TEXT: 1
  TABLE OF CONTENTS
  Level Map  .  .  .  .  .  .  .  .  .  .  .2
  Random Encounters   .  .3
  Room 362  .  .  .  .  .  .  .  .  .  .  .  .4
  Room 363  .  .  .  .  .  .  .  .  .  .  .  .4
  Room 364  .  .  .  .  .  .  .  .  .  .  .  .5
  Room 365  .  .  .  .  .  .  .  .  .  .  .  .7
  Room 366  .  .  .  .  .  .  .  .  .  .  .  .8
  Room 367  .  .  .  .  .  .  .  .  .  .  .10
  Room 368a  .  .  .  .  .  .  .  .  .  .11
  Room 368b  .  .  .  .  .  .  .  .  .  .12
  Room 369  .  .  .  .  .  .  .  .  .  .  .13
  Room 370  .  .  .  .  .  .  .  .  .  .  .15
  Room 371  .  .  .  .  .  .  .  .  .  .  .16
  Room 372  .  .  .  .  .  .  .  .  .  .  .17
  Room 373  .  .  .  .  .  .  .  .  .  .  .19
  Room 374  .  .  .  .  .  .  .  .  .  .  .20
  Room 375  .  .  .  .  .  .  .  .  .  .  .21
  Room 376  .  .  .  .  .  .  .  .  .  .  .23
  Room 377  .  .  .  .  .  .  .  .  .  .  .24
  Room 378  .  .  .  .  .  .  .  .  .  .  .26
  Room 379  .  .  .  .  .  .  .  .  .  .  .27
  Room 380  .  .  .  .  .  .  .  .  .  .  .28
  Room 381  .  .  .  .  .  .  .  .  .  .  .30
  Room 382  .  .  .  .  .  .  .  .  .  .  .31
  Room 383  .  .  .  .  .  .  .  .  .  .  .32
  Room 384  .  .  .  .  .  .  .  .  .  .  .33
  Room 385  .  .  .  .  .  .  .  .  .  .  .35
  Room 386  .  .  .  .  .  .  .  .  .  .  .37
  Room 387  .  .  .  .  .  .  .  .  .  .  .39
  Room 388  .  .  .  .  .  .  .  .  .  .  .40
  Room 389  .  .  .  .  .  .  .  .  .  .  .41
  Room 390  .  .  .  .  .  .  .  .  .  .  .42
  Room 391  .  .  .  .  .  .  .  .  .  .  .43
  Room 392  .  .  .  .  .  .  .  .  .  .  .45
  Room 393  .  .  .  .  .  .  .  .  .  .  .47
  Room 394  .  .  .  .  .  .  .  .  .  .  .49
  Appendices
   A: Monsters & NPCs  51
   B: Spells & Magic   .  .58
   C: Handouts  .  .  .  .  .  .  .61
   D: Glossary  .  .  .  .  .  .  .  .64
  
  2
  DRAGON’S DELVE 
  LEVEL 13: THE PETRIFIED CONGREGATION
  
  3
  LEVEL 13:  
  THE PETRIFIED 
  CONGREGATION
  Originally, there was very little on this level. 
  When Queen Ryssa’s engineers arrived 
  here, they began by constructing the entry 
  chambers (area 364 and area 365) . But as 
  work progressed, the Queen’s viziers began 
  to have horrible nightmares . This area was 
  the final resting place of Xaqahandrar the 
  Eternal Burrower--a legendary creature 
  worshipped as a deity by burrowing 
  creatures from all across the planes. Its body 
  was part of the earth in these parts, and to 
  excavate it for the purpose of glorifying 
  a dwarf queen’s vanity, the dreams said, 
  would call the very wrath of the earth itself 
  against them all .
  At first, Queen Ryssa took no heed of these 
  warnings. But after a series of earthquakes, 
  attacks by earth elementals, and innumerable 
  accidents among the workers digging in the 
  area, she changed her mind . Consulting 
  with her viziers, she determined that as long 
  as she left Xaqahandrar’s remains intact, 
  she could pass through this level safely and 
  continue building her bizarre complex . To 
  accomplish this, she had her engineers build 
  a small set of exit chambers--mirror images 
  to the already completed entry chambers . 
  These became areas 391 to 394, and for the 
  purposes of traveling between them, she had 
  constructed a pair of archways carved from 
  pure obsidian . These were magically linked 
  portals, allowing one to safely pass from the 
  entry chambers to the exit chambers without 
  disturbing the Eternal Burrower . 
  For centuries, that was all there was to 
  Level 13 . However, in recent times a group 
  of medusas, worshippers of Xaqahandra 
  who called themselves the Stone Sisterhood, 
  discovered the resting place of their god. 
  They came to Dragon’s Delve and began 
  to build new sections of the level in the 
  portions of earth they were certain were 
  not part of Xaqahandra’s body. Since there 
  was no way to carve hallways or tunnels 
  connecting them all, the medusas had their 
  minions build new archwayss, so that the 
  faithful could travel throughout the growing 
  complex .
  The medusas kept slaves, mostly creatures 
  of the earth whose essence they drained to 
  create a substance called stone water . All the 
  while, the Stone Sisterhood continued to 
  worship Xaqahandra and, feeling her spirit 
  filling the area as surely as her body did, 
  began searching for a way to bring their god 
  back from the dead.
  As their plans neared fruition, the slaves 
  managed to revolt and escape, some into 
  unknown parts of the dungeon level--
  empty natural caverns . From there, they 
  are waging a rebellion against the Stone 
  Sisterhood, trying to drive the medusas out 
  of the dungeon.
  The PCs arrive on Level 13 just as the 
  rebellion is preparing a major assault 
  against their former captors and the Stone 
  Sisterhood is preparing for a ritual that they 
  believe will return Xaqahandra to life.
  The engineered, developed rooms of 
  Level 13 all have 15-foot ceilings unless 
  otherwise noted . The tunnels dug to connect 
  areas have only 6-foot ceilings, count as 
  difficult terrain for any Large creature, and 
  may be impassible to creatures size Huge or 
  larger (at the GM’s discretion) . The natural 
  caverns throughout the level have irregular 
  ceilings that range from 10 feet to 40 feet 
  high (unless a height is specified, the GM 
  may decide that detail at his discretion) .
  There are 33 encounters on Level 13 .
  LEVEL 13 RANDOM 
  ENCOUNTERS
  Use this chart for determining random 
  encounters for Level 13 of Dragon’s Delve. 
  Check once per hour or major portion of an 
  hour in the dungeon. For example, if the 
  PCs rest for half an hour, make a check then 
  as well . 
  Die Roll Result
  01-85   
  No encounter
  86-89  
  Elder Black Pudding 
  89-90  
  1d6+6 Cloakers
  91-92  
  3 Ropers
  93-94  
  1d4+5 Elder Xorn
  95-00  
  Ghostly Xaqahandra
  Wandering encounters typically have no 
  treasure .
  
  4
  362. JUST PLAIN DEAD
  Summary: More bodies of creatures fleeing 
  the level below--but these aren’t all petrified!
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  This isn’t a room, just a platform so that the 
  stairs down to the next level can switch back on 
  their path. Lying about the platform are half a 
  dozen or more bodies. You can easily identify 
  a couple of humans, a dwarf, a gnome, and a 
  gargoyle. All of them are dead, and all of the 
  bodies are peppered with arrows. 
  The Platform: There is nothing special 
  about this chamber. However, if the PCs 
  use any light source that provides shadowy 
  illumination, the guards in area 363 have a 
  50% chance to notice. If the PCs use a light 
  source that provides full illumination, the 
  guards automatically notice .
  The Bodies: The bodies are of prisoners 
  and adventurers who died while trying to 
  escape the Stone Sisterhood (though it is 
  also possible that some belong to groups 
  that tried to get down into Level 13 but 
  never made it past this spot) . They represent 
  a spectrum of races and creatures similar 
  to those found above in area 361, but these 
  are the individuals who did not live long 
  enough to succumb to petrification. Their 
  bodies can show many different types of 
  battle wounds, but all of them have been 
  shot with arrows fired by the guards below. 
  They do not have much in the way of 
  equipment--their companions and others 
  have picked the bodies clean of obviously 
  useful or valuable material. (The GM may 
  choose to modify this, planting any items 
  or treasure that he feels it is important 
  for the PCs to have at this juncture.) The 
  only exception is the gargoyle, who holds 
  clutched in her hand a stone devotee amulet .
  New Item
  Stone devotee amulet: At first glance, 
  a stone devotee amulet appears to be an 
  unremarkable river stone on a silver chain . 
  But a DC 15 Appraise check will reveal that 
  the chain is made of almost impossibly pure 
  silver and the stone is not a natural ore . This 
  amulet can only be made from a piece of 
  rock broken off an intelligent creature that 
  was the victim of a petrification attack. It is 
  then artfully carved to look like a naturally 
  eroded river stone .
  The amulet, for all the care that must 
  be taken in creating one, has just a few 
  very limited purposes . The amulet’s main 
  function is to facilitate using the Obsidian 
  Archways that allow visitors to travel 
  around Level 13 (and to a few other places 
  beyond that space). It is a key without which 
  a wearer cannot pass through the archways, 
  making it invaluable to anyone actually in 
  this section of Dragon’s Delve (since these 
  portals are the only way many creatures 
  will be able to move from section to section), 
  but almost valueless in any other situation . 
  Secondarily, a stone devotee amulet protects 
  its wearer from the petrification effects 
  caused by having drunk stone water .
  Moderate transmutation; CL 9th; Craft 
  Wondrous Item, meld into stone, teleportation; 
  Price 1,000 gp .
  Connections: This chamber connects to area 
  361 and area 363 .
  See the Map of Level 13. 
  363. THE WELCOMING 
  COMMITTEE (EL 15)
  Summary: The Stone Sisterhood does not 
  want anyone else coming into their territory, 
  so a special welcome has been arranged for 
  anyone who tries .
  Sights and Sounds: This chamber is 
  completely dark . Any character with a 
  sufficient light source can see the following.
  The stairs lead down in a long, straight path 
  to another, smaller platform. A quartet of female 
  humanoids stands there clad in some kind of 
  metallic armor with longbows and arrows at the 
  ready. Their hair is waving about in an unusual 
  way, given that there is no wind in the stairwell. 
  
  5
  The Stairs: The stairs lead straight down from 
  area 362 to the platform in this area. Anyone 
  on the upper platform who is standing on a 
  square adjacent to the stairs can see down 
  to the lower platform (provided they have 
  sufficient light), but they can also be seen 
  from there. Since all the guards standing on 
  the lower platform are medusas, they have 
  sixty-feet of darkvision and can clearly see 
  and target anyone that can be seen on the 
  upper platform.
  The Welcoming Committee: In the wake 
  of the slave escape and rebellion, and in 
  deference to the fact that they soon plan 
  to begin an important religious ritual, the 
  Stone Sisterhood has decided to post guards 
  in this stairwell to prevent anyone from 
  entering or leaving this level of the dungeon. 
  They have so far done only a fair job, killing 
  some fleeing slaves and preventing a few 
  adventurers from coming down the stairs. 
  But, on the other hand, their performance 
  has been far from perfect (allowing the 
  doomed party from area 346 and Ennal 
  Stonegrinder and his gnome companions to 
  both enter and leave the area) . 
  This group of guards has been punished 
  severely for their past mistakes and are now 
  determined to prevent anyone from getting 
  past them--in either direction--or die trying . 
  They will begin by using their bows, but 
  each round one member of the group will 
  instead perform a gaze attack. If the arrows 
  prove ineffective, they drop their bows, arm 
  themselves with dagger and shield, and 
  begin using just gaze attacks until they are 
  engaged in melee combat (at which point 
  Feats: Point Blank Shot, Precise Shot, Rapid 
  Shot, Track, Weapon Finesse, Endurance, 
  Armor Proficiency (light), Martial Weapon 
  Proficiency (all), Shield Proficience, Simple 
  Weapon Proficiency (all)
  Crucial Skills: Hide +6, Intimidate +4, Listen 
  +5, Move Silently +12, Spot +12
  Other Skills: Balance +9, Climb +5, 
  Diplomacy +4, Disguise +9, Escape Artist +2, 
  Jump +1, Search +5, Survival +5, Swim +0
  Ranger Spells Prepared (CL 4): 1st-level: 
  Entangle
  Possessions: +2 flaming composite bow (Str 
  +2), +2 chain shirt, dagger, light steel shield, 
  stone devotee amulet, 4 vials of stone water
  REVISIT (EL 16)
  If the PCs defeat the guards, once Stone 
  Sisterhood has a chance to assess the events 
  of that encounter, they will increase the 
  number of archers assigned to guard the 
  stairs to six .
  Connections: This chamber connects to area 
  362 and area 364 .
  See the Map of Level 13. 
  364. ANCIENT 
  PROPAGANDA (EL 12)
  Summary: The entryway into Level 13 is a 
  room with a story to tell--walls covered with 
  ancient murals and frescos.
  Sights and Sounds: This chamber is 
  completely dark, If the PCs have an adequate 
  light source, they see the following.
  they will alternate dagger and snake attacks).
  Suffice it to say, they are serious about 
  holding their position this time . Death at 
  the hands of the enemy is far preferable to 
  having to report failure to their superiors.
  Stone Sisterhood Archer (Lawful Evil) 
  Female medusa Ranger 4     CR 11
  Medium monstrous humanoid
  HD 10d8+20               hp 73
  Init +3                         Speed 30 feet
  AC 22, flat-footed 19, touch 16
  BAB/Grapple +6/+8
  Attack +12 melee (1d4+2, dagger) or (1d4 + 
  poison, snakes); +14 ranged (1d8+4 + 1d6 
  flaming, +2 flaming composite longbow (Str +2))
  Full Attack +12/+6 melee (1d4+2 dagger) or 
  (1d4 + poison, snakes); +14/+8 (1d8+4 + 1d6 
  flaming, +2 flaming composite longbow (Str +2))
  SA Petrifying gaze, poison
  SQ Darkvision, Favored Enemy (human), 
  Wild Empathy
  Fort +8, Ref +12, Will +7
  Str 14, Dex 16, Con 14, Int 12, Wis 13, Cha 15
  Languages Common
  
  6
  This room is open and welcoming--as though 
  it was designed as a reception area. There are no 
  practical amenities in the chamber, but the walls 
  are covered in a series of artfully rendered frescos 
  and murals. The centerpiece are the double doors 
  set in the center of the western wall, which 
  are each made from a single block of obsidian. 
  Everything in the room remains in pristine 
  condition, except for the fact that the southeast 
  corner of the room has been ruined by a small 
  tunnel that breaks through the wall and leads 
  away into the earth beyond. 
  Background: This entryway was built by 
  dwarf engineers in the service of Queen 
  Ryssa after she came to terms with the spirit 
  of Xaqahandra that haunts this level. At 
  first, Ryssa was enraged that her will should 
  be thwarted by the spirit of a dead monster 
  (even one claiming to be a god), but in the 
  end she saw the compromise as a chance to 
  make a show of her own magnanimity. 
  She had the walls of the room decorated 
  with murals and frescos that tell a highly 
  propagandized 
  version 
  of 
  how 
  the 
  compromise for this level was struck. The 
  intention being that anyone who passed 
  through this level would be forced to 
  recognize what a great, wise, and kind ruler 
  Ryssa was .
  Determining the meaning behind the 
  murals, as a whole or individually, requires 
  a Knowledge (history or local) check. If the 
  check beats DC 15, the viewer intuits the 
  propagandized meaning. If the check beats 
  DC 25, though, the viewer understands the 
  unexpurgated version of events.
  The 
  Doors: 
  The 
  obsidian 
  doors 
  are 
  fine 
  crafted 
  and 
  covered 
  with 
  exquisite 
  carvings 
  and a supplication 
  carved 
  in 
  ancient 
  dwarven runes . The 
  doors are in perfect 
  condition, 
  still 
  polished and shining 
  and working as well 
  as they did the day 
  they were installed . 
  They are not locked 
  and 
  require 
  only 
  the lightest push to open into the chamber 
  beyond .
  Anyone 
  who 
  can 
  read 
  even 
  the 
  modern dwarf language can figure out 
  the general meaning--a prayer of thanks 
  for the beneficence of two great leaders, 
  Xaqahandra and Ryssa, who built this site 
  together to celebrate all life over the ages.
  However, anyone who succeeds at a 
  DC 20 Knowledge (architecture, history, 
  or nobility) realizes that when building 
  viewing galleries like this, the dwarven 
  style was to have one door serve as the 
  prologue for the story being told on the 
  walls, and the other serve as the epilogue . 
  When read that way, the prologue credits 
  all the construction and artistry to Ryssa 
  while the epilogue states that Xaqahandra 
  is an obscure and powerless entity who 
  would be all-but forgotten if not for Ryssa’s 
  beneficence.
  Murals and Frescos: Beginning with the 
  northern section of the west wall, each section 
  is covered by a single large-scale piece of art 
  depicting part of the creation of this level. 
  They show Queen Ryssa and Xaqahandra 
  jointly overseeing simple-minded minions 
  as they excavate and construct the entry 
  and exit chambers as well as the obsidian 
  archways .
  The unexpurgated version of history is 
  described in the Level 13 overview . The 
  propagandized version is described below .
  “Amost mindless drones in the service to 
  Queen Ryssa ignore her orders and nearly 
  violate the burial place of Xaqahandra 
  (who is visualized as a tremendous 
  xorn) . Together the two regents guide the 
  minions through the construction process--
  Xaqahandra causing earthquakes to loosen 
  stone and reveal natural caverns, and Ryssa 
  showing them how to construct magical 
  obsidian portals . When all is said and done, 
  Xaqahandra returns to eternal sleep and 
  Ryssa sits on her throne ruling over the rest 
  of the massive dungeon complex.”
  Even the fictionalized version of events 
  contains a further bit of hidden meaning. 
  A successful DC 20 Knowledge (history, 
  local, or nobility) check reveals that, based 
  on the artistic traditions of the time, Ryssa is 
  always shown in positions and postures that 
  indicate she is superiority and dominance . 
  The final panel even implies that Xaqahandra 
  is nothing more but another servant who 
  only gets to rest because Ryssa wills it to be 
  so.”
  
  7
  Tunnel: The tunnel in the southeastern 
  corner of the room was dug by prisoners 
  escaping from area 368 and looking for a 
  way to escape this level of the dungeon. 
  The tunnel is small and tight. It counts 
  as difficult terrain for any creature size 
  Medium or Large (creatures larger than that 
  cannot pass through this tunnel) . 
  Having been dug in haste and never 
  refined or improved, the tunnel is not 
  especially stable . Whenever a Medium or 
  Large size creature passes around the bend 
  in the passage, there is a 15% chance that 
  the tunnel will partially collapse . When 
  that happens, all creatures currently in the 
  tunnel must make a DC 25 Reflex save. 
  Those who succeed suffer 1d6 damage but 
  are able to scurry out of the tunnel in time. 
  Those who fail suffer 2d6 points of damage 
  and are buried under falling debris. 
  While trapped under debris, a character 
  has no air, cannot breathe, and may begin 
  to suffocate. Clearing fallen debris from a 
  square requires a successful DC 15 Strength 
  check . (Up to two other characters may 
  assist on this check .)
  Connections: This chamber connects to 
  areas 363, 365, and 366 .
  See the Map of Level 13. 
  365. QUEEN RYSSA’S 
  ARCHWAY
  Summary: This chamber is the side of the 
  original Obsidian Archway .
  Sights and Sounds: This chamber is 
  completely dark. If the PCs have an adequate 
  light source, they see 
  the following.
  The 
  entire 
  room 
  is designed to focus 
  attention on stone arch 
  built into the western 
  wall. 
  The 
  arch’s 
  keystone is made from 
  polished 
  black 
  stone 
  and is carved with an 
  image of a medusa. The 
  interior of the arch is 
  filled with a similarly 
  smooth and polished 
  obsidian surface that 
  catches any light shone 
  on it, refracting it into a cascade of rainbow 
  streaks. 
  Collapsed in a heap along the northern wall is 
  the body of a female humanoid dressed in heavy 
  armor. 
  Background: This room was where Queen 
  Ryssa had the original Obsidian Archway 
  constructed. It was a marvel of its time, 
  allowing travelers through the dungeon to 
  pass from this room to area 392 merely by 
  stepping through the portal . 
  The portal remained intact for dozens of 
  centuries, until the Stone Sisterhood arrived . 
  In developing additional areas within this 
  level, they needed ways to travel between 
  them without disturbing the earth in which 
  they believed lay their slumbering god, 
  Xaqahandra the Eternal Burrower. To that 
  end, they destroyed the original Obsidian 
  Archway and used the pieces as the 
  cornerstones of a series of new archways.
  Now a network of archways allows travel 
  throughout the level and beyond, but only 
  to those who know how to make them work .
  The Original Archway: Built by Queen 
  Ryssa’s artificers, the original Obsidian 
  Archway stood in this room (in exactly the 
  same location that the current archway does) 
  and allowed travel between here and area 
  392. It was an open enchantment--anyone 
  could use the archway as long as they could 
  fit through its aperture.
  No one is sure of the exact method used 
  to construct the original Obsidian Archway, 
  and so it has never been replicated to this 
  day . However, the enchantment was strong 
  enough that the even when broken into 
  pieces, each section of the archway retained 
  a measure of their original power.
  The Current Archway: The current archway 
  is one of the lesser artifacts built by the Stone 
  Sisterhood using pieces of Queen Ryssa’s 
  original. It connects to the Archorium (area 
  370), but can only be used by creatures that 
  are both wearing a stone devotee amulet and are 
  creatures with the Earth sub-type . Creatures 
  that meet those requirements pass through 
  the smooth obsidian surface that fills the 
  archway as if it was a wall of black water 
  (even causing ripples to temporarily form in 
  its surface). If a creature that fails to meet 
  those requirements tries to use the portal, 
  it finds the surface hard and unyielding (as 
  one would expect obsidian to be) .
  The Body: Collapsed at the foot of the room’s 
  northern wall is the body of a fallen Stone 
  Sisterhood warrior . She is a medusa wearing 
  plate armor decorated with a stylized snake 
  
  8
  motif. This particular medusa was the 
  leader of the group that previously guarded 
  area 363. She fell in battle when a group of 
  escaping prisoners overwhelmed her band, 
  who dragged her body here and left it 
  while they reported back to their superiors . 
  Because of their embarrassing failure, it 
  was decided to simply let this body stay 
  where it lay--discarded and unmourned, an 
  example of what happens to those who fail 
  the Sisterhood .
  If the PCs search the warrior, they will 
  find a +1 human bane broadsword, a gem 
  worth 200 gp, and an amulet of flesh .
  New Item
  Amulet of Flesh: This amulet is a polished 
  steel disk, with a golden snake wrapped 
  around the outside. If the wearer of this 
  amulet is petrified, and remains so for 1 
  minute, the amulet casts stone to flesh on 
  the wearer. The amulet can perform this 
  function no more than once each week. As 
  a result of its anti-petrification magic, the 
  amulet does not turn to stone even if its 
  wearer does, meaning it can be removed 
  from a petrified target before restoration 
  to flesh-and-blood. Normally this requires 
  no special skill, though if the wearer was 
  in a position that restricts access to its neck 
  when petrified, a Disable Device check (DC 
  15 to 25) may be dictated .
  Strong transmutation; CL 11th; Craft 
  Wondrous Item, contingency, stone to flesh; 
  Price 7,000 gp . 
  Connections: This chamber connects to area 
  364 and area 370. See the Map of Level 13. 
  366. PARTS AND CRAFTS 
  (EL 12)
  Summary: While exploring a workshop of 
  some sort, the PCs are thrust into someone 
  else’s fight.
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  The main chamber is largely empty, with just 
  a collection of six work desks arranged in a circle 
  facing inward toward the center of the space. 
  Each desk has a stool behind it. The eastern and 
  western walls each have a pair of doors. Built 
  into the southern wall is a stone archway whose 
  keystone is made from polished black stone and is 
  carved with and image of a medusa. The interior 
  of the arch is filled with a similarly smooth 
  and polished obsidian surface that catches any 
  light shone on it, refracting it into a cascade of 
  rainbow streaks. 
  In the chamber to the north there is a single, 
  large workbench.
  Background: The priestesses of the Stone 
  Sisterhood use this room to create stone 
  devotee amulets. A group of up to six 
  priestesses sits in the main room assembling 
  the amulets . When they complete one, it is 
  brought to the northern chamber, where 
  the High Priestess or one of her lieutenants 
  checks the work and finishes the crafting 
  process, imbuing the amulet with its powers .
  Although they have more than enough 
  amulets for their own use, the medusas 
  have continued to make more so that they 
  are prepared for all the worshippers who 
  will join their 
  ranks 
  after 
  Xaqahandra 
  is 
  awakened .
  Since 
  the 
  escaped 
  slaver 
  managed 
  to 
  tunnel from the 
  jail (area 368) 
  into this sector, 
  no further work 
  has been done . 
  Work 
  desks: 
  These wooden desks each stand about four 
  feet high and have a flat, slightly inclined, 
  work surface. There are grooves cut into the 
  surface to hold tools, raw materials, and a 
  candle . 
  The top of each desk lifts up, revealing 
  a storage space. Inside are tools for doing 
  basic leather, wood, stone, and metal work 
  (of the sort done by jewelers, tinkers, and 
  other mundane craftspeople) as well as a 
  few small candles (all partially used).
  Workbench: The workbench is a large 
  wooden table like the kind one would 
  find in an inn’s common room. There are 
  no storage spaces in it (the high-ranking 
  priestesses have their own special tools and 
  materials that they keep in their rooms . 
  Tunnel: This is the other end of the tunnel 
  described in area 364 .
  Obsidian Archway: This Obsidian Archway 
  connects to the Archorium (area 370), but 
  can only be used by creatures that are 
  both wearing a stone devotee amulet and are 
  
  9
  creatures of the Earth sub-type. Creatures 
  that meet those requirements pass through 
  the smooth obsidian surface that fills the 
  archway as if it was a wall of black water 
  (even causing ripples to temporarily form in 
  its surface). If a creature that fails to meet 
  those requirements tries to use the portal, 
  it finds the surface hard and unyielding (as 
  one would expect obsidian to be) .
  Side Rooms: These are rooms for storing 
  the raw materials needed to assemble a stone 
  devotee amulet . 
  The north room on either side contains a 
  single petrified humanoid creature--what 
  appears to be a male dwarf priest of some 
  sort in the eastern room, and a half-elf who 
  is wearing light armor, suggesting she might 
  have been a rogue, bard, or simply a squire 
  or assistant. Both figures are incomplete, 
  with large chunks of their anatomy missing. 
  A DC 15 Search or appropriate Craft check 
  reveals tool marks that indicate the pieces 
  were taken purposely and with some 
  technical skill. The floors of the rooms are 
  covered with stone dust as well as chips and 
  pebbles . A DC 10 Appraise or appropriate 
  Craft check reveals that the stones and dust 
  come from several different sources--in 
  other words, these are not the first creatures 
  to be disassembled in this fashion in these 
  rooms .
  The south room on the east side contains 
  drying racks on which hang thin strips of 
  leather, of the right length and thickness 
  to be made into a lanyard or necklace . The 
  medusas do not tan the leather themselves, 
  they have minions buy it from traveling 
  merchants or from craftsmen in Brindenford. 
  Laying them on the drying racks is just the 
  most convenient way to keep them from 
  getting damp, lost, or tangled.
  The south room on the west side contains 
  boxes of small metal trinkets, string, glass 
  beads, and other items that can be used to 
  decorate an amulet. While the basic form of 
  the amulets must all be the same, there is 
  ample room for them to be individual pieces 
  of artistic expression, as well. 
  At the rear of each of the southern rooms 
  is a secret door leading to area 367 . Finding 
  the doors requires a DC 25 Spot check. 
  Opening the door requires a DC 30 Open 
  Locks or Disable Device check .
  Here Comes Trouble: At some point while 
  the PCs are investigating this area, there is 
  a sudden commotion as a female gargoyle 
  pops out of the Obsidian Archway. This is 
  Cyrtiss, the leader of the slave rebellion. She 
  comes out of the portal at a full run and is 
  shocked by the group’s presence . She makes 
  a split-second assessment that they are not 
  working for the medusas and that they are 
  potential allies, so she shouts out a warning 
  to them, saying:
  “They’re right on my tail! If you want to keep 
  your skin all squishy and mobile, follow me 
   ... or at least hide!”
  Unless the PCs do something to stop her, 
  she then races up the tunnel toward area 
  364 . From there, provided she hears her 
  enemy pursuing behind her, Cyrtiss will go 
  into area 365 and use the Obsidian Portal 
  there to teleport to area 370 and then on to 
  other parts of the level. She knows what’s 
  chasing her, and she just wants to get away . 
  What she doesn’t realize is that the PCs 
  most likely cannot use the portals yet, so 
  they cannot escape with her .
  If the PCs do try to stop or question 
  Cyrtiss, she will insist that “Now isn’t the 
  time!” and do her best to get away. If the 
  PCs make that impossible, she will try to 
  position herself so that there is some kind of 
  obstruction between her and the archway .
  Thirty seconds after Cyrtiss arrives, 
  another creature comes through the portal-
  -an abyssal greater basalisk that the Stone 
  Sisterhood keeps as a guard animal . Cyrtiss 
  was purposely leading it on a chase so that 
  other members of the rebellion could move 
  through the area it had been guarding, and 
  she thought these chambers would be a safe, 
  empty place to bring it .
  For its part, the basilisk doesn’t much care 
  who is in the room. It is trained to attack 
  anything that it sees, and it hasn’t the mind 
  or the will to question or be talked out of 
  that assignment. It has a stone devotee amulet 
  as part of a collar around its neck, and has 
  been fed a vial of stone water, thus allowing 
  it to travel via the Obsidian Archways .
  The intention is for this Cyrtiss to pass 
  through this encounter and leave the PCs 
  having to fight the basilisk. There are, of 
  course, many ways that this plan could be 
  thwarted by clever parties. If that is the case, 
  the GM will have to use material described 
  in other encounters (most likely area 368-
  B and area 370) to improvise a new action 
  path for this scene.
  Abyssal Greater Basilisk: hp 189
  
  10
  Connections: This chamber connects to 
  areas 364, 367, and 370 .
  See the Map of Level 13. 
  367. STONE STORAGE
  Summary: A hidden storeroom where 
  the Stone Sisterhood stockpiles the items 
  they’ve created .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  This long, dark room seems to be intended just 
  as a storage space. Near the center of the room 
  sit a pair of chests and three small crates. The 
  southeast corner of the room has been smashed 
  away and beyond the hole a tunnel snakes away 
  into the earth. 
  Background: This space was built just to 
  be a storage area--somewhere for the Stone 
  Sisterhood to put the stone devotee amulets 
  and vials of stone water . They wanted to have 
  enough of those materials for all worshippers 
  of Xaqahandra to be able to travel through 
  the complex, but still maintain control of 
  their use, so they hid the finished materials 
  here . 
  When the slaves burrowed into the area, 
  the medusas retrieved most of the items 
  from here. However, some of the chests and 
  crates had clearly been tampered with, and 
  those they left behind (fearing that the items 
  inside were no longer efficacious).
  Tunnel: The tunnel in the southeastern 
  corner of the room was dug by prisoners 
  escaping from area 368 and looking for a 
  way to escape this level of the dungeon. The 
  tunnel is small and tight, but its construction 
  is stable. It counts as difficult terrain for any 
  creature size Medium or Large (creatures 
  larger than that cannot pass through this 
  tunnel) .
  Chests: These are a pair of standard storage 
  chests. They show signs of having been 
  scratched and nicked as some unskilled 
  hands tried to get them open. In end, the 
  locks were smashed and the chests forced 
  open. Bits and pieces of leather, stone, and 
  metal are scattered around the chests.
  Inside the chests are completed stone 
  devotee amulets . The amulets are individually 
  wrapped in a delicate lace cloth, like one 
  would use to make a prayer veil . When 
  full, each chest would contain 40 amulets. 
  However, both chests have been ransacked . 
  Some of the amulets have been broken 
  (probably by enraged escaping prisoners) 
  and their pieces lay scattered in and around 
  the chests, but many are simply missing 
  (having been taken by adventurers or 
  members of the slave rebellion).
  Currently, one chest has 5 amulets and 
  the other chest has 15 amulets .
  Crates: These are three standard storage 
  crates. They all have had their lids pried off 
  and then placed back on with no particular 
  care. Strands of packing straw poke out 
  from various spots, and the ground around 
  the crates is littered with tiny shards of glass.
  Inside the crates are wooden racks, each 
  containing ten vials of stone water . Each rack 
  is surrounded by a thick cushion of straw. 
  When full, each crate would contain 10 
  racks (or 100 vials) . However, all three crates 
  have been ransacked . Some vials have been 
  smashed on the floor (probably be enraged 
  escaping prisoners) creating the glass 
  shards found around the crates, but most 
  are simply missing (having bee taken, and 
  in some cases already used, by adventurers 
  of members of the slave rebellion).
  Currently, one crate has 15 vials, another 
  has 5 vials, and the third has 10 vials .
  New Item
  Stone water: Stone water is a liquid that 
  contains the pure essence of elemental earth, 
  the way holy water contains the essence of 
  good. Any creature that drinks a vial of stone 
  water gains the Earth sub-type for 24 hours. 
  No other powers or abilities are conferred. 
  During the time that the stone water is active 
  in its system, the creature must make a DC 
  20 Fortitude save every hour. If this save 
  fails, the creature takes 1d3+1 points of 
  Constitution damage . 
  When the creature has lost one-quarter 
  of its Con, one of its limbs turns to stone. A 
  limb that has been turned to stone is frozen 
  in position and cannot be used normally . 
  
  11
  It can, however, be used as an improvised 
  club . This happens again when the creature 
  has lost half its Con, and again when having 
  lost three-quarters of its Con. When the 
  creature has no Con remaining, it is turned 
  to stone (this effect is identical to that caused 
  by a petrifying attack).
  Additionally, stone water may be used as a 
  splash weapon against creatures with the air 
  sub-type. Except for the creatures affected, 
  this is identical to using a vial of holy water 
  in the same manner .
  Moderate evocation; CL 11th; Price 1,100 gp .
  Connections: This chamber connects to area 
  366 and area 368 .
  See the Map of Level 13. 
  368-A. HOLDING CELLS 
  (EL 13)
  Summary: A prison area where the Stone 
  Sisterhood kept their slaves before the 
  rebellion . You will need the Stone Sisterhood 
  Prisoner Map handout (see Appendix C) .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  The tunnel exits onto a long row of jail cells, 
  each containing a simple wooden pallet and a 
  filthy pile of straw. Some of the cells appear to 
  have words or pictures crudely carved into their 
  rear wall. At the end of the row is an open area 
  with a small table and a few poorly constructed 
  chairs.
  The entire area reeks of bodily waste, rotten 
  meat, and most of all, despair. 
  Background: This was where the Stone 
  Sisterhood kept their slaves and prisoners . 
  At various times, each cell was home to up 
  to eight creatures at a time . The stench the 
  PCs smell now is nothing compared to how 
  the place reeked when the cells were full. 
  All of the members of the slave rebellion 
  were kept here at one time or another . 
  The center prison chamber was an area 
  where the jailors would spend their time 
  when they were not using the mechanism 
  in area 368-B to create stone water and they 
  grew tired of simply taunting and torturing 
  the prisoners fro their own amusement. 
  This is where the slave revolt began, and 
  the freed slaves might simply have fled the 
  complex entirely if their tunnel out hadn’t run 
  directly into the storage are where all the stone 
  devotee amulets and stone water were kept .
  Tunnel: This is the other end of the tunnel 
  described in area 367 .
  Cells: These are fairly standard prison cells, 
  with bars and locks made out of iron. The 
  keys can be found hanging on the wall in 
  the jailor’s lounge area, but breaking into 
  the cells is not particularly difficult. The 
  medusas relied on physical abuse, mental 
  despair, and an inability to leave via the 
  Obsidian Archway to keep the prisoners 
  in line . A DC 25 Open Locks or Disable 
  Device check will open a cell door. Or, if a 
  more brute force approach is preferred, the 
  cell door has a hardness of 10, 10 hp, and a 
  Break DC of 26. 
  A few items of interest can be found in 
  different cells. (The GM may place one or 
  more of these items in any cell that seems 
  appropriate, but all 
  should be present .)
  * On the cell’s rear 
  wall 
  the 
  following 
  inscription is carved in 
  Common: “No cause 
  is hopeless unless the 
  oppressed choose to 
  surrender their hope.” 
  A successful DC 30 
  Knowledge 
  (tactics) 
  or DC 35 Knowledge 
  (history or religion) 
  check reveals that this 
  a famous quote from 
  Dremlar Redboot, a 
  halfling renowned as a master spy (or master 
  thief, depending on which side’s propaganda 
  you believe). It is half the key to deciphering 
  the code used in Cyrtiss’s journal .
  * On the cell’s rear wall is the following 
  inscription carved in Terran: “No hope is 
  causeless unless the hopeless choose to 
  surrender their oppression.” This is the 
  other half of the key for deciphering the 
  code used in Cyrtiss’s journal . Translating 
  it allows Knowledge checks (as above) to 
  realize that it is a misquotation of Dremlar 
  Redboot. If the PCs have both quotations, 
  they may each attempt a DC 20 Intelligence 
  to solve the linguistic riddle that reveals the 
  code . Once that is accomplished, Cyrtiss’s 
  journal may be read normally .
  * In one cell, buried under the befouled 
  straw, is a small leather-bound book . This 
  is Cyrtiss’s journal. Written in Common, 
  it seems to be a collection of thoughts 
  
  12
  jotted down after undergoing torture--
  remembrances of better times before being 
  captures, spiteful rants against her captors, 
  and hallucinations brought on by pain, 
  starvation, or some other cruelty inflicted 
  on the poor author. In fact, it is written in 
  an intricate code, the key to which is found 
  in two inscriptions carved on the walls of 
  other cells. If the key has been discovered, 
  the journal may be read normally. If not, a 
  successful DC 45 Decipher Script check will 
  unlock the code through sheer brainpower .
  The journal provides detailed accounts 
  of how the stone devotee amulets and stone 
  water work, both individually and when 
  combined to allow passage through the 
  Obsidian Archways. It also provides basic 
  information about the Stone Sisterhood and 
  their worship of Xaqahandra.
  * In one cell is a secret door leading to the 
  first tunnel that the slaves dug in their 
  attempt to escape. Unfortunately for them, 
  it led to area 369, and provided no means of 
  escape. Finding the secret door from outside 
  the cell requires a DC 35 Spot check. While 
  inside the cell, the DC is reduced to 25 . 
  Once recognized, it requires only a DC 20 
  Strength check to open the door . This check 
  receives a +5 bonus if someone in the party 
  can perform a successful DC 30 Knowledge 
  (dungeoneering) or Disable Device check 
  to recognize the unusual mechanism the 
  prisoners used in creating the door .
  * Hidden beneath the wooden pallet in one 
  cell, carved into the stone floor is a crude 
  map of how the prisoners thought the 
  complex was laid out . Show the players the 
  Stone Sisterhood Prisoner Map handout .
  Jailor’s Lounge: Although there is not much 
  here in the way of comfort or amusement, 
  this is where the jailors would spend 
  their time when not actively torturing the 
  prisoners . There is a poorly constructed 
  table and chairs with enough space for 
  four Medium sized creatures to sit and eat, 
  gamble, or just turn their backs and ignore 
  the suffering of those in the cells. 
  On the wall the west of the door hangs a 
  set of keys to the cells.
  Connections: This chamber connects to 
  areas 367, 368-B, and 369 .
  See the Map of Level 13. 
  368-B. OPERATING 
  THEATER
  Summary: A dark room with a dark 
  purpose . More than just a torture chamber, 
  this is where stone water is distilled .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  Other than an Obsidian Archway built into 
  the southern wall, the only other item in this large 
  open room is a broad wooden table. Connected to 
  and surround the table are an odd collection of 
  tubes, wires, and intricate mechanisms. 
  Background: The southern chamber in the 
  prison area is an operating theater where 
  the medusas performed the rituals required 
  to create stone water . The mechanism there 
  is the only one they have so since the slaves 
  escaped and revolted, the Stone Sisterhood 
  has been unable to make any more batches 
  of the water. They have been relying solely 
  on the vials they saved from their stockpile 
  in area 367 .
  Obsidian Archway: This Obsidian Archway 
  connects to the Archorium (area 370), but 
  can only be used by creatures that are 
  both wearing a stone devotee amulet and are 
  creatures of the Earth sub-type. Creatures 
  that meet those requirements pass through 
  the smooth obsidian surface that fills the 
  archway as if it was a wall of black water 
  (even causing ripples to temporarily form in 
  its surface). If a creature that fails to meet 
  those requirements tries to use the portal, 
  it finds the surface hard and unyielding (as 
  one would expect obsidian to be) .
  Stone Water Distillery: The center of this 
  room is taken up by a large table outfitted 
  with wrist and ankle manacles. Attached 
  to and surrounding the table is a series of 
  devices that seem like conglomerations 
  of clockwork mechanisms, holy symbols, 
  and tools from an alchemical workshop. 
  This is the device that the Stone Sisterhood 
  priestesses use to distill stone water .
  The process requires that a live creature of 
  the Earth sub-type be strapped to the table 
  and have various parts of the equipment 
  attached to its body in prescribed locations 
  and in a prescribed order . How the ritual is 
  performed is as important as what exactly is 
  done . The process is activated by a priestess 
  expending one of her turn undead uses, and 
  
  13
  results in the victim being drained of 1d2+1 
  points of Constitution. The amount of stone 
  water created by this process depends on the 
  creature’s Con score at the end of the process.
  Ending 
  Vials of
  Con 
   
  Stone water 
  1-5  
   
  1
  6-10 
   
  2
  11-15  
  4
  16-20  
  6
  21+ 
   
  8
  A creature whose Constitution is dropped 
  to 0 or lower by this device becomes an 
  earth wight .  
  Return of the Gargoyle: This encounter 
  presumes that the PCs met Cyrtiss briefly 
  in area 366 and that she got away before 
  answering all (or perhaps any) of their 
  questions. Depending on the details of their 
  previous meeting, the GM may have to 
  modify this encounter substantially.
  As the PCs are investigating this room, 
  Cyrtiss steps out of the Obsidian Archway. 
  Unlike their first encounter, she is actually 
  looking for the group this time, and so is 
  not taken aback when she finds them here. 
  If anything, she looks relieved. She was 
  genuinely worried about the group, though 
  not enough to go back and help them fight 
  the basalisk. It hadn’t even occurred to her 
  that they might not have the capability 
  (or even know how) to travel through the 
  archways .
  “Thank the gods you’re all right,” she 
  says. “Why didn’t you follow me through 
  the portal last time?”
  Cyrtiss is positively inclined toward the 
  PCs and more than happy to answer their 
  questions. She will tell them what she 
  knows about the stone devotee amulets, stone 
  water, and how they work in relation to the 
  Obsidian Portals . Likewise, she will tell 
  them about the Stone Sisterhood, the slave 
  rebellion, and anything else she can answer . 
  Cyrtiss wants to befriend the group and then 
  convince them to help the former slaves in 
  their fight against the medusas who held 
  them captive and tortured them for so long. 
  If the group agrees to help, she will help 
  them get fully prepared for travel through 
  the Obsidian Portals (using the materials 
  stored in area 367) and then use the system 
  to take them to meet Kurgrak in area 374 . 
  If the group does not want to get involved, 
  she will wish them well, describe the way to 
  get to area 392 (but not actually lead them 
  there, in hopes they’ll get lost and have time 
  to change their minds), and then head off 
  through the portal back to her rebellion .
  Connections: This chamber connects to area 
  368-A and area 370 .
  See the Map of Level 13. 
  369. FALLEN GUARD POST 
  (EL 13)
  Summary: An important waypoint in the 
  complex that is held by neither the rebels 
  nor the Stone Sisterhood .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  Other than a pair of Obsidian Archways built 
  into the northern wall, this chamber is plain 
  and unremarkable--or it would be except for the 
  fact that a hole has been carved in the southeast 
  corner. Beyond the hole, a dark, narrow tunnel 
  snakes away into the earth. 
  Background: This room is a guard post--a 
  buffer between the rest of the world and 
  the inner workings of the Stone Sisterhood. 
  One of the Obsidian Archways connects 
  with the Archorium (area 370) and the other 
  connects into the cult’s sanctum (area 381) . 
  To guard the entrance to the sanctum, the 
  medusas used to place a pair of guards in 
  this room with orders for one to hold off any 
  invaders (or give her life trying to do so) and 
  the other to come back to the sanctum and 
  warn the others .
  However, the rebellious slaves have 
  trapped an earthwight in the chamber, 
  making it unfit for either side to use. This is 
  
  14
  fine with the Stone Sisterhood, who are in 
  the final phase of preparation for their ritual 
  to revive Xaqahandra and mostly want to 
  remain undisturbed by the rebels or any 
  other interruptions . 
  Tunnel: The tunnel in the southeastern 
  corner of the room was the first one dug by 
  prisoners as they tried to escape from their 
  prison cells (area 368-A) . The tunnel is small 
  and tight, but its construction is stable. It 
  counts as difficult terrain for any creature 
  size Medium or Large (creatures larger than 
  that cannot pass through this tunnel) .
  Obsidian 
  Archways: 
  There 
  are 
  two 
  Obsidian Archways in this small room . The 
  easternmost one connects to the Archorium 
  (area 370), while the westernmost one 
  connects to the cult’s sanctum (area 381) . 
  Both archways can only be used by creatures 
  that are both wearing a stone devotee amulet 
  and are creatures of the Earth sub-type. 
  Creatures that meet those requirements pass 
  through the smooth obsidian surface that fills 
  the archway as if it was a wall of black water 
  (even causing ripples to temporarily form 
  in its surface). If a creature that fails to meet 
  those requirements tries to use the portal, it 
  finds the surface hard and unyielding (as one 
  would expect obsidian to be) .
  New Monster
  Earthwight: An earthwight is a piteous 
  thing, the undead remains of a earth-type 
  creature that has had all of its elemental 
  essence siphoned off in order to distill stone 
  water. Its body still is made of the stuff of 
  earth, but it no longer has any of the spirit.
  No matter what an earthwight looked like 
  in life, the process of draining its essence 
  transforms it into a roughly humanoid shape 
  made of dirt and stones. It is easily mistaken 
  for an earth elemental, except for the fact that 
  an earthwight’s substance is always gray, 
  dry, unhealthy soil with common rocks 
  and pebbles--there are never any precious 
  metals or jewels in its body, nor are there 
  ever any plants growing on it . Some say 
  that an earthwight is made from graveyard 
  dirt, but that cannot be true because even 
  weeds, worms, and grubs cannot thrive 
  on its earthy body . Furthermore, when an 
  earthwight moves, it raises plumes of dust 
  that have a stale and fetid odor.
  While an earthwight is intelligent, it has 
  no memory of its previous life. All it knows 
  is the pain and suffering it felt at the last 
  moments before death, and the stale mockery 
  of life that defines its current existence. It is 
  as miserable a creature as walks the earth, 
  and it wants nothing more than to share that 
  misery with anyone unlucky enough to get 
  in its way . (Some say that it really is seeking 
  the release of true death, but if that is true it 
  does not appear to be a conscious thought 
  the earthwight has .)
  The earthwight in this chamber was once 
  one of the Stone Sisterhood’s prisoners. 
  Usually, the medusas take care not to drain 
  a creature beyond its ability to survive the 
  process (not from any benevolence, but 
  because a live prisoner can supply more 
  stone water while an earthwight is nothing 
  but a menace) . However, they were careless 
  in monitoring this subject and pushed him 
  beyond the brink . They threw the earthwight 
  into one of the cells, threatening to put other 
  slaves in with it if they misbehaved.
  When planning the rebellion, the slaves 
  were not sure what to do with their former 
  compatriot. They knew of no way to revive 
  him, but neither wanted to euthanize him nor 
  leave him here for the medusas to do with as 
  they pleased. The quandary was solved when 
  their first escape tunnel led to the guard post, 
  which was manned by two Stone Sisterhood 
  warriors . The warriors were going to slay the 
  slaves, but when they stepped into the jail 
  cell the earthwight got to them first.
  Cyrtiss then struck upon the idea of putting 
  the earthwright into the guard post, denying 
  it to the medusas and giving their lost friend 
  a chance to give what was left of his existence 
  to the cause, attacking any medusa that 
  tried to travel through that room . So they 
  maneuvered the earthwight into the tunnel 
  and closed the door behind it . Now the 
  earthwight considers this guard post to be its 
  home, and attacks anyone and anything that 
  disturbs its miserable existence .
  Earthwight (Chaotic Neutral) CR 13
  Large Undead
  HD 24d8+120             hp 228
  Init -1                          Speed 30 feet
  AC 24, flat-footed 24, touch 9
  BAB/Grapple +18/+35
  Attack +27 melee (2d10+11/19-20 plus 
  energy drain, slam)
  Full Attack +27 melee (2d10+11/19-20 plus 
  energy drain, slam x2)
  
  15
  SA Earth mastery, push
  SQ Damage reduction 10/-, elemental 
  nature, darkvision 60 ft., undead traits
  Fort +19, Ref +7, Will +10
  Str 33, Dex 8, Con --, Int 10, Wis 11, Cha 11
  Languages Common
  Feats: Awesome Blow, Cleave, Great Cleave, 
  Improved Bull Rush, Improved Critical (slam), 
  Improved Sunder, Iron Will, Power Attack
  Skills: Listen +29, Move Silently +7, Spot +29
  Earth Mastery (Ex): An earthwight gains 
  a +1 bonus on attack and damage rolls if 
  both it and its foe are touching the ground. 
  If an opponent is airborne or waterborne, 
  the earthwight takes a -4 penalty on attack 
  and damage rolls. (These modifiers are not 
  included in the statistics block .)
  Elemental Nature (Ex): The earthwight 
  counts as an elemental for any spells or 
  abilities that work against elementals . 
  Energy Drain (Su): Living creatures hit 
  by an earthwight’s slam attack gain one 
  negative level. The DC is 14 for the Fortitude 
  save to remove a negative level . The save DC 
  is Charisma-based . For each such negative 
  level bestowed, the earthwight gains 5 
  temporary hit points .
  Push (Ex): An earthwight can start a bull 
  rush maneuver without provoking an attack 
  of opportunity. The combat modifiers given 
  in earth mastery (see above) also apply to 
  the earthwight’s opposed Strength checks .
  Skills: Earthwights have a +8 racial bonus 
  on Move Silently checks .
  Connections: This room connects to areas 
  368-A, 370, and 381. See the Map of Level 13.
  370. ARCHORIUM
  Summary: This is the central hub for travel 
  between all the Obsidian Archways .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  The walls of this circular room are covered 
  with a dozen archways. Each one has a keystone 
  made of polished black stone and is carved with an 
  image of a medusa. The interior of each archway 
  is filled with a similarly smooth and polished 
  obsidian surface that catches any light shone on 
  it, refracting it into a cascade of rainbow streaks. 
  In the center of the room, a quartet of identical 
  archways stands in a perfect square. All four face 
  outward toward the walls of the room. 
  Background: The Archorium is the hub of 
  most travel throughout Level 13 . Since the 
  archways only work in connected pairs, the 
  easiest way to use them to create a transport 
  system was for the medusas to create a 
  central room where most of portals led. Then 
  it became a simple matter of stepping out 
  of one archway and into another, provided 
  one knew which portal led where .
  There are no markings on the portals 
  identifying where their far end lies. The 
  medusas know the system by heart and 
  realize how easily any code they would use 
  for such purposes might be broken. 
  Some archways are not connected to 
  the Archorium . The Stone Sisterhood did 
  not want it to be too easy for an enemy to 
  suddenly appear in their sanctum or, worse, 
  in the Holy Sepulcher. But most of the 
  archways, including those located on other 
  levels, lead to this room .
  Using the Archways: All of the Obsidian 
  Archways may only be used by creatures 
  that are both wearing a stone devotee amulet 
  and are creatures with the Earth sub-type . 
  Creatures that meet those requirements pass 
  through the smooth obsidian surface that fills 
  the archway as if it was a wall of black water 
  (even causing ripples to temporarily form 
  in its surface). If a creature that fails to meet 
  those requirements tries to use the portal, it 
  finds the surface hard and unyielding (as one 
  would expect obsidian to be) .
  Stepping through an archway costs and 
  additional 5 feet of movement, but otherwise 
  does not impede the creature’s progress . 
  So it is possible to go through one or more 
  archways as part of a single move.
  
  16
  Because there are no markings on any of the 
  Obsidian Archways, it is difficult for creatures 
  unfamiliar with the network to know in what 
  orientation they stand upon entering through 
  a portal. A successful DC 30 Knowledge 
  (dungeoneering) check will allow a creature to 
  determine in what direction north lies . (Other 
  spells and abilities that allow such unerring 
  sense of direction work normally here, too.) If 
  the check fails, there is no way for the creature 
  to determine its orientation . To simulate this, 
  the GM may either have the creature always 
  feel as though it entered the chamber at the “12 
  o’clock” orientation, or roll 1d12 to randomly 
  determine what the orientation feels like at 
  that moment .
  The Outter Ring: These archways are 
  built into the wall, like most of the arches 
  found in other chambers. Each of the dozen 
  Obsidian Archways in the ring has a single 
  destination . Counting the archways as one 
  would the numbers on a clock, use the 
  following table to track those connections.
  Clock  
  Connects 
  Position to Area
  1  
   
  366
  2  
   
  Medusa’s Grove
  3  
   
  375
  4  
   
  368-B
  5  
   
  301
  6  
   
  392
  7  
   
  Inactive Archway
  8  
   
  371
  9  
   
  377
  10  
   
  389
  11  
   
  Secret City
  12  
   
  365
  Medusa’s Grove: This is an isolated section 
  of woods about a day’s journey from 
  Brindenford. The Stone Sisterhood uses 
  this archway to go out into the world for 
  supplies and to bring in new recruits .
  Inactive Archway: This archway looks the 
  same as all the others, but it does not react 
  the way the others do. Even if a creature 
  has a stone devotee amulet and is of the Earth 
  sub-type, the portal does not react in any 
  way . The most likely explanation is that the 
  linked archway is not properly set up (as 
  explained in area 373), but there are no clues 
  here to help the PCs determine that fact.
  Halls of Hunger: This archway leads to a 
  temple dedicated to Xaqahandra located 
  within the Halls of Hunger.
  The Inner Square: The Obsidian Archways 
  of the inner square are different than the 
  most of the other archways found in the 
  dungeon . Rather than being built into a 
  wall, these are constructed as freestanding 
  archways that are built into the floor. It is 
  possible to squeeze between them and stand 
  in the center of the ring. This vantage point, 
  however, does not change how the archways 
  work . 
  This group does work differently than the 
  other Obsidian Archways, though . Rather 
  than connect to four distant locations, 
  together they form a final barrier to keep 
  the unwanted out of the Stone Sisterhood’s 
  sanctum (area 381) . 
  At first examination, these four Obsidian 
  Archways seem to connect only to one 
  another. The north-facing and west-facing 
  arches connect, as do the south-facing and 
  east-facing ones. However, if one goes 
  through the correct process, the group can 
  be activated to allow passage to the sanctum .
  In a single round, a traveler must begin 
  with the north-facing archway, come out 
  the west-facing one, go into the south-facing 
  archway, come out the east-facing one, 
  and then once again enter the north-facing 
  archway. If that path is followed, upon 
  entering the north-facing archway for the 
  second time in a single round, the traveler is 
  sent to area 369, from which it is possible to 
  reach the sanctum .
  All of the medusas know this process, but 
  none of their minions do. Recently, Cyrtiss 
  discovered the secret to using the inner 
  circle. If the PCs have agreed to help the 
  slave rebellion, she will share it with them .
  Connections: This chamber connects to 
  areas 366, 375, 368-B, 301, 392, 371, 377, 389, 
  and 365. See the Map of Level 13. 
  371. THE ZOOKEEPERS (EL 12)
  Summary: A guard post for the Stone 
  Sisterhood manned by a pair of extraplanar 
  guards .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  The appointments in this room are fairly 
  sparse--a small table and four chairs, a bench 
  large enough for a medium-sized creature to lie 
  down on (but not comfortably), and not much 
  else. On the western wall is a weapons rack, 
  empty now, and next to it is a barrel. 
  
  17
  A single doorway sits in the center of the 
  north wall. Opposite it on the south wall is a 
  stone archway with a keystone made of polished 
  black stone and is carved with an image of a 
  medusa. The interior of the archway is filled with 
  a similarly smooth and polished obsidian surface 
  that catches any light shone on it, refracting it 
  into a cascade of rainbow streaks. 
  Background: The members of the Stone 
  Sisterhood refer to this chamber as the 
  Zookeeper’s Room because the grotto to the 
  north is where they always kept the beasts 
  and creatures that were too large, wild, or 
  unpredictable to house in the holding cells . 
  Given 
  events 
  recently--the 
  slave 
  rebellion and the approaching ritual to 
  raise Xaqahandra--the medusas no longer 
  felt it was worthwhile to spare any of their 
  members for guard duty here. Instead, they 
  have summoned a pair of fiendish gorgons 
  and left them with orders to kill any 
  creature other than a medusa that enters the 
  chamber . Mostly, they want to prevent the 
  rebellion from gaining access to this room 
  and its Obsidian Archway, thus limiting the 
  number of safe passageways the rebels have 
  through the complex . Additionally, though, 
  they also want guards here on the off chance 
  that Rezmytraxl discovers a way out of the 
  grotto.
  The Barrel: Inside the barrel are 20 
  masterwork arrows .
  The Hallway: This ten-foot wide corridor 
  was built as a barrier to prevent the huge 
  and larger creatures that were kept in the 
  grotto from getting into the Zookeeper’s 
  Room. It also established a safe zone, 
  allowing the guards to enter and leave the 
  grotto without exposing the inner chamber 
  to breath attacks or other ranged assaults by 
  the captive creatures .
  The Guards: Rather than medusa warriors 
  or other guards from among the Stone 
  Sisterhood’s minions, the group has instead 
  summoned a pair of fiendish gorgons. The 
  beasts are more intelligent than ordinary 
  gorgons, but not by a great deal . They are 
  unable to speak, but they understand the 
  Infernal language. 
  The gorgons’ assignment is simple--to 
  crush any creature other than a medusa 
  that enters this chamber . They do not ask 
  questions or engage in conversation with 
  newcomers, they just attack immediately 
  and continue doing so until they or their 
  opponents are dead .
  Fiendish Gorgon (x2): hp 85 
  Fiendish Gorgon (Neutral Evil) CR 10
  Large Magical Beast (Extraplanar)
  HD 8d10+40               hp 85
  Init +4                         Speed 30 feet
  AC 20, flat-footed 20, touch 9
  BAB/Grapple +8/+17
  Attack +12 melee (1d8+7, gore)
  Full Attack +12 melee (1d8+7, gore)
  SA Breath weapon, trample (1d8+7), smite 
  good (+8)
  SQ Darkvision (60 ft.), low-light vision, 
  scent, resistance to cold and fire 10, damage 
  resistance 5/magic, spell resistance 13
  Fort +11, Ref +6, Will +5
  Str 21, Dex 10, Con 21, Int 3, Wis 12, Cha 9
  Languages Infernal
  Feats: Alertness, Improved Initiative, Iron 
  Will
  Skills: Listen +9, Spot +8
  Connections: This chamber connects to area 
  370 and area 371 .
  See the Map of Level 13. 
  372. THE GROTTO (EL 16)
  Summary: Where the Stone Sisterhood once 
  kept all their oversized prisoners . Now it is 
  controlled by the only one of those creatures 
  that remains .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  
  18
  This large cavern is clearly a natural 
  formation--irregular walls and  uneven floor. 
  The ceiling ranges from 40 to 70 feet high with 
  stalactites hanging down and occasionally 
  disrupting line of sight. Other than a door in the 
  southern wall, there does not seem to be any way 
  into or out of the chamber. 
  Background: This grotto is where the 
  Stone Sisterhood kept the creatures they’d 
  captured that were to big, unruly, or wild to 
  put in the holding cells . Over the years, they 
  have had practically any non-burrowing 
  creature of the Earth sub-type that the PCs 
  can think of here. Generally, they kept 
  the creatures sedate and pliable through 
  a combination of natural, magical, and 
  alchemical compounds . 
  A few years ago, though, the medusas 
  managed to snare a mature adult blue 
  dragon. Although it made short work of 
  all the other creatures in the grotto, and 
  the medusas were wholly incapable of 
  controlling it, they decided to keep the 
  dragon--whose name was Rezmyrtaxl--in 
  hopes that they could eventually find some 
  way to subjugate it or that it would serve 
  as a fitting first meal for Xaqahandra when 
  they returned her to this plane .
  For her part, Rezmyrtaxl refused to 
  cooperate with her captors, but she saw 
  no point in being actively antagonistic . 
  After all, she was trapped in a cavern she 
  could not escape--she didn’t even know 
  where in the world (or infinite planes) this 
  place was. So she used one of a dragon’s 
  greatest advantages over its enemies--her 
  nearly endless patience. Until some better 
  opportunity came along, and as long as they 
  continued to feed her regularly, Rezmyrtaxl 
  basically ignored her captors . 
  When the slaves revolted, one of the first 
  archways they traveled through was the 
  one to the Zookeeper’s Room . That almost 
  ended the rebellion immediately, as the 
  malnourished and unarmed slaves were set 
  upon by the guards there . But when they 
  fled into the grotto, Rezmyrtaxl defended 
  them and drove the guards back into their 
  room . Soon a deal was struck between the 
  rebels and the dragon . She would keep the 
  Stone Sisterhood from following them into 
  this chamber (or, later, beyond through 
  the secret door in the southwestern wall), 
  in return they promised to find a way to 
  turn the spare archways into a portal large 
  enough that she could use it to escape this 
  cavern .
  Secret Door: In the southwest corner of the 
  chamber, the rebellious slaves have carved 
  a secret door into the cavern wall. It leads 
  to another smaller natural cavern beyond 
  this one (see area 374). Even if the PCs know 
  the door is there, finding it still requires a 
  successful DC 30 Search check. Opening the 
  door, once you’ve found it, is relatively easy, 
  needing only a DC 15 Open Lock or Disable 
  Device check. The DC of both these checks 
  increases by +10 if the party is engaged in 
  combat with Rezmyrtaxl .
  Rezmyrtaxl: This mature adult blue dragon 
  has absolutely no memory prior to being 
  trapped in this cavern . Whether the method 
  the medusas used to bring her here is 
  responsible for her amnesia is just one of the 
  innumerable things Rezmyrtaxl does not 
  know. But the fact that the Stone Sisterhood 
  has not dangled her missing memories as 
  an incentive for cooperation leads her to 
  think that they are not the ones responsible . 
  (Surely, they would attempt to use such 
  leverage if they knew they had it--not that it 
  would do them any good .)
  Rezmyrtaxl spends most of her time 
  trying to spur her memory back into action 
  by 
  constructing 
  elaborate 
  confluences 
  of events that could have resulted in her 
  ending up here in an amnesiac state . Over 
  the years, these have gone from simple and 
  straightforward (a mishap why casting 
  a powerful spell) to the convoluted and 
  unlikely (her being one aspect of a dragon 
  deity whose spirit was sundered in the 
  hellfires of creating a new plane of existence 
  and is doomed to be incomplete until all the 
  pieces are reunited again) .
  As much as she wants to get back her 
  memory, first and foremost Rezmyrtaxl 
  wants to be freed from her imprisonment 
  
  19
  in this cavern. Even if she never remembers 
  who she is and what she’d done before, she 
  longs to be free and go about the draconic 
  business of creating a den and amassing a 
  horde . Although she has struck a deal with 
  the rebel slaves, she holds no real allegiance 
  to them or their cause. If the Stone Sisterhood 
  would free her, she would turn on the rebels 
  without a moment’s hesitation . However, 
  is seems wholly unlikely that the medusas 
  have any sort of negotiations on their 
  mind. Indeed, lately they haven’t even been 
  showing up with food as regularly as they 
  used to, causing Rezmyrtaxl to turn to the 
  slaves for that.
  If the PCs enter the cavern without being 
  accompanied by a member of the slave 
  rebellion, Rezmyrtaxl will have an initial 
  attitude of unfriendly toward the group. 
  If they appear to be minions of the Stone 
  Sisterhood, she will be hostile. If they are 
  fighting with medusas or their minions, her 
  attitude will begin as indifferent. If they are 
  with members of the slave rebellion who 
  treat the PCs as friends, her attitude will be 
  friendly. If the PCs promise to help her to 
  escape the dungeon, her attitude will begin 
  as friendly and shift to helpful if they seem 
  capable of performing the task themselves.
  Mature Adult Blue Dragon: hp 276
  Connections: This chamber connects to 
  areas 371, 373, and 374 .
  See the Map of Level 13. 
  373. SPARE ARCHWAYS
  Summary: A unique resource--a pair of 
  linked Obsidian Portals that have not yet 
  been activated .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  In the northeast corner of the cave sit a pair 
  of arches. In most ways, they are identical to the 
  Obsidian Archways that can be found elsewhere 
  in the dungeon--stone portals topped with a 
  polished black keystone carved with the image 
  of a medusa. But unlike the others, these are 
  freestanding constructions that have not yet 
  been built into a wall or floor. An even bigger 
  difference, though, is that the central portion of 
  the arch is not filled with polished black stone, 
  it is open and empty as one would expect an 
  ordinary arch to be.
  Background: The present day Obsidian 
  Archways are powered by pieces of Queen 
  Ryssa’s two original portals (see area 365) . 
  The original portals were made entirely of 
  obsidian and were not marked with images 
  of medusas. When the Stone Sisterhood 
  decided to develop this level into their 
  home, and a temple devoted to worshipping 
  Xaqahandra, they tore down those original 
  archways, broke them apart, and used the 
  pieces to build the current archways .
  The keystone of each modern Obsidian 
  Archway is piece from one of Queen Ryssa’s 
  originals. In fact, in any connected pair of 
  archways, they are matching pieces--the two 
  original arches having been identical . These 
  matching pieces are metaphysically connects 
  and so create a single and unique pathway. 
  (The only exception being the inner square in 
  area 370, each of which has been augmented 
  with a quarter of the stone that matches the 
  connected archway in area 369 .)
  A total of twenty sets of matching 
  keystones were salvaged from the original 
  archways. Eighteen of those can be found 
  (in part or whole) on Level 13, all but one 
  of which are permanent fixtures in the 
  dungeon .
  No record can be found of the remaining 
  two pairs. It is possible that they were 
  destroyed during early experimentations 
  with the construction of new Obsidian 
  Archways . One legend says that they were 
  stolen by a faceless humanoid creature 
  who simply appeared out of thin air and 
  then escaped with his prizes the same 
  way . Another rumor says that they were 
  built and installed, but that the rooms they 
  were in mysteriously disappeared, some 
  claiming they were pulled to a deeper level 
  of Dragon’s Delve.
  
  20
  New Item
  The Obsidian Archways: In construction, 
  these Obsidian Archways are identical to 
  others found throughout Level 13 except 
  that, since they are inactive, the central 
  space remains empty . Passing through them 
  requires no special requirements because 
  there is not teleportation effect active 
  in them . They are basically large, stone 
  architectural sculptures at this point .
  Each archway is 7 ft. tall at its highest 
  point, 8 ft. wide, and weighs 1,800 lbs. In 
  order to activate it, both archways must be 
  built into a wall, floor, or other permanent 
  architectural structure . Naturally occurring 
  structures (such as cave walls) will do, as will 
  magically created structures (as long as they 
  are permanent). Attaching an archway to an 
  architectural structure requires an hour of 
  work and a successful DC 30 skill check. This 
  check can be for Knowledge (architecture & 
  engineering), Craft (masonry), or any other 
  skill the GM deems appropriate .
  When an archway is correctly set up, its 
  center will fill with an obsidian-like material 
  (like most of the archways on the level 
  have) . However, until the linked archway is 
  likewise properly set up, the archway will 
  be impassible . Once the linked archway 
  is properly set up, the pair function as 
  connected portals regardless of the distance 
  between them. Because of the process used 
  disassembling the original archway, the 
  archways still require that a creature be 
  wearing a stone devotee amulet and be of the 
  earth sub-type in order to use them .
  Strong conjuration (teleportation); CL 18th; 
  Weight 1,800 lb .
  Modifying the Archways: Rezmyrtaxl 
  (the blue dragon from area 372) wants the 
  leaders of the slave rebellion to eventually 
  modify these spare archways so that a huge 
  creature can pass through them, and then 
  set one up in the grotto and another outside 
  Dragon’s Delve . Technically, this should 
  be possible (since it is just a continuation 
  of the work the original Stone Sisterhood 
  did in modifying Queen Ryssa’s archways). 
  Though neither the dragon nor the rebels 
  knows exactly how to do this, Cyrtiss has 
  a solid theory on the matter that (if the GM 
  deems it appropriate) turns out to be correct .
  Modifying the construction of an archway 
  requires a minimum of five days worth of 
  work . Once per day an individual that has 
  worked on the archway for at least 8 hours 
  (or a team that has worked on it for at least 4 
  hours) may attempt a DC 30 Craft (masonry), 
  Profession (stonemason), or other skill that 
  the GM deems appropriate. When five 
  successful checks have been made, the new 
  archway is complete .
  Connections: This room connects to area 372 .
  See the Map of Level 13. 
  374. THE GRANITE FOX 
  (EL 12)
  Summary: The PCs meet the tactician 
  behind the slave rebellion .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  This relatively small natural cavern has three 
  roughly excavated tunnels leading off in different 
  directions. The main floor of the chamber is 
  scattered with chunks of rock and loose dirt from 
  all the digging. 
  Background: This chamber was the first real 
  home for the slave rebellion. After escaping 
  the Stone Sisterhood guards, thanks to 
  the protection provided by Rezmyrtaxl, 
  the escaped slaves discovered a delver, 
  Grystmarcher, who was making his home 
  in the cavern. He had not been a slave of 
  the medusas, merely a creature native to 
  the area who made the unfortunate error 
  of burrowing through this section of earth 
  while the Stone Sisterhood was looking . 
  They considered his very presence a threat 
  
  21
  to Xaqahandra (for what would happen 
  if the delver just happened to burrow 
  through their sleeping god?) and began to 
  systematically hunt Grystmarcher .
  He’d considered simply burrowing on to 
  another place, but bristled at the inequity. 
  Why should these medusas get to say where 
  anyone could or couldn’t burrow? If their 
  god was so mighty, he would protect herself 
  and, indeed, maybe she even guided the 
  delver there to help free her from her rocky 
  prison. Most of all, though, Grystmarcher 
  just relished the idea of a good fight. And 
  now, with the rebellious slaves as allies, he 
  even had an army to command .
  Grystmarcher agreed to guide the rebel 
  forces, from a tactical perspective. He had 
  no interest in leading the group, only in 
  experimenting in the arena of warfare and 
  putting his knowledge to practical tests. He 
  has planned every move the slave rebellion 
  has made and helped them to so far hold a 
  stalemate with the medusas .
  Originally, he’s burrowed a tunnel 
  connecting this cavern to area 386 and 
  then out toward the stairs leading out of 
  this level . But he soon deemed it tactically 
  unwise to keep too many pathways open 
  into the groups small headquarters, so he 
  collapsed the central part of the tunnel.
  It was when he opened a tunnel to area 375 
  that things changed considerably . He had 
  simply been looking to expand the cavern, 
  since it had grown quite crowded since the 
  slaves arrived. Instead, he inadvertently 
  burrowed into the personal chamber of 
  the Stone Sisterhood’s high priestess . The 
  medusas, understandably, fought tooth 
  and nail to regain control of that chamber, 
  and this led Grystmarcher to a plan . The 
  rebellion would keep pressing the attack 
  into the priestess’s chamber, as though that 
  was the main focus of their strategy. This 
  would keep the medusa’s occupied and 
  give them a false impression of what was 
  important to the rebels. In the meanwhile, 
  the delver has been formulating their true 
  strategy--to strike at the medusas’ sanctum!
  That battle plan is nearly complete, but 
  in the meanwhile, the rebels have to keep 
  making attempts to retake the priestess’s 
  chamber. 
  Grystmarcher 
  feels 
  a 
  good 
  measure of regret over how many former 
  slaves have been injured or killed trying 
  to take that unimportant chamber, but he 
  reasons that it is for the overall good. 
  Grystmarcher: In most ways, Grystmarcher 
  is an ordinary delver--the main difference 
  being that he is smarter and has used 
  his added faculties to study the ways of 
  battle. His Int score is 20 and his Wis score 
  is 18 (rather than each being 14) and he 
  replaces a delver’s usual skills with the 
  following: 
  Knowledge 
  (dungeoneering) 
  +17, Knowledge (history) +19,  Knowledge 
  (nature) +7, Listen +24, Move Silently +17, 
  Spot +24, Survival +18 (+20 underground) .
  Delver: hp 145
  The Front Line: Currently, three stone giants 
  are preparing to charge into the priestess’s 
  chamber and engage any Stone Sisterhood 
  forces that are there. They would welcome 
  the PCs’ help, if it is offered. 
  The plan is to fight for long enough to 
  give a good accounting of themselves, 
  then retreat back to this cavern. After all, 
  Grystmarcher’s plan only requires that it 
  seem like the rebels want to take the room, 
  not that they actually succeed . The strategy 
  requires that the battle for this region be 
  drawn out as long as possible .
  Stone Giant (x3): hp 119
  Connections: This chamber connects to area 
  372 and area 375 .
  See the Map of Level 13.
  375. THE FRONT LINE (EL 15)
  Summary: A single room that is the focus of 
  the battle between the rebels and the Stone 
  Sisterhood .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  In the southeast section of the chamber is a 
  plain, undecorated alcove with an Obsidian 
  Archway mounted on its wall. Around the corner 
  lies what once was clearly a finely appointed 
  room. Remnants of tapestries hang shredded 
  on the wall. The shattered remains of a large, 
  comfortable bed are strewn across the floor. In 
  its current state, this looks less like a bedchamber 
  and more like a battle zone. 
  Background: Until relatively recently, this 
  was the personal chamber for the high 
  priestess of the Stone Sisterhood. It was 
  decorated with plush furnishings, as befit 
  her station, and was where she spent most 
  of her time when not directly overseeing 
  
  22
  the attempts to awaken Xaqahandra. That 
  ended when Grystmarcher inadvertently 
  dug a tunnel through the western wall .
  Once the rebel slaves realized what the 
  room was, they tried to search it for any 
  items of power or information that could 
  help them in their fight against their former 
  captives. In particular, they hoped to 
  find the staff of earthquakes that the high 
  priestess needs as part of the re-awakening 
  ritual . Though their searches were always 
  contested by warriors or priestesses of the 
  Stone Sisterhood, the rebels soon determined 
  that the staff was not in the chamber. Still, 
  they continued to make forays into the area 
  and fight the medusas who came to protect 
  it .
  The reason for this was that the rebels 
  wanted to keep the medusa cultists focused 
  on this battlefield rather than hunting for 
  the rebellion’s secret headquarters. It was a 
  tactical distraction, not the military foothold 
  that their efforts might make it seem to be.
  Ironically, the medusas don’t care terribly 
  much about the room itself. They, likewise, 
  are using the battle as a way to keep track of 
  their enemy, requiring the rebels to devote 
  manpower and mental energy on this 
  meaningless location rather than actively 
  working to disrupt the re-awakening ritual . 
  Ironically, more blood has been spilled on 
  both sides of this conflict than on any other 
  front of this battle. 
  Take That Hill: A trio of Stone Sisterhood 
  warriors lurk in the alcove near the Obsidian 
  Archway. Their assignment is to attack any 
  non-allied creature that moves into the 
  remnants of the High Priestess’ chamber. If 
  the PCs enter the area, the warriors charge 
  out and attack them.
  Because of the nature of the fights in this 
  area, the warriors expect their opponents to 
  fight for a while and then have both sides 
  withdraw. That has been the nature of the 
  battles recently. They are not prepared for 
  a full out assault by opponents skilled as 
  the PCs. As soon as one of the warriors is 
  knocked unconscious, or all of them are 
  reduced to 35 hit points or lower, they will 
  flee back through the Obsidian Archway, 
  through the Archorium (area 370) and to the 
  Stone Sisterhood staging area (area 389) .
  Stone Sisterhood Priestess (x3): hp 90
  Stone Sisterhood Warrior  
  (Lawful Evil) 
  Female medusa Blackguard 6   
  CR 12
  Medium Monstrous Humanoid
  HD 6d8 + 6d10 + 36  hp 106
  Init +1                         Speed 20 feet
  AC 25, flat-footed 24, touch 14
  BAB/Grapple +12/+16
  Attack +19 melee (1d10+8, +2 adamantine 
  glaive) or +16 melee (1d3+4, unarmed strike)
  Full Attack +18/+13 melee (1d10+8, +2 
  adamantine glaive) or +16/+11 melee (1d3+4, 
  unarmed strike)
  SA Petrifying gaze, poison, smite good, 
  sneak attack (1d6)
  SQ Darkvision (60 ft.), Aura of Despair, 
  Aura of Evil, Dark Blessing, Detect Good (at 
  will), Poison Use, Turn Undead
  Fort +12, Ref +8, Will +9
  Str 18, Dex 12, Con 16, Int 12, Wis 14, Cha 15
  Languages Common, Terran
  Feats: Armor Proficiency (all), Cleave, 
  Combat Reflexes, Great Cleave, Improved 
  Sunder, Martial Weapon Proficiency (all), 
  Power Attack, Shield Proficiency, Simple 
  Weapon Proficiency (all)
  Crucial Skills: Bluff +9, Concentration +9, 
  Intimidate +12, Move Silently +8, Spot +9
  Other 
  Skills: 
  Balance 
  +3, 
  Climb 
  -1, 
  Diplomacy +6, Disguise +9, Escape Artist -4, 
  Jump -7, Knowledge (religion) +9, Swim -6 
  Possessions: 
  +2 
  adamantine 
  glaive, 
  +3 
  adamantine full plate, amulet of health +2, boots 
  of speed, cloak of resistance +2
  Blackguard Spells Prepared: 1st level--
  inflict light wounds (x2); 2nd level--bull’s 
  strength, inflict moderate wounds; 3rd level: 
  contagion
  
  23
  REVISIT (EL 17)
  If the Stone Sisterhood warriors escaped from 
  this fight, they will tell their leaders about 
  the increased difficulty of the resistance. 
  After consulting on the matter for a few 
  hours, they will send back a new force, this 
  time consisting of 5 warriors. And rather 
  than fighting to a standstill, these medusas 
  will be ordered to fight to the death.
  Connections: This chamber connects to area 
  370 and area 374 .
  See the Map of Level 13. 
  376. COMRADES IN ARMS
  Summary: This is the new headquarters for 
  the slave rebellion .
  Sights and Sounds: This chamber is lit 
  by a collection of small torches providing 
  shadowy illumination throughout . The PCs 
  see the following.
  This large, open cavern has the feeling of a 
  refugee camp. Here and there, groups of three 
  to five creatures (all former slaves of the Stone 
  Sisterhood) have gathered and set up little 
  communal areas. Along the cave walls are a 
  handful of small, guttering torches that provide 
  dim light throughout the whole area and give 
  the gathered groups the look of sad, scared 
  individuals, huddling together against the barely 
  dispersed darkness. 
  Background: This unused natural cavern 
  was discovered by Grystmarcher as he 
  burrowed through the rocks in the area . 
  When the original headquarters for the 
  rebellion (area 374) became compromised 
  by the ongoing battle for the High Priestess’s 
  chamber (area 375), Grystmarcher brought 
  the group here, mostly because he could 
  think of no other safe haven for them. Once 
  the rebels were safely ensconced in this 
  cavern, Grystmarcher closed the tunnel, 
  to keep the Stone Sisterhood patrols from 
  accidentally finding them.
  While the chamber is safe, it is also lonely 
  and depressing . There are no exits at all, 
  other than those made by Grystmarcher 
  or some other burrowing creature . Living 
  here feels very much like being trapped by 
  a cave-in at an abandoned mine . There is no 
  real danger, but there is an overwhelming 
  sense of ennui.
  Rank And File: There are fifteen members of 
  the rebellion here, all of them former slaves. 
  They have decided to remain to fight the 
  Stone Sisterhood, but that process is taking 
  longer than they’d originally imagined and 
  the emotional toll of living in the cavern is 
  weighing on them heavily . 
  Below are a few of the individuals the 
  PCs might meet . The GM is encouraged to 
  fill out the ranks with other creatures that 
  could have been imprisoned in the Holding 
  Cells (area 368-A) . 
  Garagg: A kapoacinth that came into 
  Dragon’s Delve when Agbaar flung him 
  across the barrier from the Elemental Plane 
  of Water and into the Garden of Shadows. 
  He was enjoying exploring the world of air-
  breathers, until he was captured by the Stone 
  Sisterhood . But Garagg began counting 
  himself as lucky again when they put him 
  in the same cell with Cyrtiss. He fell in love 
  with the gargoyle and so, even when escape 
  was possible, he stayed with the rebels just 
  to be close to the object of his affection. 
  Huddsun: A self-willed and especially 
  intelligent stone golem (Int 18, but otherwise 
  a normal example of this type of construct). 
  For a while, Huddsun was made to work 
  cleaning and attending the stone fish  and so 
  can tell the PCs about the existence of these 
  creatures and what they can be made to do .
  Rhodynn: This male stone giant was forced 
  to serve as the Stone Sisterhood High 
  Priestess’s bath attendant. He can tell the 
  PCs about the brass tub that she considers 
  one of her prize possessions (see area 383). 
  While he was there, she bathed in it nearly 
  every day, and always did so any time she 
  was about to go into battle, like it was some 
  kind of pre-combat ritual. If the PCs press 
  for further details, Rhodynn can tell them 
  
  24
  the two activation words that the High 
  Priestess always spoke while using the bath, 
  but not what effects they have.
  Shahrltt: A female phase spider who, after 
  being freed, tried to escape the level using 
  her ethereal jaunt ability . However, when 
  she did she was immediately set upon by 
  ghostly Xaqahandra and forced to return 
  to the material plane for fear of her life. She 
  can tell the PCs about that brief encounter, 
  though she may exaggerate the details 
  somewhat for dramatic effect.
  Connections: This chamber does not 
  directly connect to any other area . 
  See the Map of Level 13. 
  377. STONE FISH STABLE
  Summary: This unusual room houses a 
  wonder of the subterranean world, the stone 
  fish steeds.
  Sights and Sounds: This chamber is in 
  shadowy illumination, lit by a faint, multi-
  colored glow . When the PCs enter, the see 
  the following.
  As you exit the Obsidian Archway, you find 
  yourself in a dark, shadowy room. Unlike most of 
  the rooms in this complex, there is light--lights 
  of many colors play along the rough-hewn stone 
  walls--and there is movement. Small shadows 
  dance amid the swirling incandescence, and you 
  smell the unmistakable scent of brine. Are you 
  underwater?
  Background: The valuable stone fish 
  (see below for details) are kept in small, 
  individual cells or stables. They are well fed 
  and well cared for, but are currently alone in 
  their unusual prisons .
  The main room of this area is a long 
  hallway, but the individual cells are made 
  of different types of metal--iron, copper, and 
  steel. The lighting in this area comes from 
  small, enchanted stones set in the ceiling of 
  each cell. They fill the areas with muted blue 
  and green beams, and each cell reflects the 
  strange lights in subtly unique ways based 
  on the metals from which they are made. 
  The doorways to the cells are strong but 
  pliable metallic screens . Each can be opened 
  from inside or out by a simple twist of the 
  door handle, but since fish have no hands, 
  the cell doors are secure .
  Small, ornate harnesses hang just outside 
  each of the first six cells; the remaining two 
  cells are empty and their harnesses are gone .
  The Stone Sisterhood uses the stone fish 
  to move around their complex without 
  using the Obsidian Archways . They also 
  use them to occasionally patrol through 
  the undeveloped sections of this level--
  checking on some of the natural caverns and 
  making sure that other burrowing creatures 
  are not threatening the mortal remains of 
  Xaqahandra.
  Fish Wrangling: When the players enter 
  the room from the Obsidian Archway, they 
  each need to succeed at a Will save (DC 23) 
  or be partially mesmerized by the hypnotic 
  pattern of the swirling lights. (Creatures 
  with darkvision gain a +2 bonus to this 
  saving throw .) Originally installed to calm 
  the stone fish and keep them docile, the 
  swirling lights also cause visitors who are 
  not used to them to become disoriented . 
  On a failed save, the creature suffers a -4 
  penalty to all ability and skill checks while 
  in this area. A creature that fails can attempt 
  the saving throw again in 24 hours; once the 
  creature succeeds, he need never attempt 
  the save again .
  Characters that deduce the abilities and 
  potential uses of the stone fish (a DC 20 
  Knowledge (dungeoneering) check reveals 
  the creatures’ most unusual stone-swimming 
  property) may decide they want to possess 
  the tiny outsiders for themselves. Acquiring 
  one of these stone fish is not a complicated 
  task--but it is not a trivial one, either . The PC 
  must either subdue or grapple a stone fish 
  and fit it with one of the harnesses found on 
  the wall. After that, the player may attempt 
  to guide it on a swim through the stone (see 
  the stone fish description, below).
  Subduing a Stone Fish: Stone fish may be 
  subdued in the same ways any other creature 
  can . They can be beaten into unconsciousness, 
  or a character may use one of a number of spells 
  to capture or control the stone fish. Engaging 
  the creature in combat, however, has its risks . 
  First, the stone fish will attempt to swim past 
  
  25
  the player if the door is open and, once out 
  of its metallic cell, it can swim right through 
  the stone wall of the stable to escape. Second, 
  injuring a stone fish prejudices it forever 
  against that handler; apply a +4 penalty to the 
  DC of any Handle Animal or related checks 
  necessary to control the creature in the future. 
  What’s more, the stone fish will try to escape 
  at any opportunity .
  Grappling a Stone Fish: This is tricky, but 
  not impossible. While the stone fish will 
  attempt to “swim” out an open door as 
  quickly as it can, a player can attempt to 
  grapple it as it passes. If successfully pinned, 
  the stone fish can be fitted with a harness 
  by performing another successful Grapple 
  check. Once harnessed, a stone fish becomes 
  relatively docile and no longer attempts 
  to escape (unless it has been damaged by 
  its handler; see “Subduing a Stone Fish,” 
  above) . The harness provides a +10 bonus 
  to the handler’s Grapple check should the 
  stone fish try to get away.
  When holding a harnessed stone fish, 
  its handler can use it to swim through the 
  surrounding stone walls, as per the rules 
  listed under the creature’s special abilities .
  Stone Fish (Neutral)  CR 3
  Tiny outsider (extraplanar, earth)   
  HD 3d8+9 
  hp 22
  Init +0  
   
  Speed 20 feet, burrow 20 feet
  AC 24, flat-footed 23, touch 11
  BAB/Grapple +3/+1
  Attack +6 melee (2d8+3, slam)
  Full Attack +6 melee (2d8+3, slam)
  SA none
  SQ Allaround vision, earth swim, damage 
  reduction 5/bludgeoning, darkvision 60 
  ft., immunity to cold and fire, resistance to 
  electricity 10, tremorsense 60 ft.
  Fort +5, Ref +3, Will +3
  Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10
  Languages Terran
  Feats: Toughness
  Crucial Skills: Hide +14, Listen +6, Spot +8
  Other Skills: Intimidate +3, Knowledge 
  (dungeoneering) +6, Move Silently +3, 
  Search +6, Survival +6 (+8 following tracks 
  or underground)
  Stone fish are creatures native to the 
  elemental plane of earth, but often found on 
  other planes in areas of magic rock or stone. 
  Each fish is a spindle shape roughly 18 
  inches long, with three eyes spaced evenly 
  around a mouth located at the front of the 
  spindle, and three rows of fins running along 
  its body. Stone fish swim through rock and 
  earth as normal fish swim through water, 
  hunting for small burrowing creatures to eat 
  as prey, but they cannot penetrate refined 
  metals or wood. Outside of rock, they hover 
  above the earth (never more than 6 feet 
  above the ground), “swimming” through 
  the air slowly, but as easily as they move 
  through earth .
  Stone fish are very territorial, and left to 
  their own devices rarely travel more than 
  a few hundred feet from the place of their 
  hatching. This can be used to the benefit of 
  groups wishing to use stone fish, by moving 
  any eggs found in the wild to a prepared 
  hatchery. By hatching eggs in containers of 
  soft sand that are in a cavern, but isolated 
  from direct connection with any other rock, 
  trainers can rest assured that if a stone fish 
  does get loose, it will inevitably swim back 
  to the cavern roof just above its hatchery 
  box, and drop into the sand .
  Because their earth swim ability makes 
  the rock around them malleable and safe 
  for passage, stone fish are often used 
  by air-breathing creatures as modes of 
  transportation through regions of deep 
  cave kingdoms . A special harness allows 
  a Medium or smaller humanoid to tether 
  one or more stone fish to himself, and then 
  be pulled along by them, passing through 
  rock as he goes. Properly getting a stone fish 
  into and out of a harness is most commonly 
  accomplished by a DC 20 Handle Animal 
  check. A creature tethered to a stone fish 
  must use one hand to guide the fish as it 
  swims through rock or earth. The unique 
  school-sight property of stone fish makes 
  them particularly popular transportation 
  for creatures of the earth subtype.
  Allaround Vision (Ex): A stone fish’s 
  symmetrically placed eyes allow it to look 
  in any direction, providing a +4 racial bonus 
  on Spot and Search checks. A stone fish can’t 
  be flanked.
  School Sight (Su): A stone fish shares its 
  tremorsense with any creature of the earth 
  subtype within 10 feet of it. Though this 
  
  26
  special ability, stone fish schools are often 
  able to perceive all activity within a huge 
  area, allowing them as a group to react 
  quickly to dangers that threaten individual 
  members of the school.
  Earth Swim (Ex): A stone fish can glide 
  through stone, dirt, or almost any other sort 
  of earth (with the exception of metal, raw or 
  processed) as easily as a fish swims through 
  water. It actually causes the stone in a 5-foot 
  radius around it to become pliable and easily 
  passed through, and even safely breathed. 
  This allows creatures adjacent to the stone 
  fish to travel safely along with it as long as 
  they constantly remain no more than 5 feet 
  away from the fish. A stone fish’s burrowing 
  leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence. 
  A move earth spell cast on an area containing 
  a burrowing stone fish flings it (and any 
  adjacent traveler) back 30 feet, stunning the 
  creatures for 1 round unless they succeed on 
  a DC 15 Fortitude save .
  Connections: This chamber connects to area 
  370 .
  See the Map of Level 13. 
  378. HARBINGER’S HALL 
  (EL 17)
  Summary: An incredibly powerful thoqqua 
  guards the chamber where Xaqahandra is to 
  be summoned .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  This vast chamber sits under an arched dome, 
  stretching up fifty feet from the floor at it’s center. 
  Twelve columns of twisted, unworked rock are 
  evenly spaced around the room, each running 
  from floor to the center of the dome. Sounds 
  echo hollowly through the room, and there is the 
  strong smell of hot metal, as though a forge is 
  nearby. The western edge of the round chamber 
  opens onto a ledge, the wall pulled away to reveal 
  a sheer drop off. Built into the southernmost part 
  of the wall is an Obsidian Portal. 
  Background: This is the highest point of 
  the summoning chamber--referred to by 
  the medusa as either the “landing” or the 
  “killing field.” It is connected to a series of 
  other perfectly circular rooms (area 379 and 
  area 380) . According to the Stone Sisterhood, 
  these chambers were specifically created 
  by Xaqahandra in the moments before her 
  death . They were intended, the legend 
  claims, as a metaphorical and literal stairway 
  into the world beyond so that worshippers 
  could find Xaquahandra and then lead her 
  back to the world of the living.
  The ceremony to summon Xaqahandra 
  is now underway, and the first part took 
  place in this upper dome. The first rite did 
  not summon Xaqahandra herself but her 
  guardian totem, Ghughalv, the Harbinger 
  of Xaqahandra. According to legend, 
  Ghughalv was the first of all thoqqua--the 
  progenitor from which the rest of the race 
  spawned millennia ago. During its life, 
  Ghughalv was drawn to Xaqahandra and 
  worshiped the elder xorn . Ghughalv, it is 
  said, fought in many great battles alongside 
  Xaqahandra, serving as her bodyguard. It 
  was to Ghughalv’s great shame that it was 
  unable to protect Xaqahandra on the day 
  she died. In order to summon Xaqahandra 
  in the flesh, the medusas first were required 
  to bring Ghughalv back to guard the site and 
  to immediately apologize to Xaqahandra for 
  failing her in the past.
  The Harbinger: The current Xhughalv is a 
  young reincarnation of a creature from an 
  elder age. It is essentially a child of vast 
  power, more powerful than any modern 
  thoqqua but still new to its own powers. 
  Ghughalv instinctively knows this is the top 
  step of the area through which Xaqahandra 
  shall return to the world, and so guards it 
  against any creature other than members of 
  the Stone Sisterhood .
  Xhughalv will immediately attack any 
  creature that enters into this chamber that 
  is not a medusa wearing the vestments 
  or armor of a member of the Stone 
  
  27
  Sisterhood. It will continue attacking until 
  all such creatures are dead, or it is. If its 
  targets flee down the disk steps (area 379), 
  Ghughalv will give chase, even following 
  them into chamber beyond (area 380). It 
  will also follow creatures that flee into the 
  surrounding stone (using their own earth-
  gliding abilities or the powers of the stone 
  fish). But those that flee using the Obsidian 
  Portal will be allowed to go . Ghughalv, 
  however, will remain on heightened alert 
  for their possible return.
  For their part, the medusa priestesses 
  are convinced Ghughalv is immortal 
  and indestructible . As long it guards the 
  entryway, they are more than happy to 
  focus all their attention on the preparations 
  to summon Xaqahandra. However, as soon 
  as PCs kill Ghughalv it causes an earth-
  shaking bellow, alerting the medusas that 
  their guardian is dead . At that point, their 
  chanting can be heard wafting up from the 
  rooms below, and the GM should note from 
  that moment, there are only 20 rounds until 
  Xaqahandra is summoned. 
  Ghughalv, Harbinger of Xaqahandra  
  (Neutral) 
  Thoqqua Paragon     CR 17
  Medium Elemental (Earth, Extraplanar, Fire) 
  Hit Dice 3d8+3 6+27   hp 87 
  Initiative +9     Speed 90 ft., burrow 60 ft.
  AC 49, flat-footed 42, touch 41
  Base Attack/Grapple +2 /+4 (+25 luck bonus 
  to all attacks)
  Attack +37 melee (1d6+35 plus 2d6 fire, slam)
  Full Attack: +37 melee (1d6+35 plus 2d6 fire, 
  slam)
  Special Attacks Heat, burn
  SA 3/day (CL 15): greater dispel magic, haste, 
  see invisibility
  SQ Darkvision 60 ft., damage reduction 
  10/epic, elemental traits, fast healing 20, 
  immunity to fire, cold resistance 10, spell 
  resistance 27, tremorsense 60 ft.
  Fort +23, Ref +20, Will +19
  Str 30, Dex 28, Con 28, Int 21, Wis 27, Cha 25
  Languages Abyssal, Celestial, Draconic, 
  Ignan, Infernal, Terran
  Feats: Alertness, Track
  Skills: Listen +27, Move Silently +26, 
  Survival +25 
  Connections: This chamber connects to area 
  370 and area 379 .
  See the Map of Level 13.
  379. STEPPED DISKS (EL 15)
  Summary: The Stone Sisterhood sends a 
  few representatives to keep the PCs away 
  from their ritual 
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  From the topmost platform, you can see other 
  disk-like platforms below it leading down in a 
  series of stepped chambers. At the very bottom is 
  a passageway into what seems to be a large, open 
  chamber beyond. A squad of Stone Sisterhood 
  medusas come through the passageway and 
  immediately look up toward your position. 
  Background: 
  These 
  stepped, 
  disk-like 
  chambers are considered to be holy ground 
  by the members of the Stone Sisterhood. 
  They believe that the area was carved out by 
  Xaqahandra in the moments before her death, 
  left here for the specific purpose of allowing 
  the faithful to find her and, eventually, lead 
  her back to the land of the living. 
  Usually, the Stone Sisterhood keeps 
  guards in this area, protecting it against 
  being defiled by nonbelievers. However, 
  after summoning Ghughal, they considered 
  the chambers as being sufficiently protected, 
  and all the medusas focused their attention 
  on the summoning ritual . 
  Each disk is raised 10 feet above the next 
  one down, with a sheer drop-off being 
  the only way to get from one to another. 
  Climbing, jumping, and all other methods 
  of going down or up the stepped disks incur 
  no special penalties--they simply function 
  as they normally would for an obstacle that 
  basically is a 10-foot ledge and wall.
  Delaying 
  Tactic: 
  When 
  the 
  medusas 
  performing the summoning ritual hear the 
  sounds of Ghughalv’s death, they send 
  some of their guards back to this area to kill 
  off, or at least delay, the approach of who- 
  or whatever managed to kill the legendary 
  thoqqua. (The GM should bear in mind 
  that Xaqahandra’s summoning ritual will 
  be completed 20 rounds after Ghughalv’s 
  death, and should be keeping close track of 
  the passage of time.)
  A group of medusas consisting of 
  two 
  Stone 
  Sisterhood 
  Archers, 
  one 
  Stone Sisterhood Warrior, and one Stone 
  
  28
  Sisterhood Priestess enters at the bottom 
  of the chamber. The archers and priestess 
  use their ranged abilities (including their 
  petrifying gaze attacks) to begin to harry 
  the PCs while the warriors begin to climb 
  the disks in hopes of engaging the group 
  in melee combat after they have been 
  significantly weakened.
  Stone Sisterhood Archer (x2): hp 63
  Stone Sisterhood Warrior: hp 90
  Stone Sisterhood Priestess: hp 92
  Stone Sisterhood 
  Priestess (Lawful 
  Evil) 
  Female medusa Cleric 7        
  CR 11
  Medium Monstrous 
  Humanoid
  HD 13d8+39  hp 107
  Init +6                         
  Speed 20 feet
  AC 31, flat-footed 30, 
  touch 14
  BAB/Grapple +11/+11
  Attack +14 melee (1d8+2, 
  +2 morningstar) or +11 melee (1d4, dagger) 
  or +11 (1d3, unarmed strike) or +14 ranged 
  (1d8, light crossbow)
  Full 
  Attack 
  +14 
  melee 
  (1d8+2, 
  +2 
  morningstar) or +11 melee (1d4, dagger) 
  or +11 (1d3, unarmed strike) or +14 ranged 
  (1d8, light crossbow)
  SA Petrifying gaze, poison
  SQ Darkvision (60 ft.), Aura , Earth Domain, 
  Rebuke Undead (Su), Spontaneous Casting, 
  Turn Air, Rebuke Earth, War Domain
  Fort +10, Ref +9, Will +14
  Str 10, Dex 15, Con 16, Int 12, Wis 18, Cha 15
  Languages Common, Terran
  Feats: Armor Proficiency (all), Combat 
  Casting, Combat Reflexes, Favored Weapon 
  Focus (morningstar), Improved Initiative, 
  Point Blank Shot, Precise Shot, Shield 
  Proficiency, Simple Weapon Proficiency 
  (all), Skill Focus (Concentration) .
  Crucial Skills: Concentration +14 
  (+18), Heal +5, Move Silently +8, 
  Spellcraft +11, Spot +11
  Other Skills: Balance +3, Bluff +9, 
  Climb +6, Diplomacy +8, Disguise 
  +9, Escape Artist -4, Hide -4, 
  Intimidate +6, Jump -12, Swim -11
  Cleric Spells Prepared: 0-level--
  cure minor wounds, guidance, light, 
  mending, resistance, virtue; 1st-
  level--bane, bless, doom, entropic 
  shield, shield of faith, magic weapon; 
  2nd-level--darkness, hold person, 
  silence, spiritual weapon (x2); 3rd-
  level--contagion, magic circle against good, 
  stone shape, wind wall; 4th-level--greater magic 
  weapon, spell immunity, spike stones
  Possessions: Dagger, +3 full plate, +2 heavy 
  steel shield, +2 morningstar, mwk light 
  crossbow, amulet of natural armor +2, cloak 
  of resistance +3, ioun stone (pink), potion of 
  barkskin +5
  Connections: This chamber connects to area 
  375 and area 380. See the Map of Level 13.
  380. THE PETRIFIED 
  CONGREGATION (EL 15)
  Summary: The Stone Sisterhood stand 
  before the calicified remnants of their god, 
  trying to bring her back into our world .
  Sights and Sounds: This chamber is in 
  shadowy illumination. If the PCs are within 
  appropriate range, they see the following.
  The walls of this great, round chamber at first 
  seem to be made of natural, unworked stone. But it 
  quickly becomes clear that they are in fact constructed 
  of hundreds, perhaps thousands, of petrified bodies--
  victims of the medusas’ gaze attacks stacked next to 
  and on top of one another until they create a single, 
  seamless wall sixty feet tall. At a handful of points 
  along the wall sit iron braziers burning a mixture 
  of coal and incense, filling the chamber with a faint 
  light and a heavy, earthy scent. 
  At the center of the chamber, a bizarre statue 
  rises from the stone ground. A ten-foot tall gaping, 
  upturned maw filled with rows of vicious fangs, 
  each as large as a broadsword. Here and there 
  around the statue’s base, other smaller statues also 
  sprout from the ground. These appear to be the 
  barren, wind-blasted trunks of trees, or perhaps 
  rows of primitive spears encircling the maw. 
  Around these statues, a group of medusas 
  stand in a broad circle and chant a tuneless dirge. 
  Their eyes loll back in their heads as their entire 
  bodies shiver with religious ecstasy. Standing 
  guard over this group is a squad of medusa 
  warriors and archers. 
  
  29
  Background: This chamber is the holiest 
  of holy sites for any worshipper of 
  Xaqahandra the Eternal Burrower. While 
  the ground around here is said to be her 
  final resting place, legend has it that the 
  statues in this room are carved from pieces 
  of Xaqahandra’s remains. In truth, though, 
  these are not statues at all, but Xaqahandra’s 
  actual snout and the tips of some of her 
  claws . This chamber is, in truth, the gigantic 
  xorn’s literal burial spot .
  Members of the Stone Sisterhood are 
  here performing the final rituals that they 
  believe will bring Xaqahandra back from the 
  afterlife and restore her to her rightful place 
  of glory. At the same time, another group 
  (including the High Priestess) is performing 
  a bolstering ritual in area 384 . 
  At the time the PCs enter this chamber, 
  it is likely that the ritual is in the midst of 
  a 20-round countdown to completion (see 
  area 378). If the countdown has not yet 
  begun, begin it as they reach this area . 
  So long as just one of the medusas remains 
  chanting, the ritual and the countdown 
  continues .
  The Wall: The wall, as described above, 
  is made up of hundreds of victims of the 
  mesudas’ petrifying gaze attacks. They have 
  been arranged in such a way that they seem 
  to form a seamless wall but, in fact, stone 
  working artistry and a good deal of mortar 
  was needed to create the final walls. As 
  a result, though creatures in the wall may 
  be freed from their petrified states with 
  the right magic spells, once returned to life 
  they are still trapped as part of the wall. 
  Releasing them requires that section of wall 
  be destroyed (thereby harming the bodies of 
  other petrified creatures around them).
  The Guards: A small squad of Stone 
  Sisterhood archers and warriors stands 
  guard over the chanting priestesses. If the 
  PCs encountered resistance in area 379, 
  those medusas came from this squad. The 
  remaining guards consist of 10 cultists 
  (ordinary medusas) who will likely be 
  aware of that the PCs are approaching. 
  (Any sound of combat in area 378 or area 
  379 will automatically put the guards on full 
  alert .) They will protect the chanters to the 
  best of their ability, but foremost they will 
  try to defeat or drive off the invaders. These 
  cultists will fight to the death, filled with 
  the belief that they are doing their goddess’ 
  will, using every resource at their disposal--
  including their petrifying gaze.
  Medusa (x10): hp 33
  The Chanters: The heart of the awakening 
  ritual is the circle of 5 Stone Sisterhood 
  priestesses . They are all chanting and 
  actively involved in the chanting, but this 
  number of participants is not by any means 
  necessary . A single priestess is enough to 
  bring the ritual to a successful completion. 
  So deep in the throes of religious ecstasy 
  are they, that the priestesses will ignore 
  any combat going on around them as long 
  as it doesn’t disrupt their chanting . Once a 
  priestess takes any hit point damage herself, 
  though, she will cease her chanting and join 
  the combat, making full use of her spells 
  and her petrifying gaze. 
  The remaining chanters can tell when 
  one of the others drops out and how many 
  more chanters remain. If only one medusa 
  remains chanting, she will not cease no 
  matter what happens to her. She will stand 
  in place and continue the ritual until there 
  is no life left in her body (meaning that the 
  PCs may have to subdue an unresisting, 
  defenseless opponent--and how they do 
  so may have repercussions based on their 
  alignments, depending on how the GM 
  chooses to interpret the situation and their 
  actions) .
  The Countdown: The big uncertainty in 
  this encounter is the countdown. If the 
  PCs manage to stop the Stone Sisterhood 
  priestesses before the ritual is complete, 
  the encounter ends there. If they fail to, the 
  medusas have managed to bring Xaqahandra 
  back from the dead and this encounter will 
  
  30
  be need to be expanded by including the 
  effects described in the Xaqahandra the 
  Eternal Burrower .
  Stone Sisterhood Priestess (x5): hp 107
  A Note on EL: Setting the EL for this 
  encounter was a complicated process . The 
  ten CR 4 medusa cultists and the five CR 
  11 priestesses would be odd enough, but 
  then we had to factor in the fact that the 
  priestesses do not enter the fight at the 
  beginning, nor all at once  . . . and when they 
  do enter the fight, they will be partially 
  damaged from the start. 
  In the end, since the group of cultists 
  is equal to an extra priestess (CR 11), we 
  got a preliminary EL of 16, but since the 
  priestesses were pretty far from full strength 
  and would likely not get the chance to work 
  together in any concerted way, we dropped 
  the final EL to 15 for the whole encounter.
  REVISIT (EL 18)
  If the PCs manage to overcome the Stone 
  Sisterhood forces in this chamber and 
  prevent the reawakening of Xaqahandra, all 
  will seem quiet in this chamber. However, 
  Xaqahandra’s ghost will still be around 
  and it will be quite unhappy. Anyone who 
  enters this chamber that is not a member 
  of the Stone Sisterhood (or is in some other 
  way an active worshipper of Xaqahandra) 
  will face ghostly Xaqahandra.
  Connections: This chamber connects to area 
  379 .
  See the Map of Level 13. 
  381. THE STONE PRIORY 
  (EL 13)
  Summary: In the wake of the slave rebellion, 
  this is where most of the Stone Sisterhood 
  priestesses reside .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  An Obsidian Archway is built into an alcove 
  at the southernmost part of this chamber. From 
  the alcove, you can see a large, open room whose 
  floor is virtually covered with bedrolls, small 
  backpacks, and cots or daybeds carved in the 
  shape of humans, elves, and other creatures 
  kneeling on all fours. 
  At the southern end of both the east and west 
  walls is a single door whose handle is carved in 
  the shape of a medusa’s head. The north end of the 
  chamber opens into another broad area beyond. 
  Background: This area traditionally has been 
  the meeting area for the Stone Sisterhood-
  -where the High Priestess would call the 
  faithful for lessons and councils (both 
  religious and military) . However, since the 
  slave rebellion, she has ordered the order’s 
  priestesses to live here, where they are closer 
  to her, her lieutenants, and the holy sites of 
  worship . 
  The chamber now serves as a tremendous 
  dormitory .
  The Chamber Beyond: The chamber to 
  the north is Xaqahandra’s Shrine and it 
  is currently in use. As a result, it is quite 
  possible for the PCs to be noticed while 
  exploring this chamber (see area 384 for 
  details). It is also possible for the group to 
  spy on the activities in the shrine, if they are 
  stealthy enough and have sufficient range of 
  darkvision (or some other ability that will 
  let them see in the dark) .
  Sleeping Space: Most of this chamber 
  is currently serving as the dormitory for 
  the rank and file of the Stone Sisterhood 
  priestesses . (The archers and warriors are 
  staying elsewhere.) It’s clear that the floor 
  space has been divided into personal spaces, 
  an attempt for the medusas to provide one 
  another with some measure of privacy, but 
  its unclear how many spaces there are . Some 
  are so neat and tidy, they could be merely 
  storage spaces, but it is also conceivable that 
  they belong to priestesses that have perished 
  or are away on some quest or pilgrimage. 
  None of the medusas are here, and (if the 
  PCs decide to check) none of them seem to 
  own any particularly valuable property . 
  
  31
  The bedrolls and packs contain frock worn 
  by the cultists, some tracts and prophesies 
  about Xaqahandra written in Terran, and 
  a handful of pendants, bracelets, and 
  earrings constructed unartfully and made 
  of common metals. However, many of the 
  packs do contain vials of stone water. If the 
  PCs search all the rolls and packs, they can 
  gather a total of 4d4+8 vials.
  If the GM wishes to increase the amount 
  of treasure available to the PCs, the common 
  metal jewelry could be finely crafted items 
  made of precious metals and decorated 
  with gems. Likewise, any number of the 
  packs could contain a valuable religious 
  icon or rare prayer book. It is possible for the 
  medusas to have “treasure,” but it should 
  not be in the form of ostentatious or common 
  items . They are religious zealots, and they 
  do not keep any items that would distract 
  them from their devotion to Xaqahandra.
  The cots are not artistic renderings, the 
  are made of creatures that were forced to 
  kneel on hands and knees and then made 
  victims of a petrification gaze attack.
  The Doors: The doors on the east and west 
  walls of the chamber are locked, with no 
  apparent mechanism doing the deed. In order 
  to get a handle to turn, a priestess (or other 
  creature with the ability) must expend one of 
  her turn undead uses for the day. The handles 
  detect as magical (moderate transmutation), 
  and spells such as identify will allow the caster 
  to determine how the mechanism works . This 
  can also be achieved with bardic knowledge 
  check to get obscure information or a simple 
  DC 45 Knowledge (religion) check .
  The locks may not be picked mechanically, 
  but the doors are completely ordinary 
  simple wooden doors and may be broken 
  normally . This action, though, is certain to 
  draw the attention of the worshippers in 
  Xaqahandra’s Shrine.
  Connections: This chamber connects to 
  areas 369, 382, 383, and 384 .
  See the Map of Level 13. 
  382. LIEUTENANTS’ 
  QUARTERS (EL 15)
  Summary: This suite belongs to the 
  lieutenants that serve under the High 
  Priestess .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  Strewn about the main chamber is a vast 
  assortment of pillows which, while not made of 
  expensive materials, look to be well stuffed and 
  comfortable. On the north wall are a pair of 
  doors. 
  Background: This suite used to be home to 
  just two of the High Priestess’ lieutenants. 
  But when her original rooms (area 375) 
  were discovered by the rebellious slaves, 
  the High Priestess took over the matching 
  suite (area 383) and moved all four of her 
  lieutenants here . They now double-up in 
  the bedchambers, each one being home to a 
  warrior and a priestess . 
  All of the lieutenants are here currently. 
  After spending days overseeing preparations 
  for the awakening ritual, they were granted 
  time to rest before 
  the 
  culmination . 
  However, 
  they 
  are not actually 
  asleep--they’re 
  just too anxious 
  about the coming 
  return 
  of 
  their 
  god. 
  Instead, 
  they are in their 
  b e d c h a m b e r s 
  simply waiting to 
  be summoned for 
  the great moment .
  One 
  of 
  the 
  lieutenants 
  has 
  the staff of earthquakes, a magic item 
  that was crucial in creating this complex 
  and performing the ritual preparations. 
  It belongs to the High Priestess, but was 
  beginning to run low on charges . She gave 
  it to the lieutenants so that they could apply 
  the staff’s recharge ability for a few days.
  Main Suite: The southern part of the suite 
  is a lounge where, in less anxious times, the 
  lieutenants would spend time meditating, 
  reading scriptures, or simply relaxing . Being 
  a fairly ascetic order, the Stone Sisterhood 
  has spent very little time decorating the 
  room--comfortable pillows and blankets are 
  all that was ever brought in here . 
  If the GM wishes to add more treasure 
  to this level, this is a good place to do so 
  (particularly if extra treasure was added 
  to area 381, since it only makes sense that 
  lieutenants would have more valuable items 
  than the rank and file priests).
  
  32
  East Bedchamber: This room is as sparsely 
  furnished as the main suite, except that there 
  are a pair of cots like those found in area 381. 
  In here at the moment are two of the cult’s 
  lieutenants. When the PCs first enter the 
  main suite, these medusas are relaxing, but 
  not sleeping . They have every reasonable 
  opportunity to hear the PCs moving around 
  (including if they make excessive noise 
  getting into the main suite). Simple shuffling 
  noises could be mistaken for the medusas 
  from the other room moving about the suite 
  normally. If, however, the lieutenants here 
  have reason to become suspicious, they will 
  immediately take action to investigate (being 
  prepared for attack, since even though they 
  may not know about the PCs, they do know 
  about the rebellious slaves) .
  Stone Sisterhood Warrior: hp 106
  Stone Sisterhood Priestess: hp 107
  West Bedchamber: For most intents and 
  purposes, this chamber is identical to the east 
  bedchamber. The only significant difference 
  is that the priestess here is holding the staff 
  of earthquakes . 
  Stone Sisterhood Warrior: hp 106
  Stone Sisterhood Priestess: hp 107
  New Magic Item
  Staff of Earthquakes: This thick shaft of 
  granite has a rough, rocky knob at the head 
  and a sharp stalactite-like tip at the bottom. 
  The staff allows the use of the following 
  spells: Spike stones, Move earth, Wall of stone 
  (2 charges), Earthquake (2 charges) .
  Once per day you can recharge one charge 
  on the staff of earthquakes by exposing it to a 
  flesh to stone spell or a petrifying gaze attack.
  Strong evocation; CL 13th; Craft Staff, 
  earthquake, move earth, spike stones, wall of 
  stone; Price 52,532 gp . 
  Connections: This chamber connects to area 
  381. See the Map of Level 13. 
  383. HIGH PRIESTESS’ 
  QUARTERS
  Summary: These are the new chambers of 
  the Stone Sisterhood’s High Priestess .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  Scattered around the main chamber are small 
  piles of items--curtains, clothing, personal 
  effects, chairs, chests, and random collections 
  of other items. They seem to have been dropped 
  there with only a modicum of care and then left, 
  like someone was bringing in piles of loot and 
  leaving them for later sorting. 
  Background: This suite used to be the 
  quarters for two of the Stone Sisterhood 
  lieutenants . 
  But 
  when 
  the 
  rebellious 
  slaves invaded the High Priestess’ original 
  quarters (area 375), the lieutenants moved 
  to area 383 and the High Priestess took over 
  these rooms. She now has the entire block of 
  rooms to herself. 
  Main Suite: This room was intended as 
  a lounge/common area for the suite, a 
  good place for meetings, strategy councils, 
  and other official 
  business . However, 
  the High Priestess of 
  the Stone Sisterhood 
  has been using it 
  mostly for storing 
  items 
  that 
  have 
  been rescued from 
  her former quarters. 
  Scattered 
  around 
  the room are piles of 
  furniture, clothing, 
  and personal items, 
  giving the chamber the feeling of a bazaar 
  or yard sale .
  There is nothing of particular interest 
  here, but it is a good location for the GM 
  to seed with unusual items or campaign-
  specific treasure, if he is so inclined.
  East Bedchamber: The High Priestess uses 
  this room for meetings with her lieutenants, 
  religious tutorials with members of the cult, 
  meditation, and other personal activities . 
  The floor is covered with an abundance of 
  pillows, throw rugs, and a handful of stools 
  and small benches . 
  West Bedchamber: This is the High Priestess’ 
  bedchamber. Unlike the other members of 
  the cult, she actually has a bed, and quite 
  a comfortable one. It has a large mahogany 
  headboard carved in the shape of a medusa’s 
  head, and a plush feather mattress (stuffed 
  with cockatrice feathers). At the north end of 
  the room stands a coat rack from on which 
  hangs the Priestess’ dressing gown, and 
  next to that is a large metallic tub .
  
  33
  The tub is actually a wondrous item 
  given to the worshippers of Xaqahandra 
  during the original construction of the 
  dungeon. Legend says that it formerly 
  belonged to Queen Ryssa herself, and that 
  it was presented as an offering of peace 
  after the mad queen originally threatened 
  to drive the “xorn worshipping zealots” 
  from her kingdom, which resulted in all 
  her representatives in the lower sections of 
  Dragon’s Delve being under near constant 
  attack by the ghost of Xaqahandra.
  Because of its size and weight, the tub 
  rarely is moved. It had sat in the High 
  Priestess’ former quarters for more than 
  eight centuries (used by generation after 
  generation 
  of 
  High 
  Priestess). 
  When 
  the rebels burst through the wall of her 
  chamber, the only two items she insisted her 
  forces recover were this tub and the staff of 
  earthquakes .
  New Magic Item
  Bronze Bath of Queen Ryssa: The bronze 
  bath of Queen Ryssa is a sizeable magic tub, 
  six feet in length and three in both depth 
  and width, weighing 1,000 lbs ., constructed 
  to have the appearance of a roaring blue 
  dragon (the head turned back to serve as 
  the spigot, the wings forming the majority 
  of the bath’s sides).  When a command word 
  is spoken, the bath fills with warm sand 
  that cleans any person or item within it as 
  if using the clean function of a prestidigitate 
  spell (except that it functions on any item 
  able to fit in the tub).
  Additionally, once per day a creature 
  bathing in the bronze bath can speak a 
  command word to have it to grant a massage . 
  This limbers and relaxes the creature, but 
  also magically grants the creature the ability 
  to perform additional actions during the 
  next 24 hours. An affected character can 
  take one additional standard action once per 
  day, the creature gains one additional such 
  action for every 5 full levels the character 
  possesses . These additional actions must be 
  taken at the beginning or end of a character’s 
  turn, and only one additional action can be 
  taken in a single round .
  The bath is theoretically mobile, in that it 
  works regardless of where placed. However, 
  due to its size and weight, it often remains in 
  a single locale for years or decades at a time.
  Strong transmutation; CL 5th; Craft 
  Wondrous Item, haste; Price 12,000 gp .
  Connections: This chamber connects to area 
  381. See the Map of Level 13. 
  384. XAQAHANDRA’S 
  SHRINE (EL 16)
  Summary: The Stone Sisterhood use this 
  shrine to worship Xaqahandra.
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  Clearly this is some kind of temple or place 
  of worship. The large outer chamber has rows 
  of prayer benches lined up facing the apse at 
  the north end, the centerpiece of which is an 
  Obsidian Archway. 
  The walls of the shrine at first seem to be 
  natural, uncrafted stone, but closer inspection 
  reveals that they are in fact made of hundreds 
  of petrified bodies--victims of the medusas’ gaze 
  attacks stacked next to and on top of one another 
  until they create a single, seamless wall. 
  Background: This 
  shrine is dedicated 
  to Xaqahandra the 
  Eternal Burrower . 
  It was the place 
  of worship used 
  by the Stone 
  Sisterhood before 
  they crafted the 
  massive Petrified 
  Congregation, 
  and where they 
  perfected the 
  technique of 
  using petrification 
  victims as raw 
  material for masonry. While it is dedicated 
  to Xaqahandra, the medusas use the shrine 
  to worship all the gods in their pantheon . 
  The Wall: The wall, as described above, 
  is made up of hundreds of victims of the 
  mesudas’ petrifying gaze attacks. They have 
  been arranged in such a way that they seem 
  to form a seamless wall but, in fact, stone 
  working artistry and a good deal of mortar 
  was needed to create the final walls. As 
  a result, though creatures in the wall may 
  be freed from their petrified states with 
  the right magic spells, once returned to life 
  they are still trapped as part of the wall. 
  
  34
  Releasing them requires that section of wall 
  be destroyed (thereby harming the bodies of 
  other petrified creatures around them).
  Calling The Burrower: The High Priestess 
  of the Stone Sisterhood is in the shrine 
  leading a group of lesser cult members in 
  a ritual intended to bolster the awakening 
  ritual being performed in the Petrified 
  Congregation area. (If the PCs disrupted the 
  other ritual some time ago, then this rite is 
  instead the beginnings of a new awakening 
  ritual .) The High Priestess is standing in the 
  alcove, invoking Xaqahandra and urging her 
  followers on to heights of religious ecstasy. 
  In point of fact, this ritual is all ceremony 
  and symbolism--it doesn’t actually affect the 
  awakening ritual at all, but its observance is 
  important to the faithful. If pressed, though, 
  the High Priestess knows that this ritual is 
  of little consequence and will disband it in 
  order to do combat with interlopers or help 
  protect the important ritual being performed 
  elsewhere . 
  The High Priestess has chosen to lead this 
  ceremony because she is uncertain of what 
  state of mind Xaqahandra will be in when 
  she returns to this plane. It is just possible 
  that their goddess will be crazed with 
  hunger upon her return and may consume 
  the very worshippers who awaken her . 
  While the High Priestess would give her 
  life for her goddess, she would rather let 
  other worshippers have that honor while 
  she stands at Xaqahandra’s side as she 
  subjugates the world .
  Medusa (x6):  hp 33
  Shyahnhandra, Stone Sisterhood 
  High Priestess (Lawful Evil)
  Female medusa Cleric 11        CR 15
  Medium Monstrous Humanoid
  HD 17d8+34  
   
  hp 111
  Init +1  
   
   
   
  Speed 20 feet
  AC 29, flat-footed 28, touch 11
  BAB/Grapple +14/+14
  Attack +16 melee (1d8+2, +2 morningstar) 
  or +15 melee (1d4, dagger) or +15 (1d4 plus 
  poison, snakes) or +15 ranged (1d8, light 
  crossbow)
  Full Attack +16/+11 melee (1d8+2, +2 
  morningstar) or +15/+10 melee (1d4, dagger) 
  or +15 (1d4 plus poison, snakes) or +15 
  ranged (1d8, light crossbow)
  SA Petrifying gaze, poison
  SQ Darkvision (60 ft.), Aura, Earth Domain, 
  Rebuke Undead (Su), Spontaneous Casting, 
  Turn Air, Rebuke Earth, War Domain
  Fort +14, Ref +12, Will +20
  Str 10, Dex 12, Con 15, Int 14, Wis 20, Cha 18
  Languages Common, Giant, Terran
  Feats: Armor Proficiency (all), Combat 
  Casting, Combat Reflexes, Favored Weapon 
  Focus (morningstar), Improved Initiative, 
  Point Blank Shot, Precise Shot, Shield 
  Proficiency, Simple Weapon Proficiency 
  (all), Skill Focus (Concentration), Weapon 
  Finesse
  Crucial Skills: Concentration +22 (+26), 
  Heal +5, Move Silently +8, Spellcraft +11, 
  Spot +15
  Other Skills: Balance +3, Bluff +10, Climb 
  +6, Diplomacy +17, Disguise +10, Escape 
  Artist -4, Hide -4, Intimidate +7, Jump -12, 
  Swim -11
  Cleric Spells Prepared: 0-level--cure minor 
  wounds, guidance, light, mending, resistance, 
  virtue; 1st-level--bless, cure light wounds, doom, 
  divine favor, entropic shield, protection from 
  good, shield of faith, magic weapon; 2nd-level-
  -darkness, eagle’s splendor, hold person, silence 
  (x2), spiritual weapon; 3rd-level--contagion, 
  cure serious wounds (x2), magic circle against 
  good, stone shape, wind wall; 4th-level--divine 
  power, freedom of movement, greater magic 
  weapon, spell immunity, spike stones; 5th-level-
  -dispel good, flame strike, spell resistence, wall of 
  stone; 6th-level– heal, stoneskin
  Possessions: Dagger, +3 full plate, +2 heavy 
  steel shield, +2 morningstar, mwk light 
  crossbow, cloak of resistance +3, ioun stone 
  (pink), potion of barkskin +5, 500 gp diamond 
  dust, stone devotee amulet, 6 vials of stone 
  water
  Petrifying Gaze (Su): Turn to stone 
  permanently, 30 feet, Fortitude DC 17 
  negates . The save DC is Charisma-based .
  Poison (Ex): Injury, Fortitude DC 15, initial 
  damage 1d6 Str, secondary damage 2d6 Str . 
  The save DC is Constitution-based . 
  Tactics: The high priestess has used her 
  bath today (see area 383) and thus has 4 
  additional standard actions she can use 
  today (no more than 1 per round). If she 
  doesn’t have a chance to fully augment 
  herself with spells before fighting begins, 
  
  35
  she uses those actions to cast spells in the 
  first four rounds of combat. (Most likely 
  divine power, stoneskin, spell resistence, and 
  divine favor, in that order). If she’s already 
  taken half or more of her hit points before 
  going through 4 rounds of combat, she 
  keeps one extra standard action in reserve 
  to cast heal on herself. If she has additional 
  time before combat or early in the fight (or 
  during a lull), she also casts protection against 
  good, greater magic weapon, entropic shield, 
  and dispel good on herself.
  Upping the Ante: If the PCs have walked 
  relatively unscathed through their previous 
  encounters with the Stone Sisterhood, the 
  GM may consider making this one more 
  difficult by bolstering the group here with 
  an additional pair of Stone Sisterhood 
  Priestesses . This would increase the this 
  encounter to EL 17 .
  Alternatively, if the PCs have not yet 
  faced Ghughalv and the GM wants to 
  make this an epic encounter, have the High 
  Priestess call the paragon thoqqua from its 
  guard post. Equip it with a stone devotee 
  amulet and let it slither through the Obsidian 
  Archway during the third round of combat. 
  Doing this would increase this encounter 
  to a hideous EL 18, but is also pushing the 
  boundaries of the EL system. While a typical 
  group of 15th level characters would be very 
  challenged by the high priestess, 6 medusas 
  and Ghughalv, a typical group of 18th level 
  characters wouldn’t .
  Connections: This chamber connects to area 
  381 and area 378. See the Map of Level 13. 
  385. SECRET SHRINE
  Summary: A hidden shrine containing 
  statues honoring strange, monstrous gods .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  At first glance, this chamber seems like some 
  kind of statuary or art gallery. The floor rises 
  ramp-like along the east and west walls, creating 
  a two foot platform along the south wall. Spaced 
  regularly along the length of the ramp and 
  platform are nine statues of strange, nightmarish 
  creatures. 
  In the center of the room sits a taller dais 
  containing two other monstrous statues--bigger 
  and more terrifying than any of the others. 
  The strangest thing about the room, though, 
  is that there is no way in or out. It is a carefully 
  carved and constructed space without any door, 
  window, tunnel, or even Obsidian Archway to 
  grant access. 
  Background: This is a shrine dedicated 
  to the entire pantheon worshipped by the 
  Stone Sisterhood. While Xaqahandra is their 
  patron deity, they also acknowledge and 
  venerate the rest of the medusa pantheon. It 
  is tradition for all medusa temples to feature 
  one (and only one) statue of each of the gods 
  in the pantheon. Often, most of these statues 
  are put in side rooms or an ancillary chapel, 
  the better to allow worshippers to focus 
  the particular deity to whom the shrine is 
  dedicated. In this case, the Stone Sisterhood 
  has gone even further, putting the statues 
  in a room with no door and no Obsidian 
  Archway, making it nearly impossible for 
  most creatures to stumble into this chapel 
  inadvertently .
  This was not a problem, since the members 
  of the Stone Sisterhood are slavishly devoted 
  to Xaqahandra, none of them had any real 
  desire to make devotions to the other gods . 
  In fact, the only visitor the shrine ever gets is 
  the High Priestess herself, who sometimes 
  will use one of the stone fish to travel here 
  merely to get some time by herself where 
  none of the other medusas can find her.
  One of the oddities about the medusa 
  pantheon is that very few of them are actually 
  deities. Like Xaqahandra, they mostly are 
  powerful extra-planar creatures whom the 
  medusas venerate . The two actual gods--
  Ahrhaar and Phylmynn--provide blessings 
  and divine power to those who worship 
  any segment of the pantheon. They consider 
  that it increases their cosmic influence if the 
  mortal world sees them as the heads of a 
  godly family.
  
  36
  The Statues: There are eleven statues here-
  -one for each of the gods in the medusa 
  pantheon (minus Xaqahandra, whose statue 
  is in area 380) . Their names (and traditional 
  spheres of influence) are as follows.
  Ahrhaar the Snake Father--The source of a 
  medusa’s snaky hair and other serpentine 
  qualities, Ahrhaar is the father of most 
  members of the medusa pantheon. This 
  figure stands on the central dais and 
  appears to be thick, heavily muscled snake 
  with angry, flashing eyes. Its head and 
  upper torso is wreathed in a flowing mane 
  composed of smaller snakes (like a medusa’s 
  hair) . Domains: Earth, Evil, Luck, Trickery .
  Phylmynn the Stone Mother--A strange 
  and starkly beautiful creature with a vaguely 
  humanoid shape made entirely out of 
  connected sheets of shale (or some similarly 
  flat, layered rock), her statue stands on the 
  central dais. Phylmynn is the mother of the 
  pantheon and said to provide medusas with 
  their connections to stone and the earth . She 
  is generally considered to be stronger than 
  her husband, though she at first looks more 
  fragile. Domains: Earth, Law, Strength, War.
  Grarghoth, Brother to the Stars--A male 
  medusa whose statue stands at the end of 
  the platform and looks upward as if staring 
  at a distant celestial object . Grarghoth is the 
  god of curiosity and ancient knowledge.
  Lewlylth, Sister to the Seas--A female 
  medusa who is portrayed as rising bursting 
  forth from a cresting wave. Lewlylth is the 
  goddess of travel, weather, and uncertainty.
  Nhantrondral, Brother of the Void--An 
  empty set of armor (like that worn by the 
  Stone Sisterhood warriors) . Nhantrondral 
  is the god of sudden victory, survival, and 
  dispassion .
  Vsshandra, Sister of the Wind--At first, this 
  statue seems to be of a slender tree whose 
  branches are blowing in a strong wind . 
  Closer examination reveals that it is a female 
  medusa disguised as a tree and wielding a 
  saw-toothed blade . Vsshandra is the goddess 
  of death, memory, and preparedness.
  Rhondryll the Archer--This statue seems 
  to be an idealized Stone Sisterhood archer . 
  Rhondryll is the goddess of war, precision, 
  and devotion .
  Hstmss, Whisperer of Secrets--A nude 
  female medusa whose entire head and 
  shoulders are covered with the locks of the 
  snake hair, completely obscuring her visage . 
  Hstmss is the goddess of secrets, the future, 
  and fate.
  Drakkaugh the Impervious--A hulking 
  beast whose hide is covered in fur that, 
  upon closer inspection, clearly consists of 
  thousands of tiny snakes. Drakkaugh is the 
  god of fury, protection, and certainty.
  Yrdryff the Merciless--A ten-armed female 
  medusa standing in combat readiness 
  wielding a longsword, spear, scimitar, 
  whip, mace, club, axe, and war hammer . 
  Upon closer inspection, it becomes clear 
  that each of her arms ends not in a hand, but 
  in a snake’s head. Yrdryff is the goddess of 
  hard-earned victory, dedication, and pride .
  Bhorbrahn the Vigilant--A male medusa 
  sitting on a rock and looking away toward 
  an unseen horizon. Bhorbrahn is the god of 
  anticipation, fear, and shame.
  The Collection: A successful DC 30 
  Knowledge (religion) or DC 40 Knowledge 
  (nature) check allows a character to recall 
  that idols to the medusa pantheon are said 
  to provide boons to those who pray to them, 
  particularly when the idols are located on 
  holy ground . 
  Legend says that, once per week, if one 
  invokes each of the gods by name and then 
  makes an offering in blood or coin, the gods 
  may shine on the faithful. The legend is true, 
  but there are two tricks to collecting the 
  blessing of the gods. Any offering will do the 
  first time, however, each subsequent time a 
  creature performs this rite, he must double 
  his previous offering to receive any benefit.
  Firstly, the petitioner must mention all 
  the gods--including Xaqahandra, who is 
  part of the pantheon but whose statue is not 
  in this room . Failure to do so will result in 
  the gods ignoring the petitioner’s entreaties .
  Secondly, this boon is only for “the 
  faithful” which, for the medusa pantheon, is 
  measured by alignment. All of the medusa 
  gods are lawful evil, and so a petitioner 
  must be either lawful or evil to gain a boon. 
  Petitioners who are evil receive the benefits 
  of a cure critical wounds spell (as if cast by a 
  20th-level cleric). Petitioners who are lawful 
  receive the benefits of a divination spell (as if 
  cast by a 20th-level cleric) . Petitioners who 
  are lawful evil may choose which benefit to 
  receive, but only get one of the two.
  
  37
  Upping the Ante: If the GM wishes to add 
  an element of danger to this encounter, 
  performing the petition ritual incorrectly (or 
  any time a creature that is neither evil nor 
  lawful attempts it) results in the petitioner 
  suffering the effects of a harm   spell (as if 
  cast by a 20th-level cleric) .
  Connections: This chamber does not 
  directly connect to any other chamber .
  See the Map of Level 13. 
  386. CAPTAIN OF THE 
  GUARD (EL 14)
  Summary: The quarters and war room for 
  the captain of the Stone Sisterhood guards. 
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  This large natural cavern sits adjacent to 
  a larger one directly to the south. It is a fairly 
  unremarkable structure, with only a few 
  small stalactites hanging from the roof fifteen 
  feet overhead, and no significant geological 
  structures on the cave floor. 
  A cot and small chest of drawers has been 
  placed in the alcove in the southwestern section 
  of the chamber. In the center of the space stand 
  a table and five stools, all cobbled together out of 
  discarded scraps of wood and rope. 
  The north section of the cavern trails off into a 
  tunnel leading further into darkness. 
  Background: This is a natural cavern that 
  has been commandeered by the non-clerical 
  guards and staff of the Stone Sisterhood. 
  For most of the history of Level 13, this area 
  stood empty, never developed or used by 
  the cult. However, when the medusas of 
  the Stone Sisterhood discovered a breach in 
  their communal quarters leading here, they 
  decided to put the space to good use .
  While the larger chamber to the south 
  was used to quarter the rank and file, this 
  smaller, more private area was claimed 
  by the captain of the guard. He has used 
  it to organize the defense of the Petrified 
  Congregation, the ongoing assault on 
  the High Priestess’s former quarters, the 
  welcoming committee, and all the other 
  maneuvers for the cult’s defenses.
  One thing the PCs may notice is that 
  the captain of the guard is male, which is 
  a rarity among the Stone Sisterhood . He 
  joined the order because of his devotion to 
  Xaqahandra and has no qualm about being 
  the token male in the group. He is confident 
  in his abilities and his worth in Xaqahandra’s 
  bulbous eyes .
  The Tunnel: This tunnel was created when 
  Grystmarcher burrowed a tunnel to here 
  from the original headquarters for the slave 
  rebellion. However, shortly thereafter, the 
  delver decided that having such open access 
  was a tactical error, so he collapsed the 
  tunnel . This cul-de-sac is the result . 
  The spur ends with a wall of loose earth 
  and rocks . Digging through it is relatively 
  easy, but does not yield strong results . A 
  DC 25 Knowledge (dungeoneering) check 
  will reveal that the surrounding ground 
  will likely shift to fill any space created, and 
  digging too far could cause the entire section 
  to collapse . For every ten minutes spent 
  digging (or for every 5 feet of buried tunnel 
  that is unearthed) there is a cumulative 10% 
  chance of the tunnel collapsing. Anyone 
  inside the tunnel during a cave-in may 
  attempt a DC 40 Reflex save to get out before 
  it’s too late. Those who fail suffer 5d8+40 
  points of damage and are buried (and may 
  begin to suffocate).
  The Table: Scattered about on this rickety, 
  jerry-rigged table are a collection of notes 
  and lists, all written in Terran. If the PCs 
  can read or manage to decipher them, 
  they discover a master list of all the Stone 
  Sisterhood’s defenses--an accounting of 
  how many guards are placed in the various 
  rooms throughout the complex . (Note that 
  this does not count as a map of the complex, 
  merely factual information about the guard 
  forces.)
  While this information does not provide 
  any mechanical advantage to the PCs, it may 
  be useful in planning out their strategy. If 
  
  38
  the group has a detailed understanding of 
  the complex’s layout, they can bypass some 
  encounters while skipping directly to others .
  The Alcove: This is what serves as the 
  captain of the guard’s private chambers. He 
  has a cot and a small chest of drawers. None 
  of the drawers are either locked or trapped. 
  If searched, they will turn up four spare 
  stone devotee amulets and twelve vials of stone 
  water. This is a good place for the GM to add 
  in any small, valuable treasure items that he 
  feels it is important for the PCs to have.
  If activities in nearby caves have not 
  drawn his attention, the captain of the guard 
  is currently laying on his cot--resting, but 
  not sleeping . His weapon is at his side, but 
  sheathed .
  Any fight that takes place here is likely to 
  draw the attention of the medusas resting in 
  area 387 .
  Kharnarnhal, 
  Stone 
  Sisterhood 
  Captain of the Guard (Lawful Evil) 
  Male high medusa Blackguard 5        CR 14
  Medium Monstrous Humanoid
  HD 12d8 + 5d10 +51  
  hp 133
  Init +1                        
  Speed 20 feet
  AC 27, flatfooted 26, touch 14
  BAB/Grapple +17/+20
  Attack +22 melee (2d6+5 plus poison, critical 
  17-20, x2, greatsword) or +20 (1d4+3 plus 
  poison, snakes)
  Full Attack +22/+17/+12 melee (2d6+5 plus 
  poison, critical 17-20, x2, greatsword) and 
  +15 (1d4+3 plus poison, snakes)
  SA Aura of despair, petrifying gaze, poison, 
  smite good (+4 attack, +5 damage) 2/day, 
  sneak attack +1d6
  SQ Aura, command undead, dark blessing, 
  darkvision (60 ft.), detect good, envenom
  Fort +15, Ref +14, Will +15
  Str 16, Dex 12, Con 16, Int 13, Wis 14, Cha 18
  Languages: Common, Terran
  Feats: Ability Focus (petrifying gaze), 
  Cleave, Improved Critical (greatsword), 
  Improved Sunder, Power Attack, Weapon 
  Focus (greatsword)
  Crucial Skills: Concentration +15, Hide +8, 
  Intimidate +16, Spot +13
  Other Skills: Knowledge (religion) +4
  Blackguard Spells Prepared: 1st level--
  corrupt weapon (x2), 2nd level--cure moderate 
  wounds (x2)
  Possessions: +1 wounding greatsword, +2 full 
  plate, +2 ring of protection, ioun stone (dusty 
  rose prism), stone devotee amulet, 8 vials of 
  stone water
  Aura of Despair (Su): The guard captain 
  radiates a malign aura that causes enemies 
  within 10 feet of him to take a -2 penalty on 
  all saving throws .
  Envenom (Ex): The guard captain can, as a 
  move action, use the poison of his hair snakes 
  (see below) to envenom his greatsword . The 
  poison acts exactly the same way, except on 
  the first successful attack he makes with his 
  greatsword is poisoned .
  Petrifying Gaze (Su): Turn to stone 
  permanently, 30 feet, Fortitude DC 22 
  negates . The save DC is Charisma based .
  Poison (Ex): Injury, Fortitude DC 19, initial 
  damage 1d6 Str, secondary damage 2d6 Str . 
  The save DC is Constitution based . 
  Tactics: The guard captain begins any fight 
  by casting corrupt weapon, then moves 
  into melee as fast as possible. He prepares 
  it multiple times per day so he can afford 
  to waste a casting on the mere suggestion 
  of a threat. Whenever possible, he hammers 
  on the same foe until it drops, trying 
  to maximize the Constitution-reducing 
  qualities of his wounding weapon. If a 
  foe seems particularly effective in melee, 
  he’s likely to alternate between full-attack 
  routines and a single attack after using his 
  envenom special ability .
  If a foe is hard to hit, he gives up on 
  full-attack actions and uses envenom more 
  often, combined with smite good if he has 
  a target that is already injured. If he can, 
  he moves within 10 feet of any foe using 
  ranged attacks, to force them to save against 
  his petrifying gaze while within his aura of 
  despair. If a foe is easy to hit, the captain 
  uses Power Attack
  The captain doesn’t put himself at risk to 
  gain the benefit of his sneak attack. While 
  he’ll use it if he catches a foe unawares or 
  flanks one, he knows +1d6 is unlikely to 
  make much difference to any foe worth his 
  time .
  Connections: This chamber connects to area 
  387. See the Map of Level 13. 
  
  39
  387. TEMPORARY 
  BARRACKS (EL 14)
  Summary: This large cavern 
  serves as the quarters for the 
  rank and file members of the 
  Stone Sisterhood .
  Sights 
  and 
  Sounds: 
  This 
  chamber 
  is 
  in 
  complete 
  darkness. If the PCs have an 
  adequate light source, they see 
  the following.
  This large natural cavern has a 
  thirty-foot high ceiling pocked with stalactites. 
  The floor doesn’t have nearly as many stalagmites, 
  but the ground is covered with bedrolls, small 
  packs, and the remnants of small cooking fires. 
  Gaps in the wall lead to other caves to the north 
  and the east. 
  Background: This is a natural cavern that 
  has been commandeered by the non-clerical 
  guards and staff of the Stone Sisterhood. 
  For most of the history of Level 13, this area 
  stood empty, never developed or used by 
  the cult. However, when the medusas of 
  the Stone Sisterhood discovered a breach in 
  their communal quarters leading here, they 
  decided to put the space to good use .
  While the smaller chamber to the north is 
  used by the captain of the guard, the rank 
  and file of the cult must share this larger area. 
  The bedrolls and packs belong represent the 
  meager personal possessions of all the non-
  priest members of the Stone Sisterhood. 
  This includes many of the medusas that the 
  PCs may have fought in other encounters. 
  Camp Ground: There 
  are dozens of bedrolls 
  and small collections 
  of 
  personal 
  effects 
  here . The cult has been 
  gaining rank and file 
  members 
  as 
  word 
  spreads 
  about 
  the 
  coming awakening of 
  Xaqahandra. Of course, 
  between the initial slave 
  revolt, the continuing 
  battle over the High 
  Priestess’s 
  former 
  quarters, encounters with adventurers, and 
  desertions, not all of the bedrolls represent 
  medusas currently in the complex . 
  The GM may wish to play up the apparent 
  number of cultists based on the evidence 
  here, giving the PCs the impression that 
  they may be vastly outnumbered .
  Unfortunately for the PCs, these medusas 
  do not have much in the way of worldly 
  goods . No individual bedroll or pack is 
  likely to have more than a few gold pieces 
  and mundane goods . All pooled, the 
  total take from this room adds up to only 
  about 150 gp. In addition, the PCs will 
  find several dozen vials of stone water and, 
  at the GM’s discretion, may also find ten 
  potions of cure light wounds. This is also a 
  good area for the GM to add in any small, 
  relatively inexpensive treasure items that it 
  is important for the PCs to have.
  Sneaking Through: In truth, only a handful 
  of medusas are here at the moment, and most 
  of them are raw recruits. With the awakening 
  of Xaqahandra at hand, there is no off duty 
  time for the cultists beyond what they need 
  to eat and rest. All of the medusas currently 
  in this area are in their bedrolls sleeping . (The 
  GM may place them all together or spread 
  them out around the cavern floor.)
  Sneaking through the cavern is merely 
  a matter of avoiding detection by these 
  sleeping medusas .
  Stone Sisterhood Blessed One (x3): hp 66
  Stone Sisterhood Warrior: hp 90
  Stone 
  Sisterhood 
  Blessed 
  One 
  (Lawful Evil) 
  Female high medusa        CR 9
  Medium Monstrous Humanoid
  HD 12d8+12               hp 66
  Init +3                         Speed 30 feet
  AC 16, flatfooted 13, touch 13
  BAB/Grapple +12/+12
  Attack +15 ranged (1d6, critical x3, shortbow) 
  or +15 melee (1d4, critical 19-20, dagger) or 
  +15 melee (1d4 plus poison, snakes)
  Full Attack +13/+13/+8/+3 ranged (1d6, 
  critical x3, shortbow) or +15/+10/+5 melee 
  (1d4, critical 19-20, dagger) and +10 melee 
  (1d4 plus poison, snakes)
  SA Petrifying gaze, poison
  SQ Darkvision (60 ft.)
  Fort +5, Ref +11, Will +9
  Str 10, Dex 16, Con 12, Int 12, Wis 13, Cha 16
  Languages: Common, Terran
  Feats: Ability Focus (petrifying gaze), Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Finesse
  
  40
  Crucial Skills: Bluff +16, Move Silently +15, 
  Spot +14
  Other Skills:   Diplomacy +5, Disguise +10, 
  Intimidate +5
  Possessions: Dagger, short bow, stone 
  devotee amulet, 5 vials of stone water
  Petrifying Gaze (Su): Turn to stone 
  permanently, 30 feet, Fortitude DC 21 
  negates . The save DC is Charisma-based .
  Poison (Ex): Injury, Fortitude DC 17, initial 
  damage 1d6 Str, secondary damage 2d6 Str . 
  The save DC is Constitution-based .
  Nearby Help: Although the troops in this 
  cavern are not particularly fearsome, they do 
  have a fair amount of potential help nearby. 
  Any fight that takes place here is likely to 
  draw the attention of the captain of the 
  guard (in area 386) and the eavesdropping 
  troops (in area 388). Adding either or both of 
  those resources to a fight would increase the 
  difficulty of this encounter as high as EL 18.
  Connections: This chamber connects to 
  areas 386, 388, and 389 .
  See the Map of Level 13. 
  388. EARS TO THE WALL 
  (EL 12)
  Summary: Stone Sisterhood agents spy on 
  the rebels .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  This small cave has a relatively low, eight-foot 
  ceiling without any interesting geologic features. 
  The area feels more compact and isolated than 
  the other nearby chambers. 
  Background: This is a natural cavern that 
  has been commandeered by the non-clerical 
  guards and staff of the Stone Sisterhood. 
  For most of the history of Level 13, this area 
  stood empty, never developed or used by 
  the cult. However, when the medusas of 
  the Stone Sisterhood discovered a breach in 
  their communal quarters leading here, they 
  decided to put the space to good use .
  While the larger chamber to the west 
  was used as quarters for the rank and file, 
  this smaller cave has mostly been ignored . 
  Members of the cult have used this chamber 
  to talk, gamble, or just enjoy some relative 
  solitude . 
  Listening Station: Recently, the Stone 
  Sisterhood discovered that the rebellious 
  slaves are hiding in an insolated cavern to 
  the northeast of this chamber. Rather than 
  immediately attack them, the captain of 
  the guard and the high priestess decided 
  it was better simply to spy on the group--
  particularly given how soon the awakening 
  ritual was. It did the medusas more good to 
  know when and where the rebels planned 
  to strike than to scare them out of what the 
  group thinks is a safe hiding spot. 
  To that end, a team of blessed ones has 
  been stationed here with orders to use a ring 
  of echoes to listen in on what is being said in 
  the rebel headquarters. Three medusas are 
  here at any given time--one listening, one 
  taking notes, and the third ready to bring any 
  important findings to the captain of the guard.
  Generally, this is an exercise in boredom . 
  The conversations in the rebel cave are 
  usually very mundane . But occasionally 
  something of import happens. If the PCs 
  have visited the rebel HQ, the medusas 
  certainly overheard the conversations they 
  had. (This complicates matters some in that 
  it may have allowed the medusas to plan 
  their defenses against the PCs’ or the rebels’ 
  actions. The GM may want to modify some 
  of the encounters elsewhere on this level 
  based on whatever details the medusas 
  gleaned in this manner .)
  These spies are not keeping watch on the 
  space behind them . That is their barracks, so 
  they have no suspicion that any danger may 
  come from that direction. This should make 
  it somewhat easier for the PCs to sneak up on 
  the spies . Alternatively, though, any sound 
  of serious combat coming from the larger 
  cavern will be immediately suspicious . At 
  least one of these medusas will investigate, 
  and the group will join in any fight they 
  discover .
  
  41
  Stone Sisterhood Blessed One (x3): hp 66
  New Item
  Ring of Echoes: This ring is a thin circle 
  of clear crystal shaped like an elongated 
  bat, its wingtips touching to form the loop. 
  The command word ‘Tlylue” (“listen” 
  in undercommon) is inscribed in the 
  underbelly of the crystal bat.
  When worn, the ring very faintly echoes 
  anything the wearer hears, though only 
  the wearer notices these echoes . Because 
  of this repeat effect, the wearer gains a +5 
  competence bonus to all Listen checks .
  Additionally, when the ring’s command 
  word is spoken, the wearer can create an 
  invisible magical sensor anywhere within 
  500 feet. The location of the sensor must 
  be obvious (“300-feet north,” or “the other 
  side of that door”) or a place known to the 
  wearer . As a standard action, the wearer 
  may make a Listen check to hear what is 
  going on at the location of the sensor. The 
  sensor is immobile, but the wearer may 
  dismiss an existing sensor to create a new 
  one . Only one sensor may exist at a time .
  Moderate divination; CL 5th; Craft Magic 
  Ring, clairaudience/clairvoyance; Price 17,250 gp . 
  Upping the Ante: If things are going 
  too smoothly for the PCs, the GM may 
  wish to modify this encounter so that the 
  medusas are not merely spying on the rebel 
  headquarters--they are planning an assault 
  on it. A larger group of medusas is in the 
  cave, armed and ready for battle. They were 
  preparing to break through the ten feet 
  of stone separating them from the rebels, 
  but can easily modify that plan to include 
  fighting the PCs first.
  There are several ways to bolster the 
  forces arrayed against the PCs. To change 
  this to an EL 15 encounter, the GM can 
  provide the spies with two of the following 
  additional resources .
  * 3 Stone Sisterhood Blessed Ones .
  * 1 Stone Sisterhood Warrior .
  * 2 Stone Sisterhood Priestesses .
  * 6 medusas .
  Connections: This chamber connects to area 
  387. See the Map of Level 13. 
  389. COMMUNAL 
  QUARTERS (EL 13)
  Summary: 
  What 
  was 
  originally 
  the 
  dormitory for the rank and file cultists now 
  has a new resident .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  The walls of this large, open room are 
  decorated in mosaics glorifying Xaqahandra--
  images of the gigantic xorn burrowing through 
  the earth, consuming vast veins of precious gems 
  and ore, and reigning supreme over the earth 
  and its people. It would be even more impressive, 
  though, were the room not a total shambles. 
  Every surface is cracked, scratched, and partially 
  chipped away. Dust hangs in the air, and rubble 
  strews the ground. 
  Two doors are set in the center of the eastern 
  wall, each as battered as the rest of the room, but 
  still apparently functional. On the western is 
  set an Obsidian Portal, which seems to be more 
  resistant to damage than the other decorations, 
  but is still noticeably scratched. 
  Both the north and south walls have been 
  breached, with rough-hewn tunnels leading 
  away from each aperture into the dark earth. 
  Background: This area was originally 
  designated as the dormitory for all of the rank 
  and file members of the Stone Sisterhood 
  (including the low-level priestesses) . With 
  the burgeoning number of cultists as the 
  return of Xaqahandra drew nigh, the 
  quarters were growing quite cramped. Some 
  rearrangement was in the planning, but the 
  slave rebellion pushed those plans forward 
  before they were done. As a result, all of the 
  priestesses now stay in the Stone Priory and 
  all of the non-clergy stay in a cavern to the 
  north .
  After burrowing into and through the 
  chamber, the slaves traveled through the area 
  
  42
  freely, seeking escape to the deeper regions 
  of the dungeon. To stop that, the captain of 
  the guard had Krukruak, his trained war 
  gorgon, teleported in and stationed here--a 
  living roadblock that prevented any further 
  slaves from escaping, as well as any of the 
  escaped slaves from coming back with 
  reinforcements. 
  Now the gorgon stays here relatively 
  happily, although its rambunctious nature 
  has wreaked havoc on the room’s fixtures, 
  not to mention the devotional art that adorns 
  the walls .
  The Doors: The doors are unlocked, but 
  have been slightly damaged by the gorgon . 
  A DC 20 Strength check is required to push 
  them open them . Once even partially open, 
  the doors swing freely, but if they are closed, 
  they will again become stuck .
  The Guard: Krukruak is a tremendous a 
  gorgon, nearly twice as large as a normal 
  beast of its kind. The cult’s captain of the 
  guard raised it from the time it was a calf, 
  training and treating it with care. It is now 
  as well trained as a gorgon can be . 
  Krukruak attacks any creature other than 
  medusas that enters its room, and responds 
  to simple orders given by the captain (in the 
  same way that a druid’s animal companion 
  would) .
  If any harm were to come the Krukruak, 
  the captain of the guard would be shattered, 
  and he would forsake all devotion to the 
  Stone Sisterhood and even Xaqahandra in 
  order to hunt down and destroy the creature 
  that harmed his beloved gorgon . 
  Krukruak (Neutral) 
  Male advanced gorgon        CR 13
  Huge Magical Beast
  HD 24d10+216           hp 348
  Init +4                         Speed 30 feet
  AC 24, flatfooted 24, touch 8
  BAB/Grapple +24/+42
  Attack Gore +35 melee (3d6+15)
  Full Attack Gore +35 melee (3d6+15)
  SA Breath weapon, trample 3d6+15
  SQ Darkvision 60 ft., lowlight vision, scent
  Fort +23, Ref +14, Will +11
  Str 30, Dex 10, Con 28, Int 2, Wis 12, Cha 9
  Feats: Alertness, Blind-Fight, Improved 
  Initiative, 
  Improved 
  Natural 
  Armor, 
  Improved Natural Attack (gore), Improved 
  Natural Attack (trample), Iron Will, Power 
  Attack, Weapon Focus (gore)
  Crucial Skills: Listen +17, Spot +16
  Breath Weapon (Su): 60foot cone, once 
  every 1d4 rounds (but no more than five 
  times per day), turn to stone permanently, 
  Fortitude DC 31 negates . The save DC is 
  Constitutionbased .
  Trample (Ex): Reflex DC 32 half. The save 
  DC is Strengthbased .
  Connections: This chamber connects to 
  areas 387, 390, and 391 .
  See the Map of Level 13. 
  390. EVERYTHING IN ITS 
  PLACE
  Summary: The former war room of the 
  Stone Sisterhood captain of the guard. You 
  will need the Medusa Mural Illustration 
  handout (see Appendix C) .
  Sights and Sounds: Both chambers are 
  in complete darkness. If the PCs have an 
  adequate light source, in the northern 
  chamber they see the following.
  The center of this chamber is taken up with a 
  large, circular oaken table. Around it are eight 
  wooden stools and one sturdy oaken chair--hard 
  and firm, but certainly more comfortable than 
  the stools. 
  The wall behind the chair features a mosaic 
  consisting of vast stretches of gray, tan, and 
  other earth tones. At various junctures are 
  collections of squares, rectangles, and circles all 
  shaded a pale green. In the center of a rectangle 
  in the lower left region is embedded a single, 
  sparkling ruby. 
  Background: The two rooms off the former 
  Communal Quarters originally belonged to 
  the Stone Sisterhood’s captain of the guard. 
  The room to the south was his bunk while 
  the room to the north was his war room . 
  When the dormitory was abandoned, so too 
  were these chambers .
  The mural in the war room is, in fact, 
  a map showing the layout of the Stone 
  Sisterhood installations on this level .  
  The Bunk: The southern chamber was the 
  captain of the guard’s quarters until very 
  recently. Indeed, since the only entrance is 
  
  43
  guarded by his own pet gorgon (see area 
  389), he saw no need to take anything but 
  the most utilitarian of items with him since 
  he could go back for any other materials any 
  time he liked .
  The room is furnished with a small bed, 
  a writing desk and chair, and a chest of 
  drawers .
  The bed is made with blankets and 
  sheets tight and smooth--the way a military 
  veteran has been taught to keep his bunk . 
  Although it is small and lacking of any real 
  flair, anyone who sits on it will notice that it 
  is extremely comfortable.
  The writing desk has paper, pens, and ink, 
  but not much else. The captain of the guard 
  does not keep impractical or sentimental 
  notes, mementoes, or keepsakes, and most 
  of the writing he did was done at the table 
  in his war room . This just seemed like the 
  sort of furnishing that a commander ought 
  to have in his chambers .
  The 
  chest 
  of 
  drawers 
  is 
  mostly empty (it 
  having contained 
  his clothing and 
  other 
  practical 
  items 
  that 
  he 
  took with him 
  when the group 
  r e l o c a t e d )  . 
  However, 
  there 
  are still a few 
  tunics 
  and 
  other bits of clothing and jewelry that 
  are fashionable among non-military and 
  non-monastic medusas. None of them are 
  especially valuable, nor are they cut or 
  designed for use by other humanoid races.
  The War Room: This was where the 
  captain of the guard used to hold strategy 
  meetings and hand out patrol assignments 
  (something he now does in his temporary 
  chambers). The disparity in seat quality was 
  simply to reinforce the hierarchical nature 
  of the guards.
  On the table are a small collection of 
  maps and reports, none of which have to do 
  with the process of protecting the members 
  of the cult. These are maps of other medusa 
  strongholds (perhaps the GM would like to 
  seed them with information about far-off 
  places that the PCs could eventually hope 
  to visit) and even one or two of Brindenford 
  and the surrounding aboveground area . 
  The only thing of real interest in this room 
  is the mural . Show the players the Medusa 
  Mural Illustration handout.
  The Mural: The medusas generally use the 
  Obsidian Archways to travel from section 
  to section within this installation, making 
  the actual geographic location of any set of 
  rooms irrelevant. However, if one uses the 
  stone fish to get around, it is vital to know 
  the physical orientation of the chambers and 
  approximately how much distance there is 
  between them . 
  Although there are no markings on the 
  mural, it is a to-scale map of the level that 
  shows only the constructed rooms (not the 
  natural caverns) . The embedded ruby shows 
  the location of the war room. 
  Like the medusas, all of this may be of no 
  practical value to the PCs if they are using 
  the archways to get around . However, 
  depending on how the GM is revealing 
  the map to the players (something we 
  will discuss in an upcoming blog post), 
  the information may be a welcome way to 
  definitively test their suspicions about the 
  level’s layout .
  Connections: This chamber connects to area 
  389. See the Map of Level 13. 
  391. THAT’S NO MONSTER! 
  (EL 7)
  Summary: At the foot of stairs leading up is 
  a nearly abandoned camp and a lone dwarf.
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  The room was obviously grand in its heyday, 
  with murals and frescos on the walls, but it has 
  been ravaged sometime in the recent past. A small 
  tunnel breaks through the northern wall, and 
  all the artwork has been so scratched, chipped, 
  and pockmarked from weapon blows that it is 
  impossible to make out what it represents. The 
  only things left unharmed are the tremendous 
  double doors set into the eastern wall, each 
  carved from a single block of obsidian. 
  The southern end of the chamber is currently 
  being used as a temporary camp of some sort, 
  with bedrolls, packs, and the remnants of a 
  small cooking fire still set out on the ground. 
  Crouching by one of the bedrolls is a dwarf clad 
  in dragonhide armor. 
  
  44
  Background: Queen Ryssa’s original design 
  of this level, when it was nothing more than 
  a byway around the purported resting place 
  of a medusa god, called for the entrance and 
  exit to be identical . This is chamber is the 
  match for area 364, and until recently the 
  chambers remained completely alike . 
  At the start of the 
  slave rebellion, though, 
  Grystmarcher 
  dug 
  tunnels that gave any 
  creatures that wished 
  to escape access to what 
  seemed to be stairs 
  up . (He had no idea 
  that this path quickly 
  turned direction and 
  instead led down to 
  Level 14 .)
  To stop the slaves’ 
  exodus, 
  the 
  High 
  Priestess posted guards . 
  But rather than waste the time of more of her 
  medusas, she instead gave the assignment 
  to a group of Xaqahandra-worshipping 
  dwarves who made a pilgrimage to the site 
  after their leader divined the impending 
  awakening of their god.
  The dwarves have been all-but forgotten 
  by the Stone Sisterhood . They gave the 
  group each a stone devotee amulet and just a 
  single dose of stone water, enough to let them 
  get to their post but not to travel around the 
  complex freely. Indeed, with the gorgon 
  guarding the former communal quarters, 
  the dwarves were pretty much cut off from 
  all contact entirely .
  The Camp: There are six bedrolls and 
  traveling packs set out around a stone ring 
  that is clearly used for small campfires (for 
  cooking only, since the dwarves are quite 
  at home in the cool dark of a subterranean 
  complex) .
  These dwarves are low enough level that 
  they are unlikely to have much adventuring 
  gear that is of interest to the PCs--perhaps 
  a few potions of cure moderate wounds 
  or other general purpose items . There 
  isn’t even particularly much in the way of 
  treasure--only 600 gp in coins and gems, if 
  the PCs search the entire camp . They can 
  get rations (enough for the whole party for 
  a week) and mundane gear such as rope or 
  other general-purpose items . Beyond that, 
  the GM may decide to seed the camp with 
  other specific treasure or items as he sees fit.
  The Dwarf: The dwarf in the camp as the PCs 
  arrive is Rarhal Blackhacker, a fighter who 
  stepped away from his guardpost because 
  he was hungry . He was just grabbing a slab 
  of dried meat, when the PCs came along. 
  Rarhal is shocked to see anyone come here, 
  since they haven’t seen a soul since the 
  medusas stranded them here a week ago . He 
  freezes at the group’s approach, allowing 
  the group to take the lead in the encounter .
  After spending so much time dealing 
  with medusas, gargoyles, delvers, and other 
  monstrous creatures, it is entirely possible 
  that the PCs will see the dwarf and believe 
  they have found the camp of a fellow 
  adventuring party. Indeed, the GM even 
  want to go so far as to lead the PCs to that 
  perspective (though railroading the group 
  or presenting them with information that 
  will later turn out to be false is certainly 
  going too far in that regard). 
  Rarhal will be wary of the newcomers. 
  After all, they could be fellow worshippers 
  of Xaqahandra--they could even be a relief 
  group sent to spell the dwarves from their 
  ongoing duty (or at least resupply them) . He 
  will use his best judgment based on the PCs’ 
  dress, behavior, and words to determine 
  exactly who they are and why they’re here . 
  In the meanwhile, he’ll hope that the other 
  guards in his nearby group (see area 393) 
  will overhear the conversation in case things 
  turn ugly . 
  If a fight starts, Rarhal will begin 
  shouting in hopes of getting the attention of 
  the dwarves inside the archway chamber-
  -where the most powerful member of the 
  group is .
  Rarhal Blackhacker (Neutral Evil)
  Dwarf Fighter 7
  Medium Humanoid   CR 7
  HD 7d10+35   
  hp 78
  Init +1         
   
  Speed 20 feet
  AC 22, flatfooted 21, touch 11
  BAB/Grapple +7/+11
  Attack +13 melee (1d10+7, +1 dwarven 
  waraxe (throwing)) and +11 melee (1d3+4, 
  unarmed strike)
  Full Attack +13/+8 melee (1d10+7, +1 
  dwarven waraxe (throwing)) and +11/+6 
  melee (1d3+4, unarmed strike)
  SA none
  SQ Darkvision, Dwarf racial abilities
  
  45
  Fort +10, Ref +3, Will +2
  Str 18, Dex 12, Con 20, Int 12, Wis 10, Cha 7
  Languages: Common, Dwarven, Terran
  Feats: Armor Proficiency (all), Blind-
  Fight, 
  Cleave, 
  Great 
  Cleave, 
  Martial 
  Weapon Proficiency, Power Attack, Shield 
  Proficiency, Simple Weapon Proficiency 
  (all), Stand Still, Tower Shield Proficiency, 
  Weapon Focus (dwarven waraxe, urgrosh)
  Crucial Skills: Intimidate +8
  Other Skills: Balance -3, Climb +5, Escape 
  Artist -3, Handle Animal +3, Hide -3, Jump 
  -6, Move Silently -3, Ride +8, Swim +1
  Possessions: +1 dwarven waraxe (throwing), 
  +2 dragonhide breastplate, +2 heavy steel shield, 
  brooch of shielding, stone devotee amulet
  New Feat
  Stand Still [General]
  You can prevent foes from fleeing or closing. 
  Prerequisite: Str 13 . 
  Benefit: When a foe’s movement out of a 
  square you threaten grants you an attack of 
  opportunity, you can give up that attack and 
  instead attempt to stop your foe in his tracks. 
  Make your attack of opportunity normally. 
  If you hit your foe, he must succeed on a 
  Reflex save against a DC of 10 + your damage 
  roll (the opponent does not actually take 
  damage), or immediately halt as if he had 
  used up his move actions for the round. 
  Since you use the Stand Still feat in place 
  of your attack of opportunity, you can do so 
  only a number of times per round equal to the 
  number of times per round you could make 
  an attack of opportunity (normally just one). 
  Normal: Attacks of opportunity cannot halt 
  your foes in their tracks. 
  Upping the Ante: This encounter is not 
  particularly challenging on its own--Rarhal 
  is likely not a match for even a single party 
  member, let alone the whole group . As 
  written, it is intended to give the players the 
  upper hand when it comes to deciding how 
  this entire series of encounters plays out.
  To make things more challenging, change 
  the situation so that the dwarves have 
  recently been visited by one of the Stone 
  Sisterhood lieutenant priests who told them 
  about the PCs’ impending approach . The 
  medusa offered the dwarves great rewards 
  if they eliminate the group.
  Rather than allowing the PCs control over 
  how areas 391, 392, and 393 connect from 
  a tactical perspective, use them to create a 
  planned ambush of the group. In this case, 
  Rarhal is the bait and should purposely act 
  as though he is a common adventurer--one 
  in need of assistance--to pull the PCs into a 
  crossfire.
  Connections: This chamber connects to 
  areas 390, 392, and 393 .
  See the Map of Level 13. 
  392. UNCERTAIN ALLIES 
  (EL 11)
  Summary: The leader of the dwarf unit may 
  worship Xaqahandra, but he doesn’t care 
  much for the medusas.
  Sights and Sounds: 
  This chamber is in 
  complete darkness . 
  If the PCs have 
  an adequate light 
  source, they see the 
  following.
  The entire room 
  is designed to focus 
  attention on the 
  Obsidian Archway built 
  into the eastern wall. 
  Standing around the 
  archway in a semi-circle, 
  weapons at the ready are 
  a trio of dwarves, and they do not look happy. 
  Background: Queen Ryssa’s original design 
  of this level, when it was nothing more than 
  a byway around the purported resting place 
  of a medusa god, called for the entrance and 
  exit to be identical . This is chamber is the 
  match for area 365. 
  The Dwarves: The dwarves in this chamber 
  stand at the ready in case a representative of 
  the Stone Sisterhood should come through 
  the Obsidian Portal . Even though that 
  action would probably be to pass along 
  information or supplies, the dwarves have a 
  few thoughts they want to convey before the 
  medusas leave, and after a week abandoned 
  in this cut-off section of the outpost (as 
  described in area 391), they’re willing to 
  go to extreme measures to make sure their 
  concerns are heard and understood . All 
  three of the dwarves stand watch during the 
  daytime . At night, they take turns standing 
  
  46
  watch one at a time while the others sleep 
  (which they do so in this room, rather than 
  going out to the camp in area 391) .
  The squad consists of two dwarf fighters 
  (whose stats are identical to those of 
  Rarhal Blackhacker in area 391) and Gosel 
  Cairnbuilder--the spiritual leader of this 
  group of Xaqahandra-worshipping dwarves. 
  He brought his followers here under the belief 
  that their god would soon return to the world 
  in this spot, and upon arriving deferred to the 
  Stone Sisterhood, who had been here longer 
  and seemed to be intricately involved 
  in the efforts to awaken Xaqahandra. 
  Gosel believed, by virtue of their 
  common faith, that these were more 
  trustworthy medusas than those one 
  generally runs across . He has since 
  revised this opinion . Now he is giving 
  serious consideration to leading his 
  dwarves on an assault against the 
  medusas and taking over the ritual to 
  revive Xaqahandra.
  Of course, just because Gosel is 
  completely disenchanted with the 
  Stone Sisterhood does not mean 
  he will automatically befriend the 
  PCs. His dwarves, after all, are 
  standing this post willingly with 
  the assignment of slaughtering any 
  former slaves who come through 
  the area. In other words, these are 
  thoroughly evil dwarves . 
  If Gosel finds out that the PCs have 
  any stone water or detailed knowledge 
  of the Obsidian Archway system, he 
  will demand that they give those to 
  him forthwith. If they do so, he will promise 
  to let them go on their way unharmed--as 
  long as “on their way” means up the stairs 
  and on to Level 14, never to return this way 
  again. If the PCs decline, Gosel will order all 
  his dwarves to attack.
  Should Gosel get enough stone water to 
  take all of his dwarves through the archways, 
  they will all quit their posts and begin an 
  insurrection against the Stone Sisterhood, 
  making for even more complicated tactical 
  situations within the complex. If he only 
  gets enough for some of his dwarves, he 
  will choose one of the archers from area 
  393 to take a few vials and begin exploring-
  -sneaking through the level searching for 
  a bigger supply of stone water so that the 
  insurrection may begin .
  Dwarf Fighter (x2): hp 78
  Gosel Cairnbuilder: hp 79
  Gosel Cairnbuilder (Lawful Evil)
  Dwarf Cleric 10 Medium Humanoid   CR 10
  HD 10d8+30   
  hp 79
  Init +5              
  Speed 20 feet
  AC 23, flatfooted 22, touch 11
  BAB/Grapple +7/+9
  Attack +10 melee (1d8+3, Impaler of 
  Thorns) or +10 melee (1d10+3, demon 
  armor gauntlets)
  Full Attack +10/+5 melee (1d8+3, 
  Impaler of Thorns) or +10/+5 melee 
  (1d10+3, demon armor gauntlets)
  SA Rebuke Undead (Su), Rebuke 
  Earth (Su)
  SQ Darkvision, Dwarf racial abilities, 
  Aura (Ex), Feat of Strength (1 round/
  day) 
  (Su), 
  Weapon 
  Familiarity 
  (dwarven waraxe, urgrosh)
  Fort +10, Ref +4, Will +14
  Str 14, Dex 12, Con 16, Int 10, Wis 
  20, Cha 12
  Languages: Common, Dwarven
  Feats: 
  Armor 
  Proficiency 
  (all), 
  Combat Castion, Improved Initiative, 
  
  47
  Iron Will Shield Proficiency, Simple Weapon 
  Proficiency (all), Skill Focus (concentration)
  Crucial 
  Skills: 
  Concentration 
  +16, 
  Knowledge (religion) +8, Spellcraft +8
  Other Skills: Balance -4, Climb -3, Escape 
  Artist -4, Hide -4, Jump -9, Move Silently -4, 
  Swim +8
  Cleric Spells Prepared: 0-level--guidance, 
  inflict minor wounds, light, mending, purify 
  food and drink, resistance; 1st-level--cure light 
  wounds (x2), doom, entropic shield, protection 
  from good, shield of faith, enlarge person; 2nd-
  level--death knell, enthrall, hold person (x2), 
  sound burst, soften earth and stone; 3rd-level--
  cure serious wounds, invisibility purge, prayer, 
  stone shape, wind wall; 4th-level--baleful 
  polymorph, divine power, freedom of movement, 
  lesser planar ally, spike stones; 5th-level--flame 
  strike (x2), slay living, righteous might
  Possessions: Demon armor, demon armor 
  gauntlets, Impaler of Thorns, stone devotee 
  amulet
  New Item
  The Impaler of Thorns: This is an ancient 
  weapon dating back centuries, where it was 
  often used by demonic servants to keep 
  worshippers in line. An impaler’s shaft is 
  made of darkwood, its head a thorn-like, 
  wide-bladed barb . When used in combat, 
  successful critical hits are accompanied by 
  an unsettling screech, as of some wild beast 
  in anger,
  Three times per day as it strikes a foe, you 
  can trigger it (as a free action), to unleash 
  a 30-foot-radius burst of despair that affects 
  all creatures not wielding an Impaler of 
  Thorns. Creatures affected must make DC 
  16 Will saves or become overwhelmed with 
  sadness and despair, suffering a -2 penalty 
  on attack rolls, saving throws, ability checks, 
  skill checks, and weapon damage rolls for 2 
  minutes. The target struck when this effect 
  is triggered must also make a second DC 16 
  Will save to resist becoming nauseated with 
  despair for 1 round.
  Upping the Ante (EL 14): In order to make 
  this a more challenging single encounter 
  (or make the whole grouping of dwarf 
  encounters more deadly), reinforce Gosel 
  and his fighters with a squad identical to 
  that presented in area 393 .
  Connections: This chamber connects to area 
  391 and area 370 .
  See the Map of Level 13.
  393. STAIRWAY SURPRISE 
  (EL 12)
  Summary: A line of defense to keep anyone 
  getting out or in through the level’s back 
  door .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  Stairs lead up to a small platform. Using the 
  platform as a base, a group of five well-armed 
  dwarves have set up a sturdy blockade made 
  from tower shields. Their attention seems to be 
  split between activities in the room below and 
  those on another platform some way further up 
  the stairs. 
  Background: Queen Ryssa’s original design 
  of this level, when it was nothing more than 
  a byway around the purported resting place 
  of a medusa god, called for the entrance and 
  exit to be identical . This is chamber is the 
  match for area 363, which makes it a bit of an 
  oddity--a pathway leading to a lower level 
  of the dungeon that, nonetheless, begins 
  with an upward staircase .
  The symmetry of the entrance and exit to 
  this level were important to Queen Ryssa, 
  and over the years have caused no small 
  amount of confusion to travelers. This is the 
  area that, on their way into Level 13, the PCs 
  encountered the first medusa “welcoming 
  committee.” Here, the set up is similar--a 
  group of well-armed archers and fighters 
  blocking the stairwell--but the situation is 
  different, since there is another group of 
  dwarves in a nearby room that can catch the 
  group in a crossfire.
  These Xaqahandra-worshipping dwarves 
  have been abandoned here by the Stone 
  Sisterhood (as detailed in the write-up for area 
  391 and area 392) . This group on the stairs, 
  after some days, sent an exploratory group 
  up the stairs and on to Level 14 . Though no 
  one knows exactly what became of them, their 
  dying screams faintly echoed up the hallway 
  less than thirty minutes after they left. 
  
  48
  The 
  remaining 
  dwarves 
  became 
  convinced that something terrible lurked 
  below, and that it might come up looking for 
  more tasty dwarf flesh, and so have begun 
  to guard their rear as much as they have the 
  forward view down to Level 13.
  Every dwarf in the group stands guard 
  during most of the day. But half the group 
  at a time will stand down and get four hours 
  of sleep in the camp below (area 391) during 
  the course of the night. During the daytime, 
  individuals will be allowed to take naps to 
  catch up on rest and make sure they remain 
  alert and ready for any danger.
  Rarhal, the dwarf the PCs encounter in area 
  391, is part of the squad stationed in this area. 
  He stepped down from his post to fetch some 
  dried meat to quiet his growling stomach.
  The Barricade: The dwarves have strapped 
  together tower shields to create a pair of 
  barricades (one facing down the stairs, the 
  other facing up) behind which they can 
  fire arrows from cover. Both barricades 
  can be easily moved or removed (they 
  stand up because they are wedged against 
  the stairway walls, not because of careful 
  construction). One dwarf can do so with a 
  full-round action.
  Those behind the barricade have cover 
  from attacks. Each of the barricades weighs 
  190 pounds, has a hardness of 5, 20 hp, and 
  a DC 20 Strength check will snap the thongs 
  binding it and break the barricade into its 
  component parts of four tower shields.
  The Dwarves: The dwarves manning this 
  outpost are a strange combination of bored 
  and scared . By the time the PCs arrive, 
  nothing has happened here for days. There 
  is only so long that the dwarves could 
  maintain full alert. However, every once 
  in a while someone will remark on the fate 
  of their comrades who went to explore the 
  level below, and then the whole group will 
  be on pins and needles again .
  When the PCs enter area 391, the dwarves 
  behind the barricades are suffering under 
  the tedium of their task. At first, they suffer 
  a -4 penalty to their Listen and Spot checks 
  to notice the newcomers . This drops to a 
  -2 penalty after 2 minutes, and disappears 
  entirely after 4 minutes. 
  Dwarf Fighter (x2): hp 78
  Dwarf Archer (x3): hp 56
  Dwarf Archer (Neutral Evil) 
  Dwarf Ranger 7  Medium Humanoid   CR 7
  HD 7d8+21   hp 56
  Init +4         
  Speed 20 feet
  AC 20, flatfooted 16, touch 14
  BAB/Grapple +7/+10
  Attack +12 ranged (1d10+1+1d6, +1 heavy 
  crossbow) or +10 melee (1d8+3, longsword)
  Full Attack +12/+7 ranged (1d10+1+1d6, 
  +1 heavy crossbow) or +10/+5 melee (1d8+3, 
  longsword)
  SA none
  SQ Darkvision, Dwarf racial abilities, 
  Favored Enemy (dwarf +2 bonus) (Ex), 
  Favored Enemy (human +4 bonus) (Ex), 
  Wild Empathy (Ex), Woodland Stride (Ex)
  Fort +8, Ref +9, Will +3
  Str 16, Dex 18, Con 16, Int 12, Wis 12, Cha 7
  Languages: 
  Common, 
  Dwarven, 
  Undercommon
  Feats: Armor Proficiency (light), Crossbow 
  Mastery (heavy crossbow), Endurance, 
  Manyshot, Martial Weapon Proficiency 
  (all), Point Blank Shot, Precise Shot, Rapid 
  Shot, Shield Proficiency, Simple Weapon 
  Proficiency (all), Track
  Crucial Skills: Concentrate +8, Move 
  Silently +13, Spot +11
  Other Skills: Balance +3, Climb +12, Escape 
  Artist +3, Hide +13, Jump -4, Search +11, 
  Survival +6, Swim +1
  Possessions: +1 seeking heavy crossbow, +1 
  flaming bolts (x50), +2 chain shirt, boots of speed, 
  efficient quiver, stone devotee amulet, longsword
  Upping the Ante: As discussed previously, 
  the best way to make these encounters more 
  difficult for the PCs is to combine this encounter 
  with area 391 and area 392 into one large 
  encounter. In that case, it would be best for 
  the dwarves in this area to begin on full alert, 
  giving them normal Listen and Spot checks to 
  notice the group’s arrival and a better ability to 
  seize initiative, if they so desire.
  Connections: This chamber connects to area 
  391 and area 394 .
  New Feat
  Crossbow Mastery [Combat]**
  You can load crossbows with blinding speed 
  and even fire them in melee with little fear 
  of reprisal.
  Prerequisites: Dex 15, Point Blank Shot, 
  Rapid Reload, Rapid Shot
  
  49
  Benefit: The time required for you to reload 
  any type of crossbow is reduced to a free 
  action, regardless of the type of crossbow 
  used. You can fire a crossbow as many times 
  in a full attack action as you could attack if 
  you were using a bow . Reloading a crossbow 
  for the type of crossbow you choose when 
  you took Rapid Reload no longer provokes 
  attacks of opportunity.
  Special: A fighter may select Crossbow 
  Mastery as one of his fighter bonus feats. 
  A ranger may select Crossbow Mastery in 
  place of Manyshot for his improved combat 
  style at 6th level .
  **OGL Information
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc.
  System Reference Document. Copyright 2000. Wizards of the 
  Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
  Rise of the Runelords Player’s Guide. Copyright 2007 Paizo 
  Publishing LLC. Author James Jacobs and Mike McArtor.
  Curse of the Crimson Throne Player’s Guide. Copyright 2008 
  Paizo Publishing LLC. Author James Jacobs and Mike McArtor.
  See the Map of Level 13.
  394. EMERGENCY 
  WARNING SYSTEM (EL 13)
  Summary: The dwarf guards are worried 
  about something coming up from Level 14, 
  so they’ve set up a trap on this landing .
  Sights and Sounds: This chamber is in 
  complete darkness. If the PCs have an 
  adequate light source, they see the following.
  This platform sits at the top of two sets of 
  stairways, both leading a long way down. The 
  northern stairway is completely dark for as far 
  down as you can see. The southern stairway, 
  though, has a faint light glowing in the distance 
  far below. 
  The platform itself is strewn with refuse, 
  ropes crisscross the area in a poor imitation of 
  a spider’s web, and the smell of lantern oil is in 
  the air. 
  Background: Although the stairs have led a 
  good way up, this is technically the end of 
  Level 13. Queen Ryssa’s original design of 
  this level, when it was nothing more than a 
  byway around the purported resting place 
  of a medusa god, called for the entrance and 
  exit to be identical . This is chamber is the 
  match for area 362. 
  The dwarves in the stairway blockade, 
  after hearing the sounds of their friends’ 
  screams wafting up from Level 14 (see area 
  393 for details), decided it was time to set 
  some kind of trap for anything that might 
  wander up looking for more fresh dwarf 
  meat .
  The Trap: The trap is solid in concept, but 
  since none of the dwarves is at all skilled in 
  building such contraptions, it is executed 
  quite poorly.
  The idea is to have the floor and walls of 
  the landing covered with a sheen of lantern 
  oil, making it both slippery and flammable. 
  The floor is then covered in garbage from 
  the dwarf’s camp to disguise that fact and to 
  hide the five small kegs of oil that have been 
  placed amongst the garbage (the GM may 
  decide in which five-foot squares the oil kegs 
  sit on the tactical map) . Ropes are strung 
  across the space mostly as a distraction, but 
  two of them are attached to crossbows that 
  have been rigged to fire flaming bolts when 
  the rope is tugged . 
  The goal is for the bolts to hit the target, 
  knock it down, and then set the lantern oil 
  alight and cause all the kegs to explode 
  simultaneously, doing massive damage to 
  anyone on the landing . For those with the 
  trapfinding ability, a successful DC 20 Search 
  check will reveal the intended function of 
  the trap. A successful DC 40 Search check, 
  though, will reveal that there is a fatal 
  flaw in how the trap has been constructed 
  such that it has no chance of working as 
  intended . That doesn’t mean, however, that 
  it is harmless. Instead of its intended effect, 
  the trap actually works as follows. 
  Walking across the oil-slicked landing 
  requires a DC 25 Balance check. Failure 
  indicates that the individual is about to 
  slip and now has two options--fall prone 
  on the floor or grab a rope for support. 
  Those who choose to fall take 1d4 damage 
  and may crawl across the floor normally 
  (at any point, anyone may choose to crawl 
  across the floor in this fashion), or attempt 
  
  50
  another DC 25 Balance check to stand and 
  continue walking. In its intended design, 
  grabbing most of the ropes would have no 
  effect, while grabbing two specific ropes 
  would trigger the crossbows. In it’s current 
  condition, though, grabbing any rope has 
  a 10% chance of setting off the trap (this 
  percentage is cumulative, and so increases 
  by 10% each time someone grabs a rope) .
  Trying to disarm the trap requires a DC 
  45 Disable Device check, because the trap 
  does not function the way that it logically 
  looks like it should. An attempt that fails by 
  5 or more causes the trap to be set off.
  When the trap is set off, both crossbows 
  immediately fire. Rather than targeting the 
  person who triggered the trap, they each 
  target a random square on the landing 
  (though not any creature in that square). 
  Because of the oil, the square immediately 
  catches on fire, and any creature in the 
  square may as well (as per the normal 
  rules). If a keg of oil is in the burning square 
  it explodes doing 4d6 fire damage to anyone 
  in that square and causing all squares 
  adjacent to it to catch on fire. Each square 
  will burn for 3 rounds.
  If the fire is not extinguished before 
  the end of the round, at the start of the 
  following round, the fire spreads one square 
  in a random direction . This continues at the 
  start of each round until the entire platform 
  is on fire.
  Additional Troubles: When they hear 
  the trap being set off, the dwarves in area 
  393 believe that a creature from Level 14 
  is approaching and about to attack them. 
  They panic and begin firing arrows into 
  the sections of the landing that they can 
  see. Since they are firing flaming bolts, this 
  will spread the fire as well as potentially 
  damaging any PC standing in a targeted 
  square.
  Connections: This chamber connects to area 
  393 and area 395 .
  See the Map of Level 13.
  
  51
  APPENDIX A: MONSTERS & 
  NPCS
  Dwarf Archer (Neutral Evil) (Room 393)
  Dwarf Ranger 7  Medium Humanoid   CR 7
  HD 7d8+21   hp 56  
  Init +4  
  Spd 20 ft
  AC 20, flatfooted 16, touch 14
  BAB/Grapple +7/+10
  Attack +12 ranged (1d10+1+1d6, +1 heavy 
  crossbow) or +10 melee (1d8+3, longsword)
  Full Attack +12/+7 ranged (1d10+1+1d6, 
  +1 heavy crossbow) or +10/+5 melee (1d8+3, 
  longsword)
  SA none
  SQ Darkvision, Dwarf racial abilities, 
  Favored Enemy (dwarf +2 bonus) (Ex), 
  Favored Enemy (human +4 bonus) (Ex), 
  Wild Empathy (Ex), Woodland Stride (Ex)
  Fort +8, Ref +9, Will +3
  Str 16, Dex 18, Con 16, Int 12, Wis 12, Cha 7
  Languages: 
  Common, 
  Dwarven, 
  Undercommon
  Feats: Armor Proficiency (light), Crossbow 
  Mastery (heavy crossbow), Endurance, 
  Manyshot, Martial Weapon Proficiency 
  (all), Point Blank Shot, Precise Shot, Rapid 
  Shot, Shield Proficiency, Simple Weapon 
  Proficiency (all), Track
  Crucial Skills: Concentrate +8, Move 
  Silently +13, Spot +11
  Other Skills: Balance +3, Climb +12, Escape 
  Artist +3, Hide +13, Jump -4, Search +11, 
  Survival +6, Swim +1
  Possessions: +1 seeking heavy crossbow, +1 
  flaming bolts (x50), +2 chain shirt, boots of speed, 
  efficient quiver, stone devotee amulet, longsword
  Earthwight (Chaotic Neutral) CR 13 
  (Room 369)
  Large Undead
  HD 24d8+120             hp 228
  Init -1                          Speed 30 feet
  AC 24, flat-footed 24, touch 9
  BAB/Grapple +18/+35
  Attack +27 melee (2d10+11/19-20 plus 
  energy drain, slam)
  Full Attack +27 melee (2d10+11/19-20 plus 
  energy drain, slam x2)
  SA Earth mastery, push
  SQ Damage reduction 10/-, elemental 
  nature, darkvision 60 ft., undead traits
  Fort +19, Ref +7, Will +10
  Str 33, Dex 8, Con --, Int 10, Wis 11, Cha 11
  Languages Common
  Feats: Awesome Blow, Cleave, Great Cleave, 
  Improved Bull Rush, Improved Critical 
  (slam), Improved Sunder, Iron Will, Power 
  Attack
  Skills: Listen +29, Move Silently +7, Spot +29
  Earth Mastery (Ex): An earthwight gains 
  a +1 bonus on attack and damage rolls if 
  both it and its foe are touching the ground. 
  If an opponent is airborne or waterborne, 
  the earthwight takes a -4 penalty on attack 
  and damage rolls. (These modifiers are not 
  included in the statistics block .)
  Elemental Nature (Ex): The earthwight 
  counts as an elemental for any spells or 
  abilities that work against elementals . 
  Energy Drain (Su): Living creatures hit 
  by an earthwight’s slam attack gain one 
  negative level. The DC is 14 for the Fortitude 
  save to remove a negative level . The save DC 
  is Charisma-based . For each such negative 
  level bestowed, the earthwight gains 5 
  temporary hit points .
  Push (Ex): An earthwight can start a bull 
  rush maneuver without provoking an attack 
  of opportunity. The combat modifiers given 
  in earth mastery (see above) also apply to 
  the earthwight’s opposed Strength checks .
  Skills: Earthwights have a +8 racial bonus 
  on Move Silently checks .
  Fiendish Gorgon (Neutral Evil) CR 
  10 (Room 371)
  Large Magical Beast (Extraplanar)
  HD 8d10+40               hp 85
  Init +4                         Speed 30 feet
  AC 20, flat-footed 20, touch 9
  BAB/Grapple +8/+17
  Attack +12 melee (1d8+7, gore)
  Full Attack +12 melee (1d8+7, gore)
  SA Breath weapon, trample (1d8+7), smite 
  good (+8)
  SQ Darkvision (60 ft.), low-light vision, 
  scent, resistance to cold and fire 10, damage 
  resistance 5/magic, spell resistance 13
  Fort +11, Ref +6, Will +5
  
  52
  Str 21, Dex 10, Con 21, Int 3, Wis 12, Cha 9
  Languages Infernal
  Feats: Alertness, Improved Initiative, Iron 
  Will
  Skills: Listen +9, Spot +8
  Ghughalv, Harbinger of Xaqahandra  
  (Neutral) (Room 378)
  Thoqqua Paragon     CR 17
  Medium Elemental (Earth, Extraplanar, Fire) 
  Hit Dice 3d8+3 6+27   hp 87 
  Initiative +9     Speed 90 ft., burrow 60 ft.
  AC 49, flat-footed 42, touch 41
  Base Attack/Grapple +2 /+4 (+25 luck bonus 
  to all attacks)
  Attack +37 melee (1d6+35 plus 2d6 fire, slam)
  Full Attack: +37 melee (1d6+35 plus 2d6 fire, 
  slam)
  Special Attacks Heat, burn
  SA 3/day (CL 15): greater dispel magic, haste, 
  see invisibility
  SQ Darkvision 60 ft., damage reduction 
  10/epic, elemental traits, fast healing 20, 
  immunity to fire, cold resistance 10, spell 
  resistance 27, tremorsense 60 ft.
  Fort +23, Ref +20, Will +19
  Str 30, Dex 28, Con 28, Int 21, Wis 27, Cha 25
  Languages Abyssal, Celestial, Draconic, 
  Ignan, Infernal, Terran
  Feats: Alertness, Track
  Skills: Listen +27, Move Silently +26, 
  Survival +25 
  Gosel Cairnbuilder (Lawful Evil) 
  (Room 392)
  Dwarf Cleric 10 Medium Humanoid   CR 10
  HD 10d8+30   
  hp 79
  Init +5              
  Speed 20 feet
  AC 23, flatfooted 22, touch 11
  BAB/Grapple +7/+9
  Attack +10 melee (1d8+3, Impaler of Thorns) 
  or +10 melee (1d10+3, demon armor gauntlets)
  Full Attack +10/+5 melee (1d8+3, Impaler 
  of Thorns) or +10/+5 melee (1d10+3, demon 
  armor gauntlets)
  SA Rebuke Undead (Su), Rebuke Earth (Su)
  SQ Darkvision, Dwarf racial abilities, Aura 
  (Ex), Feat of Strength (1 round/day) (Su), 
  Weapon Familiarity (dwarven waraxe, 
  urgrosh)
  Fort +10, Ref +4, Will +14
  Str 14, Dex 12, Con 16, Int 10, Wis 20, Cha 12
  Languages: Common, Dwarven
  Feats: Armor Proficiency (all), Combat 
  Castion, Improved Initiative, Iron Will Shield 
  Proficiency, Simple Weapon Proficiency 
  (all), Skill Focus (concentration)
  Crucial 
  Skills: 
  Concentration 
  +16, 
  Knowledge (religion) +8, Spellcraft +8
  Other Skills: Balance -4, Climb -3, Escape 
  Artist -4, Hide -4, Jump -9, Move Silently -4, 
  Swim +8
  Cleric Spells Prepared: 0-level--guidance, 
  inflict minor wounds, light, mending, purify 
  food and drink, resistance; 1st-level--cure light 
  wounds (x2), doom, entropic shield, protection 
  from good, shield of faith, enlarge person; 2nd-
  level--death knell, enthrall, hold person (x2), 
  sound burst, soften earth and stone; 3rd-level--
  cure serious wounds, invisibility purge, prayer, 
  stone shape, wind wall; 4th-level--baleful 
  polymorph, divine power, freedom of movement, 
  lesser planar ally, spike stones; 5th-level--flame 
  strike (x2), slay living, righteous might
  Possessions: Demon armor, demon armor 
  gauntlets, Impaler of Thorns, stone devotee 
  amulet
  Kharnarnhal, 
  Stone 
  Sisterhood 
  Captain of the Guard (Lawful Evil) 
  (Room 386) 
  Male high medusa Blackguard 5        CR 14
  Medium Monstrous Humanoid
  HD 12d8 + 5d10 +51  
  hp 133
  Init +1                        
  Speed 20 feet
  AC 27, flatfooted 26, touch 14
  BAB/Grapple +17/+20
  Attack +22 melee (2d6+5 plus poison, critical 
  17-20, x2, greatsword) or +20 (1d4+3 plus 
  poison, snakes)
  Full Attack +22/+17/+12 melee (2d6+5 plus 
  poison, critical 17-20, x2, greatsword) and 
  +15 (1d4+3 plus poison, snakes)
  SA Aura of despair, petrifying gaze, poison, 
  smite good (+4 attack, +5 damage) 2/day, 
  sneak attack +1d6
  SQ Aura, command undead, dark blessing, 
  darkvision (60 ft.), detect good, envenom
  Fort +15, Ref +14, Will +15
  
  53
  Str 16, Dex 12, Con 16, Int 13, Wis 14, Cha 18
  Languages: Common, Terran
  Feats: Ability Focus (petrifying gaze), 
  Cleave, Improved Critical (greatsword), 
  Improved Sunder, Power Attack, Weapon 
  Focus (greatsword)
  Crucial Skills: Concentration +15, Hide +8, 
  Intimidate +16, Spot +13
  Other Skills: Knowledge (religion) +4
  Blackguard Spells Prepared: 1st level--
  corrupt weapon (x2), 2nd level--cure moderate 
  wounds (x2)
  Possessions: +1 wounding greatsword, +2 full 
  plate, +2 ring of protection, ioun stone (dusty 
  rose prism), stone devotee amulet, 8 vials of 
  stone water
  Aura of Despair (Su): The guard captain 
  radiates a malign aura that causes enemies 
  within 10 feet of him to take a -2 penalty on 
  all saving throws .
  Envenom (Ex): The guard captain can, as a 
  move action, use the poison of his hair snakes 
  (see below) to envenom his greatsword . The 
  poison acts exactly the same way, except on 
  the first successful attack he makes with his 
  greatsword is poisoned .
  Petrifying Gaze (Su): Turn to stone 
  permanently, 30 feet, Fortitude DC 22 
  negates . The save DC is Charisma based .
  Poison (Ex): Injury, Fortitude DC 19, initial 
  damage 1d6 Str, secondary damage 2d6 Str . 
  The save DC is Constitution based . 
  Krukruak (Neutral) (Room 389)
  Male advanced gorgon        CR 13
  Huge Magical Beast
  HD 24d10+216           hp 348
  Init +4                         Speed 30 feet
  AC 24, flatfooted 24, touch 8
  BAB/Grapple +24/+42
  Attack Gore +35 melee (3d6+15)
  Full Attack Gore +35 melee (3d6+15)
  SA Breath weapon, trample 3d6+15
  SQ Darkvision 60 ft., lowlight vision, scent
  Fort +23, Ref +14, Will +11
  Str 30, Dex 10, Con 28, Int 2, Wis 12, Cha 9
  Feats: Alertness, Blind-Fight, Improved 
  Initiative, 
  Improved 
  Natural 
  Armor, 
  Improved Natural Attack (gore), Improved 
  Natural Attack (trample), Iron Will, Power 
  Attack, Weapon Focus (gore)
  Crucial Skills: Listen +17, Spot +16
  Breath Weapon (Su): 60foot cone, once 
  every 1d4 rounds (but no more than five 
  times per day), turn to stone permanently, 
  Fortitude DC 31 negates . The save DC is 
  Constitutionbased .
  Trample (Ex): Reflex DC 32 half. The save 
  DC is Strengthbased .
  Rarhal Blackhacker (Neutral Evil) 
  (Room 391)
  Dwarf Fighter 7
  Medium Humanoid   CR 7
  HD 7d10+35   
  hp 78
  Init +1         
   
  Speed 20 feet
  AC 22, flatfooted 21, touch 11
  BAB/Grapple +7/+11
  Attack +13 melee (1d10+7, +1 dwarven 
  waraxe (throwing)) and +11 melee (1d3+4, 
  unarmed strike)
  Full Attack +13/+8 melee (1d10+7, +1 
  dwarven waraxe (throwing)) and +11/+6 
  melee (1d3+4, unarmed strike)
  SA none
  SQ Darkvision, Dwarf racial abilities
  Fort +10, Ref +3, Will +2
  Str 18, Dex 12, Con 20, Int 12, Wis 10, Cha 7
  Languages: Common, Dwarven, Terran
  Feats: Armor Proficiency (all), Blind-
  Fight, 
  Cleave, 
  Great 
  Cleave, 
  Martial 
  Weapon Proficiency, Power Attack, Shield 
  Proficiency, Simple Weapon Proficiency 
  (all), Stand Still, Tower Shield Proficiency, 
  Weapon Focus (dwarven waraxe, urgrosh)
  Crucial Skills: Intimidate +8
  Other Skills: Balance -3, Climb +5, Escape 
  Artist -3, Handle Animal +3, Hide -3, Jump 
  -6, Move Silently -3, Ride +8, Swim +1
  Possessions: +1 dwarven waraxe (throwing), 
  +2 dragonhide breastplate, +2 heavy steel shield, 
  brooch of shielding, stone devotee amulet
  
  54
  Shyahnhandra, Stone Sisterhood 
  High Priestess (Lawful Evil)  
  (Room 384)
  Female medusa Cleric 11        CR 15
  Medium Monstrous Humanoid
  HD 17d8+34 hp 111  
  Init +1  
  Spd 20 ft
  AC 29, flat-footed 28, touch 11
  BAB/Grapple +14/+14
  Attack +16 melee (1d8+2, +2 morningstar) 
  or +15 melee (1d4, dagger) or +15 (1d4 plus 
  poison, snakes) or +15 ranged (1d8, light 
  crossbow)
  Full Attack +16/+11 melee (1d8+2, +2 
  morningstar) or +15/+10 melee (1d4, dagger) 
  or +15 (1d4 plus poison, snakes) or +15 
  ranged (1d8, light crossbow)
  SA Petrifying gaze, poison
  SQ Darkvision (60 ft.), Aura, Earth Domain, 
  Rebuke Undead (Su), Spontaneous Casting, 
  Turn Air, Rebuke Earth, War Domain
  Fort +14, Ref +12, Will +20
  Str 10, Dex 12, Con 15, Int 14, Wis 20, Cha 18
  Languages Common, Giant, Terran
  Feats: Armor Proficiency (all), Combat 
  Casting, Combat Reflexes, Favored Weapon 
  Focus (morningstar), Improved Initiative, 
  Point Blank Shot, Precise Shot, Shield 
  Proficiency, Simple Weapon Proficiency 
  (all), Skill Focus (Concentration), Weapon 
  Finesse
  Crucial Skills: Concentration +22 (+26), 
  Heal +5, Move Silently +8, Spellcraft +11, 
  Spot +15
  Other Skills: Balance +3, Bluff +10, Climb 
  +6, Diplomacy +17, Disguise +10, Escape 
  Artist -4, Hide -4, Intimidate +7, Jump -12, 
  Swim -11
  Cleric Spells Prepared: 0-level--cure minor 
  wounds, guidance, light, mending, resistance, 
  virtue; 1st-level--bless, cure light wounds, doom, 
  divine favor, entropic shield, protection from 
  good, shield of faith, magic weapon; 2nd-level-
  -darkness, eagle’s splendor, hold person, silence 
  (x2), spiritual weapon; 3rd-level--contagion, 
  cure serious wounds (x2), magic circle against 
  good, stone shape, wind wall; 4th-level--divine 
  power, freedom of movement, greater magic 
  weapon, spell immunity, spike stones; 5th-level-
  -dispel good, flame strike, spell resistence, wall of 
  stone; 6th-level– heal, stoneskin
  Possessions: Dagger, +3 full plate, +2 heavy steel 
  shield, +2 morningstar, mwk light crossbow, 
  cloak of resistance +3, ioun stone (pink), potion 
  of barkskin +5, 500 gp diamond dust, stone 
  devotee amulet, 6 vials of stone water
  Petrifying Gaze (Su): Turn to stone 
  permanently, 30 feet, Fortitude DC 17 
  negates . The save DC is Charisma-based .
  Poison (Ex): Injury, Fortitude DC 15, initial 
  damage 1d6 Str, secondary damage 2d6 Str . 
  The save DC is Constitution-based . 
  Stone Fish (Neutral)  CR 3 (Room 377)
  Tiny outsider (extraplanar, earth)   
  HD 3d8+9 
  hp 22 
  Init +0  
  Spd 20 ft, burrow 20 ft
  AC 24, flat-footed 23, touch 11
  BAB/Grapple +3/+1
  Attack +6 melee (2d8+3, slam)
  Full Attack +6 melee (2d8+3, slam)
  SA none
  SQ Allaround vision, earth swim, damage 
  reduction 5/bludgeoning, darkvision 60 
  ft., immunity to cold and fire, resistance to 
  electricity 10, tremorsense 60 ft.
  Fort +5, Ref +3, Will +3
  Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10
  Languages Terran
  Feats: Toughness
  Crucial Skills: Hide +14, Listen +6, Spot +8
  Other Skills: Intimidate +3, Knowledge 
  (dungeoneering) +6, Move Silently +3, 
  Search +6, Survival +6 (+8 following tracks 
  or underground)
  Stone fish are creatures native to the 
  elemental plane of earth, but often found on 
  other planes in areas of magic rock or stone. 
  Each fish is a spindle shape roughly 18 
  inches long, with three eyes spaced evenly 
  around a mouth located at the front of the 
  spindle, and three rows of fins running along 
  its body. Stone fish swim through rock and 
  earth as normal fish swim through water, 
  hunting for small burrowing creatures to eat 
  as prey, but they cannot penetrate refined 
  metals or wood. Outside of rock, they hover 
  above the earth (never more than 6 feet 
  above the ground), “swimming” through 
  the air slowly, but as easily as they move 
  through earth .
  Stone fish are very territorial, and left to 
  their own devices rarely travel more than 
  
  55
  a few hundred feet from the place of their 
  hatching. This can be used to the benefit of 
  groups wishing to use stone fish, by moving 
  any eggs found in the wild to a prepared 
  hatchery. By hatching eggs in containers of 
  soft sand that are in a cavern, but isolated 
  from direct connection with any other rock, 
  trainers can rest assured that if a stone fish 
  does get loose, it will inevitably swim back 
  to the cavern roof just above its hatchery 
  box, and drop into the sand .
  Because their earth swim ability makes 
  the rock around them malleable and safe 
  for passage, stone fish are often used 
  by air-breathing creatures as modes of 
  transportation through regions of deep 
  cave kingdoms . A special harness allows 
  a Medium or smaller humanoid to tether 
  one or more stone fish to himself, and then 
  be pulled along by them, passing through 
  rock as he goes. Properly getting a stone fish 
  into and out of a harness is most commonly 
  accomplished by a DC 20 Handle Animal 
  check. A creature tethered to a stone fish 
  must use one hand to guide the fish as it 
  swims through rock or earth. The unique 
  school-sight property of stone fish makes 
  them particularly popular transportation 
  for creatures of the earth subtype.
  Allaround Vision (Ex): A stone fish’s 
  symmetrically placed eyes allow it to look 
  in any direction, providing a +4 racial bonus 
  on Spot and Search checks. A stone fish can’t 
  be flanked.
  School Sight (Su): A stone fish shares its 
  tremorsense with any creature of the earth 
  subtype within 10 feet of it. Though this 
  special ability, stone fish schools are often 
  able to perceive all activity within a huge 
  area, allowing them as a group to react 
  quickly to dangers that threaten individual 
  members of the school.
  Earth Swim (Ex): A stone fish can glide 
  through stone, dirt, or almost any other sort 
  of earth (with the exception of metal, raw or 
  processed) as easily as a fish swims through 
  water. It actually causes the stone in a 5-foot 
  radius around it to become pliable and easily 
  passed through, and even safely breathed. 
  This allows creatures adjacent to the stone 
  fish to travel safely along with it as long as 
  they constantly remain no more than 5 feet 
  away from the fish. A stone fish’s burrowing 
  leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence. 
  A move earth spell cast on an area containing 
  a burrowing stone fish flings it (and any 
  adjacent traveler) back 30 feet, stunning the 
  creatures for 1 round unless they succeed on 
  a DC 15 Fortitude save .
  Stone Sisterhood Archer (Lawful 
  Evil)  (Room 364)
  Female medusa Ranger 4     CR 11
  Medium monstrous humanoid
  HD 10d8+20 hp 73 Init +3  
  Spd 30 feet
  AC 22, flat-footed 19, touch 16
  BAB/Grapple +6/+8
  Attack +12 melee (1d4+2, dagger) or (1d4 + 
  poison, snakes); +14 ranged (1d8+4 + 1d6 
  flaming, +2 flaming composite longbow (Str +2))
  Full Attack +12/+6 melee (1d4+2 dagger) or 
  (1d4 + poison, snakes); +14/+8 (1d8+4 + 1d6 
  flaming, +2 flaming composite longbow (Str +2))
  SA Petrifying gaze, poison
  SQ Darkvision, Favored Enemy (human), 
  Wild Empathy
  Fort +8, Ref +12, Will +7
  Str 14, Dex 16, Con 14, Int 12, Wis 13, Cha 15
  Languages Common
  Feats: Point Blank Shot, Precise Shot, Rapid 
  Shot, Track, Weapon Finesse, Endurance, 
  Armor Proficiency (light), Martial Weapon 
  Proficiency (all), Shield Proficience, Simple 
  Weapon Proficiency (all)
  Crucial Skills: Hide +6, Intimidate +4, Listen 
  +5, Move Silently +12, Spot +12
  Other Skills: Balance +9, Climb +5, 
  Diplomacy +4, Disguise +9, Escape Artist +2, 
  Jump +1, Search +5, Survival +5, Swim +0
  Ranger Spells Prepared (CL 4): 1st-level: 
  Entangle
  Possessions: +2 flaming composite bow (Str 
  +2), +2 chain shirt, dagger, light steel shield, 
  stone devotee amulet, 4 vials of stone water
  Stone 
  Sisterhood 
  Blessed 
  One 
  (Lawful Evil) (Room 387)
  Female high medusa        CR 9
  Medium Monstrous Humanoid
  HD 12d8+12  
  hp 66 
  Init +3  
  Speed 30 feet
  AC 16, flatfooted 13, touch 13
  BAB/Grapple +12/+12
  
  56
  Attack +15 ranged (1d6, critical x3, shortbow) 
  or +15 melee (1d4, critical 19-20, dagger) or 
  +15 melee (1d4 plus poison, snakes)
  Full Attack +13/+13/+8/+3 ranged (1d6, 
  critical x3, shortbow) or +15/+10/+5 melee 
  (1d4, critical 19-20, dagger) and +10 melee 
  (1d4 plus poison, snakes)
  SA Petrifying gaze, poison
  SQ Darkvision (60 ft.)
  Fort +5, Ref +11, Will +9
  Str 10, Dex 16, Con 12, Int 12, Wis 13, Cha 16
  Languages: Common, Terran
  Feats: Ability Focus (petrifying gaze), 
  Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Finesse
  Crucial Skills: Bluff +16, Move Silently +15, 
  Spot +14
  Other Skills:   Diplomacy +5, Disguise +10, 
  Intimidate +5
  Possessions: Dagger, short bow, stone 
  devotee amulet, 5 vials of stone water
  Petrifying Gaze (Su): Turn to stone 
  permanently, 30 feet, Fortitude DC 21 
  negates . The save DC is Charisma-based .
  Poison (Ex): Injury, Fortitude DC 17, initial 
  damage 1d6 Str, secondary damage 2d6 Str . 
  The save DC is Constitution-based .
  Stone Sisterhood Priestess (Lawful 
  Evil) (Room 379)
  Female medusa Cleric 7        CR 11
  Medium Monstrous Humanoid
  HD 13d8+39  hp 107 
  Init +6  
  Spd 20 ft
  AC 31, flat-footed 30, touch 14
  BAB/Grapple +11/+11
  Attack +14 melee (1d8+2, +2 morningstar) 
  or +11 melee (1d4, dagger) or +11 (1d3, 
  unarmed strike) or +14 ranged (1d8, light 
  crossbow)
  Full 
  Attack 
  +14 
  melee 
  (1d8+2, 
  +2 
  morningstar) or +11 melee (1d4, dagger) 
  or +11 (1d3, unarmed strike) or +14 ranged 
  (1d8, light crossbow)
  SA Petrifying gaze, poison
  SQ Darkvision (60 ft.), Aura , Earth Domain, 
  Rebuke Undead (Su), Spontaneous Casting, 
  Turn Air, Rebuke Earth, War Domain
  Fort +10, Ref +9, Will +14
  Str 10, Dex 15, Con 16, Int 12, Wis 18, Cha 15
  Languages Common, Terran
  Feats: Armor Proficiency (all), Combat 
  Casting, Combat Reflexes, Favored Weapon 
  Focus (morningstar), Improved Initiative, 
  Point Blank Shot, Precise Shot, Shield 
  Proficiency, Simple Weapon Proficiency 
  (all), Skill Focus (Concentration) .
  Crucial Skills: Concentration +14 (+18), 
  Heal +5, Move Silently +8, Spellcraft +11, 
  Spot +11
  Other Skills: Balance +3, Bluff +9, Climb +6, 
  Diplomacy +8, Disguise +9, Escape Artist -4, 
  Hide -4, Intimidate +6, Jump -12, Swim -11
  Cleric Spells Prepared: 0-level--cure minor 
  wounds, guidance, light, mending, resistance, 
  virtue; 1st-level--bane, bless, doom, entropic 
  shield, shield of faith, magic weapon; 2nd-level-
  -darkness, hold person, silence, spiritual weapon 
  (x2); 3rd-level--contagion, magic circle against 
  good, stone shape, wind wall; 4th-level--greater 
  magic weapon, spell immunity, spike stones
  Possessions: Dagger, +3 full plate, +2 heavy 
  steel shield, +2 morningstar, mwk light 
  crossbow, amulet of natural armor +2, cloak 
  of resistance +3, ioun stone (pink), potion of 
  barkskin +5
  Stone Sisterhood Warrior (Lawful 
  Evil) (Room 375)
  Female medusa Blackguard 6   
  CR 12
  Medium Monstrous Humanoid
  HD 6d8 + 6d10 + 36  hp 106
  Init +1                         Speed 20 feet
  AC 25, flat-footed 24, touch 14
  BAB/Grapple +12/+16
  Attack +19 melee (1d10+8, +2 adamantine 
  glaive) or +16 melee (1d3+4, unarmed strike)
  Full Attack +18/+13 melee (1d10+8, +2 
  adamantine glaive) or +16/+11 melee (1d3+4, 
  unarmed strike)
  SA Petrifying gaze, poison, smite good, 
  sneak attack (1d6)
  SQ Darkvision (60 ft.), Aura of Despair, 
  Aura of Evil, Dark Blessing, Detect Good (at 
  will), Poison Use, Turn Undead
  Fort +12, Ref +8, Will +9
  Str 18, Dex 12, Con 16, Int 12, Wis 14, Cha 15
  Languages Common, Terran
  Feats: Armor Proficiency (all), Cleave, 
  Combat Reflexes, Great Cleave, Improved 
  
  57
  Sunder, Martial Weapon Proficiency (all), 
  Power Attack, Shield Proficiency, Simple 
  Weapon Proficiency (all)
  Crucial Skills: Bluff +9, Concentration +9, 
  Intimidate +12, Move Silently +8, Spot +9
  Other 
  Skills: 
  Balance 
  +3, 
  Climb 
  -1, 
  Diplomacy +6, Disguise +9, Escape Artist -4, 
  Jump -7, Knowledge (religion) +9, Swim -6 
  Possessions: 
  +2 
  adamantine 
  glaive, 
  +3 
  adamantine full plate, amulet of health +2, boots 
  of speed, cloak of resistance +2
  Blackguard Spells Prepared: 1st level--
  inflict light wounds (x2); 2nd level--bull’s 
  strength, inflict moderate wounds; 3rd level: 
  contagion
  
  58
  APPENDIX B: FEATS & MAGIC
  FEATS
  Crossbow Mastery [Combat]**
  You can load crossbows with blinding speed 
  and even fire them in melee with little fear 
  of reprisal.
  Prerequisites: Dex 15, Point Blank Shot, 
  Rapid Reload, Rapid Shot
  Benefit: The time required for you to reload 
  any type of crossbow is reduced to a free 
  action, regardless of the type of crossbow 
  used. You can fire a crossbow as many times 
  in a full attack action as you could attack if 
  you were using a bow . Reloading a crossbow 
  for the type of crossbow you choose when 
  you took Rapid Reload no longer provokes 
  attacks of opportunity.
  Special: A fighter may select Crossbow 
  Mastery as one of his fighter bonus feats. 
  A ranger may select Crossbow Mastery in 
  place of Manyshot for his improved combat 
  style at 6th level .
  **OGL Information
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc. System Reference Document. Copyright 2000. Wizards of the 
  Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
  Rise of the Runelords Player’s Guide. Copyright 2007 Paizo 
  Publishing LLC. Author James Jacobs and Mike McArtor.
  Curse of the Crimson Throne Player’s Guide. Copyright 2008 
  Paizo Publishing LLC. Author James Jacobs and Mike McArtor.
  Stand Still [General]
  You can prevent foes from fleeing or closing. 
  Prerequisite: Str 13 . 
  Benefit: When a foe’s movement out of a 
  square you threaten grants you an attack of 
  opportunity, you can give up that attack and 
  instead attempt to stop your foe in his tracks. 
  Make your attack of opportunity normally. 
  If you hit your foe, he must succeed on a 
  Reflex save against a DC of 10 + your damage 
  roll (the opponent does not actually take 
  damage), or immediately halt as if he had 
  used up his move actions for the round. 
  Since you use the Stand Still feat in place 
  of your attack of opportunity, you can do so 
  only a number of times per round equal to the 
  number of times per round you could make 
  an attack of opportunity (normally just one). 
  Normal: Attacks of opportunity cannot halt 
  your foes in their tracks. 
  ITEMS
  Amulet of Flesh
  This amulet is a polished steel disk, with a 
  golden snake wrapped around the outside . 
  If the wearer of this amulet is petrified, and 
  remains so for 1 minute, the amulet casts 
  stone to flesh on the wearer . The amulet can 
  perform this function no more than once 
  each week. As a result of its anti-petrification 
  magic, the amulet does not turn to stone 
  even if its wearer does, meaning it can be 
  removed from a petrified target before 
  restoration to flesh-and-blood. Normally 
  this requires no special skill, though if the 
  wearer was in a position that restricts access 
  to its neck when petrified, a Disable Device 
  check (DC 15 to 25) may be dictated .
  Strong transmutation; CL 11th; Craft 
  Wondrous Item, contingency, stone to flesh; 
  Price 7,000 gp . 
  Bronze Bath of Queen Ryssa
  The bronze bath of Queen Ryssa is a sizeable 
  magic tub, six feet in length and three in 
  both depth and width, weighing 1,000 lbs ., 
  constructed to have the appearance of a 
  roaring blue dragon (the head turned back 
  to serve as the spigot, the wings forming 
  the majority of the bath’s sides).  When a 
  command word is spoken, the bath fills with 
  warm sand that cleans any person or item 
  within it as if using the clean function of a 
  prestidigitate spell (except that it functions 
  on any item able to fit in the tub).
  Additionally, once per day a creature 
  bathing in the bronze bath can speak a 
  command word to have it to grant a massage . 
  This limbers and relaxes the creature, but 
  also magically grants the creature the ability 
  to perform additional actions during the 
  next 24 hours. An affected character can 
  take one additional standard action once per 
  day, the creature gains one additional such 
  action for every 5 full levels the character 
  possesses . These additional actions must be 
  taken at the beginning or end of a character’s 
  turn, and only one additional action can be 
  taken in a single round .
  The bath is theoretically mobile, in that it 
  works regardless of where placed. However, 
  due to its size and weight, it often remains in 
  a single locale for years or decades at a time.
  Strong transmutation; CL 5th; Craft 
  Wondrous Item, haste; Price 12,000 gp .
  
  59
  The Impaler of Thorns
  This is an ancient weapon dating back 
  centuries, where it was often used by demonic 
  servants to keep worshippers in line . An 
  impaler’s shaft is made of darkwood, its 
  head a thorn-like, wide-bladed barb . When 
  used in combat, successful critical hits are 
  accompanied by an unsettling screech, as of 
  some wild beast in anger,
  Three times per day as it strikes a foe, you 
  can trigger it (as a free action), to unleash 
  a 30-foot-radius burst of despair that affects 
  all creatures not wielding an Impaler of 
  Thorns. Creatures affected must make DC 
  16 Will saves or become overwhelmed with 
  sadness and despair, suffering a -2 penalty 
  on attack rolls, saving throws, ability checks, 
  skill checks, and weapon damage rolls for 2 
  minutes. The target struck when this effect 
  is triggered must also make a second DC 16 
  Will save to resist becoming nauseated with 
  despair for 1 round.
  The Obsidian Archways
  In construction, these Obsidian Archways 
  are identical to others found throughout 
  Level 13 except that, since they are 
  inactive, 
  the 
  central 
  space 
  remains 
  empty. Passing through them requires no 
  special requirements because there is not 
  teleportation effect active in them. They 
  are basically large, stone architectural 
  sculptures at this point .
  Each archway is 7 ft. tall at its highest 
  point, 8 ft. wide, and weighs 1,800 lbs. In 
  order to activate it, both archways must be 
  built into a wall, floor, or other permanent 
  architectural structure . Naturally occurring 
  structures (such as cave walls) will do, as will 
  magically created structures (as long as they 
  are permanent). Attaching an archway to an 
  architectural structure requires an hour of 
  work and a successful DC 30 skill check. This 
  check can be for Knowledge (architecture & 
  engineering), Craft (masonry), or any other 
  skill the GM deems appropriate .
  When an archway is correctly set up, its 
  center will fill with an obsidian-like material 
  (like most of the archways on the level 
  have) . However, until the linked archway is 
  likewise properly set up, the archway will 
  be impassible . Once the linked archway 
  is properly set up, the pair function as 
  connected portals regardless of the distance 
  between them. Because of the process used 
  disassembling the original archway, the 
  archways still require that a creature be 
  wearing a stone devotee amulet and be of the 
  earth sub-type in order to use them .
  Strong conjuration (teleportation); CL 18th; 
  Weight 1,800 lb .
  Ring of Echoes
  This ring is a thin circle of clear crystal 
  shaped like an elongated bat, its wingtips 
  touching to form the loop. The command 
  word ‘Tlylue” (“listen” in undercommon) 
  is inscribed in the underbelly of the crystal 
  bat .
  When worn, the ring very faintly echoes 
  anything the wearer hears, though only 
  the wearer notices these echoes . Because 
  of this repeat effect, the wearer gains a +5 
  competence bonus to all Listen checks .
  Additionally, when the ring’s command 
  word is spoken, the wearer can create an 
  invisible magical sensor anywhere within 
  500 feet. The location of the sensor must 
  be obvious (“300-feet north,” or “the other 
  side of that door”) or a place known to the 
  wearer . As a standard action, the wearer 
  may make a Listen check to hear what is 
  going on at the location of the sensor. The 
  sensor is immobile, but the wearer may 
  dismiss an existing sensor to create a new 
  one . Only one sensor may exist at a time .
  Moderate divination; CL 5th; Craft Magic 
  Ring, clairaudience/clairvoyance; Price 17,250 gp . 
  Staff of Earthquakes
  This thick shaft of granite has a rough, rocky 
  knob at the head and a sharp stalactite-like 
  tip at the bottom. The staff allows the use 
  of the following spells: Spike stones, Move 
  earth, Wall of stone (2 charges), Earthquake (2 
  charges) .
  Once per day you can recharge one charge 
  on the staff of earthquakes by exposing it to a 
  flesh to stone spell or a petrifying gaze attack.
  Strong evocation; CL 13th; Craft Staff, 
  earthquake, move earth, spike stones, wall of 
  stone; Price 52,532 gp . 
  Stone devotee amulet
  At first glance, a stone devotee amulet appears 
  to be an unremarkable river stone on a 
  silver chain . But a DC 15 Appraise check 
  will reveal that the chain is made of almost 
  impossibly pure silver and the stone is not 
  a natural ore . This amulet can only be made 
  from a piece of rock broken off an intelligent 
  
  60
  creature that was the victim of a petrification 
  attack. It is then artfully carved to look like a 
  naturally eroded river stone .
  The amulet, for all the care that must 
  be taken in creating one, has just a few 
  very limited purposes . The amulet’s main 
  function is to facilitate using the Obsidian 
  Archways that allow visitors to travel 
  around Level 13 (and to a few other places 
  beyond that space). It is a key without which 
  a wearer cannot pass through the archways, 
  making it invaluable to anyone actually in 
  this section of Dragon’s Delve (since these 
  portals are the only way many creatures 
  will be able to move from section to section), 
  but almost valueless in any other situation . 
  Secondarily, a stone devotee amulet protects 
  its wearer from the petrification effects 
  caused by having drunk stone water .
  Moderate transmutation; CL 9th; Craft 
  Wondrous Item, meld into stone, teleportation; 
  Price 1,000 gp .
  Stone water
  Stone water is a liquid that contains the pure 
  essence of elemental earth, the way holy 
  water contains the essence of good. Any 
  creature that drinks a vial of stone water 
  gains the Earth sub-type for 24 hours. No 
  other powers or abilities are conferred. 
  During the time that the stone water is active 
  in its system, the creature must make a DC 
  20 Fortitude save every hour. If this save 
  fails, the creature takes 1d3+1 points of 
  Constitution damage . 
  When the creature has lost one-quarter 
  of its Con, one of its limbs turns to stone. A 
  limb that has been turned to stone is frozen 
  in position and cannot be used normally . 
  It can, however, be used as an improvised 
  club . This happens again when the creature 
  has lost half its Con, and again when having 
  lost three-quarters of its Con. When the 
  creature has no Con remaining, it is turned 
  to stone (this effect is identical to that caused 
  by a petrifying attack).
  Additionally, stone water may be used as a 
  splash weapon against creatures with the air 
  sub-type. Except for the creatures affected, 
  this is identical to using a vial of holy water 
  in the same manner .
  Moderate evocation; CL 11th; Price 1,100 gp .
  
  61
  APPENDIX C: HANDOUTS
  Stone Sisterhood Prisoner Map Illustration
  
  62
  Medusa Mural Illustration
  
  63
  Level Map No Secret No Labels
  
  64
  APPENDIX D: GLOSSARY
  The following terms are referenced in 
  various places throughout Dragon’s Delve .
  Anra Saddana: Female human that serves 
  as Lord Mayor of Brindenford. She’s also 
  a business owner in the town . Pronounced 
  “Ann-Rah Sah-donnah” See the Gathering 
  Hall for more information.
  Baine Strongbow: A paladin that once aided 
  the town of Brindenford. Although slain by 
  assassins, his soul is held within his sword, 
  which lies somewhere on Level 5 . See also 
  The Paladin’s Sword .
  Bargelos: A draconic descendant of Metterak 
  that dwells on Level 10 of the dungeon. 
  “Cursed” to be a gold dragon rather than 
  a red. Hated enemy of Theophrastus. 
  Pronounced “Bar-gell-oss.”
  Barzonyn DuMair: A human necromancer 
  that has taken up residence in Terregaunt’s 
  Tower. She is a close friend of Jarla Vreech. 
  Pronounced “Bar-zohn-in Dew-Mayr”
  Beast God: A relatively minor god of ferocity 
  and blood . Dark and savage, the Beast God 
  calls upon the primal, bestial nature of his 
  followers, encouraging them to revel in 
  blood and violence . 
  The Beast God is Chaotic Evil . His 
  domains are Chaos, Evil, and Destruction . 
  His favored weapon is a battle axe.
  Belestros: A god of strength, stone, and 
  all things tangible. Belestros’ followers 
  are practical and usually live off of some 
  natural resource, such as farmers, herders, 
  or miners. For more information, see The 
  Temple of Belestros.
  Belestros is Lawful Neutral. His domains 
  are Law, Strength, and Earth. His favored 
  weapon is the mace or cudgel .
  Bestial Host: A strange religious cult 
  dedicated to a deity known simply as the 
  Beast God. The host is a mixture of goblins, 
  kobolds, 
  hobgoblins, 
  orcs, 
  bugbears, 
  and 
  degenerate 
  humans 
  (basically, 
  Neanderthals) . They emulate the savagery 
  of their god and usually fight with little fear 
  of pain or death. Not all the members of 
  the host speak the same language, but most 
  speak either Common or Goblin . See also 
  Using the Bestial Host .
  Bethirion: Elven knight that served the 
  Red Saint and ultimately betrayed him . 
  Pronounced “Beth-ee-ree-on.”
  Birshwar: Half-dragon cleric that reveres 
  Metterak and builds shrines around the 
  twelve secret sigils that he finds.
  Bluesteel Doors: Occasionally, delvers 
  report coming upon strange “bluesteel” 
  doors, so named because they are made 
  of steel with a distinct bluish tint. These 
  doors are sealed and particularly sturdy; 
  one cannot open them by normal magical 
  means, such as a knock spell . They have no 
  lock to pick. Instead, each door will open 
  to a specific word. Sometimes, those who 
  search can find the key word hidden in a 
  nearby relief carved in the wall or scrawled 
  upon a stone . Other times, they must 
  discover it through separate investigation 
  or divination .
  Typical bluesteel doors are 3 inches thick 
  with a hardness of 12, 120 hit points, and a 
  break DC of 31.
  Brindenford: A small town in what is 
  now called the Fallen Duchy. Brindenford 
  lies near the ruined Chordille Keep, and 
  the numerous entrances to the dungeons 
  underneath it. For more information, see 
  Surrounding Environs .
  Captain Darkblood: Undead pirate captain 
  and self-proclaimed “Pirate King” on 
  Khorant. Discovered the secret of sailing 
  safely to the island.
  Caval the Conjurer: One of the Mages Four, 
  this human male wizard specialized in 
  conjuration spells and summoning tricks . 
  Pronounced “Cav-el.”
  Chaster: Halfling wizard that was once an 
  adventurer exploring Dragon’s Delve, now 
  a thrall of the Font of Dreams. He can be 
  found in area 42 or area 58.
  Chordille Keep: The home of Duke Bryson 
  Chordille, razed about 100 years ago. It 
  stood above Dragon’s Delve and connected 
  with Level 1 . The ruins are still visible, 
  although there is little left. Potentially 
  reappears as a ghostly keep after the Ghost 
  Door is activated on Level 8 .
  Crasien: Tiefling wizard on Level 7 of 
  Dragon’s Delve with many half-fiends 
  under his control. He can be found in area 
  225. Pronounced “Crass-ee-ehn.”
  Croshof: The butler of Duke Bryson 
  Chordille. He was faithful to the duke, but 
  knew of Duchess Andra Chordille’s evil 
  
  65
  schemes . He is now a ghost in Chordille 
  Keep. Pronounced “Crosh-off.”
  Czarzem the Wicked: A unique demon that 
  appears to be a man composed entirely of 
  living, buzzing flies. Can be found on Level 
  7. Pronounced “S-zar-zem.”
  Dagon: One of many “old ones” worshipped 
  by the ancient Khorantians . Today his cult 
  has been resurrected using the name “The 
  Shark God.” 
  Dagon is Chaotic Evil . His domains are 
  Evil, Chaos, and Water. His favored weapon 
  is a spear. Pronounced “Day-gon.”
  Devil’s Maw: An old cave from which an 
  underground river flows into the River 
  Turant . Most locals consider the cave to 
  be a place to avoid--haunted, cursed, or 
  otherwise possessed of ill magic.
  Dorana: 
  The 
  dangerous 
  water 
  deity 
  representing the threat and the vengeance 
  of nature. Dorana is the Chaotic Neutral 
  goddess of the sea and vengeance and, to a 
  limited extent, all conflict and even war. She 
  is revered by all those in and on the sea as 
  well as by fighters and some paladins. See 
  the Temple of the River Gods.
  Her domains are Air, Chaos, and Water . 
  Her favored weapon is the longsword and 
  her symbol is a wave pierced by a lightning 
  bolt. Pronounced “Door-an-ah.”
  Drathos: An evil, domineering fighter living 
  on Level 5 of Dragon’s Delve.
  Duchess Andra Chordille: Wife of Duke 
  Bryson Chordille . Secretly, she revered 
  Rivenyk . 
  Duke Bryson Chordille: Dead ruler of what 
  is now called the Fallen Duchy . Pronounced 
  “Cor-deel.”
  Entropy Engine: A huge magical artifact 
  created by the Mages Four to harness some 
  of the ambient magical energies found in the 
  lower levels . The Entropy Engine is currently 
  malfunctioning and leaking energy.
  Erralak: Ocular tyrant that serves Bargelos . 
  Erralak has a shaft that connects Levels 1, 
  2, 5, 7, 8, and 10. Pronounced “Air-uh-lack.”
  Erro Mansan: The sheriff in Brindenford-
  -a human fighter of considerable skill. 
  Pronounced “Air-oh Man-san.” See The 
  Gathering Hall for more information.
  Essoch and Enaul: These gods are twins 
  who use the river’s power to mirror the 
  stream of time, with its many branches and 
  forks. Enaul is the Lawful Neutral god of 
  cities and civilization (bards often worship 
  him), while his brother Essoch is the Chaotic 
  Neutral patron of the wilderness and the 
  primal aspects of all people (thus appealing 
  to druids, barbarians, and even rangers) . 
  The brothers make for interesting patrons of 
  the different aspects of elven nature. See the 
  Temple of the River Gods.
  Enaul’s domains are Travel, Knowledge, 
  and Law. His favored weapon is the rapiera 
  and his symbol is an hourglass and an arrow . 
  Essoch’s domains are Chaos, Animal, and 
  Strength. His favored weapon is the staff 
  and his symbol is a staff hooked around a 
  crescent moon. Pronounced “Eess-ock” and 
  “Ee-nawl.”
  Eulalai Pujalt: Halfling wizard friend 
  of Serrestique who was a prisoner of the 
  demons on Level 7 for a very long time. Can 
  be found in area 217. Pronounced “Yoo-lal-
  eye Poo-jalt.”
  Fallen Duchy: Once known as the verdant 
  and flourishing Duchy of Chordille, this 
  remote and sparsely populated region is 
  now without a ruler .
  Felstor Knoveli: A half-elven sage in 
  Brindenford. See Felstor Knoveli, Master 
  Sage for more information.
  Font of Dreams: Magical fountain on Level 2 
  that controls creatures through their dreams . 
  This fountain was originally created by the 
  Mages Four. The font can be found in area 
  62 . See also Fights and Dreams .
  Gardok: A wealthy farmer living just on 
  the outskirts of Brindenford who is a high-
  ranking member of the Venom Cult. His full 
  name is Devin Gardok, but everyone just 
  knows him as Gardok . Pronounced “Gar-
  dock.”
  Ghost Door: A metaphysical construct 
  created by the ghost of Duchess Andra 
  Chordille on Level 8 of the dungeon to give 
  herself and her home a new “life.” This 
  magical creation, as a side effect, draws the 
  attention of ghosts and spirits throughout 
  the region . 
  Glarias, the Moon Goddess: A minor 
  goddess 
  worshipped 
  in 
  the 
  lands 
  surrounding the Fallen Duchy and revered 
  there in its heyday . Glarias presides over the 
  moon, so while she is not an evil goddess, 
  
  66
  she uses shadow (and even darkness) as 
  well as light as both tools and raiment . 
  When she was captured and imprisoned 
  by the Dragon Prince, her godly power was 
  given to the Beast God . 
  Glarias is Chaotic Good . Her domains are 
  Good, Knowledge, and Luck. Her favored 
  weapon is mace. Pronounced “Glah-ree-as.”
  Harrud: Brother Harrud is the priest of 
  Belestros in Brindenford. He is an opponent 
  of the power structure of the town.For more 
  information, see The Temple of Belestros.
  Hell coins: Reddish-gold coins with faces 
  of the tormented upon them, these perverse 
  coins are minted by demons and devils and 
  contain doomed souls . Worth 200 gp to a 
  fiend, 10 gp to others (or 0 gp to those who 
  find such things abhorrent). Also known as 
  “hell money.” See Area 205 for more.
  Iamon: Ancient god who died in a divine 
  war in the very earliest days of the world. 
  His corpse fell to earth and is now buried 
  deep below what is now Dragon’s Delve . 
  The ambient energies radiated by the corpse 
  are the source of “chaos magic” that affects 
  many sites in the dungeon . Pronounced 
  “Ee-ay-mon.”
  Iris Gellow: High priestess of the temple 
  of Vune. See the Temple of Vune for more 
  information. Pronounced “Eye-ris Gell-oh.”
  Jamissan: Greatest of the Warrior Bards of 
  the South, Jamissan is known to have found 
  and created many unique magical items.
  Jarla Vreech: Blackguard that has taken 
  up residence in Terregaunt’s Tower . Close 
  friend of Barzonyn DuMair. Pronounced 
  “Jar-lah Vreech.”
  Jaskon Tully: Miller in Brindenford. He 
  is secretly a high-ranking member of the 
  Venom Cult .
  Jumanik: Satyr cleric-bard from centuries 
  ago, Jumanik loved puzzles . He lived in 
  Dragon’s Delve for many years. Pronounced 
  “Ju-man-ick.”
  Kelmanosh: Distant land whose high king 
  technically rules over the Lost Duchy. (In 
  truth, the former duchy is a remote region 
  all but forgotten by the outside world.) 
  Pronounced “Kell-man-osh.”
  Khorant: A distant island reachable through 
  a magical gate on Level 5 of Dragon’s 
  Delve . No other means exists to reach this 
  mysterious locale located somewhere on the 
  Sea of Eternal Storms.
  Khorantians: An ancient folk native to 
  the island of Khorant. Although originally 
  elvenkind, the foul practices and ceremonies 
  they conducted eventually turned them into 
  a degenerate piscine race, akin to sharks .
  Kulaj: The creator goddess of the pantheon 
  of the River Gods, she represents the source 
  of the Celestial River. She is the mother of 
  all the other gods in the pantheon . Kulaj is 
  the creator deity and the patron of farmers, 
  artisans, and most of the common people, as 
  well as gnomes and halflings. She is also the 
  goddess of magic, and thus of wizards and 
  sorcerers. See the Temple of the River Gods.
  Kulaj is Lawful Neutral. Her domains 
  are Law, Magic, and Plants . Her symbol 
  is a hand that appears to hold a mountain 
  range in the palm . Her weapon is a mace . 
  Pronounced “Koo-lahj.”
  Lissandera the Enchanter: One of the 
  Mages Four, this female human wizard 
  loved various enchantment spells and also 
  excelled in alchemy and magic item creation . 
  Pronounced “Lis-an-dayr-ah.”
  Logger’s Guild: Guild of foresters and 
  loggers active in Brindenford and north of 
  the town. The group has frequent disputes 
  with the elves of the northern woods. See 
  also the Logger’s Landing .
  Lord Darrulm: Leader of the grahlus in the 
  Grahlus Fort on the island of Khorant. 
  Lord Saral: A powerful fighter who explored 
  and eventually lived in Dragon’s Delve . He 
  was an expert of weapons of all kinds and 
  led a legion of soldiers and creatures at one 
  time. Pronounced “Sayr-al.”
  Lost Shepherd: A tavern in Brindenford 
  owned by a former adventurer. This tavern 
  draws most of those interested in exploring 
  Dragon’s Delve .
  Lost Temple: An old temple of Glarias 
  somewhere deep in the woods about three 
  miles southwest of Brindenford. Some 
  lingering magic of the imprisoned goddess 
  keeps it hidden from the forces of the Beast 
  God who would love to claim it .
  Mages Four: A group of four aligned 
  mages of infamous power. Centuries after 
  Queen Ryssa’s people overthrew her and 
  abandoned the dungeon, they claimed most 
  of it for themselves. They built the Entropy 
  Engine, among other powerful artifacts.
  
  67
  Mallock: This god represents the treachery 
  of a river that appears to be a gentle stream 
  one moment, but becomes dangerous rapids 
  the next . Mallock is the dark god whose 
  deceptive nature makes him appealing to 
  some rogues. See Temple of the River Gods.
  He is Lawful Evil, and his domains 
  are Evil, Law, and Trickery. His favored 
  weapon is the dagger and his symbol is a 
  serpent entwined around a crescent moon . 
  Pronounced “Mal-ock.” 
  Master Mui Yan: An infamously skilled 
  warrior who teaches fighting secrets in 
  a hidden dojo deep in Dragon’s Delve . 
  Pronounced “Mwee Yahn.”
  Metterak: The self-styled Prince of Dragons, 
  this red dragon is one of the most infamous 
  wyrms in all the world . He reportedly lairs 
  deep within Dragon’s Delve (in fact, that’s 
  what gives the place its name) . Pronounced 
  “Met-er-ak.”
  Moontree: A huge tree located in Chordille 
  Keep, sacred to Glarias. It eventually 
  became tainted with evil . Even though the 
  tree was chopped down, its roots live on in 
  the dungeon .
  Nag: A minor god of serpents and poison. 
  Nag appears to be a giant cobra made of 
  darkness . He is revered by the Venom Cult 
  and a few serpentine creatures (nagas, for 
  example) . His mate is Nagaina, and they are 
  frequently worshipped together, although 
  Nagaina is never mentioned without Nag . 
  See Level 6: Domain of the Venom Cult.
  Nag is Lawful Evil. His domains are Evil, 
  Knowledge, and Death. His favored weapon 
  is a very long, curved knife (a short sword). 
  Pronounced “Nog” and “Nog-ah-eena.”
  Nibul of the Seven Arches: A mysterious 
  magical being that traveled with Lord Saral 
  when he explored Dragon’s Delve . Nibul 
  was slain by Metterak. Pronounced “Nie-
  bull.”
  Old Man’s Tunnel: An entrance into the 
  dungeon via a natural tunnel that runs 
  just south of Brindenford into Level 6 of 
  Dragon’s Delve. Although most of the locals 
  have heard of it, very few know where it can 
  be found or if it’s real.
  Orr: A fabeled wizard-priest whose tomb lies 
  hidden in Dragon’s Delve. Pronounced “Or.”
  Phaedor Rhendelmar: A half-elven druid 
  most believe to have been mad. In ages past, 
  he attempted to create methods to grow 
  plants underground and tested his theories 
  in Dragon’s Delve .
  Pholaen the Worldweaver: An elven wizard 
  and member of the Mages Four. He has a 
  mobile laboratory deep in the dungeon . 
  Pronounced “Fo-layn.”
  Pit in the Woods: South of Dragon’s Delve 
  is a pit where, hundreds of years ago, locals 
  threw criminals and madmen . The pit 
  leads, eventually, to Level 9, where some 
  descendents of those thrown in the pit dwell.
  Poet’s Bridge: An ancient stone bridge over 
  the River Turant south of Brindenford. Site 
  of a huge battle between the forces of Lord 
  Saral and the Red Saint .
  Queen Ryssa: A cruel dwarven queen of 
  antiquity who forced her people to delve 
  deep into the earth, creating much of the 
  dungeon. Pronounced “Rie-sah.”
  Ramscorn: Ferocious orc barbarian that is 
  the leader of the Bestial Host  guards of the 
  Beast God temple on the first level of the 
  dungeon. He set out to explore and conquer 
  the rest of the dungeon and can be found on 
  Level 2 in area 51 . See also The Stolen Bracer .
  Red Saint: A powerful cleric named 
  Azassarah that led an army against the 
  forces of Lord Saral. Once he had defeated 
  Lord Saral and cleared the upper levels of 
  Dragon’s Delve, he created a magical prison 
  in which to place his enemies . Azassarah is 
  pronounced “Azz-ah-sayr-ah.”
  Rivenyk: A demon lord who holds sway 
  on Level 7 . He was secretly worshipped by 
  Duchess Chordille. Pronounced “Riv-en-ik.”
  Scrall: The troll priest-king of the Bestial 
  Host. He dwells in the hills far from the 
  dungeon but sends guards and priests there 
  to watch over the temple on Level 1. In 
  theory, he may visit himself one day.
  Sea of Eternal Storms: A magical ocean far, 
  far away. At least one terrible storm rages 
  upon these waters at all times, making them 
  virtually impossible to navigate . At the 
  center lies the island of Khorant.
  Shakaran Titanslayer: This human male 
  sorcerer was one of the Mages Four and 
  specialized in physical combat, enhanced 
  by magic. Pronounced “Shah-kar-an.”
  Signar Fuen: Powerful adventurer who 
  died in the dungeon . Signar was once a 
  high-level fighter and explored much of 
  
  68
  the dungeon . He reached Level 14, where 
  his party all died, and he was drained by 
  undead down to 3rd level . He was killed 
  in area 2. In his flight from the dungeon, 
  he lost an intelligent amulet on Level 12 . 
  Pronounced “Sig-nar Fway-en.”
  Sillitta Ederus: Cleric of Vune. Engaged to 
  Whedon Rasholt. See the Temple of Vune
  Serrestique: Female human wizard who 
  came to the dungeon to seek information 
  about the Mages Four . She used a number 
  of chambers on Level 1, but is currently in 
  stasis in the prison on Level 5 . Pronounced 
  “Sayr-est-eek.”
  Stoneseek: Name that Queen Ryssa’s 
  dwarves gave to the location now known as 
  Dragon’s Delve .
  Teigel Fascher: Male human shopkeeper 
  in Brindenford that caters specifically to 
  adventurers headed off to Dragon’s Delve. 
  He sells regular gear as well as the occasional 
  magic item . See also Fascher’s Supply .
  Tekunki: A powerful spirit (a “fire god”) 
  that dwells atop the Angry Mountain on 
  Khorant. Likely a representative of the gods 
  or other forces that destroyed the original 
  civilization on the island . Pronounced 
  “Teck-oon-ee.”
  Tenebrynn Glimmersight: Male elf in 
  Brindenford being considered for the town’s 
  council, despite the fact that he opposes 
  the actions of the the Logger’s Guild. 
  Pronounced “Ten-ee-brin.” See Logger’s 
  Landing for more information.
  Terregaunt: A dark, brooding fighter. 
  Terregaunt was a henchman of Lord Saral 
  when he first came to Dragon’s Delve, but 
  eventually became an important figure all 
  his own. He built a tower to the southwest of 
  the dungeon. Pronounced “Terr-ah-gawnt.”
  Theophrastus: Human sorcerer who has 
  sealed himself up in an indestructible gem 
  on Level 8 of the dungeon in order to awaken 
  1,000 years in the future (and to hopefully 
  outlast his enemy Bargelos) . Pronounced 
  “Theo-frass-tuss.”
  Tral-Ferrer: A djinni lord trapped in 
  Dragon’s Delve by a strange curse for many 
  years more than a thousand years ago . To 
  enact his escape, he wove a magical carpet 
  said to hold some secret of the dungeon. 
  The carpet was divided into three parts . 
  Twelve 
  Secret 
  Sigils: 
  Physical 
  manifestations of the Dragon Prince’s power 
  in Dragon’s Delve, these symbols have 
  appeared throughout the dungeon . Finding 
  and indentifying them will grant creatures 
  power, usually having a draconic aspect of 
  some kind. Each of the twelve sigils is more 
  powerful than those that come before it, so 
  the twelfth is the greatest of them.
  Uoto: Half-celestial warrior who served 
  the Red Saint . Now buried in Terregaunt’s 
  Tower. Pronounced “Oo-oh-toe.”
  Urlaster: Sorcerer from more than 100 years 
  ago who explored Dragon’s Delve . He lived 
  in Brindenford, his former home is now the 
  tavern, the Lost Shepherd. He fashioned a 
  key that provides a way into the Prison of 
  the Red Saint. Pronounced “Ur-las-ter.”
  Urgan: Oldest of the children of Kulaj, 
  Urgan is the worker who uses the power 
  of the river for his own ends as he shapes 
  steel and stone . Urgan is the Neutral Good 
  god of the earth and metalworkers and 
  stoneworkers . He appeals to dwarves, 
  gnomes, and perhaps orcs . See the Temple 
  of the River Gods.
  His domains are Earth, Fire, and Good . 
  His favored weapon is the warhammer. 
  His symbol is a wheel with hammer and 
  gemstones set on it. Pronounced “Er-gahn.” 
  Val 
  Donage: 
  Retired 
  female 
  human 
  adventurer 
  who 
  explored 
  Dragon’s 
  Delve who now owns the Lost Shepherd . 
  Pronounced “Val Don-adge.”
  Vangell: 
  Human 
  male 
  sorcerer 
  who 
  explored much of Dragon’s Delve and 
  now lives among the pirates on Khorant . 
  Pronounced “Van-gel.”
  Venom Cult: A secretive, evil cult devoted 
  to murder, death, poison, and serpents . The 
  cult uses a portion of Dragon’s Delve as its 
  base of operations, although it has secretly 
  infiltrated the town of Brindenford as 
  well . The cult’s patron is Nag, a minor but 
  extremely sinister god .
  Vesh: Humanoid creatures descended from 
  either blind cave fish or very deep sea fish, 
  or perhaps both. These blind, freshwater 
  carnivores are strictly subterranean and 
  can be found mainly on Level 3 of Dragon’s 
  Delve, although a few have wandered 
  elsewhere . Use locathah stats .
  
  69
  Vraedix: A magical information storage 
  device based on a semi-sentient thinking 
  machine the Mages Four discovered on 
  a different world. Found on Level 7 of 
  Dragon’s Delve .
  Vimble Mirhoffal: A wealthy halfling 
  male in Brindenford. He is the proprietor 
  of Queen’s Crafts. Pronounced “Vim-bul 
  Meer-hof-al.”
  Vune: A goddess of light, purity, and 
  charity. Most, but not all of Vune’s clerics 
  are female. Those that are not belong to 
  a sub-sect called the Brothers of Charity 
  and focus on aiding the poor, the sick, 
  and orphans in the name of their goddess. 
  The rest of the clergy is interested in 
  spreading Vune’s teachings of helping 
  others before helping oneself. Vune’s 
  worship is widespread and extremely 
  popular. Her clerics are often treated as a 
  special, highly respected social class . See 
  also the Temple of Vune. 
  Vune is Lawful Good. Her domains 
  are Good, Healing, and Sun. Her favored 
  weapon is a mace. Pronounced “Voon.”
  Wendways: A mystical conduit stretching 
  through Dragon’s Delve allowing near-
  instantaneous travel between key spots 
  throughout the dungeon .
  Whedon Rasholt: Head guildsman of 
  the Logger’s Guild. Engaged to Sillitta 
  Ederus of the Temple of Vune. See also 
  the Logger’s Landing .
  BRING A GENIUS TO THE 
  TABLE!
  CREDITS
  Designer:
  Super Genius Games
  Cover Art:
  Ed Bourelle
  Interior Art:
  Various
  Graphic Design and Typesetting:
  Anthony Kenniston and Lj Stephens
  Creative Director:
  Stan!
  Producer:
  Owen K .C . Stephens
  Produced By:
  Super Genius Games
  www .supergeniusgames .com
  Copyright ©2006-2010 Monte J . Cook;  
  Copyright ©2010-2011 Super Genius Games
  Used with permission .
  All logos are the trademark of Super Genius Games All rights 
  reserved .
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc.
  DESIGNATION OF PRODUCT IDENTITY
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