TEXT: A
  Purple Mountain VI
  The Well of Stars
  Perry Fehr
  
  1
  The Well of Stars
  Purple Mountain – A Megadungeon in Twenty Parts
  Credits
  Author: Perry Fehr
  Development: Mark Gedak
  Editing: Mark Gedak, Perry Fehr
  Cover Image: Brian Brinlee
  Cartography: Kristian Richards of Crooked Staff Publishing
  Interior Artist: Brian Brinlee, Ryan Rhodes, Peter Saga
  Playtesters: Thomas Boxall, Perry Fehr, Mark Gedak, 
  Patrick Kossmann, Kent Little, Michael Vanderstelt
  Publisher: Purple Duck Games
  Purple Mountain - Level Six: The Well of Stars is a Pathfinder Compatible Module designed for four 6th level 
  characters and uses the medium XP advancement track. This module is designed to be player in any campaign set-
  ting with a mountain containing a megadungeon such as the Purple Duck Games’s setting Porphyra.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publish-
  ing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo 
  Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Compatibility with Psionics Unleashed requires Psionics Unleashed: Core Psionics System from Dreamscarred Press. 
  See http://dreamscarredpress.com for more information on Psionics Unleashed. Dreamscarred Press does not guar-
  antee compatibility, and does not endorse this product.
  Psionics Unleashed is copyright 2010 Dreamscarred Press and is referenced with permission.
  Open Game Content: All text on pages 2 to 
  43 are considered open game content.
  
  2
  Adventure Background
  In the depths of the oceans, in subaquatic cities un-
  thought of by warm-blooded folk, there are minds alien 
  to those of the bright surface world, alien even to those 
  outside the spheres of mortal reality- the planes above.  
  These minds belong to the horrific, incomprehensible 
  dominators of all minds they desire, and purveyors of 
  plans perilous… the aboleths.  These primeval aberra-
  tions, in their own bizarrely contemplative way, have 
  used clairsentient seeing to observe the conflict of vari-
  ous factions in the world above; angels and demons, el-
  ementals and mortals, green-skinned and pointy-eared.  
  Are the affairs of mortals, undying elementals, angels, 
  demons and dragons in the interest of the aboleths?  
  That has not been given for compilers of tomes and leg-
  ends to know, except for the plots and perversions that 
  the aboleth set in motion involving mortals that they 
  have control over, who are many.
     It is little known- and perhaps harmful to the psyche 
  of air-breathers- that what passes for aboleth ‘culture’ 
  is separated into groups, or perhaps disciplines, called 
  ‘Phylums’, an approximate translation from their pri-
  mordial, mind-bending language.  With determination 
  that any self-respecting tyrant would envy, a phylum is 
  clan, bloodline, philosophical college and collection of 
  field agents rolled into one; a group of aboleths with a 
  common goal, a far-ranging plan for that group, which 
  may or may not be in synch with the aboleth race as 
  a whole.  That these phylums area at work to under-
  mine the works of men, races, nations or star systems is 
  enough to drive some mad.  This fact is also a provoca-
  tion for some ruthless or weak-minded beings to try 
  and join forces with these reality-insulting monstrosi-
  ties, for temporal gain, or to join in the ruination of 
  sanity…
     In recent years, a particular phylum has enacted a 
  plan to bring ruin on a particularly smug and compla-
  cent nation of the upper lands, probably in response to 
  some ancient thwarting of that phylum’s machinations, 
  but just as likely for logic-defying reason unknowable 
  to man.  Men know of aboleths, of course, and watch 
  to the dark seas or to foul Underworld-places for their 
  presence, and the presence of their minions, whom 
  they know by recent and ancient names, or at least the 
  watchers charged with that knowledge do.  This phylum 
  has sent events in motion that will bring the strength of 
  the aboleths to their very doorstep, an affronting attack 
  on the heartland of upstart man!
     Using a fanatical, and often psionic clan of ulat-kini 
  (their odious skum servitors) as scouts, The Phylum 
  found a geological link between the underground cav-
  erns and fissures of the famous Purple Mountain, and 
  the aquifer of a major river system of the surface world.  
  This river system runs directly into a man-made lake in 
  the heart of the millennial enemy of the aboleth, at the 
  doorstep of the imperial palace itself!  The semi-aquatic 
  cavern labyrinth needed only a few adjustments to 
  become flooded, and a relatively small, but significant 
  excavation operation to join the two water systems.  
  With the recruitment of a renegade tribe of amphibi-
  ous (and also frequently psionic) undines, the plan 
  was put into motion.  The skum squadron and their 
  undine allies invaded the cave system, ironically named 
  The Well of Stars, and cowed the primary inhabitants, 
  a tribe of dark folk.  Using the awesome information 
  of the aboleths, they made excavation and flooded the 
  labyrinth, offering the dark folk the option of adapta-
  tion or extinction.  Once the labyrinth was secured, an 
  infant aboleth, was smuggled to the caverns, to oversee 
  and control the operation of joining the two water 
  systems.  Facing slow progress, the aboleth decreed that 
  The Phylum’s secret agents on the surface, the undines, 
  should secure an item that would speed up the mining; 
  a mattock of the titans.  The mission was accomplished 
  by their primary agent, a psionic demi-princess named 
  Glubela.  The operation has nearly come to fruition, the 
  invasion is at hand, and the ascendancy of The Phylum 
  shall now be felt by all puny air-breathers!
  Adventure Overview
  This is a Pathfinder adventure for four 6th level ad-
  venturers on the medium experience track.  As well as 
  the core rulebooks, it also extensively uses the Psionics 
  rules as detailed in Psionics Unleashed by Dreamscarred 
  Press.
  As Part of Purple Mountain Megadungeon
  Purple Mountain VI: The Well of Stars can be used as 
  part of the Purple Mountain megadungeon experience 
  using the previous level Purple Mountain V: The Descent 
  and the subsequent level Purple Mountain VII: Domain 
  of the Hidden God.  The underground river in Room 
  12 of Purple Mountain V will carry those who enter it 
  to Area 2b) at the bottom of the Well of Stars, though 
  the problem of breathing water will not be solved.  The 
  magma tunnels of Room 42 of Purple Mountain V are 
  intended to lead directly to Area 1 -The Well of Stars, 
  in the middle of the desperate battle taking place there.  
  The eastward tunnel in Area 1 leads directly to Room 
  
  3
  1 of Purple Mountain 7: Domain of the Hidden God, and 
  the vodyanoi Lair in Area 9 connects by watery passage 
  Area 3 Possibly subject to change of  level 7 of Purple 
  Mountain, and further to the outside world.  As it is an 
  aquatic area, few denizens of the higher or lower levels 
  trespass here, and as such it is a fairly closed system- 
  many of the more intelligent and intrepid denizens of 
  levels above and below will have heard of the Well itself, 
  known for its source of gems.
  As a Stand Alone level
  This adventure can be placed within an existing cam-
  paign fairly easily, in a convenient cavern system rela-
  tively near civilized lands.  The access to area 1, The 
  Well, can be as close or as far from the surface as you 
  wish, with whatever perils or obstacles are necessary to 
  bring the party to The Well .  As well, the connections 
  that Glubela has with existing kingdoms and courts can 
  be tailored to the GM’s wishes.  Below are some ‘hooks’ 
  that can be used to bring an inquisitive party to the 
  adventure area.
  The Well of Stars
  •	
  The party finds a treasure map to a forgotten en-
  trance to “The Well of Stars”, marked as being a 
  vast source of wealth in gems.  DC 15 Knowledge 
  (History) reveals it as being known as a volcanic pipe 
  deep within a mountain containing rubies, am-
  ethysts, diamonds and other gems, but frequented by 
  subterranean denizens.
  •	
  Glubela, the adopted undine daughter of a noble-
  man, has run away from home, reportedly in the 
  direction of a fabled place known as “The Well of 
  Stars”.  From her last known location in a village 
  (Welville) three days away, the party can easily (DC 
  13 Survival [tracking]) follow Glubela’s party to a 
  hillside cave leading to The Well of Stars. Failure 
  or inability to follow tracks would necessitate hir-
  ing a local guide, at whatever fee the GM sees fit.  
  Glubela, when found, will insist the party help her 
  with her mission, promising dire accusations if not 
  helped.
  •	
  A doomsaying prophet convinces the party (or their 
  patron) that dire works are being performed in “The 
  Well of Stars” that will threaten the peaceful lands of 
  the surface.  He will speak of “The Hammer of De-
  liverance” “The Tentacles of Domination” and “The 
  Dark Strangers” and indicate the general distance 
  and direction of the Well.
  The Well of Stars and Porphyra
  The motivations and politics of the Lands of Porphyra 
  (from Purple Duck Games) are fairly integral to the situ-
  ation in The Well of Stars.  To this date, 1,000 years 
  after The Calling and the NewGod Wars, the schem-
  ing race of the aboleth has been neutral, if self-serving.  
  The previously ascendant Elementalists did not trust 
  the aboleth race, and the Water aspect of that alliance 
  spent much energy suppressing them in their cyclopean 
  depths, maintaining an uneasy truce.  For their part, the 
  aboleths did not care to join the invading, and eventually 
  triumphant Deists, as their philosophy had no room for 
  higher beings, or any dimension other than the mind.  
  The various phylums have been relatively free, since 
  then, to advance their various agendas.  The psionic elite 
  of nations such as The Pinnacle Lands and the Hin-
  terlands of Kesh possess knowledge of them, though.  
  Skirmishes and events over the years have frustrated the 
  aboleths’ plans, and heroes often know well the perils of 
  fighting these beasts.  Not far from Purple Mountain, in 
  the nation with the same colloquial name, is the land of 
  Hesteria, known as the Wall of Sleep.  The rulers of that 
  land are familiar with fantastic horrors such as aboleth, 
  in particular the Duke of Kelephae, great port of Heste-
  ria (see area 16) This place is the target of The Phylum’s 
  operations in Porphyra- and a tentative alliance between 
  the sometimes-allies of the Elementalists, a clan of un-
  dines, does not bode well for the future of Deist rule, as 
  an alliance of the phylums of the aboleths and Elemen-
  talist cults would be dire, indeed.
  The Well of Stars, the Dark Labyrinths, 
  and the Caveworks of the Aboleth
  With the exception of area 1, all of the areas that follow 
  are completely underwater.  As well, once in the Dark 
  Labyrinths and the Caveworks of the Aboleth, there is 
  virtually no light present; even low-light vision is of no 
  use, unless light is provided.  The water under Purple 
  Mountain is cold, the effects of which can be noted in 
  area 2.  
  Wandering Monsters – Roll d20 every hour the party 
  is underwater.  If you roll 1-6, there is an encounter as 
  shown on the next table. A roll of 7 or higher means no 
  encounter. Each entry can be encountered once only.  If 
  the list is exhausted, use any suitable “visitors” that are 
  appropriate.
  
  4
  d6
  Encounter
  1
  Dark Folk: 1d6+1 aquatic dark creepers, 1 
  aquatic dark stalker.  The creepers are subtracted 
  from the number in area 5 but the stalker is not.
  2
  2d4 Skum: not subtracted from the total 
  amount.
  3
  1 cloaker/ray halfbreed (from 12b) / 50% 
  1d6+5 cave rays 50%.
  4
  1d6 cave squid: These are adapted to the under-
  ground depths and have dimly glowing bodies.  
  Their ‘ink cloud’ is a bright yellow fluid that 
  blocks all darkvision in the 5-foot-radius cloud.
  5
  1d6 water mephits: The skum cleric summoned 
  these to act as servants, but they disobeyed and 
  fled.  They will harass any beings they find.
  6
  1 Vodyanoi: This is an exploring member of the 
  group in Area 9; it will observe first, and flee 
  if strongly attacked.  If this encounter is rolled 
  again, it will be a crab swarm.  ‘Vorlg’ as he is 
  named, carries 20 silver pieces, a jade earring 
  worth 25 gp, and a potion of invisibility.
  1. The Well of Stars
  As you step into the cavern from the side tunnel, the scene 
  before you is frightening- and beautiful at the same time, 
  eerie and deadly.  The large, roughly egg-shaped cavern is 
  dominated by a similarly oval body of water in its center, 
  from which narrow shafts of light, like spears of flame, 
  dance through the surface to pierce the darkness.  Lit by 
  this lightshow is a scene of conflict: to your left is a group 
  of blue-skinned humanoids, wearing elaborate helmets 
  and armor, wielding three-tined forks.  One lays on the 
  ground, twitching, several bolts protruding from his body.  
  The other four males are making a humanoid wall in 
  front of another, obscured from your view. The haft of 
  some large device sticks up behind them.  On the opposite 
  side of the shimmering pond is a pack of dwarfish beings, 
  also blue-skinned, with wild hair and bulging eyes. They 
  are gaining the upper hand, as they wield clever-looking 
  crossbows, and are peppering their opponents with bolts.  
  One of the blue dwarfs seems to have different clothes and 
  strangely glittering eyes- he touches his temples and glares 
  at an opponent, causing one of the blue helmet-wearers to 
  scream in pain.
  The cavern is roughly 50 feet in diameter, with the 
  central pool being 30 feet in diameter, with a 10 foot 
  wide ‘path’ around the edge. The ceiling is roughly 15 
  feet high.  A 10 foot wide passage leads from the outside 
  (or Room 42 of Level 5 of Purple Mountain) south, and 
  another passage slopes down to the east to the derros’ 
  far-off lair (or Area 1 of Level 7 of Purple Mountain).  
  The surface of the Well is constantly disturbed by ripple, 
  and the beams of light as described above.  There is no 
  slope into the water, it is a sheer drop-off.
  Creatures: The aggressors are a band of derro, ventur-
  ing from their guard station to the east.  They are led by 
  K’zbitrel, a psionic kineticist.  They are followed by four 
  derro, two of which wield masterwork light crossbows, 
  and one who carries two flasks of alchemist’s fire.  None 
  have used their mental disruption ability, but all will have 
  used energy ray by the time battle is joined.  The doomed 
  defenders are a group of undines, five of which are male 
  clerics and their leader, Princess Glubela. Glubela will 
  have erected a psionic force screen upon being attacked, 
  gaining +4 to her armor class for the next 5 rounds.
  4 DErrO (Cr 3; XP 800)
  hp 25; see Appendix V
  Melee mwk light crossbow +6 (1d6/19-20)
  K’zBITrEL (Cr 5; XP 1,600)
  hp 53; see Appendix III
  5 UnDInES CLErICS (Cr 1/2; XP 200)
  hp 4/8; see Appendix V
  PrInCESS GLUBELA (Cr 4; XP 1,200)
  hp 30; see Appendix III
  Development:  Each of Glubela’s party has taken 4 
  damage from a sonic burst, and her aides are all stunned.  
  One of them is dead from crossbow bolts already; an-
  other will take 1d6+1 damage from the psionic’s energy 
  attack, likely putting him down, as well.  On the next 
  round, the party will roll initiative, as will the derro 
  party, at +6.  All of the lesser derro will fire sound bursts 
  at the standing undines, likely killing Glubela’s aides and 
  injuring her.  The psionic will focus his attention on the 
  PCs; K’zbitrel will scream “Do you serve the Hidden 
  God?” in Undercommon, manifesting energy ray at the 
  biggest target. On subsequent rounds K’zibitrel will use 
  his psionic powers on the most threatening targets, and 
  his minions will fire their crossbows, taking up short 
  swords if melee begins. The derro will neither retreat nor 
  surrender.
  
  5
  
  6
  Treasure: Glubela’s goods are detailed in her entry, most 
  important of which is the mattock of the titans.  Her five 
  underlings wore lesser helms of underwater action, carry 
  tridents and silver holy symbols of Lyvalia (1 gp); two 
  of them bore underwater crossbows with a dozen mas-
  terwork bolts apiece.  K’zbitrel, the psionic derro leader, 
  wears silk and sable gloves worth 100 gp (if kept dry...) 
  and wears a leather pouch containing a brain lock pearl, a 
  pair of ebony dice spotted with tiny gems worth 900 gp, 
  and a vial of potion of cure light wounds.  The lesser derro 
  all carry 7 pp, but one has tourmaline earrings worth 
  100 gp each, another has two flasks of alchemists’ fire, 
  and the final two each wield masterwork light crossbows.  
  Note that crossbows are all but useless underwater and 
  alchemists’ fire cannot be effectively thrown underwa-
  ter.  The poison from the bolts will also wash away very 
  quickly, within 2 rounds of entering the water.
   
  Glubela’s Mission
  At this time the party will meet Glubela, an undine 
  ‘princess’ on a mission into The Well of Stars.  Her sta-
  tistics, powers and motivation are described in Appendix 
  I.  She is a strikingly beautiful undine, imperious and 
  shrewd, and addresses her saviors thus:
  “I am Glubela, High Princess of the Undines.  I thank you 
  for your assistance, late as it was for my companions.  We 
  were on a mission of great importance, which is now much 
  in jeopardy... We were taking this great weapon -a mattock 
  of the titans, brought to this world by the New Gods- into 
  the lair of a fearsome beast, an infant kraken, which is 
  building its power in the flooded caverns below.  Through 
  magics to increase their power and size, and protected by 
  my prescient powers, we were going to invade the lair of my 
  race’s great enemy and bring down the roof upon it.  My 
  royal line has spent generations tracking these beasts, and 
  succeeded in chasing the last of them from the sea into these 
  awful stony caverns.  To fail so close to our victory...”  
  She loses her composure, weeping into the shoulder of 
  the tallest PC.  If the PCs suggest payment, she will offer 
  her shark tooth amulet to a likely (and handsome) PC, 
  hoping to incite greed and jealousy.  She will also offer 
  the good will of her father, any treasure found during 
  the adventure, and ‘a halfling’s weight in black coral’.  A 
  DC 15 Appraise check can tell that is worth about 5,000 
  gp. Though she knows about the dark folk, the skum 
  servitors, and the cloaker embassy, and that there are two 
  basic sections (the Dark Labyrinths and the Caveworks 
  of the Aboleth) she knows little else, and will probably 
  not tell the PCs anything.
  The Truth: Glubela is lying, but she is very good at it.  
  Her clan is allied with the true menace, an aboleth, in 
  the flooded caverns below. (See Introduction)  She was 
  depending on her companions to do several tasks for 
  her: carry the enormous mattock, speak to the initial 
  guardians, the aquatic dark folk (at least one of them 
  spoke Dark Folk) and to sacrifice themselves as meals for 
  the underground denizens that could not be negotiated 
  with.   Now she must depend on these new ‘benefactors’ 
  and manipulate them until they can serve her purpose.  
  She is not above manipulating the party against one 
  another, promising anything, and using her powers 
  unevenly to support one member over another to get the 
  job done.  She also realizes that she will probably have to 
  get rid of the PCs, to achieve her mission, so she will not 
  be overly helpful in the process of traveling through the 
  labyrinths.  
  
  7
  2. Into the Well
  [Read the following after the PCs have had time to hear 
  Glubela’s story, loot the derro, and learn of the properties 
  of the lesser helms of underwater action]
  As you contemplate the rippling surface of the water that 
  is The Well of Stars, the moving shafts of light begin to 
  move more rapidly, around in a circle.  Then, from the 
  depths, it seems, comes distorted waves of sound- seem-
  ingly, of song...
  A bard may use any Perform skill to make a DC 15 
  check to identify the sound as coming from an elemental 
  source, and the tone of the ‘song’ to be one of joy.  A 
  DC 20 Knowledge (planes) check can identify the sound 
  source as that from a large facet of crysmals (using the 
  control sound power). The ‘joy’ being expressed is that 
  of proximity of refined gems, delicious to the elemental 
  creatures.
  If the PCs do not enter the water within one minute 
  of hearing the ‘song’, four crysmals will exit The Well 
  and attack those PCs (and Glubela) that carry gems, 
  either looted from the derros or carried personally.  This 
  includes magic items that use or incorporate gems, even 
  weapons with jeweled hilts.  If two crysmals are killed, 
  the rest will flee into the Well, using fold space to avoid 
  attacks of opportunity.
  Once the player characters enter the well...
  As you enter the water, there is a moment of shock at its 
  coldness, disorientation at the vertical movement of go-
  ing down, and the susurration of our breath within the 
  enchanted helmet.  The flickering beams of light dance 
  around you, pulsing from their origin at the bottom of the 
  Well.  The ‘song’ is more distorted down here, discordant 
  and hungry.  Then, the ‘singers’ begin to approach, crystal-
  line, insectile... things that refract the light from below, 
  and scramble over the walls of the Well, which themselves 
  sparkle with hidden flakes of gems, for which the Well gets 
  its name.
  The GM should refer to the ‘Adventuring in the Well’ 
  section, Appendix XX1 and familiarize themselves with 
  all pertinent information on underwater activity and 
  combat.  If a PC states that she is swimming down at 
  top speed toward ‘the light’, she will receive only one 
  crysmal attack at most, and only if she is carrying visible 
  gems ie: jewelry, wearing the derro’s earrings, etc.  Keep 
  in mind that fatigued characters may not ‘run’, or in this 
  case, swim, farther than their listed speed.
  Hazard: Those entering the water without cold resis-
  tance, endure elements, or similar defenses must make 
  a Fort save DC 16 or be fatigued.  Each subsequent 
  round, a fatigued character can make a new saving throw 
  at +1, until the save DC is 10; when the save is made, 
  the fatigue ends.  Out of combat, the save is made each 
  minute. If the save is not made after 10 attempts, the 
  fatigue will be permanent until the character is warmed.
  Creatures: A total of eight psionic crysmals inhabit the 
  Well, due its rich food source.  Though the crysmals will 
  be desirous of the party’s gems (being processed and deli-
  cious) they will also be defending their home and breed-
  ing ground, and are not as docile as most wild crysmals.  
  If a facet of crysmals left the water to attack the party, 
  subtract any killed from the total number of crysmals.  
  See Map 2 for initial placement of the elemental crea-
  tures.  Note that crysmals can fold space to attack PCs 
  that are carrying gems, and can use mind thrust to drive 
  away PCs that are invading their territory.
  8 CrYSMALS, PSIOnIC (Cr 3; XP 800)
  hp 39, see Appendix V
  Treasure: Each crysmal keeps the gems it has harvested 
  like a brood sac under their bodies.  Roll 1d6+1 for the 
  number of gems, (2d6x10) +5 for the gp value of each.  
  Mining the Well of Stars is outside the purview of this 
  adventure, but a DC 25 Appraise check would estimate 
  that up to 100 pounds of gemstones could be mined 
  here, a location that could be sold to an enterprising clan 
  of dwarves.
  Development: The crysmals will pursue as far as the 
  bottom of the Well, Area 2b), but will not enter Area 3 
  at all unless the monster there is eliminated.  Any sur-
  viving crysmals will reproduce themselves up to ½ their 
  number, to a maximum of 8.
  
  8
  2b. Bottom of the Well
  The source of the ‘starlight’ for the 
  shaft above is revealed to you- a 
  tiny prism in the hand of the 
  stony form of a female of the race 
  you killed above.  An incongru-
  ously realistic flame sprouts from 
  the stone, and is immediately 
  reflected in the geodes upward to 
  the funneling Well.  This star-
  shaped chamber is a sparkling ge-
  ode of quartz, the northern arm 
  piled with loose crystals- blocking 
  what looks like a narrow pas-
  sage- and the western arm seems 
  to be seething with a weak tide.  
  The crystals shift to a deep violet 
  in that direction, and the pas-
  sage seems to be wide enough to 
  traverse.
  The figure is that of a derro 
  female, petrified by a long-dead 
  medusa in this place, when it was 
  dry, many years ago.  The light, 
  a simple ioun torch, has become 
  something of a landmark, even 
  after the water came.  Crysmals 
  will not pursue PCs past this 
  chamber, as they fear and revere 
  the denizen of Area 3.  By spend-
  ing a few turns moving crystals 
  out of the way, PCs can access 
  the river leading to area 12 of 
  Level 5 but they would have to 
  fight against the current, risk-
  ing exhaustion over the hour 
  it would take to get there. (See 
  rules)  
  Treasure: The ioun torch can eas-
  ily be claimed, but the gemstone 
  kapoacinth on Area 3 will attack 
  its new possessor immediately 
  upon their coming within 15 feet 
  of it.  
  The Well of Stars
  
  9
  The Labyrinth of Stars
  
  10
  The Labyrinth of Stars
  
  11
  3. Glittering Guardian
  The jagged passage widens as it progresses west, helping to 
  reduce the claustrophobia of existing in a world without 
  air.  It opens further into a crossroads, of sorts.  To your 
  left is a very regular passage, festooned with clusters of 
  beautiful purple crystal rods along its length.  To your left 
  is another geode-room, this one a large, perfect sphere with 
  what appears to be a lesser, irregular bubble or cyst just 
  south of its center, looking like two halves of a coconut.  
  Some distance beyond that is a narrow passage that leads 
  down into darkness.
  Creature: The ‘cyst’ is a semi-dormant gemstone kapoa-
  cinth, an aquatic form of the surface gargoyle.  It has 
  folded its large water-propellant wings. In its ‘frozen’ 
  state it has a 38 Stealth check to appear as a natural crys-
  talline structure.  A DC 10 Appraise check will identify 
  the ‘stone’ as composed of amethyst.  This particular 
  gemstone kapoacinth has resist 10 cold, better suited to 
  these lightless depths.  
  KAPOACInTH, GEMSTOnE (Cr 6; XP 1,200)
  hp 52; see Appendix V
  Treasure: A DC 15 Perception check (or the PC with 
  the highest over that DC) will find a small set of deco-
  rations the kapoacinth made at the back of its cyst. A 
  rusted iron circlet bears a series of rubies, five worth 50 
  gp each, a bronze-plated belt circling that worth 125 gp, 
  and, in the center, a large, orange- red (fire) elemental 
  gem.  Smashing away at the walls of the cyst will gener-
  ate 1 pound/50 gp worth of amethysts per round, to a 
  maximum of 20 pounds/ 1,000 gp.  This ‘mining’ will 
  also attract labyrinth denizens, requiring a roll on the 
  Wandering Monsters table for every five pounds col-
  lected.
  Development: With the kapoacinth removed, any sur-
  viving crysmals will move into this area to feed, and will 
  eventually eat the gemstone being’s corpse!  The crysmals 
  will begin to lair here, and there will be 0-3 (1d4-1) 
  more of them, likely to ignore  PCs in their feeding 
  frenzy.
  3a. Crystal Passage
  This roughly 15’ wide passage is festooned with slender, 
  spearlike crystals of deep violet, sprouting like glittering 
  mushroom from the stone walls.  The passage seems to take 
  a right turn 40 feet ahead.
  The weakly surging current adds +2 to the Acrobatics 
  DC of the Hazard, several cluster of mnemonic crystals 
  (see Gamemastery Guide)
  Hazard: [Mnemonic Crystals] Identified with a DC 25 
  Knowledge (arcana) check, can drain a spell from a pre-
  pared spellcaster within 30 feet, DC 22 Will saves each 
  round to avoid.  Damaging crystals unleashes a burst of 
  mental energy in a 10 foot radius, doing 1d6 Wisdom 
  damage.  Each move through the passage (probably a 
  minimum of 2 moves) requires an DC 12 Acrobatics 
  check to to avoid stepping on or brushing against the 
  crystals and breaking them.  Each 10 feet of the indi-
  cated area bears a cluster of crystals.  
  Treasure: A successful Knowledge (arcana) check, as 
  above, or a DC 20 Knowledge (psionics) check reveals 
  that a carefully preserved mnemonic crystal can be used 
  to make psionic shards (see Psionics Unleashed) at -1 
  Manifester Level (6th) and without the gp cost.  A num-
  ber of shards can be gathered equal to the Skill check 
  result -20.
  
  12
  4. Hunting Grounds of the Dark Folk
  You are entering a large, high cavern interrupted by reefs 
  of stone and ancient fused stalactites and stalagmites, 
  creating a maze-like terrain.  A few tiny fish dart here 
  and there, pursuing motes of minerals that drift from the 
  ceiling.
  Trap: The marked line indicates a trap that also doubles 
  as a food gathering device, created by the aquatic folk’s 
  dark slayer.  It has found a way to enclose a sound burst 
  in a bubble of spittle, and then hang the bubbles from 
  fine lines of fiber from underweed.  The burst stuns fish 
  large enough or in enough quantity to pop the bubble, 
  and the sound wave alerts the dark folk of the tasty, 
  stunned bounty.
  SOUnD BUrST TrAP (Cr 3; 800 XP)
  Type magic; Perception DC 27; Disable Device DC 27
  EFFECTS
  Trigger location; reset rebuild
  Effect spell effect (sound burst, 1d8 sonic damage plus 
  stunned for 1 round, F-DC 13 negates stun); multiple 
  targets (all targets in a 10 ft. sphere)
  Creatures: Five aquatic dark creepers prowl this area 
  (marked by ‘D’), staying a good distance from each other 
  to make a cordon to chase down any prey or intrud-
  ers.  They know about the trap and avoid it, but do not 
  know its area of effect.  If one dark creeper remains and 
  its fellows are dead, it will try to flee back to the lair, but 
  otherwise the little runts will fight fiercely to defeat the 
  intruders; for meat, for treasure, and for the reward they 
  may receive from their skum overlords.
  5 DArK CrEEPErS, AqUATIC (Cr 2; XP 600)
  hp 19; see appendix V
  Treasure: All dark creepers carry masterwork shortspears 
  tipped with crystal ooze toxin.  Each also has a pouch 
  that holds a serrated shell for cutting food, 1d3 10 gp 
  amethysts, and a congealed glob of aboleth mucus in 
  case of a breathing emergency.
  Development: The hunting creepers will not pursue into 
  Area 3, fearing the kapoacinth, and know the dangers 
  of the mnemonic crystals.  If a survivor makes it back to 
  the den at 5, the cave community will send a messenger 
  to Area 7 to alert their leaders, and then will prepare for 
  war.  The later occupancy of this area depends on what 
  happens in areas 6 and 7, and will likely be re-occupied 
  by a dark stalker, the dark slayer, and three more creepers 
  at D2, waiting for word of what happened at the other 
  end of the labyrinth.  If the tribe is cleaned out, it will be 
  empty.
  5. Warrens of the Dark Creepers
  The entrance of this side-passage is littered with broken 
  stalactites- the walls seem jagged and irregular, the floor 
  festooned with crumbled bits.  It is very dark within.
  The passage is tubular, twisty and jagged, and counts 
  as difficult terrain even when swimming within, dou-
  bling movement cost.  There are even bits of old metal 
  jammed into cracks so creepers can hang like watery bats 
  to rest.  The side-cave at the east end slopes downward 
  considerably.
  Creatures: This is the living quarters of a tribe of aquati-
  cally-adapted dark creepers (see Appendix II) conquered 
  and converted by the aboleth and its minions.  They 
  spend their time in shifts to hunt (in area 4), grovel-
  ing for crystal ooze poison (wandering monsters), and 
  making weed-armor and weapons.  There are 20 dark 
  folk here at any given time; 15 adults and 5 young. Eight 
  adults, with poisoned spears nearby, are sleeping in the 
  tunnel, 30 feet past the entrance, crammed into nooks 
  and crannies or hanging from makeshift hooks.  Seven 
  adults are working on weed-armor and weapons in the 
  large open cavern at the east end of the passage, and 
  while they have three masterwork spears apiece, none of 
  them are poisoned.  Five young creepers are left to their 
  own devices.  
  15 DArK CrEEPErS, AqUATIC (Cr 2; XP 600)
  hp 19, see Appendix V
  5 YOUnG DArK CrEEPEr (Cr 1; XP 400)
  As aquatic dark creeper; quick rules: +2 to all Dex-
  based rolls, –2 to all other rolls, –2 hp/HD.
  Treasure: In the work area there is a special, ornate con-
  tainer, a low tray, into which the creepers scrape the crys-
  tal ooze poison they use.  There is one dose within, and a 
  crude scraping implement.  Idly touching the ‘clear gel’ 
  has the same result as being struck by the crystal ooze 
  toxin.  There are a total of 26 masterwork shortspears in 
  the lair, 8 of them already envenomed (see appendix II).  
  Another, larger container made out of a large crab-shell 
  holds two dozen greenish nodules, coalesced mucus of 
  the aboleth.  Ingesting one is identical to being adjacent 
  
  13
  to an aboleth, DC 20 Fortitude save or lose the ability to 
  breathe air.  A third container holds a pair of blue, jelly-
  like containers that each holds a form of potion of cure 
  light wounds.  Each adult has 1d3 10 gp amethysts in its 
  possession, and the elder carries a lance feather token on 
  a thong around its neck.
  Development: If the dark folk are alerted by a retreat-
  ing hunter, none of the creepers will be asleep if intrud-
  ers come, and they will be spaced out in such a way as 
  to not blind one another upon death.  The elder will 
  prepare a silent image of a water naga with the head of 
  a manta ray, surging out of the cave.  One of the young 
  will have been sent to area 7 to warn the leaders.  If sur-
  prised, the dark folk will fight until half of their number 
  have been killed, and then try to flee to the caverns of 
  the skum.  The elder will try to facilitate the escape of 
  the dark folk young.
  6. Lair of the Dark Ones
  This narrow rift leads to a twisting passage down into the 
  heart of the mountain.  The walls are jagged but polished 
  by water or design.
  If they proceed past the halfway point...
  The passage opens up somewhat, to an irregular cavern 
  dominated by three pillars of stone, conjoined stalactites 
  and stalagmites.  Strange glyphs and sigils cover the pil-
  lars, circling around from the top.
  The marks on the pillar are in the tongue of the Dark 
  Folk, recording the names of the dark slayers and dark 
  stalkers that have led the colony.
  Creatures: The sullen leaders of the aquatic dark folk 
  spend much of their time here, brooding over what 
  might have been, trying to think of some way to es-
  cape their bondage.  The dark stalkers will be in their 
  own spartan quarters, but will immediately come out 
  to investigate a disturbance, casting deeper darkness on 
  themselves.  They will question the intruders in Under-
  common, while their dark slayer servant probes them for 
  magic items.  The stalkers are not completely opposed to 
  diplomacy, but negotiations would be extremely delicate.  
  The dark slayer however, will be unable to resist attempt-
  ing to rob the intruders, as their magic items alone will 
  intrigue it greatly.  The slayer will attack the intruder 
  with the most magic items, unless first detected and 
  driven away, or frustrated in its first attack and wounded 
  in return.  Should the slayer be repulsed, it will retreat 
  and sulk, but should combat be joined, the stalkers will 
  attack ferociously.  If one of the stalkers is killed, the 
  other will use slipstream in an attempt to escape to the 
  cave of its minions.
  2 DArK STALKErS, AqUATIC (Cr 4; XP 1,200)
  hp 39; see Appendix V
  DArK SLAYEr, AqUATIC (Cr 3, XP 800)
  hp 22; see Appendix V
  Treasure:  Scattered about the larger cavern and in the 
  slayer’s quarters are many damaged and ruined magic 
  items and ordinary tools scavenged by their followers, 
  and subsequently ‘repaired’ by the slayer.  These include: 
  two 10’ pieces of spider silk rope, a bent trident, a girdle 
  of opposite gender, 2 blocks of incense of obsession, a tree 
  feather token, a golden holy symbol of Linium (5 gp), 
  a wand of prestidigitation (3 charges), a cursed wand of 
  sound burst (5 charges, cursed to work only in the 12 
  hours after midnight, d%), a porphyrite light hammer, 
  and a half-bottle of wax of defiance.
  Development: It may be possible to negotiate with the 
  dark folk leaders, (Diplomacy DC 25) but the dark 
  slayer will refuse, challenging the leader of the party to 
  a duel.  The stalkers will respect this request and stand 
  back to watch, insisting on noninterference.  Should 
  the PC fall, they will fight to the death, and should the 
  slayer fall, they will render the following aid.
  •	
     Guide them to the kelpie in the Glittering Gal-
  lery. Mention the vortex at area 7a), how something 
  beyond it is rumored to have ‘power beyond death’
  •	
     Describe the numbers of skum and give the statis-
  tics of Blib-Doloth,
     The stalkers will lead them to Area 9, the Glitter-
  ing Gallery, whereupon the kelpies will hide, and they 
  will then turn back.  They will subsequently rally their 
  people together to destroy the upstarts upon their return. 
  Should the leaders of the dark folk be destroyed, the 
  creepers will hide in their cave until they are sure that 
  the murderers of their leaders have left the labyrinth.
  
  14
  7. Underweed Garden
  Though the strange,spongy weed is found here and there 
  all over these drowned cave, subsisting on who-knows-
  what, this passage seems to be a prime bed of the “under-
  weed”, and they sway in some tiny current nearly 6 feet 
  from the cavern floor, leaving barely 4 feet clear above 
  their tapered tops.  The passage seems fairly straight and 
  regular.
    
  The ‘weeds’ are a species of modified sponge that sift the 
  water for food.  They grow best here because the dark 
  folk dump their wastes here on a regular basis, the weeds 
  absorbing the offal quickly.  Creatures in these thick 
  weeds gain 20% concealment, and +8 to their Stealth 
  checks.  
  Creatures: Roll a d12 on the wandering monster table to 
  see if any denizen is visiting the garden.  If the skum is 
  indicated they will have 1 fewer members, and the dark 
  stalker will not be found here.
  7a. Water Vortex
  You come to a clear, sandy space in the elbow of the 
  smooth-angled tunnel, where there is none of the spongy 
  weed, and a narrow fissure splits the tunnel wall.
  A DC 20 Survival check will indicate the presence of a 
  dangerously strong current in this area; PCs with more 
  than one rank in Survival should get an an automatic 
  check.  A PC that ‘prepares’ for the current can make a 
  DC 20 Swim check to avoid damage from being dragged 
  through the fissure.
  Hazard: Any character coming within 20 feet of the 
  fissure will quickly feel the suction of the flushing cur-
  rent described in Area 7. It is not a trigger effect, but a 
  regular surge of tides and currents within the watery cave 
  system.  After reading the description, there are three 
  courses of action for those in the vicinity, and apply the 
  appropriate one regarding the players’ declared action:
  •	
  Move past the fissure: If they are at least 10 feet past 
  the marked suction radius, the Reflex save DC is 12, 
  modified as shown, damage taken as below.
  •	
  Investigate the general area: Without entering the 
  fissure, the Reflex save is 17, but they will take an 
  automatic 2d8 damage from being dragged through 
  the fissure.
  •	
  Enter the fissure: The Reflex save is 22, but no auto-
  matic damage is taken.
  Modifiers:  
  Weighing more than 200 lbs. +2
                   
  Weighing less than 150 lbs. -2
   
   
  Weighing less than 100 lbs. -4
  After being into the fissure (and/or down the passage), 
  the PCs will be bumped and thrown down the deserted 
  tunnel, making a modified DC 15 save every 10 feet 
  until they reach 7a.  Failing a save results in taking 2d4 
  damage from being slammed against a surface; defenses 
  that mimic feather fall would be useful here.
  Development: A faint light will be discernible from 
  even 10 feet east of the fissure; the glow of the Trident of 
  the Sea Elves.  Returning to areas with a normal current 
  requires a Swim check of 15; failure inflicts 1d8 points 
  of nonlethal damage from being banged about the pas-
  sageway, and failing to return.  When the Swim check is 
  passed, a Fortitude 15 save must be made or the PC is 
  fatigued for 1d4 hours.
  8. Domain of the Pincered Ones
  The southward passage leading to this area is littered with 
  shells and discarded claws, so it is no wonder that the area 
  beyond to the east, down several step-like levels, is inhab-
  ited by what looks like thousands of ghostly white crabs.  
  They climb over each other and stones in their path, 
  searching for bits of material that float down from above, 
  swirling in currents from the east.
  Moving over the crab colonies requires a DC 15 Swim 
  check for every move, noting that most should have a +8 
  (less armor penalties), due to their gear.  If the check is 
  failed, the character touches down on the cavern floor, 
  and a crab swarm, if not occupied, will move toward 
  them to attack.  The pillar in the center of the column is 
  perforated with holes made by worm-like creatures that 
  eject organic wastes out of their tunnel-holes, which, 
  along with materials ejected from 8a) feeds the crab 
  swarms.  The pillar is thus very easy to cling to if swim-
  mers need a rest.
  Creatures: The equivalent of 3 crab swarms inhabits the 
  area from the steps to the vent at 8a).  They typically 
  stay at least 30 ft. from each other, unless something falls 
  on the cavern floor, so place them accordingly on the 
  player map.  There is a 40% chance of a pair of skum or 
  dark creepers (even chance of either) are hunting here.  
  They know the dangers of the crabs and will try to force 
  
  15
  outsiders to the bottom to ‘feed the crop’  The skum will 
  attempt to bull-rush intruders to the bottom, whereas 
  dark creepers will hope that the crystal ooze poison on 
  their spears will do the trick.
  3 CrAB SWArMS (Cr 4; XP 1,200)
  hp 38; see Appendix V
  Treasure: These crabs are very good eating, even raw, 
  and the stalkers force their creepers to eat them spar-
  ingly, to keep up numbers.  The skum also love to feast 
  on them.  Skum or dark creepers will have no treasure 
  on them, though there is a 1 in 6 chance that a skum 
  warrior will be wearing a slime-herder whistle.
  Development: If dark creepers or skum are found here 
  and killed, subtract their numbers from Areas 5 or 15.  
  8a. The Drowning-Hole
  Where the crab-cavern narrows is a cloudy area, where 
  it seems that the silt is being stirred up regularly by some 
  suction-and-reverse action. It is difficult to see beyond. 
  [Even with darkvision]
  With its superior intellect, the aboleth ‘Master’ deduced 
  that a minor excavation shaft at this spot would drown 
  these levels and bring about the first part of its plan.  The 
  PCs should be prevented from accessing the upper limits 
  of the water source, unless the GM has plans for an 
  inter-level ‘underground sea’.
  Hazard: Standing outside the cloud and studying the 
  phenomenon could allow a DC 20 Knowledge (nature) 
  check to realize that a strong water-current was caus-
  ing the ‘cloud’ in the square of the hole.  This hazard 
  is much the same as 7a, but without the intense power 
  of the ‘vortex’ fissure.  Entering the square of the hole 
  requires a DC 15 Swim check to avoid being moved 30’ 
  and taking 2d4 damage, using the modifiers in 7a.
  Refer to 7a and 8b for further mechanics of the vortex.
  Development: If this hole were sealed (by the powers 
  of pech, perhaps...)  the labyrinths could conceivably be 
  drained, though it would be a monumental task of engi-
  neering, perfect for an ambitious clan of dwarves.
  8b. Lair of the Lost Ones
  At the end of your wild ride, you drift quietly into a 
  chamber that seems to have seen some underwater tectonic 
  action... jagged fingers of stone form slots in the north 
  wall, though the bottom is covered in light sand.  Lying on 
  a pile of beautiful blue coral, in the center of the chamber, 
  is a curved-tined weapon, a trident, patterned in scales 
  and shells, and the figures of beautiful humanoids.
  Creatures: Lurking in the northern crevices are all that 
  remains of a clan of sea elves, wiped out by the sahuagin 
  long ago with a magical plague of undeath.  The three 
  sea elves have become wights, with a swim speed of 30 
  and a Swim skill of +8.  Characters that enter will not 
  see them until their red, glowing eyes come out of the 
  dark fissures of their undead entombment...
  3 WIGHTS, AqUATIC (Cr 3; XP 800)
  hp 26; see Appendix V
  Treasure: Prominently laying on a pile of blue coral is a 
  trident of the sea elves, which combines the powers of a 
  triton’s trident and a trident of warning, while still being 
  a +1 trident; it also emits blue light in a 10 ft. radius 
  unless commanded not to.  The blue coral is worth 
  1,800 gp but weighs nearly twenty pounds.  One of the 
  male sea-wights and the female sea-wight wears a magic 
  cursed ring that will seem to all tests to be a ring of swim-
  ming that will only function for elves.  It will, however, 
  transform the elf from a land being into a sea elf, over 
  a 24 hour period, a legacy of re-creating this dead clan/
  race.
  Porphyra note: On Porphyra, the entire race of sea elves 
  was wiped out by the sahuagin’s plague; see ‘Kingdom of 
  Avandrool’ in the Lands of Porphyra Campaign Setting 
  by Purple Duck Games, coming soon!
  9. The Glittering Gallery
  The wide, relatively clear passage slopes gently downwards, 
  your party is able to walk abreast with no difficulty.  The 
  walls glint and glisten with traces of minerals and quartz, 
  much like the Well, but horizontal, free of stalagmites and 
  stalactites.  Swimming towards you out of the darkness is 
  a beautiful creature, cerulean blue in color, with the fore-
  parts of a horse and the hindquarters of a curl-tailed fish.
  The reef of stone that serves as a lair for the kelpies has 
  a stalactite hanging from it of pure amethyst- this is a 
  
  16
  Development:  The kelpies can easily notify Blib-Do-
  loth, the skum sergeant, of any intruders (through their 
  telepathic bond), but selfishly want first dibs on feasting 
  and looting.  If combat continues more than 2 rounds 
  with either kelpie, Blib-Doloth will know of their pres-
  ence and dispatch five warriors from Area 15 to investi-
  gate.  They will find the party in 4d4 turns.  Blib-Doloth 
  will subsequently be found in Area 15 instead of Area 
  14.
  10. Mysterious Visitors
  [Upon entry up to X]
  Traces of a greenish, greasy material adorn the walls at 
  irregular interval in the jagged walls of this very irregular 
  tunnel.
  A DC 16 Spellcraft check can identify the material as 
  traces of a grease spell, cast by some being with natural 
  ability.  The bits left are of roughly hand size.
  [At location X]
  There is a deep alcove here, directly before a narrow point 
  in the tunnel.  A stumpy, serpentine, shadowy form is 
  suspended in the middle of the cave wall.
  landmark for the labyrinth inhabitants.
  Creatures: This creature can be identified as a hip-
  pocampus with a DC 11 Knowledge (arcana) check, 
  though it is not... It is actually an evil aquatic fey being 
  called a kelpie, one of a mated pair that acts as both oc-
  casional mount for the skum, and guard of this cavern 
  nexus.  If it is successful in luring a party member, likely 
  the foremost in the marching order, it will invite the 
  member to mount, and swim to the vicinity of area 11, 
  to feast.  Then the other kelpie will take her turn, ap-
  pearing as a nixie, named ‘Nixie’ (they are not terribly 
  bright) and speaking in Sylvan or Aquan, asking “Where 
  water-horse go?” and attempting to lead potential dinner 
  away.  With a DC 20 Sense Motive check, the kelpies 
  will note the hypnotic suggestion and leave those with it 
  be- if the ‘nixie’ is questioned, it will simply say ‘Curse’...
  2 KELPIES (Cr 4; XP 1,200)
  hp 38; See Appendix V
  Treasure:  The kelpies are not allowed to keep treasure, 
  but have a pair of bridles secured in their lair of weeds 
  behind a tilted stone outcropping, and a set of 6 tiny 
  quartz figures of humans, elves, nixies, dark folk and 
  skum, used as models for their shape-changing and 
  worth about 100 gp.
  
  17
  The ‘shadowy form’ is the head and neck of a water naga, 
  identifiable with a DC 17 Knowledge (dungeoneering) 
  check; the erstwhile guardian of the level 7 tunnel access, 
  surprised, suffocated, killed, and  spiked to the wall with 
  a stalactite.  If closely examined (DC 15 Heal check), it 
  seems to have been killed with many thrusts of a spear-
  like -wooden- weapon, the head bitten raggedly off.
  In this tilted, fractured space, two hole-like tunnels 4 
  feet in diameter lead to the west, and there seems to be a 
  flow of water from a short sideways passage to the east.  
  Several piles of the ubiquitous underwater cave-weed are 
  somewhat organized on the irregular floor, and objects 
  glint within the piles.
  This is the temporary base of a party of vodyanoi, adven-
  turing on a lower level of the sea caves.  They surprised 
  and killed the previous guardian, a water naga, cleaned 
  out its lair, and are currently eating it, and experiment-
  ing with the treasures they have found.  The tunnel 
  beyond the east passage leads to level 7 of Purple Moun-
  tain, further down into the mountain’s core.
  Creatures:  Three vodyanoi, humanoid salamanders 
  from the surface swamps are currently lairing here, ten-
  tatively scouting the area and deciding whether to press 
  on.  Their leader is Wutya, a grizzled male, his mate is 
  Oolguh, and they have two sons, Glubo, and Vorlg; the 
  latter is scouting in the outer caves, and can be met as a 
  wandering monster.  Wutya wields a +1 shortspear, and 
  keeps a bulb-like potion of enlarge person on him at all 
  times.  Oolguh has a pair of pet frogs that are almost as 
  useful as familiars; once a day she can speak with animal 
  with each of them.  Glubo is rather fat, and usually has 
  a chunk of naga in his fist.  Each carries a pouch of 20 
  silver pieces, their favorite lucky metal.
  3 VODYAnOI (Cr 5; 1,600 XP )
  hp 51; see Appendix V
  Treasure:  The vodyanoi had some of their own, and are 
  currently looting the hoard of the water naga guardian.  
  Some goods are organized into three piles,  Vorlg is cur-
  rently carrying his goods.
  •	
  Pile 1: String of 100 gold coins on a wire, 10 pp, and 
  a cursed amulet of thought projection: This is a cursed 
  item, but a quirk in its creation allows a psionic 
  character to use powers of the Telepathy discipline at 
  +1 manifester level.  
  •	
  Pile 2: A gaudy statue of a rearing dragon, 2 feet 
  high and 20 pounds (gold painted, worth 10 gp  at 
  most), a silver bowl of golden grapes (120 gp total) 
  and an ampule of dust of dryness. If this glass capsule 
  hits an aquatic creature in a ranged touch attack, un-
  derwater, they are stunned for 1d4 rounds, no save.
  •	
  Pile 3: A large pile of copper pieces, at least 1,000, 
  buried within is a masterwork coral-handled dagger 
  and a sealed message bottle.  The message it has stored 
  states, in a deep bubbling voice, speaking Aquan 
  “The watcher at the funnel requires blood to pass.  The 
  shadowy ambassadors will flee from the strongest light. 
  Believe not the tentacled one!”
  Development: The vodyanoi family is wary, but not 
  hostile.  Whether they attack or not depends on the 
  manner of the characters entering their temporary base.  
  If immediately attacked, they will attack to kill, beating 
  a fighting retreat to the east tunnel if outmatched. If ne-
  gotiations begin, (A DC 21 Diplomacy check) they want 
  information and gifts before considering any alliance.  
  Note that they have good Sense Motive skill!  A second 
  DC 31 Diplomacy check will be need to secure their 
  joining the party, for the next 1d4 hours.  This check can 
  be modified by +1 for every spell level of potion given as 
  a gift, for every pound of silver given, or for exotic food 
  items.  They will follow no orders other than those of 
  Wutya.  They have watched the dark folk somewhat, and 
  dislike them, but haven’t killed any yet, driving them 
  away with their suffocating slime.  They are curious 
  about the current through 7 and think that their other 
  son may be in the south caverns investigating it.  
  11. Fearsome Funnel
  [At the entrance from Area 9]
  The northern exit from the central gallery is an almost 
  perfect circle, about 4 feet in diameter, set like a funnel in 
  the cavern wall and surrounded by pitted limestone.
  One can bypass the giant moray eel guardian by making 
  a cut for 1 hp damage and letting it bleed into the water.
  Creature: A trained giant moray eel lurks in the marked 
  hole and attacks any being that approaches the entrance 
  that is not bleeding.  It gains +5 to its Stealth while 
  concealed there.  A clue to the bypass is in the bottle of 
  messages in Area 9.  
  GIAnT MOrAY EEL (Cr 5; XP 1,600)
  hp 52; see Appendix V
  
  18
  11a. Chamber of the Stone
  The wide, cylindrical passage seems smoother than most in 
  this complex, pitted though it may be.  You emerge around 
  a spur of rock, and come upon a roughly triangular cham-
  ber, with a large pyramidal stalagmite glistening in its 
  center.  The glister is emphasized by a small, glowing stone 
  at the apex of the rock formation.
  Creature: The glistening surface of the stalagmite is a 
  crystal id ooze, a variant crossbreed of crystal and gray 
  id oozes.  It stays where it is intended due to the power 
  stone atop the stalagmite, from which it receives mini-
  mal nourishment.  It will attempt to consume any being 
  that touches it or the power stone, and even a Perception 
  check will trigger an attack.
  CrYSTAL ID OOzE (Cr 6; XP 2,400)
  hp 54; see Appendix V
  Treasure:  The glowing stone is a major power stone (ML 
  11th), a receptacle of stored psionic power kept here by 
  the aboleth and its minions for future use, most likely a 
  surprise incursion when the tunnel is finished.  
     The power stone currently holds the following powers: 
  astral construct, battlesense, null psionics field. 
  Development: If a band of skum is met as wandering 
  monsters, one of their number will fight for one round, 
  and then flee to this area to retrieve the stone, using 
  the underweed whip that all skum carry to dislodge the 
  stone out of the ooze’s reach.  
  12. Domain of the Winged Ones
  As you leave the central gallery, you enter deeper, warmer 
  caverns, slowly descending into the earth, and the water.  
  The floor is sandier, and small insects and crustaceans 
  crawl here and there in it.  There seems to be a light, 
  colored lights, ahead...
  The increased warmth of this area and those beyond will 
  alleviate the effects of cold water felt in area 2.  Survival 
  checks to acquire food can be made in all of area 11.
  Hazard: This area of the caverns, and occasionally fur-
  ther east, is the domain of a mutated species of stingray, 
  adapted for the cavern depths (see Appendix II). They 
  produce a natural coruscation of colors that acts as a hyp-
  notic pattern for those they pass by.  Those that fail a DC 
  13 Will save will be fascinated for 2 rounds, whereupon 
  the school will turn upon the torpid victim and attempt 
  to sting it to death.  
  Creatures: Completely blind, these cave rays follow the 
  school leader with electrolocation, but cannot sense crea-
  tures more than 30 feet away. The school of these blind, 
  bio-luminescent rays constantly swims this area, in a 
  looping circle around the reefs and pillars of stone.  If 
  the lead cave ray is slain, the rest will dive down into the 
  sand, gaining the indicated Stealth bonus in the silt.
  11 STInGrAYS (Cr ½; XP 200)
  hp 13, see Appendix V
  Development: It is 50% likely that a cloaker halfbreed 
  from area 12b) will be watching the school of cave rays, 
  which enthrall the weird creatures.  If more than 2 are 
  killed in combat, the halfbreed will rush in and attack.  
  If the cave rays are scattered or flee to the bottom, the 
  halfbreed will retreat to b) and inform its partner.
  12a. Cave of Glyphs
  This wide-mouthed chamber, seemingly connected to 
  another by a narrow fissure, is littered with fish-bones 
  on the floor, and scratchings of some sort of language on 
  the walls.  A round, plant-like structure sits on a large, 
  stalagmite with the top cut off, and a large cloak hangs on 
  a spur of rock on the west wall.
  The glyphs on the wall are written in Undercommon, 
  and seem to be in three sets.  The first set poses a set 
  of questions: Will the aboleth succeed?  Will the skum be 
  loyal- they worship the one of slime, in their secret cave.  
  Will their plan be discovered?  The second set disguises a 
  glyphic trap, detailed below.  The third set poses some 
  statements or decisions.  Given an alternate plan, we 
  should not join the foreign slave-master, but nothing seems 
  better to fight the surface dwellers.  Why do they keep the 
  hostages?  May we become like them, as well?  These ques-
  tions and statements will help prepare the party, or allow 
  them leverage in negotiations with the cloakers, if pos-
  sible.
  Trap: A glyphic trap has been incorporated into the 
  glyphs written on the cave wall.  As there are three sets of 
  glyphs, the readers will have to declare that they are read-
  ing the second set to activate it.
  
  19
  SYMBOL OF PAIn TrAP (Cr 6; XP 2,400)
  Type magic; Perception DC 30; Disable Device DC 30
  EFFECTS
  Trigger location; Duration 90 minutes reset none
  Effect spell effect (symbol of pain, CL 9th; F-DC 19 save 
  negates); multiple targets, (all targets in a 60 foot radius 
  burst)
  Creatures: The ‘cloak’ is actually an amphibious cloaker, 
  resting and thinking its alien thoughts, as part of the 
  cloaker embassy to the aboleth’s project.  The writings 
  belong to it, and it is agitating for leaving, to its leader, 
  as it does not trust the skum.  That being said, it will at-
  tack any who disturb its lair, waiting to see whether they 
  will read the runes, first.  If a PC searches the ‘cloak’ it 
  will gain surprise, and find its victim flat-footed.
  CLOAKEr, AMPHIBIOUS (Cr 5, XP 1,600)
  hp 51, see appendix V
  Treasure: The cloaker wears a bracelet of resistance +2 (as  
  a cloak of resistance +2) on its tail, which will easily fit on 
  a humanoid’s wrist.  The plant-thing is a fungus con-
  tainer of a potion of greater magic fang.
  Development: The fissure in the west wall leads to 12b), 
  requiring a DC 20 Escape Artist check to navigate it.  
  If the cloaker from the Wandering Monster  list is still 
  alive, it will have been alerted (and possibly affected) by 
  the symbol trap, and will come and investigate, through 
  the fissure or the open entryway (60/40 chance)
  12b. Cave of Potions
  This deep cave has narrow fissures in each side wall, and 
  proceeds at least another 40 feet into the cavern wall.  
  The floor is littered with small, bulbous, mushroom-like 
  objects, some covered lightly with sand.
  The eastern fissure leads to 12b), and requires a DC 20 
  Escape Artist check to pass through. The sand is a foot 
  deep and fairly fine.  
  Creatures: Another amphibious cloaker sleeps in the 
  fissure to the west, quite heavily, as it has ingested one 
  of the many strange substances it has brought to the 
  aboleth’s caves.  It will wake if anything touches it, like a 
  PC trying to crawl into the fissure, if the glyph in 12) is 
  triggered, or if the potion fungi containing liquid ice is 
  opened.
  CLOAKEr, AMPHIBIOUS (Cr 5, XP 1,600)
  hp 51, see Appendix V
  Treasure: The many containers on the floor are fungi 
  containers for substances the amphibious cloakers have 
  brought with them.  A woven seaweed net, used to trans-
  port them, can be found buried in the sand with a DC 
  15 Perception check.  The 20 containers are identical, 
  with a faint mark on it in the Undercommon tongue, 
  indicating a number.  Only the cave’s resident cloaker 
  knows which substance applies to which number, but 
  identical substances have identical numbers.  Though a 
  detect magic followed by an identify spell can indicate the 
  magic potions, only a DC 15 Knowledge (dungeoneer-
  ing) followed by a Craft (alchemy) check of 15 by the 
  same examiner can identify the sealed containers of 
  alchemical substances.  A single DC 10 Craft (alchemy) 
  check can identify opened containers, whether they are 
  in usable form or not.  The substances usable after open-
  ing are marked with *.  Without detect magic, PCs taking 
  a container will get one randomly. (Roll d20)
  
  20
  roll
  Description
  1
  Alkali flask
  2
  Marker dye
  3
  Alkali salt
  4
  Ooze grease*
  5
  Shadowcloy
  6
  Stonechipper salve*
  7
  philter of love
  8
  potion of gaseous form-causes the user to 
  resemble an oil slick.
  9
  oil of daylight
  10-12
  3 containers of a cloaker intoxicant identical 
  to shiver, appearing as a green gel. (Game-
  mastery Guide)
  13-14
  2 containers warpaint of the terrible visage*
  15-16
  2 potions of cure moderate wounds
  17-18
  2 vials of liquid ice-slightly cold to the 
  touch.  When opened, this material will cre-
  ate a 5’ diameter sphere of ice, in addition to 
  the listed effects.
  19-20
  2 potions of magic fang
  Development: The party could conceivably hole up here 
  for a while, as the other cloakers and half-breeds were 
  extremely reluctant to bother the resident aberration, 
  who was unpredictable even by cloaker standards. No 
  wandering monster rolls will made while the party stays 
  here.
  12c. Half-breed Hideout
  The southwest end of the huge cave complex splits into two 
  low-ceilinged spurs; the leftmost seems to have a humming 
  or growling sound coming from it, the rightmost bears a 
  flickering light, as though from a campfire, here in the 
  lightless depths underwater, under the earth.
  Even if there is only one cloaker/ray halfbreed in the 
  cave, it will be grumbling and complaining, making 
  quite a racket, giving a +1 bonus to Stealth attempts to 
  enter its or the ambassador’s cave.
  Creatures: This nondescript cave will have one (or two, 
  if the other was not encountered as a wandering mon-
  ster, or met in Area 11) cloaker/ray halfbreeds, body-
  guards to the cloaker ambassador.  They are less than at-
  tentive, and rather bored, as evidenced by their presence 
  in area 11 and on the wandering monster table.  One 
  will rush to physically attack, while the other will moan 
  a fear effect.
  Development: The only other thing in the cave is a un-
  derweed-woven basket of crabs, eaten down to the shells.  
  The basket is obviously of humanoid manufacture, made 
  and supplied by dark creepers at their overlords’ behest.
  CLOAKEr, HALFBrEEDS (Cr 5; XP 1,600)
  hp 51, see Appendix V
  12d. Cloaker Ambassador’s Cave
  A short distance into this winding passage, you come 
  across two steel tridents, with decorative brass points, stuck 
  haft first into the stony floor.  Between them is a small 
  fire, burning at the bottom of a subterranean, submerged 
  passage.  
  The ‘fire’ is an application of a continuous flame spell, 
  from the ambassador’s wand.  The tridents are symbols 
  of protection from the skum, who are trying to woo the 
  cloakers to their cause.  There is a second set of tridents 
  and a flame just before the end chamber, creating dim il-
  lumination, ideal for the ambassador to practice shadow 
  shifting.  
  Creatures: The cloaker ambassador, a wily old cloaker 
  (Wis 18) is ensconced here, considering the skum/
  aboleth position.  It will use its shadow shift powers if 
  intruded upon, starting with mirror image of multiple 
  cloakers, and then a silent image of a stone sealing the 
  cave. It will moan to unnerve, and try to keep and kill 
  them all, knowing that humanoids carry interesting 
  magic.  
  CLOAKEr, AMPHIBIOUS (Cr 5, XP 1,600)
  hp 51, see Appendix V
  Treasure: The ambassador has adamantine claw-tips that 
  can serve as arrow- or bolt-heads (10 for 60 gp each) 
  and, at the southern end of its sleeping area, a strange 
  crystalline device which stores messages as a magic 
  mouth spell, each facet of the 2-foot high hourglass-
  shaped object holding a message, up to 250 words.  
  Touching the facet plays the message, all recorded in 
  Undercommon.  (See Development) In a heap in the 
  corner beside it are a pile of crudely carved idols, each 
  about a foot tall; “gifts” from the aboleth’s minions.  All 
  are about 3 pounds; 4 are of pure porphyrite (counting 
  as clubs with the broken condition), 5 are of crudely 
  
  21
  shaped obsidian cloakers (50 gp each), and another 3 are 
  human-made, gold andsilver statues of noble humans, 
  recognizable with a DC 15 Knowledge (nobility) check 
  as members of a surface court of the GM’s choice; worth 
  250 gp each.
  Development: The messages, nearly 1 hundred of them 
  and 1 minute long each, are in harshly accented Under-
  common, the observations and musings of the cloaker 
  ambassador.  The following relevant information can be 
  learned, randomly, by touching various facets, roll d12:
  roll
  Information
  1
  An aboleth has taken over these caverns, a very 
  ambitious creature who wants to unite the un-
  derworld.  Its powers of persuasion and control 
  are almost irresistible. Full monster knowledge 
  on aboleth.
  2
  The ‘slimy one’ is served by the ‘skum’, ulat-
  kini servitors; nearly 30 of them.  Full monster 
  knowledge on skum.
  3
  The skum have a secret shrine for some kind 
  of religious worship, in the NW corner of this 
  cavern.
  4
  The aboleth is digging into the earth, for some 
  unknown reason.
  5
  The skum keep surface slaves in a prison to the 
  north.
  6
  A description (map) of Areas 1, 2 and 3 on 
  level 7 of Purple Mountain.
  7
  A full monster knowledge check of skum and 
  aboleth.
  8- 12
  The listener, whether they understand Under-
  common or not, must make a DC 15 Will 
  save or take 1 point of Wis damage due to the 
  disturbing mutterings of the cloaker.
  If an information point is rolled twice, the facet contains 
  innocuous commentary on the cloaker’s environment 
  and companions.
  13. Vaults of Emptiness
  As you enter this seemingly deserted section of the under-
  water caverns, you find that it is dark, cold and devoid of 
  inhabitants, even the ever-present cave fish.
  As you enter this section of the underwater caverns, [you 
  can hear a faint thrumming noise {DC 15 Perception 
  check} coming from the far corner and] [notice a few 
  odd claw-tracks in the sand; {DC 15 Tracking/ Survival}.
   
  If the party is searching the cavern areas on the north 
  side of the larger cavern, one of the following will be 
  found by the highest Perception roll:
  •	
  A pile of rusty daggers, remnant of the final surren-
  der of the dark folk.
  •	
  An inscription in Dark Folk reading, “The Hidden 
  God Awaits”
  •	
  An ulat-kini slime-herder whistle. (see Appendix IV)
  •	
  A crude, tiny statue of a duergar, one of the kelpie’s, 
  worth 10 gp.
  •	
  An empty potion bottle with the head of a medusa 
  engraved on it.
  •	
  The small skull of a human baby with fish-like fea-
  tures...
  13a. The Crystal Geode
  In the center of this uncanny, boxlike cavern is a huge, 
  egglike geode resting in the sand. 
  [If light sources are present] 
  Part of the southern end glistens like a crystal globe.
  Examining the geode from a distance requires a DC 15 
  Perception to notice that the ‘crystal end’ is some sort 
  of gelid creature, a crystal ooze.  In 1d12 hours, another 
  ulat-kini will arrive and replace the occupant from 13b).  
  A DC 18 Survival (tracking) check can note scanty, 
  covered tracks made by aquatic beings touching the cave 
  floor at different points here.
  Creature: The flattened ooze covers the entrance to the 
  shrine proper, and is normally accessed by blowing a 
  slime-herder whistle.  The ooze is well conditioned and 
  fed, so it is as obedient as a mindless glob can be- though 
  it will attack and eat any who do not follow procedure.  
  CrYSTAL OOzE (Cr 4; XP 1,200)
  hp 50, see Appendix V
  
  22
  13b. Shrine of the Ulat-Kini
  You enter a roughly cubical chamber dominated by a 
  conical platform made of a stalactite thrust into the 
  floor.  Upon it, rocking back and forth and chanting in a 
  burbling tongue, is a green humanoid, both fishlike and 
  froglike, eyes closed and wearing several necklaces with 
  strange pendants.
  A curtain of underweed hangs in the natural opening into 
  the next chamber.
  Creatures: The chanting humanoid is, of course, a skum 
  warrior, part of the secret cult that is attempting to wor-
  ship The Hidden God.  The skum will offer no resis-
  tance, being effectively helpless, and in a trance.  If the 
  PCs used a slime-herder whistle to enter, the crystal ooze 
  will cover the opening again, as the chamber is occupied 
  in 24-hour shifts.
  SKUM (Cr 2; XP 600)
  hp 20; see Appendix V
  Treasure: The necklaces worn by the cultist are handed 
  off every ‘shift’ and include: a juju necklace (blindness, 
  see Appendix IV), a slime-herder whistle, and a capsule 
  of green slime on a wire.
  Development: As noted above, another ulat-kini cult-
  ist will arrive from Area 15 in 1d12 hours to take a new 
  ‘shift’ of chanting in a trance.  If, for some reason, Blib-
  Doloth discovers this place, it is likely to start a civil war 
  in the small skum colony.
  13c. Altar to the Hidden God
  The chamber beyond the week curtain is dominated by 
  a stone platform, dragged here from elsewhere, doubt-
  less, upon which stands a curious figure.  It resembles a 
  vague humanoid, bright green, three feet high, with arms 
  straight out from its sides.  It wears a rough crown that 
  looks like gold.  These colors can be seen even by darkvi-
  sion users, as many tiny, fluorescent fish swim about.  
  Many of them lazily take bites from object on the cham-
  ber floor, evidently pieces of rotting meat.  Broken bits of 
  metal and stone are also among this litter, which forms a 
  ring around the statue’s base.
  The fish are harmless, attracted by the offerings of meat 
  and brought here by the strange whims of the ulat-kini.  
  The offerings are part of the skum’s primitive ritual, 
  based on the origin of the statue (see Development) that 
  many in the skum colony are attempting to worship.  A 
  DC 30 check of Knowledge (religion) will identify the 
  figure as a representation of a being called ‘The Hidden 
  God’, but will likely just leave an uneasy feeling...
  Hazard: The ‘green statue’ is actually a glass container 
  for a quantity of green slime, what is left of the discov-
  erer of the gold crown. Close examination and a DC 20 
  Knowledge (dungeoneering) check will reveal that it is, 
  indeed, green slime.  Failing that check by more than 
  five will result in the statue/container being disturbed.
  Molesting the statue in any way could have the following 
  effects:
  •	
  Disturbing the statue by touch: Dexterity check -2.
  •	
  Trying to take the crown from the statue: DC 16 
  Sleight of Hand check.
  •	
  Firing a missile weapon at the statue: Spray green 
  slime in a 15’ radius.
  •	
  Hitting the statue with a melee weapon: Striker au-
  tomatically covered in green slime, armor takes 2d6 
  damage, see below.
  If a Dex or Sleight of Hand check fails, the statue will 
  topple, green slime will be released into the water, float-
  ing about.  Those in the vicinity will be ‘attacked’ as a 
  melee touch +4.  If the container is destroyed, the attack 
  bonus becomes +8.  Those who come into contact with 
  the slime deal with it as a hazard.
  Creatures: The fish, obviously, are harmless, and could 
  be used as a food source, in a pinch.  If the slime is 
  released, they will all be consumed, along with the offer-
  ings, and the slime will double in size.
  Treasure: The destroyed offerings are of small statuettes, 
  weapons, food and the like, all worthless.  The crown 
  on the statue’s head is a minor crown of blasting, stolen 
  from the Domain of the Hidden God and subsequently 
  cursed.  The curses attached to it are as follows: for it to 
  function, its user must destroy 100 gp worth of treasure 
  a day; it cannot work in direct sunlight; and there is a 
  5% chance per day, non-cumulative, that the owner will 
  turn into green slime.  The crown itself is immune to the 
  effects of green slime, as is its wearer.
  Development: The destruction of the statue will arouse 
  the cultist in 13b from his trance, and, upon discover-
  ing his prospective deity destroyed, will attack with 
  
  23
  
  24
  tooth and claw with a +2 morale bonus.  The curse of 
  the crown can be lifted by returning the item to Area 4  
  Remove curse and similar magic works, too.
  14. Stockade of the Miserable
  You can taste, or perhaps smell a cloudy miasma in the 
  water, a tinge of filth, pain and desperation, at the mouth 
  of this tunnel.  A wavering but visible light comes from 
  ahead.
  This is a prison area, lit by a continual flame in the far 
  corner, dank and dim.  The prisoners are kept in two 
  areas of air (marked ‘A’ in the map) which is the bot-
  tom of a vent-tunnel from Outside Area 7 on Level 7 of 
  Purple Mountain.  The chamber rises up sharply here to 
  meet the small pocket of breathable air.  The food supply 
  for the prisoners is a cluster of barnacle-like growths that 
  grow around a semi-volcanic vent near the cave-prison 
  entrance (V) which gives of a trickle of mineral-laden 
  ‘smoke’.  As such, the ‘prison’ is not visible until the 
  cloud is cleared, even to darkvision.
  Creatures: This is where the aboleth keeps interest-
  ing prisoners gathered by sorties to the dry level, and 
  breeding stock for the small colony.  The prisoners were 
  mostly curious attenders of the Well of Stars. They are 
  guarded at the moment by the sergeant of the skum 
  forces, Blib-Doloth, a deadly soulknife, and two of his 
  minions.  The minions wield wands of daze (20 charges 
  each, Will DC 11) of a set of 4 that hang in a rack on 
  the east wall.  These are used to pacify the ‘mothers of 
  the race’ if they attempt any escape or self-harm.  If one 
  is very recalcitrant, she is given a mucus-pellet and taken 
  to the Master in Area 16.
  BLIB-DOLOTH (Cr 4; XP 1,200)
  hp 47; see Appendix III
  2 SKUM (Cr 2; XP 600)
  hp 20; see Appendix V
  4 DUErGArS (Cr 1/3; XP 135)
  hp 8; see Appendix V
  HUMAn nPCS (Cr VArIES; XP VArIES)
  hp varies; see GMG as below indicated
  The prisoners consist of:
  6 female humans (1 Acolyte of Linium [Circula] (p. 
  304, GMG), 4 pilgrims under her guidance [Wend, Jula, 
  Merel, Dorothea] (p. 291, GMG), 1 Wanderer minstrel, 
  [Jocoby] (p. 290, GMG)
  All of these prisoners are pregnant with the progeny of 
  the ulat-kini, and are watched very carefully as a result.  
  and 
  4 female duergar (psionic type): So far, these dour 
  dwarves have not become pregnant, and they realize that 
  this may mean their deaths.  They desperately want to 
  return to their band deeper in the mountain.
   
  Also kept here is a hostage of the pech workers at Area 
  16, their child, Xklerb.  It has stats as an adult, but 
  cannot use any of their spell-like abilities. None of the 
  prisoners have any possessions
  * Note that if Blib-Doloth has been alerted by the kelpie 
  sentries, he will be in Area 15.
  Treasure: Apart from the possessions of the guards, 
  there will be at least 2 wands of daze (20 charges) on the 
  wall-rack, along with 50 feet of spider-silk rope looped 
  around the storage pegs, used to tie prisoners.
  Development: If the kelpies alert Blib-Doloth to the 
  party’s presence, they will meet an ambush within 4d4 
  turns. This will be 5 skum, subtracted from Area 15, 
  just like a wandering monster group.  Any survivors will 
  report back to Blib-Doloth, who will gain a +2 circum-
  stance bonus on initiative when they do finally meet. 
  If the prisoners are freed, the skum-carrying humans will 
  fatalistically volunteer to join in the final attack.  They 
  can give full Bestiary information about the skum and 
  aboleth, due to Jocoby’s bardic knowledge and their 
  group experience.  The duergar and the immature pech 
  are another story.  They will have to be convinced (DC 
  22 Diplomacy or Intimidation) to join in any subse-
  quent attack rather than just fleeing. If convinced, they 
  will offer their services (access to their stats and abilities) 
  for the next hour of game-time.
  
  25
  15. Barracks of the Skum
  Passing through a narrow gap, the passage widens into 
  a cloudy gallery in front of you, and a sinuous series of 
  tunnels to your right.  The tunnels have a fishy smell, like 
  spoiled bait; through the muffling effect of the water, you 
  can hear a clacking sound, like two sticks being banged 
  together.  You can sense, rather than see, eyes glaring at 
  you out of the gloom.
  There is a roughly triangular common area just inside 
  the right-hand entrance, beyond that, to the right, is 
  Blib-Doloth’s quarters and sleeping area. The U-shaped 
  tunnel to the left is the quarters of the skum warriors, 
  rather crowded and uncomfortable.  All of this area 
  slopes slightly downward.
  Creatures: The number of skum here depends on condi-
  tions in the caves; Blib-doloth will be here rallying the 
  troops if the kelpies warned him; 5 of the colony will 
  have tried to ambush the party if that has happened, as 
  well.  Up to 8 may have been encountered as wandering 
  monsters, leaving an amount no less than 4 (including 
  Blib-Doloth) and no more than 16.  No matter what 
  the numbers, two warriors will always be attempting to 
  duel with quarterstaves just past the right-hand opening, 
  with another two watching them, bearing tridents.  The 
  balance will be resting or eating at the far end of the ‘U’ 
  part of the barracks tunnel, on simple mats of under-
  weed.  Blib-Doloth’s, if he is here, will be in his quarters 
  in the right-hand cave area, marked at ‘B’.  All will rush 
  to attack, though the duelers and their audience will be 
  at -1 to Perception and initiative.  No quarter will be 
  given to females that have penetrated this far into the 
  realm of the ulat-kini, and their Master.
  BLIB-DOLOTH (Cr 4; XP 1,200)
  hp 47; see Appendix III
  4-16 SKUM (Cr 2; XP 600)
  hp 20; see Appendix V
  Treasure: Five of the ulat-kini wear slime-herder whis-
  tles, a 1 in 4 chance when encountering an individual.  
  All have tridents (except the duelists, who will drop 
  their staffs and fight with claws and fangs) and a simple 
  pendant of coral, to remind them of their ocean home, 
  worth 10 gp each.  Blib-Doloth will have his possessions 
  on him, and also has a weird, intricate sculpture in his 
  sleeping quarters, made of twisted coral, conch shells, 
  and strips and chunks of mother-of-pearl.  It is worth 
  1,000 gp intact, 750 in its component parts, 500 if bro-
  ken and salvaged.  Hidden under Blib-Doloth’s pallet is 
  a large golden bottle containing two doses of a potion of 
  channel vigor.
  Development:  Glubela will, at this point, (if she is pres-
  ent) use expansion to grow to Large size, disable whoever 
  carries the mattock (or seize it if unattended) and pro-
  ceed with haste to Area 16 and her Master. If Blib-Do-
  loth is killed in front of his warriors, they will attempt to 
  flee to the safety of the aboleth’s mine-face.  If he is not 
  present, they will fight to the death.  
  16. Cavern of the Aboleth
  The cloudy passage also begins to get rather dirty, as 
  though mud and dust were being added to it.  You shortly 
  come to a rather regular chamber, subject to some kind of 
  stonework, the first you have seen in this place...
  Creatures: Dominating the cavern is the dread abo-
  leth, known only as ‘Master’ to his minions and sup-
  plicants.  It awaits delivery of the mattock of the titans, 
  promised by its agent above, Glubela, to complete 
  its nefarious plan.  At this moment, the Master is be-
  ing served by its body servant, a corpulent ulat-kini of 
  great self-importance (Con 18, Cha 10, hp 22, Intimi-
  date +5)  This skum spends most of his time collecting 
  mucus for the dark folk and the skum-wives, but also 
  relays messages the Master is too busy to convey.  Also 
  here are the aboleth’s two newest slaves, two members 
  of the subterranean race of the pech.  They have been 
  mind controlled today, as the aboleth takes no chances.  
  With their knowledge of stonework and their stone 
  shape ability, the pech  have advanced the Master’s plans 
  considerably.   The pech and the servant will not attack 
  right away, as the aboleth wishes his new slaves whole 
  and healthy.  It will immediately use its false sensory input 
  power to create this scene: the aboleth is a kraken that 
  takes up half of the mine-space area, and its pech and 
  skum servants (and Glubela, is present) appear as squid-
  headed humanoids, unrecognizable to any Knowledge; 
  the chamber is not a mine-face but a sunken temple with 
  weird images on the wall.  Game effect is that affected 
  spell-casters must make concentration checks vs. 23 + 
  spell level to cast them, imagining themselves pinned by 
  enormous tentacles, or blocked by psionic blasts.  After 
  the sensory input is established, the aboleth’s next action 
  is to use mind control on the nearest three intruders, 
  including Glubela, for good measure.  If the aboleth is 
  physically wounded, it will use aversion (of itself) against 
  
  26
  
  27
  the being that hurt it.  If not, it will use the final use of 
  mind control to mop up any resistance.  Mind controlled 
  opponents will be commanded to move out of harm’s 
  way, at least until the aboleth is out of mind control uses.  
  Should the party gain the upper hand, the aboleth will 
  command its minions to attack (note that the pech will 
  gain another saving throw), and blast the most aggressive 
  attacker with mindwipe, flinging itself into a physical at-
  tack.  Should the mattock of the titans be nearby (Glubela 
  will have brought it) it will grasp the mighty weapon 
  and try to smash the party to bits (at +6, due to non-
  proficiency)
  ABOLETH (Cr 7; XP 3,200)
  hp 84; see Appendix V
  SKUM (Cr 2; XP 600)
  hp 22; see Appendix V
  2 PECH (Cr 3; XP 800)
  hp 27; see Appendix V
  Treasure: The aboleth seems to have no nest, merely 
  a pile of small bones and shells worked into strange, 
  almost language-like patterns.  If a PC can read Aboleth, 
  or makes a DC 20 Linguistics check, the phrase ‘The 
  Great Turtle Shall Be Mine’.  A further DC 19 Knowl-
  edge (nobility) check recognizes that a relevant lord both 
  has the dragon turtle as his symbol, and has a hereditary 
  pact with an actual dragon turtle that is seen near his 
  seaside keep.  Two items sit at either corner of the north 
  end of the mine-face, propped up on driftwood tripods.  
  The leftmost is a greenish mottled sphere, smooth, but 
  appearing to have squarish plates like a turtle’s shell.  It 
  is a minor artifact, an orb of dragonkin (dragon turtle) 
  [Grants AC 23, saves 12/8/9, cast control water 1/round 
  at 10th CL, dominate monster DC 23 Will for dragon 
  turtles] The aboleth does not carry it, but plans to use it 
  in its nefarious plans, and did so to facilitate the drown-
  ing of this place. The other is a crystalline model of the 
  home-city of The Phylum, which acts, in this case, as a 
  crystal ball of hypnosis.  Though a user may concentrate 
  and see through the other end of the focal device, they 
  must make a DC 12 Will save or be drained of 1 point 
  of intelligence. Further research of the device (Use Magic 
  Device DC 20) will reveal its nature and what it repre-
  sents, and further study and questioning mat discover 
  the whereabouts of the city of The Phylum.  Agents of 
  The Phylum will soon seek to recover the crystal, and 
  destroy its possessors.
     A golden aboleth-symbol necklace (worth 500 gp) can 
  also be found among the trash (DC 15 Perception), the 
  legacy of the previous body-servant.
  Purple Duck note: On Porphyra, the ‘lord’ is Duke 
  Usapal, liege of Kelephae, great port of the nation of 
  Hesteria, known as the Wall of Sleep. His sigil is a ram-
  pant dragon turtle, and he regularly summons Crua-
  bann, an ancient specimen of the species, as a show of 
  his rule.
  Development: If the aboleth is defeated, PCs may still 
  have a lot to deal with; (see Aftermath in the Labyrinth) 
  and they still have to escape back the world of air.  If 
  they realize what they have discovered in the way of a 
  plot, with above-world connections, they have some 
  more work to do, likely.  If they further realize that they 
  have a minor artifact among them, life gets even more 
  complicated.  Such powerful items attract attention, 
  and if curious civilians get a look at it or see it in use, 
  the gossip will spread quickly.  Though the GM can deal 
  with it any way they wish, it is a good and probable sug-
  gestion to take the orb of dragonkin to Duke Usapal (or a 
  relevant NPC) as a noble gift.  Such a worthy will likely 
  knight the hero, or make them an earl, and grant them 
  a piece of land, where the hero might establish a strong-
  hold, and return to Purple Mountain again to plumb its 
  depths.
  Aftermath in the Labyrinth
  If the aboleth is killed, the power structure of the watery 
  labyrinths will change radically. Any surviving members 
  of the ulat-kini cult will insist on conversion, and the 
  two groups will likely wipe each other out.  The cloak-
  ers will soon leave by way of the vent in Area 8, to their 
  secret aquatic land, leaving behind the message-keeper.  
  The dark folk, quickly realizing that the ‘Master’ has 
  gone and they no longer will have to, or indeed, be able 
  to, stay here, will travel (or fight) their way to the top of 
  The Well to wait for the breathing-mucus to wear off. 
  In remnant or strength they will try to rebuild.  They 
  caverns may be repopulated by any kind of creature, 
  though those in the outer world who hear of the abo-
  leth’s aborted plot may want to investigate and seal the 
  mine-face, or find a way to drain the tunnels, probably 
  by sealing the vortex at Area 8.  The first-hand evalua-
  tion at the Well of Stars will probably attract miners of 
  some sort, and perhaps a gentler type of colony under 
  Purple Mountain.
  
  28
     The specific phylum of the aboleth that was raised in 
  the Labyrinth will be very displeased with its death, and 
  the possible discovery of the phylum’s plans for the sur-
  face world, even its existence!  The Phylum (as a capital-
  ized organization) can be a shadowy organization that 
  will dog the PCs in the future, sending agents to deceive 
  or hurt them, or exacting revenge.  There are doubtless 
  many minions, ulat-kini, undine and far worse, hungry 
  for revenge!  If in the future The Phylum can confront 
  the party with another of the aboleth kind, they will use 
  their powers to the fullest.  If possible, it may be prudent 
  for the PCs to discover The Phylum’s watery home city 
  and wipe out the threat for certain.
  Appendix I: Adventuring In the 
  Well of Stars
  Land-based creatures can have considerable difficulty 
  when fighting in water. Water affects a creature’s attack 
  rolls, damage, and movement. In some cases a creature’s 
  opponents might get a bonus on attacks. The effects are 
  summarized on the table below. They apply whenever a 
  character is swimming, walking in chest-deep water, or 
  walking along the bottom of a body of water.
  ranged Attacks: Thrown weapons are ineffective under-
  water, unless the weapon is specially constructed and the 
  user is trained specially in their use.  Attacks with other 
  ranged weapons suffer a -2 penalty for every 5 feet of 
  distance underwater- though underwater crossbows are 
  an exception.
  Threatened Areas: Note that combat while swimming 
  is in a three-dimensional environment, effectively put-
  ting a combatant in the center of a 26-zone cube.  This 
  can increase the number of threatened areas a character 
  or monster controls, and thus, attacks of opportunity.  
  Swimming characters and monsters also many ‘stack up’ 
  vertically, so that a 10’ square tunnel can hold 4 combat-
  ants ‘swimming on top of each other’ rather than 2, with 
  another behind them, out of combat.
  Unusual Maneuvers: In a three-dimensional, mobile 
  arena, certain unusual combat maneuvers can be at-
  tempted, and certain others would not work.  Trip, for 
  example, only works on combatants in a ‘Firm Footing’ 
  situation.  The Sunder maneuver would only be effective 
  on a shield or suit of armor, as not momentum could be 
  built up to shatter a smaller weapon.  New maneuvers 
  may include the Dive maneuver, similar to a Charge; a 
  DC 20 Acrobatics check will result in -2 AC, but +2 to 
  hit, damage and initiative.  A Swim Under maneuver 
  may also be applicable, whereby drawing an Attack of 
  Opportunity and passing a DC 20 Swim check allows 
  the performer to attack from behind, at a flat-footed 
  target with no shield bonus, if applicable.  For the GM, 
  Attack/Damage
  Condition
  S or B
  P
  Movement
  Off Balance1
  Freedom of movement
  normal/normal
  normal/normal
  normal
  no
  Has a swim speed
  –2/half
  normal
  normal no
  Successful Swim check
  –2/half2
  normal
  quarter or half3
  no
  Firm footing4
  –2/half2
  normal
  half
  no
  None of the above
  –2/half2
   –2/half
  normal
  yes
  1 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting 
  effectively. An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on 
  attacks against it.
  2 A creature without freedom of movement effects or a swim speed makes grapple checks underwater at a –2 pen-
  alty, but deals damage normally when grappling.
  3 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a 
  full-round action.
  4 Creatures have firm footing when walking along the bottom, braced against a ship’s hull, or the like. A creature 
  can only walk along the bottom if it wears or carries enough gear to weigh itself down: at least 16 pounds for Me-
  dium creatures, twice that for each size category larger than Medium, and half that for each size category smaller 
  than Medium.
  
  29
  a player should ASK to perform these maneuvers, or 
  observe them being done by an aquatic opponent, before 
  they know that they can be performed.
  Affecting Items: Most weapons will not be submerged 
  long enough to be damaged, but many will not work 
  anyway, like bows or slings.  Potions can be consumed 
  due to the mechanics of the magic helms the PCs have, 
  and most other magic items (that do not use fire) work 
  much the same.  Wondrous Items will have to be exam-
  ined on a case-by-case basis; magic dusts, for example, 
  would not function under water.  Material components 
  for spellcasters may be another story.  The GM will have 
  to decide, perhaps by examining the material compo-
  nents listed, whether the spell will work under water or 
  not- and may decide to ignore the issue.  
  Elemental Effects: Fire magic creates steam; the caster 
  takes 1 pt of damage per spell level, no save.  Electrical 
  attacks increase the area of effect by +1/2, affecting the 
  caster for ½ damage, ¼ on saves. . Sonic attacks also 
  increase area of effect, but do not damage the caster. 
  Acid attacks are ineffective, unless “swallowed” or grap-
  pled.  Cold attacks may create ice structures that obscure 
  movement or vision, at the GM’s discretion
  Further Conditions: These conditions may apply in The 
  Well of Stars, as well.
  •	
  No ‘prone’ condition, now are ‘disoriented’; -4 to at-
  tacks, no ranged attacks, +4 AC vs. ranged, -4 AC to 
  melee attacks.  To right oneself takes a move action, 
  provoking attacks of opportunity.
  •	
  A Fly speed adds +1/4 to your Swim speed, with a 
  DC 15 Fly check.
  •	
  Perception checks are +2/+5 to DC in murky or dark 
  water.
  •	
  Stealth: You can ‘scuttle from sight’ as a full-round 
  action -5 Stealth check, disappearing from plain 
  view.
  •	
  Survival: Tracking a wake is a +5 penalty.
  Appendix II: Aquatic Dark Folk of 
  the Labyrinth
  When the aboleth and its minions invaded the Dark 
  Labyrinth, they swiftly assassinated the dark stalker 
  leaders of the dark folk, conquering the remaining dark 
  creepers.  Those diminutive humanoids were subject to 
  the slime flesh and mucus cloud effects of the fell aber-
  ration for a generation, until they were broken to the 
  degree that the aboleth could trust them somewhat.  
  Due to selective mutation and a system of supplement-
  ing their diet with slime harvested from their master, the 
  dark folk are now considered an aquatic type, and no 
  longer ‘land-based’; thus freeing them from the penalties 
  to hit and damage on the underwater combat table.
     The aquatically adapted dark creepers and their dark 
  slayer mentor use masterwork shortspears instead of 
  daggers, with quartz tips.  Each carries a pair of ‘backup’ 
  spearas, made from underweed stalks and roots; these 
  weapons, though masterwork, count as fragile, acquir-
  ing the broken condition upon an attack roll of 1.  Out 
  of water, these spears will grow brittle within a day, and 
  be useless.  Long bereft of their beloved fungus poison, 
  they have an arrangement with their skum overlords to 
  harvest the toxin of their pet crystal ooze, which they do 
  once a week.  Any dark creeper group encountered as 
  wandering monsters is probably doing this chore.  Dark 
  stalker leaders possess masterwork obsidian short swords 
  as a badge of office, which, being two-edged, can admin-
  ister two hits of crystal ooze toxin each; the swords carry 
  the fragile quality, much as their underlings’ weapons.
     The swimming style of aquatic dark folk is not excep-
  tional, and gives them a swim speed of 20.  Aquatic dark 
  folk are counted as having ‘firm footing’ and a move of 
  30 feet when walking on the labyrinth floor.  
     The death throes of aquatic dark folk can function 
  differently under water, as well.  The light-burst of dark 
  creepers functions identically to that on land, whereas 
  the sonic implosion of the dark slayer does less damage 
  (1d6) over a larger area (20 foot radius). The length of 
  deafening is also reduced, if the save is failed, to 1d6 
  rounds.  When a dark slayer is slain, the water is boiled 
  with in a 10 foot radius, those within taking 4d6 heat 
  damage, or half with a save.  Aquatic dark stalkers have 
  also, through some dire pact, exchanged the fog cloud 
  spell-like ability for slipstream, which boosts their swim 
  speed to 40 when they invoke it.
     Young dark folk use the ‘young’ template, basically 
  being Tiny, AC 18, hp 13, with no other attack than 
  darkness, touching an aggressor at +7 to make his armor 
  or clothing radiate darkness for three minutes.
     Crystal ooze toxin—injury; save Fort DC 15; frequen-
  cy 1 round (1 hit); effect paralysis for 2d6 rounds; cure 1 
  save. (Note that each toxin dose lasts only for 1 success-
  ful hit.)
  
  30
  Appendix III: nPCs in The Well of 
  Stars
  GLUBELA (Cr 4; XP 1,200)
  Female undine aristocrat 1/psion (seer) 5
  N medium outsider (native, psionic)
  Init +3; Senses darkvision 60 ft.; Perception +11
  DEFEnSE
  AC 13, touch 13, flat-footed 10 
  (+3 Dex)
  hp 30 (1d8+5d6+6)
  Fort +2; ref +4 Will +6
  resist cold 5
  OFFEnSE
  Speed 30 ft., swim 30 ft. 
  Melee mwk kukri +3 (1d4/18-20)
  ranged mwk underwater crossbow +7 (1d8/19-20)
  Special Attacks recovered information
  Spell-Like Abilities (CL 6th; concentration +6)
     1/day—hydraulic push
  Psionic Powers Known (ML 5th; concentration +8); 
  32pps
     3rd—body adjustmentA, ubiquitous vision
     2nd—biofeedbackA, feat leechA (W-DC 16), recall 
  agony A (W-DC 16), sustenance 
     1st—conceal thoughts, defensive precognitionA, expan-
  sionA, floatA, force screenA
     Talents—detect psionicsA, destiny dissonance, know direc-
  tion and locationA
  Discipline clairsentience; A augmemt
  STATISTICS
  Str 10, Dex 16, Con 13, Int 16, Wis 10, Cha 10
  Base Atk +2; CMB +2; CMD 15
  Feats Alertness, Deceitful, Inquisitor, Skill Focus (Bluff),  
  Speed of Thought
  Skills: Appraise +7, Autohypnosis +7, Bluff +14, Dis-
  guise +7, Diplomacy +7, Perception +11, Sense Motive 
  +11
  Languages Aquan, Common, Terran, Dwarven
  Sq water affinity
  Combat Gear cognizance crystal (1point), potion of 
  enlarge person; Gear 20 bolts, helm of underwater action, 
  mattock of the titans (special), belt-pouch, 20 pp
  Glubela is a consummate liar and manipulator, and her 
  actions will depend directly on how she feels she must 
  balance achieving her goal, and leading the party to their 
  doom.  She will use all of her resources to survive and 
  get the mattock to the aboleth, but will seldom add any 
  real aid to the party that might damage her own delicate 
  skin.  An adopted and troublesome daughter of a local 
  potentate, she will not let the party forget that, either.  
  Her absconding with the mattock is a true scandal, 
  but not as big a scandal as her allegiance to an aboleth 
  phylum-Elementalist alliance…
  Porphyra note: Glubela’s family could be dukes or 
  princes of The Middle Kingdoms, and her legacy  from 
  a moderate family seeking to prove the worth of elemen-
  tal-kin… Not working out very well.  Port Kamaar, in 
  the Kingdom of Pium, is a likely place.
  Glubela in the Labyrinths of the Aboleth
  As an NPC, Glubela will have to be played and managed 
  by the GM throughout the module.  Though her mo-
  tives are insidious, the PCs will have a hard time deter-
  mining them, or her ultimate goal, for several reasons:
  •	
  She is not evil, and cannot be detected as such.
  •	
  She has a high Bluff score, and is a smooth liar and 
  obfuscator.  She will hold to her royally-decreed mis-
  sion to the end.
  •	
  She is psionic, and is skilled in concealing her mind 
  and thoughts. She will not detail her abilities, nor 
  reveal what she can and cannot do.
  •	
  She actually is a princess, and is haughty and aloof, 
  tending to order people around, avoid nastiness like 
  fighting, and ignore subordinates.
  K’zBITrEL (Cr 5; XP 1,600)
  Male derro psion (kineticist) 3
  CE small humanoid (derro)
  Init +8; Senses darkvision 60 ft.; Perception +3
  DEFEnSE
  AC 24, touch 20, flat-footed 20
  (+2 armor, +4 Dex, +1 dodge, +2 natural, +1 size, +4 
  shield)
  hp 53 (3d8+3d6+30)
  Fort +7, ref +6, Will +8
  Sr 17
  Weaknesses vulnerability to sunlight
  OFFEnSE
  Speed 20 ft.
  Melee short sword +7 (1d4+1)
  ranged telekinetic hurl +7 (1d4)
  Spell-Like Abilities (CL 3rd; concentration +5) 
     At will—darkness, ghost sound (W-DC 13)
  
  31
     1/day—daze (W-DC 13), sound burst (F-DC 15)
  Psionic Powers Known (ML 3rd; concentation +5); 14 
  pps 
     2nd—defy gravity, inflict painA (W-DC 14)
     1st—energy rayA, entangling ectoplasmA, locate secret 
  doors, mind thrustA (W-DC 13), telpathic lashA (W-DC 
  13)
     Talents—detect psionicsA, far handA, force screenA 
  Discipline psychokinesis; A augmemt
  STATISTICS
  Str 13, Dex 19, Con 20, Int 14, Wis 5, Cha 14
  Base Atk +3; CMB +3; CMD 17
  Feats Dodge, Favored Energy (electricity), Improved 
  Initiative, Light Armor Proficiency, Weapon Finesse
  Skills Knowledge (dungeoneering) +11, Perception +3, 
  Spellcraft +11, Stealth +14
  Languages Aklo, Dark Folk, Dwarven, Undercommon, 
  Sq madness, poison use
  Combat Gear flask of alkali salt, potion of cure light 
  wounds; Gear silk and sable gloves (100 gp worth), pair 
  of gem-studded dice worth 900 gp
  K’zbitrel’s only real interaction is to scream, “Do you 
  know the way of the Hidden God?” every round, in 
  another of his known languages.  He will fight rabidly, to 
  the death, otherwise.
  Battle Strategy
  •	
  Round 1: force screen
  •	
  Round 2: defy gravity, up to ceiling.  He will use his 
  move to put himself over the pool, using his hands 
  on the ceiling.
  •	
  Round 3: augmented energy ray (electrical) at an 
  armored opponent, 2d6 damage, at +3 ranged touch 
  •	
  Round 4: inflict pain (W-DC 14) at two targets
  •	
  Round 5 and 6: entangling ectoplasm (W-DC 13) on 
  any opponents capable of ranged attacks, or in melee
  •	
  Rounds 7: use sound burst on nearby target
  •	
  Rounds 8+: telekinetic hurl with discarded weapons 
  and stones.   
   
   
   
  K’zbitrel will not flee from battle.
  BLIB-DOLOTH (Cr 4; XP 1,200)
  Ulat-kini (skum) soulknife 3
  LE medium monstrous humanoid (aquatic) 
  Init +3; Senses darkvision 60 ft.; Perception +7 (+11 
  underwater)
  DEFEnSE
  AC 18, touch 15, flat-footed 13 
  (+3 armor, +3 Dex, +2 natural)
  hp 52 (5d10+20)
  Fort +4, ref +9, Will +5
  resist cold 10, electricity 2
  OFFEnSE
  Speed 20 ft., swim 40 ft.
  Melee 2 light mind blades +7/+7 (1d6+4/19-20) and 
  bite +4 (1d6+1) or
      2 claws +4 (1d4+3),1 bite +4 (1d6+3)
  Special Attacks psychic strike +1d8
  STATISTICS
  Str 17, Dex 17, Con 17, Int 12, Wis 8, Cha 10
  Base Atk +5; CMB +8; CMD 21
  Feats Multiattack, Psionic Weapon, Skill Focus (Intimi-
  date), Toughness, Two-Weapon Fighting, Wild Talent
  Skills Acrobatics +11, Intimidate +11, Perception + 7 
  (+11 underwater), Stealth +11 (+15 underwater), Swim 
  +19; Racial Modifiers +4 Perception and Stealth under-
  water
  Languages Aboleth, Common, Undercommon
  Sq amphibious, blade skill (full enhancement)
  Combat Gear shard of Intimidate+4; Gear Eelhide armor 
  +1, 20 feet of underweed rope, masterwork manacles, 
  golden aboleth necklace (500gp)
  Blib-Doloth is father and commander to the skum 
  colony, but is sadly blind to the mystic cult that domi-
  nates many of their lives; with little challenge but slaving 
  excursions, he had grown somewhat indolent and soft. 
  He uses Intimidation far more than actual violence to 
  keep his men, his slaves and subjugated peoples, as well 
  as visitors, in line.
  Appendix IV: new Magic and Mun-
  dane Items
  GrEEn SLIME CAPSULE
  A dangerous and painstaking procedure whereby green 
  slime is inserted into a glass capsule about 2” in di-
  ameter, creates this foul weapon.  This capsule can be 
  hurled by hand or slung like a stone (with a -1 penalty 
  to hit) with a range of 10’ or 20’ feet.  A target hit by the 
  capsule or in contact with it when it breaks is afflicted as 
  by green slime, but the small amount will do only 1d4 
  CON damage instead of the usual 1d6 of a larger patch.  
  Derro and some other subterranean races are known to 
  create and use these.
     Price: typically 900 gp, where available
  
  32
  HELM OF UnDErWATEr ACTIOn, LESSEr
  Aura faint transmutation; CL 3rd
  Slot head; Price 12,000 gp; Weight 3 lbs.
  DESCrIPTIOn
  These functional tin helmets act in all ways exactly like 
  a helm of underwater action, except that when the com-
  mand word is given, the lesser helm performs for a con-
  tinuous 72 hours, then deactivates for a full 30 days.  
  COnSTrUCTIOn
  requirements Craft Wondrous Item, alter self; Cost 
  3,000 gp
  JUJU nECKLACE
  Aura moderate necromancy; CL 3rd (minimum)
  Slot neck; Price variable (see below); Weight —
  DESCrIPTIOn
  These primitive-looking items are carved pendants, deco-
  rated with feathers, scales or paint, on a string of sinew 
  or leather.  They act much the same as a scroll or potion, 
  holding a permanent spell effect for later use; once they 
  have released their effect, they are normal, primitive 
  jewelry worth 1d20 gp, and cannot be re-enchanted.   
  The spell effect is triggered by the wearer’s death, and is 
  targeted on the being that killed the wearer.  A necklace 
  with a touch spell can target the killer only if they used a 
  melee weapon; ranged spells can affect the target if with-
  in minimum caster range.  At the GM’s discretion, juju 
  necklaces enchanted with a touch spell can discharge it 
  on the wearer’s killer if they handle the necklace within 
  1 hour per spell level.  Some example juju necklaces are 
  below:
  •	
  Baleful Polymorph; range 70 ft.; Price 2,250 gp; 
  Cost 1,125 gp
  •	
  Bestow Curse; range touch; Price 600 gp; Cost 300 
  gp
  •	
  Blindness/Deafness (1 only); range 130 ft.; Price 300 
  gp; Cost 150 gp
  COnSTrUCTIOn 
  requirements Craft Wondrous Item, death knell; (spell 
  with a duration of permanent, variable cost as above)
  SLIME-HErDEr WHISTLE
  This strangely-shaped whistle works only underwater, 
  making a sound inaudible to human ears.  Oozes, jellies 
  and slimes with the aquatic subtype must make a DC 12 
  Will save or be dazed for 1 round, and must move 10; 
  away from the user of the whistle.  This is an extraordi-
  nary sonic effect.  Once a target has made its save, the 
  target cannot be affected by that particular slime-herder 
  whistle for 24 hours.  The secret to making slime-herder 
  whistles is thought to belong solely to the race known as 
  ‘skum’, the ulat-kini.
     Price: 400 gp
  TrIDEnT OF THE SEA ELVES
  Aura moderate divination; CL 7th
  Weight 4 lbs.; Price 11,800 gp
  DESCrIPTIOn 
  This curved-tined +1 monstrous humanoid bane trident is 
  inlaid with coral in a pattern of fine scales, highlighted 
  with dolphins.  It also enables the wielder to determine 
  the location, depth, kind and number of aquatic preda-
  tors within 680 feet.  It must be grasped and pointed for 
  this ability to be used, and it takes 1 full round for a full 
  circle of 680 feet to be scanned. 
  COnSTrUCTIOn 
  requirements Craft Magic Arms and Armor, locate crea-
  ture, summon monster I, creator must be a sea elf; Cost: 
  5,900 gp
  Appendix V: Dungeon Monsters
  The following monsters appear in the sixth level of
  Purple Mountain. They are arranged here in alphabetical
  order.
  Aboleth
  Four long tentacles writhe from this three-eyed fish-like 
  creature’s flanks, and its green body glistens with thick, clear 
  slime.
  ABOLETH (Cr 7; XP 3,200)
  LE Huge aberration (aquatic, psionic)
  Init +5; Senses darkvision 60 ft.; Perception +14
  Aura mucus cloud (5 feet)
  DEFEnSE
  AC 20, touch 9, flat-footed 19
  (+1 Dex, +11 natural, –2 size)
  hp 84 (8d8+48)
  Fort +8, ref +5, Will +11
  OFFEnSE
  Speed 10 ft., swim 60 ft.
  Melee 4 tentacles +10 (1d6+5 plus slime)
  Space 15 ft.; reach 15 ft.
  Psi-Like Abilities (CL 16th; concentration +19)
     At-will—disableA (19 HD; W-DC 21), false sensory 
  inputA (six target; W-DC 16), mental disruptionA (4 
  rounds; W-DC 21), mindlinkA (11 unwilling target; 
  
  33
  W-DC 14)
     3/day—ego whipA (4d4 Cha damage; W-DC 21), id 
  insinuationA (7 targets; W-DC 21), mind controlA (2 
  targets, any type; W-DC 21), though shieldA (14 rounds, 
  RP 26) 
     1/day—memory modification (W-DC 17), remote view-
  ingA (W-DC 17), wall of ectoplasm
  A augmented
  STATISTICS
  Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 17
  Base Atk +6; CMB +13; CMD 24 (can’t be tripped)
  Feats Improved Initiative, Iron Will, Lightning Reflexes, 
  Weapon Focus (tentacle)
  Skills Bluff +11, Intimidate +14, Knowledge (any one) 
  +13, Perception +14, Spellcraft +13, Swim +24
  Languages Aboleth, Aklo, Aquan, Undercommon
  SPECIAL ABILITIES
  Mucus Cloud (Ex) While underwater, an aboleth ex-
  udes a cloud of transparent slime. All creatures adjacent 
  to an aboleth must succeed on a DC 20 Fortitude save 
  each round or lose the ability to breathe air (but gain the 
  ability to breathe water) for 3 hours. Renewed contact 
  with an aboleth’s mucus cloud and failing another save 
  extends the effect for another 3 hours. The save DC is 
  Constitution-based.
  Slime (Ex) A creature hit by an aboleth’s tentacle must 
  succeed on a DC 20 Fortitude save or his skin and flesh 
  transform into a clear, slimy membrane over the course 
  of 1d4 rounds. The creature’s new “flesh” is soft and 
  tender, reducing its Constitution score by 4 as long as 
  it persists. If the creature’s flesh isn’t kept moist, it dries 
  quickly and the victim takes 1d12 points of damage 
  every 10 minutes. Remove disease and similar effects can 
  restore an afflicted creature to normal, but immunity to 
  disease offers no protection from this attack. The save 
  DC is Constitution-based.
  Cloaker, Amphibious
  This ray-like creature opens a toothy maw and leers with 
  glaring red eyes. Behind it whips a menacing tail of seg-
  mented bone.
  AMPHIBIOUS CLOAKEr (Cr 5; XP 1,600)
  CN Large aberration (aquatic)
  Init +7; Senses darkvision 60 ft.; Perception +14
  DEFEnSE
  AC 19, touch 12, flat-footed 16 
  (+3 Dex, +7 natural, –1 size)
  hp 51 (6d8+24)
  Fort +6, ref +5, Will +7
  Defensive Abilities shadow shift
  OFFEnSE
  Speed 10 ft., fly 40 ft. (average), swim 30 ft.
  Melee bite +8 (1d6+5), tail slap +3 (1d8+2)
  Space 10 ft.; reach 10 ft. (5 ft. with bite)
  Special Attacks engulf, moan
  STATISTICS
  Str 21, Dex 16, Con 19, Int 14, Wis 15, Cha 14
  Base Atk +4; CMB +10; CMD 23 (can’t be tripped)
  Feats Combat Reflexes, Improved Initiative, Skill Focus 
  (Perception)
  Skills Disguise +8 (+16 as cloak), Fly +10, Knowledge 
  (religion) +11, Perception +14, Sense Motive +8, Stealth 
  +8, Swim +13; racial Modifiers +8 Disguise to appear 
  as a cloak, sheet, manta ray, or similarly shaped object or 
  creature
  Languages Undercommon
  Sq amphibious
  SPECIAL ABILITIES
  Engulf (Ex) A cloaker can try to wrap a Medium or 
  smaller creature in its body as a standard action. The 
  cloaker attempts a grapple that does not provoke an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and bites the engulfed victim with a +4 
  bonus on its attack roll. It can still use its whip-like tail 
  to strike at other targets. Attacks that hit an engulfing 
  cloaker deal half their damage to the monster and half to 
  the trapped victim.
  Moan (Ex) A cloaker can emit an infrasonic moan as a 
  standard action, with one of four effects.
     Fear: All creatures in a 30-foot spread must save (Will 
  negates) or become panicked for 2 rounds.
     Nausea: All creatures in a 30-foot cone must save (For-
  titude negates) or fall prone and be nauseated for 1d4+1 
  rounds.
     Stupor: A single creature within 30 feet is affected by 
  hold monster for 5 rounds (Will negates).
     Unnerve: Anyone within a 60-foot spread automatical-
  ly takes a –2 penalty on attack and damage rolls. Those 
  in the area for more than 6 consecutive rounds must save 
  (Will negates) or enter a trance, helpless until the moan-
  ing stops.
     Cloakers are immune to these sonic, mind-affecting 
  attacks. A creature that successfully saves against the 
  cloaker’s fear, nausea, or unnerve moans cannot be af-
  fected by that same moan effect from that cloaker for 24 
  hours. All of the save DCs against a cloaker’s moan are 
  DC 15. Save DCs are Charisma-based.
  Shadow Shift (Su) When in dim illumination, a cloaker 
  can manipulate shadows as a free action to create one of 
  
  34
  three effects: blur (lasts 1d4 rounds, self only), mirror 
  image (CL 6th), or silent image (DC 15, CL 6th, save 
  DC is Charisma-based).
  Cloaker, Half Breed
  These cloaker-ray crossbreeds are looked down upon by 
  all cloakers, but their slow wits (Int 8) mean they make 
  excellent thuggish minions for normal cloakers. Half 
  breeds are sterile with regard to their own kind, but can 
  breed with rays or normal cloakers (producing offspring 
  of the same kind as the other parent).
     A half breed’s skill modifiers are Perception +4 and 
  Stealth +5. It does not have a cloaker’s normal shadow 
  shift abilities.
  Crab Swarm
  A writhing mass of clacking shells and snapping pincers 
  rushes from the surf, their spider-like legs twitching across 
  the sand.
  CrAB SWArM (Cr 4; XP 1,200)
  N Diminutive vermin (aquatic, swarm)
  Init +2; Senses darkvision 60 ft.; Perception +0
  DEFEnSE
  AC 18, touch 16, flat-footed 16 
  (+2 Dex, +2 natural, +4 size)
  hp 38 (7d8+7)
  Fort +6, ref +4, Will +2
  Immune mind-affecting effects, swarm traits, weapon 
  damage
  OFFEnSE
  Speed 30 ft., swim 20 ft.
  Melee swarm (2d6)
  Space 10 ft.; reach 0 ft.
  Special Attacks distraction (F-DC 14)
  STATISTICS
  Str 1, Dex 14, Con 13, Int —, Wis 10, Cha 2
  Base Atk +5; CMB —; CMD —
  Skills Swim +10; racial Modifiers uses Dex to modify 
  Swim
  Crysmal
  An animated cluster of translucent crystals shaped disturb-
  ingly like a gemstone scorpion scuttles into an aggressive 
  stance.
  CrYSMAL (Cr 3; XP 800)
  N Small outsider (earth, elemental, psionic)
  Init +2; Senses darkvision 60 ft., crystal sense; Percep-
  tion +11
  DEFEnSE
  AC 17, touch 13, flat-footed 15 
  (+2 Dex, +4 natural, +1 size)
  hp 26 (4d10+4)
  Fort +7, ref +8, Will +2
  Dr 5/bludgeoning; Immune cold, fire; resist electricity 
  10
  OFFEnSE
  Speed 30 ft., burrow 20 ft.
  Melee sting +7 (2d6+3)
  Special Attacks shard spike +7 (3d6, range increment 60 
  ft.)
  Psi-Like Abilities (CL 4th; concentration +6)
     At-will—control objectA (1 object up to 200 lbs.), 
  control sound, detect psionicsA (no concentration), empty 
  mindA (+3 bonus), mind thrustA (4d10; W-DC 14)
     3/day—fold space
  A augmented
  STATISTICS
  Str 15, Dex 14, Con 13, Int 6, Wis 13, Cha 14
  Base Atk +4; CMB +5; CMD 17 (29 vs. trip)
  Feats Great Fortitude, Lightning Reflexes, Skill Focus 
  (Perception)
  Skills Acrobatics +9, Climb +9, Perception +11, Stealth 
  +13 (+15 in rocky areas); racial Modifiers +2 Stealth in 
  rocky areas
  Languages Terran
  SPECIAL ABILITIES
  Crystal Sense (Ps) Crysmals can sense the presence of 
  any crystals or gems within 30 feet as if using the scent 
  ability.
  Shard Spike (Ex) Once per day, a crysmal can launch 
  its tail spike as a ranged attack that shatters when it hits, 
  dealing 3d6 points of piercing damage to the target and 
  1d4 points of piercing damage to all creatures in adja-
  cent squares. The spike regrows in 24 hours, but until it 
  does, its impaired sting does only 1d6+3 damage.
  Ooze, Crystal
  A seemingly mundane puddle, patch of moist stone, or 
  glistening rock is suddenly revealed to be more as a terrible 
  pseudopod lashes out.
  CrYSTAL OOzE (Cr 4; XP 1,200)
  N Medium ooze (aquatic)
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEFEnSE
  AC 5, touch 5, flat-footed 5 
  (–5 Dex)
  
  35
  hp 50 (4d8+32)
  Fort +9, ref –4, Will –4
  Defensive Abilities ooze traits; Immune cold, fire
  OFFEnSE
  Speed 10 ft., swim 30 ft.
  Melee slam +6 (1d6+4 plus 1d6 acid and grab)
  Special Attacks acid, paralysis
  STATISTICS
  Str 16, Dex 1, Con 26, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +6 (+10 grapple); CMD 11 (can’t be 
  tripped)
  Sq transparent
  SPECIAL ABILITIES
  Acid (Ex) The digestive acid that covers a crystal ooze 
  dissolves metals and organic material, but not stone. 
  Each slam and constrict attack deals 1d6 additional acid 
  damage. Armor or clothing worn by a creature grappled 
  by a crystal ooze takes the same amount of acid damage 
  unless the wearer succeeds on a DC 20 Reflex saving 
  throw. A wooden or metal weapon that strikes a crystal 
  ooze takes 1d6 acid damage unless the weapon’s wielder 
  succeeds on a DC 20 Reflex save. The ooze’s touch deals 
  12 points of acid damage per round to wooden or metal 
  objects, but the ooze must remain in contact with the 
  material for 1 full round in order to deal this damage. 
  The save DCs are Constitution-based.
  Transparent (Ex) Due to its lack of vivid coloration, 
  a crystal ooze is difficult to discern from its surround-
  ings in most environments. A DC 15 Perception check 
  is required to notice the ooze. Any creature that fails to 
  notice a crystal ooze and walks into it automatically suf-
  fers damage as if struck by the ooze’s slam attack and is 
  immediately subject to a grab attempt by the ooze.
  Paralysis (Ex) The crystal ooze secretes a paralytic toxin 
  that causes those whom it strikes to become paralyzed 
  for 3d6 rounds if they fail a Fortitude saving throw DC 
  20 (the save DC is Constitution-based).
  Ooze, Crystal Id
  A seemingly mundane puddle, patch of moist stone, or 
  glistening rock is suddenly revealed to be more as a terrible 
  pseudopod lashes out.
  CrYSTAL ID OOzE (Cr 6; XP 2,400)
  N Medium ooze (aquatic)
  Init –1; Senses blindsight 60 ft.; Perception –5
  DEFEnSE
  AC 5, touch 5, flat-footed 5 
  (–5 Dex)
  hp 54 (4d8+36)
  Fort +9, ref –4, Will –4
  Defensive Abilities ooze traits; Immune cold, fire
  OFFEnSE
  Speed 10 ft.
  Melee slam +6 (1d6+4 plus 1d6 acid and grab)
  Special Attacks acid, constrict (1d6+1 plus 1d6 acid)
  Spell-Like Abilities (CL 4th, concentration -1)
     At will—lesser confusion (W-DC 6)
  STATISTICS
  Str 16, Dex 1, Con 26, Int 2, Wis 1, Cha 1
  Base Atk +3; CMB +6 (+10 grapple); CMD 11 (can’t be 
  tripped)
  Feats Improved Initiative, Toughness
  Skills Stealth -1
  Sq transparent, communication
  SPECIAL ABILITIES
  Acid (Ex) The digestive acid that covers an ooze dissolves 
  metals and organic material, but not stone. Each slam 
  and constrict attack deals 1d6 additional acid damage. 
  Armor or clothing worn by a creature grappled by an 
  ooze takes the same amount of acid damage unless the 
  wearer succeeds on a DC 20 Reflex saving throw. A 
  wooden or metal weapon that strikes an ooze takes 1d6 
  acid damage unless the weapon’s wielder succeeds on a 
  DC 20 Reflex save. The ooze’s touch deals 12 points of 
  acid damage per round to wooden or metal objects, but 
  the ooze must remain in contact with the material for 1 
  full round in order to deal this damage. The save DCs 
  are Constitution-based.
  Transparent (Ex) Due to its lack of vivid coloration, an 
  ooze is difficult to discern from its surroundings in most 
  environments. A DC 15 Perception check is required 
  to notice the ooze. Any creature that fails to notice an 
  ooze and walks into it automatically suffers damage as 
  if struck by the ooze’s slam attack and is immediately 
  subject to a grab attempt by the ooze.
  Communication (Ex) Id oozes can communicate basic 
  empathic information with other id oozes within 100 
  feet via telepathy
  Dark Creeper, Aquatic
  Filthy, reeking black rags wrap this small humanoid from 
  head to toe, leaving only its hands and pale white nose vis-
  ible.
  AqUATIC DArK CrEEPEr (Cr 2; XP 600)
  CN Small humanoid (aquatic, dark folk)
  Init +3; Senses see in darkness; Perception +4
  DEFEnSE
  AC 16, touch 14, flat-footed 13 
  
  36
  (+2 armor, +3 Dex, +1 size)
  hp 19 (3d8+6)
  Fort +3, ref +6, Will +1
  Weaknesses light blindness
  OFFEnSE
  Speed 30 ft., swim 20 ft.
  Melee dagger +6 (1d3/19–20 plus poison)
  Special Attacks death throes, sneak attack (+1d6)
  Spell-Like Abilities (CL 3rd)
     At will—darkness, detect magic
  STATISTICS
  Str 11, Dex 17, Con 14, Int 9, Wis 10, Cha 8
  Base Atk +2; CMB +1; CMD 14
  Feats Skill Focus (Sleight of Hand), Weapon Finesse
  Skills Climb +8, Perception +4, Sleight of Hand +7, 
  Stealth +12. Swim +8; racial Modifiers +4 Climb, +4 
  Perception, +4 Stealth
  Languages Dark Folk
  Sq poison use, rag armor
  SPECIAL ABILITIES
  Death Throes (Su) When a dark creeper is slain, its 
  body combusts in a flash of bright white light, leaving 
  its gear in a heap on the ground. All creatures within a 
  10-foot burst must make a DC 13 Fortitude save or be 
  blinded for 1d6 rounds. Other dark creepers within 10 
  feet are automatically blinded for at least 1 round, due to 
  their light blindness. The save is Constitution-based.
  Poison Use (Ex) Dark creepers are skilled in the use of 
  poison and never risk accidentally poisoning themselves. 
  Aquatic dark creepers favor this poison:
    Crystal ooze toxin—injury; save Fort DC 15; frequency 
  1 round (1 hit); effect paralysis for 2d6 rounds; cure 1 
  save. (Note that each toxin dose lasts only for 1 success-
  ful hit.)
  rag Armor (Ex) A dark creeper’s multiple layers of filthy 
  rags function as leather armor when worn by one of their 
  kind.
  Dark Slayer, Aquatic
  This small humanoid is clothed in tattered rags from head to 
  foot. Only its sinister eyes and pale hands are visible.
  AqUATIC DArK SLAYEr (Cr 3; 800 XP)
  CE Small humanoid (aquatic, dark folk)
  Init +4; Senses detect magic, see in darkness; Perception 
  +4
  DEFEnSE
  AC 15, touch 15, flat-footed 11
  (+4 Dex, +1 size)
  hp 22 (4d8+4)
  Fort +2, ref +5, Will +1
  Weaknesses light blindness
  OFFEnSE
  Speed 30 ft., swim 20 ft.
  Melee kukri +8 (1d3–1/18–20 plus poison)
  Special Attacks death throes, poison use, sneak attack 
  +2d6, soul harvest
  Spell-Like Abilities (CL 4th; concentration +6)
     Constant—detect magic
     At will—bleed (W-DC 12), chill touch (F-DC 13), 
  darkness, spectral hand
     3/day—daze monster (W-DC 14), death knell (W-DC 
  14), inflict moderate wounds (W-DC 14)
  STATISTICS
  Str 9, Dex 18, Con 12, Int 10, Wis 11, Cha 15
  Base Atk +3; CMB +1; CMD 15
  Feats Skill Focus (Use Magic Device), Weapon Finesse
  Skills Climb +3, Perception +4, Spellcraft +7, Stealth 
  +12, Swim +7, Use Magic Device +12; racial Modifiers 
  +4 Climb, +4 Stealth, +4 Perception
  Languages Dark Folk
  Sq magical knack
  SPECIAL ABILITIES
  Death Throes (Su) When a dark slayer is slain, its body 
  implodes violently into nothingness, leaving its gear in a 
  heap on the ground. All creatures within a 10-foot burst 
  take 1d8 points of sonic damage and must make a DC 
  13 Fortitude save or be deafened for 2d4 rounds. The 
  save DC is Constitution-based.
  Magical Knack (Ex) Spellcraft and Use Magic Device 
  are always class skills for dark slayers.
  Soul Harvest (Su) When a dark slayer damages a flat-
  footed foe or a foe it is flanking with a melee touch spell 
  or spell-like ability that deals hit point damage, the spell 
  does an additional 1d6 points of damage and the dark 
  slayer gains an equal amount of temporary hit points. 
  These temporary hit points last for a maximum of 1 
  hour.
  Dark Stalker, Aquatic
  This tall humanoid’s pale brow and black, soulless eyes are 
  all that can be seen above a black scarf wrapped around its 
  face.
  AqUATIC DArK STALKEr (Cr 4; XP 1,200)
  CN Medium humanoid (aquatic, dark folk)
  Init +4; Senses see in darkness; Perception +8
  DEFEnSE
  AC 18, touch 14, flat-footed 14 
  (+2 armor, +4 Dex, +2 natural)
  
  37
  hp 39 (6d8+12)
  Fort +4, ref +9, Will +2
  Weaknesses light blindness
  OFFEnSE
  Speed 30 ft., swim 20 ft.
  Melee 2 short swords +6/+6 (1d6+2 plus poison/19–20)
  Special Attacks death throes, sneak attack (+3d6)
  Spell-Like Abilities (CL 6th; concentration +7)
     At will—deeper darkness, detect magic, slipstream
  STATISTICS
  Str 14, Dex 18, Con 14, Int 9, Wis 11, Cha 13
  Base Atk +4; CMB +6; CMD 20
  Feats Double Slice, Two-Weapon Fighting, Weapon 
  Finesse
  Skills Climb +10, Perception +8, Sleight of Hand +5, 
  Stealth +8, Swim +10; racial Modifiers +4 Climb, +4 
  Perception, +4 Stealth
  Languages Dark Folk, Undercommon
  Sq poison use
  SPECIAL ABILITIES
  Death Throes (Su) When a dark stalker is slain, its body 
  combusts in a flash of white-hot flame. This acts like a 
  fireball that deals 3d6 points of fire damage to all crea-
  tures within a 20-foot-radius burst. A DC 15 Reflex save 
  halves this damage. A dark stalker’s gear and treasure are 
  unaffected by this explosion. This save is Constitution-
  based.
  Poison Use (Ex) Dark stalkers are skilled in the use of 
  poison and never risk accidentally poisoning themselves. 
  Like their diminutive kin, the dark creepers, dark stalk-
  ers use black poison on their weapons and generally 
  carry six doses on them.Black Smear—injury; save Fort 
  DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; 
  cure 1 save. The poison DC is Constitution-based.
  See in Darkness (Su) A dark stalker can see perfectly in 
  darkness of any kind, including that created by deeper 
  darkness.
  DErrO (Cr 3; XP 800)
  CE Small humanoid (derro, psionic)
  Init +6; Senses darkvision 60 ft.; Perception +0
  DEFEnSE
  AC 17, touch 13, flat-footed 15 
  (+2 armor, +2 Dex, +2 natural, +1 size)
  hp 25 (3d8+12)
  Fort +5, ref +3, Will +6
  Pr 14
  Weaknesses vulnerability to sunlight
  OFFEnSE
  Speed 20 ft.
  Melee short sword +5 (1d4) or aklys +5 (1d6)
  ranged repeating light crossbow +5 (1d6/19–20 plus 
  poison) or aklys +5 (1d6)
  Special Attacks sneak attack +1d6
  Psi-Like Abilities (CL 3rd; concentration +6)
     At will—control light, control sound
     1/day—energy ray (3d6 sonic), mental disruption (W-
  DC 15)
  STATISTICS
  Str 11, Dex 15, Con 18, Int 10,Wis 5, Cha 16
  Base Atk +2; CMB +1; CMD 13
  Feats Improved Initiative, Weapon Finesse
  Skills Perception +0, Stealth +9
  Languages Aklo, Undercommon
  Sq madness, poison use
  SPECIAL ABILITIES
  Madness (Ex) Derros use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and are im-
  mune to insanity and confusion effects. Only a miracle 
  or wish can remove a derro’s madness. If this occurs, the 
  derro gains 6 points of Wisdom and loses 6 points of 
  Charisma.
  Poison Use (Ex) Derros are not at risk of poisoning 
  themselves when handling poison. They use Medium 
  spider venom to poison their crossbow bolts, and gener-
  ally carry 10 pre-poisoned bolts at all times.
  Vulnerability to Sunlight (Ex) A derro takes 1 point of 
  Con damage after every hour it is exposed to sunlight.
  Duergar
  This bald, long-bearded dwarf has dull gray skin, low arch-
  ing brows, and eyes that seem to absorb rather than reflect 
  the light.
  DUErGAr (Cr 1/3; XP 135)
  Duergar warrior 1
  LE Medium humanoid (dwarf, psionic)
  Init –1; Senses darkvision 120 ft; Perception +1
  DEFEnSE
  AC 17, touch 9, flat-footed 17 
  (+6 armor, –1 Dex, +2 shield)
  hp 8 (1d10+3)
  Fort +4, ref –1, Will +1; +2 vs. poison, powers, spells
  Weaknesses light sensitivity
  OFFEnSE
  Speed 20 ft.
  Melee warhammer +3 (1d8+1/×3)
  ranged light crossbow +0 (1d8/19–20)
  Psi-Like Abilities (CL 3rd; concentration +0)
     1/day—cloud mind , expansion
  
  38
  STATISTICS
  Str 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4
  Base Atk +1; CMB +2; CMD 11
  Feats Weapon Focus (warhammer), Wild TalentB
  Skills Intimidate +1, Stealth –7; ACP -7 
  Languages Common, Dwarven, Undercommon
  Sq slow and steady, stability
  Eel, Giant Moray
  This sixteen-foot-long eel slithers through the water with un-
  canny grace, mouth open to display large teeth and a second 
  set of jaws.
  GIAnT MOrAY EEL (Cr 5; XP 1,600)
  N Large animal (aquatic)
  Init +6; Senses low-light vision, scent; Perception +7
  DEFEnSE
  AC 19, touch 11, flat-footed 17 
  (+2 Dex, +8 natural, –1 size)
  hp 52 (7d8+21)
  Fort +8, ref +9, Will +3
  OFFEnSE
  Speed swim 30 ft.
  Melee bite +11 (2d6+9 plus grab)
  Space 10 ft.; reach 10 ft.
  Special Attacks gnaw
  STATISTICS
  Str 22, Dex 14, Con 16, Int 1,Wis 12, Cha 8
  Base Atk +5; CMB +12 (+16 grapple); CMD 24
  Feats Improved Initiative, Lightning Reflexes, Skill Fo-
  cus (Stealth), Weapon Focus (bite)
  Skills Escape Artist +10, Perception +7, Stealth +8, 
  Swim +14; racial Modifiers +8 Escape Artist
  SPECIAL ABILITIES
  Gnaw (Ex) If a giant moray begins a round with a 
  grabbed foe, it inflicts automatic bite damage (2d6+9 
  points of damage). A giant moray eel possesses a second 
  set of jaws in its throat that aid in swallowing—it can 
  make a second bite attack (+11 attack, 1d6+4) against a 
  foe it has already grabbed.
  Kapoacinth, Gemstone
  Seemingly carved from a irridescent gemstone, this sinister 
  crouching humanoid resembles a horned, winged demon.
  GEMSTOnE KAPOACInTH (Cr 6; XP 1,200)
  CE Medium monstrous humanoid (aquatic, earth)
  Init +8; Senses darkvision 60 ft.; Perception +10
  DEFEnSE
  AC 20, touch 14, flat-footed 16 
  (+4 Dex, +6 natural)
  hp 52 (5d10+25)
  Fort +6, ref +8, Will +6
  Dr 10/adamantine; resist cold 10; Sr 14
  OFFEnSE
  Speed 40 ft., swim 60 ft.
  Melee 2 claws +9 (1d6+4), bite +9 (1d4+4), gore +9 
  (1d4+4)
  STATISTICS
  Str 19, Dex 18, Con 20, Int 10, Wis 15, Cha 11
  Base Atk +5; CMB +9; CMD 23
  Feats Hover, Improved Initiative, Skill Focus (Swim)
  Skills Intimidate +8, Perception +10, Stealth +14 (+18 
  in stony areas), Swim +23; racial Modifiers +2 Stealth 
  (+6 in gemstone environs)
  Languages Common, Terran
  Sq freeze
  Kelpie
  This hideous humanoid creature has slimy, transparent skin; 
  webbed, humanoid hands; and a snaggletoothed, horse-like 
  face.
  KELPIE (Cr 4; 1,200 XP)
  NE Medium fey (aquatic, shapechanger)
  Init +7; Senses low-light vision; Perception +13
  DEFEnSE
  AC 17, touch 13, flat-footed 14
  (+3 Dex, +4 natural)
  hp 38 (7d6+14)
  Fort +4, ref +8, Will +6
  resist fire 10
  OFFEnSE
  Speed 40 ft., swim 40 ft.
  Melee 2 slams +6 (1d6+2 plus grab)
  Special Attacks captivating lure
  STATISTICS
  Str 15, Dex 16, Con 15, Int 8, Wis 12, Cha 17
  Base Atk +3; CMB +5 (+9 grapple); CMD 18
  Feats Alertness, Deceitful, Improved Initiative, Weapon 
  Finesse
  Skills Bluff +15, Disguise +15, Perception +13, Sense 
  Motive +13, Stealth +13, Swim +10
  Languages Aquan, Common, Sylvan; telepathy (1 mile, 
  previously touched creatures only)
  Sq amphibious, change shape (hippocampus or horse, 
  beast shape IV; Small or Medium humanoid, alter self)
  SPECIAL ABILITIES
  Captivating Lure (Su) Once per day, a kelpie can use a 
  powerful mental attack to lure in a single creature within 
  
  39
  60 feet. The target must make a DC 16 Will saving 
  throw or become captivated by the kelpie, thinking it is 
  a desirable woman in mortal danger or (if in hippocam-
  pus or horse form) a valuable steed. A victim under the 
  effects of the captivating lure moves toward the kelpie 
  using the most direct means available. If the path leads 
  it into a dangerous area such as through fire or off a 
  cliff, that creature receives a second saving throw to end 
  the effect before moving into peril; the victim does not 
  consider water a dangerous area, and will enter the water 
  even if it cannot swim or breathe. A captivated creature 
  can take no actions other than to move toward the kelpie 
  and defend itself, even if it is drowning. A victim within 
  5 feet of the kelpie simply stands and offers no resistance 
  to its attacks. This effect continues as long as the kelpie is 
  alive and the victim is within 1 mile of the kelpie. This is 
  a mind-affecting charm effect. The save DC is Charisma-
  based.
  Mephit, Water
  This small humanoid creature has thin, leathery wings, 
  small horns, and a mischievous smile.
  WATEr MEPHIT (Cr 3; XP 800)
  N Small outsider (water)
  Init +6; Senses darkvision 60 ft.; Perception +6
  DEFEnSE
  AC 17, touch 14, flat-footed 14 
  (+2 Dex, +1 dodge, +3 natural, +1 size)
  hp 19 (3d10+3); fast healing 2 (works only while un-
  derwater)
  Fort +2, ref +5, Will +3
  Dr 5/magic
  OFFEnSE
  Speed 30 ft., swim 30 ft.
  Melee 2 claws +5 (1d3+1)
  Special Attacks breath weapon (15-foot cone, 1d8 acid; 
  R-DC 13 for half)
  Spell-Like Abilities (CL 6th)
     1/hour— acid arrow
     1/day— stinking cloud (F-DC 15), summon (level 2, 1 
  water mephit)
  STATISTICS
  Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
  Base Atk +3; CMB +3; CMD 15
  Feats Dodge, Improved Initiative
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12
  Languages Common, one appropriate elemental lan-
  guage (Aquan, Auran, Ignan, or Terran)
  Pech
  This pale yellow humanoid has blank, bulging white eyes 
  and gangly arms and legs. It clutches a pickaxe in its knobby 
  hands.
  PECH (Cr 3; 800 XP)
  N Small fey (earth)
  Init +1; Senses darkvision 60 ft., low-light vision; Per-
  ception +10
  DEFEnSE
  AC 16, touch 12, flat-footed 15
  (+1 Dex, +4 natural, +1 size)
  hp 27 (6d6+6)
  Fort +5, ref +6, Will +6
  Dr 5/cold iron; Immune petrification; Sr 14
  Weaknesses light blindness
  OFFEnSE
  Speed 20 ft.
  Melee mwk heavy pick +9 (1d4+6/×4)
  Special Attacks earth mastery, pech magic, stone knowl-
  edge
  Spell-Like Abilities (CL 10th; concentration +11)
     3/day—stone shape, stone tell
  STATISTICS
  Str 19, Dex 12, Con 13, Int 12, Wis 13, Cha 12
  Base Atk +2; CMB +5; CMD 16
  Feats Cleave, Great Fortitude, Power Attack
  Skills Climb +13, Craft (stonemasonry) +14, Knowl-
  edge (dungeoneering) +7, Knowledge (engineering) +7, 
  Perception +10, Profession (miner) +11, Stealth +14; 
  racial Modifiers +4 Craft (stonemasonry), +4 Profes-
  sion (miner)
  Languages Terran, Undercommon
  SPECIAL ABILITIES
  Earth Mastery (Ex) A pech gains a +1 bonus on attack 
  and damage rolls if both it and its foes are touching 
  the ground. If an opponent is airborne or waterborne, 
  the pech takes a –4 penalty on attack and damage rolls. 
  These modifiers are not precalculated into the statistics 
  here.
  Pech Magic (Sp) Four pechs working together can cast 
  wall of stone once per day. Eight pechs working together 
  can cast stone to flesh (F-DC 17) once per day. These 
  spell-like abilities function at CL 10th. Each pech must 
  use a full-round action to take part in the casting. The 
  save DCs are modified by the highest Charisma modifier 
  in the group.
  Stone Knowledge (Ex) A pech’s knowledge of earth and 
  stone grants a +1 racial bonus on attack and damage rolls 
  and the benefits of the Improved Critical feat against 
  
  40
  creatures and objects made of stone or earth or with the 
  earth subtype. Knowledge (dungeoneering), Knowledge 
  (engineering) and Profession (miner) are always class 
  skills for a pech.
  ray, Stingray
  A long tail fitted with a barbed stinger trails from this flat, 
  triangular fish’s body.
  STInGrAY (Cr ½; 200 XP)
  N Medium animal (aquatic)
  Init +1; Senses blindsense 30 ft., low-light vision; Per-
  ception +8
  DEFEnSE
  AC 12, touch 11, flat-footed 11
  (+1 Dex, +1 natural)
  hp 13 (2d8+4)
  Fort +5, ref +4, Will +1
  OFFEnSE
  Speed swim 40 ft.
  Melee sting +1 (1d4 plus poison)
  STATISTICS
  Str 10, Dex 13, Con 15, Int 1, Wis 13, Cha 2
  Base Atk +1; CMB +1; CMD 12
  Feats Skill Focus (Perception)
  Skills Perception +8, Stealth +5 (+13 in sand or mud), 
  Swim +8; racial Modifier +8 Stealth in sand or mud
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 13; frequency 
  1/round for 4 rounds; effect 1d2 Dex and 1 Con; cure 1 
  save. The save DC is Constitution-based.
  Skum
  This hunchbacked, green-skinned humanoid has a wide, 
  frog-like head but a mouth more akin to that of a toothy 
  fish.
  SKUM (ULAT -KInI) (Cr 2, XP 600)
  LE Medium monstrous humanoid (aquatic)
  Init +1; Senses darkvision 60 ft.; Perception +5
  DEFEnSE
  AC 13, touch 11, flat-footed 12 
  (+1 Dex, +2 natural)
  hp 20 (2d10+9)
  Fort +3, ref +4, Will +3
  resist cold 10
  OFFEnSE
  Speed 20 ft., swim 40 ft.
  Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 
  (1d6+1)
  ranged trident +3 (1d8+2)
  STATISTICS
  Str 15, Dex 13, Con 17, Int 10, Wis 10, Cha 6
  Base Atk +2; CMB +4; CMD 15
  Feats MultiattackB, Toughness
  Skills Intimidate +3, Perception +5 (+9 underwater), 
  Stealth +6 (+10 underwater), Swim +15; racial Modi-
  fiers +4 Perception and Stealth underwater
  Languages Aboleth, Undercommon
  Sq amphibious
  Squid
  This slender red squid darts through the water with alacrity. 
  Two large eyes stare from above the creature’s tentacles.
  SqUID Cr 1 (XP 400)
  N Medium animal (aquatic)
  Init +6; Senses low-light vision; Perception +7
  DEFEnSE
  AC 13, touch 12, flat-footed 11 
  (+2 Dex, +1 natural)
  hp 13 (3d8)
  Fort +3, ref +7, Will +2
  Defensive Abilities ink cloud (5-ft. radius)
  OFFEnSE
  Speed swim 60 ft., jet 240 ft.
  Melee bite +4 (1d3+2), tentacles +2 (1d4+1 plus grab)
  STATISTICS
  Str 15, Dex 15, Con 11, Int 2, Wis 12, Cha 2
  Base Atk +2; CMB +4 (+8 grapple); CMD 16
  Feats Improved Initiative, Lightning Reflexes, Multiat-
  tackB
  Skills Perception +7, Swim +10
  SPECIAL ABILITIES
  Ink Cloud (Ex) A squid can emit a 5-foot-radius cloud 
  of ink once per minute as a free action while underwater. 
  This cloud provides total concealment. The ink persists 
  for 1 minute.
  Jet (Ex) A squid can jet in a straight line as a full-round 
  action. It does not provoke attacks of opportunity while 
  jetting.
  Undine
  This blue-haired, blue-skinned man moves with a liquid 
  grace. His ears are fin-like, and his hands and feet are 
  webbed.
  UnDInE (Cr ½; XP 200)
  Undine cleric 1
  N Medium outsider (native)
  
  41
  Init +1; Senses darkvision 60 ft.; Perception +3
  DEFEnSE
  AC 17, touch 12, flat-footed 15
  (+5 armor, +2 Dex)
  hp 8 (1d8)
  Fort +1, ref +3, Will +5
  resist cold 5
  OFFEnSE
  Speed 30 ft.; 20 ft. in armor, swim 30 ft.
  Melee trident +1 (1d8)
  ranged sling +2 (1d4)
  Special Attacks channel positive energy 5/day (W-DC 
  12, 1d6)
  Spell-Like Abilities (CL 1st; concentration +4)
     1/day—hydraulic push
  Domain Spell-Like Abilities (CL 1st; concentration +4)
     6/day—dazing touch
     6/day—icicle (1d6+1 cold damage)
  Cleric Spells Prepared (CL 1st; concentration +4)
     1st—bless, charm person, divine favor
     0 (at-will)—create water, guidance, stabilize
  D Domain spell; Domains Charm, Water
  STATISTICS
  Str 11, Dex 14, Con 8, Int 10, Wis 17, Cha 14
  Base Atk +0; CMB +0; CMD 12
  Feats Weapon Focus (trident)
  Skills Diplomacy +6, Knowledge (religion) +4, Swim +4
  Languages Aquan, Common
  Sq elemental affinity
  SPECIAL ABILITIES
  Elemental Affinity (Ex) Undine sorcerers with the 
  elemental (water) bloodline treat their Charisma score 
  as 2 points higher for all sorcerer class abilities. Undine 
  clerics with the Water domain cast their Water domain 
  powers and spells at +1 caster level.
  Vodyanoi
  This humanoid salamander carries a gnarled staff in one 
  hand. Tendrils drape its chin, resembling the beard of an 
  eccentric hermit.
  VODYAnOI (Cr 5; XP 1,600)
  CN Medium monstrous humanoid (aquatic)
  Init +8; Senses darkvision 60 ft.; Perception +14
  DEFEnSE
  AC 19, touch 15, flat-footed 14 
  (+4 Dex, +1 dodge, +4 natural)
  hp 51 (6d10+18)
  Fort +5, ref +9, Will +10
  OFFEnSE
  Speed 30 ft., swim 50 ft.
  Melee shortspear +9/+4 (1d6+3), bite +2 (1d8+1)
  Special Attacks suffocating water
  Spell-Like Abilities (CL 6th; concentration +7)
     3/day—control water, dancing lights, grease (R-DC 12), 
  hydraulic push, water breathing
     1/day—aqueous orb (R-DC 14), cure disease, neutralize 
  poison
  STATISTICS
  Str 16, Dex 19, Con 17, Int 13, Wis 20, Cha 12
  Base Atk +6; CMB +9; CMD 24
  Feats Dodge, Improved Initiative, Skill Focus (Heal)
  Skills Diplomacy +3, Heal +18, Knowledge (arcana) +3, 
  Knowledge (nature) +5, Perception +14, Sense Motive 
  +11, Swim +18; racial Modifiers +4 Heal
  Languages Aquan, Common, Sylvan
  Sq amphibious
  SPECIAL ABILITIES
  Suffocating Water (Su) Once per day as a standard ac-
  tion, a vodyanoi can cause the water surrounding it up 
  to a radius of 30 feet to grow thick and slimy, making 
  it difficult for water-breathing creatures within the area 
  other than vodyanois to breathe. A vodyanoi can control 
  narrow currents of breathable water to provide oxygen to 
  up to 3 other creatures in the area of effect—vodyanois 
  themselves are immune to this effect. All other creatures 
  in an area of suffocating water must hold their breath or 
  risk suffocation. Once created, an area of suffocating wa-
  ter does not move—it persists for a number of minutes 
  equal to the vodyanoi’s Hit Dice. The slimy water does 
  not impact swim speeds or visibility in any significant 
  manner. A creature can make a DC 20 Perception check 
  to notice the difference between suffocating water and 
  any normal water that may surround it.
  Wight, Aquatic
  The flesh of this walking corpse is rotting and putrid, its 
  body skeletal in places and its eye sockets glowing with red 
  light.
  AqUATIC WIGHT (Cr 3, XP 800)
  LE Medium undead (aquatic)
  Init +1; Senses darkvision 60 ft.; Perception +11
  DEFEnSE
  AC 15, touch 11, flat-footed 14 
  (+1 Dex, +4 natural)
  hp 26 (4d8+8)
  Fort +3, ref +2, Will +5
  Defensive Abilities undead traits
  Weaknesses resurrection vulnerability
  
  42
  OFFEnSE
  Speed 30 ft., swim 30 ft.
  Melee slam +4 (1d4+1 plus energy drain)
  Special Attacks create spawn, energy drain (1 level, DC 
  14)
  STATISTICS
  Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
  Base Atk +3; CMB +4; CMD 15
  Feats Blind-Fight, Skill Focus (Perception)
  Skills Intimidate +9, Knowledge (religion) +7, Percep-
  tion +11, Stealth +16, Swim +9; racial Modifier +8 
  Stealth
  Languages Common
  Sq create spawn
  SPECIAL ABILITIES
  Create Spawn (Su) Any humanoid creature that is slain 
  by a wight becomes a wight itself in only 1d4 rounds. 
  Spawn so created are less powerful than typical wights, 
  and suffer a –2 penalty on all d20 rolls and checks, as 
  well as –2 hp per HD. Spawn are under the command 
  of the wight that created them and remain enslaved until 
  its death, at which point they lose their spawn penalties 
  and become fullfledged and free-willed wights. They do 
  not possess any of the abilities they had in life.
  resurrection Vulnerability (Su) A raise dead or similar 
  spell cast on a wight destroys it (Will negates). Using the 
  spell in this way does not require a material component.
  Appendix VI: records
  When planning for each level of the Purple Mountain 
  dungeon, we were very mindful about the amount of ex-
  perience and treasure available to player characters. Each 
  level of Purple Mountain is designed so a PC can ad-
  vance one level. We made the assumption that a typical 
  party entering Purple Mountain will contain four player 
  characters and a GM will use the medium advancement 
  track. This meant that for this module, we made sure 
  that at least 48,000 XP and 30,000 gp worth of wealth 
  were available.
  room 
  Challenge 
  XP
  1
  4 derro
  3,200
  1
  K’zbutrel
  1,600
  1
  5 undine clerics
  1,000
  1 
  Princess Glubela
  1,200
  2
  8 psionic crysmals
  6,400
  3
  Gemsone kapoacinth
  1,200
  4
  Sound burst trap
  800
  4
  5 aquatic dark creepers
  3,000
  5
  15 aquatic dark creepers
  9,000
  5
  5 young aquatic dark creepers
  2,000
  6
  2 aquatic dark stalkers
  2,400
  8
  3 crab swarms
  3,600
  8b.
  3 aquatic wights
  2,400
  9
  2 kelpies
  1,200
  10
  3 vodyanoi
  4,800
  11
  Giant moray eel
  1,600
  11a
  Crystal id ooze
  2,400
  12
  11 stingrays
  2,200
  12a
  Symbol of pain trap
  2,400
  12a
  Amphibious cloaker
  1,600
  12b
  Amphibious cloaker
  1,600
  12c
  Cloaker halfbreeds
  1,600
  12d
  Amphibious cloaker
  1,600
  13a
  Crystal ooze
  1,200
  13b
  Skum
  600
  14
  Blib-Doloth
  1,200
  14
  2 skum
  1,200
  14
  4 duergars
  540
  14
  Human prisoners
  varies
  15
  Various skum
  varies
  16
  Aboleth
  3,200
  16
  Skum
  600
  16
  2 pech
  1,600
  If the PCs were to gain XP for the wholesale slaughter 
  of every living thing in the Well of Stars there is over 
  67,000 XP available to them. There should be more than 
  enough XP to safely allow characters to advance from 
  6th level to 7th so they are ready for the Temple of the 
  Hidden God.
  Purple Duck note: For the purpose of determining 
  material wealth available, I am only going to consider 
  superior equipment and magical items with more than 
  one use. This is done for several reasons. First, if player 
  characters plan an extended journey into the Purple 
  Mountains, things like gems and gold will actually be 
  of little value in the dungeon. 
  Listed in order of appearance
  One-shot Items: Brain lock pearl, 2 flasks of alchemist’s 
  fire, fire elemental gem, crystal ooze toxin, lance feather 
  
  43
  token, tree feather token
  Potions: 2 potions of cure light wounds, potion of greater 
  magic fang, 2 potions of channel vigor
  room
  Treasure
  Value (gp)
  1
  Mattock the titans
  23,348*
  1
  5 helms of underwater ac-
  tion
  60,000*
  1
  2 dozen masterwork bolts 
  for underwater crossbows
  62
  1
  Silk and sable gloves
  100
  1
  Pair of ebony dive spotted 
  with tiny gems
  900
  1 
  Pair of tourmaline earrings 200
  1 
  2 mwk light crossbows
  670
  2b
  Ioun torch
  75
  3
  5 rusted iron circlets with 
  rubies
  250
  3
  Bronze-plated belt
  125
  5
  26 mwk shortspears
  7,826
  6
  girdle of opposite gender 
  (cursed)
  —
  6
  2 blocks of incense of obses-
  sion (cursed)
  —
  6
  Golden holy symbol of 
  Linium
  5
  6
  Wand of prestidigitation (3 
  charges)
  22.5
  6
  Cursed wand of sound 
  burst (5 charges)
  —
  6
  Porphyrite light hammer
  3
  6
  Wax of defiance
  1,200 
  8
  Slimeherder whistle
  400 
  8b
  Trident of the sea elves
  11,800
  8b
  Blue coral
  1,800
  8b
  Ring of swimming (cursed)
  —
  9
  6 tiny quartz figures
  100
  10
  Amulet of thought projec-
  tion (cursed)
  —
  10
  Gaudy statue of a rearing 
  dragon
  10 
  10
  Silver bowl of golden 
  grapes
  120
  10
  Ampule of dust of dryness
  850
  10
  Mwk coral-handled dag-
  ger
  302
  11a
  Major power stone (3 pow-
  ers)
  3,150
  12a
  Bracelet of resistance +2
  4,000 
  12b
  Varies elixirs, containers, 
  tonics
  varies
  12d
  10 Adamantine claw-tips
  600
  12d
  4 crude idols (3 lbs. por-
  phyrite)
  —
  12d
  5 obsidian cloaker idols 
  250
  12d
  3 gold and silver human 
  statues
  750
  13b
  Juju necklace (blindness)
  XX
  13b
  Slime-herder whistle
  400
  13b
  Green slime capsule
  900
  13c
  Crown of blasting, minor 
  (cursed)
  —
  14
  4 wands of daze (20 
  charges)
  560
  15
  5 slime-herder whistles
  XX
  15
  5 coral pendants
  50 
  15
  Weird, intricate sculpture
  1,000 or 
  less
  16
  Orb of dragonkin (dragon 
  turtle)
  *
  16
  Golden aboleth-symbol 
  necklace 
  500
   
  * Playtesting pointed out that even before the party en-
  ters The Well of Stars, 5 lesser helms of underwater action 
  and a mattock of the titans makes for an outrageous trea-
  sure, in and of themselves, nearly 85,000 gp worth!  The 
  PCs should realize that the mattock belongs to Glubela’s 
  father, and will probably be recognized as such; a DC 15 
  Knowledge (nobility) will recognize his crest affixed.  A 
  quick-and-dirty sale would probably net 10,000 gp or 
  so, but the same would come from a reward by the grate-
  ful (and probably sorrowful) Duke.  The possibility also 
  exists that the mattock could be buried under tons of 
  rock, and underwater to boot… The lesser helms have a 
  limited use, and may, at the GM’s discretion, be de-
  stroyed if a PC wearing them is killed.  In any case, the 
  treasure count may be skewed because of those items, 
  but many other items are unlikely to be found, or have 
  limited resale value for the party, being more for color- 
  or more trouble than they are worth!
  
  44
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  clearly indicate which portions of the work that you are distributing 
  are Open Game Content.
  9. Updating the License: Updating the License: Wizards or its 
  designated Agents may publish updated versions of this License. You 
  may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any 
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  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmen-
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  13. Termination: This License will terminate automatically if You 
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  within 30 days of becoming aware of the breach. All sublicenses 
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  14. Reformation: If any provision of this License is held to be 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc.
  System Reference Document. Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document, © 2002, Wizards of the 
  Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, based on material by Jonathan Tweet, Monte Cook, 
  Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John 
  Tynes, Andy Collins, and JD Wiker
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn
  Classic Horrors Revisited. Copyright 2009, Paizo Publishing, LLC; 
  Authors: James Jacobs, Rob McCreary, F. Wesley Schneider
  Pathfinder Chronicles: Dungeon Denizens Revisited. Copyright 
  2009, Paizo Publishing, LLC; Authors: Clinton Boomer, Jason 
  Bulmahn, Joshua J. Frost, Nicolas Logue, Robert McCreary, Jason 
  Nelson, Richard Pett, Sean K Reynolds, James L. Sutter, and Greg 
  
  45
  A. Vaughan.
  Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, 
  Paizo Publishing, LLC; Author: JD Wiker.
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, 
  Hal MacLean, Jason Nelson, Stephen Radney- MacFarland, Owen 
  K.C. Stephens, Todd Stewart, and Russ Taylor. 
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publish-
  ing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, 
  Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, 
  Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin 
  Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, 
  Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James 
  L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, 
  LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James 
  Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, 
  F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, 
  LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim 
  Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, 
  James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito 
  Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, 
  David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. 
  Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa 
  Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Wil-
  liams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Ultimate Combat, © 2011, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitch-
  cock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phil-
  lips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic, © 2011, Paizo Pub-
  lishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin Mc-
  Comb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Simon Muth.
  Hyperconscious: Explorations in Psionics, © 2004, Bruce R 
  Cordell. All rights reserved. 
  If Thoughts Could Kill, © 2001–2004, Bruce R. Cordell. All rights 
  reserved.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Lawrence Schick.
  Mindscapes, © 2003–2004, Bruce R. Cordell. All rights reserved.
  Mutants & Masterminds © 2002, Green Ronin Publishing.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Psionic Bestiary, © 2013, Dreamscarred Press.
  Psionics Unleashed, © 2010, Dreamscarred Press.
  Psionics Augmented, © 2013, Dreamscarred Press
  Swords of Our Fathers, Copyright 2003, The Game Mechanics.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. 
  All rights reserved.
  The Genius Guide To: Feats of Psionic Might. Copyright 2011, 
  Super Genius Games. Author: Owen K.C. Stephens
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Au-
  thors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, 
  Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Pat-
  rick Lawinger, and Bill Webb; Based on original content from TSR.
  Ultimate Psionics, © 2013, Dreamscarred Press
  Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Authors 
  Andy Collins, Jesse Decker, David Noonan, Rich Redman
  The Gods of Porphyra © 2012, Purple Duck Games; Authors: 
  Christopher Kaiser, Perry Fehr, Mark Gedak, August Hahn, John 
  Hazen, Sean Holland, Sam Hing, James H. Lewis, Chris Longhurst, 
  Scott Messer, Sean O’Connor, David Nicholas Ross, and Jeremy 
  Whalen
  Purple Mountain VI: The Well of Stars © 2013, Purple Duck 
  Games; Author Perry Fehr. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and 
  the Pathfinder Roleplaying Game and the Pathfinder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, 
  and are used under the Pathfinder Roleplaying Game Compatibility 
  License. See http:// paizo.com/pathfinderRPG/compatibility for 
  more information on the compatibility license.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Purple Mountain Adventure Path/Purple Mountain VI - The Well of Stars.pdf