers.
  Serpentfolk scholars hailing from the buried Darklands 
  refuges discovered the Emerald Spire’s subterranean levels, 
  and established retreats of their own in its deep reaches. 
  Humans came to the region, but the primitive tribes of the 
  Echo Wood and the early settlers of the River Kingdoms 
  avoided the Spire, spooked by the eerie otherness of the 
  place and stories of the various monsters from other 
  worlds that frequently plagued it. The goblins of Zog, which 
  occupied the Echo Wood roughly 500 years ago, used the 
  Emerald Spire as a creative form of execution, driving those 
  sentenced to death into the dungeon to meet grisly ends in 
  the monster-infested depths.
  After Zog was defeated by the neighboring realms, human 
  settlers slowly moved back into the northwest corner of the 
  River Kingdoms. Towns such as Thornkeep, Southwood, 
  and Mosswater were founded near the Emerald Spire. More 
  people and more commerce meant that the news of the Spire’s 
  existence began to spread. New parties of adventurers came 
  to the area to try their luck in the Spire’s dungeons. At the 
  same time, the deeper levels of the Emerald Spire attracted 
  the attention of new waves of subterranean dwellers. Bands 
  of derros, morlocks, troglodytes, and stranger creatures 
  infiltrated the Spire’s lower reaches from the Darklands, 
  establishing lairs and performing horrid experiments.
  The Emerald Spire Today
  The Spire endures to this day, protected by the vast magical 
  prowess of its original builders. Its levels are occupied by 
  several different factions and races; some fight for territory, 
  some seek to harness the great artifact’s powers, and others 
  simply wish to be left alone. On other levels, the secrets of 
  the Azlanti or even the ancient Vault Builders lie undisturbed, 
  awaiting explorers intrepid enough to reach them.
  
  18
  The best known of the Spire’s current residents is the 
  Numerian wizard Klarkosh (see page 63). Several years ago, 
  he embarked on an ambitious program of exploration and 
  study in the Spire’s upper levels. At first, he seemed like 
  just one more would-be looter of forgotten Azlanti lore, but 
  unlike many other adventurers, Klarkosh stayed. He found 
  a region of the upper dungeon that suited his purposes 
  and established a well-protected lair. In the last year or so, 
  Klarkosh has actively defended his new home against all 
  intruders, including parties of adventurers pursuing their 
  own investigations of the Spire. The Numerian wizard holds 
  the allegiance of a number of the dungeon’s monstrous 
  denizens (at least in the upper levels) and fashions deadly 
  automatons to guard his home.
  Klarkosh isn’t, however, the master of the Emerald Spire. 
  Even with his automatons and monstrous servants, he 
  controls only a few of the uppermost levels. Despite many 
  attempts, the Numerian has been unable to penetrate any 
  deeper than Level 7 before a circle of serpentfolk priests—
  who are likewise fascinated by the Emerald Spire and seek 
  to understand its secrets—checks his advances. Darker and 
  more dangerous creatures rule over the deeper levels of 
  the Emerald Spire... and no one from the surface world has 
  returned to reveal what lies at the bottom.
  THE SPIRE GLEN
  The Emerald Spire stands in a broad, raised clearing in the 
  southwest reaches of the Echo Wood. This open area is known 
  locally as the Spire Glen. The glen is almost perfectly circular 
  and centered on the Emerald Spire, as if some unseen hand 
  had long ago drawn a border around the old tower with a 
  compass more than 500 yards wide. The trees of the Echo 
  Wood crowd up against this unseen border and suddenly 
  halt—nothing larger than a sapling grows in the Glen. 
  Few indeed have ever seen it happen, but the Emerald 
  Spire occasionally generates invisible gates or portals that 
  drift through the Glen, briefly linking its deeper levels to the 
  surrounding countryside. This means that once in a while, 
  some fearsome denizen of the deep dungeon is gated out into 
  the Glen to wander or rampage. Likewise, hapless travelers 
  have just disappeared while in the Glen, inadvertently 
  stepping into an unseen gate and finding themselves in 
  some deep level of the Spire. These mysterious gate openings 
  seem to be more common at night, and some claim they vary 
  in frequency with obscure planar alignments.
  DUNGEON OVERVIEW
  The Emerald Spire is, to put it simply, a “dungeon shish 
  kebab.” The Spire itself is like a skewer almost 2 miles tall, 
  lying embedded in the earth. Its width slowly tapers from 
  50 feet or more in its thicker sections at the bottom to a 
  fluted column 10 to 30 feet wide through much of its middle 
  sections, and eventually to a sharp point at its upper end.
  This green crystal pierces through 16 known dungeon 
  levels. These levels aren’t necessarily centered on the 
  Spire—each level sprawls out in its own direction from the 
  column, so that the levels aren’t directly above one another. 
  In addition, some of the levels are very far above or below 
  their neighbors; in many cases stairwells or vertical shafts 
  hundreds or even thousands of feet high link levels that 
  are widely separated. These “grand stairs” are formidable 
  obstacles to exploration, since they are not always safe or 
  clear, and defeating menaces in these spaces between levels 
  doesn’t make them safe for the return trip to the surface.
  The levels (and their authors) are the following:
  1. The Tower Ruins: The surface structure of the Spire 
  consists of the ruins of the old Azlanti tower. A band of 
  bloodthirsty goblins under the leadership of the bugbear 
  chieftain Grulk lurks in the ruined tower. (Lisa Stevens)
  2. The Cellars: The foundations of the tower are a 
  confusing maze of vermin-infested chambers and clever pit 
  traps. A dangerous undead spellcaster known as Gorloth, the 
  Bone Priest, ambushes adventurers who blunder into the 
  pits and spiderwebs. (Ed Greenwood)
  3. Splinterden: A ruthless band of outlaws discovered the 
  Spire’s strange properties months ago and decided to build a 
  secret refuge in the dungeons. (Michael A. Stackpole)
  4. Godhome: This level is home to a peaceful tribe of 
  troglodytes who worship a mysterious arcane device. The 
  heroes must placate or deactivate the strange machine in 
  order to pass. (Frank Mentzer)
  5. The Drowned Level: Planar portals fed from the 
  Elemental Plane of Water fill most of the chambers in 
  this level with water. The heroes will have to find their 
  way through surging currents and long, lightless swims to 
  continue their exploration of the Spire. (Sean K Reynolds)
  6. The Clockwork Maze: This is the lair of the evil wizard 
  Klarkosh, who uses the Spire’s magical properties to build 
  ever more capable automaton servitors. (Richard Baker)
  7. Shrine of the Awakener: An ancient shrine of the 
  serpentfolk, this temple has now fallen into the hands of a 
  heretical serpentfolk cultist who has reconsecrated it to a 
  terrible demon lord. (Chris Pramas)
  GARBLED MYTHS
  The history of the Emerald Spire is largely unknown in this 
  day and age. Few scholars have ever studied the place—as 
  far as the local people of the River Kingdoms are concerned, 
  it’s enough to know that the Spire is old, strange, and 
  dangerous. Even learned folk generally mistake the tower of 
  green glass raised by Nhur Athemon for the Spire’s original 
  structure. This is why the Emerald Spire is widely reported to 
  be an Azlanti ruin or thought to be some kind of retreat or 
  workshop for the Azlanti who once lived in the Echo Wood. 
  
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  The Emerald Spire
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  The Emerald Spire Superdungeon
  8. The Circle of Vissk-Thar: Close beneath the shrine 
  of Kro’akoth lies a serpentfolk stronghold currently in the 
  clutches of a mutant serpentfolk priest. A three-way struggle 
  for dominance is developing between the rival sects in this 
  level and the level above. (Jason Bulmahn)
  9. The Spire Axis: In this chamber, the Spire’s first explorers 
  shaped its mystic energies into permanent teleportation 
  magic, creating the Spire transport system. From this level, 
  adventurers can instantly reach all other levels—but a savage 
  tribe of morlocks and their infernal mistress stand in the 
  way. (Tim Hitchcock)
  10. The Magma Vault: Intrusions from the Elemental 
  Plane of Fire fill this level with rivers of molten rock. Here, 
  an expedition of Hellknights from Fort Inevitable reached 
  the end of their strength, and could push on no farther. 
  (F. Wesley Schneider)
  11. The Tomb of Yarrix: This deep cyst entombed a 
  hideous creature known as Yarrix, the high priestess of an 
  ancient elemental cult. Eldritch and alien horrors stalk this 
  terrible place (Wolfgang Baur).
  12. The Automaton Forge: Here the followers of Nhur 
  Athemon established a forge and workshop to build terrible 
  new constructs from the Emerald Spire’s potent material. 
  The Azlanti are long gone, but their creations remain—and 
  some have awoken to true sentience. (Keith Baker)
  13. The Pleasure Gardens: A magical terrarium supplied 
  with light, water, air, and nutrients from planar portals, 
  this carefully constructed garden supports its own bizarre 
  ecology. For centuries uncounted, this place has served as 
  Nhur Athemon’s menagerie and laboratory. (Nicolas Logue)
  14. The Throne of Azlant: The Azlanti soldiers and mages 
  who destroyed Nhur Athemon’s cult in the Echo Wood 10,000 
  years ago believed they had destroyed the exiled lord—but 
  in fact, Nhur Athemon survived in undeath, dwelling and 
  plotting in the depths of the Spire. (Erik Mona)
  15. Order and Chaos: Below Nhur Athemon’s lair lies a 
  region where the warped energies created by the Spire can 
  be drawn and harnessed. Proteans and inevitables battle for 
  control of this strange planar nexus. (James L. Sutter)
  16. The Emerald Root: The roots of the Emerald Spire are 
  found in the unthinkable depths of Orv, many thousands of 
  feet beneath the surface. An amazing secret is hidden in this 
  terrible place: the Vault Builders still exist, and they are not 
  yet finished with the Spire. (James Jacobs)
  SPIRE TRANSPORT
  One of the curious properties of the Emerald Spire is that 
  the crystal needle itself can serve as a lightning-swift magical 
  elevator. Those who know the secret of this function can 
  easily move to any level of the Spire by simply touching the 
  crystal column and speaking aloud (or even subvocalizing) 
  the name of the unique rune or identifying the specific level 
  the transporting character wishes to move to. The character 
  
  20
  is then teleported to a square adjacent to the Spire column 
  on the desired level.
  To use Spire transport, a character must do the following:
  • Wear or carry a special transport token.
  • Know the identifying rune or mark for the level he or she 
  wishes to transport to.
  • Use a free action to speak the name of the rune.
  • Bring no more than one other creature along (this is the 
  only way a nonsentient or unconscious character can use 
  Spire transport).
  Along with doing all of the above, after using the Spire 
  transport, a character cannot use it again for 1 hour.
  Once the PCs discover the Spire column on each level and 
  make a note of the identifying rune there, they can always 
  return to that level by simply touching the Spire at any other 
  point (say, at the surface) and teleporting directly there. 
  However, the PCs typically can’t Spire transport to a level 
  they haven’t explored yet, because they don’t yet know the 
  destination rune until they reach it physically first.
  The other component needed for a Spire transport is a 
  transport token. These were created long ago by the Azlanti 
  who first explored the place, and a few dozen are scattered 
  around in different levels of the dungeon. 
  SPIRE TRANSPORT TOKEN
  PRICE
  600 GP
  SLOT none
  CL 7th
  WEIGHT —
  AURA moderate conjuration
  This small token is a thumb-sized cylinder 
  of unbreakable greenish glass. A Spire 
  transport token allows the bearer to use 
  the Emerald Spire’s transport function. The 
  bearer can teleport to a level only if she 
  knows and speaks its identifying rune.
  CONSTRUCTION REQUIREMENTS
  COST 300 GP
  Craft Wondrous Item, dimension door, a small shard chipped 
  from the Emerald Spire
  Bypassing Levels: While most adventurers will naturally 
  seek to explore each level in turn, this isn’t strictly necessary. 
  Spire transport tokens are scattered throughout the dungeon, 
  and many monsters or villains possess diagrams of Spire 
  level runes for deeper levels—the “address” needed to 
  teleport directly to a deeper level. For example, items and 
  information found in the Tower Ruins, the Cellars, and 
  the Splinterden make it possible for an ambitious party to 
  teleport past Levels 4 and 5 and confront Klarkosh in his 
  clockwork maze.
  When a party uses Spire transport to go to a new level, 
  its members appear adjacent to the Spire in the room or 
  space where the Spire passes through that level. If more than 
  one room in a level is adjacent to the Spire, then the room 
  the transporting group arrives in is determined randomly. 
  For  example, a party Spire transporting down to the 
  Clockwork Maze might appear in areas F8, F13, or F14—roll 
  a d6 to decide. It takes a few moments to fade in on arrival, so 
  a party transporting into an occupied room neither surprise 
  nor are surprised by any monsters in the room.
  Bypassing levels is a risky strategy—like most dungeons, 
  the Emerald Spire grows more dangerous as explorers 
  descend. A party could easily meet foes too difficult for them 
  to defeat by jumping too ambitiously, but the rewards are 
  correspondingly higher. 
  FACTIONS AND ADVERSARIES
  Large parts of the Emerald Spire are unclaimed by anyone, 
  or inhabited only by their own strange denizens. However, 
  several distinct factions seek to exert influence over as much 
  of the dungeon as they can bring under their control. Some 
  of these factions are aware of each other, and are in fact bitter 
  enemies or unreliable allies; others have yet to make their 
  presence known.
  Klarkosh and Minions
  The wizard Klarkosh controls several of the uppermost 
  levels of the Emerald Spire. An initiate of Numeria’s Technic 
  League, Klarkosh is equal parts artificer, engineer, and mage. 
  In his early explorations of the Spire, he discovered that small 
  shards or fragments removed from the crystal column serve 
  as efficient power sources for automatons, and he constantly 
  experiments with new and improved models. Klarkosh has 
  successfully subjugated several of the monstrous groups 
  inhabiting the upper levels of the dungeon, enthroning 
  himself as the master of the Emerald Spire—or the first few 
  levels of it, anyway. 
  Circle of Vissk-Thar
  Over the years, many different Darklands civilizations and 
  explorers have discovered one level or another of the Emerald 
  Spire. A group of serpentfolk adepts known as the Circle of 
  Vissk-Thar are the most well-established incursion from the 
  Darklands present in the Emerald Spire, and are the principal 
  reason that Klarkosh has been unable to penetrate the deeper 
  levels of the dungeon. Fortunately for the other denizens of 
  the dungeon, the serpentfolk are currently divided by vile 
  heresies and power struggles, which drastically curtail their 
  efforts to bring the rest of the dungeon under their control. 
  Nhur Athemon
  The guardian of the Emerald Spire for almost a hundred 
  centuries, Nhur Athemon has been a lich for thousands of 
  years. He has chosen to pass vast stretches of time in undead 
  slumber, stirring every few centuries to renew his studies of 
  the Emerald Spire and seek news of the world outside. He 
  awoke several years ago and has been deliberately gathering 
  his strength, stealthily observing levels near his own lair. 
  
  The Emerald Spire
  21
  The Emerald Spire Superdungeon
  Nhur Athemon despises the serpentfolk of Vissk-Thar, and 
  regards Klarkosh as a drooling barbarian blindly vandalizing 
  things he doesn’t understand.
  Servants of Iluchtewhar
  The deepest levels of the Emerald Spire conceal an 
  astonishing secret: the Vault Builders yet live, and a survivor 
  of their ancient race—Iluchtewhar, the Spire’s maker—is 
  imprisoned in its depths. The Vault Builders possess the 
  ability to create elemental beings to suit their purposes, 
  giving rise to many of the elementals and elemental creatures 
  known to haunt the Emerald Spire—such as the caustic 
  stalkers, the mudlords, and the shadowfire elementals. 
  Roused by the reckless experiments of the Spire’s younger 
  denizens, Iluchtewhar is preparing to unleash a terrible 
  doom upon everyone and everything nearby.
  The Trail of Tiawask
  There is one more presence in the Emerald Spire worthy of 
  mention: the wizard Tiawask. Several weeks ago, she and her 
  colleague Jharun came to the Spire to explore its secrets, and 
  fell into Klarkosh’s hands. Tiawask managed to escape, but 
  was forced to flee deeper into the dungeon. She has marked 
  out a trail of sorts, leaving mysterious clues and warnings for 
  anyone following after her. 
  ADVENTURE HOOKS
  As far as dungeons go, the Emerald Spire is easy to find, 
  highly accessible, and popular with the adventurers passing 
  through the Crusader Road these days. Many make the 
  short hike from Thornkeep or Fort Inevitable to at least 
  poke around the surface ruins and admire the old Azlanti 
  structure. A good number venture into the first level 
  or so, and beat a hasty retreat when they discover that 
  dungeoneering is not a lark. In fact, more than a few bandits 
  have taken to watching the Spire Glen, so they can rob 
  easy targets who escape the dungeon: bands of neophytes, 
  sightseers, or exhausted parties of veterans in no condition 
  for another fight.
  The Missing Wizards
  Several weeks ago, the wizards Tiawask and Jharun of 
  Thornkeep set out to explore the ruins of the Emerald 
  Spire and research the portals underground. They have 
  not returned. Both are members of the Goldenfire Order, 
  and Iliara Starcloak—the leader of the order—is now 
  seriously concerned about her missing colleagues. She’s 
  actively seeking a reliable party of adventurers to search the 
  Emerald Spire and its dungeon levels for any clue as to the 
  disappearance of Jharun and Tiawask, and rescue them if 
  they are in danger.
  The two wizards are indeed lost in the Emerald Spire, 
  and in need of help. They fell into the clutches of Klarkosh 
  and his minions early in their explorations, and Jharun is 
  still held captive by the Numerian mage. However, Tiawask 
  escaped from Klarkosh and fled deeper into the Spire to 
  avoid pursuit. She’s now caught in a desperate battle for 
  survival deep in the dungeon. If the PCs don’t learn of it 
  from some other way, they can find out about this quest in 
  area 13 of Fort Inevitable (see page 11).
  The Sage’s Expedition
  The sage Abernard Royst (see page 15) of Fort Inevitable 
  has spent years collecting scraps of information about the 
  Emerald Spire. He suspects that the Spire itself has little to 
  do with the Azlanti who once lived in the Echo Wood, but 
  that it’s instead associated with mysterious powers from the 
  dawn of the world. To confirm his hypothesis, Abernard is 
  anxious to commission a careful and deliberate survey of 
  the Spire and all its levels. He fully understands that this 
  is a highly dangerous undertaking, and that an old, clumsy 
  sage has no business wandering around in the depths of the 
  Emerald Spire. However, he has arranged for a rich reward 
  to the party that reaches the bottom of the Spire and brings 
  him back maps and descriptions of the whole structure.
  The Crowned Skull
  It’s becoming increasingly clear that some powerful and 
  malevolent presence is stirring in the dungeons below the 
  Emerald Spire. Strange new forms of undead monsters 
  have begun to plague both Thornkeep and Fort Inevitable 
  in recent months, and powerful spellcasters throughout the 
  Crusader Road area have reported scrying efforts from an 
  unknown source able to brush aside their normal screens 
  and defenses. Worse yet, whatever power is stirring seems 
  to be able to exercise conscious control over the mysterious 
  portals of the Spire Glen, using them to disgorge monsters 
  or capture travelers far from the Emerald Spire. High Mother 
  Sarise Dremagne of Fort Inevitable has successfully divined 
  one small clue about this strange new threat: the emblem 
  of a crown above a skull. Lady Commander Drovust seeks a 
  bold party of adventurers to search out the “crowned skull” 
  and destroy it before this menace grows any stronger.
  THE EMERALD SPIRE CAMPAIGN
  If you begin in the Tower Ruins with a 1st-level party of PCs, 
  the characters should reach 12th level by the time they reach 
  the Emerald Root. This adventure assumes you are using the 
  fast XP track and a party of four characters. If your group 
  consists of five PCs, they will often be a level behind where 
  they’re expected to be in their progression, but the extra 
  member compensates for that in most encounters. For six or 
  more PCs, increase the number of monsters encountered to 
  keep the expected advancement on track. 
  
  1 SQUARE = 5 FEET
  A1
  A2
  A3
  A4
  A6
  A6
  A7
  A13
  A14
  A8
  A11
  A10
  A12
  A15
  A9
  A5
  T
  LEVEL 1: THE TOWER RUINS
  
  23
  LEVEL 1
  The Tower Ruins
  By Lisa Stevens
  As travelers emerge from the Echo Wood underbrush, they find themselves staring up at a ruined keep guarding a broken 
  central tower, all made of smooth, green glass. It’s obvious that a grand battle took place here many years ago, and the 
  clearing around the ruin lies barren, with sickly weeds struggling to rise from the magic-blasted earth. Melted chunks of 
  twisted glass pepper the ground, lending a green hue to the clearing’s light. Despite the damage, however, the glass of the 
  keep itself seems to have avoided the ravages of time, with those pieces that survived the initial cataclysm unmarred by 
  pitting or cracking, clean of moss and other clinging debris.
  At the top of a steep dirt path winding up through the rubble, a doorway opens onto darkness, its entrance seeming to 
  steal light into its inky depths.
  T
  he first level of the Spire dungeons consists of 
  the Tower Ruins, a crumbling Azlanti edifice that 
  surrounds the tip of the Spire. The last residents of 
  the ruins were the goblins of Zog, around 500 years ago. It 
  was the legend of this goblin kingdom that led the bugbear 
  Grulk to explore the ruin 5 years ago and find a place to 
  establish his own domain. Using the legends of Zog, he lured 
  a number of the young warriors from the nearby Bloodbriar 
  goblin tribe, filling their heads with tales of glory.
  Everything was proceeding according to the bugbear’s 
  plans when Klarkosh and his retinue showed up to explore 
  the Emerald Spire. The goblins put up a valiant effort to 
  defend their home, but Klarkosh was just too powerful. In 
  the end, Grulk made a deal with the Numerian to secure a 
  truce—the goblins would protect the entrance to the lower 
  levels for Klarkosh. As a reminder of their bargain, Klarkosh 
  animated two of the goblin dead and posted them on the 
  stairs leading into the Spire’s depths (see area A14).
  
  24
  A1. The Path Up
  The stone staircase that led up to the tower’s door is now nothing 
  more than a rubble-strewn cliff. On the tower’s south side, a dirt 
  path winds up the steep embankment to a pitch-black doorway.
  When the ancient Azlanti Knights of the Ioun Star 
  destroyed the tower around the Spire, the grand staircase 
  leading up to the front door was obliterated, leaving a 
  30-foot-tall escarpment in its place. The goblins created this 
  serpentine alternative path so they could more easily traverse 
  the hillside into their home. 
  A goblin sentinel and his goblin dog are on guard in area 
  A2, watching over this path. The sentinel is not very attentive 
  (–2 penalty on Perception checks), so it’s possible to sneak up 
  the path without being noticed, but if the party approaches 
  in the open, he automatically spots them and raises the 
  alarm, then begins shooting with his shortbow at anyone 
  climbing up the path (see area A2).
  A2. Entryway (CR 2)
  The footpath climbs up to a jagged hole in the side of the green 
  glass tower. The light outside the tower does not penetrate into 
  the building more than a few feet. Beyond that, it’s pitch black.
  When the PCs proceed farther in, add the following.
   Half-melted blocks of green glass lie thick on the floor. A 
  crumbling archway to the north leads into another chamber, while 
  a door to the west leads into the round tower at the southwest 
  corner of the building. To the east, a barricade of rubble and 
  wooden stakes blocks a passage leading into the tower.
  The barricade to the east is designed to be just passable 
  to a goblin. A Small creature can squeeze to move through. 
  A Medium creature must succeed at a DC 30 Escape Artist 
  check to wriggle through. A very strong creature can 
  shove through the barricade by making a successful DC 25 
  Strength check.
  Creatures: A goblin commando and her goblin dog 
  mount always guard the entrance to the goblin lair. A 
  second commando and mount rest in area A3. Goblins 
  being the lazy creatures that they are, the guard takes a –2 
  penalty on her Perception check to notice approaching 
  creatures making any effort to avoid detection.
  GOBLIN COMMANDO 
  CR 1/2
  XP 200
  Goblin ranger 1 (Pathfinder RPG Bestiary 156)
  NE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
  hp 13 (1d10+3)
  Fort +4, Ref +5, Will +1
  OFFENSE
  Speed 30 ft.
  Melee horsechopper +3 (1d8+1/×3)
  Ranged shortbow +5 (1d4/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with horsechopper)
  Special Attacks favored enemy (humans +2)
  TACTICS
  Before Combat If the commando spots intruders, she takes a 
  round to warn the commando in area A3. That commando and 
  goblin dog arrive in 3 rounds, after spreading the general alarm.
  During Combat The commandos use their superior mobility and 
  the darkness in the entryway as they shoot at the PCs.
  Morale If one commando is killed, the other retreats into area A6.
  STATISTICS
  Str 12, Dex 17, Con 15, Int 8, Wis 12, Cha 8
  Base Atk +1; CMB +1; CMD 14
  Feats Mounted Combat
  Skills Handle Animal +3, Perception +5, Ride +10, Stealth +14, 
  Survival +5
  Languages Common, Goblin
  SQ track +1, wild empathy +0
  Combat Gear potion of cure moderate wounds; Other Gear 
  studded leather armor, horsechopper, shortbow with 20 arrows
  FEATURES OF THE LEVEL
  The environment within the 
  Tower Ruins is strange in ways 
  both physical and magical.
  Light Consumption: Inside 
  the structure, a magical effect 
  swallows up light. Any light 
  source, no matter how strong, 
  illuminates only a 5-foot radius. 
  The Azlanti builders created this 
  magical effect to activate once 
  night had fallen, but it is permanently stuck in its night setting.
  Anything beyond the 5-foot area is darkness. Ranged 
  combat and melee attacks with reach have a 50% miss chance 
  unless the attacker has darkvision. Creatures without darkvision 
  take a –4 penalty on Perception checks that rely on sight.
  The descriptions of rooms talk about all the features of 
  each room, but because of the lighting the PCs might not 
  learn all this information at once. Adjust the read-aloud text 
  to match what the PCs can see.
  Rubble: The tower around the Spire is one big ruin, with 
  debris strewn across the floors. This is difficult terrain (Pathfinder 
  RPG Core Rulebook 193) but Grulk’s goblins aren’t affected by it.
  Ceilings: In hallways, the ceilings are 10 feet high. In 
  rooms, they extend 20 feet high.
  
  25
  Level 1: The Tower Ruins
  The Emerald Spire Superdungeon
  GOBLIN DOG 
  CR 1
  XP 400
  hp 9 (Pathfinder RPG Bestiary 157)
  A3. The Kennel (CR 2)
  Piles of rags and bones are piled up into nest-like beds around 
  this circular room. A door to the northeast leads to other rooms.
  Creatures: If the PCs get by the goblin commando in area 
  A2 without being noticed, another goblin commando and 
  goblin dog are resting here. If the commando in area A2 
  noticed the PCs and warned the goblin in this room, this 
  goblin warns his allies in area A6, then returns to area A2 and 
  joins the fight 3 rounds after the first sentry raises the alarm.
  GOBLIN COMMANDO 
  CR 1/2
  XP 200
  hp 12 (see page 24)
  GOBLIN DOG 
  CR 1
  XP 400
  hp 9 (Pathfinder RPG Bestiary 157)
  A4. Ruined Hall (CR 1)
  This large foyer seems to have been the main tower entrance, 
  but the grand doorway leading outside is now a broken mass of 
  glass rubble. Crumbling archways lead to the north and south.
  When the Azlanti knights razed the tower, they started 
  by blowing their way in through the front door. The hall is 
  badly battered, with rubble strewn everywhere.
  Creatures: This encounter presumes that the sentries 
  in areas A2 and A3 raised the alarm, and that these three 
  goblins have been stationed here to lure intruders into area 
  A5 by feigning retreat after a round or 2 of combat here, then 
  trigger the trap in that room. If the alarm was not raised, 
  these goblins are still relaxing in area A8.
  GOBLINS (3) 
  CR 1/3
  XP 135 each
  hp 6 each (Pathfinder RPG Bestiary 156)
  A5. The Dead End
  This round tower is badly damaged, its floor strewn with rubble.
  In case more “longshanks” like Klarkosh invade his 
  domain, Grulk crafted this trap room to imprison enemies.
  If a goblin successfully triggers the collapse, falling rocks 
  crash down on the squares marked on the map. Anybody 
  standing in those squares must succeed at a DC 12 Reflex 
  save or become trapped under the stone, taking 1d6 points of 
  damage in the process (see page 415 of the Core Rulebook for 
  burial rules). After the rockfall, the entrance between areas 
  A4 and A5 is blocked. It takes 20 hours of work to completely 
  clear the passage of rubble.
  A simple screen of dusty canvas covers the entrance to a 
  cramped tunnel leading east (Perception DC 12). Just inside 
  the western end of the tunnel is a pull-rope that triggers a 
  collapse in the doorway of this tower. Pulling the rope is a 
  standard action for any creature in the tunnel mouth.
  The goblins attempt to get any surviving PCs to chase 
  them down the hidden tunnel to A6. The tunnel is 4 feet tall. 
  Medium creatures walking upright can navigate the tunnel 
  by squeezing to move and thus taking a –4 penalty on attack 
  rolls and a –4 penalty to AC. Small and smaller creatures can 
  move about normally, as can most quadrupedal Medium 
  creatures (including goblin dogs).
  The tunnel leads to a concealed exit in area A6. The 
  goblins fight ferociously in the tunnel, with a fallen goblin 
  being replaced immediately by another of its kin.
  A6. Guardroom (CR 1/2)
  This room is divided into two sections by a 20-foot-long, 
  rubble-free passageway. The following description applies to 
  the northern section.
  From this curving room, doors lead east and west, and a passage 
  leads south. A small table with four rickety chairs sits in the middle 
  of the room. A pair of dice lies on the table amid cups and plates.
  The tunnel to the north is covered by a canvas screen, 
  painted to blend in with the walls (Perception DC 12). See 
  area A5 for a description of this tunnel.
  The southern section of the room is described below.
  Rubble and sharpened sticks barricade the western entrance to this 
  curved room, and a thin wall runs down the room’s middle. To the 
  north, a short passageway leads to a similar room. Doors are set 
  in the eastern wall of the room and both walls of the passageway. 
  OTHER WAYS IN
  While the path is the obvious way to gain access to the Spire, 
  there are two other ways to get inside. First, the PCs might 
  scramble up the ruined stairway and steep embankment 
  leading to area A4, which requires a successful DC 10 Climb 
  check because of the loose rubble that covers the slope. The 
  sentries in area A2 have trained with their goblin dog mounts, 
  and gain a +4 circumstance bonus on these Climb checks.
  Second, PCs who carefully scout may discover the concealed 
  doorway leading to area A11 (a DC 15 Perception check). Grulk 
  and his goblins only expect attackers to come from area A1.
  
  CLANKY
  26
  The door to area A7 is locked. 
  Creatures: This is the main guardroom for the inner 
  portion of the complex. The two guards stationed here have 
  been ordered to patrol both sections of the room.
  One of the two goblins stationed here has fallen asleep 
  on his half-eaten plate of food. The other goblin passes the 
  time by putting small pieces of food in her slumbering 
  mate’s ears, creating a culinary work of art (by goblin 
  standards). She is so engrossed in the process that she takes 
  a –4 penalty on Perception checks to notice intruders unless 
  the general alarm is raised. Even if the whole complex is on 
  alert, she lets her comrade continue to sleep—there’s no 
  sense in disturbing her masterpiece by waking him up!
  GOBLINS (2) 
  CR 1/3
  XP 135 each
  hp 6 each (Pathfinder RPG Bestiary 156)
  A7. Armory
  The door to this room is locked with a poor-quality lock 
  (Disable Device DC 15 to unlock the door, or Strength DC 
  20 to force it open).
  Rows of wooden racks on the walls of this room hold a ramshackle 
  collection of rusty blades, scraps of armor, and warped arrows.
  This chamber is Grulk’s armory, because every great 
  kingdom needs an armory. Unfortunately, goblins aren’t 
  very good weaponsmiths. Six Small dogslicers and six Small 
  horsechoppers are piled haphazardly around the room. The 
  other items are unusable and worthless.
  A8. Barracks (CR 1)
  This room is full to bursting with a motley collection of cots 
  and other furniture cobbled from scraps of wood and cloth. The 
  stench of rotting food is overpowering. Doors lead to the west 
  and the north.
  This room serves as the main barracks for Grulk’s goblin 
  tribe. A riot of broken bits of metal, glass, stone, and other 
  things scavenged by the goblins from the ruins of the keep 
  and the surrounding woods clutter the room. Goblins find 
  value in practically everything, so this chamber looks as 
  much like a trash heap as it does a living area.
  Grulk forbade eating in this room, and has ordered his 
  goblins to eat in the mess hall (area A9). Of course, little 
  parcels of soured food can be found hidden throughout the 
  room. One particularly stinky piece of cheese smells so bad 
  that it is currently making the rounds in various goblin’s 
  beds in a game of “hot potato”—no goblin wants to be the 
  one to have the cheese when Grulk finds it, but nobody is 
  willing to throw the rancid cheese away!
  Creatures: On a normal day, six goblins are here 
  whiling away the time admiring their collections of 
  junk or playing games with rules that change moment 
  by moment, many times ending in bloodshed of some 
  sort. The other six goblins that live in these quarters 
  can be found throughout the rest of the tower—two in 
  area A6, two in area A9, and two in area A13.
  This encounter presumes that the alarm has been 
  raised, and that three of the goblins normally here moved 
  to area A4, and three remain here to defend the barracks 
  (although one of the goblins remaining here goes to area  A13 
  to warn the goblins there, returning 3 rounds later). If the 
  alarm was avoided, the three goblins listed in the Creatures 
  section of area A4 are here instead.
  GOBLINS (3) 
  CR 1/3
  XP 135 each
  hp 6 each (Pathfinder RPG Bestiary 156)
  
  27
  Level 1: The Tower Ruins
  The Emerald Spire Superdungeon
  Treasure: Under one of the goblin beds, wrapped in a 
  tattered and dirty piece of cloth, is an arm from an emerald 
  automaton (it used to belong to Clanky; see area A10 for 
  more information). This curio might fetch as much as 20 gp 
  in a larger city market.
  A9. Mess Hall (CR 1/2)
  Two tables with benches lie scattered around this mess hall. 
  Decaying food of an indescribable nature sits on the tables. At 
  the southern end of the chamber, doors exit to the east and 
  the west.
  Ever since Grulk outlawed eating in the barracks, this 
  room has seen a lot more usage than it did in the first few 
  years of occupancy. It is rare for the entire tribe to eat at one 
  time—only when the tribe scores a horse or some similarly 
  large prey does Grulk allow the entire tribe to eat at once.
  Creatures: Currently, two Bloodbriar goblins are fighting 
  over the hindquarters of a mangy coyote Grulk killed the 
  previous day. Their argument can be heard for quite a 
  distance outside the room, and prevents them from hearing 
  the general alarm if it has been raised.
  GOBLINS (2) 
  CR 1/3
  XP 135 each
  hp 6 each (Pathfinder RPG Bestiary 156)
  A10. Kitchen Laboratory (CR 3)
  This curving room is a good-sized kitchen, complete with 
  decaying tables, cupboards, and bins. One newer table has what 
  seems like a child’s laboratory set up, with broken cups standing 
  in for beakers.
  The goblin cleric Skizzertz has taken over what is left of the 
  tower’s kitchen and has converted it into his own laboratory. 
  In it, he perfects his creation, his magnum opus: Clanky. 
  Skizzertz found the damaged and discarded automaton 3 
  months ago and has managed to keep it a secret from Grulk 
  and the rest of the goblin tribe by forbidding them entry. 
  With a lot of luck, Skizzertz managed to reanimate the 
  automaton by rummaging around in its damaged insides. 
  The automaton perceives the shaman as its new master, 
  and though it is but a shadow of its former self, Skizzertz 
  has managed to fix many of Clanky’s problems, even going 
  so far as to attach a bony human arm in place of one that 
  was missing from the discarded automaton. The shaman 
  is about ready to use Clanky to depose Grulk when the 
  characters arrive at the complex.
  Creatures: The shaman spends almost all his time here, 
  working on his automaton. Skizzertz is anxious to test his 
  handiwork, and the PCs are just the test subjects he needs.
  SKIZZERTZ 
  CR 1
  XP 400
  Male goblin cleric of Lamashtu 2
  NE Small humanoid (goblinoid)
  Init +4; Senses darkvision 60 ft.; Perception +3
  DEFENSE
  AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
  hp 16 (2d8+4)
  Fort +4, Ref +4, Will +5
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion +3 (1d6/18–20)
  Special Attacks channel negative energy 3/day (DC 9, 1d6) 
  Domain Spell-Like Abilities (CL 2nd; concentration +4)
  5/day—copycat (2 rounds), strength surge (+1)
  Cleric Spells Prepared (CL 2nd; concentration +4)
  1st—bless, cause fear (DC 13), command (DC 13), enlarge 
  personD (DC 13)
  0 (at will)—bleed (DC 12), detect magic, detect poison, resistance
  D domain spell; Domains Strength, Trickery 
  TACTICS
  Before Combat If Skizzertz hears combat in area A9 or A11, he 
  casts resistance on himself and hides behind Clanky.
  During Combat Skizzertz casts bless on himself and Clanky. He 
  then uses his offensive spells to support Clanky in combat.
  Morale If Skizzertz is losing, he uses copycat and flees.
  STATISTICS
  Str 10, Dex 18, Con 13, Int 10, Wis 15, Cha 6
  Base Atk +1; CMB +0; CMD 14
  Feats Extra Channel
  Skills Heal +6, Perception +3, Ride +8, Spellcraft +4, Stealth +16
  Languages Goblin
  Combat Gear wand of cure light wounds (20 charges); Other 
  Gear leather armor, mwk falchion, 95 gp
  CLANKY 
  CR 2
  XP 600
  Variant emerald automaton (see page 154)
  N Medium construct 
  Init –1; Senses darkvision 60 ft., low-light vision; Perception –2
  DEFENSE
  AC 13, touch 9, flat-footed 13 (–1 Dex, +4 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +0, Will –1
  DR 2/adamantine; Immune construct traits
  Weaknesses magic dependent
  OFFENSE
  Speed 30 ft.
  Melee slam +6 (1d6+4)
  Special Attacks electric explosion
  TACTICS
  Before Combat If Skizzertz hears fighting in area A9 or A11, he 
  directs Clanky to interpose itself between Skizzertz and danger.
  
  28
  During Combat Once combat ensues, Clanky positions itself in 
  whatever way best protects Skizzertz.
  Morale Clanky fights until destroyed.
  STATISTICS
  Str 16, Dex 9, Con —, Int —, Wis 7, Cha 1
  Base Atk +3; CMB +6; CMD 15
  Feats Power AttackB
  SQ proficient
  SPECIAL ABILITIES
  Electric Explosion (Su) Once Clanky is reduced to half its hit 
  points or fewer, it crackles and fizzles for 1 round (while 
  continuing to fight) before exploding. Each non-construct 
  creature within 10 feet takes 1d10 points of electricity damage 
  (Reflex DC 11 negates). The save DC is Constitution-based.
  Treasure: The pieces of Clanky could be sold in a larger 
  city to an interested buyer for 75 gp.
  A11. Back Door 
  This curving hall has been badly damaged, but there are intact 
  doors to the north, east, and south, as well as a large double-
  door leading west to the core of the tower. The southeast corner 
  of the room has collapsed in a mound of green glass rubble, but 
  a tunnel runs through the debris, shored up with rough timbers.
  The tunnel leads to a little-used path on the southeast side 
  of the tower. From the outside, this entrance is covered by a 
  screen of canvas and wood painted to blend into the rubble 
  (Perception DC 12).
  A12. Skizzertz’s Chambers
  A plush, human-sized bed stands in this chamber, along with 
  a table holding a bone scroll tube and jars filled with eyeballs, 
  claws, and teeth. Various automaton parts lie scattered around.
  This is the bedchamber of the goblin cleric, Skizzertz. After 
  Grulk blamed him for the defeat at the hands of Klarkosh 
  and his automatons, Skizzertz has dreamed of deposing the 
  bugbear chieftain and taking over rulership of the tribe. 
  Skizzertz found a damaged emerald automaton 3 months 
  ago. Since then, he has spent almost all of his time in area 
  A10 working on his creation, which he has dubbed “Clanky.”
  Treasure: The scroll tube on the table contains a sheet of 
  parchment on which is drawn a complicated magical sigil 
  in iridescent green ink. A character who succeeds at a DC 
  15 Knowledge (arcana) or Linguistics skill check recognizes 
  the sigil as an identifying mark similar to an arcane mark. 
  The sigil is labeled “Six” in Azlanti. This is the runic symbol 
  needed to travel directly to Level 6 via Spire transport (see 
  Spire Transport on page 19), although the PCs have no way 
  to use it until they find a Spire transport token (see page 20). 
  Klarkosh gave it to Skizzertz months ago with instructions 
  to bring any transport tokens he found to the Numerian 
  at once.
  A13. Ascending Stairs
  Stairs wind upward to the right, circling around a glowing wall of 
  semi-translucent green stone. It seems the Azlanti tower was built 
  around a core of some other material—a spire within a spire. 
  These stairs circle around the Spire, leading up to area A15. 
  They circle around the Spire two and a half times, climbing 
  through ruined and impassible levels to a large chamber 
  at the top of the tower. The curving stairs end in a sturdy 
  wooden door with a shuttered arrow slit in its middle.
  A14. Descending Stairs (CR 1)
  Stairs wind downward to the right, circling around a glowing wall of 
  semi-translucent green stone. It seems the Azlanti tower was built 
  around a core of some other material—a spire within a spire. 
  These stairs circle around the Spire, leading down to area 
  B1. Just above the landing, the green crystal Spire is marked 
  with a complex sigil the size of a human hand. This sigil is 
  this level’s identifying rune, and is useful for Spire transport 
  when the PCs later find Spire transport tokens. It’s noticeably 
  different from the sigil recorded on the scroll in Skizzertz’s 
  chambers, although they are stylistically similar. A character 
  who succeeds at a DC 15 Knowledge (arcana) or Linguistics 
  skill check recognizes the sigil as an identifying mark similar 
  to an arcane mark.
  Creatures: Grulk has stationed two goblins on the 
  landing. Goblins dread this duty for two reasons—if Grulk 
  catches you catnapping while guarding his stairs, your 
  life will be very short, but that may or may not be worse 
  than what lies below down the dark stairs. The sounds of 
  moaning and slow, shuffling footsteps below are enough 
  to conjure up all sorts of horrors in the minds of the 
  unfortunate goblins.
  GOBLINS (2) 
  CR 1/3
  XP 135 each
  hp 6 each (Pathfinder RPG Bestiary 156)
  Directly beneath the landing where Grulk’s sentries are 
  stationed is an identical landing (not pictured on the map). 
  Klarkosh created these two zombie goblins and stationed 
  them here as a deterrent to curious goblins. The Numerian 
  wizard also uses this access point to the Emerald Spire’s 
  transport mechanism to move directly to his lair. The 
  goblins are too afraid to come down here, so nobody has 
  seen him use the Spire in this manner.
  
  GRULK
  29
  Level 1: The Tower Ruins
  The Emerald Spire Superdungeon
  GOBLIN ZOMBIES (2) 
  CR 1/4
  XP 100 each
  NE Small undead
  Init +1; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
  hp 12 each (2d8+3)
  Fort +0, Ref +1, Will +3
  DR 5/slashing; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee slam +3 (1d4+1)
  TACTICS
  During Combat The zombies mindlessly attack 
  the nearest target.
  Morale The zombies fight until destroyed.
  STATISTICS
  Str 13, Dex 13, Con —, Int —, Wis 10, 
  Cha 10
  Base Atk +1; CMB +1; CMD 12
  Feats Toughness
  Skills Ride +5, Stealth +9
  SQ staggered
  Quest: Once they discover the sigil on 
  the Spire, the PCs gain the Transport Tools 
  quest. They complete it as soon as they 
  collect a Spire transport token, gaining 500 XP. 
  (They don’t need to actually use Spire transport.)
  Story Award: For finding stairs that lead down, the PCs 
  gain 500 XP.
  A15. Grulk’s Lair (CR 4)
  The door to this room is locked (Disable Device DC 20, or 
  Strength DC 20 to burst open). When the PCs enter Grulk’s 
  lair, read the following.
  This strange chamber pulses with the green glow of the column 
  of glass-like crystal that forms the core of the tower. The walls 
  of the room are damaged, and the roof is cracked. The spire in 
  the center juts up, just peaking above the crude ceiling. A bed 
  and a side table sit in the northern half of the room, and archery 
  targets line the southern section of wall.
  In the western wall of Grulk’s lair is a secret passage 
  that ends abruptly at an opening 60 feet above the ground. 
  The original passageway was blasted away millennia ago. 
  Climbing down the tower exterior from here requires a 
  successful DC 25 Climb check.
  Creature: Grulk is paranoid, keeping the door to his lair 
  locked at all times. The arrival of Klarkosh has made him 
  even worse. He knows he can’t defeat the wizard, so he secretly 
  hopes some other enemy will do so. Grulk might parley with 
  powerful PCs in hopes that they might defeat Klarkosh. He 
  is wiling to offer free passage to the levels below the tower 
  ruins and share what he knows about Klarkosh (not much).
  GRULK 
  CR 4
  XP 1,200
  Male bugbear ranger 2
  CE Medium humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft., scent; Perception +9
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+2 armor, +3 Dex, +3 natural)
  hp 26 (5 HD; 3d8+2d10+2)
  Fort +4, Ref +9, Will +3
  OFFENSE
  Speed 30 ft.
  Melee morningstar +8 (1d8+4)
  Ranged composite longbow +8 (1d8+2/×3)
  Special Attacks favored enemy 
  (humans +2)
  TACTICS
  Before Combat If Grulk hears enemies 
  approaching, he readies an action to 
  fire at the first enemy he sees.
  During Combat Once combat begins, 
  Grulk uses the arrow slit to give himself 
  improved cover.
  Morale If reduced to 13 hit points or 
  fewer, Grulk flees out the secret passage 
  and uses his ring of feather falling to escape.
  STATISTICS
  Str 18, Dex 17, Con 11, Int 10, Wis 14, Cha 11
  Base Atk +4; CMB +8; CMD 21
  Feats Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (composite longbow)
  Skills Climb +8, Handle Animal +5, Intimidate +12, Perception +9, 
  Ride +8, Stealth +12, Survival +6, Swim +8
  Languages Common, Goblin
  SQ stalker, track +1, wild empathy +2
  Gear leather armor, composite longbow (+2 Str), morningstar, 
  ring of feather falling, 3 garnets worth 50 gp each, 124 gp
  Development: If both Grulk and Skizzertz are killed, 
  any surviving goblins quickly abandon the ruin. It remains 
  unoccupied, although if PCs spend months plumbing the 
  deeper levels, they may emerge to find new denizens here.
  Quest: If they parley with Grulk, the PCs might learn 
  about Klarkosh and gain the Clockwork Scourge quest.
  Descent to the Next Level
  The stairs leading downward in area A13 wind around the 
  Spire twice before the light consumption effect ends and the 
  stairs turn into a passage that leads down 50 feet below the 
  ruins to the first subterranean level, the Cellars. 
  
  1 SQUARE = 5 FEET
  B1
  B3
  B9
  B10
  B11
  B12
  B4
  B5
  B7
  B8
  B6
  B2
  B2
  B2
  B2
  T
  T
  LEVEL 2: THE CELLARS
  
  31
  LEVEL 2
  The Cellars
  By Ed Greenwood
  The uppermost underground level of the Emerald Spire’s dungeon is the abode of Gorloth, a bone priest who is magically 
  compelled to serve the ruthless wizard Klarkosh, master of the Spire’s first six levels. Gorloth cooperates with the moon 
  spiders that now infest his “Cellars” and is under orders to isolate and capture intruding wizards or other spellcasters. 
  Klarkosh has little interest in other trespassers, so Gorloth is free to destroy them, feed them to his arachnid allies, or use 
  them in his own experiments to populate the Cellars with new undead defenders.
  T
  he Cellars were originally an outpost for Azlanti exiles 
  examining the Spire, but many occupants have come 
  and gone. The most recent were smugglers killed by 
  moon spider invaders from the Echo Wood. When the wizard 
  Klarkosh explored the Cellars, he repaired the smugglers’ pit 
  traps and left the moon spiders. He used command undead to 
  compel a bone priest named Gorloth to guard the Cellars and 
  control the spiders. Gorloth seeks to detain arcane spellcasters, 
  and to prevent other intruders from descending into the 
  Spire’s deeper levels. Klarkosh must refresh his command over 
  Gorloth once per week, at which point he also gathers a full 
  report from the bone priest.
  Gorloth and the moon spiders are familiar with the layout 
  of the Cellars and its secret doors, and can operate all the 
  unlocked doors on this level. Gorloth has keys to the locked 
  doors and knows where spare keys are located. The moon 
  spiders obey the bone priest and never attack him, and he 
  opens doors to let them move around the level.
  The moment any moon spider discovers intruders, it uses 
  its obscuring mist power and communicates a warning to any 
  nearby spiders, which do likewise. These mists don’t confuse 
  or blind the moon spiders due to their tremorsense. Gorloth 
  knows the layout of the Cellars so well that he can find his way 
  around even when surrounded by impenetrable mist.
  
  32
  B1. Cellar Stair
  The steep stair descends through solid bedrock for fifty feet 
  before ending in a stone-lined room. A large stone door stands 
  directly south of the stair, a small alcove lies to the east, and 
  another door to the southeast is slightly ajar. An extinguished 
  torch rests on the floor of the alcove.
  The door to the south is locked from the southern 
  side (Disable Device DC 25), and there is no sign of a key. 
  Gorloth carries one key that opens this door, and identical 
  keys are hidden under the bucket of blood in area B8, and 
  in area C3 of the level below. The door to the southeast 
  is ajar. 
  The extinguished torch is lying on the floor in the 
  eastern alcove, right outside the secret door. It’s been there 
  for some time. If the PCs locate and open the secret door 
  (see the sidebar), the second door to area B8 inside the 
  small secret passage is obvious.
  B2. Spider Pit Trap (CR 4)
  Four spider pit traps are positioned throughout the level. 
  They match the surrounding flagstones quite well and 
  are triggered by the weight of any Small or larger creature 
  stepping on the trap door. 
  Creature: A moon spider is stationed in an alcove within 
  each trap to seal the trap shut if it’s triggered. After the 
  moon spider reseals the trap, it attacks the victim who fell 
  into the pit.
  MOON SPIDER 
  CR 2
  XP 600
  hp 22 (page 156)
  Trap: These pit traps consist of well-oiled, hinged floor 
  slabs held in place on the underside by moon spider 
  webbing. Each opens into a 10-foot-square and 10-foot-deep 
  spiked pit that has a 10-foot-deep alcove at the bottom, in 
  which a moon spider lurks.
  When a pit trap is triggered, the moon spider rushes 
  out of its alcove, pushes the pit trap door into the closed 
  position, and webs the trap shut again. This is a full-round 
  action for the spider, and because it’s underneath the door, 
  it has cover from any PCs in the hallway above. The webbing 
  won’t hold the pit trap shut against a determined attack. A 
  single creature can force the trap door open with a successful 
  DC 15 Strength check. Of course, if a character stands on the 
  trap door to force it open, she falls into the pit when she 
  succeeds. Once the doors are open, quick-thinking PCs can 
  wedge them in that position with a successful DC 10 Disable 
  Device check.
  SPIKED PIT TRAP 
  CR 2
  XP 600
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset moon spider webbing
  Effect 10-ft.-deep pit (1d6 falling damage); pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+2 damage each); Reflex DC 
  20 negates; multiple targets (all targets in a 10-ft.-square area)
  B3. Moon Spider Lair (CR 2)
  The walls and ceiling of this room are hidden behind a thick, 
  gray-white forest of spider webs that blocks all vision beyond ten 
  feet. Webs are everywhere, creating a maze of vertical sheets. 
  Gray, furry dust clings to the sticky, white webs. The desiccated, 
  shriveled corpse of a long-dead man hangs spread-eagle across 
  one of these layers of webbing, and rusty swords, daggers, and 
  axes hang securely from others. 
  The western door of this room stands ajar, held open 
  by chunks of masonry serving as doorstops. PCs who 
  successfully listen at a door (Perception DC 15)  before 
  entering hear a faint, intermittent clinking sound, as if two 
  small pieces of metal are striking each other softly.
  The clinking is coming from a web festooned with a 
  scattering of copper coins, the silk rippling and jangling the 
  currency as an unseen force repeatedly tugs it from behind. 
  The invisible force is actually a moon spider tugging the 
  sheet as it mends a hole torn in its web by a block of stone 
  that fell from the ceiling. The block shattered upon landing 
  and is now a small pile of rubble on the floor.
  FEATURES OF THE LEVEL
  The rooms and passages of the 
  Cellars are stone-lined, with 
  earth behind the blocks and 
  bedrock behind the earth.
  Illumination: The area is 
  dimly lit by irregular, luminescent 
  patches of greenish-white, furry 
  mold that feeds on the dustlike 
  moon spider dung scattered 
  about. However, both the bone 
  priest and the moon spiders possess darkvision and have no 
  need for light.
  Webs: Many parts of this level are choked with moon 
  spider webbing. A square of moon spider webbing has 10 hit 
  points and DR 5/slashing. A web that’s set on fire takes 1d6 
  points of fire damage per round until it burns away.
  Doors: Regular doors are featureless stone slabs and unlocked 
  unless otherwise stated. All secret doors are unlocked and can 
  be found with a successful DC 20 Perception check. Ceilings in 
  the hallways are 10 feet high; ceilings in rooms are 20 feet high.
  
  TRAPPED CHEST
  33
  The Emerald Spire Superdungeon
  Level 2: The Cellars
  Most squares of the room have moon spider webs in 
  them, so incautious PCs can easily become entangled. See 
  Webs section in the sidebar on page 32.
  Creature: A single moon spider lairs in this chamber. 
  It initially retreats silently from intruders, remaining 
  hidden by its webs as long as possible while seeking to 
  get between the PCs and the door. At that point, the moon 
  spider attacks, trying to bite each foe once before moving to 
  unbitten foes. The spider pursues foes that escape its lair, 
  stalking and awaiting a good chance to strike wounded or 
  distracted PCs.
  MOON SPIDER 
   
  CR 2
  XP 600
  hp 22 (page 156)
  Treasure: The corpse has no treasure. The 
  webs in this chamber hold two longswords, 
  five daggers, and one hand axe, all rusty but 
  still usable. A purse containing 42 copper 
  pieces is also caught in the web.
  B4. The Table (CR 2)
  The door to this room is 
  locked 
  (Disable 
  Device 
  DC 25). The bone priest 
  Gorloth carries one key; 
  another is lost amid the 
  rubble on the floor of area 
  B6. The same key also opens 
  the doors to areas B1 and B5).
  A few wisps of decayed webbing hang from the walls of this 
  room, but there’s none on the stone ceiling and no sign of 
  spiders in the room. The ceiling is blank save for four 1-foot-
  wide, round steel medallions, one set into each corner. The floor 
  is equally bare except for a pedestal in the center of the floor 
  made of a single five-foot-square block of stone, about two feet 
  high. On the pedestal sits a metal-framed wooden chest, and to 
  the side of the pedestal rests a shallow hole in the floor housing 
  what looks like a brass door handle set into the stone. A stone 
  tile lying loose nearby is clearly designed to fit over the hole, 
  concealing the handle.
  Allow any character inspecting the room to attempt a DC 25 
  Perception check. On a successful check, the PC notices the 
  ceiling doesn’t quite touch the walls—there’s an inch-wide 
  seam or crack surrounding it. (The same check reveals the 
  three secret doors in this room on a result of 20 or higher.)
  A 1-foot-square hole is cut into the stone floor immediately 
  south of the pedestal. Lying beside the opening is a stone lid 
  that fits into this hole, resting on a lip running around the 
  inside of the opening. The hole is about 1 foot deep, and a 
  brass handle fastens into the stone at the bottom. If the stone 
  lid is replaced, it covers up the brass handle.
  Trap: The entire ceiling is one huge stone slab, pierced in its 
  corners by massive bolts. The four medallions, which are the 
  ends of these bolts, are fastened to oiled chains on pulleys in 
  the space between the suspended ceiling and the real ceiling. If 
  either the brass handle in the floor is turned or the chest atop 
  the plinth is opened or shattered, the falling ceiling is released.
  The chest has a padlock, but the lock’s Disable Device DC is 
  only 10—it’s only there to give the illusion of valuables inside. 
  The chest is affixed to the plinth, which in turn is mortared 
  to the floor, forming a solid unit; the chest itself can’t be 
  removed. The chest is empty of valuables—it’s both bait and 
  trigger for the trap—but does contain a cryptic message from 
  the trap’s designer: a bleached cat skull and an 
  aged, handwritten note reading, “Curiosity 
  Kills: another ingenious demise, courtesy 
  of Addington’s Fine Traps and Defenses.”
  Once the trap is triggered, the slab 
  smashes down quickly, but it stops 2 
  feet above the floor where it meets 
  the plinth; characters who 
  succeed 
  at 
  their 
  saves 
  manage to throw themselves 
  flat and avoid damage. The 
  chest itself retracts into a 
  cleverly concealed hollow 
  inside the stone plinth to 
  keep from being destroyed.
  The trap is reset by the brass 
  handle next to the pedestal. Resetting the 
  trap causes the slab to slowly crank back up into position 
  and the chest to rise out back out of the plinth.
  The real ceiling is about 6 feet above the slab when it’s 
  raised. In this space, chain pulleys from which the false 
  ceiling is suspended and the trigger rods that free the ceiling 
  to fall are in plain sight. PCs atop the slab ceiling can’t be 
  trapped between the two ceilings because they can pull the 
  trigger rods and drop the slab again.
  CRUSHING STONE SLAB TRAP 
  CR 2
  XP 600
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset manual
  Effect Crushing ceiling (2d10 damage, Reflex DC 15 save 
  avoids); multiple targets (all targets in room)
  B5. The Live Trap (CR 3)
  The door to this room is locked (Disable Device DC 25). The 
  bone priest Gorloth carries one key, and another key is lost 
  amid the rubble on the floor of area B6. The same key opens 
  this door and the doors to areas B1 and B4.
  
  34
  Wisps of decayed and sagging spider webs droop from the 
  walls of this room, which appears to be empty except for the 
  long-dead, dismembered corpse of a giant spider and a stout, 
  freestanding wooden closet in the southwestern corner. The 
  ceiling is covered with dusty spider webs bulging down from a 
  grid of wooden beams and plaster fifteen feet above the floor. 
  Faint moans and plaintive sobbing come from the closet.
  The sounds issuing from the armoire-style closet come 
  from a magic mouth cast on it by Klarkosh. The moment the 
  closet is touched, the voice ceases and the closet collapses, 
  the heavy panels falling outward (the closet is held together 
  only by loose wooden pegs). Then out rushes a fast zombie.
  Creature: The fast zombie attacks until destroyed. It has 
  been commanded to remain next to the walls and thus avoid 
  entering the 4 trapped squares in the center of the room. 
  The zombie circles the room to get at enemies rather than 
  moving across the middle of the room, which might alert 
  clever players about the danger of the net traps.
  ADVANCED FAST ZOMBIE 
  CR 1
  XP 400
  Pathfinder RPG Bestiary 288–289, 294
  NE Medium undead 
  Init +2; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 16 (3d8+3)
  Fort +1, Ref +3, Will +3
  Immune undead traits
  OFFENSE
  Speed 40 ft.
  Melee 2 slams +5 (1d6+4)
  Special Attacks quick strikes
  STATISTICS
  Str 17, Dex 14, Con —, Int —, Wis 10, Cha 10
  Base Atk +2; CMB +5; CMD 17
  Feats Toughness
  SPECIAL ABILITIES
  Quick Strikes (Ex) Whenever a fast zombie takes a full-attack 
  action, it can make one additional slam attack at its highest 
  base attack bonus. This is already included in its stat block.
  Trap: Four weighted net traps are hidden in the space 
  above the plaster ceiling, each linked to a pressure-plate 
  trigger in the chamber floor and the zombie closet. These are 
  initially inactive, but once the closet is opened, the pressure 
  plates are armed. Any creature stepping on one of the 
  marked squares after that point releases a heavy weighted 
  net, which falls through the thin plaster of the ceiling panel 
  directly overhead. Gorloth created this trap to immobilize 
  intruders so he can capture any who are arcane spellcasters 
  and slay non-arcane spellcasters at his leisure.
  WEIGHTED NET TRAP 
  CR 1
  XP 400
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Weighted net (+10 ranged touch attack, 1d6 damage 
  and grappled, DC 20 Escape Artist or combat maneuver 
  check to escape)
  B6. Rubble-Choked Hallway
  The floor of this small hallway is partially blocked by heaps of 
  stone rubble. A skeletal human hand protrudes from one pile 
  of rubble. The debris looks old, and the few sagging strands 
  of web draped over the rubble seem to have been here for 
  some time. 
  The rubble is difficult terrain but is otherwise not 
  dangerous. The PCs can easily step over the rubble to open 
  the doors in the hall; none of it needs to be shifted to let 
  the doors swing open. The debris fell from the ceiling above, 
  where something violent blasted away solid stone to create 
  a cavity. In the center of the cavity, about 15 feet above the 
  floor, a 5-foot-diameter irregular hole or shaft rises up into 
  the darkness. 
  Anyone who digs through the rubble finds that the human 
  skeleton buried within has been shattered into many pieces. 
  The skeleton’s priestly robes are now mere moldering 
  scraps, and the blade of a nearby sword has rusted away into 
  uselessness. This skeleton was a guardian bone priest—
  Gorloth’s predecessor, who was destroyed here by earlier 
  adventurers. Under the skeleton is a key to the doors of areas 
  B1, B4, and B5.
  The shaft ascends another 5 feet, then turns horizontal as 
  a 5-foot-diameter tunnel that runs about 10 feet and ends. It’s 
  carved from solid rock and contains four leather waterskins 
  (the water within is stale but safe to drink), four small wooden 
  coffers of salted food (two with fish fillets, two with slabs of 
  roast boar; this preserved food is far too salty to eat without 
  being soaked or scrubbed), and 50 feet of stout rope knotted 
  to a triple-hook steel grapnel.
  B7. The Tomb (CR 3)
  This large stone chamber contains two clusters of four stone 
  caskets each. In the center of the room, between the two 
  groupings, stands an empty, unlit iron brazier that is covered 
  with soot and smells faintly of past fires. Drapes of dust-covered 
  spider webs cling to the ceiling.
  This large room is dark and silent, the only chamber in 
  the Cellars with no luminescent moss. The first time a PC 
  approaches any casket, read the following. 
  
  35
  The Emerald Spire Superdungeon
  Level 2: The Cellars
  A chill breeze arises from nowhere with an eerie howl. The 
  room seems to darken, and in the sudden gloom, scores of small 
  spectral eyeballs appear, drifting with the breeze. They peer 
  intensely before fading away.
  This effect is a programmed image cast long ago to 
  dissuade tomb robbers. It resets 24 hours after being 
  triggered. When triggered, the same eerie effect occurs 
  simultaneously in areas B8 and B10, alerting Gorloth to 
  an intrusion into this chamber.
  Creatures: Each casket contains a human skeleton, six of 
  which are undead; the other two are too badly damaged to 
  animate. The six undead skeletons won’t animate or attack 
  unless one of the caskets has been opened. As soon as a casket 
  is opened, however, all six skeletons animate and attack any 
  living creatures in this room. Skeletons in closed caskets use 
  their first turn to push aside the lids and stand up.
  HUMAN SKELETONS (6) 
  CR 1/3
  XP 135 each
  hp 4 each (Pathfinder RPG Bestiary 250)
  Treasure: The southwesternmost casket contains the only 
  treasure in any of the caskets: under its skeleton lies a horn 
  of fog.
  B8. Chamber of Undeath (CR 2)
  A curving wall of glowing green crystal bulges out into this 
  chamber from one corner. A stout wooden table stands along 
  the wall opposite it. On the table lie three rotting human corpses 
  and the remnants of a moon spider. 
  One of the human corpses has had all of its extremities 
  severed, and its torso has been opened to reveal the internal 
  organs. Another dismembered corpse has moon spider legs sewn 
  onto the stumps in place of the removed limbs, all of which are 
  neatly arranged near the rest of the moon spider.
  A bucket full of reeking, old blood sits on the floor under the 
  table, and needles with lengths of silken thread attached are 
  stuck in a hand-sized block of bloodstained wax atop the table.
  Here, where this level touches the Emerald Spire, 
  Gorloth has been unsuccessfully experimenting on 
  rotting adventurer corpses, trying to make them undead. 
  Although crafting undead is largely beyond his abilities, 
  he has been heartened by apparent successes: the body 
  parts occasionally quiver and twitch. Gorloth doesn’t 
  realize this has nothing to do with his efforts—the effect 
  is disconcerting, but it’s not necromantic. The twitching 
  is really due to energy from the Spire leaking into this 
  chamber, which has an effect akin to shocking muscle 
  tissue with a weak electrical current, producing small 
  twitches several times an hour.
  Trap: The area marked on the map is a large trigger plate 
  for a cage trap that drops from the ceiling. When a Small or 
  larger creature steps in the marked area, a ceiling panel falls 
  open, and a rectangular steel cage plummets from the ceiling 
  onto a 10-foot-square area of the floor. The cage contains a 
  skeleton suspended in a leather harness that protects it 
  against damage from the cage’s fall, but that the skeleton can 
  easily escape from.
  FALLING CAGE TRAP 
  CR 1
  XP 400
  Type mechanical; Perception DC 15; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +15 melee (2d6 damage from falling cage); multiple 
  targets (all targets in marked area). Whether the falling cage 
  hits or misses, all targets must also succeed at a DC 14 Reflex 
  save or be caught inside the cage. A character could be injured 
  by the falling cage but still manage to end up outside the bars, 
  or might avoid being hit by the cage but still wind up inside 
  the cage’s area.
  Escape A character can wriggle through the bars with a 
  successful Escape Artist check (DC 30), bend the bars with a 
  successful Strength check (DC 20), or lift the whole cage with 
  a successful Strength check (DC 25).
  Creature: The skeleton in the cage attacks any character 
  trapped inside with it, usually gaining surprise. If the 
  skeleton is destroyed, the nearby Spire energies cause it to 
  collapse into its component bones, rattle out between the 
  bars of the cage, and reassemble at full hit points outside 
  the cage at the end of the round. It then attacks anew, and if 
  destroyed a second time, it doesn’t rise again.
  If the PCs defeat the skeleton two separate times, they gain 
  XP for it twice.
  HUMAN SKELETON 
  CR 1/3
  XP 135
  hp 4 (Pathfinder RPG Bestiary 250)
  Treasure: Two potions of cure moderate wounds are lost in the 
  clutter atop the worktable. There are six long needles in the 
  wax, and 3 feet of waxed silk is threaded through each of them. 
  A scroll tube on the table holds a scroll of fireball, a scroll of 
  fly, and a parchment with another Emerald Spire level sigil 
  inscribed on it. If the PCs compare it with the sigil engraved 
  on the Spire in this room, they notice it is different, and that 
  the parchment sigil is labeled “four” in Azlanti and Common. 
  A character who succeeds at a DC 15 Knowledge (arcane) or 
  Linguistics skill check recognizes the sigil on the parchment or 
  the nearby Spire as identifying marks similar to an arcane mark.
  A key on the floor under the bucket of blood opens the 
  doors into area B1.
  
  36
  B9. Cold Gates (CR 2)
  Massive black iron gates bar the corridor, fashioned out of 
  twisted, angular vertical bars that have sharp edges and are 
  about a handspan apart, linked by welded crossbars. The gates 
  have massive hinges set deep into the walls, and a heavy lock 
  inside a welded box secures sliding bars that run into sockets 
  in the floor and ceiling at the center of the corridor. Moreover, 
  a black iron chain with links as thick as a human thumb wraps 
  around the gates where they meet above and below the lockbox. 
  The chain’s ends disappear into holes in the lockbox.
  These gates weigh a ton and are triple locked: one lock 
  for the lockbox, a second inside the box for the sliding bars 
  that also joins the ends of the entwined chain together, and 
  a third that surrounds the second lock and prohibits access 
  to its keyhole. The keys have all been lost, which doesn’t 
  hamper Gorloth or the moon spiders much because they 
  know how to go around this spot.
  Bending the bars or lifting the gate requires a successful 
  DC 25 Strength check. The three locks are of Good quality 
  (Disable Device DC 30 to open, three successes required 
  to open all the locks). The bars have hardness 10 and 60 
  hit points; destroying two bars opens enough space for a 
  Medium creature to squeeze through.
  Trap: A previous inhabitant created an icy trap here to 
  protect these gates. When a living creature approaches 
  within 5 feet, incorporeal arms seem to emerge from the bars 
  and clutch at the triggering creature.
  CHILL TOUCH TRAP 
  CR 2
  XP 600
  Type magic; Perception DC 26; Disable Device DC 26
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (chill touch, Atk +5 melee touch, 1d6 damage 
  and target must succeed at a DC 11 Fort save or take 1 point 
  of Strength damage).
  B10. Gorloth’s Sanctum (CR 5) 
  Shabby, mold-covered tapestries hang from ceiling hooks, 
  cloaking one wall of this chamber in faded forest hunting 
  scenes. While probably of decent quality when new, they look 
  sad now.
  A plain wooden chair of massive construction stands centered 
  before the tapestries, facing into the room. A large stone table 
  stands against the eastern wall. Weapons and other items are 
  neatly laid out on the table, as if displayed for sale in a shop.
  This room is where Gorloth spends much of his time 
  when he isn’t trying to create new undead. Here the bone 
  priest broods over his enforced servitude, preserves items 
  gleaned from intruders that he knows Klarkosh will want, 
  and prays for deliverance from his unlife. If the PCs made 
  any amount of noise outside (for example, tampering with 
  the Cold Gates), Gorloth hears them coming and hides, 
  positioning skeletons to greet them. 
  Creatures: Three skeletons stand motionless behind the 
  tapestries, awaiting Gorloth’s command to advance and 
  attack. If PCs make noise that forewarns Gorloth, or he’s 
  alerted by the ghostly alarm in area B7, the bone priest sends 
  one skeleton to sit in his chair and the other two to flank 
  it, while he hides behind the tapestries directly behind the 
  chair, peeking through a tiny hole in the fabric. When the 
  PCs enter, he confronts them loudly about who they are 
  and why they’ve come, attempting to make it seem like the 
  skeleton on his throne is speaking. (PCs who succeed at a 
  DC 15 Sense Motive check realize something is suspicious 
  when none of the skeletons’ mouths move.) After he’s asked 
  enough questions to satisfy his curiosity or if the PCs move 
  to attack, he orders his skeletons to attack while casting 
  spells from hiding. Even if PCs discover his hiding place, he 
  attempts to remain behind the safety of his minions, casting 
  spells such as hold person, cause fear, and command. He seeks to 
  drive off or immobilize non-spellcaster PCs so the skeletons 
  can overwhelm any spellcasters in the party.
  Gorloth doesn’t stand and fight until destroyed. If the 
  battle isn’t going his way, he flees through the secret doors 
  into area B4 and heads for area B8. He knows the Cellars’ 
  layout and secret doors well, and tries to lead PCs into 
  moon spider encounters as he flees from room to room. He 
  pounces only if PCs are weakened or trapped. Klarkosh has 
  forbidden him to depart the Cellars, so Gorloth is compelled 
  to remain and defend this level to his last.
  HUMAN SKELETONS (3) 
  CR 1/3
  XP 135 each
  hp 4 each (Pathfinder RPG Bestiary 250)
  GORLOTH 
  CR 4
  XP 1,200
  Bone priest (see page 152)
  hp 37
  Treasure: On the table lie four longswords, a masterwork 
  dagger, a buckler, a belt of mighty constitution +2, a potion of cure 
  moderate wounds, a flask of acid, and four small leather belt 
  pouches. One of the pouches contains 16 gp; another contains 
  25 gp and 12 sp. The third holds 77 gp and 8 sp, and the fourth 
  contains a small emerald worth 50 gp and a pair of six-sided 
  bone dice that have been weighted to always roll sixes.
  The ugly, damaged tapestries are valueless. None of the 
  skeletons has any treasure. In a pouch hung around his neck, 
  Gorloth carries a vial of silversheen and a Spire transport token 
  (see page 20).
  
  GORLOTH
  37
  The Emerald Spire Superdungeon
  Level 2: The Cellars
  The bone priest also carries a key on a fine chain, worn 
  around his bony neck; this key opens the doors into areas 
  B1, B4, and B5.
  Quest: If the PCs talk with Gorloth, they might learn about 
  Klarkosh and gain the Clockwork Scourge quest.
  B11. Moon Spider Nursery (CR 1)
  Gray webbing fills this chamber. Huge cocoons of spider silk 
  hang suspended in the webs, and the webs crawl with countless 
  hundreds of pale little spiders.
  The cocoons are huge egg sacs laid 
  by moon spiders. Most have long 
  been empty, but two were laid 
  in the last month or so and 
  have now hatched, filling this 
  room with thousands of tiny 
  moon spiders.
  Creatures: The baby spiders 
  in this room begin swarming as 
  soon as they catch sight of living 
  prey. Three rounds after the 
  door is opened, the disorganized 
  spiderlings become a spider swarm. 
  There is enough room under the 
  door for the swarm to move through 
  even after the door is closed. The swarm 
  relentlessly pursues any living prey 
  throughout the dungeon once it 
  catches the scent of blood. In fact, the 
  bucket of blood in area B8 would serve 
  quite well for luring the spider swarm out 
  of the room—a tactic Gorloth simply hasn’t 
  thought of yet.
  SPIDER SWARM 
  CR 1
  XP 400
  hp 9 (Pathfinder RPG Bestiary 258)
  B12. Way of Webs (CR 4)
  The doors leading into this 
  room are all ajar, held open 
  by jagged chunks of masonry 
  placed as doorstops.
  This large room has a wide hole in the center 
  of its floor. A heavy, welded steel ladder 
  descends straight down from the lip of this 
  shaft. The extent and depth of the space 
  below are concealed behind the many 
  crisscrossing, whitish-gray spider webs 
  filling the pit. 
  Many interwoven webs cross the upper room, making 
  it difficult terrain. The steel ladder is set securely into the 
  floor and ceiling but can’t be used until the webs have been 
  cleared away.
  Creatures: Two moon spiders lurk in the webbing in 
  this chamber. If the webs are ignited or disturbed, one of 
  the spiders hastens away to warn Gorloth, then returns 10 
  rounds later to attack the intruders. The other spider attacks 
  the moment intruders have either cleared the ladder of webs 
  or cleared a way to another door.
  These spiders have been taught to ignore humans who 
  are accompanied by emerald automatons or who vigorously 
  shake a simple noisemaker (see page 41) at an entrance to 
  the room (including the bottom of the ladder in the well). 
  Klarkosh developed this signal months ago so that he and 
  his agents could pass through this level unharmed.
  MOON SPIDERS (2) 
  CR 2
  XP 600 each
  hp 22 each (page 156)
  Descent to the Next Level 
  The ladder’s shaft ends in a wide staircase 
  descending into darkness. On the floor at the 
  top of the stairs, a dead moon spider lies on its 
  back, its legs drawn up and frozen in a curled-in 
  position. An unpleasant rotting reek emanates 
  from a sunken hole in its belly.
  The wide stone steps descend for 90 
  feet to Level 3 of the Emerald Spire—
  the Splinterden.
  Treasure: This moon spider was killed 
  some days ago. Intruders hacked at its 
  underside with swords, trying to find 
  treasure they knew the spider had 
  swallowed, but they eventually 
  abandoned the sticky, unpleasant 
  task 
  and 
  moved 
  on. 
  Three 
  bloodstones worth 50 gp each 
  remain in the spider’s innards.
  Story Award: The PCs gain 
  150 XP for exploring all or 
  most of this level. If they 
  have acquired the Sage’s 
  Expedition quest, they 
  also gain 150 gp.
  
  1 SQUARE = 5 FEET
  C18
  C17
  C16
  C15
  C14
  C13
  C2
  C10
  C11
  C12
  C9
  C8
  C1
  C5
  C3
  C7
  C6
  C19
  LEVEL 3: SPLINTERDEN
  C4
  C4
  C4
  
  39
  LEVEL 3
  Splinterden
  By Michael A. Stackpole
  An ambitious servant of Norgorber, god of thieves and murder, the cleric Tarrin Dars offended her fellow priests and was 
  declared a heretic. Hunted down by her former comrades, Tarrin was attacked as she fled through the Echo Wood—but 
  she survived. Sorely wounded, she stumbled into an outlaw den not far from the Emerald Spire. Determined to prove 
  herself in the eyes of the Gray Master, she quickly rose to become leader of the outlaws. She preached the virtues of 
  secrecy, obedience, and loyalty to one another, and soon transformed the ragged band into a competent and dangerous 
  guild—the Splinters of the Echo Wood. The Splinters discovered a convenient stream of victims—the beaten bands of 
  adventurers returning from forays into the depths of the Emerald Spire. Tarrin Dars designed the secret stronghold 
  within the Spire’s dungeons to keep the gang’s attacks away from the eyes of the Hellknights.
  L
  ong ago, the natural caves of Level 3 were fashioned 
  into chambers and passageways to serve as the 
  secret retreat of an evil noble dabbling in forbidden 
  magic. The world forgot the long-dead necromancer, but 
  his abandoned lair was the perfect place for Tarrin Dars to 
  establish her secret stronghold.
  With care and patience, Tarrin replaced older members 
  of the outlaw band with newcomers loyal to her alone. 
  Within a few months, every Splinter had been personally 
  selected and recruited by her. As far as the rank and file are 
  concerned, the Splinters have been a thieves’ guild for many 
  years, specially blessed and guided by Norgorber. Tarrin 
  Dars has built a whole false history around her tale, even 
  constructing fake tombs of past guildmasters and creating 
  “time-honored rituals and oaths handed down from the 
  thieves of old.” The Splinters believe Tarrin’s myths, and 
  are consequently as loyal a band of cutthroats as one might 
  hope to find.
  
  40
  C1. Upper Landing
  Broad stone stairs open into a small, irregularly shaped chamber lit 
  by oil lamps. To the east, a short flight of steps leads up to a sturdy 
  door set in the middle of a wall and flanked by arrow slits. To the 
  north, a wide gate of iron bars blocks an archway leading to a larger 
  chamber filled with the eerie green glow of the Emerald Spire.
  Through the arrow slits, guards in area C3 observe intruders 
  for a round or 2, then open fire once they’re sure they’re facing 
  adventurers. The PCs might be able to convince the brigands 
  to open the gate to area C2 to let the PCs proceed to lower 
  levels with an opposed Bluff check, a DC 20 Diplomacy check, 
  or a bribe (50 gp or higher). Convincing the brigands to allow 
  the PCs into Splinterden is much harder, and requires a 
  plausible reason—like claiming to be envoys from Klarkosh, 
  or persuading the Splinters that the PCs wish to join up.
  The door leading to area C3 is wooden with iron bands 
  (hardness 5, 20 hp, break DC 25). It is locked (Disable Device 
  DC 30) and barred from the other side. Each arrow slit flanking 
  the door is 6 inches wide and 3 feet high. Creatures in area C3 
  gain improved cover against attacks from area C1.
  The gate is a 10-foot-wide section of bars that can be 
  unlocked by a lever in area C3. The gate is quite strong (break 
  DC 28, or DC 24 to bend the bars enough to squeeze through).
  A secret door (Perception DC 20) opens from the landing just 
  above area C1. This hidden sally port allows the Splinters to 
  emerge from area C5 and slip around or ambush enemies.
  C2. Lower Landing
  The Emerald Spire protrudes from the western wall of this room. 
  Stairs lead up from the central portion of the room to an iron 
  gate to the south and a reinforced wooden door to the north. 
  Four arrow slits to the north look out over the room. Next to the 
  east wall, narrow stone steps descend deeper into the dungeon.
  Like area C1, this room is fortified. See area C1 for details 
  on the iron gate, reinforced door, and arrow slits. The scouts 
  in area C19 watch this room. If enemies approach, they open 
  fire through the arrow slits. The stairs descend to Level 4. 
  Development: The Emerald Spire is marked by a mystic 
  sigil different from those on Levels 2 and 3. A character who 
  succeeds at a DC 15 Knowledge (arcane) or Linguistics skill 
  check recognizes it as being similar to an arcane mark.
  C3. Upper Guard Room (CR 4)
  The long, narrow guardroom has a heavy wooden door in the 
  western wall, along with a row of arrow slits that look out over the 
  landing of the stairs to the levels above. An iron lever is set in the 
  northwest corner, and a pull rope hangs on the northeast corner.
  The lever bolts and unbolts the iron gate between areas C1 
  and C2, while the pull rope rings an alarm bell in area C10. 
  One pull warns the barracks to get ready, and two pulls are an 
  immediate call for help. The guards don’t pull the rope until 
  PCs get out of area C1 or wound one of the guards through 
  the arrow slits. The Splinter scouts in area C10 arrive from 
  the south passageway 3 rounds after the rope is pulled twice.
  Creatures: Two Splinters defend this post. Award the PCs 
  experience points for defeating a CR 4 encounter if they fight 
  the guards through the arrow slits or make it through the 
  reinforced door while under fire (1,200 XP instead of 800 XP).
  ECHO WOOD OUTLAWS (2) 
  CR 1
  XP 400 each
  Human fighter 1/rogue 1
  NE Medium humanoid (human)
  Init +7; Senses Perception +6
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
  hp 17 each (2 HD; 1d10+1d8+3)
  Fort +3, Ref +5, Will +1
  OFFENSE
  Speed 30 ft.
  Melee short sword +4 (1d6+2/19–20) or
  dagger +4 (1d4+3/19–20)
  Ranged mwk light crossbow +5 (1d8/19–20 plus poison)
  Special Attacks sneak attack +1d6
  TACTICS
  Morale The outlaws retreat only if the PCs enter the guard post.
  FEATURES OF THE LEVEL
  Splinterden, or “our place” to 
  most of the thieves, is a recently 
  renovated area of the Emerald 
  Spire. The northernmost parts of the 
  complex are still being excavated.
  Doors: The doors are unlocked 
  good wooden doors, except 
  where otherwise noted.
  Walls: The walls are made of 
  dressed stone blocks, covered in 
  plaster and painted. Some feature murals in an advanced 
  state of decay, while others feature new (and somewhat 
  amateurish) murals.
  Floors: Except where noted, all corridor and room floors 
  are covered with large tiles. At the intersections guarded by 
  synesthesia gas traps (see page 41), a path of rough and 
  smooth stones serves as a safe passage, but the tiles are 
  unevenly spaced and not obvious.
  Illumination: Small oil lamps illuminate all the corridors 
  (including areas C1, C2, and C13) and occupied rooms. They 
  are not very bright, providing only dim light.
  
  41
  Level 3: Splinterden
  The Emerald Spire Superdungeon
  STATISTICS
  Str 14, Dex 17, Con 13, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB +3; CMD 16
  Feats Improved Initiative, Point-Blank Shot, Weapon Finesse
  Skills Acrobatics +8, Appraise +5, Climb +7, Disable Device +8, 
  Perception +6, Stealth +8
  Languages Common
  SQ trapfinding +1
  Combat Gear potion of cure light wounds, Small centipede 
  poison (4); Other Gear leather armor, dagger, mwk light 
  crossbow with 20 bolts, short sword
  Treasure: Seven wooden noisemakers hang from pegs. 
  The Splinters use these to warn off the moon spiders in area 
  B12. A key to the door in area B1 hangs on another peg.
  C4. Synesthesia Trap (CR 1)
  A statue of a woman with a water urn stands in the hallway.
  The Splinters trapped some areas with a hallucinogenic 
  gas. The agent creates synesthesia, crossing a victim’s sensory 
  input so she might “see” sounds or “taste” sights.
  Trap: The statue conceals a gas dispenser activated when 
  someone steps on one of several trigger plates hidden in the 
  flagstones. The gas is invisible and odorless; characters in 
  the area may not even realize that they set off a trap. The 
  cloud lingers for 1 minute before dissipating.
  SYNESTHESIA GAS TRAP 
  CR 1
  XP 400
  Type mechanical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger location; Reset manual
  Effect cloud of poison gas (synesthesia gas—inhaled; save Fort 
  DC 18; onset 10 minutes; frequency 1/rd. for 4 rounds; effect 
  1 Wis and target is fascinated and sickened for 1d4 rounds; 
  cure 1 save); multiple targets (all targets in a 10-ft. spread)
  C5. The Armory
  Weapon racks and wooden wardrobes line the walls of this room. 
  The dummies in the center of the room wear suits of armor. Masks 
  hang on the wall near the door; each consists of a brass nosepiece 
  with cheek guards, from which a veil of red silk hangs.
  A secret door in the western wall leads to area C1. The 
  door is clearly visible from this side.
  Treasure: The racks and arming dummies contain 10 short 
  swords, 12 daggers, four light crossbows, three composite short 
  bows (+2  Str), two suits of leather armor, and three suits of 
  padded armor. The wardrobes contain 15 blood-red ceremonial 
  robes, which the Splinters wear for initiations and services. 
  There are 12 masks. A reservoir in each mask’s nosepiece holds 
  an antidote for the synesthesia gas, which drips into the cloth.
  C6. Guardroom and Gaol (CR 5)
  This chamber is a small barracks with a pair of double bunks and 
  a small privy in the north wall. The eastern portion of the room 
  is partitioned into a pair of cells with doors made from iron bars. 
  Inside each is a shoddy bunk and a rusty bucket.
  This room normally serves as a bunkroom and jail where 
  any Splinter who gets too drunk can be tossed to sleep it off.
  Creature: The Splinters recently captured a gibbering 
  mouther that wandered into their escape tunnel. They used 
  drugs provided by Jaris Phenogian to render it quiescent, then 
  penned it up. They’re unaware of its ability to squeeze through 
  tight places—it can easily escape by flowing through the bars.
  The monster is under the bunk in its cell and motionless, 
  making it hard to detect (Perception DC 21). If the PCs make 
  noise in the chamber—such as conversation or a loud and 
  careless search—it begins gibbering and flows out to attack. To 
  anyone under the effects of synesthesia gas, the crazy babbling 
  of the monster produces spectacular colors and smells.
  GIBBERING MOUTHER 
  CR 5
  XP 1,600
  hp 46 (Pathfinder RPG Bestiary 153)
  C7. Mess Hall (CR 3)
  If PCs approach from the west, describe this room’s exterior.
  Three matched doors stand on the corridor’s east side. Each is 
  carved with the images of lordly feasts, although a hooded gray 
  figure appears in each image, silently watching.
  Characters can attempt a DC 20 Knowledge (religion) check 
  to recognize the image as the god Norgorber in his aspect 
  as the Gray Master. If the PCs listen at the door (Perception 
  DC 10), they detect several human voices conversing within.
  THE GRAY SHROUD
  The Splinters know that Tarrin Dars is collecting various old 
  books, since she has requested that they bring her works 
  from old libraries and churches. They don’t know where 
  these books go after she gets her hands on them, nor do 
  they know what she’s using them for.
  The PCs might overhear gossip from Splinters in various 
  areas, especially if they sneak up on them. Examining the 
  art pieces in areas C7, C14, and C16 can also provide hints.
  Quest: When they find out about Dars’s interest in esoteric 
  lore, the PCs gain the Gray Shroud quest.
  
  42
  Read the following when the PCs enter the room.
  This mess hall’s north and south walls are fitted with shelves 
  containing mismatched goblets, platters, and bowls. A number are 
  made of fine porcelain emblazoned with crests of noble families. A 
  raised table with three lavish chairs stands at the east end.
  The dishes on the walls of the mess hall were stolen from 
  homes throughout the region—part of a Splinter’s initiation 
  is to steal her plate and cup.
  Creatures: Four Splinters are dining here. If the PCs 
  successfully listened at the door, they surprise the scouts.
  ECHO WOOD SCOUTS (4) 
  CR 1/2
  XP 200 each
  Human rogue 1
  NE Medium humanoid (human)
  Init +3; Senses Perception +4
  DEFENSE
  AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
  hp 10 each (1d8+6)
  Fort +2, Ref +5, Will +0
  OFFENSE
  Speed 30 ft.
  Melee short sword +3 (1d6+1/19–20) or
  dagger +3 (1d4+1/19–20)
  Ranged light crossbow +3 (1d8/19–20 plus poison)
  Special Attacks sneak attack +1d6
  TACTICS
  Morale If two scouts are defeated, the rest retreat to area C16.
  STATISTICS
  Str 13, Dex 17, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +0; CMB +1; CMD 14
  Feats Toughness, Weapon Finesse
  Skills Acrobatics +7, Appraise +5, Climb +5, Craft (traps) +5, 
  Disable Device +7, Escape Artist +7, Knowledge (local) +5, 
  Perception +4, Ride +4, Stealth +7
  Languages Common
  SQ trapfinding +1
  Combat Gear potion of cure light wounds, greenblood oil (2); 
  Other Gear padded armor, dagger, light crossbow with 
  10 bolts, short sword
  Treasure: Among the dishes are 11 pieces worth 50 gp each.
  C8. Hastenfar’s Room
  This chamber is someone’s personal quarters. A comfortable bed 
  stands in the southwest corner. Several small keepsakes, including 
  a couple of small leather journals, clutter the wall shelves.
  This chamber is the home of the senior lieutenant Lenik 
  Hastenfar (CE male half-elf ranger 4), who is currently leading 
  a raid in the Echo Wood, but will return in a couple of days. If 
  Tarrin Dars dies, Hastenfar takes over and plots revenge.
  Treasure: The keepsakes on the shelves include a gold chess 
  piece worth 25 gp, an ivory comb worth 40 gp, and a statuette 
  of a woman with a lyre worth 15 gp.
  C9. Kitchen
  This room serves as a kitchen. A large hearth takes up most of the 
  south wall, and there’s a basin for washing up against the west 
  wall. Dry goods, provisions, and cooking gear clutter the space.
  Usually nobody is working here, but the Splinters in area 
  C10 prepare a quick meal every 4 hours or so.
  C10. Barracks (CR 3)
  The double bunks and footlockers in the alcoves of this large room 
  suggest it serves as a barracks. The walls are decorated with 
  simple paintings and murals, which include sketches of building, 
  temple, and ruin layouts with notations suggesting how to get past 
  obstacles and traps. Two small privy chambers stand against the 
  southern wall, and doors exit to the southeast and the northwest.
  At any given time, about one-third of the guild’s foot 
  soldiers are here, one-third are working elsewhere, and one-
  third are on watch in areas C3, C16, and C19. 
  Creatures: Three Splinters are currently resting in here. If the 
  rope in area C3 was pulled once, the guards are ready for trouble. 
  Otherwise, they are taking their ease and may be surprised.
  ECHO WOOD SCOUTS (2) 
  CR 1/2
  XP 200 each
  hp 10 each (see above)
  ECHO WOOD OUTLAW 
  CR 1
  XP 400
  hp 17 (see page 40)
  Treasure: The footlockers contain only spare clothes, 
  bedding, and a few small keepsakes of no real value.
  C11. Apothecary’s Chamber
  This room is choked with tables stacked with stills and alembics, 
  flasks, bubbling vats, and crockery. The eastern wall is fitted with 
  stout wine racks filled with bottles of various sizes and shapes.
  The workshop is home to Jaris Phenogian, the Splinters’ 
  chemist, although he is currently in his menagerie (area C12).
  Treasure: The potions and reagents in the racks are all 
  labeled correctly in Jaris’s hand, with one exception: two vials 
  labeled “bull’s strength” actually contain lich dust poison in an 
  
  ECHO WOOD SCOUT
  43
  Level 3: Splinterden
  The Emerald Spire Superdungeon
  oily suspension. (A successful DC 20 Perception check reveals 
  that these labels are underlined, but no others are.) The other 
  contents of the rack include 11 bottles of wine, five bottles of 
  brandy, eight bottles of vinegar, 14 vials of synesthetic agent; 
  eight vials of antidote for synesthetic agent, three vials of acid, 
  four vials of Small centipede venom, and three potions of cure 
  light wounds. The synesthetic agent functions as the synesthesia 
  trap poison from area C4, but is an ingested poison. It must be 
  specially prepared to work as an inhaled poison and function 
  in the traps (Craft [alchemy] DC 15).
  The antidote for the synesthetic agent can be ingested or 
  dripped onto a cloth mask one breathes through (a dose lasts 
  12 hours if used this way). The reagents are worth 200 gp.
  C12. Phenogian’s Menagerie (CR 4)
  This room is full of small cages containing rabbits, mice, rats, 
  cats, and dogs. The din is deafening, and the room smells 
  strongly of animal waste.
  Jaris Phenogian, the Splinters’ apothecary, tests his 
  potions on these angry, malnourished animals. The strange 
  side effects have given the animals exotically colored fur, 
  altered sounds, different smells, or the ability to glow in the 
  dark. The cages are latched, but not locked.
  Creatures: Jaris Phenogian is here, working on new tests. 
  He is accompanied by his prized possession—an iron cobra.
  IRON COBRA 
  CR 2
  XP 600
  hp 15 (Pathfinder RPG Bestiary 182)
  Poison (Ex) Blue Whinnis: Bite—injury; save Fort DC 14; 
  frequency 1/round for 2 rounds; effect 1 Con and 
  unconscious 1d3 hours; cure 1 save. 
  JARIS PHENOGIAN 
  CR 2
  XP 600
  Male human rogue 2/transmuter 1
  NE Medium humanoid (human)
  Init +6; Senses Perception +7
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 23 (3 HD; 2d8+1d6+8)
  Fort +4, Ref +5, Will +3
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee mwk short sword +4 (1d6–1/19–20)
  Ranged acid flask +3 ranged touch (1d6 acid)
  Special Attacks sneak attack +1d6
  Arcane School Spell-Like Abilities (CL 1st; concentration +4)
  6/day—telekinetic fist (1d4 bludgeoning)
  Transmuter Spells Prepared (CL 1st; concentration +4)
  1st—animate rope, color spray (DC 14), mage armor 
  (already cast)
  0 (at will)—light, mage hand, prestidigitation (DC 13)
  Opposition Schools divination, necromancy
  TACTICS
  During Combat Jaris casts color spray, then uses ranged sneak 
  attacks against blinded or stunned characters.
  Morale If Jaris drops below 6 hit points and his cobra is destroyed, 
  he offers to lead the PCs to Tarrin Dars in exchange for his life.
  STATISTICS
  Str 8, Dex 14, Con 14, Int 17, Wis 12, Cha 10
  Base Atk +1; CMB +0; CMD 12
  Feats Great Fortitude, Improved Initiative, Scribe Scroll, 
  Weapon Finesse
  Skills Acrobatics +8, Craft (alchemy, traps) +9, Disable Device +8, 
  Knowledge (arcana, dungeoneering) +9, Perception +7, Sleight 
  of Hand +8, Spellcraft +9, Stealth +8
  Languages Common, Dwarven, Goblin, Undercommon
  SQ arcane bond (ring), physical enhancement +1, rogue talents 
  (slow reactions), trapfinding +1
  Combat Gear acid (3), Medium spider venom (3); Other Gear 
  mwk short sword, hemp rope (50 ft.)
  
  44
  C13. Excavated Cavern
  This large natural cave has been widened by excavation. Masonry 
  walls enclose structures within the cave, including what looks 
  like a temple to the north and a crypt to the west. In the eastern 
  end, a low stone wall encloses a large pool of water.
  The cistern in the eastern end of the cave is the main water 
  supply for the Splinters, and is replenished by a small spring. 
  Five or more doses of any ingested poison poured into the 
  cistern affect all the Splinters within 24 hours.
  C14. Tarrin Dars’s Chambers
  If the characters succeed at a DC 30 Perception check while 
  searching the door, they discover a small black human hair 
  affixed to the door and its frame—a marker to detect intrusion.
  A finely woven rug with a subtle tan and moorit pattern covers 
  the floor of this bedroom. A garderobe enclosed by a wall is in the 
  northeast corner, and to the west of it stands a large wardrobe.
  The guild leader of the Splinters spends little time in her 
  own room; she’s more likely to be found in the shrine (area 
  C16, where her stat block appears) or the mess hall (area C7). 
  If PCs wait here, there is a cumulative 20% chance per hour 
  that she returns. If Tarrin sees that the telltale hair has been 
  disturbed, she’s ready for trouble when she enters.
  A sliding panel in the garderobe wall (Perception DC 20) 
  leads to area C15, the secret library.
  Treasure: The wardrobe is locked with an excellent 
  combination lock (Disable Device DC 30). Inside is a chest 
  containing 450 gp, 1,250 sp, a pouch of six onyx pieces worth 
  50 gp each, and a Spire transport token.
  C15. Secret Library (CR 2)
  This secret room is filled, floor to ceiling, with shelves and 
  pigeonholes. The air holds the dusty aroma of ancient parchment.
  Most of the records kept here are stolen genealogies, 
  ledgers, and historical accounts. By studying them, Tarrin 
  Dars discovers evidence of misdeeds, blackmail, or old family 
  embarrassments, which she copies into a black ledger with a 
  lock (Disable Device DC 20; Dars has the key).
  Her other passion is collecting fragmentary versions of 
  Norgorber’s holy text, Words Behind the Mask—she’s writing 
  her own definitive translation. She believes passages of the 
  standard text were added by Norgorber’s enemies, and hopes 
  to restore the “original” text. A successful DC 20 Knowledge 
  (religion) check reveals that this is a heretical opinion.
  Creature: This room is guarded by a clockwork servant, a 
  gift from Klarkosh. It is under orders to attack anyone who 
  enters without the company of Klarkosh or Tarrin Dars.
  CLOCKWORK SERVANT 
  CR 2
  XP 600
  hp 31 (Pathfinder RPG Bestiary 3 56)
  Treasure: Tarrin’s collection of secrets includes material 
  suitable for blackmailing nobles and merchants in 
  Thornkeep, Fort Inevitable, and Daggermark. It’s worth 500 
  gp to the right buyer. Her collection of Norgorberite holy 
  texts can fetch 200 gp from a sage or book collector.
  Story Award: If the PCs discover what Dars is researching, 
  award them an additional 600 XP.
  C16. Shrine of the Gray Master (CR 5)
  Rows of pews and a stone altar on a low dais show that this room 
  is a shrine. A large statue of a mysterious, hooded figure stands 
  solemn vigil at the east end. Paintings on the walls depict a gray-
  hooded man in a variety of exploits and triumphs, culminating in 
  his ascension to godhood, when he begins aiding lesser thieves.
  In this chamber, Tarrin Dars leads regular devotions to 
  Norgorber, which the Splinters must attend.
  Creatures: Unless already encountered elsewhere, Tarrin 
  Dars is here, instructing two initiates in her doctrines. 
  She is inclined to defend the shrine, but PCs may be able 
  to convince her to parley. If the party seems dangerous, 
  she tries to shepherd them along to the deeper dungeon 
  levels, suggesting that Klarkosh is a threat. The Splinters 
  grudgingly pay tribute to the Numerian, but Dars hopes ill 
  fortune befalls him.
  TARRIN DARS 
  CR 4
  XP 1,200
  Female human cleric of Norgorber 3/rogue 2
  NE Medium humanoid (human)
  Init +6; Senses Perception +11
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
  hp 38 (5 HD; 3d8+2d8+13)
  Fort +5, Ref +6, Will +6
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +6 (1d6/18–20)
  Ranged light crossbow +5 (1d8/19–20)
  Special Attacks channel negative energy 4/day (DC 12, 2d6), 
  sneak attack +1d6
  Domain Spell-Like Abilities (CL 3rd; concentration +6)
  6/day—bleeding touch (1 rounds), dazing touch
  Cleric Spells Prepared (CL 3rd; concentration +6)
  2nd—calm emotionsD (DC 16), hold person (DC 16), sound 
  burst (DC 15)
  1st—bless, charm personD (DC 15), remove fear, shield of faith
  
  TARRIN DARS
  45
  Level 3: Splinterden
  The Emerald Spire Superdungeon
  0 (at will)—bleed (DC 13), detect magic, detect poison, light
  D domain spell; Domains Charm, Death
  TACTICS
  During Combat Tarrin uses her spells to hold or stun enemies, 
  allowing her scouts to make sneak attacks on her foes. If 
  she sees a chance to flank, she combines Channel Smite 
  with a sneak attack.
  Morale Tarrin fights to the death in the shrine. If encountered 
  elsewhere, she flees if reduced to 10 hit points or fewer.
  STATISTICS
  Str 8, Dex 14, Con 14, Int 10, Wis 17, Cha 12
  Base Atk +3; CMB +2; CMD 14
  Feats Channel Smite, Combat Casting, Improved Initiative, Spell 
  Focus (enchantment), Weapon Finesse
  Skills Acrobatics +5, Bluff +9, Diplomacy +5, Disable Device +5, 
  Escape Artist +5, Knowledge (religion) +8, Perception +11, 
  Spellcraft +8, Stealth +7
  Languages Common
  SQ rogue talents (finesse rogue), trapfinding +1
  Combat Gear potion of invisibility; Other Gear +1 chain 
  shirt, +1 rapier, light crossbow, holy symbol
  ECHO WOOD SCOUTS (2) CR 1/2
  XP 200 each
  hp 10 each (see page 42)
  Treasure: A hidden cavity in 
  the altar (Perception DC 10) holds 
  four ceremonial candlesticks, each 
  worth 80 gp, as well as a masterwork 
  silver dagger.
  Quest: Dars tries getting the PCs to 
  go after Klarkosh, giving them the 
  Clockwork Scourge quest.
  C17. Exit Passage
  A low tunnel exits the northern end of 
  the excavated cavern, heading off 
  into darkness. A cool breeze faintly 
  stirs in its entrance.
  This passage climbs 1,500 feet to a 
  secret exit on the surface.
  C18. Guildmaster Tombs (CR 3)
  An ancient stone door opens into a dusty old 
  crypt. Five stone sepulchers sit in the chamber’s 
  northern and center portions. Each is carved with 
  an effigy of a masked man or woman. To 
  the south, one large sepulcher lies, its lid 
  secured with iron bands.
  The tombs appear to hold master thieves of old, but are 
  actually the crypts of the Tynals, a corrupt noble family. 
  Tarrin Dars had their tombs altered to make the Splinters 
  seem like an old and honored thieves’ guild.
  Creature: This is the tomb of Lord Kalast Tynal—a wight. 
  He can’t escape on his own, but if the PCs cut or pry off the 
  iron bands, the hungry undead bursts out. 
  KALAST TYNAL 
  CR 3
  XP 800
  Wight
  hp 26 (Pathfinder RPG Bestiary 276)
  Treasure: Tynal wears a golden pectoral worth 500 gp.
  C19. Lower Guardroom (CR 1)
  One wall of this chamber is fitted with arrow slits, looking south 
  toward a large room with a distinctive green glow. A barred 
  wooden door leads to the room beyond the arrow slits.
  This room serves the same purpose as area C3, 
  but protects the den against threats from deeper 
  levels. The door between this area and area C2 is a 
  strong wooden door, locked and barred from the 
  north side—if the PCs come into this room from 
  the east, they can enter area C2 with no trouble.
  Creatures: Two Splinters watch area C2 through 
  the arrow slits. Award the PCs experience 
  points for defeating a CR 2 encounter if they 
  fight the guards through the arrow slits or 
  make it through the reinforced door while 
  under fire (600 XP instead of 400 XP).
  ECHO WOOD SCOUTS (2) 
  CR 1/2
  XP 200 each
  hp 10 each (see page 42)
  Descent to the 
  Next Level
  The staircase that exits 
  area C2 descends 
  more than 300 feet 
  to area D1 in the 
  Godhome level.
  Story Award: 
  The PCs gain 200 
  XP for exploring 
  all or most of this 
  level. If they have the 
  Sage’s 
  Expedition 
  quest, they also gain 
  200 gp.
  
  1 SQUARE = 5 FEET
  D1
  D2
  D3
  D4
  D5
  D6
  D7
  D8
  D10
  D10
  D11
  D12
  D12
  D12
  D12
  D12
  D12
  D9
  D9
  D9
  D9
  D9
  T
  LEVEL 4: GODHOME
  
  47
  LEVEL 4
  Godhome
  By Frank Mentzer
  Long ago in another part of the universe, an autonomous probe designed to explore naturally occurring rifts in the 
  fabric of space discovered one that led to a very unexpected place indeed—Golarion. Passing through the heightened 
  magical fields surrounding Golarion transformed the probe’s artificial intelligence into an animating spirit and altered 
  its internal systems while leaving parts of its original programming intact. The probe arrived near the Emerald Spire, 
  pulled in by the planar energy. From its new vantage, it continues its centuries-old mission, peering through invisible 
  and intangible planar rifts at countless weird and unexplored dimensions. Obeying its ancient imperative to nurture and 
  protect sentient life, the probe uses its wondrous powers to provide for the local dungeon denizens, a tribe of very peculiar 
  troglodytes who call their mysterious benefactor skraa-orm thagh in their own tongue, or “the Godbox.”
  U
  nder the influence of their inscrutable patron, the 
  troglodytes are peaceful. They want no conflict with 
  the denizens of other levels or bands of surface 
  adventurers. They call themselves the Servants of Thagh, and 
  their purpose in life is to worship their silent idol.
  There are three main ways to complete the Godhome level.
  Make an Offering: The troglodytes guide travelers to the 
  Godbox, help them make a sacrifice, and show them the 
  way to continue their descent.
  Massacre the Troglodytes: If the PCs fight their way through, 
  they still need to figure out how to open the exit. They might 
  also be able to break out with hours of hard excavation.
  Shut It Down: Deactivating the Godbox requires removing 
  the level’s six doors (actually control plates for the device), 
  taking them to area D4, and inserting them in the machine’s 
  slots. Doing so releases the treasure stuck to the casing and 
  opens the door in the exit chamber—but also prompts the 
  troglodytes to fight to the death to avenge their deity.
  
  48
  Servants of Thagh
  The 16 troglodytes living in this level are divided into two equal 
  clans, one living in the northern warrens and the other in the 
  south. They have little to do other than worship their deity 
  (area D4), which provides them with ample food and water 
  (areas D3 and D5, respectfully). The troglodytes make elaborate 
  clothing for themselves and paints for wall decorations.
  Attitude and Reactions: Slaagh, the greeter in area D1, is 
  friendly. Other troglodytes may react differently.
  PCs Are Escorted by Slaagh: As long as the PCs are 
  accompanied by Slaagh, the troglodytes are indifferent. 
  Groups of troglodytes the PCs meet keep their distance, 
  warily retreating or proceeding in a different direction.
  PCs Are Not Escorted: The troglodytes are suspicious, but 
  not hostile. If the PCs ignore them, the first troglodyte group 
  they encounter follows at a short distance to ensure the PCs 
  behave themselves. If the PCs act friendly or address them 
  in Draconic, the troglodytes offer help and guide the party.
  PCs Provoke the Troglodytes: If the PCs vandalize or deface 
  any of the decorations or begin making big changes such 
  as removing doors, Slaagh begs them to stop. If they don’t, 
  Slaagh gets the closest group of troglodytes and repeats his 
  request. Any troglodyte who observes such behavior without 
  Slaagh on hand immediately summons the nearest group, 
  which prepares to fight. The troglodytes don’t attack unless 
  the PCs attack first or begin destroying a feature of Godhome, 
  such as one of the animated statues or sustenance vats.
  Encounters: The troglodytes are in six distinct groups, not 
  counting Slaagh the doorkeeper.
  Area D3: Two troglodytes (these are here temporarily but 
  sleep in area D9).
  Area D5: Three troglodytes (normally live in area D12).
  Area D8: Two troglodytes.
  Area D9: Three troglodytes, including Savisk.
  Area D11: Two troglodytes, including Kargh.
  Area D12: Three troglodytes.
  When Fighting Breaks Out: The troglodytes try to avoid 
  combat, but they respond in kind if attacked. They retreat if 
  outmatched, and adopt a strategy of lurking and hoping for an 
  opportunity for a surprise attack. If the PCs run into a second 
  group while being shadowed, the lurking troglodytes strike. If 
  the PCs attempt to retreat, the troglodytes allow them to do so.
  If the PCs attack the Godbox or defeat three groups of 
  troglodytes, all remaining groups attack in a frenzy, fighting 
  to the death. The group nearest to the PCs swarms and attacks, 
  and another group arrives every 5 rounds.
  D1. Entrance (CR 1)
  As characters descend to this level, they catch a good whiff 
  of troglodyte stench. Have the PCs attempt DC 13 Fortitude 
  saves against stench when they reach the first room (see the 
  Stench entry on page 304 of the Pathfinder RPG Bestiary).
  An acrid, nauseating reek fills the air at the bottom of the stairs—a 
  musky, reptilian stench.
  If the PCs continue to descend and enter area D1, resume 
  with the description below.
  The stairs descend to a small chamber of smooth, hewn stone lit 
  by a dim greenish light from two strange, torchlike devices on the 
  walls. A metal door with a simple latch mechanism glows with 
  a dim green light in the middle of the north wall. The walls and 
  ceiling are decorated with drawings and writings in bright colors. 
  The depictions are abstract but somehow alien and disturbing.
  Creature: There’s a doorkeeper here—a troglodyte named 
  Slaagh (pronounced with a growl at the end). He wears a 
  colorful leather garment and carries a walking stick. PCs can 
  attempt a DC 6 Knowledge (local) check to identify him as a 
  troglodyte if they’ve never seen or smelled one before.
  Slaagh is friendly, and welcomes new arrivals by saying in 
  Common, “We welcome you to Godhome. You wish to make 
  sacrifice now, or visit? Take holy grub maybe?” Slaagh tries 
  to convince the party to follow him to “the place to make 
  FEATURES OF THE LEVEL
  This dungeon level has several 
  very unusual features.
  Illumination: Devices in the 
  wall sconces produce greenish 
  light via electroluminescence. 
  Each converts the magnetic field 
  emanating from the Godbox into 
  light. The brightness varies with 
  proximity to the Godbox (e.g., 
  lights in areas D1 and D7 are dim, 
  while those in area D4 are bright). Each device, called a talladun, 
  is a 2-foot-long stick with a glowing sheath of metal at one end. 
  The gadgets produce no light without a powerful magnetic field.
  Walls and Ceilings: The walls and ceiling are made of hewn 
  stone, and decorated with pictographs and writings in bright 
  colors. The inscriptions are in primitive Draconic. Most are 
  religious, proclaiming this place to be “Godhome.” 
  Doors: There are only six doors on the Godhome level. 
  Each is made of a strange, copper-colored nonmagnetic alloy 
  otherwise unknown on Golarion. Two large hinge pins are 
  part of the casting, and they rest within sockets anchored 
  into the stone doorways. If a door is opened and lifted, the 
  pins slide upward out of the sockets, and the door can be 
  removed. Each door weighs about 1,000 pounds, requiring 
  a Strength score of 27 to move as a heavy load. Multiple 
  characters can work together to move doors by adding their 
  Strength scores together as long as they all hold it.
  
  SLAAGH
  49
  Level 4: Godhome
  The Emerald Spire Superdungeon
  sacrifice” and offer a gift to “the Godbox,” hoping to speed 
  them on their way. He and Kargh, another tribal elder, take 
  turns standing watch for visitors. They’re the only troglodytes 
  on this level who speak Common.
  Some basic questions and answers that might come up 
  during conversation include the following.
  What’s “holy grub”? “Things to eat, things to drink. The god 
  gives them to us! I can take you.”
  What kind of sacrifice? “Give the god 
  some iron-metal, and it will bless you and 
  send you on your way! All good visitors 
  make gifts of iron-metal to the god!”
  God? What god? “Skraa-orm thagh, 
  the god in the box. It is very powerful!”
  What happens if we don’t make a 
  sacrifice? “That is sad! The god will not 
  let you go any farther until you prove 
  worthy. I will show you!”
  Who are you again? “I am Slaagh. My clan-
  people are Servants of Thagh.”
  Can you show us around? “Gladly! We are 
  peaceful, yes. The god takes care of us!”
  If attacked, Slaagh tries (once) to appeal 
  to reason, and then flees if able. Upon 
  escaping, he goes directly to the northern 
  warrens (area D9) to alert the other Servants 
  that they are under attack.
  SLAAGH 
  CR 1
  XP 400
  Male troglodyte (Pathfinder RPG Bestiary 267)
  hp 13
  Languages Common, Draconic
  Development: If the party allows Slaagh to guide them, he 
  shows them the rooms for food and water (areas D3 and D5). 
  The warrens (areas D8 through D13) are not on the tour, though 
  Slaagh says they are living places. He points out the door to 
  the exit (area D7), commenting that the party sadly has not yet 
  earned the privilege of departure. He does not take the party to 
  area D4 until they indicate they are ready to make a sacrifice.
  D2. Antechamber
  Two light-sticks are mounted on the walls of this chamber, and 
  every surface is adorned with crudely rendered paintings. Passages 
  lead north and east. A short corridor in the north wall leads to a 
  larger room. In the middle of the south wall, there is a large door 
  made of a copper-colored metal. It glows like the light-sticks. 
  This area is normally empty. If Slaagh accompanies the 
  party, he amiably follows wherever they wish to go. If he is 
  giving the PCs a tour, he leads them to area D3 next.
  D3. Chamber of Food (CR 3)
  This room contains a large stone vat in the middle of the eastern 
  wall. It seems to be filled with a pasty, pink substance. 
  Just north of the tub, a tall door made of lustrous, 
  coppery metal leads east, and passages exit 
  the chamber to the north and south. Three 
  torchlike devices in the wall glow with a 
  soft green light, as does the metal door.
  The pasty, pink substance in 
  the vat is freshly ground meat of 
  an indeterminate nature. While 
  this is wonderfully tasty and 
  nutritious food from the troglodytes’ 
  point of view, the meat is nauseating 
  by other races’ standards, and any character 
  who eats it must succeed at a DC 13 Fortitude save 
  or be sickened for 1 hour. Each night while the 
  troglodytes are sleeping, the Godbox magically removes the 
  leftover meat and replaces it with a fresh supply.
  Creatures: Two troglodytes from the northern clan are 
  here, touching up a wall painting.
  TROGLODYTES (2) 
  CR 1
  XP 400 each 
  hp 13 each (Pathfinder RPG Bestiary 267)
  D4. Godhome (CR 7)
  A hexagonal, metallic structure about ten feet wide and almost 
  twenty-five feet tall looms in the center of this high-ceilinged 
  room, emanating a greenish-white light. All kinds of gears and 
  armaments are stuck to its silvery sides, including dozens of 
  weapons, shields, and pieces of armor, as well as lanterns, 
  buckles, and tools. To the north and south of the object stand 
  two large stone statues, each depicting a troglodyte with its arms 
  upraised in adulation. Four copper-colored metal doors lead out of 
  this chamber, one from each corner of the room.
  Any PCs who succeed at a Perception check (DC 20, or DC 
  10 for those wearing or carrying metal equipment) notice a 
  strange force tugging at their metal armor and weapons, 
  pulling them toward the device in the center of the room. 
  TROGLODYTE STENCH
  The Godhome is filled with troglodytes, and that means a 
  lot of saving throws against stench. As a shortcut, have the 
  PCs take 10 on their saving throws against troglodyte stench 
  when they meet a new group of troglodytes, and set the DC 
  at 12 + the number of troglodytes in the new group.
  
  50
  Anyone approaching within 10 feet of the Godbox notices 
  the slots for the device’s control plates. The slot dimensions are 
  very close to the size and shape of the door panels in this level.
  In the center of each face of the hexagonal object is a vertical slot 
  about three inches wide and close to seven feet tall.
  The Godbox is a powerful supermagnet. Within this room, 
  all iron and steel is drawn to its surface by magnetic force, 
  including items that have components made of iron or steel 
  (such as the studs in studded leather armor or the buckles 
  of leather belts). The alloy doors and the metal used in the 
  talladuns are nonferrous and unaffected by the magnetic field.
  The strength of the field varies by distance.
  • Beyond 15 Feet (corner or doorway): The field is easily resisted, 
  but belted items lift up, pointing toward the room’s center.
  • Within 15 Feet (other squares not adjacent to Godbox): The 
  magnetic field attempts a combat maneuver check (+5 
  CMB, or +10 against targets wearing full suits of metal 
  armor) against each character that begins its turn at this 
  distance or enters a square within this range. Any bonuses 
  to CMD the target has that apply against a bull rush also 
  apply against this combat maneuver. A character that fails 
  is pulled 5 feet closer to the Godbox. If a character resists 
  the pull, the magnetic field attempts a second combat 
  maneuver check to disarm her of the largest metal object 
  held by her, carried by her, or sheathed on her person. The 
  field is strong enough to break straps and pull weapons 
  out of sheaths. 
  • Adjacent Square: An irresistible force pulls all ferrous metals 
  into contact with the Godbox, where they remain immobile.
  The supermagnet in this area is only part of the machine 
  anchored in the middle of this level—most of the Godbox 
  lies hidden below the floor, occupying an area about 
  the size of the entire room. The device is intelligent but 
  limited by its programming. It has learned how to use the 
  Emerald Spire’s planar energies to acquire the food, water, 
  and special supplies it needs by opening planar rifts and 
  teleporting these materials into the area. It is able to observe 
  events throughout this level but has little ability to act other 
  than by activating the animated objects in this area (see 
  Creatures, below) or opening or closing the exit in area D7. 
  It is uninterested in anything that happens in this plane of 
  reality, and though it sustains the troglodytes living here, it 
  is not protective of them.
  There are two ways to get the Godbox to open the exit: 
  Sacrificing at least 2 pounds worth of metal per person in the 
  party or deactivating the machine. The simplest method is to 
  toss the items to be sacrificed close enough to the Godbox 
  for the magnetic force to capture them. Items attached to 
  the Godbox by accident count toward the requisite sacrifice. 
  When the PCs have donated sufficient items, an eerie hum 
  begins deep inside the metal box. Two distant metallic clicks 
  sound from the northeast.
  If Slaagh (or another troglodyte) is with the party, he can 
  confirm that the sacrifice has been accepted and the exit is 
  now open.
  If the PCs instead opt to deactivate the machine, they can 
  do so by inserting all six control panels. The six tall slots in 
  the Godbox correspond in size to the six glowing doors on 
  this level—they are in fact control plates or panels designed 
  to moderate the supermagnet’s function but were removed 
  long ago. When a door is inserted, the door panel seems 
  like an exact fit for the slot in the side of the device. It clicks 
  into place and a strange, high-pitched humming begins to 
  emanate from deep within the machine.
  The doors are unaffected by the magnetism in the room. 
  They can be pulled back out with a successful DC 25 Strength 
  check or through teamwork by creatures with a combined 
  Strength score of 40 or higher. Each subsequent door 
  inserted into the device lowers the tone of the Godbox’s 
  humming and slightly increases its volume, indicating 
  progress. If all six doors are fully inserted, the noise stops 
  and the magnetic field ceases, causing all the objects stuck 
  to the exterior to fall to the floor with a clatter (see Treasure, 
  below), and all the light-sticks on the level to go dark. This 
  sends the troglodytes into a frenzied defense of their level.
  The Godbox is a Gargantuan object with AC 15, hardness 
  15, and 200 hit points. It regains hit points each round as 
  though it had fast healing 10. It is immune to cold, fire, 
  and all things constructs are immune to. It can attempt 
  saving throws as though it were a magic item (CL 20th, +22 
  bonus). When the device takes electricity damage, there is a 
  percentage change equal to the points of damage dealt that it 
  deactivates for 1d6 rounds. All items held to it by magnetism 
  are dropped, but are immediately picked up again if the 
  Godbox is reactivated.
  Creatures: The two troglodyte statues are animated objects, 
  currently inactive. They represent the only direct means 
  of defense for the Godbox, since its ancient programming 
  prevents it from converting attackers into harmless minerals. 
  The statues animate and attack any creatures that attack the 
  Godbox; however, they do not react to PCs inserting doors 
  into the control slots.
  If the statues kill or drive out all their targets, they return 
  to their positions and resume an inanimate state.
  STUCK?
  The powerful magnetism may affix a character wearing metal to 
  the Godbox housing. The victim is considered pinned if wearing 
  metal armor, and must spend 2 rounds removing his armor to 
  escape. If held by smaller metal fittings such as buckles, the 
  character is grappled, and can get free by cutting or releasing all 
  scabbards, chains, and buckles as a full-round action.
  
  TROGLODYTE STATUE
  51
  Level 4: Godhome
  The Emerald Spire Superdungeon
  ANIMATED OBJECTS (2) 
  CR 5
  XP 1,600 each
  N Large construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 16, touch 8, flat-footed 15 (–1 size, –1 Dex, +8 natural)
  hp 52 each (4d10+30)
  Fort +1, Ref +0, Will –4
  Hardness 8; Immune construct traits
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +9 (1d8+6 and grab)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 22, Dex 8, Con —, Int —, Wis 1, Cha 1
  Base Atk +4; CMB +11 (+15 grapple); CMD 20
  SQ Construction Points
  SPECIAL ABILITIES
  Construction Points This animated object has the 
  additional attack, grab, and stone construction 
  abilities (included in the statistics above).
  Treasure: There are nearly 150 items stuck 
  to the Godbox. These include the following.
  Weapons: Battleaxes (2), daggers (12, including 
  a masterwork cold iron dagger), greatswords 
  (2, including a +1 greatsword), heavy mace (1), 
  light maces (3), light hammers (2), short swords (4), 
  starknives (2), throwing axes (3), warhammers (3).
  Armor: Chainmail (3, including a suit of +1 
  chainmail), half-plate armor (1), splint mail (1), heavy 
  steel shields (6, including a +1 heavy steel shield), light 
  steel shields (5, including a +1 light steel shield).
  Other: Crowbars (7), grappling hooks (3), iron 
  holy symbols (2), mirrors (4), pitons (20), thieves’ 
  tools (1 kit, with a brooch of shielding tucked inside 
  the leather pouch containing the tools), belt buckles 
  (17, each worth about 1 sp each), lanterns (6).
  Quest: When they first see the Godbox, the 
  PCs gain the Deactivating the Godbox quest.
  Story Award: If the PCs deactivate the 
  Godbox as described above (but not if 
  they destroy it), award them 800 XP.
  D5. Chamber of Water (CR 4)
  A stone tub filled with water stands 
  against this chamber’s western wall. 
  Three glowing light-sticks illuminate 
  the room. A door of copper-colored 
  metal stands in the western wall, and 
  passages exit the room to the north 
  and south.
  The light-sticks are talladuns, described on page 48.
  As with the food vat in area D3, the Godbox refills the 
  cistern every night by teleporting water into the chamber. The 
  water is clean, fresh, and safe to drink.
  Creatures: Three troglodytes from the southern clan are 
  here, burbling and hissing a nonsense chant that passes for 
  worship of their deity.
  TROGLODYTES (3) 
  CR 1
  XP 400 each
  hp 13 each (Pathfinder RPG Bestiary 267)
  D6. Antechamber
  This room is illuminated by two light-sticks mounted in wall 
  sconces. To the north is a large door of strange copper alloy, 
  which glows much like the light-sticks. The walls and ceiling 
  are covered with indecipherable troglodyte scrawling and 
  paintings. In the northeast corner stands a tall cylindrical 
  bell, made from the same alloy as the door.
  The door opens toward the south, so the 
  hinges are on this side. If Slaagh is guiding 
  the party, he points out that the level’s exit is 
  in the room beyond the door, and informs 
  them that they must make a sacrifice so the 
  Godbox will open it.
  When a creature on the stairs below the exit 
  chamber (area D7) pulls the chain there, the bell’s 
  clapper activates via magnetism and rings the bell. 
  This ringing alerts the troglodytes to the approach 
  of creatures from below; they send a clan member to 
  meet whoever is at their back door, while the Godbox 
  opens the exit after a delay of several minutes.
  D7. Exit Chamber (CR 5)
  A tall troglodyte statue stands in the center of this 
  otherwise featureless square 
  room, its arms outstretched. 
  Light-sticks are mounted on the 
  east and west walls, providing 
  dim 
  green 
  illumination, 
  augmenting the stronger 
  glow from the door.
  
  52
  If the Godbox has been deactivated or the characters have 
  appeased it by sacrificing metallic items, add the following.
  In the northeast corner, a section of the stone floor is cut away 
  perfectly, revealing a stairway that descends into darkness. 
  If the characters have not enabled the exit, then the floor 
  appears solid and unbroken.
  The slab concealing the stairway is difficult to find when 
  not retracted (Perception DC 25). A thorough and skilled 
  search may find a slender seam in the floor, but there is no 
  way to gain purchase and lift up the slab. To let travelers pass, 
  the Godbox teleports this 1-foot-thick stone slab into and 
  out of place. If the huge slab is destroyed, this exposes the 
  stairway, though the process of breaking through deposits 1 
  ton of rocky debris upon the stairway which must be cleared 
  before it can be traversed.
  Creature: The statue is a duplicate of those in the Godbox 
  chamber (area D4). It remains inanimate unless it or the floor 
  is damaged. If either occurs, the statue animates and attacks. 
  The statue attacks only the specific individuals responsible 
  for the damage or those who assail it while it is attacking its 
  designated target. The statue does not pursue foes outside 
  this room. If it kills or drives off all the targets that triggered 
  its attack, the statue returns to its normal position and 
  resumes its inanimate state.
  ANIMATED OBJECT 
  CR 5
  XP 1,600
  hp 52 (see page 51)
  D8. Northern Clan Common Area (CR 3)
  This chamber reeks of troglodytes, and is cluttered with 
  knickknacks and trash, including scraps of armor, tattered cloaks, 
  worn-out boots, odd lengths of rope, and more. The walls and 
  ceiling are covered with blue paintings and writing, and embers 
  glow in a simple fire pit.
  This is the common room of the northern troglodyte clan. 
  The troglodytes collect their meager salvage and scavenged 
  treasures here, looking for ways to make use of anything 
  passersby leave in the Godhome level. None of the clutter or 
  bric-a-brac is worth anything.
  Creatures: Two of the northern clan troglodytes are 
  working here, using old daggers and broken blades to slice 
  two suits of leather armor into strips for use as bindings or 
  cords. The armor was taken from dead adventurers killed by 
  the animated statue in area D7 a few weeks ago. 
  TROGLODYTES (2) 
  CR 1
  XP 400 each
  hp 13 each (Pathfinder RPG Bestiary 267)
  D9. The Northern Warrens (CR 5)
  There’s little light in this group of narrow corridors and alcoves. Bits 
  of bone, discarded tools, crude weapons, and improvised satchels 
  made from scraps lie here and there. The concentrated troglodyte 
  stench is tremendous—this is obviously the creatures’ lair.
  The northern troglodyte clan comprises three males, two 
  females, the priestess Savisk, and the elder male Slaagh. 
  During active hours, the denizens may be found here in 
  their common room (area D8) or wandering elsewhere in the 
  complex, but never in the south warrens unless specifically 
  invited. Four of the alcoves are currently used as residences, 
  each harboring one to three troglodytes. The other two are 
  empty and unused.
  Creatures: Three troglodytes are lurking in the northern 
  warrens: the clan’s priestess Savisk and her two apprentices.
  TROGLODYTES (2) 
  CR 1
  XP 400 each
  hp 13 each (Pathfinder RPG Bestiary 267)
  SAVISK 
  CR 3
  XP 800
  Female troglodyte adept 4 (Pathfinder RPG Bestiary 267)
  CN Medium humanoid (reptilian)
  Init +4; Senses darkvision 90 ft.; Perception +2
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 natural)
  hp 33 (6 HD; 2d8+4d6+10)
  Fort +7, Ref +1, Will +6
  OFFENSE
  Speed 30 ft.
  Melee club +3 (1d6), claw +3 (1d4), bite +3 (1d4) or
  2 claws +3 (1d4), bite +3 (1d4)
  Ranged javelin +3 (1d6)
  Adept Spells Prepared (CL 3rd; concentration +5)
  2nd—mirror image
  1st—burning hands (DC 13), cause fear (DC 13), sleep (DC 13)
  0—detect magic, ghost sound (DC 12), touch of fatigue (DC 12)
  STATISTICS
  Str 10, Dex 10, Con 13, Int 8, Wis 14, Cha 11
  Base Atk +3; CMB +3; CMD 13
  Feats Combat Casting, Great Fortitude, Improved Initiative
  Skills Acrobatics +5, Heal +8, Spellcraft +3, Stealth +5 (+9 in 
  rocky areas), Survival +6
  Languages Draconic
  Combat Gear potion of cure moderate wounds; Other Gear 
  boots of elvenkind, club, javelins (3)
  Treasure: Most the tools and materials littering the warrens 
  are useless. However, hidden within the bedding in Savisk’s nest 
  is a handy haversack containing three garnets worth 50 gp each.
  
  53
  Level 4: Godhome
  The Emerald Spire Superdungeon
  D10. Latrine
  This rectangular room features four holes in the floor, each one 
  foot across, evenly spaced along the northern wall. The air is 
  thick with the stink of troglodytes. Two short passages lead to 
  the dimly lit corridor.
  Most troglodyte lairs are rather untidy in excretory details, 
  but these denizens have been trained to some extent and use 
  this room for such matters. Almost all waste goes into the 
  holes in the floor, which lead down into darkness. No real 
  cleanup of the room is ever performed, so the room slowly 
  becomes fouler and fouler.
  D11. Southern Clan Common Area (CR 3)
  The smell of troglodytes is especially strong in this cluttered 
  room. Various articles—scraps of cloth, strips of leather, and other 
  debris—are neatly sorted and stacked along the chamber’s walls, 
  which are decorated with crude paintings in bright green hues.
  This is the home of the level’s second troglodyte clan. By 
  tradition, the clans don’t enter each other’s territory without 
  an invitation. Most of the junk in this room was scavenged 
  from dead adventurers on this level or the stairs immediately 
  above or below Godhome, but none of it is worth much.
  Creatures: Two of the southern clan troglodytes are here, 
  hard at work mixing up a new batch of green paint to touch 
  up the decorations in their lair.
  The leader is a wily old troglodyte named Kargh. He 
  alternates door-greeter duties with Slaagh (usually an 
  uneventful task) but is currently off watch. Like Slaagh, 
  Kargh is careful to present a friendly and nonthreatening 
  attitude, hoping to avoid a costly brawl. If the PCs are not 
  accompanied by Slaagh, Kargh attempts to attach himself to 
  the party and offers to escort them to the Godbox so they can 
  make sacrifice and exit the level.
  KARGH 
  CR 1
  XP 400
  Male troglodyte (Pathfinder RPG Bestiary 267)
  hp 13
  Languages Common, Draconic
  TROGLODYTE 
  CR 1
  XP 400
  hp 13 (Pathfinder RPG Bestiary 267)
  D12. The Southern Warrens (CR 4)
  These narrow corridors and alcoves are barely illuminated; only a 
  faint green glow emanates from the light-sticks mounted on the 
  walls. Each alcove is filled with untidy debris—troglodyte nests 
  of shredded cloth, storage containers improvised from discarded 
  adventuring gear, and crude weapons. The smell is terrible.
  If the PCs pass by the Emerald Spire, add the following.
  A green glimmer cuts through the darkness, coming from a 
  curving wall of smooth green glass embedded in the hallway, 
  marked with a complex arcane symbol about the size of an 
  outstretched hand. 
  The Emerald Spire is marked with a sigil identifying this as 
  the fourth potential destination for Spire transport; characters 
  who make a note of the symbol can use a Spire transport token to 
  return to this spot from any other part of the Spire.
  Creatures: The troglodytes of the Godhome’s second 
  clan sleep in these chambers. The southern clan consists of 
  two males and four females, plus their elder, Kargh. Five of 
  the alcoves within this area are residences, although their 
  occupants are often out roaming.
  TROGLODYTES (2) 
  CR 1
  XP 400 each
  hp 13 each (Pathfinder RPG Bestiary 267)
  The Future of the Troglodytes
  By the time the PCs leave, all, some, or none of the residents 
  might survive, and the Godbox could be active or inactive.
  Godbox Deactivated, All Residents Slain: The place remains 
  lifeless for quite some time, the bodies rotting in place. 
  Eventually, slimes, disease, undead, and other horrors appear.
  Godbox Deactivated, Some Residents Survive: After 
  several days of grieving, the troglodytes discover how to 
  reawaken the device by removing the doors.
  Godbox Active: Within 2 weeks, Godhome is back to normal. 
  The remaining troglodytes put any removed doors back in 
  place, and the Godbox teleports new troglodytes into this 
  layer from other places. The troglodytes rebuild the animated 
  statues at a rate of one per month, starting in area D7.
  Descent to the Next Level
  Immediately below the stone slab sealing the exit from area 
  D7, stairs lead down to the next level. About 10 feet below 
  the slab, a copper pull-chain is suspended from a tube in 
  the ceiling. This sounds the bell in area D6. The Godbox 
  normally uses its senses to study the creatures that desire 
  entrance. It typically opens the slab only for troglodytes or 
  for creatures carrying metal objects suitable for sacrifice.
  The stairs reach down until they meet a winding, ramplike 
  passageway that descends 100 feet over a half-mile walk 
  before reaching Level 5.
  Story Award: The PCs gain 400 XP for exploring all or 
  most of this level. If they have the Sage’s Expedition quest, 
  they also gain 400 gp.
  
  1 SQUARE = 5 FEET
  E3
  E4
  E2
  E1
  E7
  E7a
  E6
  E5
  E8
  E9
  E10
  E11
  LEVEL 5: THE DROWNED LEVEL
  
  55
  LEVEL 5
  The Drowned Level
  By Sean K Reynolds
  Different levels of the dungeons connect to extraplanar locales. Here, the Spire’s influence creates natural portals to the Plane 
  of Water. Most of these are no larger than a coin, but their constant flow has left the level mostly flooded.
  Originally, this level was a simple set of storerooms and guardrooms dating back to Nhur Athemon’s early expeditions. Two 
  centuries ago, a clan of derros who occupied this level and the sixth level studied the Spire’s planar influence and tried to alter 
  the local affinity for the Plane of Water to something more useful. Their experiments, however, ended up multiplying the portals 
  to that plane and drowned this level in a flood that never receded.
  The current inhabitants are aquatic animals and elemental creatures who like the level the way it is. These include a trio 
  of undine spellcasters the serpentfolk of Vissk-Thar have secretly suborned, intending to turn them against their enemies.
  T
  he vast majority of this level is flooded. Because 
  parts of the level are lower than other sections, 
  the water depth varies from area to area, and a few 
  rooms and passages extend above the water.
  • Areas E2, E3, E4, and E5 are all on the same level, and are 
  flooded 2 feet deep. These areas count as difficult terrain 
  for anyone on foot. (See each room’s text for specifics on 
  concealment within the water.)
  • Areas E6 and E7 are 8 feet lower, and flooded almost to the 
  ceiling. If the eastern door from E6 is opened, E7 floods 
  even further, pushing creatures caught in E7 toward E11.
  • Areas E8, E9, and E10 are at the same level as each other, 
  and old magical barriers prevent the water from entering 
  the hallway from area E7. The water is 2 feet below the dry 
  ledges in these rooms. However, the barrier closest to area 
  E10 is failing, and E10 can be flooded if its door is opened.
  
  56
  • Area E11 is 6 feet lower than the adjoining section of E7, and 
  water pours from the hall into this room. The water level 
  remains stable because submerged portals drain away the 
  added water. The dry alcoves are 1 foot above the water level.
  Because of the water hazards on this level, the GM should 
  be familiar with the Swim skill (Pathfinder RPG Core Rulebook 
  108) and the rules for suffocation and drowning (Core 
  Rulebook 445).
  E1. Entrance Chamber (CR 4 or 5)
  The ramp winding down from the level above ends in a flight of 
  stairs leading to a dank, low-ceilinged room. The curved surface of 
  the Emerald Spire takes up the northwest corner, and to the east 
  is a broad stairway leading down to a dark passage from which 
  the soft sound of lapping of water emanates. A small, closed door 
  stands in the south wall. Several toad-sized crabs skitter about. 
  If the PCs descend the ramp with bright light sources 
  and no forward scout, the monsters in this chamber draw 
  back near the stairs leading to area E2, readying for a fight. 
  However, if the PCs approach stealthily, they may catch 
  Jorqual, the undine summoner, studying the Spire.
  Creatures: Jorqual is a blue-skinned, blue-haired humanoid 
  clad in silvery mail. He’s guarded by a hideous, four-legged 
  orange crab monster with a small, blue, winged creature sitting 
  on its back. Jorqual and his sisters Dayana and Senethar are the 
  masters of the level, having come here from the Plane of Water 
  months ago to study the Spire and its portals. They grudgingly 
  acknowledge Klarkosh as the ruler of the upper Spire, but were 
  recently approached by serpentfolk emissaries from Vissk-
  Thar who wish to turn the undines against the Numerian. 
  The crab monster is Jorqual’s eidolon; the blue creature is 
  a water mephit messenger, which is currently “playing” with 
  the eidolon. The toad-sized crabs have wandered away from 
  the crab swarm in area E3, but are harmless on their own.
  Jorqual is documenting the Spire’s energy, studying it 
  with detect magic and recording the data in his journal. He is 
  annoyed by the PCs’ interruption, and demands (in Aquan, 
  then Common if necessary) that they leave, as their presence 
  is disruptive to his research into the Spire’s magic. If the PCs 
  refuse, he attacks; if they attack, he retaliates. When combat 
  starts, the water mephit flees to warn other creatures. It takes 
  the mephit 2 rounds to alert the water elemental in area E4, 
  and another 2 rounds to inform the mudlord in E6.
  JORQUAL	
  CR	4
  XP	1,200
  Male undine summoner 5 (Pathfinder RPG Advanced Player’s 
  Guide 54, Pathfinder RPG Bestiary 2 275)
  CN Medium outsider (aquatic, native)
  Init +0; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 15, touch 11, flat-footed 15 (+4 armor, +1 deflection)
  hp 31 (5d8+5)
  Fort +4, Ref +1, Will +6
  Defensive	Abilities shield ally; Resist cold 5
  OFFENSE
  Speed 30 ft., swim 40 ft.
  Melee dagger +2 (1d4–1/19–20)
  Ranged light crossbow +3 (1d8/19–20)
  Spell-Like	Abilities (CL 5)
  1/day—hydraulic pushAPG
  Summoner Spell-Like	Abilities (CL 5th; concentration +8):
  6/day—summon monster III
  Summoner	Spells	Known (CL 5th; concentration +8)
  2nd (3/day)—glitterdust (DC 15), haste, summon monster II
  1st (5/day)—corrosive touchUM, daze monster (DC 14), lesser 
  rejuvenate eidolonAPG, mage armor
  0 (at will)—acid splash, detect magic, mage hand, message, 
  open/close, read magic
  TACTICS
  Before	Combat Jorqual casts mage armor on his eidolon daily.
  During	Combat Jorqual casts haste on himself and his eidolon; 
  he then uses summon monster II to summon a giant frog or 
  multiple poisonous frogs.
  FEATURES OF THE LEVEL
  This level has been modified to 
  function while flooded.
  Doors: To help control flooding, 
  all doors on this level are iron, 
  seal tightly when closed, and are 
  treated against rusting. They are 
  unlocked unless otherwise noted. 
  Each door has a 1-foot-diameter 
  wire grate about 1 foot off the 
  ground, with a metal cover that 
  can be closed or opened. Most of the covers are open. If a cover 
  is open, anyone adjacent to the door can feel water gently 
  flowing through it. If a grate’s wires are cut, a Small creature 
  can easily fit through the opening, but it is considered a tight 
  space for a Medium creature. The PCs can look through the 
  grates to see what’s on the other side, but since most grates are 
  underwater, visibility can be poor. The doors usually open and 
  close freely, but attempting to close a door against an onrush of 
  water requires a successful DC 15 Strength check. The doors are 
  hinged to open outward from the hallways and narrow rooms.
  Ceilings: Unless otherwise stated, hallways and rooms are 
  7 feet high.
  Illumination: Luminescent corals and algae grow in the 
  hallways and rooms, lighting them like a candle. In other areas, 
  the PCs must rely on darkvision or their own light sources to 
  navigate (though torches are useless in flooded areas).
  
  WATER MEPHIT
  57
  Level 5: The Drowned Level
  The Emerald Spire Superdungeon
  Morale If his eidolon is defeated, Jorqual attempts to flee (using 
  a scroll of invisibility, if possible), heading toward his sisters.
  STATISTICS
  Str 8, Dex 10, Con 12, Int 14, Wis 15, Cha 16
  Base	Atk +3; CMB +2; CMD 13
  Feats Aquatic AncestryAPG, Combat Casting, Great Fortitude
  Skills Knowledge (arcana, nature, planes) +10, Perception +7, 
  Spellcraft +10, Swim +5
  Languages Aklo, Aquan, Common, Draconic
  SQ amphibious, bond senses (5 rounds/day), eidolon, life link, 
  water affinity
  Combat	Gear potion of cure moderate wounds, scroll of aqueous 
  orbAPG, scroll of invisibility; Other	Gear chain shirt, dagger, 
  light crossbow with 10 mwk bolts, ring of protection +1, 
  antitoxin, backpack, flasks (10), glass bottles (5), hourglass 
  (1 hour), ink, inkpen, journalUE, scroll case, coral (worth 100 
  gp), irregular pearls (5, worth 10 gp each), pearl (worth 100 gp), 
  71 gp
  CRAB	EIDOLON
  Eidolon (quadruped base form) (Pathfinder 
  RPG Advanced Player’s Guide 58)
  CN Medium outsider (extraplanar)
  Init +3; Senses darkvision 60 ft.; 
  Perception +7
  DEFENSE
  AC 23, touch 13, flat-footed 20 (+4 
  armor, +3 Dex, +6 natural)
  hp 30 (4d10+8)
  Fort +6, Ref +7, Will +1
  Defensive	Abilities evasion
  OFFENSE
  Speed 40 ft., swim 40 ft.
  Melee 2 claws +8 (1d6+3), bite +8 (1d8+3)
  Special	Attacks pounce
  STATISTICS
  Str 16, Dex 16, Con 14, Int 7, Wis 10, Cha 11
  Base	Atk +4; CMB +7; CMD 20 (24 vs. trip)
  Feats Weapon Focus (claw), Weapon Focus (bite)
  Skills Intimidate +7, Perception +7, Sense Motive +7, Stealth +10, 
  Swim +11
  Languages Aquan, Common
  SQ evolutions (bite, claws, gills, improved damage [bite], 
  improved damage [claw], limbs [legs, 3], pounce, swim), 
  link, share spells
  WATER	MEPHIT	
  CR	3
  XP	800
  hp 19 (Pathfinder RPG Bestiary 203)
  Treasure: The PCs can claim the undine’s treasure. His 
  journal includes detailed information on the portals, which 
  contributes to completing the Portal Research quest. In 
  addition, the small door to the south leads to a storage room 
  containing supplies from this level’s previous inhabitants. 
  Though most of it has rotted away, a successful DC 20 
  Perception check during a 10-minute search of the area 
  reveals two masterwork snorkels (Pathfinder RPG Ultimate 
  Equipment 72) that are functional and only a little slimy.
  Development: If the water mephit or undine gets away, 
  it tells the water elemental in area E4, the mudlord in E6, 
  and any mephits in areas E6 and E7 that hostile strangers 
  are nearby. Within 10 minutes of any water mephits in area 
  E7 learning this, the rest of the intelligent inhabitants of the 
  level are on alert, and they close the doors to their rooms to 
  prevent easy entry.
  E2. Murky Passage
  The stairs from area E1 lead down about 
  10 feet. This area was intended as a last-
  ditch effort to contain the water from 
  this level, should flooding become 
  severe; the wide hallway takes longer to 
  flood, giving more time to reverse the 
  problem or seal off the level.
  The stairs lead down into a wide 
  hallway filled with murky water. 
  There are two hallways on the 
  south wall and one on the east.
  The wide part of this area is partially flooded 
  to a depth of 2 feet and counts as difficult 
  terrain for anyone on foot. The water 
  provides concealment to anything in it.
  The narrow eastern stairs lead down another 3 feet 
  (although the ceiling remains at the same height, sloping 
  downward only once the hallway turns south), where the 
  tunnel is flooded with 5 feet. Unless the PCs prod the floor 
  ahead of them, they won’t realize the stairs are there until 
  they suddenly step downward, and must succeed at a DC 10 
  Reflex save or slip and fall prone in that square. A PC who 
  fails the save by 5 or more falls prone and slides 5 feet to the 
  east. The ceiling dips briefly where the hallway passes under 
  the corridor between areas E4 and E5.
  A dozen or so stray crabs from area E3 wander this area in 
  search of food. The PCs may feel the crabs crawling on their 
  feet or accidentally step on one, but away from the swarm the 
  crabs are not hostile.
  E3. Crab Colony (CR 4)
  The silty water in this flooded room reeks of shellfish. Bones and 
  other refuse are piled up in the southwest corner. Hundreds of 
  toad-sized crabs clamber about the heap, skittering over top of 
  each other.
  
  58
  This area is home to a large number of crabs that were 
  brought here as a food source but have long since multiplied 
  out of control. Previous inhabitants threw food scraps here 
  for the crabs to eat, a practice that the undines have adopted.
  Except for the refuse pile in the southwest corner, this 
  room is flooded to a depth of 2 feet and counts as difficult 
  terrain for anyone on foot. The water provides concealment 
  to anything in it.
  Creatures: In addition to the crabs above the water, many 
  more crawl below the surface. Altogether, they make up a 
  hungry crab swarm, which attacks anything that enters the 
  room or attracts its attention (by making noise or bringing 
  lights near the room’s entrance, for example).
  Because the crabs can swim, any combat in this room other 
  than on the refuse pile is underwater. The water protects the 
  swarm from alchemist’s fire in any flooded square, though 
  alchemical attacks using acid, cold, or electricity can still 
  harm it, as can magical attacks (though the water counts 
  as cover, providing the swarm a +2 bonus on saving throws 
  against area attacks originating from above the water).
  CRAB	SWARM	
  CR	4
  XP	1,200
  hp 17 each (Pathfinder RPG Bestiary 50)
  Treasure: Searching the refuse takes 1 hour. With a 
  successful DC 20 Perception check, the PCs finds five large 
  fish bones worth 10 gp each as raw materials for carving.
  E4. Elemental and Waterfall (CR 3)
  The brackish water in this room is mostly clear and smells clean. 
  A gentle current flows south, where a waterfall can be heard.
  Anything that was salvageable from this room—crates, 
  tables, cabinets, and so on—has been moved to area E5, leaving 
  only a few broken pieces near the south exit. A previous 
  resident built a 2-foot-high wall of rubble at the south end of 
  the room, slowing the flow of water out of this area (the wall is 
  easily visible to anyone within 10 feet of it).
  This room is flooded to a depth of 2 feet and counts as 
  difficult terrain for anyone on foot. The water is clean enough 
  that it doesn’t provide a miss chance due to concealment.
  The current is significant only in the squares adjacent to 
  the rubble wall. A creature in those squares must succeed at 
  a DC 5 Acrobatics check each round or be knocked prone; 
  there is a 50% chance that a prone creature falls on the north 
  side; otherwise, it falls south over the rubble wall into area E6 
  (because the floor in area E6 is a couple feet lower than here, 
  the water there is 8 feet deep). The wall can be destroyed with 
  about 10 minutes of work, allowing areas E2, E3, E4, and E5 to 
  drain a few inches, but increasing the water level in all lower 
  rooms of this level.
  Creature: A Medium water elemental entered this level 
  from the natural portal in area E5 and has temporarily taken 
  up residence here. It dislikes all creatures not associated with 
  the Plane of Water. If the PCs enter this area, the elemental 
  uses its Stealth to sneak up on the PCs, and it immediately 
  attacks once it’s in range. If it was warned of the PCs’ presence 
  on this level, it is especially vigilant, and gains a +8 bonus on 
  Perception checks to notice anyone approaching from the 
  north entrance. Because of the flooding here, the elemental 
  can use its water mastery ability.
  MEDIUM	WATER	ELEMENTAL	
  CR	3
  XP	800
  hp 30 (Pathfinder RPG Bestiary 126)
  E5. Water Portal (CR 5)
  A half-submerged shimmering area on this room’s north wall 
  occasionally spurts out water. Sturdy tables stand about a foot above 
  the water level. Some are stacked with crates, others with bedding.
  The derros who once inhabited this level built this area as a 
  barracks, and the undines have used furniture from here and 
  area E4 to create several dry areas where they can eat, sleep, 
  and converse.
  This room is flooded to a depth of 2 feet and counts as 
  difficult terrain for anyone on foot. The water is clean enough 
  that it doesn’t provide a miss chance due to concealment.
  Metal hatches with wire grates in the southern alcoves 
  lead to the lower level (area E7), which is completely flooded. 
  Anyone moving through the hatches must succeed at a DC 
  15 Swim check or be forced downward by the flowing water. 
  Holding the metal rungs attached to the wall under the 
  eastern hatch gives a +5 bonus on this check.
  The shimmering area on the north wall is a portal to the 
  Plane of Water. A Small creature can fit through, but it’s 
  considered a tight space for a Medium creature (Escape Artist 
  DC 30); water elementals can pass through it as if they were one 
  size smaller. The other side of the portal is an unremarkable 
  location deep in the Plane of Water, with nothing nearby that 
  would interest PCs. Recognizing they’re on another plane 
  requires the PCs to succeed at a DC 10 Knowledge (planes) 
  check. The lack of breathable air makes further exploration 
  on the plane difficult.
  Once every 1d4 rounds, the portal spurts out approximately 
  30 gallons of water, which may contain small aquatic 
  creatures, into the Material Plane. The force of this water is 
  not strong enough to move or knock down anyone, but can 
  be felt within 10 feet of the portal. A successful casting of 
  dispel magic on the portal (which is caster level 10) destroys 
  it, decreasing the water level in area over the next 3d6 hours. 
  However, the nature of the Spire means another portal is 
  likely to form in 1d10 days.
  
  59
  Level 5: The Drowned Level
  The Emerald Spire Superdungeon
  Creature: A Large water elemental has befriended the 
  undine researchers and defends this room against intruders. 
  If the elemental was warned of the PCs’ presence on this level, 
  it is especially vigilant, gaining a +8 bonus on Perception 
  checks to notice anyone approaching from the west entrance. 
  Because of the flooding here, the elemental can use its water 
  mastery ability on anyone standing in the water (but not 
  against anyone sitting or standing on a table).
  LARGE	WATER	ELEMENTAL	
  CR	5
  XP	1,600
  hp 68 (Pathfinder RPG Bestiary 126)
  Treasure: In addition to several days’ worth of common 
  wine and unremarkable food, one of the crates contains a 
  potion of water breathing.
  Development: Each hour, there is a 50% chance that a 
  water mephit comes through this area with a message for 
  another resident of this level. Every 4 hours, there is a 50% 
  chance that one of the undines from area E8 or E11 comes 
  here (eidolon in tow) to sleep.
  E6. Chamber of Old Corpses (CR 6)
  The ceiling here is 15 feet high (at the same level as the ceiling 
  in area E4, though that room’s floor is much higher) and the 
  water is 8 feet deep. If the PCs come here from area E4, they 
  can see the room is large and full of water. If they come here 
  from the eastern hallway out of area E2, that hallway’s ceiling 
  slopes downward along the southern stretch but opens up 
  as it enters this room. If they come here from the east, they 
  can feel water moving eastward through the grate in the door 
  (see Development under area E7).
  This room is filled from wall to wall with water that reeks of dead 
  sea life. A cascade pouring from the northern wall churns up silt 
  and other filth in the water, creating a murky mess.
  Both doorways are underwater. The western door leads to 
  an old storeroom, its supplies looted or ruined long ago.
  The water provides concealment to anything in it, or total 
  concealment to anything more than 5 feet away.
  The portal to the Plane of Water on the south wall is one size 
  smaller than the portal in area E5, and it instead pulls water 
  from here into the other plane, but it otherwise functions 
  identically. This water removal keeps the rest of the level from 
  becoming too fouled or building up too much water here.
  Creature: Several derro mages who sought to control the 
  portals of this level died here long ago, and their corpses 
  slowly putrefied in the water. Eventually, the Spire’s ambient 
  magic infused their decaying remains with a new elemental 
  life, forming a new creature—a mudlord. The mudlord 
  fiercely guards this room. The undines avoid this area unless 
  absolutely necessary, partly because of the smell and partly 
  because the mudlord is so hostile; they aren’t willing to slay 
  it, just in case they can learn something from it or need its 
  abilities later. 
  MUDLORD	
  CR	6
  XP	2,400
  hp 67 (Pathfinder RPG Bestiary 4 195)
  Development: If the eastern door is opened, water surges 
  into area E7. Any creatures in the hallway within 30 feet of the 
  door, or in the room within 10 feet of the door, are caught up 
  in a flood of rough water moving 40 feet per round. Creatures 
  can avoid being dragged along by succeeding at a DC 15 Swim 
  check; otherwise, the water moves them 40 feet that round 
  through area E7 and toward area E11. A swept-away creature 
  can catch itself on a corner or doorway by succeeding at a DC 
  20 Reflex save. After 3 rounds, the current decreases to 20 feet 
  per round and the DCs of the Swim checks and Reflex saves 
  decrease by 5. After 3 more rounds, the water stabilizes (at 
  about 6 feet deep, leaving plenty of space for air) and returns 
  to the default current described in area E7.
  If the mudlord is slain, after 1d3 days three ooze mephits 
  come through a portal and claim this place as their lair.
  E7. The Spillway
  This hallway is completely flooded, with a current moving south.
  This hallway was built to control emergency flooding from 
  the upper levels. There are no creatures here. The primary 
  threats to PCs are the lack of air and the current that pushes 
  them toward area E11.
  The current follows the hallway, turning west just before 
  passing area E8, and moves creatures and objects 10 feet per 
  round unless they actively swim against it (calm water, Swim 
  DC 10). Natural portals along the hallway and its downward 
  stairs help reduce the amount of water flowing into area E11; 
  in the last flat interval before area E11, the water is only 4 
  feet deep.
  There is no air in this entire section; air-breathing creatures 
  have to hold their breath the entire time they are here or use 
  magic, such as the potion of water breathing in area E5.
  Development: If the door to area E6 is opened, the water 
  speed increases (as described in that area’s Development 
  entry). It is possible that some PCs might be swept all the way 
  to area E11 and have to face the monster there without help.
  Each hour, there is a 50% chance that a water mephit comes 
  through this area with a message for another resident of this 
  level. Every 4 hours, there is a 50% chance that one of the 
  undines passes through here (eidolon in tow), either heading 
  to area E5 to sleep or area E8 or E9 to work.
  Although the doors to areas E8 and E9 have fading 
  abjuration spells that keep out water, the door between 
  
  60
  area E7 and E7a does not have such a spell, and area E7a is 
  flooded. The water pressure on either side is the same, so 
  opening the door does not create a flood in either direction.
  E8. Eastern Research Tank (CR 5)
  Even if the door is opened, an old, fading abjuration spell 
  prevents water from rushing into this room, creating a vertical 
  barrier resembling the surface of a pond, which creatures can 
  push through with a successful DC 5 Strength check.
  A narrow platform hugs the wall of this an octagonal room, just 
  above the level of seawater filling the lower section.
  The water is about 10 feet deep and the platform is about 
  2 feet above the water level. The room has a semipermanent 
  portal to the Plane of Water near the floor (see below). 
  Dayana, an undine summoner, is here doing experiments 
  with the portal, trying to see how easily she can get creatures 
  of various sizes from the other plane to use the portal.
  A short tunnel connects the ledge here with an equivalent 
  ledge in area E9. To the west of this tunnel opening, a 
  portcullis stands before a submerged tunnel leading to 
  area E9; it is currently closed but can be opened by pulling 
  a lever. Opening the portcullis without the lever requires a 
  successful DC 30 Strength check.
  The portal on the south wall is similar to the one in area 
  E5, except it opens about once per hour, stays open for only a 
  few rounds at a time, can move material in either direction, 
  and can accommodate any Large or smaller creature.
  Creatures: In addition to Dayana and her eidolon, the 
  room contains a Small water elemental that the undine has 
  coaxed through the portal. If the PCs return after at least an 
  hour has passed, there is a 50% chance that the elemental 
  has been replaced with another creature from the Plane of 
  Water, such as a Medium water elemental, ice mephit, steam 
  mephit, or shark.
  Dayana is more curious and less immediately hostile than 
  her brother Jorqual in area E1. Depending on how the PCs 
  react to her, she might attack, wait to see what the PCs do, 
  watch the PCs battle the monster in the water, or attempt to 
  push a PC into the water (using hydraulic push). If the PCs let 
  slip that they fought or killed Jorqual, she immediately attacks.
  If combat goes poorly, Dayana pulls the lever to open the 
  portcullis to area E9, allowing the bunyip to swim through 
  and join the fight. She might pull the lever herself or tell her 
  eidolon or the water elemental to do it. If defeat is imminent, 
  Dayana attempts to flee through the submerged passage (area 
  E7) and make her way to area E11 to warn Senethar.
  DAYANA	
  CR	4
  XP	1,200
  Female undine summoner 5 (use the statistics for Jorqual on page 56)
  hp 31 
  SMALL	WATER	ELEMENTAL	
  CR	1
  XP	400
  hp 13 (Pathfinder RPG Bestiary 126)
  Treasure: Dayana’s journal includes detailed information 
  on the portals, which contributes to completing the Portal 
  Research quest.
  E9. Western Research Tank (CR 3)
  This room has essentially the same setup as area E8—
  including the abjuration on the door, the raised platform, and 
  the portal—except there is also a door on the western end of 
  the platform (which also has a water-barrier abjuration on it).
  Creature: No undines are currently working in this area, 
  but a strange intruder from the Plane of Water is present—a 
  bunyip. The creature aggressively attacks any non-undine 
  intruders that enter the room. If the submerged portcullis 
  dividing this tank from the tank in E8 is raised, the bunyip 
  quickly swims through to see whether there’s anything tasty-
  looking in the other tank.
  BUNYIP	
  CR	3
  XP	800
  hp 32 (Pathfinder RPG Bestiary 2 50)
  E10. Dangerous Tank (CR 5)
  This room has the same purpose as areas E8 and E9, except 
  its builders intended it to hold especially dangerous creatures 
  brought through the portals. The abjuration spell on its door 
  has failed, so PCs near it can feel water moving through the 
  door’s grate. Opening it creates a rush of water into the room 
  (see below).
  This flooded room is octagonal, shorter than it is wide, with a small 
  platform overlooking the water.
  The water is about 4 feet deep and the platform is about 4 
  feet above the water level. No undines are working here (the 
  denizen of the pool is extremely hostile).
  The portal on the west wall is identical to the one in area E8.
  If the door to E10 is opened, water surges into the room. 
  Any creatures in the hallway within 10 feet of the door are 
  caught up in a flood of rough water moving 20 feet per round. 
  Creatures can avoid being dragged along by succeeding at a 
  DC 15 Swim check; otherwise, the water moves them 20 feet 
  that round into this room’s water. A swept-away creature can 
  catch itself on a corner or doorway by succeeding at a DC 20 
  Reflex save. After 2 rounds, the current decreases to 10 feet 
  per round and the DCs of the Swim checks and Reflex saves 
  decrease by 5. The water continues to pour into the room at 
  this rate, raising the room’s water level. After 5 more rounds, 
  the water level in the room has reached the platform, allowing 
  creatures to swim (against the current) from the room into the 
  
  SENETHAR
  61
  Level 5: The Drowned Level
  The Emerald Spire Superdungeon
  hallway. After 5 more rounds, the room is filled with water to 
  the height of the hallway (leaving barely an inch of air in most 
  places, similar to area E6).
  Creatures: This tank contains a giant moray eel. The 
  creature immediately attacks any PCs that enter the water.
  GIANT	MORAY	EEL	
  CR	5
  XP	1,600
  hp 52 (Pathfinder RPG Bestiary 119)
  E11. The Reservoir (CR 6)
  The hallway opens into a large, flooded room with three isolated 
  alcoves just above the water level. The roar of water pouring into 
  this room is loud enough to drown out quiet conversation. 
  This chamber was intended as a place to keep very 
  large aquatic creatures and as a place to divert 
  large amounts of water to prevent flooding on 
  multiple levels. The leader of the undine siblings 
  is using it as her personal chamber and is trying 
  to make the erratic portal (see below) stabilize.
  The water here is 20 feet deep and the alcoves 
  are only 1 foot above the water level. Natural 
  microportals along the walls channel flooding 
  to the Plane of Water. The north alcove contains 
  a spindly writing desk and small chair.
  This room has a portal similar to the one 
  in area E8, but it is weak, prone to collapse for 
  days at a time, and doesn’t always open to the 
  same place on the Plane of Water. Currently, 
  it is closed (and it will remain so for 1d3 
  more days). Senethar is attempting to 
  find the source of the portal’s instability, 
  and (with help from her employers) 
  devise a way to stabilize it and control 
  its destination point.
  Creatures: This is the workplace 
  of the third of the undines inhabiting 
  this level: Senethar, the eldest of the three 
  siblings. Descended from marid genies, she 
  is proud and arrogant, and doesn’t like idiots 
  interrupting her work. Recognizing the PCs 
  as a threat, she immediately attacks when they 
  reach this area. If she was warned of the PCs’ 
  presence on this level, she is especially vigilant, 
  gaining a +8 bonus on Perception checks to 
  notice anyone approaching from the east. 
  Likewise, the noise of the water rushing into 
  the spillway (area E7) from area E6 alerts her to 
  intruders, granting her this Perception bonus.
  In addition to her eidolon, Senethar has 
  an unusual guardian: a modified emerald 
  automaton with a sharklike mechanical tail instead of legs, 
  created for her by Klarkosh. The Numerian created the 
  mechanical monstrosity with an eye toward automating 
  the defenses of the Drowned Level, and Senethar fears 
  that Klarkosh will sooner or later stock the level with 
  more clockwork guardians, eliminating the undines. The 
  automaton’s aura extends into the water. Creatures within 10 
  feet (but beyond 5 feet) of the damaged automaton and in the 
  same body of water as it also take electricity damage from the 
  aura, but this damage is reduced to 1d6 points.
  SENETHAR	
  CR	4
  XP	1,200
  Female undine summoner 5 (use the statistics for Jorqual on page 56)
  SHARK-TAILED	EMERALD	AUTOMATON	
  CR	4
  XP	1,200
  Variant emerald automaton (see page 154)
  OFFENSE
  Speed 5 ft., swim 30 ft.
  Melee ranseur +10 (2d4+7/×3) or 
  slam +10 (1d6+7)
  Treasure: In addition to 
  Senethar’s equipment, there 
  is an oiled leather bundle 
  containing a +1 adamantine battleaxe 
  and a headband of inspired wisdom +2. 
  Waterproof scroll cases in the north 
  alcove contain scrolls with notes on the portals (which 
  contribute to the Portal Research quest) and half-finished 
  letters to “Uzar-Kus of the Circle of Vissk-Thar” (the 
  creature Senethar reports to on Level 8). One scroll 
  case contains a parchment with an Emerald Spire 
  level sigil labeled “Eight” in Aquan and Draconic 
  and a Spire transport token (see page 20).
  Quest: If the PCs have not yet acquired the 
  Clockwork Scourge quest, they do so when they 
  face the shark-tailed automaton.
  Descent to the Next Level
  A partially flooded hallway leads east from 
  the Reservoir to a set of stairs going up. 
  After 15 feet, they turn into a zigzagging 
  descending staircase for 100 feet or so. 
  The short climb before the long descent 
  ensures water from this level doesn’t 
  pour down into Level 6.
  Story Award: The PCs gain 600 
  XP for exploring all or most of this 
  level. If they have acquired the 
  Sage’s Expedition quest, they also 
  gain 800 gp.
  
  1 SQUARE = 5 FEET
  F1
  F2
  F3
  F4
  F12
  F10
  F5
  F6
  F7
  F9
  F8
  F11
  F15
  F13
  F14
  T
  T
  LEVEL 6: THE CLOCKWORK MAZE
  
  63
  LEVEL 6
  The Clockwork Maze
  By Richard Baker
  A number of explorers have ventured into the Emerald Spire’s dungeons over the years. Many leave their bones inside; others 
  find their way through the first few levels only to meet with an obstacle or danger beyond their skill and then retreat. But 
  a few competent and ambitious souls come to see the Spire not as a treasure vault to be looted, but an opportunity. The 
  combination of the Spire’s unique magical and planar properties means that those with arcane learning can attempt spells 
  and experiments here that would not be practical anywhere else. In this level, one such wizard—the brilliant and ruthless 
  Numerian Klarkosh—has established a workshop and seeks to master the secrets of the Emerald Spire.
  T
  he Clockwork Maze was originally fashioned by a 
  clan of derros over 100 years ago. They intended 
  to use the halls as a workshop for the creation of 
  golems, homunculi, and other magical constructs. However, 
  the mad derros eventually lost interest and abandoned 
  their efforts. Klarkosh stumbled across the derros’ ruins in 
  his first explorations of the Spire, and decided to establish 
  his own lab here. The Numerian started by repairing the 
  clockwork mechanisms the derros had left behind, then 
  began to build automaton servants, using the Emerald 
  Spire’s potent magic as a power source.
  With his arcane might and powerful construct servants, 
  Klarkosh dominates the upper levels of the Spire dungeons, 
  and intends to soon move against the serpentfolk who 
  hold the levels below his. However, the Spire’s planar 
  properties are hindering him—intermittent portals to 
  the outer planes occasionally disgorge strange new foes 
  to challenge the wizard and his minions. The latest threat 
  comes from a small group of divs, creatures native to the 
  foul plane of Abaddon. The sinister divs are now searching 
  for a way to stabilize the portals and bring more of their 
  kind to Golarion. 
  
  64
  F1. Doors and Levers
  The long stairway ends in a small chamber. On the north wall, 
  a panel with two bronze levers—one red and one black—is set 
  chest-high in the wall. To the east, an archway leads to an alcove. 
  Distant ticking echoes through the walls, as if several large clocks 
  were operating simultaneously. 
  If the red lever is in its neutral position, there are no exits; 
  read the following if a PC inspects the alcove to the east:
  The walls of the alcove are mismatched. Most of the room is 
  finished in masonry blocks, but to the north is a curved wall of 
  bronze. There’s a narrow seam between the bronze wall and the 
  masonry, and the bronze wall seems to be vibrating very faintly.
  The other turntables match this description, though their 
  varying sizes are clear from the curvature of the exposed walls.
  When the PCs first arrive, the levers are in their neutral 
  positions, and the turntable is blocking the hallway. Moving 
  the red lever up or down causes the turntable to rotate, 
  opening a passage to the east or west. Moving the black lever 
  has no obvious effect in this room, since no black turntable 
  is nearby. Make note of the position the PCs leave each lever 
  in as they explore this level. If the PCs engage the red lever, 
  the bronze wall clanks loudly as it rotates aside, revealing a 
  bronze-walled, angled passageway.
  The turntable keeps its new position until a red lever is 
  moved, either here or in another room. The control levers in 
  each room change their positions to match it; any changes 
  warn Klarkosh (area F12) that intruders are in his lair.
  The bronze turntable blocking the exit has hardness 10, 
  540 hp, and a break DC of 50. A lever can be locked in position 
  with a successful DC 25 Disable Device check.
  F2. The Brazen Guardian (CR 5)
  A large double door, reinforced with iron bands, seals off this 
  room. It looks much newer than the dungeon walls. An emblem 
  in the shape of an automation’s head inside interlocking gears is 
  painted on the door.
  The emblem is Klarkosh’s personal symbol. Characters 
  who listen at the door (Perception DC 15) hear faint hoof-
  falls on stone. If the PCs open the door, read the following:
  A small pool of water in a basin of gold tile lies in the center of 
  this chamber, and the walls are decorated with tiled patterns, 
  once colorful but now cracked and faded. Four staggered columns 
  support the vaulted ceiling. 
  The pool is supplied with cool, fresh water by a small 
  magical portal hidden at the bottom.
  Creature: This is the lair of a minotaur Klarkosh is slowly 
  “improving” by adding clockwork components, most notably 
  metal plating over its body. Because of its brass plating, the 
  minotaur might pass as a statue at first (Perception DC 17). 
  The brazen minotaur is under orders to slay intruders, 
  and aggressively pursues the PCs if they retreat. Because 
  of its size, there are some corners of the room the brazen 
  minotaur has difficulty reaching, but it can step (and stand) 
  over the pool without difficulty.
  BRAZEN MINOTAUR 
  CR 5
  XP 1,600
  Brass-clad minotaur (Advanced Bestiary 169, Pathfinder RPG 
  Bestiary 206)
  CE Large monstrous humanoid 
  Init –1; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 17, touch 8, flat-footed 17 (–1 Dex, +9 natural, –1 size)
  hp 51 (6d10+18)
  Fort +7, Ref +4, Will +4
  Defensive Abilities fortification (25%), natural cunning
  Weaknesses vulnerable to electricity
  FEATURES OF THE LEVEL
  Six variable intersections in 
  the Clockwork Maze (bordering 
  areas F1, F4, F10, and F15) 
  alter the configuration of this 
  level as the PCs explore. These 
  intersections consist of rotating 
  turntables controlled by red and 
  black levers located in specific 
  rooms. Each can be positioned 
  up, down, or neutral.
  If any red lever is placed in the up position, all red levers 
  move to the up position, and all red turntables rotate to their 
  “+” positions. If any red lever is placed in the down position, 
  all red levers move accordingly, and all red turntables shift to 
  their “–“ positions. The black levers function the same way.
  Using the Map: The map shows the level with both levers 
  neutral and all variable intersections blocked—the state the 
  PCs find it in when they arrive. The symbols by the turntables 
  show which two passageways connect when the turntable 
  rotates for its control levers’ up (+) or down (–) position. Share 
  portions of the map with the players as the PCs discover reach 
  them so the players can keep all the variables straight.
  Other Features: The Clockwork Maze is lit by small lamps 
  fixed to the walls every 30 feet or so and enchanted with 
  continual flame. The doors are good wooden doors, unlocked 
  unless otherwise stated. The ceilings in the hallways are 
  10 feet high; the ceilings in rooms are 20 feet high.
  
  65
  Level 6: The Clockwork Maze
  The Emerald Spire Superdungeon
  OFFENSE
  Speed 20 ft.
  Melee greataxe +10/+5 (3d6+7/×3), gore +5 (1d6+2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks powerful charge (gore, 1d6+2)
  TACTICS
  Before Combat If the minotaur hears the turntable operate in 
  area F1, it moves next to the western door in this room. It 
  readies to attack the instant a PC opens the door.
  During Combat Klarkosh instructed the minotaur to destroy 
  spellcasters, so the minotaur targets such PCs first.
  Morale If reduced to 10 hit points or fewer, the minotaur flees. It 
  knows that the clockwork servants in area F3 won't attack it.
  STATISTICS
  Str 21, Dex 8, Con 17, Int 7, Wis 8, Cha 8
  Base Atk +6; CMB +12 (+14 bull rush); CMD 21 (23 vs. bull rush)
  Feats Great Fortitude, Improved Bull Rush, Power Attack
  Skills Acrobatics –5, Climb +1, Escape Artist –5, Fly –5, 
  Intimidate +5, Perception +9, Sleight of Hand –5, Stealth –3, 
  Survival +9, Swim +1
  Languages Giant
  Gear greataxe, amulet of natural armor +1, pouch, small rubies 
  (3, worth 150 gp each), 150 gp
  F3. Scrap Yard (CR 4)
  If the PCs listen at the door (and succeed at a DC 10 
  Perception check), they hear a good deal of clatter and 
  activity: the clang of metal on metal, scraping, rustling, and 
  occasional whirring.
  Piles of scrap metal and broken machinery lie around this room, 
  organized into tidy rows. Most are disassembled limbs or torsos 
  from human-shaped machines. There’s a panel with a red-handled 
  lever on the room’s east wall.
  There is no black lever in this room, only a red one. (The 
  nearest black lever is in area F1.)
  Creatures: Two clockwork servants are salvaging parts 
  from several emerald automatons destroyed in a skirmish 
  with the serpentfolk of the levels below. They attack any 
  intruders, firing nets and then moving to engage any 
  characters who are not entangled. They do not pursue foes 
  outside of this room.
  CLOCKWORK SERVANTS (2) 
  CR 2
  XP 600 each
  hp 31 each (Pathfinder RPG Bestiary 3 56)
  F4. Pivoting Passages
  The double door to the west is made of bronze plate. It is inscribed 
  with runic lettering and the images of strange, partially formed 
  creatures with blank faces and featureless bodies.
  The inscriptions on the door date back to the days of the 
  derro laboratory. The writing is in Aklo, and reads, “Glory to 
  the makers, the shapers, the fashioners of servants. In this 
  crucible let artifice and theurgy be joined in noble purpose 
  for the dominion of derrokind!” The doors are unlocked.
  The passage between areas F3 and F11 is open only if the 
  red levers are set to down and the black levers to up. To find 
  a black lever, the PCs will probably have to return to area F1.
  F5. Trophy Chamber (CR 4)
  A variety of artwork and keepsakes are displayed on the walls of 
  this chamber: a tapestry depicting a royal court, an oddly melted 
  lump of iron on a pedestal, a fine heavy mace hanging on the 
  wall, and a broken staff lying on another pedestal.
  Klarkosh displays mementos of his greatest victories in 
  this room. The broken staff belonged to Jharun, one of the 
  Goldenfire wizards that Klarkosh captured.
  A secret passage in the room’s northeast corner connects 
  to area F12. The door is hard to find from this room 
  (Perception DC 20), but in the passage, the doors to F5 and 
  F12 are obvious.
  Trap: The melted lump of iron and the broken staff form 
  the contact points for an electricity arc trap. Any creature that 
  touches either endpoint sets off the trap. (The other trophies 
  are arranged to keep them safely out of the arc.)
  ELECTRICITY ARC TRAP 
   
  CR 4
  XP 1,200
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset none
  Effect electricity arc (4d6 electricity damage, Reflex DC 20 half); 
  multiple targets (all targets in a 30-ft. line)
  Treasure: The mace is a +1 heavy mace. The rest of the 
  curios aren’t very valuable, but the tapestry is a (rather bulky) 
  piece of fine artwork worth 100 gp.
  F6. Bathing Pool
  The walls of this small room are covered in ancient tiles of gold, 
  green, and blue, although many are cracked, chipped, or missing. 
  A shallow pool of clear water fills the southern half of the chamber, 
  steaming with warmth. Robes and towels hang on pegs by the 
  door, and a tin bucket on the floor is filled with blocks of dark clay.
  This chamber is Klarkosh’s bath. The wizard has his 
  servants fill the pool regularly from the fountains in areas 
  F2 or F13. The bucket contains 20 blocks of blackfire clay 
  (Pathfinder RPG Ultimate Equipment 102), worth 40 gp total, 
  which Klarkosh uses to warm the bath.
  
  JHARUN
  66
  F7. Klarkosh’s Gaol
  The door to this room is locked (Disable Device DC 25). 
  Klarkosh carries one key, and there is another key in his 
  personal quarters (area F9).
  Rows of iron bars anchored in the floor and ceiling divide this 
  room into three smaller cells.
  Two of the cells are empty, but a gaunt, black-haired man 
  in the tattered robes of a mage lies on a simple straw pallet in 
  the southern cell. He is Jharun, one of the missing wizards 
  of the Goldenfire Order. He has been beaten into 
  unconsciousness, but can be brought around with 
  a successful DC 10 Heal check or any magical 
  healing—he’s grateful for any assistance 
  the PCs give him, and promises to reward 
  them once he returns home. If the PCs 
  ask about his story or the dungeon, he 
  gladly tells his tale.
  “My name is Jharun, and I am a wizard 
  of the Goldenfire Order in Thornkeep. 
  My colleague Tiawask and I came to the 
  Emerald Spire two weeks ago—perhaps 
  three or four weeks by now—to explore the 
  dungeons. Unfortunately, we were defeated by a 
  brass minotaur and dragged before its master, a 
  Numerian wizard named Klarkosh.
  “He accused us of spying on him and threw 
  us in these cells, but Tiawask escaped—she’d 
  managed to conceal a potion of gaseous form in her 
  boot. She promised to go get help, but that was days and days 
  ago, and she hasn’t returned. I don’t know if she even made 
  it all the way out.”
  Jharun knows little of the level layout, since he and 
  Tiawask were defeated in area F2 by the brazen minotaur 
  and he was hooded when he was dragged into Klarkosh’s 
  workshop (area F12). He can describe Klarkosh well (“a tall 
  Numerian, half his face covered in gold”), and he can also 
  describe the wizard’s workshop (“a strange room filled with 
  metal consoles and partially assembled automatons”).
  Jharun is in no condition to continue adventuring—he has 
  been reduced to 1 hit point, is fatigued due to starvation, and 
  has no spells prepared and no gear. When healthy, Jharun is a 
  CN male human conjurer 4 with 21 hit points and the ability 
  scores Str 10, Dex 14, Con 13, Int 18, Wis 8, and Cha 12.
  Story Award: For rescuing Jharun, the PCs gain a 2,000 gp 
  award on returning to the Goldenfire Order. They immediately 
  gain 1,500 XP if they have the Missing Wizards quest.
  F8. Reception Chamber (CR 6)
  A padded chair stands on a low dais at the eastern end of this 
  room. A large emblem made from hammered brass hangs on the 
  wall behind the chair, depicting an automation’s head between 
  interlocking gears. The remaining walls are draped with blue-
  colored tapestries, except in the northeast corner, where a 
  curving wall of green crystal intrudes into the chamber—the 
  Emerald Spire. On the northern wall is a control panel with one 
  black lever. Two doors exit through opposite sides of a small 
  nook to the southeast, and a third is set in the southwest corner.
  A pair of seven-foot tall automatons armed with polearms 
  stand guard in the chamber. Eerie green light flickers in the joints 
  of their armor.
  Klarkosh uses this room as an audience chamber on 
  the rare occasions when he receives visitors. He 
  thinks of himself as a lordly personage, and 
  enjoys the trappings of power and authority.
  Creatures: Two emerald automatons 
  stand guard here, and immediately move 
  to attack any intruders. The automatons 
  coordinate their attacks, looking for 
  opportunities to flank opponents or 
  sunder weapons and armor. Their orders 
  are to guard this room and area F9, so they 
  won’t pursue the PCs outside of these 
  two rooms.
  EMERALD AUTOMATONS (2) 
  CR 4
  XP 1,200 each
  hp 47 each (see page 154)
  F9. Klarkosh’s Quarters
  The door to this room is locked (Disable Device DC 25).
  This bedchamber is furnished with a desk and plush chairs, a large 
  bed strewn with pillows, a thick carpet, and hanging tapestries 
  in scarlet and gold. A fire crackles in an iron stove in one corner.
  Klarkosh is fond of material comforts, and he has 
  furnished this chamber accordingly. Inside the desk is a 
  journal written in a weak, spidery handwriting. It includes 
  designs for new automatons powered by slivers of Emerald 
  Spire crystal, records of explorations of various levels of the 
  Spire (Klarkosh was turned back by the fiendish troglodytes 
  on the next level), and megalomaniacal dreams of dominion 
  over the River Kingdoms with armies of robotic warriors.
  Klarkosh keeps a spare key that opens the locked doors in 
  areas F7, F9, and F14 in a desk drawer. 
  A secret passage in the room’s south wall provides the 
  wizard with a quick getaway if he is ever cornered here. The 
  door is hidden from both sides (Perception DC 20).
  Treasure: A locked wooden coffer on the desk (Disable 
  Device DC 25) contains 130 pp, 200 gp, five emeralds worth 
  100 gp each, a spare Spire transport token, a Western Star ioun 
  stone (see page 67), and a potion of invisibility.
  
  67
  Level 6: The Clockwork Maze
  The Emerald Spire Superdungeon
  WESTERN STAR IOUN STONE
  PRICE
  4,000 GP
  SLOT none
  CL 1st
  WEIGHT —
  AURA faint illusion
  This blue crystal is perfectly cut into a five-pointed star. As a stan-
  dard action, its user can alter her appearance as with a disguise 
  self spell. When so disguised, the user may render this ioun stone 
  and any other ioun stones in her possession invisible.
  CONSTRUCTION REQUIREMENTS
  COST 2,000 GP
  Craft Wondrous Item, disguise self
  F10. Twin Turntables
  This intersection may require some clever navigation. If 
  the PCs approach from area F8, they’ll find the way blocked 
  unless the black lever is in the down position. If the party 
  approaches from area F11, the red turntable will direct them 
  toward area F13 or toward the black turntable leading to 
  areas F8 and F12, depending on the position of the red lever.
  The passages in these turntables are straight, so as long as 
  the levers aren’t in the neutral position, some combination 
  of paths will be open.
  F11. Training Hall (CR 4)
  Arming dummies and racks of basic weapons line the walls of this 
  chamber. There is a double door in the northern wall, a single door 
  in the southern wall, and two doors in the western wall. A single 
  black lever protrudes from a control panel on the south wall.
  Klarkosh uses this chamber for evaluating his automatons’ 
  combat protocols. He sometimes tests his constructs against 
  living captives who have fallen into his hands.
  This chamber can be partitioned by bronze bars, marked 
  on the map. The lever in this room is a black lever. If the 
  lever’s in the neutral position, the hall is completely open. 
  If it’s in the up position, the partition to the east divides the 
  room. If it’s in the down position, the partition to the west 
  divides the room. Each set of bronze bars descends from the 
  ceiling like a portcullis, with a hardness 10 and 30 hit points. 
  The bars can be bent enough to allow a Medium creature to 
  pass with a successful Strength DC 22 check, or raised back 
  into the ceiling with a successful DC 28 Strength check (this 
  resets the black lever).
  If the PCs search the racks for a specific simple or martial 
  weapon, there is 50% chance that one is stored somewhere in 
  the room. There are no exotic or masterwork weapons.
  Creature: One automaton guards this room, standing 
  next to the lever. Its orders are to stand its ground and 
  allow attackers to come to it. When intruders threaten, the 
  automaton activates the lever it is standing next to (a move 
  action), causing one partition or the other to divide a group 
  of attackers, and then fight is against whichever attackers 
  remain on its side of the partition.
  The weapon racks on the walls of the chamber provide the 
  automaton with a variety of choices if its guisarme proves 
  ineffective. If the PCs are in a different portion of the room, 
  it can arm itself with a heavy crossbow to attack them. 
  EMERALD AUTOMATON 
  CR 4
  XP 1,200
  hp 47 (see page 154)
  F12. Machine Room (CR 8)
  This chamber seems to be the origin of the ticking sounds heard 
  elsewhere. A heavy brass housing in the middle of the room 
  covers a clockwork arrangement of gears and cogs, that clank 
  loudly as they slowly move. Revolving camshafts and rocker 
  mechanisms extend from the housing to various points in the 
  ceiling, driving unseen mechanisms.
  The room also seems to serve as a workshop. Nine alcoves 
  contain unfinished automatons in various stages of assembly. A 
  panel with a red lever and a black lever is set in a curved wall at 
  the west end of the room, and doors lead east and north. 
  This room is Klarkosh’s lair. The movements of the control 
  levers warn him that trouble is approaching, so he is very 
  difficult to surprise. If the PCs do somehow surprise Klarkosh, 
  they find him at the workbench, working on a new clockwork 
  servant. Otherwise, he greets them when they enter.
  Creatures: Klarkosh is tall and gaunt; gold plating is joined 
  to his flesh, making him half man, half automaton. When 
  the PCs arrive, he greets them imperiously. “I have visitors, 
  it seems! Yet I do not recall inviting you. Explain yourselves!”
  If the PCs open a conversation, Klarkosh is willing to hear 
  them out. However, he is quick to strike if they look like a 
  threat—or if they appear weak enough to easily capture or rob.
  Klarkosh is brilliant, arrogant, vain, and avaricious. Some 
  typical responses to likely questions include the following:
  Who are you? “I am Klarkosh, Master of the Emerald Spire! 
  How can you not have heard of me?”
  What are you doing? “My affairs are none of your business! 
  But, if you must know, I am in the process of devising the 
  perfect mechanical servant. Absolutely loyal, absolutely 
  fearless, every bit as capable as a living human with none of 
  the fears or vices or ambitions a fallible human might harbor.”
  What’s wrong with your face? “The impudence! Flesh is 
  weak, you ignorant fools. Why should such genius as mine 
  be shackled to a body that will one day die and decay, when 
  sturdier materials are available?”
  Where are Jharun and Tiawask? “Ah, so you seek the spies? 
  They are in my power, and that is where they will stay until I 
  have decided on a suitable punishment for their interference!”
  Clever PCs might be able to bribe Klarkosh to let them pass 
  through his level in order to loot levels below and return to 
  him a share of the proceeds, or could even buy an emerald 
  
  68
  automaton from him (at full market price). However, Klarkosh 
  is neither trusting nor trustworthy—he goes back on any 
  bargain he makes the instant it seems advantageous to do so.
  EMERALD AUTOMATON 
  CR 4
  XP 1,200
  hp 47 (see page 154)
  KLARKOSH 
  CR 7
  XP 3,200
  Gold-clad male human evoker 7 (Advanced Bestiary 169)
  NE Medium humanoid (human)
  Init +3; Senses Perception +6
  DEFENSE
  AC 16, touch 9, flat-footed 16 (+4 armor, –1 Dex, +3 natural)
  hp 60 (7d6+33)
  Fort +5, Ref +2, Will +7
  Defensive Abilities fortification (25%); DR 10/adamantine 
  (70 points); Resist fire 10
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 20 ft.
  Melee mwk dagger +5 (1d4+1/19–20) or
  slam +4 (1d6+1)
  Special Attacks intense spells (+3 damage)
  Arcane School Spell-Like Abilities (CL 7th; concentration +12)
  8/day—force missile (1d4+3)
  Evoker Spells Prepared (CL 7th; concentration +12)
  4th—fear (DC 19), ice storm, stoneskin
  3rd—dispel magic, fireball (DC 18), lightning bolt (DC 18), 
  stinking cloud (DC 18)
  2nd—blindness/deafness (DC 17), false life, invisibility, 
  scorching ray, web (DC 17)
  1st—burning hands (DC 16), mage armor, obscuring mist, 
  magic missile, protection from good, shocking grasp (2)
  0 (at will)—detect magic, light, message, ray of frost
  Opposition Schools enchantment, transmutation
  TACTICS
  Before Combat Klarkosh casts mage armor and false life each 
  day. When he can tell PCs are approaching, he casts stoneskin.
  During Combat Klarkosh leads off with ice storm or stinking 
  cloud, hoping to slow down the PCs.
  Morale If reduced to 10 hit points or fewer, Klarkosh reluctantly 
  attempts to flee through the secret door.
  Base Statistics Without false life, mage armor, and stoneskin, 
  Klarkosh’s statistics are AC 12, touch 9, flat-footed 12; hp 48.
  STATISTICS
  Str 12, Dex 8, Con 15, Int 20, Wis 8, Cha 14
  Base Atk +3; CMB +4; CMD 13
  Feats Combat Casting, Craft Construct, Craft Magic Arms and Armor, 
  Craft Wondrous Item, Improved Initiative, Iron Will, Scribe Scroll
  Skills Acrobatics –5, Appraise +15, Climb –3, Craft (armor) +15, 
  Escape Artist –5, Intimidate +12, Knowledge (arcana, 
  engineering, planes) +15, Perception +6, Sleight of Hand –5, 
  Spellcraft +15, Stealth –5, Swim –3
  Languages Common, Elven, Giant, Goblin, Ignan, Undercommon
  SQ arcane bond (ring)
  Combat Gear potion of cure moderate wounds, wand of magic 
  missile (CL 3rd, 25 charges); Other Gear mwk dagger, belt of 
  mighty constitution +2, cloak of resistance +1, Spire transport 
  token, journalUE, key (unlocks doors in F7, F9, and F14), 273 gp
  Trap: The clockwork mechanisms of this room conceals 
  a pair of spinning, bladed shafts that pop up from the floor 
  when someone steps into a square adjacent to a shaft. Klarkosh 
  can lock or ready the spinning blades from his console.
  SPINNING BLADE 
  CR 1
  XP 400
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +10 melee (1d8+1/18–20); multiple targets (all 
  targets adjacent to the marked squares).
  Treasure: Klarkosh’s journal includes some information 
  about the dungeon’s portals, which contributes to completing 
  the Portal Research quest.
  Story Award: For defeating Klarkosh, the PCs gain an 
  additional 1,500 XP.
  F13. Hall of Steam (CR 6)
  Clouds of steam form from a fountain in the middle of this 
  hall. Four heavy stone columns support the high ceiling, and a 
  single red lever is mounted in a panel on the eastern wall. Rusty 
  remnants of two human-sized automatons lie on the floor.
  This chamber originally served the Azlanti as a common 
  room with a pleasant fountain, but the derros accidentally 
  disabled the fountain’s temperature controls. A band of 
  hateful divs recently discovered an intermittent portal 
  leading to this room and attacked, destroying the automatons 
  Klarkosh posted here as guards, but only one div survived 
  the battle.
  Creatures: An aghash is inspecting the destroyed 
  automatons. Two black-furred leopards with scarlet glowing 
  eyes crouch at its hooves.
  The aghash sends its fiendish leopards into melee and 
  hangs back, using spectral hand and bestow curse to impede the 
  PCs. When its leopards are defeated, the aghash summons a 
  doru or two to join the fray. 
  AGHASH 
  CR 4
  XP 1,200
  hp 42 (Pathfinder RPG Bestiary 3 83)
  
  KLARKOSH
  69
  Level 6: The Clockwork Maze
  The Emerald Spire Superdungeon
  FIENDISH LEOPARDS (2)  
  CR 2
  XP 600 each
  hp 19 each (Pathfinder RPG Bestiary 40, 294)
  Treasure: The aghash carries a handful of small yellow 
  topazes in its robes. The six gemstones are worth 200 gp each.
  F14. The Spire Delver (CR 5)
  The door is locked (Disable Device DC 25). There are two keys: 
  one in area F9 and one in Klarkosh’s pocket (area F12).
  Parts of this chamber look like they were recently excavated. To 
  the southeast, a curving cylinder of green crystal—part of the 
  Emerald Spire—fills a quarter of the room.
  Creatures: A pech—an earth fey descended from the 
  servants of the ancient Vault Builders—sits on the floor, 
  breaking chunks off the Spire with a small pickaxe. A large 
  sack by her feet squirms and rustles. Klarkosh persuaded the 
  pech to assist him, by making her think he is a servant of 
  “the Great Master in the Deep.”
  The pech ignores the PCs unless they disrupt her work. 
  If they address her in Undercommon or Terran, she replies, 
  “Gundrun is busy. Gundrun must harvest crystals for the 
  gold-faced man!”
  Some other responses from the pech to likely PC queries 
  include the following.
  Who are you? “This one is Gundrun.”
  What are you doing? “Harvesting crystals.”
  Who do you serve? “This one serves the Great Master. 
  But the gold-faced man needs Gundrun’s help.”
  Why do you help Klarkosh? “Gold-faced man is a friend 
  to the Great Master in the Deep. Gundrun lives to serve 
  the master!”
  Who is the Great Master? “The Maker of the Spire. Long ago 
  Gundrun’s people served the Masters. Now we serve again!”
  Klarkosh is dead. “But Gundrun’s work is not finished!”
  The pech has an unusual pet inside the sack: an angry 
  cockatrice. If the PCs threaten the pech or insist on 
  interrupting her work, she hurls the sack. The riled cockatrice 
  bursts free and takes out its anger on any nearby target.
  PECH 
  CR 3
  XP 800
  hp 27 (Pathfinder RPG Bestiary 2 206)
  COCKATRICE 
  CR 3
  XP 800
  hp 27 (Pathfinder RPG Bestiary 48)
  Treasure: Gundrun carries a leather pouch containing its 
  payment from Klarkosh: six beryls and garnets (worth 50 gp 
  each), three amethysts (worth 100 gp each), 25 pp, and 50 gp.
  F15. Descending Stair
  A wide staircase descends into darkness. A panel with a red-handled 
  lever and a black-handled lever is located on the eastern wall of 
  the room. A destroyed automaton lies in pieces near the stairs.
  Klarkosh usually stations an automaton guard here to watch 
  out for intrusions from the lower levels, but the divs that 
  invaded area F13 destroyed his minion.
  Descent to the Next Level
  Klarkosh normally keeps the turntables on the clockwork 
  level set in such a way that passage from the levels below is 
  blocked. The stairs descend in several long flights for almost 
  200 feet before reaching the next level of the Emerald Spire, 
  the Shrine of the Awakener.
  Story Award: The PCs gain 800 XP for exploring all or 
  most of this level. If they have the Sage’s Expedition quest, 
  they also gain 1,000 gp.
  
  1 SQUARE = 5 FEET
  G10
  G8
  G7
  G6
  G5
  G2
  G3
  G4
  G1
  G9
  G11
  LEVEL 7: SHRINE OF THE AWAKENER
  
  71
  LEVEL 7
  Shrine of the Awakener
  By Chris Pramas
  While many of the Emerald Spire’s denizens found their way into the depths through the stairs descending from the 
  Tower Ruins, they found that others were already here. In its middle levels, the Spire dungeons connect to the surrounding 
  Darklands at a number of places. The derro who built extensively in Levels 5 and 6 weren’t the first subterranean race 
  to find their way to the Spire. The serpentfolk of Sekamina have known of the Spire dungeons for thousands of years, 
  occupying various levels at different times. Levels 7 and 8 constitute an ancient serpentfolk temple complex long dedicated 
  to Ydersius. For centuries these levels have served as the stronghold of a society of serpentfolk mages and priests known 
  as the Circle of Vissk-Thar. But today, the Circle is broken.
  I
  n recent months, the serpentfolk cleric Sartoss came to 
  the stronghold of Vissk-Thar. Claiming to be a cleric of 
  Ydersius, he took control of the long-abandoned upper 
  shrine—but he soon revealed his true purpose. Sartoss was 
  not a follower of Ydersius, but instead a priest of the nascent 
  demon lord Kro’akoth the Awakener, who seeks to usurp the 
  worship of the serpentfolk from their beheaded god Ydersius 
  and make them his own.
  Sartoss’s purpose is to re-consecrate the shrine of Ydersius 
  to Kro’akoth. If he can bring the Circle of Vissk-Thar into 
  the fold, Sartoss will have a strong power base to spread the 
  worship of Kro’akoth to the serpentfolk of the Darklands. 
  His greatest challenge comes from the Circle of Vissk-Thar 
  on Level 8. Sartoss’s actions caused a crisis of leadership among 
  the conservative serpentfolk, resulting in the overthrow of their 
  leader and the rise of an aggressive successor, the sorcerer Uzar-
  Kus. Sartoss has had skirmishes with the minions of Uzar-Kus, 
  but does not want to kill other serpentfolk—only to convert 
  them. Fortunately for Sartoss, the planar activity of the Spire 
  has made it easy to receive reinforcements from the Abyss.
  
  72
  G1. The Narthex (CR 5)
  Signs of battle—most commonly dried blood, scorch marks, and 
  smashed bones—appear along the stairway down.
  The stairs end in the northeast corner of a small, brightly lit 
  room with a door on the west wall. In the center of the room 
  are two large iron racks holding numerous burning candles. The 
  iron candleholders are crafted so that each candle appears to be 
  held in the jaws of a serpent. A phrase is written on each rack 
  in Undercommon.
  This room is the narthex of Kro’akoth’s temple—a 
  place of penitence. There are 66 candles in six rows of 11. 
  The message written on the rack reads, “Offer prayer to 
  Kro’akoth the Awakener, scaled brethren, and be welcome 
  here.” A PC can decipher this text by succeeding at a DC 20 
  Linguistics check.
  The door on the west wall is open, and leads to a short 
  passage that ends at another door. The second door is barred 
  from area G2, and has to be broken down (break DC 25) or 
  bypassed via a knock spell or in some other fashion. A candle 
  rack can be used as an impromptu portable ram (Pathfinder 
  RPG Ultimate Equipment 70) for breaking down the door. 
  Invoking Kro’akoth or “the Awakener” not only disarms 
  the trap for 1 minute, but also unbars the door in the passage 
  until the trap resets. 
  Trap: The candles form a powerful magical trap. Any 
  creature that moves into a square adjacent to one of the racks 
  (an act necessary to cross the room to the door) causes the 
  candles to grow brighter and the stink of sulfur to waft across 
  the room. When a PC moves into one of the endangered 
  squares, check to see whether the character notices the 
  brightening candles and scent of sulfur (Perception DC 10). 
  If the creature moves into another square adjacent to the 
  candleholder or remains in its current square for 1 round, 
  the trap goes off. By watching the brightening and dimming 
  of the flames and moving with extreme care, it’s possible to 
  creep past the candles without setting off the trap. All of the 
  intelligent creatures on this level are aware of this trap and 
  know how to bypass it.
  If the PCs set off the trap, the candles grow even brighter 
  and gutter wildly for an instant. Then they suddenly flare 
  into brilliant sheets of flame that sweep across the room! 
  From all around comes the tolling of a bell.
  The sound of the bell is the alarm spell that triggered 
  the trap; it is clearly audible in area G2. The monsters there 
  summon help and take up defensive positions when they 
  hear it.
  CANDLES OF PENITENCE 
  CR 5
  XP 1,600
  Type magic; Perception DC 28; Disable Device DC 28
  EFFECTS
  Trigger proximity (alarm), Reset automatic (1 hour)
  Effect spell effect (fireball, 6d6 fire damage, Reflex DC 14 for 
  half); multiple targets (all targets inside room)
  Special This trap is disarmed for 1 minute by invoking Kro’akoth 
  or “the Awakener” in prayer, or the proximity trigger can be 
  fooled with a successful DC 25 Stealth check. (Each creature 
  moving past must succeed at a check separately.)
  G2. The Barricades (CR 4)
  As soon as the door opens, a rank odor, like a burned corpse was 
  left out in the sun for a week, rushes out.
  The room is an irregular octagon, and stone and wood 
  barricades have been built in front of the doors on the south 
  and west walls. It appears the walls were once covered with 
  frescoes, but these have all been smashed, leaving rough walls 
  and jagged debris. 
  This room is Sartoss’s second line of defense against 
  attack from the upper levels. The walls formerly featured 
  frescoes that depicted scenes of the god Ydersius, but Sartoss 
  had them hammered to pieces to create a debris field meant 
  to slow down Klarkosh’s automatons and other intruders. 
  The floor in front of the barricades is all difficult terrain. 
  Behind the barricades, the troglodytes can move with ease.
  With a successful DC 15 Acrobatics check, a character can 
  scrambling over the stone barricade as a move action. If 
  the creature fails, it must stop and climb over deliberately 
  (another move action).
  Creatures: Six fiendish troglodyte fighters are responsible 
  for guarding this entrance. There are always two troglodytes 
  on duty here, one behind each barricade. If the PCs set off 
  the alarm in area G1 or took several rounds trying to break 
  down the barred door, the remaining four troglodytes from 
  areas G3 and G5 are here as well, ready for a fight. In that 
  case, there are six troglodytes from the start of the fight, 
  FEATURES OF THE LEVEL
  The serpentfolk who built the 
  shrine made the walls rounded. 
  Doors: The doors are good 
  wooden doors (hardness 5, 15 hp, 
  break DC 18), and are unlocked 
  unless otherwise stated.
  Ceilings: In hallways, the 
  ceilings are 10 feet high; the 
  ceilings in rooms are 20 feet high.
  Illumination: The corridors 
  are not illuminated. Large, oil-fed brass torches in wall sconces 
  illuminate the rooms, shedding light as lanterns. Fire is sacred 
  to Kro’akoth’s followers, and they use it at every opportunity.
  
  NECROPHIDIUS
  73
  Level 7: Shrine of the Awakener
  The Emerald Spire Superdungeon
  three behind each barricade. Otherwise, the four additional 
  troglodytes arrive from the other areas 2 rounds after the 
  fight begins. 
  FIENDISH TROGLODYTES (2) 
  CR 2
  XP 600 each
  Fiendish troglodyte fighter 1 (Pathfinder RPG Bestiary 267, 294)
  CE Medium humanoid (reptilian)
  Init +0; Senses darkvision 90 ft.; Perception –1
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 natural)
  hp 23 each (3 HD; 2d8+1d10+9)
  Fort +8, Ref +2, Will –1
  Resist cold 5, fire 5; SR 7
  OFFENSE
  Speed 30 ft.
  Melee 2 mwk falchion +6 (2d4+4/ 
  18–20), bite +0 (1d4+1) or
  bite +5 (1d4+3), 2 claws +5 (1d4+3) 
  Ranged javelin +2 (1d6+3)
  Special Attacks smite good 1/day 
  (+2 attack, +3 damage)
  STATISTICS
  Str 17, Dex 11, Con 16, Int 8, Wis 8, 
  Cha 14
  Base Atk +2; CMB +5; CMD 15
  Feats Lightning Reflexes, Point-Blank 
  Shot, Power Attack
  Skills Climb +8, Stealth +6 (+10 in 
  rocky areas)
  Languages Draconic
  Gear javelins (3), mwk falchion, amulet (worth 5 gp), 10 gp
  Treasure: The troglodytes carry masterwork falchions 
  of unusually high quality. A successful DC 20 Knowledge 
  (religion) check identifies the flaming head of a serpent 
  engraved on their amulets as the holy symbol of Kro’akoth.
  G3. Troglodyte Quarters (CR 4)
  This chamber is an irregular octagon, and smells terrible. There 
  is no furniture, just piles of makeshift bedding. The room looks 
  like it could easily sleep twelve. There is a dark opening on the 
  south wall.
  The fiendish troglodytes live in this room. Amid their 
  bedding are gnawed bones, trinkets, and crude wooden bowls.
  Creatures: Two fiendish troglodytes are resting in here 
  (unless the PCs already encountered them in area G2).
  FIENDISH TROGLODYTES (2) 
  CR 2
  XP 600 each
  hp 23 each (see above)
  G4. Cave of Foulness
  The troglodytes use this cave as one giant latrine. The less 
  said about it the better.
  G5. Guard Room (CR 4)
  In the center of the room is a fire pit with a sizable blaze crackling 
  away. On either side are two tables with four chairs each. The 
  remains of several small subterranean creatures—mostly rats and 
  lizards—cover the tables. It seems they were being eaten raw. 
  Along the walls are several barrels, one of which is 
  full of javelins. There are doors to the east, 
  west, and north.
  The fire pit is deep—so deep, in fact, 
  that a motionless necrophidius lies 
  hidden under the fire. A character who 
  succeeds at a DC 20 Perception check 
  notices a charred, smoking skull in 
  the fire. This is the only warning of the 
  creature’s presence. 
  Creatures: If the PCs defeated all six 
  troglodytes at the barricades, only the 
  necrophidius is in this room. Otherwise, 
  two fiendish troglodytes are here as well, 
  gnawing on leftovers. 
  Unless the PCs spot the skull in the fire, the 
  necrophidius surprises the PCs as it bursts 
  out of the firepit. It has been instructed to 
  destroy anyone who enters the room not wearing an amulet 
  of Kro’akoth. The necrophidius begins its onslaught with its 
  dance of death ability. It then tries to take down dazed PCs 
  with its paralyzing bite. 
  It is possible that one or more PCs will enter this room 
  during the fight against the troglodytes in area G2. If that 
  happens, the necrophidius is triggered in the same way and 
  makes that fight more difficult. 
  FIENDISH TROGLODYTES (2) 
  CR 2
  XP 600 each
  hp 23 each (see above)
  ADVANCED NECROPHIDIUS 
  CR 4
  XP 1,200
  hp 42 (Pathfinder RPG Bestiary 2 196, 292)
  Resist fire 10
  Gear minor ring of energy resistance (fire)
  Treasure: The necrophidius was built with several 
  noisemakers at the end of its tail, which it shakes when using 
  the dance of death. The last of these is a human-sized ring 
  (Perception DC 20 to notice). This is a minor ring of energy 
  resistance (fire).
  
  74
  G6. The Forge (CR 6)
  The door to this room is made of thin iron plate (hardness 10, 
  30 hit points, break DC 28) and is warm to the touch. It is not 
  locked. If Gamil the salamander is here (see below), the sound 
  of clanging metal is clearly audible through the door. When 
  the door is opened, read the following: 
  A wave of heat floods out as the door opens. Inside the scorching 
  hot room are a great anvil, a pool of magma, and a stack of barrels 
  along the north wall.
  The salamander swordsmith Gamil forges weapons for 
  Sartoss in this room. He hates being in such a cold region, but 
  suffers it for the sake of Kro’akoth. The barrels across the room 
  are full of raw materials, except one special barrel enchanted 
  to keep water cool. Gamil uses this to quench hot steel. 
  Creature: The PCs find Gamil hammering a white-
  hot falchion. When he notices intruders, Gamil fights 
  ferociously. He is proud of his work and doesn’t want it to 
  fall into the hands of outsiders. If the PCs try talking to 
  Gamil, he tells them, “You do not belong in this place. Leave 
  or the Awakener will strike you down.” Gamil can be briefly 
  deterred from attacking and drawn into answering questions 
  by direct, to-the-point conversation. His answers to likely PC 
  questions are given below.
  Who is the Awakener? “Stupid mortals! I speak of mighty 
  Kro’akoth, the Fire Serpent, Prince of Demons. This is his 
  shrine, and you are fools to come here!”
  What are you? “I am a salamander, impudent one!”
  What are you doing here? “I do the work of Kro’akoth, whose 
  servants need strong fangs. I endure this place to make them.”
  That’s about as much conversation as the PCs can get out of 
  Gamil. If they don’t leave before he tires of talking, he attacks.
  GAMIL 
  CR 6
  XP 2,400
  Salamander (Pathfinder RPG Bestiary 240)
  hp 76 
  Treasure: A partially finished breastplate is finely 
  engraved with dozens of flaming serpents. Though the 
  planned enchantments are not fully complete, it is already a 
  +1 breastplate. The salamander also has a Spire transport token 
  that he keeps in a leather pouch lying against one wall—
  Gamil doesn’t know what the token is or what it does, having 
  taken it off an adventurer he killed weeks ago. The enchanted 
  barrel is worth 200 gp as a curiosity.
  G7. Gaol (CR 6)
  The door to this room is locked (Disable Device DC 20) but 
  not trapped. When it’s opened, read the following: 
  Chains dangle from four iron rings set into the stone of this 
  room’s eastern wall, and small knives and hooks hang from pegs 
  nearby. Blood stains the floor beneath the chains. There are four 
  doors to the north and four more to the south, each with a small, 
  barred window.
  This is Sartoss’s prison. He executes enemies immediately, 
  so the prison is used only for those he wants to convert.
  Creatures: The jailers are a pair of degenerate serpentfolk. 
  Unlike their intelligent and magically talented forebears, 
  they are stupid, vicious brutes barely a step above animals. 
  Under Sartoss’s orders, the jailers have been tormenting a 
  serpentfolk named Draa, who is cringing and whimpering 
  in his cell. The degenerate Kro’akothan serpentfolk 
  immediately attack any intruders, and fight to the death.
   Draa is a member of the Circle of Vissk-Thar who was 
  captured by Sartoss and dragged back here for conversion 
  to Kro’akoth’s worship. The process has broken Draa, who 
  is essentially incapable of defending himself. He has only 
  1 hp, and is effectively nauseated by the pain of the tortures 
  inflicted on him. He slumps in his cell in a catatonic stupor, 
  ignoring all around him. If the PCs try to speak to him, Draa 
  rants furiously in Common, “I have given myself to you, 
  KRO’AKOTH THE AWAKENER
  Kro’akoth is a relatively obscure nascent demon lord, but 
  a successful DC 20 Knowledge (religion) check reveals the 
  following. For millennia Kro’akoth the Fire Serpent was a general 
  in the armies of the Abyss. He was a fierce leader and won 
  many victories, but when he watched a legion of gnolls charge 
  to certain death screaming Lamashtu’s name, he realized true 
  power lies in the worship of lesser beings. 
  Kro’akoth started with legions of troglodytes already under 
  his command, but he needed to find more followers not claimed 
  by other demons. Over the centuries, he sought out forgotten 
  mortal cults and those who never had gods at all. He now reigns 
  over a network of cults, though few realize they serve the same 
  master. Each cult has a slightly different agenda, but all worship 
  Kro’akoth, even if their lower-level cultists don’t realize it.
  Commander: None
  Realm: Mereznia (hidden cavern-rest in the Spiral Path)
  Unholy Symbol: The flaming head of a serpent, usually 
  made of copper or red clay
  Obedience: Pierce your flesh with red-hot metal barbs in 
  the shape of serpent fangs; gain a +4 bonus on saving throws 
  against fire.
  Boons: 1 burning hands; 2 invisibility; 3 sepia snake sigil
  Alignment: CE
  Areas of Concern: The forgotten, hidden agendas
  Domains: Chaos, Evil, Fire, Trickery
  Subdomains: Ambush, Deception, Demon, Smoke
  Favored Weapon: Falchion
  
  75
  Level 7: Shrine of the Awakener
  The Emerald Spire Superdungeon
  Kro’akoth! Ydersius is a living corpse and not fit for worship. 
  Not like you, my lord and master! Give me freedom and I will 
  fight in your name!”
  DEGENERATE SERPENTFOLK (2) 
  CR 4
  XP 1,200 each
  CE Medium monstrous humanoid (Pathfinder RPG Bestiary 2 242)
  Init +5; Senses darkvision 60 ft., scent; Perception +13
  DEFENSE
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 47 each (5d10+20)
  Fort +7, Ref +5, Will +5
  Immune mind-affecting effects, paralysis, poison; SR 15
  OFFENSE
  Speed 30 ft.
  Melee mwk heavy mace +11 (1d8+5), bite +6 (1d6+2 plus poison)
  STATISTICS
  Str 20, Dex 13, Con 19, Int 4, Wis 13, Cha 6
  Base Atk +5; CMB +10; CMD 21
  Feats Great Fortitude, Improved Initiative, Weapon Focus (bite)
  Skills Escape Artist +9, Perception +13
  Languages Aklo, Common, Draconic, Undercommon; telepathy 
  100 ft.
  Gear mwk heavy mace
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round for 
  6 rounds; effect 1d2 Str; cure 2 saves.
  DRAA 
  CR —
  XP —
  hp 1 (Pathfinder RPG Bestiary 2 242)
  OFFENSE
  Melee unarmed strike +10 (1d3–1), bite +5 (1d6–1 plus poison)
  Development: With patient questioning, the PCs can learn 
  a few things from the pitiful wretch Draa. His answers to 
  likely PC questions are given below.
  Who are you? “I am nothing! No one! Once this was Draa, 
  but now it is Kro’akoth’s slave!”
  What are you doing here? “We fought Kro’akoth’s holy priest 
  and were defeated. The others are dead now, but not Draa! 
  Kro’akoth has saved Draa!”
  Holy priest? What priest? “Sartoss, high priest of Kro’akoth.”
  What’s all this about Kro’akoth? “Kro’akoth, the Fire Serpent, 
  is the true god of my kind! Ydersius is dead! Kro’akoth is all!”
  If the PCs let Draa go in his current condition, he slowly 
  makes his way toward area G10, ignoring the PCs. Draa’s 
  body can be healed, but greater restoration is needed to restore 
  his sanity. If returned to his right mind, Draa is still an 
  evil, malicious, human-hating monster who regards the 
  compassion of his benefactors as a sure sign of weakness. 
  Quest: When the PCs learn about the rivalry between the 
  followers of Kro’akoth and Ydersius, they gain the Den of 
  Serpents quest. There are many ways to complete this quest, 
  and when the PCs do, they get 2,000 XP.
  G8. Statuary
  This chamber is full of statues. In the center is a basalt statue of 
  a serpentine figure, its head wreathed in flame. A dozen smaller 
  statues are clustered on the floor. These depict a different 
  serpentine figure, but all the heads have been chopped off. 
  A pathway through the statuary leads to double doors on the 
  north wall. 
  When Sartoss took over this level, he gathered all the 
  statues of Ydersius and cut off their heads to suggest that 
  the ancient deity is powerless. Then he had a new statue of 
  Kro’akoth the Awakener built to dominate the scene and 
  show other serpentfolk their new lord and master. The 
  flames around the statue’s head are a permanent image.
  A secret door on the west wall leads to Sartoss’s chambers. 
  This allows Sartoss to spy on this room, which he does if a 
  troglodyte escapes area G2 to bring word of an attack. The 
  door is well disguised; characters must succeed at a DC 22 
  Perception check to discover it.
  Quest: When the PCs find the desecrated statues, they gain 
  the Den of Serpents quest. There are many ways to complete 
  this quest, and when the PCs do, they get 2,000 XP.
  G9. Sartoss’s Chambers (CR 7)
  Beyond the secret door in the Statuary is a corridor that leads 
  to a locked door (Disable Device DC 25 to open). When it’s 
  opened, read the following:
  This room is an octagon with a middle section sunken down 
  a foot. In the center are a desk and chair surrounded by four 
  candelabras. To the west, the walls are lined with bookshelves. 
  To the north, a bed rests against the wall. To the east are two 
  basalt statues whose heads are wreathed in fire.
  Creatures: If Sartoss is here, he’s at the desk studying an 
  old tome. When the PCs enter, he rises and asks, “You have 
  come here for one of two things: to join me in the adulation 
  of Kro’akoth the Awakener or to die. Which is it?” Sartoss 
  spends much of his time in this room, making plans, doing 
  research, and resting when he must. 
  If Sartoss is surprised here, he boasts of his power but 
  tries to get to the secret door in the east wall and make his 
  way into the Shrine of the Awakener.
  A secret door (Perception DC 18) on the east wall leads to 
  area G10.
  If Sartoss is not here, he is in the Shrine of the Awakener. 
  However, Sartoss is not the only creature the PCs may find in 
  this room—the priest’s pet snake is lurking under the bed 
  and quickly slithers out when danger threatens. 
  
  SARTOSS
  76
  ADVANCED FIENDISH CONSTRICTOR SNAKE 
  CR 3
  XP 800
  N Medium animal (Pathfinder RPG Bestiary 255, 294)
  Init +5; Senses low-light vision, scent; Perception +14
  DEFENSE
  AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
  hp 25 (3d8+12)
  Fort +6, Ref +8, Will +4
  Resist cold 5, fire 5; SR 8
  OFFENSE
  Speed 30 ft., climb 20 ft., swim 20 ft.
  Melee bite +7 (1d4+7 plus grab)
  Special Attacks constrict (1d4+7), smite good 1/day (+0 attack, 
  +3 damage)
  STATISTICS
  Str 21, Dex 21, Con 16, Int 1, Wis 16, Cha 6
  Base Atk +2; CMB +7 (+11 grapple); CMD 22 (can’t be tripped)
  Feats Skill Focus (Perception), Toughness
  Skills Acrobatics +17, Climb +13, Perception +14, Stealth +13, 
  Swim +13
  SARTOSS 
  CR 6
  XP 2,400
  Male serpentfolk cleric of Kro'akoth 4 (Pathfinder RPG 
  Bestiary 2 242)
  CE Medium monstrous humanoid 
  Init +9; Senses darkvision 60 ft., scent; Perception +14
  DEFENSE
  AC 20, touch 17, flat-footed 15 (+2 deflection, +5 Dex, +3 natural)
  hp 85 (9 HD; 5d10+4d8+40)
  Fort +11, Ref +10, Will +12
  Immune mind-affecting effects, paralysis, poison; SR 19
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +12/+7 (1d6+3/18–20), +1 rapier +12 
  (1d6+2/18–20), bite +8 (1d6+1 plus poison) or
  +1 rapier +14/+9 (1d6+3/18–20), bite +8 (1d6+1 plus poison)
  Special Attacks channel negative energy 8/day (DC 17, 2d6)
  Spell-Like Abilities (CL 4th; concentration +9)
  At will—disguise self (humanoid form only, DC 16), ventriloquism
  1/day—blur, dominate person (DC 20), major image, mirror 
  image, suggestion (DC 18)
  Domain Spell-Like Abilities (CL 4th; concentration +8)
  7/day—fire bolt (1d6+2 fire)
  7/day—copycat (4 rounds)
  Cleric Spells Prepared (CL 4th; concentration +8)
  2nd—bull's strength, cure moderate wounds, hold person 
  (DC 16), produce flameD
  1st—bless, burning handsD (DC 15), cure light wounds, 
  protection from good, shield of faith
  0 (at will)—bleed (DC 14), detect magic, read magic, stabilize
  D domain spell; Domains Fire, Trickery
  TACTICS
  Before Combat If he knows the PCs are coming, Sartoss casts 
  bull's strength and shield of faith on himself, and protection 
  from good on the constrictor.
  During Combat Sartoss attempts to sow confusion in the party 
  by using dominate person, suggestion, and hold person.
  Morale If alone, Sartoss tries to flee through the secret door. If 
  the battle goes poorly, he leaves via the gate in area G10.
  Base Statistics Without bull's strength and shield of faith, Sartoss's 
  statistics are AC 18, touch 15, flat-footed 13; Melee +1 rapier 
  +12/+7 (1d6+1/18–20), +1 rapier +12 (1d6+1/18–20), bite +8 
  (1d6 plus poison) or +1 rapier +14/+9 (1d6+1/18–20), bite +8 
  (1d6 plus poison); Str 10; CMB +8; CMD 23.
  STATISTICS
  Str 14, Dex 20, Con 19, Int 18, Wis 19, Cha 20
  Base Atk +8; CMB +10; CMD 27
  Feats Great Fortitude, Improved Initiative, Martial 
  Weapon Proficiency (rapier), Two-Weapon Fighting, 
  Weapon Finesse
  
  77
  Level 7: Shrine of the Awakener
  The Emerald Spire Superdungeon
  Skills Acrobatics +10, Bluff +12, Diplomacy +12, Escape Artist +18, 
  Heal +11, Knowledge (arcana) +16, Knowledge (planes, 
  religion) +11, Perception +14, Sense Motive +13, Spellcraft +14, 
  Use Magic Device +14
  Languages Abyssal, Aklo, Common, Draconic, Ignan, 
  Undercommon; telepathy 100 ft.
  Gear Fangs of Kro'akoth (two +1 rapiers), pearl of power (1st), 
  gold holy symbol of Kro’akoth (worth 600 gp)
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 
  6 rounds; effect 1d2 Str; cure 2 saves.
  Treasure: Sartoss’s library largely consists of books written 
  in Aklo. In his desk, Sartoss keeps a small leather pouch with 
  55 pp, 160 gp, and 3 rubies worth 100 gp apiece. There is also 
  a large serpent’s fang made of stone, about a foot long; this is 
  one of the fangs missing from the idol in area H9 on Level 8.
  G10. Shrine of the Awakener (CR 9)
  Double doors stand in the south wall of this huge temple. On 
  the left and right of the door are six alcoves, some empty and 
  some with rough bedding on the floor. In the center of the main 
  chamber is an enormous pillar of green crystal. A stone serpent is 
  wrapped around it, its head aflame. In the back of the chamber is 
  a raised altar, and behind it a wall mosaic pulses with green light. 
  If Sartoss learned of the PCs’ approach, he waits behind 
  the altar. He gives them the same greeting detailed in area 
  G9. If he is already dead, the room appears to be unoccupied. 
  The alcoves contain nothing but bedding and other 
  detritus. The mosaic behind the shrine is a gate—the same 
  gate through which Sartoss’s reinforcements have been 
  arriving. It’s decorated with pieces of green glass cut from the 
  Emerald Spire, making it easier to gate in creatures from the 
  Abyss here.
  As the PCs explore the room, an echoing voice speaks. It 
  seems to come from all around, saying, “Have you come to seek 
  the wisdom of the prophet? Swear allegiance to the Awakener 
  and my prophecy will be but the first of the gifts you receive!”
  The voice belongs to Sanaz, a dark naga who serves as the 
  prophet of the cult. She believes she is important, but her 
  “prophecy” is mostly repeating what Sartoss tells her to say.
  A narrow pit circles the pillar. Sanaz lurks within the pit, 
  along with a swarm of venomous snakes.
  Creatures: The PCs might face more than Sanaz. Sartoss 
  may also be here, depending on previous events. If Sartoss 
  is in the room, his primary motivation is to ensure his own 
  survival. If he or the naga suffers serious harm, he steps into 
  the apse, speaks a command phrase, and gates to safety in the 
  Abyss (taking Sanaz if he can).
  The snake swarm is in the bottom of the pit, and cannot 
  climb out.
  SANAZ 
  CR 8
  XP 4,800
  Female dark naga (Pathfinder RPG Bestiary 211)
  hp 75
  TACTICS
  Before Combat Sanaz casts displacement, shield, and cat’s grace,  
  then uses detect thoughts in an attempt to learn the PCs’ plans. 
  During Combat Sanaz toys with PCs while casting defensive spells, 
  then uses spells judiciously and tries to knock PCs into the pit.
  Morale Unless she can escape with Sartoss, Sanaz fights until slain.
  ADVANCED VENOMOUS SNAKE SWARM 
  CR 5
  XP 1,600
  hp 47 (Pathfinder RPG Bestiary 3 249, 290)
  Treasure: Down in the snake pit, Sanaz keeps six death 
  masks decorated with jewels, worth 2,000 gp in total.
  G11. Watch Room (CR 5)
  Four stone pillars support the lofty ceiling of this chamber, each 
  patterned like writhing serpents. Between two of the pillars is a 
  large hammock. The room was once beautiful, but is befouled 
  with piles of garbage, bones, and excrement in every corner. 
  The watch room guards the door that leads down to 
  Level  8. It is here any serpentfolk attack from Vissk-Thar 
  would begin. Two ogrekin live in this room, serving as 
  Sartoss’s front line against attack from below. Each works 
  half the day and then sleeps the other half, so usually one is 
  awake and one asleep on the hammock.
  On the opposite side of the room is a door barred on this 
  side. It leads to stairs that descend to Level 8. 
  Creatures: There seem to be only two ogrekin on guard 
  here, but Sartoss talked a quickling into joining his cause, 
  and a potential fight is the first excitement this miserable fey 
  has seen so far. At the start of the encounter, he is standing 
  still and thus invisible.
  OGREKIN (2) 
  CR 2
  XP 600 each
  hp 25 each (Pathfinder RPG Bestiary 2 204)
  QUICKLING 
  CR 3
  XP 800
  hp 18 (Pathfinder RPG Bestiary 2 227)
  Descent to the Next Level
  Stairs descend from area G11 in a tightening curve for about 40 
  feet until they reach area H1 in the stronghold of Vissk-Thar.
  Story Award: The PCs gain 1,000 XP for exploring all or 
  most of this level. If they have the Sage’s Expedition quest, 
  they also gain 2,000 gp.
  
  1 SQUARE = 5 FEET
  H1
  H2
  H3
  H4
  H5
  H6
  H7
  H8
  H9
  H11
  H10
  LEVEL 8: THE CIRCLE OF VISSK-THAR
  
  79
  LEVEL 8
  The Circle of Vissk-Thar
  By Jason Bulmahn
  For centuries, Levels 7 and 8 of the Emerald Spire dungeons have been in the hands of serpentfolk priests and mages who 
  made their way to the Spire through passages linking the dungeons to the surrounding Darklands. This secret stronghold 
  is known as Vissk-Thar in the serpentfolk dialect, and over the years it has been home to arcane scholars studying the 
  strange powers of the Spire and priests tending the holy shrines of Ydersius. Although the upper shrine fell out of use over 
  the years, the lower level of the complex has remained inhabited.
  In recent years, the high priest of Ydersius—a clever old cleric named Ziszkaa—experimented with a breeding program 
  in which the Spire’s energies were to be infused into the next generation of the Circle. Placing eggs around the Spire, Ziszkaa 
  hoped that this power might lead his clan to greatness, conquering the levels above and challenging Nhur Athemon below.
  W
  hile most of the hatchlings were perfectly 
  ordinary, one was quite special. Hatched with two 
  heads, Uzar-Kus matured quickly and became a 
  sorcerous prodigy. When the heretical priest Sartoss took over 
  the upper shrine and rededicated it to the demon Kro’akoth, 
  Uzar-Kus saw his opportunity. He challenged Ziszkaa and 
  took over the Circle of Vissk-Thar, imprisoning the old leader. 
  Now this ancient stronghold is under new rule—and Uzar-
  Kus intends to make some changes.
  Though the mutant sorcerer is undoubtedly more powerful 
  than any other serpentfolk remaining in the Circle, he lacks 
  the wisdom to properly lead. His eagerness led him to send 
  his forces against Sartoss prematurely, resulting in the death or 
  capture of a number of followers. Now, the remaining members 
  of the Circle find their numbers dwindling, and some have fled 
  back to the Darklands rather than face death at the hands of 
  their capricious master. Meanwhile, Ziszkaa broods in his pit, 
  waiting for a chance to slay Uzar-Kus and regain control.
  
  80
  H1. The Tempting Gem (CR 6)
  Across this small chamber from the ascending staircase, another 
  staircase winds down into darkness. Off to one side is a calm pool 
  of murky water with a pedestal in its center. Atop the pedestal, a 
  golden serpent idol grasps an emerald in its fangs.
  The stairs to the north ascend to Level 7, and the stairs to the 
  south descend to Level 9. At the bottom of the 20-foot-deep pool 
  along the western wall is a secret door, beyond which a flooded 
  passage leads to the pool in area H8. The secret door can’t be 
  seen from above, and any character exploring the depths has 
  a difficult time seeing in the murky water (Perception DC 30).
  Trap: Placed here to snare potential slaves or food, the 
  golden serpent idol radiates an aura of moderate enchantment 
  and conjuration magic and contains a dangerous trap. The trap 
  lures anyone who enters the room toward the gemstone, and 
  teleports any creature that comes within 5 feet to the northwest 
  corner of area H2. If the stone lever in area H8 has been turned, 
  the pedestal and idol sink into the ground and are covered by a 
  stone lid, preventing the trap from functioning. 
  SERPENT IDOL TRAP 
  CR 6
  XP 2,400 
  Type magic; Perception DC 30; Disable Device DC 30
  EFFECTS
  Trigger proximity (alarm); Reset automatic
  Effect spell effect (mass suggestion, affected creatures approach 
  the idol, DC 19 Will save negates, creatures must save every 
  round); multiple targets (all creatures that enter the room).
  Secondary Effect spell effect (teleport to area H2, a creature 
  not affected by mass suggestion can attempt a DC 20 Will 
  save to resist being teleported); multiple targets (any living 
  creature that approaches within 5 feet of the idol).
  Treasure: The idol is attached by sovereign glue. If removed, it 
  loses all magic properties, but is worth 1,200 gp as an art object.
  Development: The PCs might resist the lure of the statue 
  and move on to the next level of the dungeon. Until they deal 
  with the serpentfolk, they have to attempt new saving throws 
  each time they pass through this chamber.
  H2. Serpent Maze (CR 6)
  The narrow corridor ahead has a strange serpentine pattern of 
  green glass embedded in the floor. The pattern runs to the end of 
  the corridor before turning east to head out of sight.
  Two lengthy serpent mosaics are set into the floor of this 
  twisting chamber, starting with a tail at each end and leading 
  inward. The two patterns’ heads meet at the center in a 
  10-foot-wide chamber. The door leading out of this chamber 
  to area H3 is locked (Disable Device DC 25).
  Trap: Precisely 1 minute after the first PC appears in this 
  room, PCs begin to hear a strange hissing noise coming from 
  either end of the corridor (where both snake tails are located). 
  This hissing grows louder and louder each round. Five rounds 
  after the hissing begins, the spectral serpent trap is sprung.
  This trap manifests from both ends of the corridor, creating 
  gigantic spectral snakes that slither down the corridor. The 
  snakes fill the entire corridor and cannot be bypassed. At the 
  start of every turn, each snake moves, pushing any PCs who 
  are within its 10 feet of movement and dealing 2d6 points of 
  damage to any PC it pushes. Any PC teleported to this room 
  after the trap is sprung appears in front of a spectral snake. 
  It takes the snakes 11 rounds to push the PCs into the central 
  chamber. If one snake is dispelled or destroyed, the other is as 
  well; they reform 1d4 rounds later at their starting positions. If 
  the group includes more than four characters, the characters 
  are squeezed to fit into the central chamber.
  Once the snakes have pushed all creatures into the central 
  chamber, the spectral snakes solidify into gigantic serpents. 
  On their turn, they do not attack, but instead release an inhaled 
  poison that fills the central chamber. This poison persists as 
  long as both snakes are alive, and the save DC increases by 2 
  for each round after the first. If either snake is reduced to 0 
  hit points, both snakes vanish, the gas dissipates, and the trap 
  is disarmed for 1 day. Otherwise, after 10 rounds, the snakes 
  vanish and the trap is disarmed for 1 hour.
  SPECTRAL SERPENT TRAP 
  CR 6
  XP 2,400 
  Type magic; Perception DC 30; Disable Device DC 30
  EFFECTS
  Trigger proximity (alarm); Reset automatic (after 1 day)
  Effect spectral snakes move 10 feet each round toward room’s 
  center, dealing 2d6 damage each round to any creatures they 
  push, then solidify into serpents (emperor cobras, Pathfinder 
  RPG Bestiary 2 252); serpents exhale poison gas each turn 
  instead of attacking; poison gas (cobra venom—inhaled; save 
  FEATURES OF THE LEVEL
  This level strongly resembles 
  Level 7. Ceilings in the hallways 
  are 10 feet high; ceilings in rooms 
  are 20 feet high.
  Doors: The doors are good 
  wooden doors (hardness 5, 15 hp, 
  break DC 18), and are unlocked 
  unless otherwise stated.
  Illumination: The corridors are 
  not illuminated. The rooms are 
  illuminated by round glass globes affixed to the ceiling, filled 
  with luminescent fluid. Each sheds dim light in a 30-foot radius.
  
  81
  Level 8: The Circle of Vissk-Thar
  The Emerald Spire Superdungeon
  Fort DC 22 per round, +2 each round after the first; frequency 
  1/round for 10 rounds or until one cobra slain; effect staggered 
  for 1d6 rounds, characters that fail their saves while staggered 
  fall unconscious for 1d6 minutes; cure 1 save); multiple targets 
  (all targets in 10-ft.-by-10-ft. room)
  H3. Guards and Wards (CR 6)
  A pool runs down the middle of this narrow chamber. Two 
  emerald bridges cross the pool.
  The water in the pool is just over 5 feet deep, and filled 
  with translucent white fish brought from the Darklands.
  Creatures: This chamber is a guardroom for the serpentfolk 
  that live beyond. If the trap in area H2 is set off, a warning bell 
  sounds here, alerting the guards that someone has ventured 
  into the maze. The serpentfolk wait for the trap to run its course 
  before venturing inside. Should all of the PCs fall unconscious 
  in area H2, they are taken to area H6, after which the serpentfolk 
  go to inform Uzar-Kus so that he can prepare them for sacrifice.
  If the PCs defeat the trap in area H2, the warning bell 
  rings continuously for 1 minute, allowing the serpentfolk to 
  prepare for battle by using blur and mirror image. They position 
  themselves along the bridges.
  SERPENTFOLK (2) 
  CR 4
  XP 1,200 each
  hp 42 each (Pathfinder RPG Bestiary 2 242)
  H4. Snake Pit (CR 6)
  This large chamber has a pit at its center, edged by a narrow 
  walkway. The pit is filled with serpents that fill the chamber with a 
  hissing chorus. Four stone statues of giant serpentfolk holding out 
  long glaives stand in shallow alcoves in each corner of the room.
  This chamber houses snakes the cult uses in a variety 
  of rituals. The walls of the pit are smooth (Climb DC 25). A 
  smooth column rises up from each corner of the pit.
  Creatures: In addition to the nest of snakes, a degenerate 
  serpentfolk—the snake caretaker—is near the east wall.
  In the center of the east wall is a lever. Pulling it causes all 
  four serpentfolk statues to slide forward 10 feet, then rotate so 
  their glaives push anyone between the pillars into the pit. Treat 
  this as a bull rush combat maneuver with a +15 CMB. If the 
  maneuver fails, the PC is pushed to the center of the walkway, 
  but avoids being dumped into the pit. After performing this 
  maneuver, the statues slide back into their alcoves. They 
  activate only once per 2 rounds. The statues have hardness 8 
  and 60 hit points. PCs knocked into the pit take 1d6 points of 
  falling damage and must contend with the snake swarms.
  After using the statues, the serpentfolk guard moves to 
  engage any PCs that avoided falling into the pit.
  DEGENERATE SERPENTFOLK 
  CR 4
  XP 1,200
  hp 47 (see page 75)
  SNAKE SWARMS (2) 
  CR 2
  XP 600 each
  hp 16 each (Pathfinder RPG Bestiary 3 249)
  H5. Passageway (CR 4)
  A short flight of stairs to the east leads down to a doorway and 
  an alcove containing a statue of a robed serpentfolk priest with 
  its hand raised in warning. On the wall at the top of the stairs, the 
  image of a coiling serpent is carved in the stone. To the west is a 
  doorway leading north, after which the passage continues west. 
  The serpent carving in the wall radiates faint illusion magic. 
  The eastern door leading into area H6 is locked (Disable 
  Device DC 30). The door leading from this passageway into 
  the west end of H6 is also locked (Disable Device DC 20).
  Creature: The statue at the bottom of the stairs is an 
  animated object. If any creature comes down the stairs or 
  exits area H6 through the lower door, the statue attacks. It 
  can be deactivated for 10 minutes by casting ventriloquism 
  on the wall carving at the top of the stairs. If the PCs make 
  too much noise in this area, the degenerate serpentfolk 
  patrolling area H7 come to investigate.
  ANIMATED SERPENTFOLK STATUE 
  CR 4
  XP 1,200
  Advanced animated object (Pathfinder RPG Bestiary 14, 294)
  N Medium construct
  hp 42
  SQ Construction Points (grab [slam attack], stone [+1 AC, 
  hardness 8])
  H6. Slave Pen (CR 7)
  This large chamber has a viewing gallery on the west end and a 
  dirt-floored pit on the east end, with manacles attached to the 
  wall. Both ends have doors leading south, but the door in the pit 
  has no handle or keyhole.
  If the heroes cause a commotion before entering the 
  room, they see a dark-haired human woman dressed in 
  filthy, torn robes chained to the pit’s east wall. She appears 
  to be wounded, but none of the injuries look recent. Dire 
  rats scurry about the floor of the pit, staying well away from 
  the prisoner. She looks up and calls, “Help me, please! The 
  serpentfolk are going to kill me!”
  If the heroes get in quietly, they instead see a serpentfolk 
  dressed only in filthy rags chained to the east wall of the 
  pit. It appears to be wounded, but none of the injuries look 
  
  82
  recent. Dire rats scurry about the floor of the pit, but keep 
  their distance from the prisoner.
  This chamber is used by the serpentfolk to house captives 
  and other future meals. The east end is a pit where prisoners 
  can be chained up. The west end serves as a viewing gallery 
  where the serpentfolk go to consider their prisoners and 
  decide which one will make the best feast. The door on the 
  pit floor has no handle on the inside, but can be opened with 
  a successful DC 30 Disable Device check.
  The wall between the two sections is smooth and covered in 
  grease, making it too slippery for even the dire rats to climb.
  Creatures: The dire rats attack anyone that ventures into 
  the lower half of the room, but stay away from Ziszkaa.
  The prisoner is Ziszkaa, the previous ruler of this level. If 
  he hears intruders fighting outside or fumbling at the doors, 
  he uses disguise self, hoping that the PCs might rescue him. 
  Only a couple of weeks ago, he met the mage Tiawask when 
  she passed through, so he adopts her appearance and tries 
  to convince the PCs to release him. If the PCs question him 
  while he wears this disguise, his responses to likely questions 
  include the following.
  Who are you? “I am Tiawask, a wizard of Thornkeep.” (That 
  is all Ziszkaa found out about Tiawask before she managed 
  to get away; he makes up further details if pressed.)
  How did you get here? “I escaped from Klarkosh and fled deeper 
  into the dungeon, since it was the only way I could go. The spell 
  trap on the landing outside this level caught me, though.”
   Why do the rats leave you alone? “I don’t know. I think the 
  serpentfolk have trained them to leave prisoners alone.”
  We found Jharun. “That is interesting news! Where is 
  Jharun now?” (Ziszkaa has no idea who Jharun is.)
  How did you get away from Klarkosh? “I put a spell of sleep on 
  the guard watching my cell.” (Ziszkaa is making this up. If the 
  PCs spoke to Jharun on Level 6, they might already know that 
  Tiawask really escaped by means of a potion of gaseous form. If 
  challenged, Ziszkaa hurriedly backpedals on his story.)
  How do we get out of here? “Just west of here is a large shrine 
  to Ydersius. There are stairs behind the great idol.” (This is a 
  lie. Ziszkaa hopes to mislead the PCs into a confrontation with 
  Uzar-Kus in the hope that they will destroy or weaken him.)
  You have an aura of illusion magic. “It is the magic of the 
  serpentfolk. They use horrible visions to torment me.” (A 
  lie. The aura comes from Ziszkaa’s disguise self ability.)
  Will you help us explore the Spire? “Gladly. Anything is better 
  than remaining here.”
  If Ziszkaa is unable to disguise himself before the PCs find 
  him, he claims to be a dissident unjustly imprisoned by Uzar-
  Kus. He attempts to convince them that they will never escape 
  without defeating Uzar-Kus first, and offers to help them do so.
  DIRE RATS (6) 
  CR 1/3
  XP 135 each
  hp 5 each (Pathfinder RPG Bestiary 232)
  ZISZKAA 
  CR 7
  XP 3,200
  Male serpentfolk cleric of Ydersius 5
  NE Medium monstrous humanoid 
  Init +10; Senses darkvision 60 ft., scent; Perception +17
  DEFENSE
  AC 19, touch 16, flat-footed 13 (+6 Dex, +3 natural)
  hp 104 (10 HD; 5d10+5d8+55)
  Fort +12, Ref +11, Will +13
  Immune mind-affecting effects, paralysis, poison; SR 20
  OFFENSE
  Speed 30 ft.
  Melee bite +14 (1d6 plus poison)
  Special Attacks channel negative energy 5/day (DC 14, 3d6), 
  venomous stare (DC 17)
  Spell-Like Abilities (CL 4; concentration +6)
  At will—disguise self (humanoid form only, DC 13), ventriloquism
  1/day—blur, dominate person (DC 17), major image, mirror 
  image, suggestion (DC 15)
  Domain Spell-Like Abilities (CL 5th; concentration +10)
  8/day—battle rage (+2)
  Cleric Spells Prepared (CL 5th; concentration +10)
  3rd—magic vestmentD, protection from energy, summon 
  monster III
  2nd—cure moderate wounds, silence (DC 17), sound burst 
  (DC 17), spiritual weaponD
  1st—bane (DC 16), cause fear (DC 16), cure light wounds, 
  divine favor, magic fangD, sanctuary (DC 16)
  0 (at will)—bleed (DC 15), detect magic, guidance, virtue
  D domain spell; Domains ScalykindISWG, War
  TACTICS
  During Combat Ziszkaa uses dominate person to make a PC 
  his bodyguard as he slips out of his manacles (Escape Artist 
  DC 30).
  Morale If he drops below 25 hit points, Ziszkaa plays dead. If 
  his ruse fails, he surrenders.
  STATISTICS
  Str 11, Dex 22, Con 20, Int 18, Wis 20, Cha 14
  Base Atk +8; CMB +8; CMD 24
  Feats Combat Casting, Great Fortitude, Improved Initiative, 
  Selective Channeling, Weapon Finesse
  Skills Acrobatics +16, Disguise +12, Escape Artist +24, 
  Knowledge (arcana) +17, Perception +17, Sense Motive +14, 
  Spellcraft +17, Use Magic Device +11
  Languages Aklo, Common, Draconic, Undercommon; telepathy 
  100 ft.
  SQ serpent companion (dead)
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 20; frequency 1/round 
  for 6 rounds; effect 1d2 STR; cure 2 saves.
  Development: If the PCs free Ziszkaa and allow him to 
  join the party (disguised or otherwise), he willingly assists 
  
  ZISZKAA
  83
  Level 8: The Circle of Vissk-Thar
  The Emerald Spire Superdungeon
  them in defeating Uzar-Kus before turning on them. He 
  cannot use any of his cleric spells until he retrieves his holy 
  symbol in area H8. 
  If the PCs refuse to free him, Ziszkaa has one more trick up 
  his sleeve: he can get out of the manacles almost anytime he 
  wants. Unsure of whether the serpentfolk in this level would 
  support him against Uzar-Kus, he has been patiently waiting 
  here, allowing his foe to think he has won. When the 
  PCs leave, Ziszkaa slips out of his manacles and 
  follows them—they’re the opportunity he has 
  been waiting for.
  H7. Hissing Doors (CR 7)
  The passageway opens up to reveal a large 
  statue of a snake facing a wide corridor to 
  the north that ends in a pair of golden doors 
  covered in a twisting serpent pattern.
  The doors lead into the temple. Anyone 
  who approaches the golden doors hears hissing 
  that grows louder with each step. If the person 
  comes within 5 feet of the door, the serpents glow 
  with green light, and a trap is activated.
  The green snake statue emanates a faint 
  abjuration aura, but is not a trap. Anyone 
  searching the statue can attempt a DC 20 
  Perception check to uncover a round depression 
  on the body of the serpent, just below the head. 
  It has an odd pattern inside. A successful DC 25 
  Knowledge (religion) check reveals this to be the symbol of 
  Ydersius, god of the serpentfolk, but in reverse. If a holy symbol 
  of Ydersius is placed against this depression, it deactivates the 
  trap on the doors leading to area H9 and unlocks them.
  If Ziszkaa is with the group, he conveniently locates the 
  depression if no one else does, and claims to recognize the 
  symbol as similar to that worn by some of the serpentfolk.
  Creatures: Two degenerate serpentfolk patrol this hallway, 
  one to the west of the statue and one to the east. The two 
  join forces if either discovers intruders, and avoid triggering 
  the trap.
  DEGENERATE SERPENTFOLK (2) 
  CR 4
  XP 1,200 each
  hp 47 each (see page 75)
  Trap: Spectral serpents emerge from the golden doors to 
  attack anyone who comes within 5 feet. The snakes attack every 
  round, automatically targeting one creature with the poison 
  spell. The trap cannot be disarmed without being attacked 
  each round. The door is locked, requiring a successful DC 25 
  Disable Device skill check to open, although it automatically 
  unlocks if the trap is disarmed with a holy symbol.
  SNAKE DOOR TRAP 
  CR 5
  XP 1,600
  Type magic; Perception DC 29; Disable Device DC 29
  EFFECTS
  Trigger proximity (alarm); Reset automatic
  Effect spell effect (poison, 1d3 Con damage/round for 6 rounds, 
  Fort DC 21 negates)
  H8. The Sauna (CR 7)
  The door slides open, unleashing a cloud of hot 
  steam. The misty room contains a steaming pool 
  edged with glistening stones.
  The serpentfolk use this hot spring, fed by a 
  fissure at the bottom of the pool, for relaxation, 
  and coil up on the rocks around it. The pool 
  is 20 feet deep, opening up beneath the 
  surface to form a egg-shaped space beneath 
  the room. Swimming through the pool 
  requires a successful DC 10 Swim check.
  Ten feet under the surface of the water, 
  a small, water-filled passageway leads to 
  the pool in area H1. At the end of this 
  passageway is a stone door. Turning a 
  stone lever set into the wall causes the 
  door to open and the idol in area H1 to 
  sink into the ground, allowing the serpentfolk 
  to enter the landing without fear of the trap.
  Any character who takes a good look at the pool may spot 
  an arcane mark about 5 feet below the surface (Perception DC 
  10). The mark is in the form of a runic  letters “TWSK,” and 
  indicates the mouth of the submerged passage. When Tiawask 
  discovered the exit from the serpentfolk lair, she left the mark 
  in case Jharun (or any other explorer in trouble) found himself 
  trapped here, and the serpentfolk haven’t noticed it yet.
  The door leading north out of this room is locked (Disable 
  Device DC 30). Only Uzar-Kus has the key.
  Creatures: Most of the time, a trio of serpentfolk lounge 
  in this room. The PCs can catch the serpentfolk by surprise 
  if they succeed at Stealth checks opposed by the serpentfolk’s 
  Perception checks (at a –5 penalty for being half-asleep).
  SERPENTFOLK (3) 
  CR 4
  XP 1,200 each
  hp 42 each (Pathfinder RPG Bestiary 2 242)
  Treasure: One serpentfolk carries a belt pouch containing 
  60 gp and two orange jacinths, each worth 200 gp. In 
  addition, Uzar-Kus discarded Ziszkaa’s belongings in a 
  damp sack in the northeast corner of this room. Inside are 
  a jade holy symbol of Ydersius, a bag of spell components, a 
  wand of cure moderate wounds (50 charges), and a scroll of flame 
  
  UZAR-KUS
  84
  strike. A second piece of parchment in the scroll tube holds 
  an Emerald Spire level sigil for Level 10. Its label reads “the 
  tenth level” in Draconic.
  H9. Temple of the Serpent (CR 9)
  This vast chamber glows with green light that seems to emanate 
  from the stone itself. Along both sides of the chamber are emerald 
  pools, above which loom gigantic serpent statues, their fanged 
  maws pouring rivulets of green liquid into the pools below. On the 
  far end is a glorious serpent statue plated with green metal scales, 
  reaching nearly to the high ceiling. This statue is missing its fangs. 
  In the center of its body is a glowing green emerald the size of a 
  fist, held in place by brackets of dark metal.
  This chamber is the grand temple to Ydersius on this level 
  of the dungeon. The serpentfolk come here to pay homage to 
  their foul serpent god and to receive their orders from Uzar-
  Kus, who spends most of his time here.
  The serpent statue at the end of the hall is the subject of an 
  unhallow spell that grants all worshipers of Ydersius in the room 
  the effects of a bless spell (this isn’t factored into Uzar-Kus’s 
  statistics). This spell also increases the DC to resist Ziszkaa’s 
  channeled negative energy by 4 if he joins this battle.
  Creature: Uzar-Kus resides in this chamber, paying homage 
  to the giant serpent statue. He is alerted as soon as the golden 
  doors open. He waits for the PCs to come to him, hoping that 
  the acid-spitting serpent traps will slow them down. 
  UZAR-KUS 
  CR 8
  XP 4,800
  Male serpentfolk sorcerer 6 
  CE Medium monstrous humanoid 
  Init +11; Senses darkvision 60 ft., scent; Perception +16
  DEFENSE
  AC 24, touch 17, flat-footed 17 (+4 armor, +7 Dex, +3 natural)
  hp 109 (11 HD; 5d10+6d6+61)
  Fort +9, Ref +13, Will +11
  Immune harmful vapors and gases, mind-affecting effects, 
  paralysis, poison; SR 20
  OFFENSE
  Speed 30 ft.
  Melee +2 dagger +17/+12 (1d4+2/19–20), 2 bites +10 (1d6 plus 
  poison) or
  2 bites +15 (1d6 plus poison)
  Special Attacks long limbs (+5 ft.), two-headed
  Spell-Like Abilities (CL 4th; concentration +10)
  At will—disguise self (humanoid form only, DC 17), ventriloquism
  1/day—blur, dominate person (DC 21), major image, mirror 
  image, suggestion (DC 19)
  Bloodline Spell-Like Abilities (CL 6th; concentration +12)
  9/day—acidic ray (1d6+3 acid)
  Sorcerer Spells Known (CL 6th; concentration +12)
  3rd (4/day)—fireball (DC 19)
  2nd (7/day)—invisibility, see invisibility, summon monster II
  1st (8/day)—charm person (DC 17), enlarge person, mage 
  armor, magic missile, ray of enfeeblement (DC 17)
  0 (at will)—acid splash, detect magic, ghost sound (DC 16), 
  light, mage hand, resistance, touch of fatigue (DC 16)
  Bloodline aberrant
  TACTICS
  Before Combat Uzar-Kus casts mage armor on himself.
  During Combat Uzar-Kus casts mirror image and dominate 
  person, then casts fireball as many times as he can before 
  he’s forced into melee. Once in melee, he continues casting 
  spells while biting with his second head.
  Morale Uzar-Kus fights to the death to protect the temple.
  STATISTICS
  Str 11, Dex 24, Con 18, Int 16, Wis 14, Cha 22
  Base Atk +8; CMB +8; CMD 25
  
  85
  Level 8: The Circle of Vissk-Thar
  The Emerald Spire Superdungeon
  Feats Combat Casting, Eschew Materials, Great Fortitude, Improved 
  Initiative, Still Spell, Toughness, Weapon Finesse
  Skills Acrobatics +17, Disguise +11, Escape Artist +20, 
  Knowledge (arcana) +17, Perception +16, Sense Motive +7, 
  Spellcraft +17, Use Magic Device +20
  Languages Aklo, Common, Draconic, Undercommon; 
  telepathy 100 ft.
  SQ bloodline arcana (+50% duration on polymorphs)
  Gear +2 dagger, necklace of adaptation, jade holy symbol of 
  Ydersius, key to area H11, 25 pp, topazes (5, worth 50 gp each)
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 
  6 rounds; effect 1d2 Str; cure 2 saves.
  Two-Headed (Ex) Uzar-Kus hatched with two heads. On any 
  round in which he casts a spell or uses a spell-like ability, 
  he can make one bite attack as part of the action to cast 
  the spell. If he casts a spell using Still Spell, he can make 
  his dagger attack and one bite attack, but doing so is a full-
  round action, regardless of the time it would normally take 
  to cast the spell. Uzar-Kus is immune to any effect focused 
  on the head that would incapacitate him, such as blindness/
  deafness, unless that effect targets both heads.
  Traps: The serpent statues on either side of the room are 
  a danger to any non-serpentfolk that passes in front of them. 
  Each statue can discharge a gob of acid when a non-serpentfolk 
  is directly in front of it. Only one statue fires per round.
  ACID-SPITTING SERPENT TRAPS (4) 
  CR 3
  XP 800 each
  Type magic; Perception DC 27; Disable Device DC 27
  EFFECTS
  Trigger proximity (glyph of warding); Reset automatic (1 hour)
  Effect spell effect (acid arrow, +10 ranged touch, 2d4 acid damage)
  Treasure: The serpent statue contains a large emerald 
  gemstone worth 5,000 gp, but removing it is no simple task. 
  It is firmly held inside the statue and cannot be removed. It is 
  also 25 feet off the ground, making it difficult to reach.
  The statue is missing its fangs. If these fangs are replaced, 
  the adamantine brackets holding the gem in place retract, 
  allowing it to be removed. One of these fangs is located in area 
  H10, while the other is on Level 7 of the dungeon, in area G9.
  Quest: When they find the giant gemstone, the PCs gain 
  the Green Gem quest. 
  Story Award: When they collect the gem, the PCs also gain 
  1,500 XP for completing the quest.
  H10. Hatchery (CR 6)
  This entire chamber is bathed in a green radiance emanating from 
  the Emerald Spire that pierces the room. Carved into the wall 
  around this pillar are large nests holding pearly eggs.
  This is the hatchery for the Circle of Vissk-Thar. Currently, 
  14 eggs incubate in this chamber. Uzar-Kus hopes that the 
  energy from the Emerald Spire will infuse more of his clan 
  with strange powers similar to his own.
  Creature: The Circle has placed a large, aggressive snake in 
  this room to attack any non-serpentfolk who enters the room.
  FIENDISH EMPEROR COBRA 
  CR 6
  XP 2,400 
  hp 51 (Pathfinder RPG Bestiary 2 252, 292)
  Treasure: In the one of the nests is a thick gold chain 
  worth 200 gp. Dangling from this chain is a stone fang, one 
  of the keys to releasing the emerald in area H9.
  H11. Passage to the Darklands (CR 6)
  The doors leading to this room are locked (Disable Device 
  DC 30). Only Uzar-Kus has a key.
  In the back wall of this chamber, a natural cavern corridor descends 
  into darkness. A cold wind rises from it, carrying a foul stench.
  This chamber was the first one built by the serpentfolk 
  when they emerged from the Darklands. The passageway 
  winds down for miles until it reaches the Darklands near 
  Harrowspire. One hidden passageway (Perception DC 28) far 
  below returns to the Emerald Spire, connecting to Level 13.
  The serpentfolk have concealed the entrance with an illusory 
  wall (Will DC 16 if interacted with) 30 feet down. The wall is 
  transparent from the interior, but to any creature approaching 
  from below, it seems that the tunnel ends in a cave-in.
  Descent to the Next Level
  If the PCs resist the mass suggestion effect on the trapped idol 
  in area H1, continuing to Level 9 is as simple as crossing the 
  landing and continuing down the stairs. The stairs become 
  shallow steps that descend more than 250 feet.
  About 50 feet below area H1, the missing wizard Tiawask left 
  a message. It triggers when a humanoid creature that is neither 
  a serpentfolk nor accompanied by a construct approaches.
  A short distance down the stairs, the wall ripples and takes on the 
  shape of a human mouth about a foot across. In a feminine voice, 
  it whispers, “I, Tiawask, a mage of the Goldenfire Order, leave 
  this message for any who are exploring the Spire. I escaped from 
  Klarkosh and the serpentfolk, but am continuing my descent in the 
  hopes that I will find a way out somewhere below. If you have come 
  this far, I beg you to help me escape. You shall be richly rewarded.”
  Its message finished, the magic mouth fades from view.
  Story Award: The PCs gain 1,500 XP for exploring all or 
  most of this level. If they have the Sage’s Expedition quest, 
  they also gain 2,500 gp.
  
  1 SQUARE = 5 FEET
  I1
  I2
  I4
  I5
  I7
  I8
  I9
  I10
  I15
  I16
  I12
  I11
  I13
  I6
  I14
  T
  T
  T
  T
  B
  B
  B
  B
  B
  B
  T
  T
  I3
  LEVEL 9: THE SPIRE AXIS
  
  87
  LEVEL 9
  The Spire Axis
  By Tim Hitchcock
  Nhur Athemon created the Axis as a focusing chamber for the Spire’s arcane power. Here he created the first Spire transport 
  tokens and Spire-powered constructs, and began trying to turn the Spire into an arcane weapon. The concentration of 
  magical energies from the Axis was conspicuous, so Nhur Athemon devised numerous wards to conceal its location.
  The exiled mage’s efforts were unsuccessful. A few years after he began his delving in the Spire, the Azlanti authorities 
  divined his presence and dispatched a powerful strike force, the Knights of the Ioun Star, to deal with him. The knights 
  destroyed Nhur Athemon’s workshop on this level before continuing farther into the Spire’s depths. The Axis was abandoned 
  until a power-hungry barbed devil known as the Mistress of Thorns arrived centuries later, hoping to uncover Nhur 
  Athemon’s secrets. She has since subverted a tribe of morlocks to aid her.
  I
  n her studies of the Spire, the Mistress of Thorns removed 
  Nhur Athemon’s surviving wards, allowing energies to 
  seep from the Spire as bait for planar beings she wanted 
  to capture. These energies attracted a morlock oracle, too—
  the chieftain Groshen Urk. Groshen led his tribe of warriors 
  to the Axis and tried to overpower the Mistress of Thorns. 
  During the battle, Groshen Urk was knocked into the Spire 
  while holding many Spire transport tokens, and disappeared. His 
  tribe promptly rushed the Mistress of Thorns. Feigning defeat, 
  the devil convinced the morlocks that Groshen Urk had been 
  transported into the stone, and promised to free him.
  The Mistress has slowly subverted the morlocks with vague 
  promises and sly advice. She has convinced them that the best 
  way to free Groshen Urk is to hunt and capture planar beings 
  or creatures of magical power for her to “examine” in order to 
  unlock the supernatural means to free the oracle from the Spire. 
  In actuality, the Mistress of Thorns knows what happened to 
  the oracle, but is powerless to undo what has occurred.
  
  88
  I1. Entering the Axis
  At the foot of the stairs, the passage leads off into a strangely 
  angled foyer. Most of the walls have been reduced to rubble. One 
  of walls connects to a small corridor, but the passage ends in a 
  collapse after a few feet. In the southern wall of rubble, a small 
  dark hole in the rock is the room’s only exit.
  The collapsed passage once served as the primary entranceway 
  into this level’s inner chambers. Currently, it’s sealed off by a 
  huge pile of collapsed rubble. It’s possible to dig through, but 
  this takes several hours and creates enough noise to attract the 
  attention of the morlocks in area I2. The exit to the south is 
  narrow; a Medium creature must squeeze through.
  Anyone inspecting the collapsed areas who succeeds at a 
  DC 12 Knowledge (dungeoneering) check determines that all 
  of the damage was caused deliberately by work with picks 
  and mattocks, but the standing walls, floor, and ceiling of the 
  passage remain stable. The blockage is about 10 feet thick.
  I2. The Broken Chamber (CR 6)
  The passage opens into a severely damaged chamber. Rubble torn 
  from the excavated walls lies everywhere. Across the room stand 
  the remains of a dividing wall now torn down to its foundation. 
  The far wall is piled with slabs of broken stone. In a few places, 
  badly damaged remains of ancient glyphs can still be seen.
  The glyphs are the last remaining traces of the wards once 
  hiding the location of this level. What’s left is scattered and 
  illegible, but a successful DC 28 Linguistics check reveals 
  their Azlanti origin, and suggests their purpose was to mask 
  the existence of potent magic. 
  Anyone searching the rubble along the west wall can 
  attempt a DC 15 Perception check to find the concealed 
  entrance to the passage leading to area I4.
   The passage leading to the west eventually arrives at 
  another dead end. Allow anyone entering the passage to 
  attempt a DC 5 Perception check to spot the outline of 
  a secret door. The poor concealment of the secret door is 
  deliberate, and intended to lure trespassers into area I3. The 
  door is locked with a good lock.
  Creatures: Unless the PCs previously drew attention to 
  themselves, a patrol of morlock guards wards this chamber. 
  If alerted to the presence of interlopers, the morlocks hide 
  and wait to see if the PCs trigger the trap in area I3. If this 
  happens, they rush in from behind and try to ambush the 
  PCs. If not, they make a quick strike upon the PCs and then 
  flee, trying to trick the PCs into pursuing them into the 
  area I4.
  MORLOCKS (4) 
  CR 2
  XP 600 each
  hp 22 each (Pathfinder RPG Bestiary 209)
  I3. Repository (CR 3)
  Vandals have not defaced this tiny, cramped room. The walls are 
  painted in gold leaf. In the center of the room lies a heap of 
  coins from which poke other glittering prizes including a chalice, 
  jewelry, gemstones, and a sword with a jeweled hilt. 
  While the room appears to have once been a treasure 
  repository, the current hoard is only bait, sitting on a covered 
  pit trap that takes up the entire floor of the room. If more 
  than one person enters this area, the trap is triggered.
  Trap: The trap consists of a camouflaged pit trap fitted with 
  barbs that are extremely difficult to remove from the target’s 
  skin. On a critical hit, the barb sets in the victim’s flesh and the 
  victim becomes entangled. Safely removing a barbed skewer 
  requires a successful DC 15 Heal check and deals 1d4 points 
  of damage. One can rip free from a skewer with a successful 
  DC 20 Strength check, taking 2d6 points of damage.
  MORLOCK TRAP  
  CR 3
  XP 800
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 10-ft.-deep pit (1d6 falling damage); barbed skewers (Atk 
  +15 melee, 1d4 barbed skewers per target, 1d4+2 damage per 
  skewer plus entangled on a critical hit); Reflex DC 20 avoids; 
  multiple targets (all targets in a 10-ft.-square area)
  Treasure: A successful DC 15 Appraise check reveals that 
  less than half of the loot is real, and the rest consists of 
  FEATURES OF THE LEVEL
  Morlocks have vandalized this 
  level’s outer passages, leaving 
  little of its original decor. Unless 
  otherwise noted, areas in this 
  level share the following features.
  Alarms: As a primitive alarm 
  system, the morlocks mark many 
  of the passages with their bodily 
  waste to provoke intruders into 
  giving off loud, disgusted reactions.
  Crawl spaces: The morlocks have collapsed several of the 
  dungeon’s main passages and burrowed out cramped 3-foot-
  diameter crawl spaces to bypass the blockages. Medium 
  characters must squeeze to use these passages.
  Illumination: The morlocks have no need for light and 
  therefore keep all passages pitch black.
  
  89
  Level 9: The Spire Axis
  The Emerald Spire Superdungeon
  copper coins covered in gold leaf. Still, a character who sifts 
  through the hoard recovers 1,000 gp in assorted coins, 15 
  pieces of quartzite and similar low-quality gemstones worth 
  10 gp apiece, six pieces of jewelry worth 150 gp each, and a 
  bejeweled masterwork longsword worth 750 gp.
  Development: If the trap triggers, or the PCs make no 
  effort to keep silent, their activities immediately alert the 
  morlocks in area I2. The morlocks use stealth to creep up 
  through the hole in the corner and see what’s happened in 
  here without drawing attention to themselves.
  I4. The Rib Cage (CR 5)
  A crude passage dug from the earth winds through the darkness. 
  Side tunnels lead into the darkness every few feet.
  Upon entering this passage, the PCs are assaulted by the 
  overwhelming stench of urine and feces. The morlocks 
  have badly soiled the entranceway to distract and provoke 
  intruders. The vile substances have been smeared throughout 
  the northernmost 10 feet of the passage. Any character 
  moving through the passage must succeed at a DC 10 
  Fortitude save or become sickened for 1d4 rounds. Characters 
  who make a good deal of noise here alert any morlocks in 
  areas I2 and I5 that there are intruders in the level.
  Traps: The morlocks call this passage the Rib Cage, 
  since they have dug a series of short, narrow crawlspaces 
  that branch off from the main corridor. Each side passage 
  hides a ballista-like device fitted with a barbed javelin. 
  Carefully concealed tripwires run across the passageway, 
  each connecting to the firing mechanisms of two ballistae 
  opposite one another. Anyone who strikes a tripwire triggers 
  a trap. The javelins set into the target’s flesh in the same way 
  as the barbs described in area I3.
  If the morlocks from area I3 lured the PCs here, they 
  speed through, jumping over the tripwires and trying to lure 
  the PCs into triggering the javelin traps.
  MORLOCK JAVELIN TRAPS (3) 
  CR 2
  XP 600 each
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +10/+10 ranged (barbed javelins; 1d6+6 plus 
  entangled on a critical hit)
  I5. Bunker (CR 8)
  The northern section of this large hall remains intact, but the 
  walls along the side have collapsed inward, creating a bottle-
  shaped cavern. At the narrowest point stands a wooden door. 
  The room is divided by a waist-high pile of rock and debris 
  running from east to west. 
  The waist-high pile of rock that divides the room is hollowed 
  out and used by the morlocks as a bunker. Within it lies the 
  secret entrance to a crawlway leading into the passages to the 
  west. Anyone searching through the bunker who succeeds at a 
  DC 18 Perception check notices the entrance to the crawlway.
  The door at the south side of the chamber is wedged shut, 
  but unlocked. Beyond, a passage leads to another dead end.
  Creatures: A patrol of morlocks guards this chamber, 
  hiding within the bunkers until the opportunity arises 
  for the morlocks to strike. Should intruders enter these 
  chambers, the morlocks attempt to get them to pass through 
  the far door and into the dead end passage beyond where the 
  morlocks can ambush them from behind at close quarters.
  MORLOCKS (6) 
  CR 2
  XP 600 each
  hp 15 each (Pathfinder RPG Bestiary 209)
  MORLOCK CREEPER 
  CR 4
  XP 1,200
  Morlock rogue 3 (Pathfinder RPG Bestiary 209)
  CE Medium monstrous humanoid 
  Init +10; Senses darkvision 120 ft., scent; Perception +9
  DEFENSE
  AC 17, touch 16, flat-footed 11 (+6 Dex, +1 natural)
  hp 50 (6 HD; 3d10+3d8+21)
  Fort +5, Ref +14, Will +6
  Defensive Abilities evasion, trap sense +1; Immune disease, poison
  Weaknesses light blindness
  OFFENSE
  Speed 40 ft., climb 30 ft.
  Melee mwk club +12 (1d6+3), bite +6 (1d4+1) or
  heavy pick +8 (1d6+3/×4)
  Special Attacks leap attack, sneak attack +3d6, swarming
  TACTICS
  Before Combat The morlock hides until it can sneak attack.
  During Combat At the morlock creeper’s command, it and the 
  other morlocks strike and fall back constantly, trying to draw 
  targets into traps or vulnerable positions. If it’s not fighting in 
  darkness, a creeper uses an oil of darkness.
  Morale If reduced to 10 hit points or fewer, the creeper breaks 
  from combat and flees to seek the aid of the nearest ally.
  STATISTICS
  Str 16, Dex 23, Con 17, Int 9, Wis 14, Cha 4
  Base Atk +5; CMB +8; CMD 24
  Feats Blind-Fight, Improved Initiative, Lightning Reflexes, 
  Weapon Finesse
  Skills Acrobatics +23 (+27 when jumping), Climb +34, Disable 
  Device +13, Perception +9, Sleight of Hand +15, Stealth +15 
  (+19 in caverns)
  Languages Undercommon
  SQ expert climber, rogue talents (finesse rogue), trapfinding +1
  Combat Gear oil of darkness; Other Gear heavy pick, mwk club
  
  MORLOCK CREEPER
  90
  I6. The Decapitators (CR 5)
  The crawl space from I5 ends here, its exit covered by a crude 
  wooden hatch. The hatch plate is weighted with the bodies of 
  two unconscious morlocks. 
  The crawl space ends in a pile of loose earth and rubble, but 
  directly overhead there is a wooden hatch.
  Lifting the hatch plate requires a successful DC 18 Strength 
  check; doing so might waken the unconscious morlocks.
   Creatures: A pair of morlocks keeps watch over this tunnel. 
  To pass the time, they’ve been eating a vile, toxic paste made 
  from fermented fungal blooms. As a result, both of them are 
  intoxicated (making them sickened) and passed out over the 
  hatch. A PC coming through the hatch must succeed at a DC 
  18 Stealth check to avoid waking them. 
  If woken in their current condition, the morlock guards 
  assume their relief has arrived. Instead of trying to decapitate 
  the first person to climb out of the hole, they make a friendly 
  attempt to sucker-punch the intruder instead (an unarmed 
  attack with a +5 attack bonus that deals 1d3+2 points of 
  nonlethal bludgeoning damage). They quickly realize their 
  mistake, and use the decapitator on the following round.
  Characters attacked while climbing up through the hatch 
  are considered flat-footed.
  INTOXICATED MORLOCKS (2) 
  CR 1
  XP 400 each
  hp 15 each (Pathfinder RPG Bestiary 209)
  Special The morlocks are sickened, and so take a –2 penalty on all 
  attack rolls, weapon damage rolls, saving throws, skill checks, 
  and ability checks. This lowers their CR by 1 for this encounter.
  Trap: The morlocks have installed a vicious, spring-loaded 
  blade trap that is triggered by yanking a release lever.
  DECAPITATOR TRAP 
  CR 4
  XP 1,200
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger manual (standard action); Reset manual (standard action)
  Effect Atk +20 melee (2d4+6/×4); multiple targets (all targets 
  in a 5-ft.-by-10-ft. area)
  I7. Safe Room
  This heavy stone door was once adorned with carvings, but it has 
  been vandalized to the point that its ancient runes are illegible. 
  The door is wedged shut, but unlocked. The morlocks can 
  use this area to hide from PCs, either to plot ambushes or to 
  heal wounds.
  Treasure: Anyone who succeeds at a DC 12 Perception 
  check while searching this room uncovers a half-buried 
  stash containing a masterwork healer’s kit, grain alcohol 
  (three bottles worth 3 cp each), and a jar of restorative ointment. 
  I8. Common Room (CR 7)
  This large, square room appears to have been a receiving room. 
  Its ceiling extends upward in a high arch, from which 
  dangle the remains of four candelabras on long 
  chains. Great chunks of the floor have been torn 
  free, leaving three gaping pits. Crudely skinned 
  pelts lie in small piles strewn about the room.
  The morlocks use this area as a 
  common room. When not patrolling 
  other rooms, they come here to 
  rest, eat, argue, and do whatever 
  other awful things morlocks do. 
  The smallest pit is filled with stagnant 
  water, which the morlocks collect from 
  throughout the dungeon and store here. 
  The adjacent pit contains some sort of 
  charred, fleshy mass. The ceiling above that 
  pit is coated with greasy black stains, 
  suggesting the morlocks used this pit 
  to cook or burn things.
  
  91
  Level 9: The Spire Axis
  The Emerald Spire Superdungeon
  The largest pit is filled with miscellaneous refuse, mostly 
  the remains of the morlocks’ meals and whatever they were 
  carrying that they didn’t use to bait their traps. Most of the 
  organic matter has rotted into a fetid pool of sludge about 
  4 feet deep. Anyone coming into contact with the sludge is 
  exposed to filth fever.
  Creatures: This room is occupied by six adult morlocks 
  and four children. As soon as combat starts, the children 
  run for shelter by climbing the walls while the adults attack.
  MORLOCKS (6) 
  CR 2
  XP 600 each
  hp 15 each (Pathfinder RPG Bestiary 209)
  Treasure: A successful DC 20 Perception check made to 
  search the contents of the fetid pit reveals a human skull 
  with a false eye made from an aquamarine worth 500 gp.
  Development: While the PCs can attempt to take hostages, 
  the morlocks don’t understand the concept of bartering for 
  lives. If the PCs butcher the young morlocks, any remaining 
  morlocks who find out about it become infuriated and gain a 
  +1 circumstance bonus on the damage rolls of any successful 
  attacks against the PCs. If the PCs do not make an effort to 
  restrain them, the children flee on their own to find Anuuk-
  Tog (see area I15) and warn him of the intruders.
  I9. Alcove
  In the center of this alcove stand the vandalized remains of what is 
  barely recognizable as a statue of bird-headed being with serpents 
  for legs. Long, bronze tubes line an alcove behind the statue. 
  With a successful DC 20 Knowledge (planes or religion) 
  check, a PC recognizes the statue once depicted the demon lord 
  Abraxas. The corridor exiting to the north and east is blocked by 
  a collapse. A PC who succeeds at a DC 14 Perception check while 
  searching the area uncovers a secret tunnel leading into area I10.
  I10. Passing Chamber (CR 2)
  The passage ascends into a dark antechamber covered with 
  plates of brass and porcelain. Its tiled walls have been bashed 
  to splinters and smeared with filth. Most of the rubble has been 
  pushed up along the north wall in small piles. To the west lie the 
  shattered remains of a smaller side room, its walls broken to the 
  foundation. Along the east wall, a wooden door hangs half open.
  A successful DC 18 Perception check made while searching 
  the rubble on the north wall reveals a secret tunnel leading 
  into area I15.
  Creatures: A lone morlock stands watch over this room, 
  but she has dozed off. PCs entering the room stealthily may 
  attempt a DC 16 Stealth check to avoid waking her.
  MORLOCK 
  CR 2
  XP 600
  hp 15 (Pathfinder RPG Bestiary 209)
  I11. Tribute Corridor
  This short passage leads to a closed door. The walkway is littered 
  with piles of stone bowls, skulls, crudely carved idols, and large 
  chunks of quartzite, hematite, and other semi-precious minerals. 
  A yellowish light leaks from the crack at the bottom of the door. 
  The door is locked with arcane lock (CL 12th), and warded 
  with a magic mouth spell. If anyone attempts to take the 
  treasure, the mouth activates and speaks in Infernal: “Take 
  what you wish, but know this—whatever you carry away from 
  this place, you will pay for tenfold.”
  Treasure: The pile is tribute for the creature living within 
  area I12. While the bulk of the material is of little value, 
  there is a bronzed skull of a naunet protean (worth 500 gp), 
  a 1-pound chunk of hematite worth 100 gp, and 23 assorted 
  semi-precious gemstones worth 50 gp each.
  I12. Chamber of Truths
  Coal-filled braziers illuminate this room with a dull yellow light. 
  Its walls are lined with great iron cages. Some are empty, while 
  others hold the skeletal or desiccated remains of a fantastic 
  array of supernatural beings. The corpses hang from rusty 
  manacles and have great iron skewers piercing their bodies.
  This is the Mistress of Thorns’ chamber of truths. Here 
  she performs her torturous interrogations of any prisoners 
  that fall into her talons. A table toward the rear section of the 
  room holds a collection of small clay bowls filled with blood, 
  gobbets of flesh, flensed bones, and other grisly evidence of 
  what happens in this chamber.
  The door in the east wall of the chamber is locked with a 
  masterwork lock. The passage behind it leads only to a dead 
  end where the wall has collapsed.
  Creature: Though most of the creatures caged here are 
  dead, one clings precariously to life—the bastard son of the 
  demigod Ragathiel whom the Mistress of Thorns has been 
  interrogating in hopes of finding a weakness to topple his 
  father. The creature identifies himself as Jherao. He is badly 
  injured and currently has only 8 hp remaining, but possesses 
  enough vitality to plead for his life. If healed, Jherao can 
  easily be persuaded to fight against his former captor. The 
  PCs get no XP for defeating Jherao in his current state.
  JHERAO 
  CR —
  XP 4,800
  N male nephilim (Pathfinder RPG Bestiary 3 200)
  hp 8
  
  MISTRESS OF THORNS
  92
  Treasure: In one of the cages hangs what at first appears 
  to be the skin of a morlock. On closer inspection, the flesh 
  has been stitched into a gruesome suit of morlock hide 
  (Pathfinder RPG Ultimate Equipment 128).
  I13. Axis Chamber (CR 11)
  This chamber has been extensively excavated into a giant, 
  amorphously shaped cavern.
  The Emerald Spire runs through the center of this 
  chamber. Numerous holes scar its surface, 
  spiraling about the entire column. The damage 
  appears superficial—no more than an inch or 
  two deep in the surface—but a stronger glow 
  from within the pillar leaks through the holes 
  and cracks, casting emerald-colored beams 
  about the room. Several of the holes appear to 
  have been recently patched with brighter chips 
  of emerald crystal.
  Dozens of small chips of the Spire 
  have been removed at this level 
  for use in magical devices, but the 
  column remains quite sound. If 
  the PCs have any Spire transport 
  tokens, they can easily infer that 
  their tokens were probably removed 
  from this part of the Spire, and that the 
  crystal chips used to patch holes in the 
  Spire might be tokens that have been returned.
  Creature: The barbed devil called the Mistress of Thorns 
  lurks within this chamber, attempting to crack the mysteries 
  of the Spire. On her person, she keeps a disturbingly detailed 
  journal of the secrets she’s extracted from captives. If she 
  spots intruders, she congratulates them on finding her: “Ah, 
  this is an interesting development! Few humans manage to 
  find their way to this place. You must be heroes to reckon 
  with! Well, I certainly have no quarrel with you. In fact, I 
  hope we might help each other.”
  The Mistress wants to collect as many Spire transport 
  tokens as she can, believing that when she restores most 
  of the Spire’s missing pieces she will gain control over 
  the entire device. She offers to trade her Western Star ioun 
  stone for tokens, or to trade the level sigils for deeper Spire 
  levels—she has learned all of them from Levels 2 through 
  13. Some possible responses to the PCs’ questions include 
  the following.
  Who are you? “I am called the Mistress of Thorns.”
  You’re a devil! “So I am. However, that does not mean I 
  cannot be of use to you.”
  How can we help each other? “I am collecting these small 
  tokens. If you have any, I would gladly trade with you. I 
  know the secret sigils of the deeper levels, and can send you 
  anywhere you wish to go in the Spire. Or I may have other 
  baubles that would interest you.”
  Why do you want the tokens? “I promised the morlocks I 
  would rescue their chieftain. He is imprisoned in the Spire. 
  I gave my word, and I am bound by it.”
  We don’t want to give you our tokens. “That is disappointing. 
  If you reconsider, I will happily reward you for any tokens you 
  bring me.”
  If the PCs deny her, the Mistress of Thorns becomes 
  suspicious that they have learned her secrets, and 
  plots to kill them. If she can, she avoids 
  combat and allows the PCs to leave, after 
  which she teleports herself to area I16 to set 
  an ambush for them. If forced into combat 
  in the Spire room, she gleefully engages with 
  the PCs, knowing she is more than a match 
  for any but the most powerful heroes.
  MISTRESS OF THORNS 
  CR 11
  Female barbed devil
  XP 12,800
  hp 138 (Pathfinder RPG Bestiary 72)
  Treasure: The Mistress has two 
  Spire transport tokens that she has 
  not yet restored to the Spire. She 
  also possesses an ancient ioun stone 
  of unusual design—a Western Star ioun 
  stone (see page 67).
  I14. The Mad Guardian (CR 7)
  From this simple, square room, a long passage leads north until it 
  is blocked by rubble. There is a door in the western wall. 
  A previous denizen of the Axis level created a pair of flesh 
  golem servants. When the Mistress of Thorns first arrived, 
  she destroyed one of them. The second went berserk, forcing 
  her to spend all of her efforts to seal it up in this room. The 
  Mistress of Thorns never bothered to destroy the golem, but 
  instead keeps it here until she comes up with a use for it. It 
  slams itself furiously against the door, determined to free 
  itself from the chamber. 
  Creature: Should anyone enter the chamber, including 
  the Mistress or any of the morlocks, the berserk golem 
  immediately rushes to attack the nearest target. If set free, 
  the berserk construct rushes through the passages, attacking 
  any living creatures it encounters. The flesh golem is always 
  berserk at the start of combat.
  FLESH GOLEM 
  CR 7
  XP 3,200
  hp 79 (Pathfinder RPG Bestiary 160)
  
  93
  Level 9: The Spire Axis
  The Emerald Spire Superdungeon
  I15. The Warrior (CR 9)
  If the PCs enter this room using the crawlway, they arrive 
  through a concealed hatch in the floor. The hatch is not 
  weighted, but unless the PCs first succeed at a DC 25 Stealth 
  check, moving the hatch alerts the room’s occupants.
  This room retains its original shape, though the walls are covered 
  with crude pictographic graffiti depicting humanoids committing 
  obscene and violent acts. Piles of rubble form several makeshift 
  bunkers—a defensive barricade facing a single door set into 
  north wall.
  Creatures: Within this room, the morlock tribe’s greatest 
  warrior commands a pair of guards. If the PCs’ Stealth checks 
  exceeded the morlocks’ Perception checks, this commander 
  (named Anuuk-Tog) is berating two of his minions in 
  Undercommon. His shouting can easily be heard by anyone 
  approaching the hatch.
  If any of the morlocks beat the PCs’ Stealth checks, the 
  whole group hides behind the rubble barricades. As soon 
  as Anuuk-Tog sees intruders enter the room, he flies into a 
  rage and attacks. If they’re hidden from their enemies, the 
  other morlocks wait briefly before coming out of hiding, so 
  they can move into positions where they can flank with their 
  frenzied leader.
  MORLOCKS (2) 
  CR 2
  XP 600 each
  hp 15 each (Pathfinder RPG Bestiary 209)
  ANUUK-TOG 
  CR 8
  XP 4,800
  Male morlock barbarian 6 (Pathfinder RPG Bestiary 209)
  CE Medium monstrous humanoid 
  Init +10; Senses darkvision 120 ft., scent; Perception +10
  DEFENSE
  AC 21, touch 14, flat-footed 15 (+2 armor, +6 Dex, +5 natural, 
  –2 rage)
  hp 120 (9 HD; 3d10+6d12+60)
  Fort +12, Ref +13, Will +9; +3 vs. magic
  Defensive Abilities improved uncanny dodge, trap sense +2, 
  Immune disease, poison
  Weaknesses light blindness
  OFFENSE
  Speed 50 ft., climb 30 ft.
  Melee +1 greatclub +16/+11 (1d10+10), bite +10 (1d4+3)
  Ranged club +15 (1d6+6)
  Special Attacks leap attack, rage (18 rounds/day), rage powers 
  (quick reflexes, strength surge +6, superstition +3), sneak 
  attack +1d6, swarming
  TACTICS
  Before Combat At the first sign of intruders, Anuuk-Tog drinks 
  his potion of barkskin.
  During Combat Anuuk-Tog rages, and furiously charges the 
  nearest opponent.
  Morale Anuuk-Tog fights to the death.
  Base Statistics When not raging, Anuuk-Tog’s statistics are AC 23, 
  touch 16, flat-footed 17; hp 102; Fort +10, Will +7; Melee +1 
  greatclub +14/+9 (1d10+7), bite +8 (1d4+2); Ranged club +15 
  (1d6+4); Str 18, Con 18; CMB +13, CMD 29; Skills Climb +28.
  STATISTICS
  Str 22, Dex 23, Con 22, Int 7, Wis 14, Cha 4
  Base Atk +9; CMB +15 (+17 sunder); CMD 29 (31 vs. sunder)
  Feats Blind-Fight, Improved Initiative, Improved Sunder, 
  Lightning Reflexes, Power Attack
  Skills Acrobatics +20 (+28 when jumping), Climb +30, 
  Perception +10, Stealth +14 (+18 in caverns)
  Languages Undercommon
  SQ fast movement, expert climber
  Combat Gear potion of barkskin (CL 12th), potions of darkness (2); 
  Other Gear +1 greatclub, club, bracers of armor +2
  I16. Final Ambush (CR 7)
  This short, rubble-choked passage ends in front of a door. The 
  rubble mounds lining the passage are chest high.
  The room is designed to ambush intruders. Beyond the 
  door, a filth-smeared landing leads to a steeply sloping 
  natural cavern that descends to Level 10. 
  Trap: The morlocks placed another of their pit traps in the 
  center of the hallway. 
  MORLOCK TRAP  
  CR 3
  XP 800
  See page 88.
  Creatures: A morlock hides behind each of the rubble 
  mounds. These creatures wait until intruders spring the trap 
  or enter the center of the room to attack.
  MORLOCK CREEPERS (2) 
  CR 4
  XP 1,200 each
  hp 50 each (see page 89)
  Development: If the PCs spoke with the Mistress of 
  Thorns in area I13 but declined to give her any Spire transport 
  tokens, she teleports into this room after the previous fight 
  concludes and attacks them when they reach this area.
  Descent to the Next Level
  Beyond the door, stairs descend to a winding natural cavern 
  that descends 1,200 feet over a 2-mile hike to Level 10.
  Story Award: The PCs gain 2,500 XP for exploring all or 
  most of this level. If they have the Sage’s Expedition quest, 
  they also gain 3,000 gp.
  
  1 SQUARE = 5 FEET
  J1
  J2
  J3
  J4
  J5
  J6
  J7
  J8
  J11
  J9
  J10
  J12
  J13
  LEVEL 10: THE MAGMA VAULT
  
  95
  LEVEL 10
  The Magma Vault
  by F. Wesley Schneider
  Chaid DiViri’s first command did not end well. One of the three granddaughters of Severs DiViri, Lictor of the Order 
  of the Nail Hellknights, Chaid was sent to Fort Inevitable after the signifers requested aid from Citadel Enferac and 
  the Order of the Gate—the most mystically adept Hellknight order. When divinations revealed the presence of potent 
  lawfully aligned magic and more mysterious presences deep beneath the strange landmark known as the Emerald Spire, 
  the Hellknights sought to investigate, hoping that some hidden force might cement their dominance in the region. As an 
  expert on dealings with extraplanar entities, Signifer DiViri was sent and quickly organized an expedition into the ruins 
  beneath the Spire.
  C
  haid and her small contingent of Hellknights 
  entered the Emerald Spire, using magic and naked 
  intimidation to bypass many of its guardians. Utilizing 
  the mysteries of the Spire itself, they even emerged multiple 
  times to resupply, replace fallen troops, and file dispatches 
  back to Citadel Enferac. Her final account referenced a scout’s 
  report of a region of melted stone, blistering heat, and planar 
  instability—an underground wilderness she planned to 
  explore forthwith. Chaid DiViri and her soldiers reentered 
  the Emerald Spire soon after, and have not been seen since.
  J1. Threshold
  Gradually the stairs melt and widen until they’re little more than 
  a broken ramp. As the passage descends the temperature rises, 
  carrying with it the clinging, rotten smell of sulfur.
  Carved passages might have once passed through this area, 
  but magma and the presence of elemental beings have reverted 
  it to a wild state. Characters who succeed at a DC 10 Knowledge 
  (dungeoneering) check identify the surrounding stone as 
  
  AOZ
  96
  igneous rock, meaning magma or intense 
  heat recently formed these tunnels.
  J2. Battlefield (CR 2)
  Heavily armored bodies lie 
  strewn across this cavern, their black 
  armor sundered. Brilliantly colored 
  crystals jut out among the corpses.
  The corpses, Hellknights in 
  the service of Chaid DiViri, 
  fell to an ambush of crysmals 
  while defending their camp in area J3. Hellknight 
  armor is easy to recognize, and those who succeed 
  at a DC 15 Knowledge (local) check note the distinctive 
  Order of the Nail armor common at Fort Inevitable. A 
  PC who succeeds at a DC 10 Knowledge (dungeoneering) check 
  recognizes the crystals as crysmals, not natural formations.
  Creatures: Two minutes after the PCs enter, a crysmal with 
  2 hit points emerges from area J4, pursued by a floating sphere 
  bristling with quivering blades and staring with a solitary 
  eyeball—an augur kyton named Aoz, formerly DiViri’s advisor. 
  The kyton’s first objective is to destroy the crysmal. Once it 
  notices the PCs or the PCs engage the crysmal, Aoz backs away 
  and readies an action to flee. If any PCs move to attack it, Aoz 
  retreats to area J6. It wants the PCs’ help, but since it’s unable 
  to speak, it has a difficult time communicating this.
  AOZ	
  CR	2
  XP	2,400
  Augur kyton (Pathfinder RPG Bestiary 3 171)
  hp 19 
  WOUNDED	CRYSMAL	
  CR	1
  XP	400
  hp 2 (Pathfinder RPG Bestiary 2 61)
  Treasure: Signifer DiViri had just begun the latest volume 
  of her expedition chronicle (see page 97), but lost the book in 
  the battle here.
  The scattered gear includes three +1 halberds and three suits 
  of Hellknight plate (Pathfinder Campaign Setting: The Inner Sea 
  World Guide 290). Scavenging characters can piece together 
  one additional suit. Red gems are fused with the crystals—
  once the eyes and weird organs of crysmals. Breaking the 
  crystals (hardness 2, 5 hit points) frees 2d8 chipped carnelians 
  worth 25 gp each; using sonic energy to shatter the crystals 
  free preserves their full worth at 50 gp apiece.
  Quest: Finding DiViri’s journal gives the PCs the DiViri’s 
  Fate quest.
  J3. Hellknight Encampment
  Supply packs and bedrolls lie 
  strewn between rocky protrusions. 
  Scattered cooking implements 
  surround a vent near the rear 
  of the chamber, which hisses a 
  thin line of steam.
  The Hellknights made camp 
  here for a time. They left much 
  of their gear and only a few 
  guards (the bodies in area J2) 
  while the others explored.
  A PC who succeeds at a DC 18 
  Perception check finds the majority 
  of the Hellknights’ belongings (see 
  Treasure, below), but the soldiers’ 
  packs are much more obvious (see 
  Trap, below). With a successful DC 20 Perception check, a 
  PC notices a series of scratches in the dark rock, including a 
  series of tallies, the phrase “Dreaming of Droncy” in an arrow 
  pointing toward a bedroll, and a crude drawing depicting an 
  armored figure next to a floating sunburst with an eye at the 
  center (Signifer DiViri and Aoz).
  The steam vent hissing in the northwest corner damages 
  creatures only if they try to cover it with bare flesh (dealing 1 
  point of damage per round of exposure).
  Trap: The larger Hellknight group piled their packs in a 
  precise pyramid before departing. To alert the guards left 
  behind, DiViri affixed a stone of alarm to the top pack. The 
  stone is inside the pack and not noticeable from the exterior. 
  Being inside the pack muffles the alarm, though it is still 
  audible in area J2. The noise doesn’t bother most of the level’s 
  denizens, but if the stone remains active for 3 or more rounds, 
  a caustic stalker from area J5 seeps through the nearby rock, 
  emerges from the steam vent, and attacks.
  Treasure: The Hellknights’ scattered gear is worth 17 gp 
  in total.
  DEADLY HEAT EFFECTS
  Volcanic 
  effects 
  exacerbate 
  the dangers within this level, 
  most commonly magma, high 
  temperatures, and boiling water. 
  Despite the magma in the area, 
  the power of the Emerald Spire 
  keeps the caverns’ temperature 
  around 100° F. Keep page 444 
  of the Pathfinder RPG Core 
  Rulebook handy for additional 
  details on heat dangers and lava effects.
  Ceilings: Most ceilings are 20 feet high.
  
  97
  Level 1O: The Magma Vault
  The Emerald Spire Superdungeon
  J4. Crysmal Cavern
  Pale white and gray crystals cover this room in tightly packed 
  formations, clustering in corners and around a central pillar.
  Now-dead crysmals once dwelled in this room. A successful 
  DC 24 Knowledge (planes) check reveals that the crystals here 
  are only the crysmals’ shiny waste—fragile and worthless.
  J5. Caustic Crossing (CR 10)
  A rotten smell from deep within the earth fills this wide cavern, 
  rumbling through fissures and bubbling up from a river of magma 
  coursing through the cave. A stony formation at the cave’s center 
  forms an arching bridge over the fiery current.
  The gas that endlessly seeps into this room smells 
  disgusting, but is only dangerous to those who spend more 
  than an hour here. Treat those who do as being affected 
  by burnt othur fumes (Pathfinder RPG Core Rulebook 558). 
  Characters who linger receive another dose every hour. 
  A character who succeeds at a DC 16 Perception check notices 
  collected clouds of gas swirling near the ceiling.
  Anyone who examines the bridge over the magma flow 
  discovers it’s cracked in numerous places. A successful DC 
  16 Knowledge (dungeoneering) or Knowledge (engineering) 
  check suggests that it’s probably safe to cross. The six most 
  central squares are the weakest, and together have hardness 5 
  and 30 hit points. Crossing the bridge does not damage these 
  squares, but the acidic breath of a caustic stalker does.
  Creatures: Three caustic stalkers drift lazily, two near 
  the ceiling and a third under the bridge. They don’t bother 
  creatures that cross the bridge and leave. However, they attack 
  any non-elemental creature that tarries for more than a minute, 
  or that lifts off the ground, invading their lofty territory.
  CAUSTIC	STALKERS	(3)		
  CR	7
  XP	3,200	each
  hp 73 each (see page 153)
  J6. Fanatic’s Crypt
  Rivulets of magma course down this cavern’s northern wall, 
  melting plates of spiked black armor before draining into the rock.
  DiViri and her wounded company retreated here, but 
  succumbed to their wounds and the heat. DiViri passed out 
  still standing and fell against the wall, releasing a magma flow 
  that soldered her armored remains into a perpetually standing 
  position. Her body and those of three of her unit remain here.
  Creatures: If Chaid’s ally, Aoz, survived its initial encounter 
  with the PCs in area J2, it can be found here. It remains near 
  the PCs, attempting to lead them here.
  Aoz seeks to convince the PCs to retrieve its master’s body, 
  return her to the surface, and either take her to Fort Inevitable 
  or resurrect her. Aoz’s intentions are hardly pure. Chaid 
  bargained her soul to the kytons years ago in return for their 
  insights. Her unanticipated death has put her soul just out of 
  reach, an accident Aoz seeks to correct.
  Being mute, Aoz uses the bodies here as inkwells, coating 
  its blades in blood and writing upon the wall. Its opening 
  entreaty is the word “Help,” scrawled in Common near Chaid’s 
  corpse. It answers the PCs’ questions, truthfully explaining 
  that the Hellknights sought to uncover the source of potent 
  lawful energies gathered within the dungeons. Its only lies 
  relate to its own intentions, which it tries to pass off as the 
  devotion of a familiar. Aoz knows little of the caverns beyond 
  here, but claims to be responsible for wiping out the crysmals 
  in area J4 and to have glimpsed some kind of giant digging in 
  the walls (the gray render from area J8). It will not reveal that 
  it coaxed Chaid into vying for this assignment, as its people 
  have long been aware of the treasure that now rests in area 
  J13. Other messages from Aoz might include “Knights fought 
  in fire. Burned away.” and “Investigating power. Secret. Deep.”
  Development: The augur kyton is little threat to the PCs, 
  and knows it. Aoz attempts to flee if met with force.
  If the PCs raise Chaid DiViri (or return her body to Fort 
  Inevitable, where the Hellknights will raise her), the signifer 
  curtly thanks them and asks for details of their exploration. 
  If the PCs are largely lawful, DiViri (LN female human 
  wizard  6/Hellknight signifer 3; Pathfinder Campaign Setting: 
  Paths of Prestige 28) might request to travel with them.
  If the PCs don’t restore Chaid to life or recover her body, 
  Aoz follows them from a distance, leaving pleading notes on 
  the walls. If the party has any lawful characters, it focuses its 
  requests on them. If the party includes a lawful neutral or 
  lawful evil wizard or sorcerer, Aoz might instead view that PC 
  as a new master—and a fresh soul to be tempted.
  DIVIRI’S JOURNAL
  The journal the PCs find is mostly blank. The only text is on the 
  first page, and the book gives no indication of whether DiViri still 
  lives or not. The full text is below.
  “The Journal of Chaid DiViri, Hellknight Signifer of the Order 
  of the Gate, leader of the expedition to tame the Emerald Spire.
  “What follows is Volume 3, the rest being enshrined safely 
  with my order on my expedition’s return trips to the surface.
  “The campaign continues, now into heat and boiling stone. 
  Our troop has dwindled in size, but the gemstone vein that 
  has provided our egress time and again is sure to be near. We 
  will resupply, forge ahead, and discover what secret lies within 
  these depths. I’ve come too far now to let something as flimsy 
  as fire stand in my way. These pits’ secrets will be mine, even 
  if it takes the bodies of all my knights to smother their flames.”
  
  98
  Treasure: All of the Hellknights’ armor has been ruined, 
  except Chaid’s. Anyone who frees her from the wall (by 
  succeeding at a DC 20 Strength check) and loots her 
  masterwork mithral Hellknight plate discovers a wand of 
  shield (22 charges) hidden within her right gauntlet.
  Story Award: Grant the PCs 3,000 XP if they see Chaid 
  DiViri safely out of the dungeons, whether they first bring 
  her back to life or haul her body to the surface.
  J7. Gas Vent
  A wretched-smelling breeze rushes through this narrowing tunnel.
  The tunnel here narrows so much that Medium creatures 
  must squeeze (Core Rulebook 193) to pass through the last 15 feet 
  of the easternmost bend. The whole tunnel smells disgusting, 
  but in its tightest area, the gases from area J5 condense and 
  blow through this tunnel. Anyone who isn’t holding his breath 
  when he enters this area must succeed at a DC 18 Fortitude 
  save or be affected by this poison gas, as burnt othur fumes 
  (Core Rulebook 558). Creatures must attempt this save once 
  per minute of exposure. The far end of the tunnel (area J8) 
  is partially blocked by a shining hunk of metal—a shard slag.
  A very thin wall here almost connects this chamber with 
  area J8. The wall can be battered down. It has hardness 8 and 
  20 hit points.
  Development: If the PCs do battle in this area or linger 
  here for a prolonged amount of time, the gray render in area 
  J8 hears them and bashes through the thin wall to attack.
  The shard slag is a danger to anyone who squeezes through 
  the passage. Retreating to fight it in the wider part of this 
  chamber provokes the gray render to break through the thin 
  section of the wall. Both of these creatures are described in 
  area J8, where combat is more likely to happen.
  The CR of any combat that happens here increases by 1.
  J8. Fire Stream (CR 10)
  A narrow flow of magma writhes through this broad cavern. To the 
  south, a promontory of jagged stone juts out over a magma lake.
  If any character moves to the southern part of the room 
  (the promontory overlooking J9), add the following.
  A lake of magma roils below. The molten rock seeps away through 
  passages in the northern wall after entering the chamber from 
  the south, where twin falls of magma pour down from a higher 
  pool. The Emerald Spire passes through a small island between 
  two magma falls. To the southwest, another promontory juts into 
  the lake. Steps on it lead up to a passage that travels south.
  Right at the point of the northern promontory, a mark on the 
  bare rock softly glows—a rune that forms the letter “T,” alongside 
  an arrow scratched into the stone pointing to the southern passage.
  The rune on the ground is an arcane mark placed by 
  the missing mage Tiawask. She wanted to make sure she 
  recorded which direction she went in case the passageways 
  and magma lakes proved confusing to navigate.
  Creatures: Two beings make temporary lairs in this room, 
  but largely ignore each other. To the east, where the narrow 
  passage from area J7 broadens into a searing shore, squats a 
  shard slag, a creature of living molten metals. It basks right 
  in front of the passage into area J7, and attacks any living 
  creature that rounds the corner leading into its den. It’s a lazy 
  thing, and does not pursue creatures that leave its sight or that 
  cross the magma stream into the larger portion of this room.
  A gray render has also found its way into this area. Attracted 
  by the noise of the Hellknights’ initial forays, it burst through 
  a collapsed passage and ambushed the knights—contributing 
  to their retreat and untimely deaths. It has since dragged two 
  of their bodies here, rending apart their armor and consuming 
  what’s inside. It relentlessly pursues any creature with edible 
  flesh that it encounters.
  GRAY	RENDER	
  CR	8
  XP	4,800
  hp 100 (Pathfinder RPG Bestiary 2 140)
  SHARD	SLAG	
  CR	8
  XP	4,800
  hp 126 (Pathfinder RPG Bestiary 4 240)
  Treasure: Amid the ruined suits of armor are a masterwork 
  composite longbow (+3 Str) and two chaotic outsider slaying arrows.
  J9. The Spire’s Pool (CR 9 and 10)
  A spear of charred stone juts into a lake of flowing fire. The glow of 
  swift-moving magma casts shadows across the ceiling and walls—
  everywhere except for upon the radiant pillar of the Emerald Spire. 
  Two magma flows cascade around the Spire from higher reaches.
  Magma pours into this chamber from area J10, pooling as it 
  flows through multiple channels into other chambers or out 
  of the dungeon entirely. These tight, magma-filled courses 
  provide passage to areas J5, J8, and J13, if a creature can survive 
  the multiple rounds it would take to squeeze through, blind 
  and submerged in magma. Aside from the falling magma 
  flows, an uneven natural stairway rises to area J10.
  The Emerald Spire intrudes here, though it is more than 
  half buried by stone and molten rock. The Spire’s position 
  caused a break in the magma, creating a small island against 
  its northeastern face—but even this small break in the 
  burning flow is, at the narrowest span, still 20 feet away from 
  the cavern’s northern shore.
  The heat in this room is severe (Core Rulebook 444), over 
  110° F even with the Emerald Spire’s magic affecting the area.
  
  GHALODZ AND VRAINHEIS
  99
  Level 1O: The Magma Vault
  The Emerald Spire Superdungeon
  Creatures: Wild elementals called lava lurkers have been 
  attracted to the Emerald Spire’s magic. One currently swims 
  in the magma, stubbornly guarding its pool and the Emerald 
  Spire from creatures that don’t dwell in magma. It bursts 
  from the lake and attacks those who come within 5 feet of 
  the pool.
  The young magma dragons Ghalodz and Vrainheis 
  also swim in the pool. Following magma flows coursing 
  through the Darklands, the sibling dragons emerged here 
  and discovered the Emerald Spire. They both immediately 
  claimed it, and Vrainheis put out her brother’s eye in the 
  ensuing squabble. Ghalodz has been utterly cowed since 
  then, and follows his sister’s every command. 
  Although the magma dragons have been here for months, 
  they still know relatively little about the Emerald Spire. 
  After failing to uproot it from the surrounding rock, they 
  created a lair in area J13, a cave with convenient access to 
  this chamber’s magma pool via a submerged tunnel. The 
  dragons spend much of their time scheming how 
  to break apart the Emerald Spire, but are actually 
  content with their lair, supplementing their tiny 
  hoard with gems discovered in the nearby caverns 
  and treasures dropped by the strange creatures 
  that occasionally attempt to pass through the 
  cave. They strictly avoid the local elementals 
  and are ignored in turn.
  The chamber’s final inhabitant is a xorn 
  named Yoc. He discovered the Emerald Spire 
  only yesterday, following its emanations to this chamber. 
  Not bothered by the intense heat and intoxicated by the 
  massive, impossibly delectable gemstone, Yoc squats upon 
  the island adjacent to the Emerald Spire, ceaselessly 
  caressing and mouthing its surface—and filling the 
  only solid space with access to the Spire. Those 
  near Yoc hear him muttering obsessive litanies in 
  Terran as he smooches the indestructible stone—
  cooing over the emerald’s tantalizing geometries and 
  succulent facets. This can prove difficult to understand, 
  though, as the stubborn, oblivious xorn’s mouth is full.
  LAVA	LURKER	
  CR	9
  XP	6,400
  hp 114 (see page 155)
  GHALODZ	AND	VRAINHEIS	
  CR	8
  XP	4,800	each
  Young magma dragon (Pathfinder RPG Bestiary 2 100)
  hp 85 each 
  YOC	
  CR	6
  XP	2,400
  Xorn (Pathfinder RPG Bestiary 284)
  hp 66
  Development: Crossing the magma flow to approach the 
  Emerald Spire or area J10 proves difficult without magical aid. 
  Any intrusion on or over the pool alerts the lava lurker, which 
  immediately attacks. If the lava lurker is destroyed, its dying 
  blast of cold cools the magma within 5 feet of it, creating a 
  15-foot-square island of floating rock. The island doesn’t last 
  long, melting to a 5-foot square after 3 rounds and dissolving 
  completely on the fourth round. Elementals find their way 
  into the magma pool with some regularity, so a new lava 
  lurker appears within 1 hour of the first being destroyed. You 
  can use additional lava lurkers to help PCs stranded on the 
  north shore cross, but award only half the usual XP for any 
  lava lurker slain here after the first.
  Although they stay out of the 
  PCs’ combat with the lava lurker, 
  
  100
  Ghalodz and Vrainheis watch, partially submerged, from 
  nearby. Characters who succeed at a Perception check notice 
  them, but being submerged in the lava grants the dragons a 
  +6 circumstance bonus on their Stealth checks. The magma 
  dragons attack at the first convenient moment after the lava 
  lurker is slain. Vrainheis uses grease to endanger PCs jumping 
  across the pool and orders her brother into close combat. 
  They initially try to confuse the PCs into thinking there’s only 
  one of them, with one attacking while the other is submerged, 
  though both rise to flank a vulnerable opponent. Ghalodz 
  fights to the death, but if reduced to fewer than half her hit 
  points, Vrainheis flees to area J13, where she might have an 
  opportunity for revenge.
  Treasure: Ghalodz has replaced his missing eye with an 
  orange topaz worth 250 gp (this gem might tempt Yoc away 
  from the Emerald Spire).
  J10. Magma Falls (CR 11)
  Surges of magma pour from the chamber’s uneven ceiling, 
  flooding the cavern except for two charred shores on the east 
  and west sides. The liquid rock overflows, coursing into a lower 
  chamber through the broken north wall. The Emerald Spire 
  breaches that same wall, running from the slanting ceiling to the 
  burning pool below. 
  If the party explores the western shore of this chamber, 
  add the following.
  The western shore juts out into the magma lake not far from 
  the Emerald Spire. Scratched on the floor is a glowing rune in a 
  “T” shape and an arrow pointing toward the chamber’s eastern 
  shore. A dark passage continues east from the far shore.
  The region of the River Kingdoms beneath the Emerald 
  Spire is not known for its geological instability. The people of 
  the nearby lands have no reason to fear earthquakes, volcanoes, 
  or fiery swells. That could soon change in the surrounding 
  lands, though, as planar instability around the Emerald Spire 
  has created a small rift in the depths—a connection with a 
  borderland where the Elemental Plane of Fire intrudes upon 
  the Elemental Plane of Earth. Through this rift pours a small 
  but steady stream of magma, hot enough to melt much of the 
  surrounding stone. Even more dangerous are the elemental 
  beings that have slipped through. Not only do they help to 
  maintain the heat of the magma, but they also propel it on 
  into surrounding caves and fissures.
  The magma falls in this area connect and lead several 
  hundred feet through the rock to a portal to the Elemental 
  Plane of Earth.
  The “T” rune is another arcane mark placed by Tiawask 
  in the hope that someone would follow her. She crossed this 
  formidable obstacle by means of a fly spell.
  Creatures: Two lava lurkers rise and attack any non-
  elemental creature that comes within 5 feet of their pool. As 
  in area J9, if a lava lurker is destroyed while in the magma, its 
  death throes momentarily cool the magma, creating a short-
  lived, 15-foot-square island.
  LAVA	LURKERS	(2)	
  CR	9
  XP	6,400	each
  hp 114 each (see page 155)
  J11. The Basalt Tomb
  A narrow pocket cuts its way through the black-gray stone, the 
  ceiling and floor sloping to meet at the far end.
  Any creature that illuminates or can see in this darkened 
  chamber immediately notices an armored figure half buried 
  within the wall, its chest and left side emerging but its right 
  side and head buried under a thin crust of cooled lava. Closer 
  examination reveals that the creature is not just armored, 
  but mostly made of metal. A successful DC 22 Knowledge 
  (planes) check identifies the creature as a kolyarut inevitable.
  Creature: The kolyarut inevitable has 5 hit points and is 
  trapped by the lava in a position that makes it unable to free 
  itself. The inevitable was stunned by the warpwave effect of 
  an imentesh protean just long enough for magma to flow 
  over it and trap it. This inevitable is also the first hint of a 
  greater lawful presence that Chaid DiViri was searching for 
  beneath Emerald Spire, foreshadowing the larger regiment 
  of inevitables entrenched in the caves below.
  If the PCs free the kolyarut (which requires succeeding at 
  a DC 20 Strength check), it immediately casts detect lies. It 
  knows nothing of thanks, but might be made cooperative by 
  forthright PCs who heal it and explain their role in freeing 
  it. The kolyarut, a being who has found no use for a name, 
  seeks only to reach the Emerald Spire and use its Spire transit 
  token to reach its brethren in the depths below. It recounts 
  the circumstances of how it come to be trapped here, saying 
  it was sent to join its kind, who are at war with proteans on 
  Level 15 below. Regardless of whether the outsider agrees to 
  aid the PCs or the PCs merely follow in its wake, it proceeds 
  to area J9, where it fights the lava lurker in the pool, attempts 
  to move (then slays) the obsessed xorn Yoc, and vanishes after 
  touching the Emerald Spire. If the PCs reach the inevitables’ 
  redoubt in area O1 of Level 15 (see page 136), this kolyarut 
  is there and speaks of the PCs’ usefulness—a far from 
  complimentary report, but one that might still aid them.
  If the PCs fight the inevitable while it is in this state, they 
  gain no XP for defeating it.
  KOLYARUT	INEVITABLE	
  CR	12
  XP	19,200
  hp 5 (Pathfinder RPG Bestiary 2 163)
  
  101
  Level 1O: The Magma Vault
  The Emerald Spire Superdungeon
  Quest: If the PCs learn about the war between the 
  inevitables and proteans, they gain the Law or Chaos quest.
  Story Award: If the PCs free the kolyarut, they gain 6,400 
  XP. This also counts as one step toward allying with the 
  inevitables for the Law or Chaos quest.
  J12. Boiling Aquarium (CR 7)
  A natural stairwell opens into a humid cave before continuing into 
  the depths. Rivulets of water run across the floor from a sweating 
  portion of the eastern wall composed of transparent crystal.
  The stairs go to Level 11 (see Descent to the Next Level).
  Unless the PCs have already accessed area J13 via the 
  magma tube in area J9, the submerged half of area J13 is 
  visible through the crystalline wall—though all that can 
  be seen is a submerged cavern where endless ribbons of 
  bubbles juggle a few stray skulls. Tiny fissures in the floor 
  serve as drains for the small amounts of water that leak into 
  this room. From the light steam rising from this leakage, it’s 
  easy to tell that the fluid behind the wall is boiling water.
  Any character who succeeds at a DC 20 Perception check 
  or purposefully tries to determine details of the crystal 
  formation can attempt a DC 17 Knowledge (dungeoneering) 
  check to recognize that the wall is actually a petrified, 
  crystalline magma ooze.
  Creature: Attracted by the flows of magma in the region, a 
  crystalline magma ooze was basking in this cavern’s intense 
  heat when a portion of the east wall collapsed, dousing it 
  with water from a now-dry spring. The liquid immediately 
  petrified the creature, causing its crystalline body to seize and 
  ultimately form this clear barrier. Should the water in area 
  J13 be removed, the magma ooze reverts back to its natural, 
  utterly ravenous form. The magma ooze can be damaged while 
  petrified; treat it as a barrier with hardness 8 and 85 hit points. 
  The ooze can also be jarred from its position by a successful 
  bull rush or a similar attack. It has a CMD of 21, with a +4 
  bonus because of the sediment that’s encrusted it over time.
  CRYSTALLINE	MAGMA	OOZE	
  CR	7
  XP	3,200
  hp 85 (Pathfinder RPG Bestiary 2 184)
  Development: If Vrainheis survived the encounter in area J9, 
  she is visible through the crystal, soaking her wounds in the 
  boiling pool of her lair. Upon noticing the PCs, the magma 
  dragon glares and lashes her tail. If the characters ignore her 
  taunts or begin to move on, the dragon bull rushes the magma 
  ooze, attempting to knock it out of place (the dragon has a CMB 
  of +14). If she’s successful, the magma ooze falls out of place, 
  flooding the area with thousands of gallons of boiling water.
  The rushing water slams into every creature in the area. 
  Treat this as a bull rush using a CMB of +25. As the stairs 
  leading down provide the largest drain for the rushing water, 
  any successfully bull rushed creature is swept toward those 
  stairs. Any creature swept onto the stairs topples 1d4 × 5 feet 
  down them, taking 1d6 points of damage for every 5 feet the 
  water carries it down the stairs. Additionally, the boiling 
  water fully submerges every creature in the room, dealing 
  10d6 points of fire damage.
  On the second round, there is still enough boiling water to 
  deal 1d6 points of fire damage to each creature in the room. 
  On the third round, the water drains away enough that the 
  crystalline magma ooze reverts to its natural form, but it 
  takes no action on its turn. On subsequent rounds, the ooze 
  attacks, first attacking creatures susceptible to its burning 
  form. Additionally, Vrainheis attacks the PCs, making use 
  of her breath weapon and making full attacks as often as 
  possible. She fights to the death.
  J13. Magma Dragon Lair
  A wall of stone separates a pool of molten rock from a broad pit 
  filled by a trickle of boiling water. Sounds fill the chamber: hisses 
  of steam, splashes of boiling water, and churning of angry magma.
  This is the lair of the magma dragons Ghalodz and 
  Vrainheis. The main entrance to this cave is protected by 
  a magma-filled lava tube connecting with area J9, while 
  a pool of boiling water and a petrified magma ooze block 
  the passage to J12. The magma pool is 5 feet deep, while the 
  pool of boiling water is 20 feet deep, making the stone span 
  between them the highest point in the room. The alcove that 
  constitutes the western end of this span holds the den and 
  modest hoard of the chamber’s dragon masters.
  Creatures: If they are still alive (see areas J9 and J12), 
  Ghalodz or Vrainheis are resting here. Either dragon will 
  fight to the death to defend the lair.
  Treasure: The dragons’ hoard is a pile of coins, plus a few 
  pieces claimed from creatures passing through the dungeon. 
  In whole, it includes 84,000 cp, 12,000 sp, 289 gp, gem flecks 
  worth a total of 460 gp, an elixir of fire breath, a feather token (tree), 
  a cursed berserking sword, a belt of giant strength +2, and a locked 
  steel case etched with skulls (Disable Device DC 45). Within is a 
  collection of ancient pages and stretched skins that constitute 
  a copy of the diabolic chapter of the Book of the Damned (see 
  Pathfinder Campaign Setting: Book of the Damned Volume 1). The 
  key to this case is currently in area O10 on Level 15.
  Descent to the Next Level
  The natural stone steps leading down from area J12 soon give 
  way to another long, winding natural cavern that descends 
  900 feet to the landing in front of the Tomb of Yarrix (Level 11).
  Story Award: The PCs gain 3,000 XP for exploring all or 
  most of this level. If they have the Sage’s Expedition quest, 
  they also gain 4,000 gp.
  
  1 SQUARE = 5 FEET
  K1
  K2
  K4
  K5
  K6
  K8
  K9
  K10
  K11
  K7
  K3
  K3
  LEVEL 11: THE TOMB OF YARRIX
  
  103
  LEVEL 11
  The Tomb of Yarrix
  By Wolfgang Baur
  Centuries past, a champion of Sarenrae named Carsolis and her allies confronted the evil high priestess Yarrix in the 
  depths of the Emerald Spire. Yarrix had sworn herself to Hastur, one of the Great Old Ones. In service to her god, she 
  had transformed elemental fire into something darker by tainting it with shadow—an abomination in the eyes of the 
  Dawnflower. Carsolis defeated Yarrix and her vile elemental cult, but even in the hour of her downfall the priestess issued a 
  dire prophecy: at a certain alignment of the stars, she would ascend into a realm of baleful horrors, and her soul would rule 
  a new breed of elemental demons. Disturbed by this revelation, Carsolis entombed Yarrix in a vault of curved space and 
  distorted geometries, hoping to prevent her soul from ever reaching the dark planes. Her efforts proved effective: Yarrix was 
  dead and trapped in warped space, and the conjunction passed. In time, Yarrix was completely forgotten.
  U
  nlike most other levels of the Emerald Spire, the 
  Tomb of Yarrix is a discrete area, separated from 
  the rest of the dungeon by a sealed and locked 
  door. The PCs can, if they desire, simply ignore the tomb’s 
  entrance, cross the landing, and continue to the stairs 
  leading down to Level 12.
  If the PCs decide to bypass the level and continue, let them—
  but the appointed hour of Yarrix is fast approaching, and 
  characters who fail to investigate this place of power may later 
  regret their decision to leave the tomb undisturbed. Assuming 
  the PCs enter, the tomb exploration can quickly escalate into 
  a battle royale, with multiple waves of elementals (including 
  shadowfire elementals) unleashed by the spell crucible trap 
  (see area K4) and other creatures awakening from stasis.
  Once the PCs enter the tomb, they trigger powerful spells 
  designed to contain Yarrix if all else fails. A lawful good 
  forbiddance spell (CL 15th) triggers first, trapping intruders 
  inside the tomb. It ends only when Yarrix is destroyed.
  
  104
  K1. The Sealed Door
  The stairs reach a small, level chamber of dressed stone blocks. 
  To the north, the stairs curve around the Emerald Spire where it 
  protrudes from the western wall as they descend. But to the east 
  stand bronze double doors sealed with red-and-black wax and 
  hung with lead seals suspended from rotting silk ribbons. Runes 
  are engraved around the door frame.
  The runes are in ancient Thassilonian, with the same 
  text copied in Azlanti. Those who understand one of the 
  languages or who use comprehend languages can read the 
  warning: “Beware! Within lie the remains of the dark heretic 
  Yarrix, cursed be her name. Enter not her tomb, lest you join 
  her restless soul in its banishment in the spaces between 
  the worlds.”
  The door is locked, but its magic seals have mostly failed. 
  The door can be opened with a knock spell, a successful DC 25 
  Strength check, or a successful DC 30 Disable Device check. It 
  can also be bypassed by teleportation magic.
  Development: One minute after any creature sets foot 
  in area K2, last-ditch Sarenite wards come into existence, 
  encasing the tomb in a lawful good forbiddance effect that 
  prevents creatures within from leaving. In addition, the door 
  seals itself with an arcane lock (CL 15th).
  K2. Grand Entry Hall (CR 8)
  This wide corridor is finished in dark, glossy stone. The walls 
  feature prominent stone ribs every two feet, and meet in a 
  pointed arch twenty feet above the floor. Narrow passageways 
  lead north and south from this hall, and there are large bronze 
  double doors at each end of the hall. 
  This hallway was used for processions to the shrine to 
  Yarrix in the center of the complex.
  Creatures: Two rusted advanced emerald automatons 
  stand 10 feet from the western entrance. Both are covered 
  with brown mold and illuminated from within by an orange-
  brown light the color of fire agate or golden tourmaline 
  rather than the usual green. The mold on each automaton 
  radiates cold, damaging adjacent characters (using the 
  statistics for brown mold). The mold and its aura move with 
  the constructs.
  ADVANCED EMERALD AUTOMATONS (2) 
  CR 6
  XP 2,400 each
  N Medium construct (see page 154)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
  Aura electric aura (DC 14)
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 64 each (8d10+20)
  Fort +2, Ref +3, Will +2
  DR 5/adamantine; Immune construct traits
  Weaknesses magic dependent
  OFFENSE
  Speed 30 ft.
  Melee guisarme +13 (2d4+7/×3) or 
  slam +13 (1d6+7)
  STATISTICS
  Str 20, Dex 13, Con —, Int —, Wis 11, Cha 1
  Base Atk +8; CMB +13 (+12 sunder); CMD 24 (26 vs. sunder)
  Feats Improved Sunder, Power Attack
  SQ proficient
  BROWN MOLD  
  (CR 2)
  600 XP
  Pathfinder RPG Core Rulebook 416
  Treasure: These superior automatons each contain a large 
  emerald worth 1,000 gp as part of their workings.
  Development: One minute after the PCs enter this area, 
  the old forbiddance spell kicks in behind them in area K1, 
  sealing the door. A wind rushes in from the landing outside, 
  and the bronze doors clang shut. A golden rune glows over 
  the door for a moment. The wind dies away, and the air 
  seems stale and tinged with smoke.
  Quest: When the wards come into effect, trapping the PCs, 
  they gain the Prisoners of the Tomb quest.
  Story Award: If the PCs escape the tomb (by getting past 
  the wards or defeating Yarrix), they gain 5,000 XP.
  K3. Loop Trap Hallway (CR 4)
  This narrow hallway is decorated with brightly painted murals 
  showing human and inhuman forms dancing, fighting, and 
  FEATURES OF THE LEVEL
  This level includes eldritch, non-
  Euclidean elements of irrational 
  geometry because of the prison 
  that holds Yarrix in stasis.
  Doors: The doors are bronze 
  plates bolted onto a bronze 
  frame (treat as iron doors). 
  Unless otherwise stated, they 
  are unlocked.
  Walls: Though they’re made 
  of normal masonry, the walls are lined with numerous false 
  columns and archways.
  Floors: The floors are well-fitted flagstone.
  Illumination: Copper vessels filled with continual flame are 
  suspended from the ceilings by chains. However, the vessels 
  are few and far between, so some rooms are quite dim.
  
  105
  Level 11: The Tomb of Yarrix
  The Emerald Spire Superdungeon
  performing rituals. Down the hall is a gleaming bronze door. 
  Shorter intersecting hallways link the longer north-south passage 
  with perpendicular passages. 
  All four of the narrow passages leading from the grand 
  hall end at similar-looking doors. Three of the four doors at 
  the ends of these passageways are false doors, although this 
  is not obvious unless they’re closely inspected. The unlocked 
  door in the southwest passage functions normally and leads 
  to area K7. 
  Trap: These passageways form an insidious dimensional 
  trap, located in the squares outlined with dashes on the 
  map. Characters entering the trap notice nothing at first—
  but when they try to exit the trap area and move into a 
  square outside of the outlined area, the trap’s effect kicks 
  in. Time runs swiftly within the trap, which disorients and 
  exhausts any living creatures that are caught inside for a 
  long time.
  A character who approaches the end of the passage feels a 
  sudden wave of dizziness. The passage seems to stretch out 
  ahead, as if it is somehow growing longer—and with each 
  step she takes, the door at the end of the hall recedes exactly 
  as far as she moves. 
  Characters inside the dimensional trap seem to disappear 
  from the view of any observers watching them from outside 
  the trap—the trapped individuals are actually caught in a 
  tiny, looping dimension, and are no longer present in this 
  time or place. Likewise, characters inside the trap can see out 
  and still perceive the passageways and doors, but they can’t 
  see any creatures outside the trap area or perceive any events 
  that take place there; their tiny dimensional prison mimics 
  the appearance of the “real” passage.
  Characters who move through the area of the trap without 
  physically traversing the distance—for example, by means of a 
  teleport or dimension door effect—do not get caught in the trap.
  LOOPING PASSAGE TRAP 
  CR 4
  XP 1,200
  Type magical; Perception DC 30; Disable Device None
  EFFECTS
  Trigger location; Reset automatic 
  Effect Victims become trapped in dimensional loop for 8 hours; 
  characters in the loop cannot rest or regain hp, and must 
  succeed at a DC 16 Fortitude save or they take 1d4 points 
  of Con and Wis damage at the end of 8 hours and become 
  fatigued until they rest. After 8 hours, trapped characters 
  reappear in the square they were trying to enter when they 
  were trapped. A successful DC 30 Knowledge (arcana) check 
  reveals the nature of the trap and likely means of escape.
  Escape Trapped characters can exit the trap by using any 
  teleportation effect or entering any kind of pocket dimension 
  (for example, casting rope trick or jumping into a portable 
  hole), or by succeeding at a DC 40 Escape Artist check.
  K4. Combustion Chamber (CR 10)
  This large, octagonal room features a passage or alcove in each 
  of its eight sides. An eerie blue-and-yellow flame dances within a 
  large central pit in the middle of the chamber. In an alcove directly 
  opposite the main entrance stands a red stone statue of a robed 
  woman, her arms lifted to the sky and her eyes gleaming like 
  jewels. Arched passageways lead to the north and to the south. 
  The statue depicts Yarrix in the act of calling on the dark 
  god she served, although no person living today would 
  recognize her likeness.
  The northeast alcove conceals a secret door (Perception 
  DC 20).
  Trap: The entire chamber is a massive conjuring trap. 
  As soon as any living creature native to the Material Plane 
  approaches within 10 feet of the central flame or the statue, 
  the ancient spells guarding this room awaken, draining magic 
  from the intruder to empower a spell crucible in the middle 
  of the room, which in turn summons Yarrix’s servants.
  SPELL CRUCIBLE 
  CR 10
  XP 9,600
  Type magical; Perception DC 30; Disable Device DC 30
  EFFECTS
  Trigger proximity (alarm); Reset automatic
  Effect The spell crucible summons three shadowfire elementals 
  (see Creatures, below). Then the crucible makes a targeted 
  dispel magic (CL 12th) against each non-elemental creature 
  in the chamber. As long as the spell crucible is active, any 
  creature casting a spell or using a spell-like ability in this 
  room is immediately subject to a counterspell (dispel magic, 
  YARRIX LORE
  If PCs inquire about the “dark heretic Yarrix” mentioned on 
  the door, have them attempt Knowledge (history or religion) 
  checks and consult the following table.
  DC Lore Gained
  15 
  Yarrix was a deeply evil human priestess involved in a 
  cult focused on burning human sacrifices.
  20 
  The human sacrifices of Yarrix and the Cult of 
  Shadowed Fire were said to empower her to create new 
  breeds. The cult was allied with a corrupt race called 
  the neothelids (Pathfinder RPG Bestiary 214).
  25 
  Yarrix and her cult were rich in dark lore. Some say that 
  they created or summoned a new kind of elemental 
  fire demon from far beyond human understanding.
  30 
  Yarrix’s cult died out after she was trapped in a multi-
  dimensional tomb by a band of followers of Sarenrae, 
  led by the hero Carsolis, more than 2,000 years ago.
  
  106
  CL 12th). If the crucible succeeds in dispelling an existing 
  spell or counterspelling a spell being cast, the affected 
  creature or caster is targeted by a fireball 1 round later (10-ft. 
  burst, Reflex DC 14 half). The fireball deals 1d6 points of fire 
  damage per level of the triggering creature’s dispelled spell 
  (or the combined level of all spells if the crucible dispelled 
  multiple spells on that creature).
  When the trap is set off, a whoosh of air rushes through the 
  chamber and fires ignite on the walls. In three alcoves, chanting 
  creatures of dark blue and purple flames (Large shadowfire 
  fire elementals) appear and attack.
  The crucible deactivates if all elementals are killed or if the 
  crucible is successfully dispelled (CL 12th). If it deactivates, 
  all surviving elementals immediately attack any creatures in 
  the room. The elementals disappear after 10 minutes. The 
  crucible resets 1 hour after being deactivated or dispelled.
  The chanting generates an unholy aura that fills the entire 
  room as long as at least one shadowfire elemental is chanting. 
  The elementals speak in Ignan and endlessly chant: “Our 
  souls burn and die, our sacrifices call across the void, these 
  souls burn and die to summon you, Yarrix, mistress of the 
  Void!” Their chanting awakens Yarrix in her tomb (area K11).
  Creatures: The three creatures summoned are Large 
  shadowfire fire elementals. Because they’re summoned by the 
  trap, they aren’t worth any XP. They do not immediately attack, 
  and instead begin chanting, beginning a ritual to summon more 
  of their kind. If the PCs ignore the chanting elementals, the 
  elementals ignore them—but after 10 minutes, they summon 
  a fourth elemental. After 1 hour (or when the GM deems 
  appropriate), the four elementals together summon a neothelid.
  If the PCs attack the elementals, the monsters defend 
  themselves and try to drive the PCs out of the chamber. If 
  possible, one elemental continues chanting while the other 
  two fight. The elementals use their incorporeality ability to 
  attack with flanking, and they use their fire absorption to gain 
  hit points when the central fire disgorges a fireball spell.
  LARGE SHADOWFIRE FIRE ELEMENTALS (3) 
   CR —
  XP —
  hp 60 each (see page 157)
  K5. Horrors Beyond Time (CR 9)
  Blue fog fills this room. When shifting air currents thin the mists, 
  they reveal that the walls connect at precise, unnatural angles 
  and are decorated with strange geometric designs. 
  This chamber formerly served as a library for Yarrix’s more 
  macabre servants, a trio of seugathi savants. These seugathi 
  once served the Cult of the Shadowed Flame. The extensive 
  wall carvings encode the contents of dozens of arcane alien 
  tomes as patterns designed to be read by touch, and they also 
  harbor a powerful time suspension spell that has kept these 
  monsters in temporal stasis for centuries.
  Treat the mists as fog (Pathfinder RPG Core Rulebook 439).
  Creatures: Thanks to their tremorsense, the seugathi detect 
  the PCs’ entrance as soon as the PCs open the door. The 
  seugathi assume the PCs are enemies of the cult, and attack 
  immediately. Two seugathi use levitate in the first round; the 
  other uses mind fog. Whenever their aura of madness confuses 
  a foe, a seugathi uses its confusion command. One seugathi 
  holds a wand of web (6 charges), and the others have wands of 
  magic missile (CL 5th, 12 charges).
  SEUGATHI (3) 
  CR 6
  XP 2,400 each
  hp 67 each (Pathfinder RPG Bestiary 2 243)
  Treasure: In addition to the creatures’ wands and swords, 
  the lead seugathi carries a Spire transport token in a pouch 
  slung around its torso—one it used before it became trapped.
  K6. Servitors’ Hall (CR 10)
  Broad steps lead up to a horseshoe-shaped platform in the 
  eastern half of the room that stands 10 feet higher than the 
  western portion of the room. In the middle of the eastern wall 
  stands a large bronze door inscribed with mystic symbols, while 
  plainer doors exit to the north and west. Ancient seals of lead and 
  wax on the eastern door appear to have been broken long ago.
  This room is the antechamber to Yarrix’s tomb. The statues 
  along the southern wall depict nobles who were followers 
  of the Shadowed Fire long ago—the evil priestess’s most 
  favored minions in life. The statues along the northern wall 
  show a scene of Yarrix’s consort Tormankai striking down 
  the priestess’s enemies. Characters who succeed at a DC 30 
  Knowledge (history) or Knowledge (nobility) check recognize 
  some of the figures as legendary monarchs and nobles who 
  dabbled in dark cults.
  The door to the east was formerly inscribed with 
  powerful wards to keep the occupant of the room beyond 
  imprisoned and safely quiescent in death, but cultists 
  seeking to awaken Yarrix broke the seals centuries ago. 
  While they succeeded in breaking her eternal slumber, they 
  could not defeat the outer door’s wards (area K1) to enable 
  her to escape. This door is now locked (Disable Device DC 
  35), but it is otherwise unsealed.
  Creatures: Eight dusty stone statues stand along the 
  walls. Two are cephalophore constructs, which appear to be 
  inanimate (Perception DC 20).
  The statues on the southern wall depict powerful ancient 
  rulers, each holding a symbol of authority: a scepter, an 
  orb, a scroll, and a wizard’s staff. Four more statues line the 
  northern wall. The one in the northeast corner, dressed 
  
  TORMANKAI
  107
  Level 11: The Tomb of Yarrix
  The Emerald Spire Superdungeon
  in ornate armor, holds a steel sword, which it looks like it 
  has just swung. The two statues nearest to the attacker (the 
  cephalophores) have had their heads severed as though in 
  one sword blow. Each holds its own shocked head in one 
  hand. The one closest to the sword-wielding statue holds a 
  steel shield that appears to have offered it no protection. The 
  last statue, at the northwest corner, cowers in fear.
  The cephalophores animate and attack if a living creature 
  reaches to take the enchanted sword or the shield. The 
  shield-wielding construct drops the shield to fight. The 
  cephalophores refuse to rest until they have killed 
  the tomb robber. 
  CEPHALOPHORES (2) 
  CR 8
  XP 4,800 each 
  hp 96 each (Pathfinder RPG Bestiary 4 27)
  Treasure: Only the shield is 
  truly magical (the sword is under 
  a magic aura). The shield is a +3 
  heavy steel shield.
  K7. Chilled Corpses
  This small chamber is quite cold. 
  Within are five corroded metal bunk beds 
  covered with a layer of frost. On the bunks lie the 
  frozen corpses of humans in robes of red and white, 
  clutching necklaces or holy symbols in their hands.
  Five corpses lie frozen here. In life they were high-ranking 
  priests and priestesses of various faiths, but were abducted 
  by Shadowed Fire cultists and brought here to serve as 
  sacrifices in a grand ritual to return Yarrix to her full power 
  and break the tomb’s wards. The scheme failed, and the 
  kidnapped clerics were put to death in vain. 
  The cold is magical and does not dissipate.
  K8. Antechamber of Pure Mind (CR 8)
  The walls of this room are carefully smoothed into strange, organic 
  curves, and then rounded in disturbing folds like the contours of 
  a brain. The floor is carved in small channels, like ripples in sand.
  The chamber was built to hold guardians for Yarrix’s 
  tomb in magical stasis. The disturbing appearance of 
  being encased in brain-like folds of stone is simply part of 
  the room’s magic. The mummies and the automaton were 
  placed here to prevent intruders from penetrating into the 
  level’s deeper chambers, which were used for the cult’s most 
  secret mysteries and most depraved rituals.
  Creatures: The antechamber’s guardians—two mummies 
  and an emerald automaton—awaken from their stasis and 
  are disgorged from the wall when the door opens or when 
  a living creature enters the room. The mummies attack at 
  once, moaning in ancient speech and repeating something 
  similar to the chant heard in the combustion chamber.
  The emerald automaton is coated in brown mold. The 
  effect of the mold extends from the automaton, as described 
  in area A2. The mummies stay near the automaton so if 
  they’re attacked with fire, the brown mold grows to fill a 
  good deal of the room.
  The mummies’ wrappings are interlaced with both 
  black silk spider thread and faded red-brown thread 
  once dyed with blood. A successful DC 30 Knowledge 
  (history) or Knowledge (religion) check reveals that 
  this adornment to mummification was particular 
  to the Cult of Shadowed Flame, a dark faith that 
  died out long ago but was fiercely devoted to evil, 
  and carried out human sacrifice by immolation.
  MUMMIES (2) 
  CR 5
  XP 1,600 each
  hp 60 each (Pathfinder RPG Bestiary 210)
  Skills One mummy wears bracers of 
  falcon’s aim, giving it a Perception 
  bonus of +19.
  EMERALD AUTOMATON 
  CR 4
  XP 1,200
  hp 47 (see page 154)
  BROWN MOLD 
  CR 2
  600 XP
  Pathfinder RPG Core Rulebook 416
  Treasure: One mummy wears bracers of falcon’s aim 
  (Pathfinder RPG Ultimate Equipment 272). The other wears a 
  gold ring worth 500 gp.
  K9. Flying Eel Pit (CR 10)
  This chamber has no floor, only walls and an open pit below. The 
  black and slightly oily walls are riddled with small holes just large 
  enough to fit a hand or arm into—but creatures that resemble eels 
  with leathery wings are nesting in them. A small landing and a 
  door lie on the opposite side of the pit at the same level. 
  The pit is a full 200 feet deep below the landings, and the 
  roof of the chamber is 40 feet overhead.
  A successful DC 20 Knowledge (dungeoneering) check 
  reveals that the eel-things in the small holes are olaggi, an 
  ancient species beloved by the seugathi and other aberrant 
  races as pets. The nest-holes make excellent handholds 
  (Climb DC 10), but the eel-things bite anyone who places a 
  hand in any of the holes. 
  
  108
  The large pit forms an infinite loop—anyone who falls in 
  takes 5d6 points of damage per round from hitting walls and 
  flying eels, but then reappears near the top of the chamber 
  and continues to fall—she never hits the bottom. A character 
  stuck in this falling loop can be rescued by magic such as a 
  feather fall or web spell, by using an improvised net or rope 
  and succeeding at a DC 15 Strength check, by using the Climb 
  skill to catch herself or another while falling (Core Rulebook 
  91), or by some other means—such as using a wall spell to 
  block the passage.
  Creatures: The olaggi deal 1d4 points of damage 
  automatically to each PC who climbs the side of the pit 
  or ends its turn adjacent to a wall. This is treated like the 
  damage from a swarm attack, and causes distraction (Fort 
  DC 13). Still, the olaggi are little more than food for the 
  chamber’s real danger—a bebilith placed here to guard the 
  passageway. It climbs silently on the wall directly beneath 
  the PCs, and may strike by surprise against a PC distracted 
  by the olaggi.
  BEBILITH 
  CR 10
  XP 9,600
  hp 150 (Pathfinder RPG Bestiary 32)
  K10. Firefall Chamber (CR 6)
  The door from area K9 to this chamber is trapped (Perception 
  DC 30). 
  This irregular hexagonal chamber has a sloping floor that rises 
  from its lower northern entrance to its higher southern landing. 
  The floor is carved with a pattern of shallow grooves that fan out 
  to snake across the sloping portion of the floor. Two pillars stand 
  about 20 feet from the northern door. 
  At the top of the sloping chamber, just past the two pillars, is a 
  small landing. In the western wall of this landing stands a bronze 
  door inscribed with runes of warding and protection. Lead and 
  wax seals lie broken on the floor before the door.
  The chamber is tilted, with the lower end to the north. It 
  was designed as a simple but deadly trap to deter intruders 
  from breaking into Yarrix’s tomb.
  The southern door is unlocked, and leads to Yarrix’s crypt 
  (area K11). 
  Trap: Opening the door into area K10 unleashes the firefall, 
  a waterfall of burning oil that pours down the grooves and 
  quickly burns any living thing below. The oil is contained in 
  large vessels underneath the flagstones of the landing at the 
  south end of the room, and is discharged through a number 
  of tiny pipes leading into the grooves. 
  If the PCs set off the trap, the oil pours through the pipes 
  and then ignites. The grooves swiftly disperse the flaming 
  oil through the room and down toward the door leading to 
  area K9. 
  FIREFALL TRAP 
   
  CR 6
  XP 2,400
  Type magic; Perception DC 30; Disable Device DC 30
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect The door to this room locks, and flaming oil fills the 
  trenches in the room—it affects the southern 15 feet in 
  round 1, affects the whole room in round 2, and flows under 
  the northern door to affect area K9 on round 3. This creates 
  flaming rain in the infinite pit in round 4; 4d6 fire damage 
  and target catches on fire (Core Rulebook 444), Reflex DC 
  17 half; heavy smoke, target is unable to act and spends 
  the round coughing and choking, Fortitude DC 15 negates. 
  A choking character takes 1d6 points of nonlethal damage 
  each round until it succeeds at a DC 15 Fortitude save. The oil 
  burns off after 5 rounds, but the heavy smoke persists for 10 
  minutes. When the smoke has dissipated, the doors unlock.
  Development: If the PCs set off the firefall trap, Yarrix is 
  alerted to the presence of intruders, and begins preparing 
  her defenses and summoning her pet devils. See area K11 
  for details. 
  K11. Time Dilation Crypt of Yarrix (CR 11) 
  A large stone sarcophagus rests atop a raised dais in the center of 
  this room. The air is filled with the smell of decay.
  If vision of hell is in effect, the PCs see the following.
  The chamber is filled with greenish smoke, bones litter the floor, 
  and the walls are carved into laughing, horned devil faces—each 
  belching greenish smoke and swarms of hellish insects. The 
  room buzzes and rattles and stinks.
  This tomb is a time dilation zone that affects magic. 
  Spells cast in this area are affected as though by the Extend 
  Spell metamagic feat (if eligible). Instantaneous area-affect 
  spells are instead affected as by Lingering Spell (Pathfinder 
  RPG Advanced Player’s Guide 164), and targeted instantaneous 
  spells are instead affected as by Persistent Spell (Advanced 
  Player’s Guide 167). None of these effects increases the spell 
  slot used. A caster’s ability to concentrate isn’t affected by 
  the time dilation, so spells with a duration of concentration 
  aren’t affected at all.
  Once the tomb has altered 25 levels worth of spells (or 
  more), no more spells are affected. Note that Yarrix casts up 
  to 15 levels worth of defensive spells on herself if she knows 
  the PCs are coming, so only 10 levels of capacity remain.
  Creatures: Trapped within the tomb are two bearded 
  devils and Yarrix, an advanced bog mummy. Have the 
  PCs attempt Perception checks (DC 25). On a success, they 
  notice a watery substance dripping from her wrapping, 
  
  YARRIX
  109
  Level 11: The Tomb of Yarrix
  The Emerald Spire Superdungeon
  leaving footprints where she steps. This liquid makes her 
  resistant to fire.
  CHOMPER AND STOMPER (2) 
  CR 5
  XP 1,600 each
  Bearded devils (Pathfinder RPG Bestiary 73)
  hp 57 each
  YARRIX 
  CR 10
  XP 9,600
  Female variant mummy cleric of Hastur 7 (Pathfinder RPG 
  Bestiary 210)
  NE Medium undead 
  Init +1; Senses darkvision 60 ft.; Perception +20
  Aura despair (30 ft., DC 17)
  DEFENSE
  AC 24, touch 13, flat-footed 23 (+1 armor, +2 deflection, 
  +1 Dex, +10 natural)
  hp 134 (15 HD; 8d8+7d8+67)
  Fort +11, Ref +6, Will +17; +2 vs. mind–affecting
  DR 5/—; Immune undead traits; Resist fire 10
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 20 ft.
  Melee slam +20 (1d8+11 plus mummy rot  
  [DC 17])
  Ranged ray +13 ranged touch
  Special Attacks channel negative energy  
  6/day (DC 18, 4d6)
  Domain Spell-Like Abilities (CL 7th; 
  concentration +12)
  8/day—touch of evil (3 rounds)
  Cleric Spells Prepared (CL 7th; 
  concentration +12)
  4th—aura of doomUM (DC 20), 
  death ward, unholy blightD 
  (DC 20)
  3rd—flyD, magic vestment 
  (already cast), prayer (already cast), 
  vision of hellUM (already cast)
  2nd—dread boltUM (2, DC 18), levitateD, 
  silence (DC 17), summon monster II
  1st—bane (DC 16), command (2, DC 17), 
  doom (DC 17), feather fallD, sanctuary 
  (DC 16), shield of faith
  0 (at will)—bleed (DC 16), detect magic, 
  light, read magic
  D domain spell; Domains Evil, VoidISWG
  TACTICS
  Before Combat Yarrix casts magic 
  vestment, vision of hell, and prayer.
  During Combat Yarrix’s despair aura 
  affects PCs as soon as 
  they see her. If Yarrix’s spells are exhausted, she uses bleeding 
  touch and enters melee, using Power Attack.
  Morale Yarrix fights until destroyed.
  Base Statistics Without magic vestment and prayer, Yarrix’s 
  statistics are AC 23, touch 13, flat-footed 22; Fort +10, Ref +5, 
  Will +16; Melee slam +19 (1d8+10 plus mummy rot [DC 17]); 
  Ranged ray +12 ranged touch; Skills Knowledge (planes, 
  religion) +15, Perception +19, Spellcraft +9, Stealth +12.
  STATISTICS
  Str 24, Dex 12, Con —, Int 10, Wis 20, Cha 17
  Base Atk +11; CMB +18; CMD 31
  Feats Combat Casting, Improved Channel, Power Attack, Skill 
  Focus (Perception), Spell Focus (evocation, necromancy), 
  Toughness, Weapon Focus (slam)
  Skills Knowledge (planes, religion) +16, Perception +20, 
  Spellcraft +10, Stealth +13
  Languages Aklo, Common
  Gear ring of protection +2
  Treasure: Yarrix’s crypt contains a staff of fire, a prized 
  keepsake that was the weapon of her long-dead consort 
  Tormankai, a magus 
  and follower of the 
  Cult 
  of 
  Shadowed 
  Flame. 
  In 
  addition, 
  a 
  battered journal contains a page 
  on which is drawn an Emerald 
  Spire level sigil—in this case, the sigil 
  for Level 13, the Pleasure Gardens. The 
  sigil is labeled “Thirteen, the Gardens 
  of Delight” in Azlanti and Aklo.
  Descent to the Next level
  After dealing with Yarrix (or overcoming 
  the forbiddance spell that traps them within 
  Yarrix’s tomb), the PCs are free to continue 
  their exploration of the Spire dungeons.
  The stairs leading down from the 
  landing (area K1) become even, orderly 
  flights that descend 20 feet at each 
  turn for 400 feet total, passing several 
  former workshops and strongholds 
  filled with rubble that were long ago 
  destroyed and abandoned. Finally, 
  the stairs reach a vertical shaft with 
  an iron ladder running down its 
  side that drops another 200 feet to 
  Level 12, the Automaton Forge.
  Story Award: The PCs gain 
  5,000 XP for exploring all or most 
  of this level. If they have the Sage’s 
  Expedition quest, they also gain 
  5,000 gp.
  
  1 SQUARE = 5 FEET
  L1
  L2
  L3
  L4
  L8
  L9
  L10
  L11
  L12
  L13
  L14
  L5
  L6
  L7
  L15
  LEVEL 12: THE AUTOMATON FORGE
  
  111
  LEVEL 12
  The Automaton Forge
  By Keith Baker
  When Nhur Athemon laid claim to the Emerald Spire, he had a vision of creating an arcane citadel where he and his 
  followers could weave spells and craft armies powerful enough to overthrow Azlant at the height of its power. As a 
  master of artifice and construct creation, the exiled archmage began by establishing an automated workshop where he 
  could create automatons that would in turn create other automatons, vastly multiplying his power. At the same time, 
  he experimented with many different designs and purposes for his magical automatons. Of course he wanted an army 
  of invincible warrior constructs, but his vision also encompassed constructs to perform labor, constructs to wait on and 
  serve human masters, and constructs with no other purpose than to delight and amuse.
  A
  s it turned out, the archmage’s master plan was 
  interrupted by the attack of the Knights of the 
  Ioun Star. The Azlanti avengers destroyed many 
  of his workshops in the middle levels of the Spire. They 
  badly damaged this prototype workshop, and moved on to 
  assault the deeper levels. Nhur Athemon survived, but only 
  because he had embraced lichdom. Over time his interest in 
  constructs waned, and he turned to the study of creating life 
  itself instead of lifelike machines, leaving his crèches and 
  servant constructs to crumble into dust.
  On this level are both the Sanctum, a retreat where servant 
  constructs attentively waited on visitors, and the Iron Crèche, 
  a self-aware forge designed to mass-produce war machines.
  Nhur Athemon was an Azlanti prince, used to a life of 
  luxury. Therefore, he built a retreat right beside his original 
  automaton workshop, and staffed it with advanced and lifelike 
  constructs. But the servants of the Sanctum and the Iron 
  Crèche are now showing their age; the crèche considers the 
  servants of the Sanctum obsolete and intends to recycle their 
  materials, so the servants have sealed themselves off.
  
  112
  Entering the Level
  Thirty feet from the bottom of the shaft that leads to this area, 
  the climb becomes challenging. The walls and the ladder’s 
  rungs are coated in thick slime, and in one section the rungs 
  have rusted away entirely. Crossing this gap without falling 
  requires a successful DC 25 Acrobatics or Climb check or 
  using rope and help from companions. The good news is 
  that if anyone slips, there’s something to cushion the fall; the 
  bad news is that it’s a gelatinous cube, as described in area L1.
  L1. The Cube (CR 4)
  At the bottom of the shaft lies a chamber with walls formed from 
  opaque green glass. Doors exit the chamber to the south and west.
  There are doors to the west and south, each made of green 
  glass reinforced with rune-inscribed copper bands. There 
  are no handles—just a handprint engraved into each door. 
  Characters who succeed at a DC 15 Knowledge (arcana) or 
  Knowledge (engineering) check notice that the handprint 
  matches an emerald automaton arm.
  If anyone falls from above, she takes falling damage and is 
  immediately engulfed by the gelatinous cube at the bottom 
  of the shaft; the cube takes a number of points of damage 
  equal to half this falling damage. If no one falls, the first 
  PC in the group attempts a Perception check (DC 20 due to 
  the reflectivity of the hexglass walls) to spot the cube before 
  descending into it and being automatically engulfed. 
  ADVANCED GELATINOUS CUBE 
  CR 4
  XP 1,200
  hp 58 (Pathfinder RPG Bestiary 138, 294)
  Development: Once the cube has been defeated, it begins to 
  melt away. The party can eventually clear a path to the doors. 
  L2. Storeroom
  This room is filled with crates and shelves loaded with supplies. 
  The southern wall is lined with threadbare white towels. A cabinet 
  on the western wall holds scores of green glass teacups, and a 
  metal crate next to it is filled with small bags of faded yellow cloth.
  This room is filled with supplies that haven’t been touched 
  in years. The yellow bags hold tea leaves so old they’re little 
  more than brown powder. Nothing here is valuable. 
  L3. Washroom
  The door to this room is unlocked. 
  A white marble basin in the corner appears to serve as a latrine. 
  A mirror and a crystal orb are mounted on the wall across from it.
  The sphere on the wall is a cleansing orb that removes 
  dirt, germs, and other filth from the user’s hair and skin. The 
  marble latrine automatically eliminates organic waste placed 
  within. Both draw power from the Spire, and if pried loose 
  cease to function.
  L4. Arrival Hall
  A narrow hall leads to a small foyer. Patterns of shadow, 
  reminiscent of ripples on water, pass over the green glass walls. 
  No light casts them—they seem to be illusions. The chamber 
  surrounds a low platform engraved with a massive mystical 
  pattern. A pair of double doors is set into the wall across from the 
  platform. A scene engraved on the doors shows people relaxing 
  in a pool of water.
  A successful DC 20 Knowledge (arcana) check reveals that 
  the platform is an anchor point for teleportation magic. It is 
  inactive and damaged.
  The double doors to the south aren’t locked, and swing 
  open if a PC gets within 5 feet, revealing the Tearoom (area L5).
  Fixing the teleporter requires a character to first study the 
  existing magic (detect magic is the simplest way), diagnose the 
  trouble by succeeding at a DC 27 Knowledge (arcana) check, 
  and finally jury-rig the teleporter with a successful DC 27 
  Disable Device check. If activated, the teleporter can be used 
  by any creature that moves onto the platform and remains 
  there for 1 full round. It teleports characters standing on it 
  to the corresponding pad in area L13.
  FEATURES OF THE LEVEL
  The 
  Sanctum’s 
  climate 
  is 
  controlled by magic that keeps 
  the temperature pleasant and 
  banishes dirt, moisture, and 
  unpleasant odors, making it 
  appear that the area has just 
  been cleaned.
  Illumination: Globes infused 
  with continual flame provide 
  bright light throughout the level, 
  except for areas L1 through L4, which have dim light.
  Walls and Floors: Most walls are formed from hexglass—
  the same material that makes up the surface ruins. Ceilings 
  are 15 feet high throughout the Sanctum (areas L1 to L8) and 
  20 feet high throughout the crèche complex (areas L9 to L14).
  Doors: Unless otherwise noted, doors are made of thin 
  hexglass (hardness 10, 40 hp, break DC 28). Instead of a handle 
  or knob, each door has a handprint engraved in it, matching 
  the hand of an emerald automaton. An automaton hand opens 
  the doors automatically. Otherwise, the doors can be opened 
  with knock, a successful DC 23 Disable Device check, or force.
  
  The Emerald Spire Superdungeon
  STEWARD
  113
  Level 12: The Automaton Forge
  The Sanctum
  Areas L5 through L8 constitute the Sanctum, where 15 
  automatons once provided amenities for Nhur Athemon’s 
  guests. These constructs are designed for specific duties, with 
  sufficient self-awareness to anticipate the needs of clients. 
  The massage construct’s hands are imbued with soothing 
  magic, while the cook can magically season, heat, and chill 
  dishes. Time and wear are slowly whittling away at them—
  some have lost the use of limbs or specialized tools, and a few 
  are defunct. The staff are identified by function and number; 
  the active staff are Steward, Chef Two, Massage One, Beauty 
  Two, and Servers Two, Four, and Five. 
  If the PCs fight the servant automatons, use the 
  emerald automaton statistics on page 154. However, 
  each automaton has only 5 hit points, 
  retreats rather than fighting back, 
  and isn’t worth any XP. Unless an 
  automaton’s head is destroyed, it remains 
  conscious even if physically incapacitated.
  L5. Tearoom 
  The engraved double doors 
  swing open, revealing a 
  cozy room. The couch by 
  the crackling fire is richly 
  upholstered, and a massive 
  painting hung above the fireplace 
  depicts a wizard battling a dragon. There 
  is a small door to the west, and a large double door to the east. 
  Place settings are laid out at a round table.
   The table holds a curious centerpiece: a bodiless metal 
  head with crystalline eyes that resembles the heads of the 
  automatons elsewhere in the Spire. When the doors open, 
  the eyes of the metal head light up. “Welcome, honored 
  guests,” it says in a creaky voice. “We have long awaited your 
  return. Server Two! Guests for tea.”
  The automaton head is all that remains of Steward, the 
  leader of the servant constructs. He seeks to engage the PCs in 
  conversation and persuade them that they are in no danger. In 
  a short time, another construct (Server Two) arrives.
  The door to the west soon opens, and a dilapidated old 
  automaton shuffles in. It has a thin build, one of its eyes 
  has fallen out, and parts of its armor plating are missing. 
  It carries a steaming kettle and a tea service, but comes to a 
  stop and stares. In a buzzing voice, it says, “C-c-could it b-b-
  be? Have the P-P-Patrons returned?”
  If the PCs are willing to talk, Steward engages them in 
  conversation and Server Two provides cakes and tea. The 
  automatons in areas L6 and L8 gather at the doors to listen in.
  The automatons are all awaiting the return of Nhur 
  Athemon and other Azlanti exiles. The Sanctum automatons 
  ask the few living humans who enter this level whether they 
  are the long-lost “Patrons.” So far the answer has been no; the 
  Sanctum staff serve as they are programmed to, and return to 
  their hopeless vigil when their guests depart.
  While most of the automatons are awed by the PCs, 
  Steward is stern and calm, like an elderly butler: very polite, 
  determined to make sure that every service is provided, and 
  ever so slightly disappointed in his guests. His responses to 
  likely PC questions and comments include the following.
  Who are you? “I am the Steward of the Sanctum, and I have 
  kept this facility running in anticipation of your return. 
  Though we did expect you sooner.” 
  What services do you provide? “We can provide you with 
  light refreshments—Chef Two has prepared kelip 
  cakes with a candied glaze, and the 
  silvertip tea is particularly invigorating. 
  Our oasis offers a variety of relaxing 
  treatments, and if you are injured, we have a 
  small supply of restorative salves.” 
  What do you mean, “our return”? 
  “The Prince,” (he glances at 
  the painting) “created us to 
  serve the Patrons. When 
  he had to shut down the 
  transit system, he told us to 
  keep things running until he 
  returned. And so we have.” 
  We aren’t the Patrons. “Are you not 
  cast in the image of the Prince? You may 
  not be the Patrons we expected, but you are certainly their 
  heirs. We’ll serve you as promised, and in turn I hope you will 
  see fit to restore us.” 
  Why are you just a head? “Over the centuries, many of us 
  have suffered damage beyond our capacity for repair. But 
  now that you have returned, you can restore us.” 
  If Steward realizes that the PCs aren’t the Patrons, he tries to 
  make the best of the situation and help his people, providing 
  the information below. 
  What do you mean, restore you? “You… don’t know? Then the 
  answer lies in the Iron Crèche. If you could take me there—past 
  the Reclaimers—I could restore the Sanctum and my staff.”
  Why should we? or We’re trying to go further down. How do we 
  do that? “You wish to descend below, to explore the palace of 
  the prince? There is an elevator platform beyond the Iron 
  Crèche. Or, if you carry a token of the Spire, I can provide 
  you with a transit code if you take me to the crèche. However, 
  it may be dangerous. The Reclaimers seek to consume us.”
  What are the Reclaimers? “The minions of the Iron Crèche. 
  It is their task to maintain the facilities, but many centuries 
  ago they came to the conclusion that the staff of the Sanctum 
  were no longer required. They will consume us and recycle 
  our pieces if you let them. But if you bring me to the crèche, 
  I could redirect this aggression.”
  
  114
  Steward also tends to the needs of the PCs. Should the 
  party consume the tea and cakes, they have the effect of 
  heroes’ feast (CL 11th, 1d8+5 temporary hit points).
  Treasure: Steward can provide up to three potions of cure 
  serious wounds. The painting depicts the great deeds of Nhur 
  Athemon, cycling through a few hours of content. As a feat 
  of illusion and historical document, it could fetch 2,000 gp. 
  Quest: When Steward explains how the PCs can restore 
  the automatons, the PCs gain the Restoring Power quest. 
  L6. Oasis
  A large pool fills the center of this room, and the steam rising from 
  the warm, perfumed water fills the air with comforting scents. The 
  lighting is low and soft, and the relaxing sound of faint chimes 
  comes through the air. An automaton arranges salves, powders, 
  and files at a beautician’s station, while another stands next to a 
  curved massage table. Towels, fresh fruit, strange delicacies, and 
  a few books are close at hand, near four lounge chairs.
  This is the heart of the spa. The pool uses the principles 
  behind prestidigitation, create water, and purify water to 
  maintain the water’s temperature, volume, and purity. 
  Creatures: Massage One and Beauty Two are the only oasis 
  attendants remaining. They are eager to wait on the party.
  Beautician: This talkative automaton begins gushing over the 
  nearest PC immediately. It’s equipped with skills and magical 
  talents similar to prestidigitation and alter self. Given time, it can 
  change anything from hair length and style to skin color. 
  Massage: Massage One has only one functional hand, but its 
  invigorating massage provides the benefits of lesser restoration. 
  A single creature can be affected only once per 24 hours.
  Recliners: Sleeping in the spongy lounge chairs provides 
  the full benefits of rest in half the usual time. 
  L7. Apothecary (CR 11)
  This workshop was once an alchemist’s dream. There are 
  fermentation vats, tubes filled with glowing fluids, a vast array 
  of mixing containers, and a small bottling system set against 
  the east wall. But two of the massive tubes are shattered, and 
  most surfaces in the room are covered with a shiny purple resin 
  that might have been some sort of slime before it crystallized. 
  Extreme heat emanates from a chute in the southern wall.
  The Sanctum automatons don’t know what’s in this 
  room. Centuries ago, an explosion crippled the equipment. 
  Machinist One was destroyed while trying to repair it; since 
  no one else understands it, they’ve avoided it ever since. 
  The room is completely silent and still. A PC who succeeds 
  at a DC 16 Perception check can see that some flasks in the 
  southeast corner might contain salvageable potions. The 
  crystalline coating is thickest just outside the shattered tubes.
  The hatch on the southern wall leads to area L12, and if the 
  PCs have sufficient protection against heat, it’s a way to avoid 
  exposing the Sanctum to the Reclaimers. It takes 2 rounds to 
  squeeze through the tunnel between the apothecary and the 
  furnace, and PCs take 5 points of fire damage each round. 
  Creature: Most of the crystal coating is inanimate. However, 
  if PCs venture into the east chamber or attack the crystal 
  growth next to the central tube, it shatters into hundreds of 
  tiny pieces and flows toward them in a razor-sharp mass.
  CARNIVOROUS CRYSTAL  
  CR 11
  XP 12,800
  hp 136 (Pathfinder RPG Bestiary 3 45)
  Treasure: The manufacturing facilities can’t be repaired, 
  but the PCs can salvage a few things from the wreckage, 
  including a pair of bracers of armor +4. A PC can attempt a DC 
  20 Knowledge (arcana) or Use Magic Device check to get the 
  facilities to produce a potion of resist energy, cure serious wounds, 
  or invisibility. The machine can make only one potion.
  L8. Kitchen
  A small kitchen opens into an aquaponics chamber. The smells of 
  unfamiliar plants are heavy in the warm, damp air. The tanks are 
  filled with water, vegetation, small fish, and shellfish. Attached to 
  the tanks are facilities for transforming the contents into meals. 
  The door to the south has been barricaded. There’s 
  an audible metallic noise through that door, like dozens 
  of blades scraping against it. Opening the door requires 
  disassembling the barricade. However, this prospect terrifies 
  the automatons. If Steward is with the PCs, he tells them 
  that if the Reclaimers get inside, they will destroy all of the 
  staff. While the party may be able to destroy the Reclaimers 
  waiting outside, there will always be more. So if the PCs care 
  about the Sanctum, they will need to put up a new barricade 
  once they are through. 
  If the PCs take Steward with them, he can provide helpful 
  advice (and sarcastic commentary), though he doesn’t know 
  everything about the maintenance systems. 
  L9. The Reclaimers (CR 6)
  The walls and floor of this short hallway ripple as if alive—
  every surface of this hallway is covered with a wave of tiny 
  constructs. They look like they were originally beetle-shaped, 
  but have incorporated pieces of junk into their construction 
  and are now covered in rusted protrusions.
  Creature: The Reclaimers are a discorporated junk golem 
  that pick apart whatever they come across. They wish to 
  get into the Sanctum so they can dismantle the servants 
  and reincorporate the servants’ components into their 
  own bodies, but they’re happy to start with the organic 
  
  The Emerald Spire Superdungeon
  115
  Level 12: The Automaton Forge
  newcomers. If the PCs fling a sizable piece of an automaton 
  at the Reclaimers, the constructs remain stationary for 2 
  rounds while breaking it down.
  If the Reclaimers reach the Sanctum, the magic in those 
  areas prevents the Reclaimers from causing disease.
  RECLAIMERS 
  CR 6
  XP 2,400
  Advanced junk golem (Pathfinder RPG Bestiary 4 132)
  N Medium construct 
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 20, touch 10, flat-footed 20 (+10 natural)
  hp 69 (9d10+20); junk repair
  Fort +3, Ref +3, Will +3
  DR 5/adamantine; Immune construct traits, magic
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +17 (1d6+8 plus disease)
  Special Attacks disease (DC 14)
  TACTICS
  Before Combat The Reclaimers start out in their swarm form 
  (see the discorporate ability) and usually remain that way.
  STATISTICS
  Str 26, Dex 10, Con —, Int —, Wis 11, Cha 1
  Base Atk +9; CMB +17; CMD 27
  SQ discorporate
  SPECIAL ABILITIES
  Discorporate (Ex) The Reclaimers’ swarm attack deals 2d6 points 
  of damage.
  Development: If this swarm is destroyed, a replacement is 
  created in area L14 24 hours later. The only way to permanently 
  destroy the Reclaimers is to shut down the Iron Crèche. 
  L10. Processing Chamber (CR 8)
  This chamber is a shallow pool. The bottom is lined with a 
  glittering layer of liquid metal.
  The “water” breaks down dead and inorganic materials. 
  Mundane materials dissolve quickly, but magical items are 
  more resistant. If PCs explore the pool, they find a layer 
  of liquefied metal at the bottom, and see that many of the 
  objects they saw are already liquefied and unsalvageable. The 
  fluid destroys mundane cloth instantly on contact; mundane 
  metal and stone can survive 1 round of exposure, but melt on 
  the second round. 
  A PC who removes all mundane materials can stand in the 
  pool and sift around to search for hidden treasures. Someone 
  standing in the pool can attempt a DC 20 Perception check 
  once per round; on a successful check, he finds one of the 
  three treasures described below.
  Creature: One of the Emerald Spire’s intermittent portals 
  recently brought a shard slag to the Automaton Forge. Because 
  it is a living creature, the processing pool did not break it 
  down. The shard slag is hidden amid the liquefied metal at 
  the bottom of the pool, and gains surprise unless the PCs 
  succeed at a DC 28 Perception check.
  SHARD SLAG  
  CR 8
  XP 4,800
  hp 126 (Pathfinder RPG Bestiary 4 240)
  Treasure: There are treasures amid the liquefied metal: a 
  bead of force, a ring of protection +1, and a +1 anarchic greatsword. 
  L11. Rendering Hall (CR 11)
  A pool of glowing green liquid that smells like rotting flesh 
  dominates this massive chamber. Long, metallic tentacles writhe 
  around the edge of the pool, like snakes searching for prey.
  The green fluid in the pool breaks down organic matter, 
  dealing 10 points of acid damage each round to organic 
  creatures or objects. 
  Traps: The metallic tentacles are programmed to grab any 
  organic matter that comes within reach and dunk it in the 
  pool until it dissolves.
  MANIPULATOR TENTACLES (8) 
  CR 4
  XP —
  Type mechanical; Perception DC 10; Disable Device DC 25
  EFFECTS
  Trigger location; Reset automatic
  Effect Atk +13 melee (1d8 plus grab); when a manipulator arm 
  grabs a creature, it attempts a combat maneuver check with 
  a +13 CMB to drag the creature into the pool in a square 
  adjacent to the tentacle, dealing 10 points of acid damage 
  (and another 10 points each round the creature remains in 
  the pool). The trap deactivates if the initial attack misses, 
  if it is severed (hardness 10, 30 hp, break DC 26), or once a 
  grabbed creature escapes. The trap reactivates 24 hours later.
  Creature: There is one swarm of Reclaimers in the southeast 
  corner of the room. It doesn’t react unless a PC comes with 
  30 feet of it or damages one of the metallic tentacles.
  RECLAIMERS 
  CR 6
  XP —
  hp 69 (see above)
  Story Award: The party receives 12,800 XP the first time 
  the PCs successfully cross this chamber, regardless of how 
  many tentacles they defeat or how they deal with this swarm 
  of Reclaimers.
  
  116
  L12. Furnace (CR 9)
  Molten metal covers the floor of this chamber. A pillar of flame at 
  the back of the chamber pierces the smoky air. 
  Anyone standing in the furnace takes 10 points of fire damage 
  at the start of each round. The floor is covered in 2 feet of 
  molten metal; moving 5 feet through this costs 20 feet of 
  movement and deals 2d6 points of fire damage.
  Creatures The light at the heart of the chamber is a fire 
  elemental bound to the furnace. It can reach far enough 
  to lash out at anyone in the chamber. Once damaged, the 
  elemental can attempt a DC 22 Will saving throw each round 
  to escape.
  GREATER FIRE ELEMENTAL 
  CR 9
  XP 6,400 
  hp 123 (Pathfinder RPG Bestiary 124)
  L13. Armory (CR 10)
  If Steward is with the party, he warns them before they enter: 
  “Many soldier automatons are stored within. They may be 
  dormant, or may not. I advise proceeding cautiously.”
  Every space along the walls of this large storage chamber 
  consists of tall, vertical sockets of human-like size and shape. 
  Some lie empty, but most are occupied—no fewer than twelve 
  automaton soldiers stare blankly out from the sockets into the 
  chamber. Four are much larger than the others, standing as tall 
  as ogres in oversized receptacles in the center of each wall.
  The door to the southwest is guarded by faint arcs of electricity, 
  like widely spaced bars across the mouth of the alcove. At 
  infrequent intervals the arcs brighten and fade.
  The automatons produced by the Iron Crèche were used 
  throughout the Emerald Spire, but were stored here until 
  needed, at which point they teleported to the level of the 
  threat using the transit portal.
  Creatures: Of the 12 automatons in this armory, only the 
  four giant automatons are active—the ordinary-sized ones 
  don’t activate even if damaged. The giant automatons activate 
  and attack if they detect any intruders in this chamber, but 
  it’s possible to sneak past them. 
  The giant automatons do not pursue if the PCs leave the 
  room after activating them; it’s possible to end the encounter 
  by getting out the door and leaving the fight behind. 
  EMERALD GUARDIANS (4) 
   
  CR 6
  XP 2,400 each
  Advanced emerald automaton (see page 154)
  N Large construct 
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
  Aura electric aura (5 ft., DC 12)
  DEFENSE
  AC 20, touch 9, flat-footed 20 (+11 natural, –1 size)
  hp 68 each (7d10+30)
  Fort +2, Ref +2, Will +2
  DR 5/adamantine; Immune construct traits
  Weaknesses magic dependent
  OFFENSE
  Speed 30 ft.
  Melee guisarme +15/+10 (2d6+13/×3) or
  slam +15 (1d6+13)
  Space 10 ft.; Reach 10 ft. (15 ft. with guisarme)
  STATISTICS
  Str 28, Dex 11, Con —, Int —, Wis 11, Cha 1
  Base Atk +7; CMB +17 (+19 sunder); CMD 27 (29 vs. sunder)
  Feats Improved Sunder, Power Attack
  SQ proficient
  Trap: The southwest alcove of the room leads to the 
  automaton forge. A barrier of energy protects this door.
  LIGHTNING WALL 
  CR 4
  XP 600
  Type magic; Perception DC 0; Disable Device DC 25
  EFFECTS
  Trigger touch; Duration instantaneous; Reset automatic
  Effect electricity barrier (5d6 electricity damage, Reflex DC 19 
  half). Any creature that takes damage is repelled and cannot 
  move through. A character can slide between the barrier’s 
  electric arcs by succeeding at a DC 10 Escape Artist check.
  Story Award: Award the party full experience for a CR 10 
  encounter if they bypass or avoid the giant automatons.
  L14. Iron Crèche (CR 11)
  The Emerald Spire forms the heart of a massive eldritch machine. 
  Hundreds of small gemstones orbit it like tiny moons. A control 
  panel is embedded in the spire just above the floor—a marble 
  and adamantine altar studded with gleaming crystals. Arcane 
  patterns of cold fire blaze on the floor of the chamber. Two 
  massive, coffin-like structures stand to either side of the room, 
  with three smaller ones around them. The air is cold, and tingles 
  with magical energy.
  If Steward is with the PCs, he instructs them to take him to 
  the control altar at the base of the Spire. If Steward isn’t with 
  the party, the PCs can try to bypass the crèche and get to the 
  elevator platform beyond. The door to the elevator chamber 
  is protected by arcane lock (CL 12th).
  The coffin-like structures are replication chambers, used 
  to create new automatons or swarms of Reclaimers.
  Creatures: As soon as one of the PCs or Steward enters 
  a square adjacent to the crèche control altar, the crèche 
  
  The Emerald Spire Superdungeon
  AUTOMATON MASTER MOLD
  117
  Level 12: The Automaton Forge
  defenses activate. Three armored automatons emerge from 
  the smaller replication chambers, and hundreds of Reclaimers 
  emerge from the larger units, forming one swarm. 
  These Emerald automatons have the adaptive defense 
  special ability, and are replaced 1 round after being destroyed. 
  Each new automaton created this way gains a cumulative +1 
  insight bonus on attack rolls, to AC, and on saving throws (so 
  the fourth automaton has a +1 bonus, the fifth a +2, and so on).
  To defeat these automatons permanently, the PCs must 
  either shut down the crèche (see below), or destroy each of 
  the three small replication chambers. A replication chamber 
  has 40 hit points and hardness 10.
  ADVANCED EMERALD AUTOMATONS (3) 
  CR 5
  XP —
  hp 57 each (see page 154, Pathfinder RPG Bestiary 294)
  Resist adaptive resistance
  SPECIAL ABILITIES
  Adaptive Resistance (Su) Immediately after one of these 
  automatons takes energy damage, it gains resistance 10 
  against that type of damage. An individual automaton can have 
  defense against only one energy type at a time; as soon as it 
  takes damage of a new type, its adaptive defense changes.
  RECLAIMERS 
  CR 6
  XP —
  hp 69 (see page 115)
  Treasure: If the PCs destroy or deactivate the crèche, they 
  find a scarlet and blue sphere ioun stone (one of the memory 
  cores of the crèche) and a Western Star ioun stone (see page 
  67)  among its remains. If they help Steward reprogram 
  the crèche, Steward gives them the rune needed to 
  proceed to the next level and a Spire transport token.
  Development: If a PC gets Steward to the crèche control 
  altar, it takes the construct 10 rounds to reprogram the 
  crèche. A PC can assist by spending a full-round action 
  and attempting at a DC 23 Knowledge (arcana) check or 
  DC 25 Disable Device check. If the check is successful, 
  reprogramming the crèche takes 1 round less. Once the 
  goal is reached, all constructs retreat to their coffins. 
  The light fades from Steward’s eyes, and his voice 
  emerges from the web of stones orbiting the Spire.
  “You have done well, children of the Patrons. Now 
  I have the power to restore my people. I can give you 
  the rune you need to reach the prince’s palace. And 
  should you ever need a cup of tea or a place to relax, 
  you will be welcome at the Sanctum.”
  Story Award: Award 12,800 XP for the successful 
  conclusion of the encounter, instead of counting 
  the XP for individual automatons. If the PCs help 
  Steward reprogram the crèche, award them an 
  additional 4,800  XP. 
  L15. Elevator Chamber
  The hatch opens into a chamber where a vertical shaft drops into 
  darkness farther than the eye can see. A square platform about 8 
  feet in diameter hovers at the top of the shaft. There is a bronze 
  lever on the wall near the door, currently in its “up” position.
  The elevator stone and switch are described below.
  Descent to the Next Level
  The shaft descends more than 200 feet to Level 13. The levitating 
  platform can support up to 5,000 pounds. Above that, its 
  enchantment fails and it plummets to the bottom of the shaft.
  The lever is a “call button” for the platform, and switches 
  to reflect the elevator’s current position. If the lever is flipped 
  down, after 3 rounds the elevator begins to descend to area M1.
  Story Award: The PCs gain 6,500 XP for exploring all or 
  most of this level. If they have the Sage’s Expedition quest, 
  they also gain 6,500 gp.
  
  1 SQUARE = 5 FEET
  M4
  M3
  M2
  M1
  M5
  M6
  M7
  M8
  M9
  M10
  M11
  M12
  LEVEL 13: THE PLEASURE GARDENS
  
  119
  LEVEL 13
  The Pleasure Gardens
  By Nicolas Logue
  Here, almost a mile below the surface, Nhur Athemon discovered something wondrous indeed: a beautiful cavern whose 
  radiant crystals glowed with resonant Spire energy, illuminating a subterranean garden of bizarre plants and fungi. Even 
  during his initial investigation of the Spire, Nhur Athemon planned to establish a deep and secure refuge for himself in 
  preparation for the day when Azlant’s lords tracked him down. He decided to incorporate this weird and beautiful cavern-
  garden into his secret retreat, and set about refining and improving the place whenever he found time. Even in his mortal life, 
  the proud exile had little whimsy in his cold soul—but what little he did possess, he indulged in this deeply buried garden. 
  N
  hur Athemon brought together three things in this 
  place: dark gardens where strange flowers bloom, the 
  curiosities and wonders that caught his attention, 
  and a menagerie of unnatural and otherworldly creatures. But 
  what a mad, undead king finds pleasing can prove perilous for 
  even the bravest party of adventurers. Although Nhur Athemon 
  was quite attentive to his garden following the destruction of 
  his realm in the Echo Wood 10,000 years ago, his interests 
  wandered over the course of the centuries that followed. Over 
  time, he also fell into the slumber of death for longer and 
  longer periods, waking less and less frequently. His last period 
  of sleep lasted almost a thousand years, during which time his 
  garden went untended. Even though the lich has been awake 
  now for several years, he has made only a couple of cursory 
  visits to this level—his interests now lie elsewhere.
  M1. Elevator Landing
  The descending wooden platform finally comes to rest on a dais 
  in a small, square room. To the east, a short flight of wide marble 
  steps leads down to a grand hall. A bronze lever, currently in its 
  “down” position, is on the wall near the stairs.
  
  120
  The lever controls the elevator platform. The lever’s position 
  matches the elevator platform’s current position. If the lever 
  is moved to its “up” position, the elevator remains motionless 
  for 3 rounds, then begins to ascend to area L15.
  M2. Arch of the Keepers (CR 12)
  This hall is finished in honey marble and features four red 
  granite columns. At the east end, an ornamental arch surrounds 
  large stone double doors. The door is emblazoned with a 
  large symbol: a skull with a crown. To the left and right of the 
  doorway stand two large iron statues. Each statue holds an 
  ornamental axe and shield, and has short, stumpy legs, a round 
  belly, and a wide mouth above its sculpted beard.
  The skull-and-crown symbol is one Nhur Athemon 
  adopted centuries ago. A PC who succeeds at a DC 30 
  Knowledge (arcana) check recognizes it as Nhur Athemon’s 
  symbol. Characters pursuing the Crowned Skull quest recall 
  that High Mother Dremagne of Fort Inevitable divined the 
  symbol’s significance as the emblem of a malevolent power 
  that stirs in the Spire’s depths.
  Creatures: The statues by the door are tophets. They animate, 
  drop their ornaments, and attack if an intruder comes within 
  15 feet of the door, or if they’re attacked themselves.
  TOPHETS (2) 
  CR 10
  XP 9,600 each
  hp 107 each (Pathfinder RPG Bestiary 3 271)
  Development: If a tophet captures a PC, it takes its prisoner 
  to area M12 and descends the elevator to Nhur Athemon’s lair.
  M3. Garden Overlook
  Beyond the entrance hall is a ledge overlooking a huge and 
  strikingly beautiful natural cavern. Steep steps descend from 
  the ledge to the cavern floor. Covering the floor is a sprawling 
  garden of weird blossoms, towering fungi, and alien-looking 
  plants whose bulbs and pods sway in the still air.
  A short distance away, the Emerald Spire pierces the center of the 
  cavern. Paths lead east and west from the foot of the stairs through 
  the foliage. The whole cavern is illuminated by a mysterious radiance 
  that shines from the crystals embedded in the ceiling  extremely 
  high above. In the wall at the east end of the ledge stands a set of 
  stone double doors decorated with reliefs of serene faces.
  These gardens are home to the beautiful and deadly plant 
  life Nhur Athemon found during his transdimensional roving.
  M4. Raithskal’s Orchestra (CR 10)
  This small theater is painstakingly hewn from the stubborn rock. 
  Below the wide stage against the east wall, a rusty grate covers an 
  orchestra pit, before which rotted chairs face the stage in crooked 
  rows. To the north, a short flight of steps leads up to the stage, and 
  to the south, another set of steps descends to the orchestra pit.
  This chamber is where Nhur Athemon once amused 
  himself with strange musical experiments. The orchestra pit 
  fills most of the space under the stage, and its floor lies 10 
  feet below the stage. The grate covering the space between the 
  stage and the chamber floor is of rusted iron (break DC 22).
  Creatures: A putrid imp named Raithskal conducts Nhur 
  Athemon’s “orchestra.” He appears in a puff of smoke 2 
  rounds after any creature enters this chamber, brought here 
  by a conjuring effect Nhur Athemon built into the room. He 
  is dressed like a troubadour, and bows to his audience. “Why, I 
  have guests!” he exclaims. “May I perform for you, my dears?”
  Raithskal listens attentively and politely if engaged in 
  conversation, but his reply to just about any question, threat, 
  or statement is simply, “That is most excellent indeed! Let us 
  begin!” He then bows, draws his conductor’s wand—actually 
  a wand of lightning bolt—and begins the entertainment by 
  blasting the gibbering mouther below the stage floor through 
  a grate in the stage. Raithskal has ranks in Use Magic Device 
  instead of Knowledge (planes) so he can use the wand. The 
  monster immediately begins its “music”—really just screams 
  of torment, which the imp finds beautiful. On the following 
  FEATURES OF THE LEVEL
  Most of the Pleasure Gardens 
  is a natural cavern that’s home 
  to strange and fantastic plants. 
  Because of the Spire’s radiation, 
  things can grow here that 
  otherwise would need sunlight 
  and rich earth. Mixed in with this 
  surface-world foliage are alien 
  blooms from distant worlds and 
  bizarre fungi that the chamber’s 
  magical emanations directly nourish.
  Floor: The floors in the finished chambers (areas M1, M2, M4, 
  and M8) and the smaller caves to the north (areas M11 and 
  M12) are made of smooth, polished stone. Throughout most 
  of the rest of the level, thick vegetation chokes the floors. This 
  is considered difficult terrain, and any creature in the foliage 
  gains concealment against creatures that aren’t adjacent to it. 
  The pathways marked on the map are not difficult terrain.
  Doors: Doors on this level are made of finely worked 
  stone. None are locked.
  Illumination: Magical, crystalline lamps shine with bright 
  light in areas M1, M2, and M4. Natural radiance illuminates 
  the rest of the level with bright light, but areas M11 and M12 
  have only dim light (the natural radiance is weaker there).
  
  121
  Level 13: The Pleasure Gardens
  The Emerald Spire Superdungeon
  round, five allips emerge from the walls and add their babbling 
  harmony to the song.
  If the PCs attack Raithskal, he turns the wand of lightning 
  bolt on them. If Raithskal dies or the mouther is attacked in 
  its pit, the monster squeezes out from under the stage and 
  eagerly attempts to devour any living creature in the room.
  RAITHSKAL 
  CR 2
  XP 600
  Imp (Pathfinder RPG Bestiary 78)
  hp 16
  STATISTICS
  Skills Use Magic Device +8
  Combat Gear wand of lightning bolt
  ALLIPS (5) 
  CR 3
  XP 800 each
  hp 30 each (Pathfinder RPG Bestiary 3 12)
  HUGE GIBBERING MOUTHER 
  CR 8
  XP 4,800
  Advanced gibbering mouther (Pathfinder RPG Bestiary 153)
  N Huge aberration 
  Init +5; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 20, touch 9, flat-footed 19 (+1 Dex, +11 natural, –2 size)
  hp 124 (8d8+88)
  Fort +13, Ref +5, Will +7
  Defensive Abilities all-around vision, amorphous, DR 5/
  bludgeoning; Immune critical hits, precision damage
  OFFENSE
  Speed 10 ft., swim 20 ft.
  Melee 6 bite +9 (1d8+4 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks blood drain (1d4 bite plus 1 Con), engulf (6d4 
  plus 2 Con damage, AC 15, 12 hp), gibbering (DC 25), ground 
  manipulation, spittle (+7 ranged touch, DC 25)
  STATISTICS
  Str 18, Dex 13, Con 32, Int 4, Wis 13, Cha 12
  Base Atk +6; CMB +12 (+16 grapple); CMD 23 (can’t be tripped)
  Feats Improved Initiative, Lightning Reflexes, Point-Blank Shot, 
  Weapon Focus (bite)
  Skills Perception +12, Swim +19
  Languages Aklo
  M5. Yellow Death (CR 12)
  The alien plants that fill the cavern floor shudder and quiver, 
  and a variety of strange, heady scents fills the air. To the 
  northeast, the path leads to a flight of natural stone steps that 
  descend to a door recessed in the cavern wall. To the west, the 
  path leads toward a pool of splashing water that plays around 
  the Emerald Spire.
  Nhur Athemon’s most prized plant—a warped yellow musk 
  creeper—has turned many dead explorers into zombies here.
  Creatures: Nhur Athemon painstakingly cultivated the 
  yellow musk creeper here with his own hand. One of his 
  favorite pastimes was feeding unworthy followers or rebellious 
  subjects to the creeper and watching them transform into 
  zombies. In this strange garden, the yellow musk zombies the 
  creeper creates are unusually powerful, and long, green thorns 
  burst out of them during their transformation.
  Whenever intruders approach within 30 feet of the creeper, 
  it immediately begins to spray its pollen and moves slowly 
  toward the potential meal. The huge creeper also disgorges 
  three Spire-warped yellow musk zombies every round (as a 
  free action) for 2 rounds (for a total of six zombies).
  The giant flytrap in area M6 has a long reach, so the party 
  might fight both encounters at the same time.
  SPIRE-WARPED CREEPER 
  CR 10
  XP 9,600
  Advanced variant yellow musk creeper (Pathfinder RPG Bestiary 285)
  N Huge plant 
  Init +4; Senses low-light vision, tremorsense 30 ft.; Perception +0
  DEFENSE
  AC 22, touch 12, flat-footed 18 (+4 Dex, +10 natural, –2 size)
  hp 126 (12d8+72)
  Fort +14, Ref +8, Will +4
  Immune plant traits
  OFFENSE
  Speed 5 ft.
  Melee 3 tendrils +18 (1d4+11)
  Space 20 ft.; Reach 30 ft.
  Special Attacks create yellow musk zombie (2d4 Int), pollen 
  spray (+12 ranged touch, DC 22)
  STATISTICS
  Str 33, Dex 19, Con 22, Int —, Wis 11, Cha 8
  Base Atk +9; CMB +22; CMD 36 (can’t be tripped)
  SPECIAL ABILITIES
  Create Yellow Musk Zombie (Su) The damage from the 
  Spire-warped creeper’s tendrils increases to 2d4 points of 
  Intelligence damage per round. Also, the zombies it creates 
  are more powerful because of the effects of the Emerald 
  Spire—they are Spire-warped yellow musk zombies (see 
  below) instead of normal yellow musk zombies.
  SPIRE-WARPED YELLOW MUSK ZOMBIES (6) 
  CR 5
  XP 1,600 each
  Variant yellow musk zombie (Pathfinder RPG Bestiary 285, 288)
  NE Medium undead 
  Init +2; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 59 each (7d8+28)
  Fort +5, Ref +4, Will +5
  
  122
  Defensive Abilities thorns; DR 5/slashing; Immune plant traits
  OFFENSE
  Speed 30 ft.
  Melee slam +12 (1d6+10 plus 1d6 piercing)
  STATISTICS
  Str 25, Dex 14, Con —, Int —, Wis 10, Cha 16
  Base Atk +5; CMB +12; CMD 24
  Feats Toughness
  SQ staggered
  SPECIAL ABILITIES
  Thorns (Ex) Any creature that strikes the zombie with a melee 
  weapon, an unarmed strike, or a natural weapon takes 1d6 
  points of piercing damage. Creatures using melee weapons with 
  reach are unaffected by this ability. Creatures that successfully 
  grapple the zombie take 2d6 points of piercing damage.
  Treasure: In the cavern’s eastern alcove, lying amid the 
  moldering remains of a long-dead victim of the creeper, is 
  a +2 mithral chain shirt.
  M6. Fungal Growth (CR 10)
  On the north side of the Emerald Spire’s pool towers a wall of 
  purple vines and fungal growth. To the east, the path leads to a 
  flight of natural steps that climb to a door recessed in the cavern 
  wall. To the west, more stone steps ascend to a different exit 
  from the main cavern. Just beyond that alcove stands a small 
  building made of yellow marble and wreathed in lush ivy.
  This area appears to be normal undergrowth. The ceiling 
  is low in this area—15 feet above the ground—and is covered 
  in thick vegetation and vines.
  Creature: A recess in the lowered ceiling conceals a giant 
  flytrap. This recess counts as undergrowth for the flytrap’s 
  racial bonus on Stealth checks.
  The flytrap doesn’t notice the PCs until they come within 
  20 feet unless a great commotion attracts its attention (for 
  example, a battle in area M5). In this case, it stealthily moves 
  toward the nearest living target until close enough to strike.
  GIANT FLYTRAP 
  CR 10
  XP 9,600
  hp 149 (Pathfinder RPG Bestiary 134)
  M7. The Emerald Fountain
  The towering Emerald Spire dances with light in the center of this 
  cavern. A basin carved from stone surrounds it, and green-hued 
  water sprays from several fissures in its surface, collecting into a 
  pool within the basin. A stream flows westward out of the pool, 
  and a small building of yellow marble stands on its banks. To the 
  north, an alcove and a flight of stairs lead out of the main cavern. 
  To the southwest, another cave mouth opens in the south wall.
  An underground river intersects the Spire just above this 
  level. Long ago, the stream eroded narrow fissures in the 
  Spire’s structure. This water empties here into a fountain-
  basin that Nhur Athemon’s servants carved millennia ago 
  when they improved this cavern for their master’s pleasure.
  Magical Properties: Anyone who drinks from the waters 
  that pour through the Spire is filled with calm and a sense of 
  great power. The waters act as both heal and greater restoration, 
  but a creature cannot benefit from this effect more than 
  once every 24 hours. If removed from the fountain, the water 
  retains its magical potency for only 1 hour.
  M8. Bathhouse (CR 9)
  Carved scenes of cavorting nymphs adorn the walls of this stately 
  marble bathhouse. Three luxurious porcelain basins are embedded 
  in the floor, each enameled with golden patterns of flowering 
  vines. One tub is dry and empty, another filled with black sludge, 
  and the last filled with softly steaming water.
  In alcoves along the east and west walls, two-foot-tall stalagmites 
  pierce the floor and radiate heat. There is a door in the north wall.
  Nhur Athemon created this bathhouse in the middle of his 
  garden as a place to relax and enjoy a warm or cool soak, but 
  after he became undead the facility was no longer relevant 
  to him. The lich hasn’t bothered to maintain this place for 
  uncounted years, but some of his favored servants still enjoy it.
  The tub of steaming water is a warm bath and is perfectly 
  harmless. The water is drawn from the nearby stream and 
  warmed by old magic; like the water around the Spire 
  fountain itself, it is a magical restorative, although it’s not as 
  potent as the fountain’s water. Bathing in the tub for at least 
  30 minutes confers the benefits of lesser restoration and cure 
  serious wounds (a creature cannot benefit more than once per 
  24 hours from bathing). The dry tub formerly held a bath of 
  cool water, but the plumbing failed long ago.
  A small planar portal to the elemental planes formerly 
  supplied this tub with warm, soothing mud. In the many 
  centuries since the portal was created, however, the portal 
  terminus shifted, and the portal now fills its tub with hot, 
  acidic tar. Any creature immersed in the tub takes 5d6 points 
  of acid damage per round. The tarry acid sticks, so even 
  after a creature has extricated itself, it continues to take 2d6 
  additional points of acid damage per round until it takes a 
  full-round action to clean the sludge off.
  Creatures: Nimthria and Katyala, a pair of succubi who 
  serve Nhur Athemon, are fond of the bath and spend much of 
  their time lounging here. The two demons are bound to the 
  lich by old planar binding spells that Nhur Athemon renewed 
  a few years ago when his experimentation reawakened his 
  mortal desires. The lich employs the demons as spies and 
  agents, and often sends them to roam the nearby lands and 
  bring him news of the people who now inhabit the region. 
  
  NIMTHRIA
  123
  Level 13: The Pleasure Gardens
  The Emerald Spire Superdungeon
  Neither succubus is particularly loyal to the lich, however; 
  they serve him grudgingly, indulging their own whims and 
  plots while observing the terms of their ancient servitude.
  If the succubi hear the PCs approaching (for example, they 
  might notice a noisy fight in area M6 or M10), they summon 
  a babau demon to defend them against physical attack 
  when the PCs appear. If they don’t hear the PCs’ approach, 
  the succubi react to the PCs’ intrusion by greeting the PCs 
  warmly and assuring the PCs that they are not hostile. 
  “We are prisoners of the lich,” Nimthria lies, “and are 
  anxious to see him destroyed. Please, tell us how you 
  came here, and we’ll tell you of Nhur Athemon’s 
  secret weaknesses.”
  This is a ploy to put the PCs at ease and 
  get them talking—the two succubi have 
  every intention of charming, seducing, 
  or simply dominating the interesting 
  members of the party and using these 
  mortal dupes to destroy the rest. If 
  the PCs let the succubi continue to 
  speak, the monsters attempt to lull 
  the PCs’ suspicions, and surprise 
  them by suddenly using charm 
  monster spells on likely targets.
  If the PCs defeat one succubus, 
  the other teleports away to warn 
  Nhur Athemon (and plans to 
  return and get revenge later).
  NIMTHRIA AND KATYALA 
  CR 7
  XP 3,200 each
  Succubus
  hp 84 each (Pathfinder RPG Bestiary 68)
  Gear Nimthria wears a necklace of fireballs type VI, and Katyala 
  wears a ring of the ram (21 charges). In combat, Katyala might 
  try to use the ring to knock a PC into the tub of sludge.
  Treasure: In addition to the gear they’re wearing, a figurine 
  of wondrous power (bronze griffon) lies at the bottom of the 
  tub of sludge. Years ago, another explorer fell into the tub 
  and slowly dissolved, but his figurine resisted the acid. It’s 
  perfectly usable—although retrieving it may be tricky.
  M9. The Lich King’s Menagerie (CR 6)
  A starry night sky hides the ceiling of this side cavern. The 
  flowers and vines in this cavern are much less overgrown, and 
  several stone statues are scattered about in random poses. The 
  path continues around a bend in the chamber.
  This chamber once served as Nhur Athemon’s personal zoo, 
  wherein he would capture and study interesting creatures or 
  sometimes entertain important guests he wished to impress.
  This area’s appearance is an illusion that’s harmless 
  but very convincing. If the PCs continue deeper into the 
  chamber, continue with the following.
  A large part of this cavern’s southwest corner is a strange 
  enclosure made from transparent crystal. It seems to be a pen 
  or terrarium with carefully arranged flora inside. Several more 
  stone statues nearby seem to be adventurers or explorers with 
  looks of surprise or horror on their faces. Inside the enclosure, a 
  large, reptilian creature glares with terrible, yellow eyes.
  The side passage that leads to the west wanders off 
  into the deep Darklands for several miles, but 
  it eventually connects to the corridor that 
  descends from the Vissk-Thar stronghold on 
  Level 8. Nhur Athemon sealed this passage 
  centuries ago with a wall of stone he placed 
  at a narrow point a few hundred yards 
  up the passage. Unknown to Nhur 
  Athemon, however, a subterranean 
  monster burrowed through it 
  while the lich was sealed within 
  his lair, and the passage is now 
  open again.
  Creature: The crystal enclosure 
  imprisons a fiendish basilisk. 
  Any character who ventures far 
  enough into the room to see the 
  enclosure sees the basilisk—which 
  means, of course, that it sees her as well. The basilisk is 
  unable to get out of its crystal prison, but its gaze attack 
  works just fine through the clear walls.
  The walls of the fiendish basilisk’s enclosure are equivalent 
  to transparent stone (hardness 8, 60 hp per 5-foot section, 
  break DC 28). The enclosure includes a basin of water and 
  a basin of food filled once per day via a create food and water 
  effect. The lich was considering using the captured basilisk 
  as a guardian somewhere in his refuge, but he hasn’t decided 
  on exactly where.
  FIENDISH BASILISK 
  CR 6
  XP 2,400
  hp 52 (Pathfinder RPG Bestiary 29, 294)
  M10. End of the Path (CR 8)
  In the far corner of the main cavern, the stream from the Spire 
  fountain disappears into a deep cleft in the rock. The garden path 
  crosses the stream via a small footbridge and continues up to a 
  cave mouth in the cavern wall.
  On the east shore of the stream, just to the north of the path, 
  two shriveled drow warriors lie dead amid the weird foliage. They 
  are still attired in dark mail and their weapons lie on the ground.
  
  124
  The stream passage quickly becomes too constricted and 
  steep to follow for any distance beyond the main cavern, 
  narrowing to no more than a foot high and perhaps 3 or 4 
  feet wide. It winds through the Darklands for miles before 
  emptying into a remote subterranean lake.
  The drow corpses are the remains of a scouting party that 
  ventured into the garden from the passage in area M9. They 
  avoided the basilisk and turned north, only to fall victim to 
  another of the garden’s dangerous denizens—hellwasps.
  Creature: A hellwasp swarm nests inside the body of one 
  of the drow warriors. If a living creature comes within 10 
  feet, the hellwasps rise within the body and clumsily attack 
  with it as a Medium zombie (Pathfinder RPG Bestiary 288). A 
  character who succeeds at a Perception check opposed by the 
  hellwasp swarm’s Disguise check can tell this is more than 
  a normal zombie. When the zombie corpse is wounded, the 
  hellwasps abandon it and swarm all over the nearest living 
  target, stinging and biting.
  HELLWASP SWARM 
  CR 8
  XP 4,800
  hp 90 (Pathfinder RPG Bestiary 3 146)
  Treasure: Each drow scout wears a mithral chain shirt 
  and carries a masterwork short sword. Between the two of 
  them, the coin purses at their belts contain 10 pp, 60 gp, 
  and 30 sp. In addition, one of the scouts still wears a cloak 
  of resistance +3.
  M11. Chamber of Curiosities (CR 8)
  This small cavern is a museum of sorts. Five stone pedestals present 
  various strange artifacts and curiosities. Among the displays are 
  an ordinary black cat sleeping on a velvet cushion, a serrated tooth 
  made from a pale green crystal-metal, a large brain about two 
  feet across, an empty pedestal, and an odd leather helm with a 
  big, round eye in the forehead. The eye in the helm blinks and 
  follows the movements of anyone who ventures nearby.
  Two short flights of natural stone steps lead down to the west 
  and to the south, and a large stone door stands at the eastern 
  end of the chamber.
  This room houses a few of the strange trophies and 
  curiosities Nhur Athemon has collected over the years. The 
  items are just lying on top of the pedestals—carefully woven 
  walls of force once protected them, but those spells have failed.
  The cat was one of Nhur Athemon’s earliest familiars. 
  It’s long dead and has been preserved with taxidermy and 
  glamered with a permanent illusion to make it look alive 
  and asleep. The serrated tooth is a skymetal work fashioned 
  to resemble a dire shark tooth, with a sizable chip in one 
  serrated edge. The leather helm is a true oddity—it’s made 
  from the magically shrunken head of a cyclops, which has 
  been carefully preserved to serve as a magical helm (see 
  Cyclops Helm, below). Its roving eye is disturbing, but 
  harmless. The brain trophy, however, is anything but.
  If someone checks the room with detect magic, the cat 
  radiates moderate illusion and faint necromancy, the brain 
  radiates moderate transmutation, and the helm radiates 
  faint divination.
  Creature: The large brain is actually an intellect devourer 
  held in magical stasis. Touching or disturbing it in any 
  way ends the stasis—in fact, if any living creature remains 
  adjacent to it for more than 1 round, even that is sufficient 
  to end the stasis. However, the intellect devourer doesn’t 
  immediately strike; it is clever enough to hold still and wait 
  for the party’s attention to shift elsewhere so that it can attack 
  when no one is looking. (If attacked, it retaliates at once.)
  INTELLECT DEVOURER 
  CR 8
  XP 4,800
  hp 84 (Pathfinder RPG Bestiary 180)
  Treasure: The shark tooth (made from the skymetal 
  noqual) is worth 500 gp, or 1,500 gp if brought to Abernard 
  Royst (see page 15). The stuffed cat has no particular value, 
  but the cyclops helm—which was once one of Nhur Athemon’s 
  favorite oddities—is a useful magic item.
  CYCLOPS HELM
  PRICE
  5,600 GP
  SLOT head
  CL 1st
  WEIGHT 5 lbs.
  AURA faint divination
  This helm is made from the husk of a cyclops’s shrunken head, 
  and grants a limited version of that creature’s flash of insight 
  ability. Once per day as an immediate action, the wearer can 
  choose the result of the die roll instead of rolling her next 
  attack roll, saving throw, skill check, or ability check.
  CONSTRUCTION REQUIREMENTS
  COST 2,800 GP
  Craft Wondrous Item, true strike
  Story Award: If the PCs take the noqual shark’s tooth to 
  Abernard Royst, they gain 1,500 gp and 6,000 XP.
  M12. The Grim Guardian (CR 11)
  This stark and barren cave features a 20-foot-wide shaft with a 
  levitating stone platform floating in the middle. Facing the pit is 
  a stone seat big enough for an ogre.
  If the PCs don’t surprise the devourer, the massive form 
  on the throne regards them with terrible, burning eyes. “You 
  are fools to venture here, mortals,” it rumbles. “My master 
  bids me to guard this way, and guard it I shall. You have 
  found nothing but death.” The smaller skeletons around the 
  throne begin to stir!
  
  MURTHOK HUUL
  125
  Level 13: The Pleasure Gardens
  The Emerald Spire Superdungeon
  The stone seat is a throne carved from rock. The pit 
  is described in more detail in Descent to the Next Level. 
  Jumping from the edge of the pit to the levitating stone 
  requires only a successful DC 5 Acrobatics check, but the 
  penalty for failure is severe, since it is a long way down.
  Creatures: Here, a cold and pitiless soul stands its never-
  ending watch. Murthok Huul was once a powerful warrior 
  and bodyguard to Nhur Athemon. A favorite of the Azlanti 
  prince before he passed into undeath, Murthok fought 
  alongside his master against many enemies and helped Nhur 
  Athemon pursue foes through the portals in the Emerald 
  Spire dungeons thousands of years ago. The extraplanar 
  travel warped Murthok’s body and consciousness, so when 
  Nhur Athemon became a lich, the wizard decided to turn the 
  loyal bodyguard into a devourer that would serve him for the 
  rest of eternity.
  If Murthok is alerted to the PCs approach by the sounds 
  of their battle in M5, M6, or M11, he casts lesser planar ally 
  to bring a bearded devil into his service. This devil’s XP is 
  included in Murthok’s total.
  Murthok begins combat by casting confusion on the party 
  to distract and incapacitate some of the more weak-willed 
  members. He then moves to melee range and uses devour 
  soul. As long as he holds a fresh soul imprisoned, he relies 
  on his energy-draining melee attacks and bestow curse. The 
  skeletons attempt to bull rush enemies into the nearby 
  bottomless pit.
  MURTHOK HUUL 
  CR 11
  XP 12,800
  Devourer (Pathfinder RPG Bestiary 82)
  hp 133
  HUMAN SKELETONS (5) 
  CR 1/3
  XP 135 each
  hp 4 each (Pathfinder RPG Bestiary 250)
  BEARDED DEVIL 
  CR —
  XP —
  hp 57 (Pathfinder RPG Bestiary 73)
  Treasure: Behind Murthok’s throne lies an ancient 
  reminder of his mortal lifetime—his sword Icedrake, 
  a +2 frost longsword. The scabbard has long since 
  rotted to uselessness. The sword seems a rusty 
  old wreck at first glance, but it takes only a 
  moment to knock off the rust.
  Descent to the Next Level
  The pit in area M12 is the upper terminus 
  of an impressive feat of Azlanti magic—a 
  narrow stone shaft almost half a mile 
  deep. Nhur Athemon originally intended 
  to create numerous sub-levels branching off this precipitous 
  central shaft, but he never completed his original design. 
  He did, however, complete this magical elevator. It’s a more 
  advanced version of the one that travels between area M1 
  and the level above.
  The stone slab is 10 feet in diameter and can support up 
  to 5,000 pounds. If overloaded, it begins to sink more and 
  more rapidly. If it’s loaded with 7,500 or more pounds, its 
  enchantment fails altogether and it plummets to the bottom 
  of the shaft.
  The elevator slab responds to verbal commands spoken 
  in Azlanti or Common, and it ascends or descends at a rate 
  of 200 feet per minute. If the elevator slab is at the wrong 
  end of the shaft, a creature can summon it with a verbal 
  command—simply standing at the empty shaft and saying 
  “up,” “down,” “come,” or “I want to go down!” causes the slab 
  to begin ascending or descending as requested.
  Story Award: The PCs gain 9,500 XP for exploring all 
  or most of this level. If they have the Sage’s Expedition 
  quest, they also gain 8,000 gp.
  
  1 SQUARE = 5 FEET
  N1
  N2
  N4
  N7
  N8
  N9
  N10
  N11
  N12
  N13
  N13a
  N5
  N6
  1d4
  1d6
  1d8
  1d10
  1d12
  1d20
  N3
  N1a
  N1b
  LEVEL 14: THE THRONE OF AZLANT
  
  127
  LEVEL 14
  The Throne of Azlant
  By Erik Mona
  Ten thousand years ago, the prince Nhur Athemon—a powerful archmage and secret devotee of the demon lord Abraxas—
  attempted to seize the throne of Azlant by replacing influential nobles with clockwork automatons and simulacra loyal 
  to him. His sinister design was foiled by the Knights of the Ioun Star, a powerful order sworn to protect the prophecies of 
  rightful imperial succession. The knights exposed both Nhur Athemon’s artificial aristocracy and his devotion to Abraxas, 
  but before they could capture him and bring him to trial before the Throne of Glass, the evil prince made his escape. 
  Because Nhur Athemon was of noble blood and still commanded formidable allies among Azlant’s elite, the empire did not 
  closely press the search for the evil prince. Nhur Athemon vanished with his followers into the deep forests of primitive Avistan, 
  disappearing from Azlanti affairs... but the archmage was not about to forget the defeat and humiliation he had suffered.
  L
  ed on by his demonic patron, Nhur Athemon and 
  his acolytes sought out the pillar of green crystal 
  forgotten by the world above. When they arrived, the 
  Azlanti exiles began building citadels and magical foundries. 
  Nhur Athemon set up a fortress and laboratory atop a rocky 
  hill nearby, and devoted his attention to the enigmatic Spire. 
  His divinations determined that it was an artifact of the 
  mysterious Vault Builders of Orv, infused with life-giving 
  energy that tapped the very essence of the planet itself.
  As Azlant deteriorated, the weakened authorities hunted 
  down known enemies of the empire, and Nhur Athemon’s 
  name rose to the top of the list. The Knights of the Ioun Star 
  arrived at Nhur Athemon’s refuge and concentrated their 
  fury on his palace (where Thornkeep would later be built). 
  Aided by Nhur Athemon’s three traitorous apprentices, the 
  Knights slew the prince and razed his stronghold.
  With Nhur Athemon defeated, the eldritch knight Lady 
  Estrekan led an expedition to investigate the Spire and destroy 
  
  128
  Nhur Athemon’s remaining minions. In one final, costly 
  battle, Lady Estrekan and many knights were slain, but the 
  Azlanti were satisfied that the archmage’s vile servants had 
  been destroyed to the last. The Knights entombed their dead, 
  sealed this level, and left.
  But Nhur Athemon had truly died years before, and the 
  Knights unknowingly destroyed only the body of a lich. He 
  reformed in his deepest retreat to find himself forgotten, 
  surrounded by rubble. Over years, Nhur Athemon repaired 
  the damage, defeated the seals, and violated his enemies’ 
  crypts, animating Estrekan and her warriors as graveknights.
  For centuries, the lich alternated between long lumbers 
  and arcane experiments. Now, almost 10,000 years after his 
  defeat, Nhur Athemon has devised a method to restore life 
  to corpses by grafting crystal shards from the Emerald Spire 
  into them, and has returned a semblance of life to many of 
  his old subjects, as well as to slain Knights of the Ioun Star. 
  His own undead form resists the process, but the lich knows 
  it will work in time—and he has all the time in the world.
  N1. Sealed Entryway (CR 7)
  The elevator shaft from area M12 ends here.
  The elevator disk comes to rest at the bottom of the shaft after an 
  incredibly long descent. Here, wide stairs descend to a broad foyer. 
  Two huge stone double doors loom at the far end of the room—an 
  ancient inscription is chiseled into them. Arches to the east and 
  west reveal side halls flanking the one leading to the doors. A red 
  light flickers in the darkness beyond the western arch.
  The Knights of the Ioun Star sealed these doors ages ago, 
  and left an inscription in Ancient Azlanti written across the 
  doors. Any PC who knows Azlanti, employs the appropriate 
  magic, or succeeds at a DC 25 Linguistics check can read the 
  message: “Beyond lies the doom of Nhur Athemon. Disturb 
  not his evil works. Muse not on his forbidden secrets. Turn 
  away and let the great pretender fade from the record of 
  history.” The message repeats over and over again.
  The doors cannot be opened without operating the lock 
  mechanisms in the east and west halls (areas N1a and N1b). 
  The doors have hardness 20, 180 hp, and a break DC of 35.
  In the years that followed Nhur Athemon’s defeat, before 
  the prince broke the seals trapping him, Azlanti artisans did 
  honor to stalwart Lady Estrekan by carving beautiful statues of 
  her and placing one in each of the entryway’s side corridors. 
  When the PCs explore area N1b, read the following:
  At the end of the hall stands a statue of an ancient Azlanti 
  warrior, her hands positioned as if casting a spell. Her left hand 
  is held palm out, revealing an empty, star-shaped depression.
  Below the eastern sculpture is an inscription in Azlanti: 
  “Eternal is the Seal of Estrekan. Eternal is her vigil against evil.”
  Read the following when the player characters explore the 
  hallway to the west (area N1a).
  At the end of this short hall stands a carving of an armored Azlanti 
  woman. Her left hand holds a thin, curved longsword aloft. Her 
  right hand has a star-shaped depression at the center of the open 
  palm. A star-shaped crystal embedded in the depression emits 
  erratic flickers of brilliant red light. 
  A PC who succeeds at a DC 18 Knowledge (history) check 
  identifies the figure as one of the Knights of the Ioun Star, 
  though all modern scholars know of the order is that it was 
  closely associated with the Azlanti Emperor. An inscription 
  at the base of the western carving says in Azlanti: “Dedicated 
  to the brave sacrifice of Lady Estrekan of Almorain Blue, 
  Knight Commandant of the Western Star.”
  The corpse of a human woman in mustard-colored 
  robes lies near the western statue. This was the intrepid 
  wizard Tiawask (CG female human illusionist 5), an agent of 
  Thornkeep’s Goldenfire Order. She matches the descriptions 
  the PCs could have gotten from Iliara Starcloak (area 13 of 
  Fort Inevitable) or Jharun (area F7).
  Tiawask was captured by Klarkosh on Level 6 along with her 
  companion Jharun, but escaped her cell using a hidden potion 
  of gaseous form. She was unable to retrace her steps, and sought 
  a means of escape somewhere below. She’s been dead for at 
  least 3 days (depending on the PCs’ pace). If the PCs return her 
  to life, Tiawask is grateful and eager to escape the Spire.
  Trap: To unlock the door to Nhur Athemon’s chambers, an 
  ioun stone must be placed in the socket of each sculpture’s 
  empty hand—a Western Star ioun stone (see page 67) in the 
  western hall, and an Eastern Star ioun stone (see page 129) in 
  the eastern hall. Tiawask mistakenly placed the Eastern Star 
  ioun stone she found on a higher level in the western socket—
  an understandable mistake, as the sockets are identical.
  The PCs could have a Western Star ioun stone from Klarkosh’s 
  quarters on Level 6, the Mistress of Thorns on Level 9, or 
  Steward on Level 12. It’s possible to proceed with just the 
  FEATURES OF THE LEVEL
  The doors and other features of 
  this level are inlaid with Azlanti 
  runes and motifs.
  Illumination: Luminous spells 
  from Nhur Athemon’s heyday 
  bathe the rooms in normal light. 
  The exception is area N1, which 
  has red dim light.
  Doors: The sturdy stone doors 
  are unlocked unless noted.
  Ceiling: Unless otherwise noted, the ceilings are 20 feet high.
  
  129
  Level 14: The Throne of Azlant
  The Emerald Spire Superdungeon
  Eastern Star ioun stone by succeeding at a DC 35 Disable Device 
  check on the western socket. Placing anything other than the 
  correct ioun stone triggers a slay living trap.
  SLAY LIVING TRAP 
  CR 7
  Type magic; Perception DC 30; Disable Device DC 30
  EFFECTS
  Trigger touch (see text); Reset automatic (15 minutes)
  Effect spell effect (slay living, +5 ranged touch, deals 12d6+9 
  points of damage, Fort DC 22 reduces damage to 3d6+9)
  When both ioun stones are correctly placed (or the lock is 
  bypassed), a line of brilliant energy traces the seam between 
  the double doors in the main hall. This light blazes brightly 
  across the protective inscription, and then completely fades 
  from view.
  The doors to area N2 may be opened with ease any time 
  the ioun stones are in place. If the stones are removed, the 
  doors remain unlocked for 10 minutes, then reseal. From the 
  north side, they can always be opened.
  Treasure: Along with the Eastern Star ioun stone, Tiawask 
  bears an amulet of natural armor +2, two potions of cure moderate 
  wounds, a +2 dagger, and 16 gp.
  EASTERN STAR IOUN STONE
  PRICE
  6,000 GP
  SLOT none
  CL 1st
  WEIGHT —
  AURA faint divination
  This red crystal is perfectly cut in the shape of a five-pointed 
  star. Its user understands spoken languages, and reads as if 
  under the effects of comprehend languages.
  CONSTRUCTION REQUIREMENTS
  COST 3,000 GP
  Craft Wondrous Item, comprehend languages
  Story Award: The party gains a 2,000 gp award for 
  bringing the Goldenfire Order news of Tiawask’s fate. They 
  immediately gain 5,000 XP if they have the Missing Wizards 
  quest, which increases to 6,000 XP if the PCs resurrect her.
  N2. Audience Chamber (CR 12)
  The doors open to reveal a huge room. Two ramps against the 
  east and west walls lead to a ledge that runs along the north 
  side. Two enormous statues of a wizard with a bristling beard 
  loom from floor to ceiling in the southeast and southwest corners.
  The passages leading out of this room are concealed 
  behind the towering statues in the southern corners. These 
  statues are enchanted with moderate transmutation magic 
  to slide 10 feet to the north either when issued the proper 
  command word or when the appropriate keys are inserted in 
  their locks. The locks are large round sockets about 8 inches 
  in diameter in the belt of each statue. Any character closely 
  studying the statues notices the sockets, as does a character 
  making a general search of the room with a successful DC 15 
  Perception check. Each of the leviathan’s eyes works as a key 
  for either statue. 
  Creature: A third statue made of metal—actually a 
  clockwork leviathan modified to look like Nhur Athemon—
  stands still in the middle of the room. The eyes of this 
  last statue are large spheres of polished quartz, the size of 
  a human head. Though it’s not built for aquatic travel like 
  other clockwork leviathans, its inner cavity still contains 
  superheated water to propel its steam-powered mechanisms. 
  When the PCs arrive, the statue swivels its face down to 
  glare at the door and thunders, “Who dares intrude in the 
  demesne of Nhur Athemon? Begone!”
  Four reanimated humans, bound to the floor with chains, 
  bow and scrape in front of the metal statue. These are slain 
  Knights of the Ioun Star brought to life by Nhur Athemon 
  using pieces of the Emerald Spire as a life-giving force. It 
  entertains him to have them worship his image. They’re truly 
  alive—not undead—and have their mouths and eyes sewn 
  shut. Encountering them gives the PCs their first contact with 
  the type of re-animation Nhur Athemon has been perfecting. 
  The supplicants pose no threat and are worth no XP, but if 
  their statistics are needed, use an heir apparent (Pathfinder 
  RPG NPC Codex 251) with no weapons or armor.
  If the PCs linger in area N1, the leviathan is prepared for 
  their arrival. When they enter, it breathes out a gout of steam 
  from its superheated belly in an attempt to ward them away.
  A clockwork heart powers the creature, but is also Nhur 
  Athemon’s phylactery. Creatures adjacent to the clockwork 
  leviathan can attempt a DC 20 Perception check to hear the 
  grinding heart. (The DC is reduced to 0 for victims of the 
  leviathan’s swallow whole special attack.)
  STATUE OF NHUR ATHEMON 
  CR 12
  XP 19,200
  Variant clockwork leviathan (Pathfinder RPG Bestiary 3 55)
  hp 128
  Speed 30 ft.
  Skills none; Racial Modifiers none
  Treasure: The Heart of Nhur Athemon can be harvested from 
  the ruins of the leviathan, as can the leviathan’s spherical 
  eyes. The latter serve as keys to the large locks in the belts of 
  the statues in the southern corners of the room.
  HEART OF NHUR ATHEMON
  MINOR 
  ARTIFACT
  SLOT none
  CL 20th
  WEIGHT 15 lbs.
  AURA strong transmutation
  This multi-chambered clockwork device is about the size of 
  an ogre’s fist. Tiny mechanisms whir and grind, powering a 
  constant thump reminiscent of a heartbeat. When placed upon 
  
  LADY ESTREKAN
  130
  the chest of a humanoid creature, the Heart of Nhur Athemon 
  phases into the chest cavity, consuming and replacing the 
  user’s natural heart, and granting the user a +4 enhancement 
  bonus to Constitution. Anyone who touches the Heart of Nhur 
  Athemon must succeed at a DC 25 Will save or be compelled 
  to place the heart against her chest (this is a mind-affecting 
  compulsion effect).
  A successful DC 30 caster level check made as part 
  of a remove curse spell or similar 
  effect forces the Heart of Nhur 
  Athemon to phase out of its 
  host’s chest. Because the Heart 
  of Nhur Athemon consumes its 
  host’s natural heart, destroying 
  or expelling the item while it 
  is keeping a character alive kills 
  the character 1 round after it’s 
  removed, unless a restoration spell 
  is immediately applied to the host.
  The heart is also the phylactery of 
  the Azlanti lich Nhur Athemon. If Nhur 
  Athemon is destroyed, the phylactery 
  immediately begins to rebuild the 
  lich’s body nearby. The process takes 
  1d10 days, and begins anew if 
  interrupted so long as the phylactery 
  is not destroyed.
  DESTRUCTION
  The heart must be thrown into the chasm in area N7 or targeted 
  with a transmute metal to wood spell.
  N3. East Hall
  Double doors mark the north and south ends of this long corridor.
  A character who succeeds at a DC 15 Perception check 
  hears chanting from the other side of the door to the north.
  N4. Resting Chamber (CR 12)
  This ruined chamber must once have been a bedroom, but the 
  fixtures have mostly rotted away over the centuries.
  This abandoned bedchamber is the lair of the graveknight 
  Lady Estrekan, now loyal to Nhur Athemon. 
  Creatures: After he revivified her corpse, Nhur Athemon 
  embedded a shard of the Emerald Spire into Estrekan’s 
  chest. A green glow shines through the chinks in her armor. 
  The shard grants her an additional +4 bonus to her channel 
  resistance. Lady Estrekan’s transformation is progressing 
  much more slowly than that of her fellow knights in area 
  N5 or the apprentices in area N12. The small measure of her 
  spirit that remains objects to her eventual transformation 
  into a new form between life and death, as it is a blasphemous 
  sin against creation.
  Estrekan has two of her former companions with her, 
  and can summon those in area N5 for aid. If the others are 
  attacked, she knows instantly and marches to defend them.
  The reanimated knights appear to be undead, but because 
  of the Spire shards Nhur Athemon implanted in their 
  chests, they are for all intents and purposes alive. 
  The crystal shards cannot be removed while the 
  knights are alive.
  LADY ESTREKAN 
  CR 11
  XP 12,800
  Graveknight (Pathfinder RPG Bestiary 3 138)
  hp 139
  Defensive Abilities channel resistance +8
  KNIGHTS OF THE IOUN STAR (2) 
  CR 7
  XP 3,200 each
  Viking (Pathfinder RPG GameMastery Guide 281)
  hp 64 each
  Treasure: Lady Estrekan carries 
  the key to the laboratory in area N12 
  and a Spire transport token (see page 19).
  N5. Abraxas Shrine (CR 14)
  Six stone pews crowd a dimly lit chapel. At the north end of 
  the room, a flight of seven slim stairs leads up to a stage. A 
  massive curtain of thick black fabric completely obscures the 
  north wall beyond the stage area. Two different sets of double 
  doors dominate the chapel’s southern wall.
  The bodies of a dozen slain Knights of the Ioun Star sit 
  upon the pews. Four have been implanted with pieces of 
  the Emerald Spire. They attack intruders, and rush to aid 
  Lady Estrekan in area N4 if she is threatened. The doors 
  behind the curtain bear the unholy symbol of the demon 
  lord Abraxas.
  Creatures: The risen knights are like those described in 
  area N4. If Lady Estrekan is still alive, she rushes to their 
  defense shortly after combat begins, but has the knights who 
  accompany her move to outside the door leading from area 
  N5 to area N3 to prevent escape.
  KNIGHTS OF THE IOUN STAR (4) 
  CR 7
  XP 3,200 each
  Viking (Pathfinder RPG GameMastery Guide 281)
  hp 64 each
  Trap: A creature who steps on the stairs triggers an ancient 
  prismatic spray trap.
  
  131
  Level 14: The Throne of Azlant
  The Emerald Spire Superdungeon
  ABRAXAN STAIR TRAP 
  CR 13
  XP 25,600
  Type magic; Perception DC 32; Disable Device DC 32
  EFFECTS
  Trigger location; Reset automatic (1 minute)
  Effect spell effect (prismatic spray; DC 25 save per effect); 
  multiple targets (all targets on stairs)
  N6. Time Lock
  Double doors open to reveal a 10-foot-wide corridor extending 
  to the south. The final stretch of the hall is bathed in shifting 
  energy—pink, scarlet, dusty rose, and incandescent blue.
  This corridor holds the time vortex used by Nhur Athemon 
  to exact revenge upon his traitorous apprentices in the 
  dungeons below Thornkeep (Pathfinder Online: Thornkeep 54). 
  The vortex radiates an aura of strong transmutation magic.
  A PC advancing into the room must succeed at a DC 20 
  Fortitude save for every 5 feet further into the room he moves 
  (except the first 5 feet inside the door) as the time energy of 
  the vortex interferes with his physiology. If he fails the save, 
  the time energy changes his age by 1d4 years. The victim 
  then attempts a second saving throw with the same DC. If he 
  succeeds at this second roll, the player may choose whether 
  the PC grows older or younger; otherwise, the GM decides.
  The effect escalates as the PC approaches the swirling 
  vortex of time energy. The northernmost squares in the 
  room are safe. The first squares south of that changes the 
  PC’s age by 1d4 years, the second by 1d6 years, and so on, until 
  the final squares change his age by 1d20 years. A PC can be 
  affected by each 5-foot section only once every 24 hours.
  PCs who reach the center of the vortex meet the time-
  distorted form of Togarin, an apprentice of Nhur Athemon 
  whose spirit is trapped in the time-amber of the Thornkeep 
  dungeon. Togarin tells the PCs that Nhur Athemon has 
  reanimated the corpses of the apprentices who betrayed 
  him—Togarin included—and begs the PCs to stop this 
  blasphemous use of their bodies. He gives the PCs the skulls 
  of the apprentices in area N12, instructing them that the 
  reanimated forms can’t bear to see evidence of their death.
  N7. Astral Chasm
  A slim platform juts out into the center of a huge circular shaft 
  that seems to drop off into nowhere and stretch far above into 
  darkness. A sense of gloom and oppression permeates the room. 
  Although conditions are calm upon the platform, the sounds of 
  howling winds pervade the chamber.
  This was Nhur Athemon’s private audience chamber with 
  his demonic patron Abraxas. Characters not on the platform 
  or directly above it must succeed at a DC 18 Fortitude save 
  or be swept away on astral winds and deposited in Pleroma, 
  Abraxas’s Abyssal realm (characters swept away to Pleroma are 
  effectively no longer in this adventure, unless they have some 
  way to quickly return). The door along the west wall exits into 
  area N13a. It is nearly hidden in the pervasive gloom.
  When the first PC reaches the center of the room, the sounds 
  of howling winds shift to the sounds of hundreds of hissing 
  snakes, and the sibilant voice of Abraxas himself fills the 
  chamber. “Have you come to kill my servant Nhur Athemon?” 
  the demon lord plainly asks the PCs. His responses to likely 
  PC replies are given below.
  Yes/No. “His destruction would be fitting. Once Nhur 
  Athemon worshiped me above all others, demonstrating to 
  all the world the power I granted him. But he has forgotten 
  whence came his vaunted knowledge. As I raised him up, so 
  can I arrange to see him brought down. Bring the head and 
  heart of Nhur Athemon back to this chamber and cast them 
  into the winds of my realm, and I will grant you a wish.”
  Nhur who? “Ignorant moron. Nhur Athemon, the Black Prince 
  of Azlant, the lich whose ancient halls you blunder through.”
  Who are you? “I am called Abraxas, Master of the Final 
  Incantation, Prince of Forbidden Lore. You might think of 
  me as a demon.”
  We want more wishes. “One is all I will grant, though. If you 
  do not claim it, I am certain another will.”
  If the PCs agree to the demon lord’s terms, the catwalk 
  rotates to meet the door leading to the balcony in area N13. 
  If presented with the lich’s skull, Abraxas explains that the 
  Heart of Nhur Athemon from area N2 is the lich’s phylactery, 
  and that he has not truly been defeated until it is destroyed.
  Should the PCs meet the dictates of his bargain, Abraxas 
  fulfills his obligation, hoping to use the service as a way to 
  ingratiate himself into the life of a powerful adventurer.
  N8. West Hall
  Ancient Azlanti motifs decorate this hallway’s walls. A single 
  door stands at the center of the north wall opposite a set of 
  double doors leading south.
  The double doors to area N9 are unlocked. The door to 
  area N12 is locked with an ornate clockwork lock (Disable 
  Device DC 30). Lady Estrekan in area N4 has the key.
  N9. Library
  Moldering tomes line the shelves in this roomy, square chamber, 
  and lie open on reading tables throughout the room.
  Most of the deteriorating paper material in this room 
  crumbles at the slightest touch. A careful search (Perception 
  DC 20) turns up a blessed book, a scroll of stone to flesh, and 23 
  salvageable tomes on ancient Azlanti topics worth 3,500 gp 
  
  132
  to an experienced collector or historian. In addition, a large 
  tome written in Azlanti contains a set of the Spire level sigils, 
  one for each level from Level 1 to Level 15. With this tome 
  and sufficient Spire transport tokens, the PC group can travel to 
  any level except Level 16.
  N10. Divinitorium
  Crowded shelves and niches line the walls of this cozy room above 
  worktables covered with crystal balls, elixirs, and other arcane 
  paraphernalia. A short flight of stairs at the center of the east 
  wall ascends into a perfectly spherical chamber of whitewashed 
  stone. The room smells of old paper and fresh incense.
  The shelves in this room contain assorted spell components. 
  A PC who succeeds at a DC 13 Spellcraft check notices that all 
  of the components are associated with divination spells. Any 
  commotion here draws the attention of the jyoti in area N11.
  Treasure: The room contains a pinch of dust of appearance, 
  an elixir of truth, an elixir of vision, and a dark blue rhomboid ioun 
  stone. None of the crystal balls are magical; together with the 
  spell components they can be sold for 450 gp.
  N11. Scrying Sphere (CR 9)
  This small, spherical room seems designed to help a person 
  standing within maintain her concentration. The bright white, 
  featureless walls are smooth as marble.
  By standing at the center of this perfectly spherical 
  chamber and concentrating, a PC may utilize the room as 
  a long-distance reconnaissance tool, perceiving any exterior 
  location in the River Kingdoms.
  Creatures: A wandering jyoti has taken up roost in this 
  chamber and the divinitorium, drawn from the Positive 
  Energy Plane by Nhur Athemon’s fascinating experiments in 
  the creation of life. The jyoti admires the lich for what he is 
  on the verge of discovering, and views the PCs as interlopers 
  who could bring 10,000 years of experimentation to ruin. In 
  emotionless tones, the jyoti first requests and then demands 
  that they leave, attacking if that doesn’t work.
  The jyoti wields a staff of swarming insects (10 charges) in lieu 
  of the standard +1 spear, and it has ranks in Use Magic Device 
  instead of Stealth. At the first sign of trouble, it uses the staff 
  to cast insect plague. The jyoti has the key to area N13, and has 
  been instructed by Nhur Athemon to keep it safe.
  JYOTI 
  CR 9
  XP 6,400
  hp 45 (Pathfinder RPG Bestiary 2 171)
  OFFENSE
  Melee ghost touch staff of swarming insects +13/+8/+3 (1d6+3 
  plus 1d6 fire), bite +8 (1d6+1 plus 1d6 fire)
  STATISTICS
  Skills Use Magic Device +16
  WASP SWARM (3) 
  CR —
  XP —
  hp 31 each (Pathfinder RPG Bestiary 275)
  N12. Workshop (CR 9)
  The door leading into this room from the south is locked 
  with an ornate lock (Disable Device DC 30). Lady Estrekan in 
  area N4 has the key.
  Wide tables piled high with clockwork limbs, gears, and mounds 
  of emerald crystal fragments line this large room. The north and 
  south walls each hold a single door.
  This room houses the raw materials for Nhur Athemon’s 
  experiments. The north door to area N13 is sealed with a lock 
  similar to the one on the south door; the jyoti in area N11 
  has the key.
  Creatures: Once the headless, reanimated corpses of Nhur 
  Athemon’s first “class” of apprentices, these formerly undead 
  creatures have been imbued with life thanks to emerald 
  crystals embedded in their chests (these cannot be removed). 
  The torsos have now sprouted green crystalline replacement 
  heads, restoring the apprentices to a strange sort of life. 
  They see normally, but do not speak. Although the three 
  apprentices are certainly not human in appearance anymore, 
  they are effectively normal, living human conjurists.
  The three conjurists attack any intruders on sight. 
  Exposing the apprentices to their long-lost heads (see area 
  N6) staggers them for 1d6 rounds.
  NHUR ATHEMON’S APPRENTICES (3) 
  CR 6
  XP 2,400 each
  Conjurists (Pathfinder RPG GameMastery Guide 279)
  hp 45 each
  N13. Throne Room (CR 14)
  More than a dozen door-sized, green crystal mirrors line the 
  walls of this huge chamber. A balcony looms over the eastern 
  extent of the room, with double doors on the east wall below it. 
  The Emerald Spire passes through the center of the room, 
  though the spire here has been carved into an elaborate 
  clockwork throne marked with ancient Azlanti symbols. The 
  throne sits at the center of an intricate crystal mechanism 
  situated between massive gears at the floor and ceiling.
  When the PCs arrive, the throne is inhabited by Nhur 
  Athemon, and the rest of the room appears empty. The 
  archmage looks much like his statues in area N2, albeit more 
  emaciated and clearly undead.
  
  NHUR ATHEMON
  133
  Level 14: The Throne of Azlant
  The Emerald Spire Superdungeon
   Creatures: If given a moment to speak, Nhur Athemon 
  greets the party. “Ah, it seems the first of my subjects have 
  arrived to do me homage. Be welcome, heroes! You are here 
  just in time to stand witness to my finest hour.” The wizard 
  speaks calmly and with bold confidence, discounting the 
  PCs’ achievements thus far. No doubt a great deal of his 
  confidence comes from the fact that a wall of force surrounds 
  the inner ring of his clockwork throne, protecting him 
  from most forms of attack (Nhur Athemon can dismiss this 
  wall at will).
  Nhur Athemon knows that his defeat by the Knights of the 
  Ioun Star was many centuries ago, and that Azlant no longer 
  exists. However, his knowledge of the kingdoms and events 
  of the current day is spotty. Despite this, he intends to raise a 
  new realm and restore himself to life as an undying god-king. 
  “When last I claimed the throne of Azlant,” he says, “the nobles 
  rejected my supporters as an artificial aristocracy, clockworks 
  and simulacra devoid of true life. But I have conquered death 
  and undeath, and my new nobles shall rise not as mockeries, 
  but as men and women granted true life by my arts!”
  With an imperious gesture, Nhur Athemon cackles in victory 
  as humanlike forms composed of emerald crystal emerge from 
  eight of the mirrors, each wielding two swords. Three more 
  emerge from the mirrors on the balcony (area N13a), wielding 
  bows. Nhur Athemon greets these newborn beings as allies, 
  beaming as they hail him as the rightful Emperor of Azlant. As 
  his first act as Emperor, Nhur Athemon orders the creatures 
  to slay the PCs.
  Nhur Athemon has been weakened by his transformation, 
  and no longer commands the full extent of his once-awesome 
  Azlanti powers. The emerald shard embedded in his chest, 
  however, grants a +4 bonus to his channel resistance.
  NHUR ATHEMON 
  CR 12
  XP 19,200
  Lich (Pathfinder RPG Bestiary 188)
  hp 111
  Defensive Abilities channel resistance +8
  EMERALD ARISTOCRATS (5) 
  CR 6
  XP 2,400 each
  Terra-cotta soldier (Pathfinder RPG Bestiary 3 262)
  hp 64 each
  EMERALD ARISTOCRAT ARCHERS (3) 
  CR 6
  XP 2,400 each
  Terra-cotta archer (Pathfinder RPG Bestiary 3 262)
  hp 64 each
  Development: Nhur Athemon can draw 1d6 additional 
  emerald aristocrats from the crystal mirrors as a standard 
  action. The crystal mirrors have hardness 6 and 15 hit points. 
  Anticipating their destruction, Nhur Athemon inscribed a 
  permanent symbol behind each. If a mirror is broken, roll 1d4 
  to determine the type of symbol inscribed behind it (CL 11th).
  d4 
  Symbol 
  DC
  1 
  Symbol of fear 
  22
  2 
  Symbol of pain 
  21
  3 
  Symbol of persuasion 
  22
  4 
  Symbol of sleep 
  21
  Story Award: The PCs gain 20,000 XP for permanently 
  destroying Nhur Athemon and his phylactery. If they return 
  to Lady Commander Drovust or High Mother Dremagne 
  with news of his final destruction, they also gain 15,000 gp.
  Descent to the Next Level
  A button in the armrest of Nhur Athemon’s throne unlocks the 
  doors below the balcony, where an arched stairway leads down. 
  The stairs descend almost 600 feet in multiple long flights.
  Story Award: The PCs gain 13,000 XP for exploring all or 
  most of this level. If they have the Sage’s Expedition quest, 
  they also gain 10,500 gp.
  
  1 SQUARE = 5 FEET
  O1
  O2
  O3
  O4
  O6
  O5
  O7
  O8
  O10
  O11
  O12
  O13
  O9
  LEVEL 15: ORDER AND CHAOS
  
  135
  LEVEL 15
  Order and Chaos
  by James L. Sutter
  When the Emerald Spire came into being, the ripples of its genesis spread far beyond the Material Plane. In particular, 
  its immense creative energies were felt in the Eternal City of Axis—the plane of absolute law. The inhabitants of Axis 
  dispatched a contingent of inevitables and axiomites to examine the phenomenon and determine how it might affect 
  the planes’ stability. What these investigators found at the spire’s deepest point was something capable of making vast 
  and sweeping changes to Golarion—changes that might tip the delicate planar balance in favor of chaos. Bringing in 
  powerful spellcasters, the axiomites sealed the chambers closest to the Spire’s tip with powerful warding magic before 
  they returned to Axis.
  T
  he axiomites’ wards remained in place for centuries 
  until a few years ago, when Nhur Athemon stirred 
  again. He studied the wards, finding the hallmarks of 
  Axis in their weaving—which suggested a new approach. 
  The lich entreated a chorus of proteans to break through the 
  barrier with their understanding of the axiomites’ methods. 
  This the chaotic beings did with manic glee. Yet as soon as 
  the proteans breached the ward, an alarm sounded in Axis, 
  summoning a contingent of inevitables. The battle for the Spire 
  began, and Nhur Athemon turned his attention elsewhere.
  The battle has come to a stalemate. Both sides brought in 
  powerful magic items attuned to their enemies’ magical abilities. 
  These project magical jamming signals, disrupting the portals 
  that brought both armies to the Material Plane and preventing 
  planar travel and communication. The kolyarut trapped in area 
  J11 (now in area O1 if freed) represents a failed attempt by Axis 
  to reestablish contact by transporting a messenger outside the 
  jamming’s area of effect. Both sides must rely solely on troops 
  that already inhabit the level. This sobering fact has made even 
  the insane proteans cautious—especially since the inevitables 
  
  136
  control the stairway leading to Level 14, making it hard for the 
  proteans to coordinate with Nhur Athemon. This level exists in a 
  delicate balance, with each side reluctant to make the next move.
  THE FACTIONS
  Either side of the conflict might try to recruit the PCs. Since 
  one side is insane and the other robotically devoted to its task, 
  both will fight until destroyed in the name of their cause.
  Quest: If they didn’t learn about the conflict from the 
  kolyarut in area J11, the PCs gain the Law or Chaos quest 
  when they find out about the war on this level.
  Story Award: If the PCs take a side and make an alliance 
  with one of the factions, they complete the Law or Chaos 
  quest and gain 10,000 XP.
  The Proteans
  “The Sleeper stirs and dreams of us! We sing its songs, but the tick-tock 
  tin men have no ears! You will help us free the heart of this world!”
  The proteans are in love with change for its own sake. 
  The possibility that the force locked away beneath the Spire 
  Doors (in area O13) could remake a portion of the Material 
  Plane makes them deliriously happy, even though they have 
  no idea what that change might be. The proteans refer to the 
  entity locked away at the bottom of the Spire as the Sleeper, 
  and know only the insane ravings of the keketar priests that 
  sent them here. They found the key to the Spire Doors early 
  on, but have yet to locate the keyhole.
  Because the PCs likely share the same goal of opening 
  the doors, an alliance with the proteans may prove useful. 
  However, the insane creatures are untrustworthy allies at 
  best, and may attack or betray the PCs for incomprehensible 
  reasons when the urge strikes them.
  The Inevitables
  “Entropy is the enemy of existence. What lies beneath the Spire would 
  bring chaos. As mortal life is already unstable, access has been denied.”
  The machine-warriors of Axis are the perfect shock troops, 
  unquestioning in their devotion to their orders. Though 
  they’re not hostile without cause, they have no patience 
  for anyone who acts against their goals. If it becomes clear 
  that the PCs intend to open the Spire Doors, the inevitables 
  immediately move to eliminate the threat the PCs present, 
  regardless of any attempts to dissuade them. The inevitables 
  know they guard an entity with great potential for chaos, but 
  have no idea exactly what that entity is. The inevitables have 
  located the keyhole in the Spire Doors (area O13), but they 
  have no idea where the key is located—though they fear the 
  proteans hold it somewhere on their side of the level.
  O1. Power Supply (CR 11)
  The corridor past the stairs is ringed in glowing, shattered red glass 
  set into the walls. Beyond lies a wide, rectangular chamber studded 
  with ten-foot-high black cylinders rising out of the floor. Each is 
  joined to a smaller pole by a plate of transparent crystal inset with 
  silver wires. The floor is inlaid with a bewildering array of geometric 
  shapes and gold wires in straight lines and precise angles.
  This is the central garrison for the inevitables, and also the 
  main power supply for their magical technology. The floor acts 
  as a giant circuit board, and the humming pillars are reactors 
  powering the inevitables’ machines. The reactors and poles 
  are made from an obsidian-like material (hardness 8, 350 hp 
  or 60 hp, break DC 35 or DC 28). The crystal panes between 
  them are much weaker (hardness 3, 20 hp, break DC 15). The 
  reactor arrays are self-contained and cannot be manipulated 
  or reprogrammed, but destroying all three cuts the power to 
  the facility (including the floor wires, automated assembly, 
  transporter, and jamming station). The shattered red glass 
  near the stairs is the physical manifestation of the magical seal 
  placed here by the axiomites, now broken beyond repair. 
  Creatures: Though the inevitables are currently most 
  concerned about the proteans, two centaurlike zelekhuts are 
  FEATURES OF THE LEVEL
  The chambers inevitables occupy 
  are as bare and perfect as the day 
  they were carved, save for a few 
  modifications the inevitables find 
  useful, such as floors transformed 
  into giant circuit boards. The 
  proteans’ chambers, on the other 
  hand, are tainted by the Maelstrom. 
  These have twisted and flexed, and 
  some sprout nonsensical features. 
  Unless otherwise noted, the rooms have the following features.
  Ceilings: The smooth stone ceilings are 20 feet high.
  Doors: The doors here are unlocked and made of thick iron 
  (hardness 10, 60 hp, break DC 28).
  Walls: The walls of this level are made of reinforced 
  masonry (hardness 8, 180 hp, break DC 45).
  Planar Barriers: The inevitables’ and proteans’ magic items 
  prevent anyone from using plane shift to enter or leave this 
  level, and from contacting other planes by magical means. This 
  effect doesn’t prevent anyone from using Spire transport.
  Gold Wires: Many of the inevitables’ rooms have gold 
  wires inlaid in the floor. Each room’s Treasure entry describes 
  how much the wire in that room is worth if removed. The 
  wires can be pried up at a rate of 100 gp worth per round 
  (or faster, if magic like soften earth and stone is employed).
  Walking over the wires is completely safe, but as long as the 
  reactors in area O1 are active, anyone attempting to pry the 
  gold out of the floor must succeed at a DC 25 Disable Device 
  check or take 3d6 points of electricity damage per round. 
  
  137
  Level 15: Order and Chaos
  The Emerald Spire Superdungeon
  stationed here to make sure no one from higher levels attempts 
  to interfere. They use hold monster instead of attacking, then 
  release characters one at a time to interrogate them. They let 
  intruders flee to the levels above, but refuse to allow anyone 
  deeper into the complex unless those intruders agree to obey 
  the inevitables and fight the proteans. The zelekhuts willingly 
  explain the basics of the conflict—the need to keep the entity 
  trapped at the bottom of the Spire and the danger the proteans 
  represent—but refuse to give any details about the entity or the 
  layout of the level. If anyone attempts to bypass them, or if a 
  zelekhut feels it’s being lied to, the warriors attack.
  ZELEKHUTS (2) 
  CR 9
  XP 6,400 each
  hp 115 each (Pathfinder RPG Bestiary 2 167)
   
  Treasure: The wires in the floor contain 500 gp worth of gold. 
  In addition, the room contains pieces of Axis’s techno-magical 
  engineering that could bring 500 gp from the right scholar.
  Nhur Athemon recently sent several minions to investigate 
  the state of the stalemate. The remains of three emerald 
  aristocrats lie broken on the ground. Most of their gear has 
  been harvested for parts, but one wears a ring of force shield.
  O2. Scouts and Stores (CR 4)
  The walls of this stone room are covered with shelves holding a 
  wide variety of wires, crystals, cogs, and what look like severed 
  wings or limbs made of clockwork. Tall stacks of similar items—
  arranged neatly by color, size, and less obvious criteria—clutter the 
  floor, though a clear path runs between the two doors. 
  This chamber contains spare parts for the automated 
  assembly in area O6. Unknown to the inevitables, a hidden 
  door in the southeast corner (Perception DC 30) opens onto a 
  long hallway leading to area O12.
  Creatures: Two arbiter inevitables—creatures that look like 
  mechanical eyeballs with wings and arms—live in this room, 
  acting as scouts, messengers, and supply sergeants. If the PCs 
  observe them, they see the tiny constructs whir and beep 
  cheerfully as they organize items. If anyone not accompanied 
  by an inevitable enters the room, the arbiters scream and split 
  up, fleeing to warn their allies in areas O1 and O7.
  ARBITERS (2) 
  CR 2
  XP 600 each
  hp 15 each (Pathfinder RPG Bestiary 2 162)
  Treasure: The wires in the floor contain 500 gp worth of gold. 
  The shelves hold gears, gems, and alchemical components 
  (the best 10 pounds of which are collectively worth 1,000 gp) 
  along with a +1 breastplate, a +1 axiomatic greatsword, and three 
  Spire transport tokens.
  O3. Axis Transporter
  The gold wires set in the floor of this large room extend from 
  the southern door to two humming apparatuses. The one in the 
  northeastern corner is a cluster of silver and black cylinders of 
  varying heights and sizes, the smallest standing six feet high. All 
  are composed of stacks of thin, horizontal metal plates that arc 
  electrical sparks. The other machine, embedded in the northern 
  wall, is a squared-off archway made of metal and exposed wires. 
  Inside the arch, the wall is replaced by a flat plane of golden light.
  This room is the heart of the inevitables’ operations. The 
  archway of golden light is the permanent portal by which 
  the inevitables formerly traveled between here and Axis, but 
  which is currently malfunctioning because of interference. 
  The towers in the corner make up the complicated planar 
  mechanism responsible for jamming the proteans’ own planar 
  travel abilities. Both radiate a strong aura of conjuration 
  magic. Should the reactors in area O1 be destroyed, both 
  machines cease functioning. Either can be destroyed 
  physically (hardness 10, 50 hp), but doing so results in a burst 
  that deals 10d6 points of electricity damage to creatures in all 
  adjacent squares (Reflex DC 20 half).
  If the jamming mechanism ceases functioning, the proteans 
  become free to use their portal between planes at will, though 
  they may not immediately realize it. The consequences of this 
  development are beyond the scope of this adventure, but it 
  would likely result in a flood of new proteans and a last desperate 
  push by the inevitables to secure the level permanently.
  Treasure: The golden wires in this floor are worth 500 gp.
  O4. Observation Chamber (CR 10)
  This room is bare, save for a wide section of the northern wall that 
  seems misty and transparent. It shows hazy image of a much larger 
  room dominated by the glowing pillar of the Emerald Spire, which 
  extends from the ceiling through huge metal doors in the floor.
  The seeming transparency of the northern wall is actually a 
  permanent illusion effect that allows creatures in this room to 
  observe the chamber containing the Spire Doors. Anyone who 
  touches the misty illusion causes it to ripple and dissipate for 
  1 round, revealing plain stone underneath, before it re-forms.
  Creatures: Three of the alien, extraplanar scholars known as 
  caulborn live in this room. Curious about both the Spire and 
  the conflict between inevitables and proteans, the caulborn 
  observers used plane shift to come here shortly after the original 
  seal was broken, and have been quietly observing ever since. 
  The inevitables aren’t happy about their presence, but since 
  the caulborn seem uninterested in taking sides or otherwise 
  affecting the standoff, the inevitables thus far have allowed 
  them to remain within this room and observe through their 
  magical sensor undisturbed.
  
  138
  CAULBORN (3) 
  CR 7
  XP 3,200 each
  hp 76 each (Pathfinder RPG Bestiary 3 48) 
  Development: The caulborn are uninterested in fighting, but 
  defend themselves if attacked—killing any one of them causes 
  the other two to flee. If engaged in conversation, the scholars 
  trade what they know about the situation here in exchange 
  for descriptions of the Spire’s higher levels. Their knowledge 
  of this level centers on the battles they’ve viewed through the 
  scrying wall, but a successful DC 25 Diplomacy or Intimidate 
  check makes them reveal that their cooperative scrying ability 
  has shown them the key to the Spire Doors hidden in area O10.
  Story Award: If the PCs successfully extract information 
  from the caulborn instead of fighting them, award the party 
  experience as if they had defeated the caulborn in combat. 
  O5. Conduit
  Golden wires lead in a shimmering ribbon from the eastern door 
  to the northern one. The air reverberates with a low hum.
  This room acts as a power conduit, with the golden wires 
  in the floor transferring power from the reactors in area O1 
  to the automated assembly in area O6. 
  Treasure: The wires in the floor contain 500 gp worth of gold. 
  O6. Automated Assembly (CR 9)
  The wires in the floor of this room split at the southern doors and 
  lead to four cylindrical, white ceramic podiums in the corners of 
  the room. From each podium rises a large, segmented ceramic 
  arm that ends in a multi-fingered claw and an array of lenses.
  This room is the equivalent of a hospital for inevitables. The 
  four robotic arms are part of a specialized automated assembly 
  and repair station. When an inevitable is injured, it is brought 
  to this room along with any spare components required, and 
  these arms examine and repair it, welding and rewiring with 
  inhuman speed until the inevitable is fit for service again.
  Trap: Though the automated assembly station is designed 
  to heal, it also has certain self-defense measures built in. When 
  the PCs enter, the robotic arms are motionless. As soon as any 
  biological creature passes an invisible line halfway between 
  the two doors, however, the arms whir to life and begin 
  attacking with their energy beams, firing simultaneously until 
  all non-inevitables within the room have fled or are destroyed. 
  Once activated, the arms remain so for 24 hours, attacking any 
  biological entities that pass through the doors.
  AUTOMATED ASSEMBLY TRAP 
  CR 9
  XP 6,400
  Type mechanical; Perception DC 20; Disable Device 25
  EFFECTS
  Trigger proximity (alarm); Duration until disabled or destroyed; 
  Reset automatic
  Effect Atk 4 rays +10 ranged touch (4d6 energy damage); 
  multiple targets (all biological creatures in room). Each 
  robotic arm can fire a single energy ray per round—the arms 
  can all attack one target or distribute their rays between 
  multiple targets. Each round, the type of energy damage 
  the rays deal changes, cycling through electricity, fire, cold, 
  and sonic, with all functioning arms dealing the same type. 
  Each arm has hardness 5 and 30 hp, and each arm must be 
  destroyed or disabled individually. This reduces the trap’s 
  number of attacks accordingly.
  Treasure: The golden wires in this floor are worth 500 gp.
  O7. No Man’s Land (CR 12)
  The southern end of this chamber is squared off and bare, yet as 
  the room extends northward, the walls and floor twist and melt. 
  Clusters of glowing blue crystals extend from the warped ceiling 
  and floor, and from each cluster emerges a faint sound akin to 
  young girls singing nonsense words.
  This room is one of the hearts of the planar standoff, and has 
  changed hands regularly during the course of the fighting. It’s 
  also where the planar energies leaked by each transporter meet. 
  As a result, the room simultaneously manifests chaos and order. 
  The singing crystals are just that—bizarre crystals generated 
  spontaneously by the Maelstrom, with no actual intelligence.
  Creature: The inevitables currently hold this room, and 
  one of their most powerful warriors, a kolyarut, guards it. 
  Accustomed to the proteans’ reality-twisting tricks, the 
  kolyarut is extremely suspicious, and attacks any creature 
  not accompanied by one of the level’s other inevitables.
  KOLYARUT 
  CR 12
  XP 19,200
  hp 158 (Pathfinder RPG Bestiary 2 163)
   
  Treasure: If any of the singing crystals is broken off 
  and removed from this chamber, it retains its strange 
  properties, but the others go silent. The singing crystal 
  could be worth 2,000 gp to the right sage or collector—the 
  others are worthless.
  O8. Floating Islands (CR 12)
  The high walls of this meandering cavern look natural, yet the floor 
  and ceiling disappear entirely. Above and below, this room gives 
  way to a vast sky of swirling pink and orange clouds stretching to 
  infinity. Scattered islands of flat stone float unsupported among 
  the clouds, level with the room’s two doorways. 
  
  KOLYARUT
  139
  Level 15: Order and Chaos
  The Emerald Spire Superdungeon
  Unlike the inevitables’ technological portal, the proteans’ 
  portal is adaptable, and resists being jammed. As a result, this 
  room has begun to twist and lose its connection to reality as 
  the portal seeks new ways to establish itself. The area “within” 
  the room—that between the level of the floating islands and 
  the tops of the walls—is safe enough, but any creature that 
  flies up beyond it or falls below the islands’ level begins to 
  shift planes. The shift takes 3 rounds, during which the 
  creature maintains its apparent position within the room—
  not actually flying up or falling, though it believes itself to 
  be—and it begins to grow smaller, as if receding with distance. 
  A “falling” creature next to an island or wall can attempt a DC 
  20 Reflex save to catch hold and drag itself back to reality. 
  If the creature fails the save, anyone close enough to it can 
  still grab or lasso it, but the creature can no longer save itself 
  without assistance. After 3 rounds of “falling,” the creature is 
  transported to the Maelstrom and disappears, arriving at a 
  random location on that plane. Each time a creature exits the 
  safe zone of the room, this 3-round timer starts over. Proteans 
  cannot pass out of the safe zone.
  Creatures: Two imentesh proteans dwell 
  here. They attack any non-proteans who 
  enter, taking delight in bull-rushing 
  clumsier foes off the islands and 
  watching them fall into the void.
  If the PCs can convince the imenteshes 
  that they wish to form an alliance against the 
  inevitables in order to open the doors and 
  release the Sleeper, the imenteshes stop attacking 
  and escort the PCs to area O13 to attack the 
  inevitable there (though they don’t tell the PCs the 
  key’s location until all inevitables have been slain). 
  Convincing the insane proteans that the party can be trusted 
  requires a successful DC 30 Diplomacy check or an opposed 
  Bluff check.
  IMENTESHES (2) 
  CR 10
  XP 9,600 each
  hp 123 each (Pathfinder RPG Bestiary 2 214)
  Development: An outcropping on the southern 
  wall is a secret door to area O10 (Perception DC 20).
  O9. Maelstrom Whirlpool
  This cavern has lost most of its floor and ceiling to 
  endless pink sky, and a multicolored whirlpool floats in 
  the air at the chamber’s center, pulsing with light. To the 
  west, a bleached, serpentine skull several feet in diameter 
  sits in an alcove above a narrow ledge; two 
  red tulips are growing up through its vacant 
  eyeholes. Tiny glass bottles full of liquid and 
  stacks of small stones ring the skull.
  This whirling mass of color is the proteans’ portal to the 
  Maelstrom, but the portal is currently nonfunctional due to 
  the inevitables’ jamming magic. Similarly, the huge protean 
  skull with the tulips is actually the focus for the proteans’ 
  own magic preventing the inevitables’ planar travel (though 
  the inevitables don’t know this). The skull radiates a strong 
  aura of conjuration magic. Should the skull be destroyed 
  (hardness 5, hp 30), the inevitables’ transporter and plane-
  shifting abilities become functional once more. The result 
  of such a development is beyond the scope of this adventure, 
  but most likely warriors from Axis flood the level and attempt 
  to use their overwhelming numbers to destroy the proteans.
  Treasure: Small piles of stones and bottles of liquid are 
  arranged haphazardly around the skull—offerings at a 
  shrine. The stones are mostly ordinary river rocks, but buried 
  among them are a pearl of power (2nd) and a pink rhomboid 
  ioun stone. The bottles primarily contain colored water or 
  various less appetizing liquids, but mixed in with them are 
  three potions: a potion of blink, a potion of haste, and a potion of 
  nondetection. The skull itself is worthless except 
  as a trophy, and the magic fades 
  as soon as it leaves this level.
  
  140
  O10. Key Room
  This small alcove is shaped as if it were formed from natural stone, 
  yet every surface appears to be formed from maroon velvet. The 
  walls are warm to the touch and gently pulse, like a heartbeat. 
  Treasure: This room is where the proteans keep their most 
  valuable and interesting possessions—much the same thing to 
  a protean—thrown together in heaps on the floor or stabbed 
  into the velvety walls. Two prominently displayed items are 
  the Spire door key, a 2-foot-long mass of twisted and tentacle-
  like tines with a T-shaped handle, and a second key with a 
  screaming, devilish face on the bow. The latter key opens the 
  case in area J13 containing the diabolic chapter of the Book of 
  the Damned). Other items in the room include a folding boat, 
  marvelous pigments, a hand of glory, and a belt of giant’s strength +2. 
  These are mixed in alongside random household items, sickly 
  potted plants, several rude paintings of inevitables, scraps of 
  colored paper, and a stuffed pigeon with one leg.
  O11. Recursion Chamber (CR 10)
  This chamber is large and oddly shaped, with numerous alcoves and 
  protrusions. Instead of stone, many of its walls appear to be curtains 
  of shifting green mist that whirl and twist but always maintain a 
  flat, vertical plane. Through the mist, another room is dimly visible. 
  This room is caught in a dimensional loop. Each wall that’s 
  made from shifting mist is, in fact, a portal linked to the mist-
  wall directly opposite it across the room. Any creature, object, 
  or effect that would touch one of these walls instead emerges 
  from the linked portal with the same momentum, as if the 
  wall were simply not there. Thus, an arrow shot straight at the 
  eastern wall would pass through and emerge from the western 
  wall at the same angle and speed, possibly even striking the 
  archer. Anything that passes through a portal emerges from 
  the linked portal at the same position (so a creature passing 
  through the northernmost square of the eastern portal would 
  emerge from the northernmost square of the western portal, 
  and so on). Using the portals to aim a ray or ranged weapon at 
  a target is difficult because of the shifting mists, which impose 
  a –2 penalty on the attack roll. Areas of effect that touch a 
  portal wall are not blocked, but rather pass through. Flanking 
  through a portal is possible.
  Creatures: A cacophony of naunet proteans currently lives in 
  this room, amusing themselves with endless, vicious games of 
  tag through the perspective-twisting walls. When a non-protean 
  creature enters, the naunets trumpet with joy and attack, using 
  the room’s peculiar nature to flank and surprise their foes.
  NAUNETS (3) 
  CR 7
  XP 3,200 each
  hp 94 each (Pathfinder RPG Bestiary 2 216)
  O12. Runes of Change
  This room is shaped like two towering cylinders fused together, 
  with the southeastern wall partially caved in. Etched into the floor 
  in the center of each cylinder is a glowing rune. The northern rune 
  glows green and the southern rune glows red. 
  The two runes in this room aren’t precisely traps; rather, 
  they’re complex magical effects generated spontaneously by 
  the Maelstrom’s chaotic energies. 
  Anyone who touches the northern rune finds his race 
  immediately and permanently changed to one of the 
  following (determined randomly).
  d6 
  Race
  1 
  Dwarf
  2 
  Elf
  3 
  Gnome
  4 
  Halfling
  5 
  Half-orc
  6 
  Human
  At the GM’s discretion, this list may be longer and include 
  more exotic races, particularly if the creature touching it is a 
  member of a race not listed. (Proteans, for instance, change 
  back into their natural form on a roll of 6.)
  The gender of anyone who touches the southern rune 
  changes immediately. The new gender is determined 
  randomly from the following list.
  d6 
  Gender
  1–2 
  Androgynous/genderless 
  3–4 
  Female
  5–6 
  Male
  Both runes’ effects are permanent and can be reversed only 
  with a spell on the order of wish or miracle. There’s no limit to 
  how many times a single creature can be affected, however, so 
  characters can trigger both runes repeatedly until they reach a 
  desired combination. The proteans enjoy experimenting with 
  both, reveling in the bizarre sensations of new bodies.
  A hidden door on the southern wall (Perception DC 25) 
  leads to a featureless hallway that connects to area O2.
  O13. Spire Doors (CR 13)
  This huge chamber was once square, yet the northern half has 
  bubbled and run as if melted. Above, the ceiling arches up in 
  a dome braced by grand arms of stone carved to resemble the 
  ribs of some great beast. From the dome’s zenith, the perfect 
  green glass column of the Emerald Spire spears downward.
  Where the Spire meets the floor, it is clasped by two wide, 
  horizontal brass doors set flush with the stone. The Spire pierces 
  
  NAUNET
  141
  Level 15: Order and Chaos
  The Emerald Spire Superdungeon
  these doors along their seam, where the bronze conforms 
  perfectly to its smooth cylinder. Runes and hieroglyphics—some 
  crude, some incredibly intricate—cover the doors.
  As with other areas of this level of the dungeon, the 
  Maelstrom’s chaotic energies have warped this room, twisting 
  the northern portion in nonsensical ways. The bronze doors 
  in the floor are a seal that predates the arrival of the proteans 
  and inevitables. They prevent anyone from 
  reaching the final level of the dungeon, 
  and are so perfectly made that not 
  even air can pass through the 
  seams where they meet each other 
  or touch the Emerald Spire. Nhur 
  Athemon crafted these doors during 
  his initial delve into the Spire, but 
  the Knights of the Ioun Star improved 
  on his work by adding mythic wards to 
  prevent anyone or anything from 
  breaching the final level. When the 
  lich reformed, he discovered that 
  he lacked the power to breach the 
  knights’ improved defense.
  If characters who can read multiple 
  languages investigate the runes on the bronze 
  doors, they determine that the runes all say 
  the same thing: the word “warning” repeated 
  over and over again in more than a hundred different 
  languages. Every language the PCs speak is represented here 
  somewhere, as well as many they have never seen before—
  including languages originating from other planets and 
  planes of existence.
  Creatures: This room is the focus of the level’s unending 
  conflict. While it’s normally a standoff, with one inevitable 
  and one protean watching over the doors from the room’s 
  western and eastern sides, respectively, the PCs’ presence is 
  likely to disrupt things.
  If the PCs enter the room and aren’t accompanied by 
  another inevitable, the kolyarut on duty leaps to attack 
  them—prompting the protean to rush the doors. In this 
  case, the protean flails at them with its claws and magic 
  while looking for a keyhole. The inevitable then attacks the 
  protean in return, and the resulting fracas likely involves 
  all three parties, as neither the protean nor the inevitable is 
  willing to let the PCs leave and the protean is eager to use the 
  PCs against the kolyarut. 
  If the PCs enter with another inevitable, the protean 
  recognizes that it’s outnumbered and tries to fight its way 
  back to protean-held territory to gather reinforcements.
  KOLYARUT 
  CR 12
  XP 19,200
  hp 158 (Pathfinder RPG Bestiary 2 163)
  IMENTESH 
  CR 10
  XP 9,600
  hp 123 (Pathfinder RPG Bestiary 2 214)
  Treasure: The doors themselves are an architectural 
  marvel, but more importantly, they represent a Rosetta 
  Stone-like resource for languages of which scholars from 
  Golarion have heard only rumors. A rubbing or other 
  catalog of the door’s symbols could be worth 1,000 gp 
  to the right buyer.
  Development: A successful DC 25 
  Perception check reveals that one 
  of the runes—a strangely organic 
  symbol from no known language—
  slides aside to reveal a dozen tiny 
  holes in the same configuration as 
  the level’s rune. This is the door’s 
  keyhole—the doors can be unlocked 
  with the key in area O10 or with a 
  successful DC 40 Disable Device check. In 
  addition to the heavy bronze, the doors 
  were forged with powerful magic that 
  takes its energy from the Spire itself, 
  giving the doors DR 30/epic and 
  making them impossible for normal 
  creatures like the PCs, the inevitables, or 
  the proteans to break or force open. If the PCs 
  manage to open the doors, they reveal a natural shaft leading 
  down to the dungeon’s final level. 
  Quest: When the PCs find the mysterious doors, they gain 
  the Deepest Menace quest.
  Descent to the Next Level
  Beneath the Spire doors in area O13 lies the top of a 
  large, irregular chimney formed by centuries of planar 
  fluctuations. The Spire descends through this open space 
  in a straight, unyielding column. The shaft is almost 1,400 
  feet deep and ranges in width from 30 feet to hundreds 
  of feet. Littering the shaft’s walls are ledges and irregular 
  slopes, which in some places come into contact with the 
  Spire and in other places stretch away into darkness. Unlike 
  the dungeon levels developed by Nhur Athemon, there is 
  no convenient elevator slab or flight of stairs to negotiate 
  this final descent. Explorers must fly, fall, or clamber (Climb 
  DC 15) down through a long and arduous journey.
  At the bottom of the natural chimney, the shaft narrows to 
  30 feet in width, then widens out into the large cavern in area 
  P1 of Level 16. The Spire passes through this natural fissure 
  in the ceiling of the cavern before taking root on the cavern 
  floor in area P1.
  Story Award: The PCs gain 19,000 XP for exploring all or 
  most of this level. If they have the Sage’s Expedition quest, 
  they also gain 13,500 gp.
  
  1 SQUARE = 5 FEET
  P1
  P2
  P4
  P3
  P5
  P6
  P7
  P8
  P9
  P10
  P11
  P12
  P14
  P13
  P15
  LEVEL 16: THE EMERALD ROOT
  
  143
  LEVEL 16
  The Emerald Root
  By James Jacobs
  The xiomorns are a primeval race of explorers and scientists from the Plane of Earth. When Golarion was young, the 
  xiomorns used its crust as a matrix for experiments into the nature of life, carving great vaults from the depths of the world 
  using seeds of crystallized magic. Xiomorns who could create and shape life and terrain with their minds were Vault Builders, 
  while the lesser of their kind, charged with maintaining and protecting the experiments, were Vault Keepers. Together, they 
  created numerous vaults, giving each realm its own ecosystems. Some became deserts, and others mountain ranges, oceans, 
  or vast caverns. The xiomorns conducted long-term experiments exploring life and evolution, but they were not the first on 
  Golarion to do so. Their expansions caused them to encounter the aboleth empire, and the two races—of similar mindsets 
  yet clashing philosophies—went to war. Eventually, the xiomorns abandoned Golarion rather than fight to extinction.
  W
  hen the xiomorns left this world, a few of their 
  kind stayed behind. One is the Vault Keeper 
  Iluchtewhar, a victim of aboleth warfare that left 
  its mind unstable and twisted. When the rest of its kind moved 
  on, Iluchtewhar retreated to a small network of caverns with a 
  pair of stolen Vault Seeds. Intending to build a vault of its own 
  to raise an army to fight the aboleths, Iluchtewhar activated a 
  seed. But as a mere Keeper, it was unable to control the magic. 
  The seed didn’t create a vault—it erupted into an enormous 
  tangle of crystalline tendrils that snaked out through the 
  surrounding stone. When they struck the Vault Keeper, the 
  tendrils entrapped it, and the crystal lanced upward through 
  the ground, penetrating thousands of feet of solid stone until 
  it erupted from the surface—only then did it halt its explosive 
  transformation into the Emerald Spire.
  For thousands of years, Iluchtewhar remained frozen 
  in stasis, imprisoned at the Spire’s root. Its consciousness 
  merged with the crystals, and it could watch but not interact 
  
  144
  as others came to the region and expanded the complex 
  around the Spire. It wasn’t until Klarkosh discovered a way to 
  harvest shards of the Emerald Spire that Iluchtewhar’s prison 
  weakened. The imprisoned xiomorn felt each fragment 
  broken from the Spire as a fresh agony. The severe pain 
  awakened and freed the Vault Keeper, who now broods in 
  the chambers formed by its failed attempt to create its own 
  Vault. Iluchtewhar pulls in creatures from other vaults to do 
  its bidding and inform it about the world beyond, and believes 
  it must cleanse this new era of “contaminants” before it can 
  restart a fresh vault free from impurities. As a result, the 
  xiomorn seeks to eradicate all life in the region above.
  Entering the Level
  Iluchtewhar has been spying on the PCs throughout their 
  conquest of the Spire. When the doors in area O13 of level 14 
  are opened, the xiomorn prepares to defend its lair.
  P1. The Emerald Root (CR 12)
  Unsettling green radiance shines from the immense, five-branched 
  crystal near the center of this cavern. The crystal’s arms penetrate 
  the stone walls of the cave to the north, east, and west; to the 
  south, they form a natural bridge over a small chasm to a pinnacle 
  of rock. At the heart of these branching arms, the Emerald Spire 
  extends upward through a hole in the vaulted ceiling.
  A black stone door carved with an eye-shaped rune sits in the 
  wall to the southwest. To the northeast, the cave wall is interrupted 
  by the surface of what appears to be an enormous stone sphere.
  Iluchtewhar can observe events in this chamber via the 
  rune on the door at area P3, and does so as soon as it senses 
  the doors from the level above open.
  Some areas are inaccessible without using magical travel 
  or tunneling. A character with a master shard (see area P4) can 
  use the crystals like passageways to areas P5, P7, and P8.
  Here at its root, the Emerald Spire’s magic is more powerful 
  than above. The raw potentiality for life and creation that still 
  thrums in the Spire’s matrices sustains all living creatures on 
  this level as if they wore a ring of sustenance, and doubles the 
  rate of natural healing.
  Creatures: Iluchtewhar uses the Orvgate in area P12 to keep 
  the level stocked with defenders and experiments alike. The 
  two immense guardians of this cavern serve the aliens in area 
  P4, not Iluchtewhar, but the Vault Keeper appreciates their 
  power. Brought in from the vault known as the Midnight 
  Mountains, these creatures are gugs—giant hairy monsters 
  with four arms and vertical maws. The creatures roar and 
  attack on sight, fearing punishment from their sadistic 
  masters in area P4 should they fail to contest the intruders’ 
  passage. They fight to the death, but do not pursue foes into 
  area P4.
  GUGS (2) 
  CR 10
  XP 9,600 each
  hp 127 each (Pathfinder RPG Bestiary 2 151)
  P2. Philosopher’s Isle (CR 12)
  A rift surrounds a flat-topped pinnacle of stone, and is bridged by 
  an emerald arch. Deep in the rift flickers the glow of molten rock.
  The lava below the pillar is kept molten by the elemental 
  magic of the Emerald Spire—it is not indicative of volcanism, 
  but is as deadly as naturally occurring lava.
  Creature: A single creature dwells atop the central spire, 
  though at first glance it appears to be little more than a 10-foot-
  tall jagged stalagmite. In fact, this is a horribly bored roper 
  named Oorivoon, one of the first creatures the Vault Keeper 
  called to its lair. The roper agreed to serve the strange creature 
  as a sentinel as long as Iluchtewhar visits the roper every few 
  weeks to reveal new secrets from the primeval age before.
  Since the PCs began exploring, though, Iluchtewhar 
  has been distracted and has broken this promise, leaving 
  Oorivoon increasingly bored. The roper’s not bored enough 
  yet to attempt the somewhat perilous crossing of the rift, 
  but it’s getting there. If the PCs battle the gugs, the roper 
  watches, realizing they are the cause of Iluchtewhar’s 
  distraction. When that battle ends, the roper calls out to the 
  PCs in Undercommon, eager to learn more about them.
  As long as the PCs play along and agree to answer its 
  questions, the roper freely trades information, answering 
  one question for every one the PCs answer for it. The roper’s 
  questions are mostly philosophical queries like “Why do you 
  explore dungeons?” and “What do you suppose happens to 
  the mind of a person who is petrified?” The roper knows 
  much about the denizens of this level, but won’t volunteer 
  information unless specifically asked. The following are 
  some sample answers it might provide.
  FEATURES OF THE LEVEL
  This level includes both natural 
  (or natural-seeming) caverns and 
  constructed rooms.
  Ceilings: The shaft where the 
  Spire rises stretches up 1,400 feet, 
  and the other natural caverns rise 
  35–50 feet high. The ceilings of the 
  constructed rooms are 30 feet high.
  Doors: This level’s stone doors 
  (hardness 8, 60 hp, break DC 28) 
  are unlocked unless otherwise noted.
  Walls: The constructed areas’ walls are made of reinforced 
  masonry (hardness 8, 180 hp, break DC 45).
  
  145
  Level 16: The Emerald Root
  The Emerald Spire Superdungeon
  How do we get to other areas? “The branches of the Spire 
  can be used to access rooms if one carries a master shard. The 
  strange scientists to the west have one.”
  What’s the rest of this level like? “The fungal plants lie to 
  the east, the freezing lake to the northwest, and the crystal 
  chamber to the northeast. The rest I have not witnessed.”
  Who rules this level? “The Vault Keeper rules these caverns, 
  and made them what they are today.”
  After answering a dozen questions, or after the PCs end 
  the conversation, the roper placidly announces, “While these 
  crystals nourish me, they do not sate my delight in feeding,” 
  and attacks. The monster tries not to drop potential food 
  into the lava unless the food proves too violent. If reduced 
  to fewer than 20 hit points, Oorivoon vies for peace—even 
  surrendering its treasures if the PCs agree to leave it alone.
  OORIVOON 
  CR 12
  XP 9,600
  Roper (Pathfinder RPG Bestiary 237)
  hp 162
  Treasure: Oorivoon has 2,500 gp in assorted gems in its 
  gullet, plus a periapt of wound closure and a Spire transport token.
  P3. The Watching Door
  An eye-shaped rune on this stone door glows with a soft green light.
  Iluchtewhar maintains a symbol of scrying rune on the door 
  so that it can observe visitors to area P1—the PCs have the 
  honor of being the first. The door is not trapped or locked, 
  but if Iluchtewhar notices intruders, it telepathically informs 
  the denizens of area P4 to prepare for intruders.
  P4. Laboratory (CR 12)
  A long stone counter runs along the edges of this L-shaped room, 
  its surface cluttered with strange tools, alchemical devices, urns of 
  bubbling liquid, and shuddering clots of flesh. Three pedestals to 
  the south support small mounds of glowing green crystals.
  Iluchtewhar originally intended to use this chamber to 
  grow new Vault Seeds, but the cavern’s proximity to the Spire 
  makes it an excellent site for a laboratory devoted to the 
  study of things harvested from the levels above.
  Creatures: Three alien creatures toil in this improvised 
  laboratory, studying fragments of creatures, objects, and devices 
  harvested from the upper levels. Iluchtewhar brought in the 
  elder things via the Orvgate in area P12, and they have agreed 
  to serve the Vault Keeper by exploring the upper levels and 
  reporting how the world has changed over the past several eons. 
  The PCs may find the bodies of vanquished enemies from the 
  levels above preserved and partially taken apart for study. 
  ALIEN VIVISECTIONISTS (3) 
  CR 9
  XP 6,400 each
  Elder thing alchemist (vivisectionist) 7 (Pathfinder RPG Bestiary 4 
  85, Pathfinder RPG Advanced Player's Guide 26, Pathfinder 
  RPG Ultimate Magic 20)
  LN Medium aberration (aquatic)
  Init +8; Senses darkvision 60 ft.; Perception +21
  DEFENSE
  AC 24, touch 14, flat-footed 20 (+4 Dex, +6 natural, +4 shield)
  hp 125 each (14 HD; 7d8+7d8+63)
  Fort +13, Ref +11, Will +11; +4 vs. poison
  Defensive Abilities all-around vision, fortification 25%; 
  Immune cold; Resist fire 10
  OFFENSE
  Speed 30 ft., fly 20 ft. (clumsy), swim 40 ft.
  Melee 6 tentacles +15 (1d4+5 plus grab)
  Ranged +1 keen dart gun +14/+14/+9 (1d4+1)
  Special Attacks constrict (1d4+5), sneak attack +4d6 
  Alchemist Extracts Prepared (CL 7th)
  3rd—haste, thorn bodyAPG
  2nd—blur, cure moderate wounds (3), invisibility
  1st—comprehend languages, cure light wounds (4), shield
  TACTICS
  Before Combat Each elder thing drinks an extract of shield.
  During Combat The things begin combat with their dart guns, 
  then drink extracts of haste or thorn body and move to flank.
  Morale The elder things fight to the death.
  Base Statistics Without shield, the elder thing's statistics are 
  AC 20, touch 14, flat-footed 16.
  STATISTICS
  Str 20, Dex 18, Con 19, Int 22, Wis 18, Cha 15
  Base Atk +10; CMB +15 (+19 grapple); CMD 29 (can’t be tripped)
  Feats Brew Potion, Combat Expertise, Combat Reflexes, 
  Endurance, Great Fortitude, Improved Initiative, Power 
  Attack, Throw Anything, Weapon Focus (dart gun)
  Skills Craft (alchemy) +23, Disable Device +21, Fly +13, Heal +21, 
  Knowledge (arcana) +23, Knowledge (engineering) +20, 
  Knowledge (nature) +16, Knowledge (planes) +13, 
  Perception +21, Spellcraft +23, Swim +13, Use Magic Device +19
  Languages Elder Thing
  SQ alchemy (alchemy crafting +7, identify potions), amphibious, 
  cruel anatomist, discoveries (preserve organsUM, sticky 
  poison [6 strikes], tentacleUM), hibernation, limited starflight, 
  mutagen (+4/–2, +2 natural, 70 minutes), no breath, poison 
  use, swift alchemy, swift poisoning, torturer’s eye, torturous 
  transformation 
  Gear +1 keen dart gun with 20 poisoned darts
  SPECIAL ABILITIES
  Dart Gun The dart gun functions as a hand crossbow that can 
  hold 20 darts and automatically reloads between shots, 
  allowing the wielder to make full attacks with it. It fires an 
  additional shot each round as if its wielder possessed the 
  Rapid Shot feat. A +1 keen dart gun is worth 9,300 gp, and is 
  
  146
  an exotic weapon that elder things are proficient with. The 
  elder things have treated all of their ammunition with doses of 
  shadow essence (Pathfinder RPG Core Rulebook 560).
  Treasure: The equivalent of three masterwork alchemy labs 
  sits upon the shelves here, along with a Spire transport token and 
  5,400 gp in raw materials useful in crafting magic items.
  The crystals on the pedestals—called master shards—allow 
  anyone carrying one to use the Spire branches as tunnels. By 
  pressing one shard against the Spire as a full-round action, a 
  person melds with the crystal as if using earth glide, and can 
  remain inside until he chooses to exit as a free action. The 
  crystal is consumed upon use, but there are a dozen crystals 
  on each pedestal (36 total shards). Each one is worth 500 gp.
  P5. Empire of Fruiting Bodies (CR 12)
  The air in this large cave is hazy with what appears to be brown 
  dust. Every surface is caked with rampant fungal growth.
  Creatures: The emerald roots periodically open portals 
  into the fungoid Abyssal realm of Jeharlu. These portals 
  never remain open long enough for anything more than a 
  puff of noxious air to fill the cave, but that’s been enough 
  to infest the place with advanced fiendish basidironds that 
  attack intruders. The “dust motes” in the air are hallucination 
  spores that have built up— as a result, the monsters need not 
  activate this ability to affect PCs in the area.
  ADVANCED FIENDISH BASIDIRONDS (6) 
  CR 7
  XP 3,200 each
  hp 66 each (Pathfinder RPG Bestiary 28, 294)
  P6. Kingdom of Unseen Orphans (CR 11)
  The smooth, 3-foot-thick stone wall that sets this chamber 
  apart from area P1 was created by the pech Eriniell, using 
  numerous stone shape spells. PCs must use magic or brute 
  force (hardness 8, hp 540, Break DC 50) to enter area P6.
  The walls of this cavern have been polished smooth—not a single 
  pebble lies on the ground.
  Creature: The Vault Keepers used a race of earth fey called 
  pechs as servants. When Iluchtewhar became imprisoned, its 
  pech minion Eriniell remained here, trying to free her master 
  over hundreds of years. Repeated failures drove her mad. 
  Although a creature of earth, she has come to see earth as the 
  enemy and its oppositional element air as the true savior. She 
  sealed herself in here in an attempt to capture the most sacred 
  essence of air, including a pair of invisible stalker minions 
  she’s come to refer to as her “unseen orphans.”
  Eriniell avoids touching the ground, believing that her 
  ex-master can reach into her soul and possess her if she is 
  in contact with the floor. She maintains a floating disk at all 
  times. If the PCs are loud in area P1, she takes note and may 
  turn invisible and teleport out using dimension door so she can 
  watch them. Once she musters the courage, she contacts them.
  Eriniell fearfully tells them to get off the ground first, 
  informing them that Iluchtewhar can infiltrate their spirits 
  and control them if they don’t heed her warning. She creates 
  floating disks for the PCs to sit or stand on if necessary.
  Eriniell can be a valuable source of information, as she knows 
  the layout of the entire level. She lacks the bravery to confront 
  Iluchtewhar on her own, despite the fact that she’s been saving 
  her greatest treasure, a scroll of disintegrate, to use on him.
  If the PCs are willing, the pech joins their group, but she 
  quickly snaps and attacks any PCs who touch the ground, 
  shrieking mad gibberish. She periodically casts whispering wind 
  after asking questions of the air, using the spell to provide the 
  answers she wants. She refuses to use the Spire branches to 
  travel, instead volunteering to use dimension door to transport 
  the PCs to area P7 so they can assault Iluchtewhar’s fortress. 
  She claims she can’t get into areas P10–P15 because the stone 
  around those areas is “just far too powerful,” when in fact, 
  there’s nothing preventing such a tactic if the PCs wish to try.
  Eriniell’s “unseen orphans” are unimaginative and quiet. 
  They see her as a mother, and attack anything threatening her.
  ERINIELL 
  CR 9
  XP 6,400
  Female pech sorcerer 10 (Pathfinder RPG Bestiary 2 206)
  CN Small fey (earth)
  Init +6; Senses low-light vision; Perception +9
  DEFENSE
  AC 26, touch 14, flat-footed 23 (+4 armor, +2 Dex, +1 dodge, 
  +4 natural, +4 shield, +1 size)
  hp 114 (16 HD; 6d6+10d6+58)
  Fort +10, Ref +10, Will +12
  DR 5/cold iron; Immune petrification; Resist electricity 20
  Weaknesses light blindness
  OFFENSE
  Speed 20 ft.
  Melee +2 keen shocking heavy pick +18/+13 (1d4+8/19–20/×4 
  plus 1d6 electricity)
  Ranged ray +11 touch
  Special Attacks air mastery, pech magic, stone knowledge
  Spell-Like Abilities (CL 10th; concentration +14)
  3/day—stone shape, stone tell
  Bloodline Spell-Like Abilities (CL 10th; concentration +14)
  7/day—elemental ray (1d6+5 electricity)
  1/day—elemental blast (10d6 electricity, DC 19)
  Sorcerer Spells Known (CL 10th; concentration +14)
  5th (3/day)—suffocationAPG (DC 19)
  4th (6/day)—dimension door, greater invisibility, stone shape
  3rd (7/day)—fly, lightning bolt (DC 17), protection from 
  energy, wind wall
  
  ERINIELL
  147
  Level 16: The Emerald Root
  The Emerald Spire Superdungeon
  2nd (7/day)—glitterdust (DC 16), gust of wind (DC 16), 
  levitate, scorching ray (electricity), whispering wind
  1st (7/day)—burning hands (electricity, DC 15), feather fall, 
  floating disk, mage armor, magic missile, shield
  0 (at will)—acid splash, dancing lights, detect poison, flare 
  (DC 14), ghost sound (DC 14), mage hand, mending, open/
  close, prestidigitation (DC 14)
  Bloodline elemental (air)
  TACTICS
  Before Combat Eriniell casts mage armor and shield.
  During Combat Eriniell casts greater invisibility and fly, then uses 
  offensive spells. If forced to touch the ground, she focuses on 
  casting any spell that lets her escape back into the air.
  Morale Eriniell fights to the death.
  STATISTICS
  Str 23, Dex 14, Con 17, Int 12, Wis 11, Cha 18
  Base Atk +8; CMB +13; CMD 26
  Feats Cleave, Combat Casting, Craft Magic Arms and Armor, 
  Dodge, Eschew Materials, Great Fortitude, Improved Initiative, 
  Power Attack, Quicken Spell, Weapon Focus (heavy pick)
  Skills Craft (stonemasonry) +14, Fly +13, Knowledge (arcana) 
  +20, Linguistics +2, Perception +9, Profession (miner) +13, 
  Spellcraft +20, Stealth +24
  Languages Auran, Terran, Undercommon
  SQ bloodline arcana (change energy damage spells to match 
  bloodline energy)
  Combat Gear scroll of disintegrate; Other Gear +2 keen 
  shocking heavy pick, belt of mighty constitution +2
  SPECIAL ABILITIES
  Air Mastery (Ex) Eriniell’s insanity has changed her bloodline 
  from earth to air and her earth mastery to air mastery. She 
  gains a +1 bonus on attack and damage rolls if neither she nor 
  her foe is touching the ground. Against a foe in contact with 
  the ground, she takes a –4 penalty on attack and damage rolls.
  INVISIBLE STALKERS (2) 
  CR 7
  XP 3,200 each
  hp 80 each (Pathfinder RPG Bestiary 181)
  P7. The Freezing Lake (CR 12)
  A lake of chill water reaches to the walls of this cave. Glowing 
  green branches of crystal extrude from the southern wall, and a 
  gravelly beach rises near the westernmost crystal. To the north, 
  the crystals grow to reach a pair of stone terraces that lead up 
  from the water to a door, on which an eye-shaped rune shimmers.
  The secret door to area P13 sits 20 feet above the surface 
  of the water (Perception DC 30). The waters of the lake are 
  90 feet deep, and are kept supernaturally cold—well below 
  the freezing point—by the Spire. A creature splashed by 
  the water takes 1d6 points of cold damage. Full immersion 
  inflicts 10d6 points of cold damage per round.
  Creatures: Iluchtewhar populated this lake with strange 
  guardians harvested from a nearby Vault called the Land of 
  Black Blood. These creatures are aquatic, four-armed reptiles 
  known as chardas. They want to earn the approval of the 
  “rock bug man” by killing any creatures that enter this area.
  CHARDAS (6) 
  CR 7
  XP 3,200 each
  hp 85 each (Pathfinder RPG Bestiary 2 55)
  P8. The Crystal Chamber (CR 13)
  This cavern is encrusted with crystals, except for the northeastern 
  wall, which is a smooth stone surface etched with jagged runes.
  The wall blocking access to area P12 is a wall of stone placed 
  by Iluchtewhar to close off easy access; the jagged runes are 
  warnings to turn back, written in Terran.
  Creatures: This chamber represents Iluchtewhar’s attempt 
  to replicate a much larger crystalline vault far to the west 
  called the Crystal Womb. Two carnivorous crystals brought 
  in via the Orvgate dwell here, but the room is otherwise a 
  failure—the crystals in this room are flawed and brittle.
  CARNIVOROUS CRYSTALS (2) 
  CR 11
  XP 12,800 each
  hp 136 each (Pathfinder RPG Bestiary 3 45)
  
  148
  P9. Second Watching Door
  An eye-shaped rune on this stone door glows with green light.
  Iluchtewhar maintains a second symbol of scrying on this 
  door similar to the one in area P3. The door is not locked or 
  trapped, and can be opened with ease.
  P10. Spire Sanctum (CR 14)
  Immense stone double doors stand in the eastern and western 
  walls of this room, and two single doors are set in the south wall. 
  Three low, stone platforms sit along the north wall, each fitted 
  with a rectangular, green crystal tile.
  The three platforms are inactive display cases. A creature 
  that steps upon one must make a DC 22 Fortitude save or 
  become immediately encased in a field of green energy akin 
  to the effects of temporal stasis (CL 20th). At your option, any 
  NPCs or PCs captured earlier in the adventure are on display 
  here. A creature on display can be released by touching 
  a shard of the Emerald Spire (including one of the master 
  shards from area P4—doing so does not destroy the shard) to 
  that display’s green tile as a move action. A PC who succeeds 
  at a DC 30 Knowledge (arcana) check identifies this means of 
  deactivating the stasis.
  Creature: The mad Vault Keeper Iluchtewhar dwells in this 
  complex of chambers. It probably knows the PCs are coming, 
  but it is likely to be first encountered here, even if the PCs 
  enter area P12 or P14 first.
  Iluchtewhar has observed the PCs, and knows their tactics, 
  strengths, and weaknesses. It does not immediately attack 
  unless the PCs arrive in the company of Eriniell, whose hatred 
  and fear compels her to attack at once and forces the Vault 
  Keeper to defend itself. Given the opportunity, it addresses the 
  PCs via telepathy, saying “I have observed you for some time. 
  What manner of creatures are you? What do you seek here?”
  If the PCs converse with Iluchtewhar, they find the Vault 
  Keeper to be cold and emotionless. It is very interested in 
  the world above, and its questions focus on a combination 
  of what the beings of this world know about its kind and 
  what sorts of surface-dwelling creatures might make good 
  minions. Eventually, Iluchtewhar tires of conversation, 
  decides it’s time to capture the PCs, and attacks.
  If a fight begins, Iluchtewhar summons earth elementals, 
  and then attempts to use flesh to stone on the party’s best 
  arcane spellcaster. It prefers to capture intruders so that it can 
  interrogate them.
  The Vault Keeper makes a fighting retreat toward area P15 
  when reduced to 100 hit points or fewer. If slain, the creature 
  crumbles to emerald-colored dust that slithers across the 
  floor at shocking speed to the altar in area P15 to perhaps be 
  resurrected (see that area for details).
  ILUCHTEWHAR 
  CR 14
  XP 38,400
  Xiomorn (see page 158)
  hp 200
  Development: Because of its long entombment within 
  the crystal of the Emerald Spire, the Vault Keeper’s death is 
  felt as a shock throughout every level of the dungeon. When 
  Iluchtewhar is destroyed, a tremor rumbles through the 
  structure. The ground shakes, and pieces of debris fall from 
  the cavern ceiling. A pulse of energy gathers in the branches 
  and tendrils of the Emerald Spire root, then suddenly 
  rushes inward and upward, ascending the Spire. From far 
  above comes a receding series of echoes of explosion after 
  explosion, gradually diminishing as they ascend toward the 
  distant surface.
  The next time the PCs see the Spire column, it is visibly 
  dimmer and duller. Many large fragments have detached 
  and fallen to the ground around it. Similar damage pervades 
  each level of the Spire dungeons. However, the Spire remains 
  intact, and the Spire transport tokens still function.
  P11. The Whisperstone
  A pillar of black stone rises from a platform in this otherwise 
  empty room. Soft whispering sounds emanate from it.
  This pillar is a magical device that enhances the telepathic 
  ability of any creature that touches it. As long as a creature 
  maintains contact with the whisperstone, it can use its racial 
  telepathy ability to communicate with any creature it knows, 
  provided that creature is on Golarion. This stone, and others 
  like it, once allowed the Vault Keepers and Vault Builders to 
  communicate over long distances. Iluchtewhar had hoped to 
  use this pillar to contact others of its kind, but failing that, it 
  has used the pillar to issue orders to its few existing minions 
  on other levels of the dungeons above.
  The whisperstone is a minor artifact that functions at CL 20th.
  P12. Orvgate (CR 11)
  The eastern wall of this chamber bears a complex carving of 
  a map of an immense cave system. Opposite this map stands 
  a peculiar machine made of stone and metal and crystal, the 
  top a large inverted funnel made of what appears to be green 
  crystalline spider webbing. To the south, three spheres of stone 
  are embedded in one wall, while opposite them two green 
  levers lie in the down position.
  The device is a potent artifact created long ago by a 
  Vault Builder—an Orvgate. The map on the wall shows a 
  schematic of the Vaults of Orv below the Inner Sea region, 
  including several unknown to surface explorers. Rotating 
  
  ORVGATE
  149
  Level 16: The Emerald Root
  The Emerald Spire Superdungeon
  the three spheres of stone in the wall to the south causes 
  different positions in the caverns depicted on the wall 
  to begin glowing. Pulling the lever closest to the gate 
  “locks” the selected vault. Then, the stone spheres can be 
  manipulated to target creatures within the vault, causing a 
  spectral image of the creature to appear before the Orvgate. 
  Pulling the second lever causes the creature to suddenly 
  teleport into this room unless it succeeds at a DC 20 Will 
  save. The Orvgate can bring a creature from one of the 
  vaults in this manner no more than three times a day. The 
  device is a minor artifact.
  Creature: A single potent stone golem of green marble, 
  carved in the form of a Vault Keeper, stands guard in this 
  room. It attacks any intruders, fighting to the death.
  ADVANCED STONE GOLEM 
  CR 12
  XP 19,200
  hp 135 (Pathfinder RPG Bestiary 163, 294)
  P13. Crawlway
  The doors into this tunnel can be found 
  with a DC 30 Perception check.
  P14. Vault Seed (CR 13)
  A tall mound of glowing green 
  crystal dominates the center 
  of this chamber. To the south, 
  two statues of six-armed, 
  slender, insectile creatures 
  stand watch.
  The statues depict Vault Builders, the more powerful 
  mythical variant of the Vault Keeper. The crystal is 
  Iluchtewhar’s as-of-yet unsuccessful attempt to generate a 
  new Vault Seed—one of the potent crystals used to create a 
  new vault. When the Vault Keeper finally achieves success, it 
  intends to transform the region below the Emerald Spire into 
  a new realm of its own devising—one that will use the lands 
  above as experimental stock and food for the new forms of 
  carnivorous crystalline life it hopes to culture below.
  Creature: The guardian of this room is an emaciated 
  figure that looks vaguely humanoid but seems to be made 
  of green light—this is a shining child that has become 
  tainted and enhanced by the energies of the Emerald Spire. 
  The creature’s mind is twisted and warped, and it now sees 
  itself as the “offspring” of the Spire, and will do anything to 
  protect this crystal, which it views as a gestating sibling.
  EMERALD CHILD 
  CR 13
  XP 25,600
  Advanced shining child (Pathfinder RPG Bestiary 2 245, 292)
  hp 184
  P15. Temple of the Fossilized King
  A small shrine sits in the northwest corner of this room. A set 
  of tiered steps leads down to the room itself. A table stands in 
  the middle of the room, and two green pedestals rise in alcoves 
  to the west and east. To the south looms a towering statue of a 
  skeletal dragon made of stone and crystal.
  A character who succeeds at a DC 25 Knowledge 
  (religion) check recognizes the statue to the south and 
  the room as a whole as dedicated to the Fossilized King 
  Ayrzul, the elemental lord of earth. The Vault 
  Builders have long looked to Ayrzul as a patron 
  more than a god, and the awakening of one of 
  his favored children has attracted the demigod’s 
  attention, after a fashion. If Iluchtewhar is slain, 
  the Fossilized King causes the Vault Keeper’s body 
  to crumble, only to reappear in the eastern alcove, 
  where it slowly begins to return to life. After 1 
  minute, Iluchtewhar is reborn here as if subject 
  to a resurrection spell. If the PCs can reach this 
  alcove before then, they can destroy the 
  reforming body by inflicting at least 50 
  points of damage to it, preventing the 
  Vault Keeper’s return.
  Treasure: The treasure of the 
  complex has remained here for 
  ages, untouched. Sitting at the 
  statue’s feet are a +3 construct 
  bane adamantine heavy pick, a 
  staff of earth and stone, a stone of 
  good luck, and a philosopher’s stone.
  Conclusion
  Award the PCs 25,500 XP for completing the exploration of 
  the Spire. If the PCs have the Sage’s Expedition quest, they 
  also gain 17,500 gp from Abernard Royst.
  When the PCs defeat Iluchtewhar, they (perhaps 
  unknowingly) avert a great deal of future mischief. Not 
  only are the mad Vault Keeper’s designs for a reordering 
  of the surrounding surface realms to suit its vision foiled, 
  the Emerald Spire’s potential for destruction is largely 
  neutralized. Iluchtewhar’s long imprisonment made him a 
  part of the Spire, and no other entity can harness its power. 
  Over the course of weeks, the planar conjunctions common 
  in the area diminish or cease, and constructs powered by the 
  Spire shards exhaust their reserves of energy and deactivate.
  While the Spire loses much of its potential power, it is 
  nearly indestructible, and its dungeon levels remain. In time, 
  Darklands creatures or surface villains may slowly trickle in to 
  claim depopulated levels. The PCs may leave the Spire behind, 
  or could use the Orvgate in area P12 to reach wondrous demi-
  worlds in the lowest reaches of the Darklands.
  
  150
  Bestiary
  Though newcomers inhabit the upper levels of the Emerald Spire, the greatest dangers lie deep below. The Emerald 
  Spire is home to many unusual creatures encountered in few other places—rare elementals, unique constructs, and the 
  ancient overlords known as the Vault Builders. Though the Spire isn’t entirely isolated from the surface above or from 
  the Darklands, intruding upon its deeper spaces is difficult. This seclusion has allowed bizarre creatures to thrive there 
  over centuries—or in some cases, millennia. In the deeper chambers of the Spire, planar instability brings in wandering 
  monsters and would-be conquerors from beyond the Material Plane.
  T
  his bestiary is divided into two parts.
  Random Encounters: The first section provides 
  rules for including random encounters in your 
  Emerald Spire campaign. These rules are optional—it’s 
  possible to gain enough XP through the set encounters to 
  finish the entire adventure at a reasonable level—but you can 
  use them to make travel feel a little less safe.
  New Monsters: After the random encounter rules, this 
  chapter presents eight new monsters: bone priests, caustic 
  stalkers, emerald automatons, lava lurkers, moon spiders, the 
  shadowfire elemental template, and two kinds of xiomorns 
  (Vault Keeper guardian and mythic Vault Builder). These 
  monsters appear in various levels of the Emerald Spire.
  Echo Wood Encounters
  When the adventurers travel between the Emerald Spire 
  and Fort Inevitable or other nearby areas, they must pass 
  through the Echo Wood. The trip is only about 6 miles from 
  most starting points, so unless the PCs decide to camp in 
  the middle of the journey, check for random encounters 
  once per trip. The encounter chance is 20%; reduce the 
  encounter chance by half if the party is stealthy or taking 
  thorough precautions to avoid encounters. To determine 
  what they encounter, use the Echo Wood encounters table 
  from page 25 of Pathfinder Online: Thornkeep, or substitute 
  the temperate forest encounter table from page 325 of the 
  Pathfinder RPG Bestiary.
  
  151
  Bestiary
  The Emerald Spire Superdungeon
  Crowned Skull Encounters
  Strange attacks by dangerous undead worry High Mother 
  Sarise Dremagne and the other officials of Fort Inevitable. 
  These creatures have a mysterious symbol—a skull wearing a 
  majestic crown—emblazoned on their armor, etched on their 
  flesh, or otherwise evident on their bodies. Encounters with 
  these strange undead occur rarely: there’s a 35% chance of an 
  encounter, but only once per week. The undead are minions 
  of Nhur Athemon, so the closer the PCs get to his level of the 
  Spire, the more frequent the encounters become. Increase 
  the encounter chance by 1% for every level of the Spire the 
  PCs have traversed (to a maximum 48% chance per week), 
  as their progress makes it easier for the undead to reach 
  the surface. These encounters end when Nhur Athemon is 
  defeated in Level 14.
  These undead have tiny, glowing green shards embedded 
  in their bodies, which provide a +4 bonus to their channel 
  resistance (or granting them channel resistance +4 if they 
  had none before). The shards function only if the body has 
  been properly prepared, and only Nhur Athemon knows the 
  secret of doing so.
  d% 
  Result 
  Avg. CR Source
  01–10	
  1d6	advanced	
  3	
  Bestiary	250,	294	
  	
  human	skeletons
  11–18	
  1	zuvembie	
  4	
  Bestiary 3	289
  19–29	
  1	gearghost	
  5	
  Bestiary 4	123
  30–38	
  1d6	ghouls	
  5	
  Bestiary	146
  39–45	
  1	ghul		
  5	
  Bestiary 3	125
  46–52	
  1d4	human	juju	zombies	
  5	
  Bestiary 2	291
  53–61	
  1d8	phantom	armors	
  6	
  Bestiary 4	213
  62–68	
  1d6	skeletal	champions	
  6	
  Bestiary	252
  69–73	
  1d4	bone	priests	
  7	
  See	page	152
  74–82	
  1d3	skavelings	
  7	
  Bestiary 2	42
  83–90	
  1	mohrg	
  8	
  Bestiary	208
  91–96	
  1	baykok	
  9	
  Bestiary 3	35
  97–100	
  1	witchfire	
  9	
  Bestiary 2	284
  Emerald Spire Encounters
  Because the Spire itself is a sealed environment, random 
  encounters are far less common within its levels than in 
  the surrounding areas outside the dungeons. Roll for a 10% 
  chance of an encounter once per day. Many of the monsters 
  for these random encounters arrive in the Spire dungeons 
  through the passages to the Darklands in areas H11 and M9, 
  so the encounter rate increases to 25% if the PCs explore these 
  passages. If they go far into the passages, they’ve essentially 
  left the Emerald Spire environs and are now exploring the 
  Darklands—a situation beyond the scope of this adventure.
  The danger of the enemies encountered grows as the PCs 
  delve deeper underground. For every level they’ve traversed, 
  increase the result of the d% roll for the encounter table by 2. 
  For example, if they have an encounter between levels 9 and 10, 
  the PCs have traversed nine levels, so the roll for determining 
  which creatures are encountered is d% + 18.
  The encounters in the Spire might change greatly 
  depending on the PCs’ actions. If they clear out a level and 
  leave for a long time, new groups might start exploring it 
  or vying for control over it. This could increase the chance 
  for a random encounter there by 5% or 10%, depending 
  on what precautions the PCs have taken to secure the 
  area and whether they have brought in allies to guard it. 
  Completing the entire adventure also causes a major 
  change in the encounters. Right after the destruction of 
  Iluchtewhar, random encounters cease for 2d4 days after 
  the Spire shudders and cracks. After that, the probability of 
  an encounter is 5% lower in all areas. Since the elemental 
  portals disappear, after 1d4 months pass you should reroll 
  results that indicate encounters with creatures from 
  Elemental Planes (such as the azers, elementals, and jann).
  d% 
  Result 
  Avg. CR Source
  01–05	
  1	gray	ooze	
  1	
  Bestiary	166
  06–10	
  1	spider	swarm	
  1	
  Bestiary	258
  11–14	
  1d6	giant	centipedes	
  2	
  Bestiary	43
  15–17	
  1d6	clockwork	spies	
  3	
  Bestiary 3	58
  18–21	
  1	gelatinous	cube	
  3	
  Bestiary	138
  22–27	
  2d4	goblins	
  3	
  Bestiary	156
  28–32	
  1d4	goblin	dogs	
  3	
  Bestiary	157
  33–35	
  1	grick	
  3	
  Bestiary 2	146
  36–38	
  1	Medium	earth	elemental	
  3	
  Bestiary	122
  39–44	
  1d4	bat	swarms	
  4	
  Bestiary	30
  45–49	
  1d4	moon	spiders	
  4	
  See	page	156
  50–52	
  1d6	azers	
  5	
  Bestiary 2	39
  53–55	
  1d8	jinkins	
  5	
  Bestiary 2	142
  56–58	
  1	Large	fire	elemental	
  5	
  Bestiary	124
  59–64	
  1d6	morlocks	
  5	
  Bestiary	209
  65–67	
  1	drow	noble	and	
  5	
  Bestiary	114,	115		
  	
  2d4	drow
  68–73	
  1d4	violet	fungi	
  5	
  Bestiary	274
  74–76	
  1	belker	
  6	
  Bestiary 2	45
  77–80	
  Crowned	Skull	encounter	
  Varies	
  See	above
  81–84	
  1d8	dread	corbies	
  6	
  Bestiary 3	80
  85–89	
  1d4	emerald	automatons	
  6	
  See	page	154
  90–91	
  1d4	jann	
  6	
  Bestiary	141
  92–94	
  1d6	urdefhans	
  6	
  Bestiary 2	276
  95–97	
  2d4	advanced	svirfneblin	
  7	
  Bestiary	261,	294
  98–102	
  1d8	crysmals	
  7	
  Bestiary 2	61
  103–106	 1	drider	
  7	
  Bestiary	113
  107–110	
  2	Large	magma	elementals	
  7	
  Bestiary 2	118
  111–115	
  2	xorns	
  8	
  Bestiary	284
  116–119	
  1d4	black	puddings	
  9	
  Bestiary	35
  120–122	 1d6	seugathi	
  9	
  Bestiary 2	243
  123–125	 1d6	driders	
  10	
  Bestiary	113
  126–127	 2	efreet	
  10	
  Bestiary	140
  128–130	 2	gugs	
  12	
  Bestiary 2	151
  
  152
  BONE PRIEST
  This skeletal creature wears rotting robes, and carries a sword in its 
  talon-like hands. An evil blue light dances in its empty eye sockets.
  BONE PRIEST 
  CR 4
  XP 1,200
  LE	Medium	undead	
  Init	+6;	Senses	darkvision	60	ft.;	Perception	+11
  DEFENSE
  AC	16,	touch	12,	flat-footed	14	(+2	Dex,	+4	natural)
  hp	37	(5d8+15)
  Fort	+4,	Ref	+3,	Will	+7
  Defensive Abilities	channel	resistance	+2;	DR	5/bludgeoning	
  and	magic;	Immune	cold,	undead	traits
  OFFENSE
  Speed	30	ft.
  Melee	mwk	bastard	sword	+7	(1d10+3/19–20)	or	
  slam	+5	(1d4+3)
  Special Attacks	death	drink,	unnerving	gaze
  Spells Prepared	(CL	3rd;	concentration	+6)
  2nd—hold person	(DC	15),	spiritual weapon,	touch of idiocyD	
  (DC	15)
  1st—cause fear	(DC	14),	command	(DC	14),	lesser confusionD	
  (DC	14),	protection from good
  0—detect magic,	guidance,	read magic,	resistance
  D	domain	spell;	Domain	Madness
  STATISTICS
  Str	14,	Dex	15,	Con	—,	Int	11,	Wis	16,	Cha	17
  Base Atk	+3;	CMB	+5;	CMD	17
  Feats	Combat	Casting,	Improved	Initiative,	Weapon	Focus	
  (bastard	sword)
  Skills	Intimidate	+11,	Knowledge	(religion)	+8,	Perception	+11,	
  Stealth	+10
  Languages	Common,	Undercommon
  ECOLOGY
  Environment	any
  Organization	solitary
  Treasure	standard	(mwk	bastard	sword,	other	treasure)
  SPECIAL ABILITIES
  Death Drink (Su)	When	a	bone	priest	reduces	a	creature	
  to	0	hit	points	or	fewer	with	a	melee	attack	or	coup	de	
  grace,	it	can	use	death knell	against	that	creature	as	a	free	
  action.	It	doesn’t	need	to	be	touching	the	creature	to	use	
  this	ability.
  Spells	A	bone	priest	casts	spells	as	3rd-level	cleric.	It	also	gains	
  domain	spells	from	the	Madness	domain,	but	none	of	the	
  other	domain	abilities	or	cleric	abilities.
  Unnerving Gaze (Su)	A	bone	priest	can	make	a	gaze	attack	
  that	strikes	fear	into	the	hearts	of	all	creatures	within	a	30-
  foot	radius	that	can	see	the	bone	priest.	These	creatures	
  must	succeed	at	a	DC	15	Will	saving	throw	or	be	shaken	for	
  1d4	rounds.	This	is	a	mind-affecting	fear	effect.	The	save	DC	
  is	Charisma-based.
  Bone priests are undead servants of evil gods, condemned 
  to continue serving for decades or centuries after death. In 
  life, bone priests were acolytes or underpriests who failed at 
  some difficult test or fell in battle against powerful enemies 
  of the faith. Their dark gods have rewarded their fanaticism 
  by giving another chance to demonstrate their worthiness.
  Bone priests retain the spellcasting ability and some of 
  the domain spells they possessed in life. A typical bone priest 
  casts spells as a 3rd-level cleric and has the bonus spells of 
  one of the domains it had originally—usually Darkness, 
  Death, Destruction, Evil, or Madness (the bone priest 
  presented here possesses the Madness domain).
  While bone priests occasionally arise with no outside 
  intervention other than the will of their gods, they are 
  normally created through a profane ritual that culminates 
  in the casting of a create undead spell by a caster of at least 
  11th level.
  
  Bestiary
  153
  The Emerald Spire Superdungeon
  CAUSTIC STALKER
  Reaching hands, a fierce and eerie visage, and a powerfully abrasive 
  stench all stem from this hissing cloud of churning gases.
  CAUSTIC STALKER 
  CR 7
  XP 3,200
  N	Medium	outsider	(air,	elemental,	extraplanar)
  Init	+12;	Senses	darkvision	60	ft.;	Perception	+12
  DEFENSE
  AC	19,	touch	19,	flat-footed	10	(+8	Dex,	+1	dodge)
  hp	73	(7d10+35)
  Fort	+10,	Ref	+13,	Will	+4
  Defensive Abilities	amorphous;	DR	5/—;	Immune	acid,	
  elemental	traits
  Weaknesses	vulnerable	to	wind
  OFFENSE
  Speed	fly	40	ft.	(perfect)
  Melee	2	slams	+15	(1d6	plus	chemical	burn)
  Special Attacks	breath	weapon	(15-ft.	cone,	5d6	acid	damage	
  plus	poison,	Reflex	DC	18	half,	usable	every	1d4	rounds),	
  chemical	burn	(1d6,	DC	18)
  STATISTICS
  Str	—,	Dex	27,	Con	20,	Int	5,	Wis	14,	Cha	11
  Base Atk	+7;	CMB	—;	CMD	—
  Feats	Dodge,	Improved	Initiative,	Mobility,	
  Weapon	Finesse
  Skills	Fly	+26,	Perception	+12,	Stealth	+18
  Languages	Auran
  SQ	misty	form
  ECOLOGY
  Environment	any	underground
  Organization	solitary,	pair,	smog	
  (3–10)
  Treasure	incidental
  SPECIAL ABILITIES
  Breath Weapon (Su)	
  In	addition	to	taking	
  acid	damage,	any	
  creature	harmed	by	
  a	caustic	stalker’s	
  breath	weapon	must	
  succeed	at	an	additional	
  DC	18	Fortitude	saving	throw	or	be	
  affected	by	caustic	creep	poison.
  Caustic Creep—inhaled;	save	
  Fort	DC	18;	frequency	1/round	
  for	4	rounds;	effect	1d4	Con;	
  cure	2	consecutive	saves.	The	
  save	DC	is	Constitution-based.
  Chemical Burn (Su)	Any	creature	
  struck	by	the	caustic	stalker,	or	that	
  strikes	it	with	a	natural	weapon	or	
  unarmed	attack,	is	affected	as	if	by	
  the	burn	special	attack,	but	takes	acid	damage	instead	of	
  fire	damage.	The	chemical	burn	persists	for	multiple	rounds,	
  just	as	a	normal	burn,	but	can	be	ended	early	if	the	affected	
  creature	is	doused	in	at	least	1	gallon	of	liquid	(requiring	a	
  full-round	action	from	the	victim	or	another	creature)	or	fully	
  submerges	itself	in	water.
  Misty Form (Su)	A	caustic	stalker’s	body	is	composed	of	a	
  semisolid	chemical	mist	similar	to	thick	foam.	The	caustic	stalker	
  does	not	have	a	Strength	score	and	cannot	manipulate	or	wear	
  solid	objects.	This	form	grants	it	the	amorphous	defensive	
  ability,	and	enables	it	to	move	through	areas	as	small	as	1	inch	
  in	diameter	with	no	reduction	to	its	speed.	A	caustic	stalker	
  cannot	enter	water	or	other	fluids,	and	is	treated	as	a	creature	
  two	size	categories	smaller	than	its	actual	size	(Tiny	for	most	
  caustic	stalkers)	for	the	purposes	of	how	wind	affects	it.
  Vulnerable to Wind (Ex)	A	caustic	stalker	takes	damage	every	
  round	that	it’s	exposed	to	stronger	than	moderate	winds:	
  1d6	points	of	damage	for	strong	winds,	2d6	points	of	damage	
  for	severe	winds,	and	an	additional	1d6	points	of	damage	
  for	each	wind	force	category	beyond	severe	(Pathfinder RPG 
  Core Rulebook	439).	Gust of wind	is	considered	severe	wind	
  for	this	ability.	A	caustic	stalker	cannot	use	its	breath	weapon	
  while	being	affected	by	stronger	than	moderate	winds	and	for	
  1	minute	afterward.
  Though caustic stalkers 
  arise from pockets of 
  poisonous gas in the 
  Plane of Air, they far 
  prefer to congregate 
  amid the great heat 
  and pressure where 
  the Plane of Earth 
  and Plane of 
  Fire meet. These 
  conditions are 
  also common 
  in the depths 
  of many worlds 
  on the Material 
  Plane. Caustic 
  stalkers 
  are 
  usually content 
  to drift amid 
  the searing rocks 
  and toxic fumes of 
  volcanic depths, but 
  occasionally emerge into 
  more spacious areas. When they 
  emerge, they are quick to lash 
  out at anything that disturbs 
  their explorations, especially if 
  the area is windy.
  
  154
  EMERALD AUTOMATON
  An eerie green glow shines through the seams of this mechanical 
  creature’s armor.
  EMERALD AUTOMATON 
  CR 4
  XP 1,200
  N	Medium	construct	
  Init	+1;	Senses	darkvision	60	ft.,	low-light	vision;	Perception	+0
  Aura	electricity	(5	ft.,	DC	12)
  DEFENSE
  AC	17,	touch	11,	flat-footed	16	(+1	Dex,	+6	natural)
  hp	47	(5d10+20)
  Fort	+1,	Ref	+2,	Will	+1
  DR	5/adamantine;	Immune	construct	traits
  Weaknesses	magic	dependent
  OFFENSE
  Speed	30	ft.
  Melee	guisarme	+10	(2d4+7/×3)	or
  longsword	+10	(1d8+5/19–20),	slam	+5	(1d4+2)
  Space	5	ft.;	Reach	5	ft.	(10	ft.	with	guisarme)
  STATISTICS
  Str	20,	Dex	13,	Con	—,	Int	—,	Wis	11,	Cha	1
  Base Atk	+5;	CMB	+10	(+12	sunder);	CMD	21	(23	vs.	sunder)
  Feats	Improved	SunderB,	Power	AttackB
  SQ	proficient
  ECOLOGY
  Environment	any
  Organization	solitary,	pair,	or	squad	(3–8)
  Treasure	incidental	(guisarme,	other	treasure)
  SPECIAL ABILITIES
  Electricity	Aura	(Su)	An	emerald	automaton	reduced	to	half	its	
  hit	points	or	fewer	emits	hazardous	energy	from	its	damaged	
  magical	battery.	Any	non-construct	creature	that	ends	its	turn	
  within	5	feet	of	a	damaged	emerald	automaton	takes	1d10	
  points	of	electricity	damage	(Reflex	DC	12	negates).	The	save	
  DC	is	Constitution-based.
  Magic Dependent (Su)	An	emerald	automaton	is	partially	
  powered	by	magic.	When	deprived	of	magic,	the	automaton	
  is	affected	as	if	it	were	exhausted.	The	automaton’s	magic	
  can	be	cut	off	by	antimagic,	or	suppressed	by	a	dispel magic	
  or	mage’s disjunction	effect	as	if	it	were	a	magic	item.
  Proficient (Ex)	An	emerald	automaton	is	proficient	with	all	
  simple	and	martial	weapons.
  Like other constructs, an emerald automaton is a mindless, 
  unliving machine that exists only to follow the orders of 
  its creator. It is a capable soldier and can wield almost any 
  weapon its creator chooses to provide it, fighting until it or 
  its target is destroyed.
  In combat, emerald automatons often wield polearms 
  and make use of their reach. When multiple automatons 
  are fighting together, it’s common for one to sunder 
  a target’s shield or weapon and the rest to gang up 
  against the target. Getting inside the reach of an emerald 
  automaton is no guarantee of safety—the constructs are 
  quite strong, and can strike with a powerful slam attack 
  at need. When badly damaged, an emerald automaton 
  begins to emit crackling green sparks of electricity that can 
  severely shock nearby creatures.
  Construction
  An emerald automaton begins as an articulated iron frame 
  connected with thick copper wiring, and is then covered 
  by armored plates. These materials cost at least 500 gp. The 
  creator must then use a fist-sized shard of crystal from the 
  Emerald Spire as the automaton’s main battery, placing it in 
  the construct’s hollow chest.
  EMERALD AUTOMATON
  CL	6th;	Price	12,000	gp
  CONSTRUCTION
  Requirements	Craft	Construct,	lesser geas,	shocking grasp,	
  creator	must	be	caster	level	6th;	Skill	Craft	(armor)	DC	20;	
  Cost	6,500	gp
  
  Bestiary
  155
  The Emerald Spire Superdungeon
  LAVA LURKER
  Spatters of magma sear everything that comes near this vaguely 
  humanoid mass of endlessly melting and reforming rock.
  LAVA LURKER 
  CR 9
  XP 6,400
  N	Medium	outsider	(elemental,	extraplanar,	fire)
  Init	+5;	Senses	darkvision	60	ft.,	tremorsense	60	ft.;	
  Perception	+15
  DEFENSE
  AC	22,	touch	11,	flat-footed	21	(+1	Dex,	+11	natural)
  hp	114	(12d10+48)
  Fort	+12,	Ref	+9,	Will	+4
  Immune	electricity,	elemental	traits,	fire
  Weaknesses	vulnerable	to	cold,	vulnerable	to	water
  OFFENSE
  Speed	30	ft.,	swim	30	ft.	(in	molten	rock	only)
  Melee	2	slams	+20	(1d6+8	plus	burn)
  Ranged	magma	ball	+14	(1d6+8	plus	burn)
  Special Attacks	burn	(1d6	fire,	DC	20),	death	throes
  STATISTICS
  Str	26,	Dex	13,	Con	18,	Int	5,	Wis	10,	Cha	11
  Base Atk	+12;	CMB	+20;	CMD	31
  Feats	Combat	Reflexes,	Deadly	Aim,	Improved	Initiative,	Power	
  Attack,	Stand	Still,	Weapon	Focus	(magma	ball)
  Skills	Perception	+15,	Stealth	+16	(+20	in	magma),	Swim	+31;	
  Racial Modifiers	+4	Stealth	in	magma
  Languages	Ignan
  ECOLOGY
  Environment	any	volcano	or	underground
  Organization	solitary,	pair,	or	flow	(3–6)
  Treasure	incidental
  SPECIAL ABILITIES
  Death Throes (Ex)	When	a	lava	lurker	
  is	slain,	its	body	implodes,	creating	
  an	extinguishing	vacuum.	All	creatures	
  within	a	5-foot-radius	burst	take	
  8d6	points	of	cold	damage	
  (Reflex	DC	20	half).	In	addition	
  to	the	damage,	every	affected	
  square	is	targeted	by	quench	
  (CL	10th).	This	also	targets	all	fire	
  effects	and	magic	items	that	create	
  and	control	flame.	
  If	the	lava	lurker	is	killed	in	a	pool	
  of	magma,	it	solidifies	the	rock	
  within	the	area	of	effect,	though	
  in	an	active	magma	flow	or	
  similar	natural	and	nearly	
  endless	supply	of	molten	
  rock,	cooled	rock	might	melt	
  again	after	only	a	few	moments.	
  The	save	DC	is	Constitution-based.
  Vulnerable to Water (Ex)	If	a	significant	amount	of	water—
  such	as	the	contents	of	a	large	bucket,	the	liquid	created	by	
  a	create water	spell,	or	a	blow	from	a	water	elemental—
  strikes	a	lava	lurker,	the	lava	lurker	must	succeed	at	a	DC	20	
  Fortitude	save	or	be	staggered	for	2d4	rounds.	A	lava	lurker	
  that	is	immersed	in	water	is	automatically	staggered	and	
  must	succeed	at	a	DC	20	Fortitude	save	each	round	or	be	
  petrified	(this	DC	increases	by	1	on	each	subsequent	round),	
  reverting	to	its	molten	stone	form	once	the	water	is	gone.
  Territorial swimmers through the molten veins that 
  crisscross the hottest depths of mortal worlds and the 
  Elemental Plane of Earth, lava lurkers claim active magma 
  flows and the fiery lakes within smoldering volcanoes as their 
  homes. Most are content to stay within such burning depths, 
  threatening only those foolish enough to wander close to such 
  obviously deadly natural hazards. But occasionally, during 
  volcanic eruptions or other explosive geological events, lava 
  lurkers are forced from their comfortable homes, becoming 
  unwilling riders on blazing rapids. While these disasters 
  rarely threaten lava lurkers’ elemental forms, they do often 
  force the creatures into—or worse, strand them in—areas 
  they find uncomfortably cool.
  Dull-witted lava lurkers eagerly sow fires and throw 
  magma as they wander semi-aimlessly, doing 
  what they can to create more 
  comfortable surroundings 
  or seeking other nearby 
  warm places—like furnaces 
  or bonfires—as they try to 
  find their way back to active 
  volcanic flows. They care 
  little 
  for 
  non-elemental 
  creatures, being baffled 
  and annoyed by the 
  shrill noises such 
  creatures make when 
  they’re 
  exposed 
  to 
  even the slightest fleck of 
  molten rock.
  Though lava lurkers live in 
  earth and flame, they die with a 
  chilling inward gasp. If slain, 
  the final surge of a lava lurker’s 
  animating fires consumes the 
  nearby air, creating a momentary 
  vacuum 
  that 
  extinguishes 
  surrounding 
  flames. 
  This 
  instantly transforms a lava 
  lurker’s body into a perfectly 
  cool hunk of rock and often 
  quells lesser flames nearby, 
  if only temporarily.
  
  156
  MOON SPIDER
  Pale and round-bodied, this giant spider is the size of a large dog. 
  Its crimson eyes glitter with malign intelligence.
  MOON SPIDER 
  CR 2
  XP 600
  NE	Medium	magical	beast	
  Init	+6;	Senses	darkvision	60	ft.,	low-light	vision,	tremorsense	
  60	ft.;	Perception	+10
  DEFENSE
  AC	14,	touch	12,	flat-footed	12	(+2	Dex,	+2	natural)
  hp	22	(3d10+6)
  Fort	+5,	Ref	+5,	Will	+3
  OFFENSE
  Speed	30	ft.,	climb	30	ft.
  Melee	bite	+4	(1d6+1	plus	poison)
  Special Attacks	poison,	web	(+11	ranged	touch,	DC	19,	10	hp,	
  DR	5/slashing)
  Spell-Like Abilities	(CL	5th;	concentration	+3)
  3/day—obscuring mist
  1/day—gaseous form
  STATISTICS
  Str	12,	Dex	15,	Con	14,	Int	5,	Wis	14,	Cha	7
  Base Atk	+3;	CMB	+4;	CMD	16
  Feats	Ability	Focus	(poison),	Improved	Initiative
  Skills	Climb	+21,	Perception	+10,	Stealth	+10;	Racial Modifiers	
  +16	Climb,	+4	Perception,	+4	Stealth
  Languages	Common	(can’t	speak)
  SQ	moon	spider	webs
  ECOLOGY
  Environment	temperate	forest
  Organization	solitary,	pair,	or	colony	(3–8)
  Treasure	standard
  SPECIAL ABILITIES
  Moon Spider Webs (Ex)	The	webs	
  created	by	a	moon	spider	are	
  especially	strong	and	sticky,	
  and	the	creatures	weave	
  net-like	snares	to	trap	
  their	enemies.	A	moon	
  spider’s	web	attack	is	
  a	ranged	touch	attack	
  with	a	+6	racial	bonus	
  to	the	save	DC	needed	to	
  burst	or	escape	the	web.	
  The	spider	also	holds	
  a	trailing	tether	that	
  prevents	an	entangled	
  creature	from	moving	
  away	from	the	spider	until	
  it	gets	free.
  Moon	spiders	frequently	set	
  web	traps	throughout	areas	where	
  they	live.	Anyone	who	enters	a	square	of	moon	spider	web	
  must	succeed	at	a	Reflex	save	(DC	13)	or	become	entangled	
  as	though	it	had	been	hit	by	a	web	attack	(though	the	spider	
  doesn’t	have	a	tether	to	it).	If	a	creature	that	is	already	
  entangled	enters	a	square	of	moon	spider	web,	it	must	save	
  again	or	become	grappled.	The	save	DC	is	Constitution-based.
  A	moon	spider’s	webs	have	10	hit	points	and	DR	5/
  slashing.	A	web	that’s	set	on	fire	takes	an	additional	1d6	
  points	of	fire	damage	each	round	until	it’s	destroyed.	
  Poison (Ex)	Bite—injury;	save	Fort	DC	15;	frequency	1/round	for	
  5	rounds;	effect	1d3	Str;	cure	1	save.
  Moon spiders are malevolent giant spiders that haunt the Echo 
  Wood and other forests in the western vales of the Sellen River. 
  They are far more intelligent than most of their arachnid kin; 
  while they aren’t as smart as humans, they possess a sly cunning 
  and magical talents that make them much more dangerous 
  than other giant spiders—they even hunt cooperatively and 
  share their kills.
  Moon spiders are web-weavers, and often create huge 
  traps of sticky webbing. A creature that enters a square of 
  moon spider webbing can easily become entangled or 
  grappled. Typically, a moon spider uses its obscuring mist to 
  hide the extent of its webs when prey approaches, using its 
  tremorsense to keep track of its prey’s struggles.
  Moon spiders do not speak any humanoid language, but 
  communicate with each other in clicks and taps of their legs 
  on the ground, and they can understand simple concepts in 
  Common (which is useful when they’re listening to prey).
  
  Bestiary
  157
  The Emerald Spire Superdungeon
  SHADOWFIRE CREATURE
  Burning with a wispy blue-and-purple flame, this ghostly creature 
  has a roughly humanoid shape and stands nearly ten feet tall.
  LARGE SHADOWFIRE FIRE ELEMENTAL CR 7
  XP 3,200
  N	Large	outsider	(elemental,	extraplanar,	fire)
  Init	+10;	Senses	darkvision	60	ft.,	low-light	vision;	
  Perception	+11
  DEFENSE
  AC	20,	touch	16,	flat-footed	13	(+6	Dex,	+1	dodge,	+4	natural,	
  –1	size)
  hp	60	(8d10+16)
  Fort	+8,	Ref	+12,	Will	+4
  Defensive Abilities	fire	absorption,	incorporeal	step,	shadow	
  blend	(20%	miss	chance	except	in	bright	light);	DR	5/—;	
  Immune	cold,	elemental	traits,	fire;	Resist	electricity	10;	
  SR	13
  OFFENSE
  Speed	50	ft.
  Melee	2	slams	+13	(1d8+3	plus	shadow	touch	and	burn)
  Space	10	ft.;	Reach	10	ft.
  Special Attacks	burn	(1d8	fire,	DC	16),	shadow	touch	(1d6	
  negative	energy)
  Spell-Like Abilities	(CL	8;	concentration	+10)
  1/day—shadow stepUM
  STATISTICS
  Str	16,	Dex	23,	Con	14,	Int	6,	Wis	11,	Cha	15
  Base Atk	+8;	CMB	+12;	CMD	29
  Feats	Dodge,	Improved	Initiative,	
  Iron	Will,	Mobility,	Spring	Attack,	
  Weapon	Finesse
  Skills	Acrobatics	+15	(+23	when	
  jumping),	Climb	+10,	Escape	Artist	
  +13,	Intimidate	+11,	Knowledge	
  (planes)	+5,	Perception	+11;	Racial 
  Modifiers	+8	Acrobatics	when	
  jumping
  Languages	Ignan
  ECOLOGY
  Environment	any	(Plane	of	Fire)
  Organization	solitary,	pair,	or	gang	(3–8)
  Treasure	none
  Created through rituals that suffused elemental fire 
  with the dark corruption of shadow, shadowfire 
  creatures were spawned from the evil cult led 
  by Yarrix (see page 103). Cruelly transformed 
  from their true forms by their ancient 
  creators, they flicker between existence and 
  nothingness, reality and oblivion, feeding 
  on pain and flame and the screams of those 
  who dare stand against them.
  Creating a Shadowfire Creature
   “Shadowfire creature” is an inherited template that can be 
  applied to any creature that has the shadow creature template 
  (Pathfinder RPG Bestiary 4 238) and 5 or more Hit Dice, referred 
  to hereafter as the base creature. It retains all the special 
  abilities of the base creature, except as noted here.
  CR: Same as the base creature + 1.
  Type: The shadowfire creature gains the elemental and fire 
  subtypes if it does not already have them. Do not recalculate 
  the creature’s base attack bonus, saves, or skill ranks.
  Defensive Abilities: A shadowfire creature gains immunity 
  to fire and cold, and loses any vulnerability it has to fire or 
  cold. In addition, a shadowfire creature gains the following 
  defensive abilities.
  Fire Absorption (Su): A shadowfire creature regains 1 hit 
  point for each point of fire damage it would take from 
  normal fire, a flaming weapon, or magical fire were it 
  not immune. Any hit points gained above the shadowfire 
  creature’s full normal hit point total are temporary hit 
  points that disappear after 5 minutes. 
  Incorporeal Step (Su): When a shadowfire creature moves, it 
  gains the incorporeal subtype and special ability, including 
  a deflection bonus to AC equal to its 
  Charisma bonus. It loses the incorporeal 
  subtype and special ability when it 
  stops moving.
  Special Attacks: A shadowfire 
  creature gains the following 
  special attack.
  Shadow 
  Touch 
  (Su): 
  A 
  shadowfire creature’s touch 
  chills the target and saps 
  away its life energy. 
  All of a shadowfire 
  creature’s slam attacks 
  and attacks with natural 
  weapons 
  deal 
  an 
  additional 1d6 points of 
  negative energy damage to 
  living creatures.
  Spell-Like 
  Abilities: 
  A shadowfire creature 
  can use the shadow step 
  spell (Pathfinder RPG 
  Ultimate Magic 237) as 
  a spell-like ability once 
  per day, with a caster level 
  equal to its Hit Dice. If it 
  has 11 or more Hit Dice, it can 
  instead use this ability three 
  times per day.
  Ability Scores: Str +2, 
  Dex +2, Cha +4.
  
  158
  XIOMORN
  This towering, spindly, four-armed entity appears to be made of stone 
  and crystal, yet it moves with a fluid grace.
  XIOMORN (VAULT KEEPER) 
  CR 14
  XP 38,400
  LN	Medium	outsider	(earth,	elemental,	extraplanar)
  Init	+8;	Senses	darkvision	60	ft.,	tremorsense	120	ft.;	
  Perception	+23
  DEFENSE
  AC	28,	touch	19,	flat-footed	19	(+8	Dex,	+1	dodge,	+9	natural)
  hp	200	(16d10+112);	fast	healing	5
  Fort	+12,	Ref	+18,	Will	+14
  DR	10/adamantine	and	bludgeoning;	Immune	elemental	traits;	
  SR	25
  OFFENSE
  Speed	40	ft.,	climb	40	ft.
  Melee	4	claws	+24	(2d4+6/19–20	plus	crystallization)
  Special Attacks	crystal	burst,	crystallization	(DC	25),	rend	
  (2	claws,	2d4+9)
  Spell-Like Abilities	(CL	16th;	concentration	+23)
  At	will—dispel magic,	
  greater teleport	
  (self	plus	50	lbs.	of	
  objects	only),	shatter	(DC	19),	statue,	
  stone shape,	stone tell
  3/day—command	stone	(DC	26),	flesh to 
  stone	(DC	23),	spike stones	(DC	21),	
  wall of stone
  1/day—summon monster VII	(earth	
  elementals	only),	symbol of scryingUM
  STATISTICS
  Str	22,	Dex	27,	Con	25,	Int	27,	Wis	18,	Cha	24
  Base Atk	+16;	CMB	+22	(+24	sunder);	CMD	41	
  (43	vs.	sunder)
  Feats	Combat	Reflexes,	Dodge,	Improved	
  Critical	(claw),	Improved	Sunder,	
  Mobility,	Power	Attack,	Spring	
  Attack,	Weapon	Finesse
  Skills	Acrobatics	+20	(+24	when	jumping),		
  Climb	+30,	Craft	(sculptures)	+15,	Disable		
  Device	+24,	Heal	+20,	Knowledge	(arcana)	+27,	
  Knowledge	(dungeoneering)	+24,	Knowledge	
  (planes)	+27,	Knowledge	(geography)	+24,	
  Knowledge	(nature)	+24,	Perception	+23,	
  Sense	Motive	+23,	Spellcraft	+27,		
  Stealth	+27,	Use	Magic	Device	+26;	
  Racial Modifiers	+4	Acrobatics	
  when	jumping
  Languages	Terran;	telepathy	300	ft.
  SQ	item	mastery
  ECOLOGY
  Environment	any
  Organization	solitary,	pair,	or	cabal	(3–6	plus	4–12	pechs	and	
  2–6	earth	elementals)
  Treasure	double
  SPECIAL ABILITIES
  Command Stone (Sp)	This	ability	functions	as	dominate 
  monster,	equivalent	of	a	9th-level	spell,	but	only	on	creatures	
  with	the	earth	subtype	or	constructs	made	out	of	stone.	When	
  used	against	a	construct,	this	ability	overcomes	any	spell	
  resistance,	but	the	effects	last	for	only	1	round	per	level.
  Crystal Burst (Su)	As	a	standard	action	once	every	1d4	rounds,	
  a	xiomorn	can	create	an	explosion	of	razor-sharp	crystals	at	
  a	range	of	up	to	120	feet.	These	crystals	fill	a	30-foot-radius	
  burst	and	deal	12d6	points	of	piercing	and	slashing	damage	
  (Reflex	DC	25	half).	The	save	DC	is	Constitution-based.
  Crystallization (Su)	A	creature	struck	by	a	xiomorn’s	claw	
  must	succeed	at	a	DC	25	Fortitude	save	or	take	1	point	of	
  Dexterity	drain.	On	a	critical	hit,	the	claw	deals	2	points	of	
  Dexterity	drain	on	a	failed	save.	As	long	as	a	creature	suffers	
  any	of	this	drain,	portions	of	its	body	appear	as	living	green	
  crystal	and	it	gains	the	earth	creature	subtype.	A	creature	
  drained	to	0	Dexterity	in	this	manner	transforms	into	a	
  green	crystal	statue,	as	if	affected	by	flesh to stone.	The	
  save	DC	is	Constitution-based.
  Item Mastery (Ex)	A	xiomorn	can	
  always	activate	spell	trigger	and	spell	
  completion	items	as	if	the	spell	were	on	
  its	class	list.	For	the	purposes	of	crafting	
  magic	items	or	constructs,	it	is	treated	
  as	though	it	possessed	all	item	
  creation	feats.
  The xiomorns consist of two castes: 
  the mythic Vault Builders and the 
  non-mythic Vault Keepers. The Vault 
  Builders ruled over their less powerful 
  counterparts, but both are among the most 
  ancient forms of life—primeval elemental 
  beings who travel to raw, new worlds 
  upon the Material Plane, pursuing 
  strange ecological experiments into 
  the nature of life. The worlds these 
  enigmatic beings have visited possess 
  strange ruins in remote regions and 
  immense, vault-like caverns deep 
  underground where ecologies that 
  shouldn’t exist flourish. Xiomorns 
  have little interest in protecting a 
  world’s indigenous life, except as 
  necessary for their experiments’ 
  goals, and often war against 
  such races when native empires 
  encroach upon the xiomorns’ 
  experimental realms.
  
  Bestiary
  159
  The Emerald Spire Superdungeon
  MYTHIC XIOMORN (VAULT BUILDER) 
   
  CR 20/MR 8
  XP 307,200
  LN	Medium	outsider	(earth,	elemental,	extraplanar,	mythicMA)
  Init	+10;	Senses	darkvision	60	ft.,	tremorsense	120	ft.;	Perception	+26
  Aura	frightful	presence	(30	ft.,	DC	27)
  DEFENSE
  AC	38,	touch	21,	flat-footed	27	(+10	Dex,	+1	dodge,	+17	natural)
  hp	317	(19d10+213);	fast	healing	5
  Fort	+13,	Ref	+21,	Will	+17
  Defensive Abilities	block	attacks,	fortification	(50%);	DR	10/
  adamantine	and	bludgeoning	and	epic;	Immune	elemental	
  traits;	SR	31
  OFFENSE
  Speed	40	ft.,	burrow	30	ft.,	climb	40	ft.,	earth	glide
  Melee	4	claws	+29	(2d4+10/19–20	plus	crystallization)
  Special Attacks	crystal	burst	(see	xiomorn),	crystallization	(DC	28,	
  see	xiomorn),	mythic	magic	(3/day),	mythic	power	(10/day,	
  surge	+1d10),	rend	(2	claws,	2d4+9),	xiomorn	spellcasting
  Spell-Like Abilities	(CL	19th;	concentration	+27)
  At	will—dispel magic,	greater teleport	(self	plus	50	lbs.	of	
  objects	only),	shatter	(DC	20),	statue,	stone shape,	stone tell
  3/day—command	stone	(DC	27,	see	xiomorn),	flesh to stone	
  (DC	24),	spike stones	(DC	22),	wall of stone
  1/day—permanency,	summon monster VII	(earth	elementals	
  only),	symbol of scryingUM
  Wizard	Spells Prepared	(CL	19th;	concentration	+28)
  8th	(1/day)—earthquakeM,	maze,	repel metal or stone
  6th	(1/day)—disintegrateM	(DC	24),	flesh to stoneM	
  (DC	24)
  3rd	(1/day)—flyM
  M	mythic	spell
  STATISTICS
  Str	22,	Dex	31,	Con	25,	Int	29,	Wis	18,	Cha	26
  Base Atk	+19;	CMB	+25	(+31	sunder);	CMD	46	(52	vs.	sunder)
  Feats	Ability	Focus	(crystallization),	Combat	Reflexes,	
  Dodge,	Extra	Mythic	Power,	Improved	Critical	(claw),	
  Improved	SunderM,	Iron	Will,	Mobility,	Power	
  Attack,	Spring	AttackM,	Weapon	FinesseM
  Skills	Climb	+33,	Craft	(sculptures)	+39,	
  Disable	Device	+29,	Heal	+23,	Knowledge	
  (arcana,	planes)	+39,	Knowledge	
  (dungeoneering,	engineering,	geography,	
  nature)	+28,	Perception	+26,	Sense	Motive	+26,	
  Spellcraft	+31,	Stealth	+32,	Use	Magic	Device	+30;	
  Racial Modifiers	+8	Craft	(sculptures),	+8	Knowledge	
  (arcana),	+8	Knowledge	(planes)
  Languages	Terran;	telepathy	300	ft.
  SQ	item	mastery	(see	xiomorn),	item	shaper,	
  secret	of	the	Vault Seed
  ECOLOGY
  Environment	any
  Organization	solitary,	pair,	or	foundation	(2	plus	4–20	Vault	Keepers)
  Treasure	triple
  SPECIAL ABILITIES
  Item Shaper (Ex)	A	mythic	xiomorn	can	create	magic	items	at	a	
  rate	of	1	hour	per	1,000	gp	in	the	item’s	base	price	instead	of	
  8	hours.	For	items	made	primarily	of	crystal,	stone,	or	earth,	
  this	time	and	the	item’s	cost	to	create	are	halved.
  Secret of the Vault Seed (Su)	Mythic	xiomorns	possess	an	innate	
  understanding	of	Vault Seeds—the	magic-rich	artifacts	that	grow	
  into	the	xiomorns’	underground	vaults.	This	process	includes	
  finding	the	raw	crystals	the	seeds	are	formed	from	on	the	Plane	
  of	Earth,	faceting	the	gem	and	using	magic	to	grow	it	into	its	
  shape,	and	nurturing	the	seed	with	the	proper	spells	once	it’s	
  planted	in	the	raw	earth	from	which	the	Vault	will	grow.	
  A	mythic	xiomorn	gains	regeneration	10	while	in	a	Vault	it	
  created	or	directly	helped	create.	No	attack	form	causes	this	
  regeneration	to	stop	functioning;	a	mythic	xiomorn	can	be	
  killed	by	hit	point	damage	only	if	removed	from	its	Vault	first.
  Xiomorn Spellcasting (Su)	This	ability	functions	as	simple	arcane	
  spellcasting,	except	that	the	xiomorn	can	change	its	spells	each	
  morning	as	though	preparing	spells,	choosing	a	number	of	
  spells	with	a	combined	level	equal	to	twice	its	CR.	Each	xiomorn	
  knows	a	number	of	spells	with	a	combined	level	equal	to	three	
  times	its	CR—choosing	from	the	spells	listed	above,	as	well	as	
  create demiplaneUM,	mythic move earth,	and	terraformMA.
  
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  the Emerald Spire!
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  1.	Definitions:	(a)	“Contributors”	means	the	copyright	and/or	trademark	owners	who	have	contributed	Open	Game	
  Content;	(b)	“Derivative	Material”	means	copyrighted	material	including	derivative	works	and	translations	(including	
  into	 other	 computer	 languages),	 potation,	 modification,	 correction,	 addition,	 extension,	 upgrade,	 improvement,	
  compilation,	 abridgment	 or	 other	 form	 in	 which	 an	 existing	 work	 may	 be	 recast,	 transformed	 or	 adapted;	 (c)	
  “Distribute”	means	to	reproduce,	license,	rent,	lease,	sell,	broadcast,	publicly	display,	transmit	or	otherwise	distribute;	
  (d)	“Open	Game	Content”	means	the	game	mechanic	and	includes	the	methods,	procedures,	processes	and	routines	
  to	the	extent	such	content	does	not	embody	the	Product	Identity	and	is	an	enhancement	over	the	prior	art	and	any	
  additional	content	clearly	identified	as	Open	Game	Content	by	the	Contributor,	and	means	any	work	covered	by	this	
  License,	including	translations	and	derivative	works	under	copyright	law,	but	specifically	excludes	Product	Identity.	(e)	
  “Product	Identity”	means	product	and	product	line	names,	logos	and	identifying	marks	including	trade	dress;	artifacts,	
  creatures,	 characters,	 stories,	 storylines,	 plots,	 thematic	 elements,	 dialogue,	 incidents,	 language,	 artwork,	 symbols,	
  designs,	depictions,	likenesses,	formats,	poses,	concepts,	themes	and	graphic,	photographic	and	other	visual	or	audio	
  representations;	names	and	descriptions	of	characters,	spells,	enchantments,	personalities,	teams,	personas,	likenesses	
  and	special	abilities;	places,	locations,	environments,	creatures,	equipment,	magical	or	supernatural	abilities	or	effects,	
  logos,	 symbols,	 or	 graphic	 designs;	 and	 any	 other	 trademark	 or	 registered	 trademark	 clearly	 identified	 as	 Product	
  identity	by	the	owner	of	the	Product	Identity,	and	which	specifically	excludes	the	Open	Game	Content;	(f)	“Trademark”	
  means	the	logos,	names,	mark,	sign,	motto,	designs	that	are	used	by	a	Contributor	to	identify	itself	or	its	products	or	
  the	associated	products	contributed	to	the	Open	Game	License	by	the	Contributor	(g)	“Use”,	“Used”	or	“Using”	means	
  to	use,	Distribute,	copy,	edit,	format,	modify,	translate	and	otherwise	create	Derivative	Material	of	Open	Game	Content.	
  (h)	“You”	or	“Your”	means	the	licensee	in	terms	of	this	agreement.
  2.	The	License:	This	License	applies	to	any	Open	Game	Content	that	contains	a	notice	indicating	that	the	Open	Game	
  Content	may	only	be	Used	under	and	in	terms	of	this	License.	You	must	affix	such	a	notice	to	any	Open	Game	Content	
  that	you	Use.	No	terms	may	be	added	to	or	subtracted	from	this	License	except	as	described	by	the	License	itself.	No	
  other	terms	or	conditions	may	be	applied	to	any	Open	Game	Content	distributed	using	this	License.
  3.	Offer	and	Acceptance:	By	Using	the	Open	Game	Content	You	indicate	Your	acceptance	of	the	terms	of	this	License.
  4.	Grant	and	Consideration:	In	consideration	for	agreeing	to	use	this	License,	the	Contributors	grant	You	a	perpetual,	
  worldwide,	royalty-free,	non-exclusive	license	with	the	exact	terms	of	this	License	to	Use,	the	Open	Game	Content.
  5.	Representation	of	Authority	to	Contribute:	If	You	are	contributing	original	material	as	Open	Game	Content,	You	
  represent	that	Your	Contributions	are	Your	original	creation	and/or	You	have	sufficient	rights	to	grant	the	rights	conveyed	
  by	this	License.
  6.	Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	portion	of	this	License	to	include	the	exact	text	
  of	the	COPYRIGHT	NOTICE	of	any	Open	Game	Content	You	are	copying,	modifying	or	distributing,	and	You	must	add	the	
  title,	the	copyright	date,	and	the	copyright	holder’s	name	to	the	COPYRIGHT	NOTICE	of	any	original	Open	Game	Content	
  you	Distribute.
  7.	Use	of	Product	Identity:	You	agree	not	to	Use	any	Product	Identity,	including	as	an	indication	as	to	compatibility,	
  except	as	expressly	licensed	in	another,	independent	Agreement	with	the	owner	of	each	element	of	that	Product	Identity.	
  You	agree	not	to	indicate	compatibility	or	co-adaptability	with	any	Trademark	or	Registered	Trademark	in	conjunction	
  with	a	work	containing	Open	Game	Content	except	as	expressly	licensed	in	another,	independent	Agreement	with	the	
  owner	of	such	Trademark	or	Registered	Trademark.	The	use	of	any	Product	Identity	in	Open	Game	Content	does	not	
  constitute	a	challenge	to	the	ownership	of	that	Product	Identity.	The	owner	of	any	Product	Identity	used	in	Open	Game	
  Content	shall	retain	all	rights,	title	and	interest	in	and	to	that	Product	Identity.
  8.	Identification:	If	you	distribute	Open	Game	Content	You	must	clearly	indicate	which	portions	of	the	work	that	you	
  are	distributing	are	Open	Game	Content.
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	updated	versions	of	this	License.	You	may	
  use	any	authorized	version	of	this	License	to	copy,	modify	and	distribute	any	Open	Game	Content	originally	distributed	
  under	any	version	of	this	License.
  10.	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	every	copy	of	the	Open	Game	Content	You	distribute.
  11.	Use	of	Contributor	Credits:	You	may	not	market	or	advertise	the	Open	Game	Content	using	the	name	of	any	
  Contributor	unless	You	have	written	permission	from	the	Contributor	to	do	so.
  12.	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	the	terms	of	this	License	with	respect	to	
  some	or	all	of	the	Open	Game	Content	due	to	statute,	judicial	order,	or	governmental	regulation	then	You	may	not	
  Use	any	Open	Game	Material	so	affected.
  13.	Termination:	This	License	will	terminate	automatically	if	You	fail	to	comply	with	all	terms	herein	and	fail	to	cure	
  such	breach	within	30	days	of	becoming	aware	of	the	breach.	All	sublicenses	shall	survive	the	termination	of	this	License.
  14.	Reformation:	If	any	provision	of	this	License	is	held	to	be	unenforceable,	such	provision	shall	be	reformed	only	
  to	the	extent	necessary	to	make	it	enforceable.
  15.	COPYRIGHT	NOTICE
  Open Game License v 1.0a	©	2000,	Wizards	of	the	Coast,	Inc.
  System Reference Document	©	2000,	Wizards	of	the	Coast,	Inc;	Authors:	Jonathan	Tweet,	Monte	Cook,	and	Skip	
  Williams,	based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.
  Advanced Bestiary	©	2004,	Green	Ronin	Publishing,	LLC;	Author:	Matthew	Sernett.
  Bunyip from the Tome of Horrors Complete	©	2011,	Necromancer	Games,	Inc.,	published	and	distributed	by	Frog	
  God	Games;	Author:	Scott	Greene,	based	on	original	material	by	Dermot	Jackson.
  Dire Corby from the Tome of Horrors Complete	©	2011,	Necromancer	Games,	Inc.,	published	and	distributed	by	
  Frog	God	Games;	Author:	Scott	Greene,	based	on	original	material	by	Jeff	Wyndham.
  Genie, Marid from the Tome of Horrors Complete	©	2011,	Necromancer	Games,	Inc.,	published	and	distributed	
  by	Frog	God	Games;	Author:	Scott	Greene,	based	on	original	material	by	Gary	Gygax.
  Iron Cobra from the Tome of Horrors Complete	©	2011,	Necromancer	Games,	Inc.,	published	and	distributed	by	
  Frog	God	Games;	Author:	Scott	Greene,	based	on	original	material	by	Philip	Masters.	
  Necrophidius from the Tome of Horrors Complete	©	2011,	Necromancer	Games,	Inc.,	published	and	distributed	
  by	Frog	God	Games;	Author:	Scott	Greene,	based	on	original	material	by	Simon	Tillbrook.
  Ooze, Magma from the Tome of Horrors Complete	©	2011,	Necromancer	Games,	Inc.,	published	and	distributed	
  by	Frog	God	Games;	Author:	Scott	Greene.
  Pech from the Tome of Horrors Complete	©	2011,	Necromancer	Games,	Inc.,	published	and	distributed	by	Frog	
  God	Games;	Author:	Scott	Greene,	based	on	original	material	by	Gary	Gygax.
  Quickling from the Tome of Horrors Complete	©	2011,	Necromancer	Games,	Inc.,	published	and	distributed	by	
  Frog	God	Games;	Author:	Scott	Greene,	based	on	original	material	by	Gary	Gygax.
  Skulk from the Tome of Horrors Complete	©	2011,	Necromancer	Games,	Inc.,	published	and	distributed	by	Frog	
  God	Games;	Author:	Scott	Greene,	based	on	original	material	by	Simon	Muth.
  Yellow Musk Creeper from the Tome of Horrors Complete	©	2011,	Necromancer	Games,	Inc.,	published	and	
  distributed	by	Frog	God	Games;	Author:	Scott	Greene,	based	on	original	material	by	Albie	Fiore.	
  Yellow Musk Zombie from the Tome of Horrors Complete	©	2011,	Necromancer	Games,	Inc.,	published	and	
  distributed	by	Frog	God	Games;	Author:	Scott	Greene,	based	on	original	material	by	Albie	Fiore.
  Zombie, Juju from the Tome of Horrors Complete	©	2011,	Necromancer	Games,	Inc.,	published	and	distributed	
  by	Frog	God	Games;	Author:	Scott	Greene,	based	on	original	material	by	Gary	Gygax.
  Pathfinder Module: The Emerald Spire Superdungeon	©	2014,	Paizo	Inc.;	Authors:	Keith	Baker,	Richard	Baker,	
  Wolfgang	Baur,	Jason	Bulmahn,	Ed	Greenwood,	Tim	Hitchcock,	James	Jacobs,	Nicolas	Logue,	Frank	Mentzer,	Erik	Mona,	
  Chris	Pramas,	Sean	K	Reynolds,	F.	Wesley	Schneider,	Michael	A.	Stackpole,	Lisa	Stevens,	and	James	L.	Sutter.
  Open Game License Version 1.0a
  ENHANCE THE
  ULTIMATE DUNGEON
  ENHANCE THE
  ULTIMATE DUNGEON
  
  Printed in China. PZO9545
  paizo.com/pathfinder
  F
  or ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as 
  civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the 
  depths—one with ties to undying evils and a might beyond time itself. The promise of 
  wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into 
  a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they 
  seek to unveil the secrets locked below the legendary Emerald Spire.
  Pathfinder Module: The Emerald Spire Superdungeon is the largest adventure ever set in the 
  world of the Pathfinder Roleplaying Game. Designed for characters of a wide range of levels, 
  this megadungeon opens with challenges appropriate for 1st-level characters and can carry 
  parties to 13th level or higher. Within this deadly super-adventure, you’ll find:
  ► Lethal dungeon levels crafted by the creators of the Pathfinder Roleplaying Game 
  and a host of fantasy gaming’s greatest authors and designers.
  ► A gazetteer of Fort Inevitable, a bastion of merciless order near the Emerald Spire 
  capable of serving as a base for exploration or a launchpad for more adventures.
  ► Insights into the region and plots taking central stage in the upcoming 
  Pathfinder Online massively multiplayer online RPG. 
  ► A bestiary of the Emerald Spire’s myriad monstrous menaces and 
  inscrutable inhabitants.
  ► Dozens of new treasures, maps, side-plots, and more!
  The Emerald Spire Superdungeon is intended for use with the Pathfinder 
  Roleplaying Game and the Pathfinder campaign setting, but can be 
  used in any fantasy game setting.
  Secrets None Will Survive
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Modules/The Emerald Spire Superdungeon.pdf