TEXT: 1
  Table of conTenTs
  Level Map  .  .  .  .  .  .  .  .  .  .  .2
  Room 476  .  .  .  .  .  .  .  .  .  .  .  .4
  Room 477  .  .  .  .  .  .  .  .  .  .  .  .8
  Room 478  .  .  .  .  .  .  .  .  .  .  .10
  Room 479  .  .  .  .  .  .  .  .  .  .  .11
  Room 480  .  .  .  .  .  .  .  .  .  .  .12
  Room 481  .  .  .  .  .  .  .  .  .  .  .13
  Room 482  .  .  .  .  .  .  .  .  .  .  .15
  Room 483  .  .  .  .  .  .  .  .  .  .  .16
  Room 484  .  .  .  .  .  .  .  .  .  .  .17
  Room 485  .  .  .  .  .  .  .  .  .  .  .20
  Room 486  .  .  .  .  .  .  .  .  .  .  .23
  Room 487  .  .  .  .  .  .  .  .  .  .  .25
  Room 488  .  .  .  .  .  .  .  .  .  .  .26
  Room 489  .  .  .  .  .  .  .  .  .  .  .29
  Room 490  .  .  .  .  .  .  .  .  .  .  .31
  Room 491  .  .  .  .  .  .  .  .  .  .  .32
  Room 492  .  .  .  .  .  .  .  .  .  .  .36
  Room 493  .  .  .  .  .  .  .  .  .  .  .39
  Room 494  .  .  .  .  .  .  .  .  .  .  .42
  Room 495  .  .  .  .  .  .  .  .  .  .  .43
  Appendices
   A: Monsters & NPCs  45
   B: Handouts  .  .  .  .  .  .  .52
   C: Glossary  .  .  .  .  .  .  .  .58
  
  2
  Dragon’s Delve 
  level 17: The halls of hunger
  
  3
  level 17: The  
  halls of hunger
  Through millennia of effort and a thousand 
  feet of living rock, the myriad builders of 
  Dragon’s Delve finally reached the resting 
  place of Iamon . Here, at last, those who 
  have braved the Delve’s dangers can look 
  upon the desiccated remains of a dead god . 
  This is, of course, what drove the Delve’s 
  construction, but it did not complete it . For, 
  in the centuries since Iamon’s unearthing, 
  Metterak has also imprisoned the moon 
  goddess Glarias here, and built a formidable 
  defense of his realm beneath this level .
  Background: 
  When 
  the 
  Mages 
  Four 
  excavated Iamon’s divine corpse as part of 
  their creation of the Entropy Engine, they 
  found that it extended several hundred feet 
  vertically through the rock . The Entropy 
  Engine itself was built not far below the 
  level of the god’s heart, but the Mages also 
  wanted access to Iamon’s head . So they built 
  a small complex of chambers around the top 
  of the shaft containing Iamon’s body . This 
  original Level 17 was not large at all .
  Since that era, events have changed--
  enlarged, really--this area. Metterak felt that 
  the access to the dead god made reaching 
  his own lair too easy, and so he employed a 
  creature known as The Architect to make an 
  addition to the Delve . He wanted a gateway 
  through which those demonstrably worthy 
  of his presence could reach him (relatively) 
  easily, while those unworthy would be faced 
  with tests . The key to passage through the 
  gateway would be the twelve secret sigils . 
  The specifics of this gateway were left to the 
  twisted imaginings of The Architect, who 
  devised for Metterak the Halls of Hunger.
  In more recent years, Metterak imprisoned 
  the moon goddess Glarias adjacent to the 
  Entropy Engine . Like that of Iamon, Glarias’s 
  material flesh requires a massive chamber, 
  and he placed it parallel to Iamon’s . Thus, 
  Level 17 also contains a set of rooms at the 
  top of the shaft that contains her body, again 
  providing access to her head . Unlike Iamon, 
  though, Glarias still lives .
  This history of development has led Level 
  17 to be made up of three relatively distinct 
  regions: The Chamber of Sorrows, the Halls 
  of Hunger, and the Chamber of Anguish .
  The Chamber of Sorrows: This is the 
  set of rooms originally built by the Mages 
  Four around the head of Iamon . It gives 
  access to the very corpse of that dead god . 
  In addition to direct access to Iamon’s head 
  and face, it rooms can be made to open into 
  the shaft that contains his body--which in 
  turn accesses Levels 18 and 19 . The chaotic 
  elemental forces unleashed by the Entropy 
  Engine, however, make the use of this shaft 
  as a travelway exceedingly perilous .
  Although Iamon was already dead before 
  the Entropy Engine (and indeed the entirety 
  of Dragon’s Delve) was built, the effect of 
  draining the divinity from his body has left 
  this environ with an intense aura of sorrow, 
  affecting those who visit it and giving this 
  area its name .
  The Halls of Hunger: Tasked with creating 
  a gatehouse to protect Metterak’s realm, The 
  Architect built a series of chambers on an 
  extradimensional floorplan. These chambers 
  allow those with the “password” to move 
  directly through the Halls of Hunger and 
  into the deeper areas of Level 17 (or on to 
  Level 18) . The “password” is a complete 
  set of the twelve secret sigils, which were 
  created by Metterak for this very purpose.
  Those who do not have all twelve 
  secret sigils inscribed in some fashion on 
  themselves or their carried equipment 
  cannot pass beyond the Halls of Hunger-
  -but they can obtain the sigils if they 
  overcome The Architect’s challenges and 
  guardians . The challenges themselves are 
  fairly difficult, but The Architect has added 
  a second layer of peril . Those lingering 
  within the Halls are sapped of their vitality . 
  The longer interlopers spend within the 
  Halls, the greater their losses . Although this 
  loss has many effects, it is felt most directly 
  as an insatiable hunger .
  The centerpiece of the Halls is the Feasting 
  Hall. Here a perpetual feast is on offer, 
  and partaking of this feast offsets, at least 
  in part, the effects of the vitality sapping. 
  Unfortunately, eating of the feast endangers 
  the interloper with the wasting curse that 
  ultimately kills, turning the interloper into 
  an undead ghul. Those attempting the 
  challenges of The Architects halls must 
  decide how much of the Halls’ wasting effect 
  they can live with--or how willing they are 
  to risk death in the throes of the curse .
  
  4
  The Chamber of Anguish: This set of 
  rooms was created by Metterak when he 
  imprisoned Glarias . It is similar to the 
  Chamber of Sorrows in design and function, 
  and like that other area accesses a shaft 
  containing a god’s body--this time Glarias’s-
  -that reaches Levels 18 and 19 . The chaotic 
  elemental forces unleashed by the Entropy 
  Engine, however, make the use of this shaft 
  as a travelway exceedingly perilous .
  The draining effect of the Entropy Engine 
  upon Glarias, who still lives, embues her 
  environs with an intense aura of pain and 
  suffering, affecting those who visit it and 
  giving this area its name . Those who can 
  withstand this aura and its effects, however, 
  can commune directly with the moon 
  goddess .
  There are 20 encounters on Level 17 .
  There are no random encounters on Level 17 .
  476. The anTechamber 
  (el 20)
  Summary: The stairs from Level 15 lead 
  to an antechamber and viewing room 
  overlooking Iamon’s mournful face . A 
  devious pair of ghuls awaits any living flesh 
  that enters this level .
  Sights 
  and 
  Sounds: 
  Although 
  the 
  passageways in this area are not especially 
  wide, they feature 20-foot ceilings intended 
  to give the visitor a sense of scale . All 
  areas are completely dark . If the PCs have 
  adequate light they see the following.
  A sizeable octagonal chamber 
  sits at the bottom of the 
  stairs. Opposite the stairs is a 
  passageway; the other six walls 
  contain deep alcoves. In each 
  of the alcoves stands a wizard 
  or sorcerer of some distinction-
  -not six different spellcasters, 
  but six nearly identical ones. 
  The six apparent wizards are 
  in fact the ghul Calabar and five 
  illusory versions he has made 
  of himself (permanent image 
  spells). The six Calabars are not 
  mirror images of one another-
  -they each stand in slightly 
  different poses, for example--but 
  they are identically dressed and 
  equipped and clearly the same 
  person. While they appear to 
  be alive, none of them reacts to 
  the appearance of the PCs (see 
  “Corinth and Calabar,” below). 
  Background: This chamber was once a 
  preparation and storage space related to 
  the Mages Four’s studies of Iamon; beyond 
  it lies a viewing room from which one can 
  look down upon Iamon’s face and, if the 
  doorway to the body chamber is open, the 
  entirety of Iamon’s form .
  Nothing remains of the mages’ activities, 
  but the area has become home to a pair of 
  ghuls . They have optimized the area as a 
  point of ambush . Having once been high-
  level adventurers themselves (a rogue and a 
  wizard, both 16th level), they’re well aware 
  of the caliber of interloper that’s likely to 
  end up here, and they’re prepared .
  Secret Ways: The ghuls take advantage 
  of two sets of secret openings to gain 
  tactical advantage over their foes . Their 
  principal mode of entering and leaving the 
  antechamber are a set of four phase doors at 
  the backs of four of the alcoves . Each of these 
  phase doors was created by Calabar but can 
  also be used by Corinth . They can use each 
  door a total of seven times . The phase doors 
  connect to adjacent passageways and the 
  viewing room, as shown on the map .
  
  5
  In addition to the phase doors, the ghuls 
  can also pass through the illusory walls 
  (marked as secret doors on the map) into 
  the secret passageways beyond them . These 
  bog-standard illusory walls (Will save DC 
  21) were installed by the Mages Four to 
  conceal access to Iamon from guests . Unlike 
  the phase doors, anyone who detects the 
  illusory walls can pass through them, so 
  the ghuls prefer not to use them when they 
  might be seen by the PCs .
  The Viewing Chamber: This room has a 
  broad window looking down upon Iamon’s 
  face . A stone platform allows those at the 
  back of the room to see better (not unlike 
  the elevated rear seating of a theatre) . If the 
  heroes shine sufficient light through the 
  window, they can see Iamon in area 478 .
  A giant, mournful face, aligned as if 
  looking right up at you, is set in the floor 
  at the center of a large, round room . Like a 
  drowning man stretching to lift his lips and 
  nose from the still surface of deep water, the 
  face emerges seamlessly from the smooth 
  floor of the chamber. 
  The Window: The window looking from 
  the viewing chamber into area 478 is sealed 
  by two permanent walls of force, one flush 
  with the wall of this room, and the other 
  flush with the wall of area 478.
  Corinth and Calabar: Two ghuls inhabit this 
  area, awaiting any interlopers who might 
  make their way into the level . Although they 
  retain the intelligence they possessed in life, 
  they also have the patience of the undead 
  and, unafflicted by boredom, have spent 
  the party’s rogue) within a forcecage . 
  His strategy is then to do the following, 
  in roughly this order or as opportunities 
  permit:
  1 . Cast dominate person on the party’s 
  fighter, commanding the subject to stand in 
  place and look confused .
  2 . Use summon monster VIII to summon a 
  vrock; he summons this creature adjacent to 
  the party’s cleric or other secondary fighter.
  3 . Cast horrid wilting, targeting the party’s 
  arcane spellcaster or another vulnerable 
  combatant .
  If possible, Corinth makes a sneak attack 
  on the party’s arcane spellcaster or, if not, 
  any other character that is not trapped or 
  dominated . He then takes best advantage of 
  his mobility and the area’s phase doors to 
  strike at other vulnerable targets .
  Both characters stay close to the phase 
  doors and use them to disengage and 
  reposition themselves with the intent of 
  keeping the party off guard. They cannot 
  see through the phase doors, but use the 
  telepathic bond to keep each other informed, 
  as much as possible, about the heroes’ 
  positions .
  Corinth (Chaotic Evil) 
  Ghul Rogue 16  CR 18
  Medium Undead 
  HD 16d6+16               hp 75
  Init +11           Speed 30 ft .
  AC 25, flat-footed 25, touch 18
  BAB/Grapple +16/+16
  years preparing their ambush and watching 
  carefully for any approaching interlopers .
  The chaotic nature of the staircase from 
  area 435 is such that the ghuls can often 
  see or hear characters descending the stairs 
  before those characters can see the ghuls . 
  (Characters on the stairs often having just 
  been teleported back from the Secret City, 
  they tend to make more noise than they 
  might when descending an ordinary set of 
  stairs .) This may well give the ghuls some 
  time to prepare for the PCs’ arrival . If they 
  have the time, Calabar casts the following 
  spells in preparation, starting at the top of 
  the list and continuing down as far as time 
  permits .
  1 . Greater invisibility on Corinth
  2 . True seeing on himself
  3 . Telepathic bond on the two of them
  4 . True seeing on Corinth
  5 . Spell turning on himself
  Calabar is visible to anyone entering the 
  room, hiding in plain sight as one of six 
  “Calabars” in the room’s six alcoves . He 
  occupies the northeast alcove .
  Corinth lurks behind the illusory Calabar 
  in the southernmost alcove . He is invisible 
  (under the effect of a greater invisibility), 
  and, in addition, takes advantage of 
  concealment provided by “Calabar” to hide 
  (Spot DC 48, assuming the spotter can see 
  invisible creatures) .
  Their tactics are straightforward: Both 
  characters have readied actions . Calabar 
  is readied to trap the first PC to take more 
  than a few steps into the room (presumably 
  
  6
  Attack +3 frost rapier +22 (1d6+7 plus 1d6 
  cold plus 8d6 sneak attack)
  Full Attack +3 frost rapier +22/+17/+12 
  (1d6+7 plus 1d6 cold plus 8d6 sneak attack)
  Space/Reach 5 ft ./5 ft .
  SA Crippling strike, sneak attack +8d6, 
  paralysis, exhalation of death
  SQ Defensive Roll, Improved Evasion, 
  Improved Uncanny Dodge, Trapfinding, 
  Trap Sense Ability, Uncanny Dodge, Lifelike
  Fort +6, Ref +17, Will +6
  Str 18, Dex 24, Con 12, Int 10, Wis 13, Cha 8
  Languages: Common
  Skills: Balance +9; Bluff +9; Climb +14; 
  Escape Artist +17; Hide +38; Jump +6; Listen 
  +18; Move Silently +28; Open Lock +22; 
  Search +15; Sleight of Hand +19; Spot +22; 
  Tumble +26; Use Magic Device +9; Use Rope 
  +7; Use Rope (bind someone) +9
  Feats: Alertness, Combat Reflexes, Dodge, 
  Improved Initiative, Mobility, Stealthy, 
  Weapon Finesse
  Possessions: Belt of Giant Strength +4; Boots 
  of Speed; Gloves of Dexterity +4; Mithral 
  Shirt +3; Rapier +3 (Frost); Ring of Protection 
  +2; Ring of Chameleon Power
  Calabar (Chaotic Evil) 
  Ghul Wizard 16 CR 18
  Medium Undead 
  HD 16d4         hp 42
  Init +1  
   
  Speed 30 ft .
  AC 18, flat-footed 17, touch 15
  BAB/Grapple +7/+7
  Attack +7 touch (paralysis)
  Full Attack +7/+2 touch (paralysis)
  Space/Reach 5 ft ./5 ft .
  SA Spells, paralysis, exhalation of death
  SQ Immunity to magic sleep effects, +2 racial 
  saving throw bonus against enchantment 
  spells or effects, Elven Blood, Summon 
  Familiar, Lifelike
  Fort +8, Ref +9, Will +17
  Str 8, Dex 12, Con 10, Int 22, Wis 14, Cha 12
  Languages: Common
  Skills: 
  Bluff 
  +10; 
  Concentration 
  +19; 
  Concentration 
  (cast 
  defensively) 
  +23; 
  Craft (Alchemy) +7; Decipher Script +16; 
  Diplomacy 
  +11; 
  Knowledge 
  (arcana) 
  +21; 
  Knowledge 
  (dungeoneering) 
  +16; 
  Knowledge (history) +16; Knowledge (the 
  planes) +16; Spellcraft +27
  Feats: Brew Potion, Combat Casting, Extend 
  Spell, Iron Will, Maximize Spell, Quicken 
  Spell, Scribe Scroll, Silent Spell, Still Spell
  Possessions: Amulet of Natural Armor +3; 
  Cloak of Resistance +3; Gloves of Dexterity 
  +2; Ring of Protection +4
  Prepared Spells: 1st - burning hands (DC 
  17), feather fall, magic missile (x3), obscuring 
  mist; 2nd - blur, darkness (x2), detect thoughts 
  (x2) (DC 18), web (DC 18); 3rd - arcane sight, 
  dispel magic (x2), haste, vampiric touch; 4th 
  - black tentacles, enervation, fear (DC 20), 
  invisibility, greater (x2); 5th - cone of cold (DC 
  21), dismissal (DC 21), dominate person (x2) 
  (DC 21), telepathic bond; 6th - eyebite (DC 22), 
  forceful hand, true seeing (x2); 7th - forcecage, 
  spell turning, waves of exhaustion (DC 23) 8th 
  - horrid wilting (DC 24), summon monster VIII       
  Lifelike (Su): Though undead, ghul’s bodies 
  continue to go through the motions of life--
  breathing, eating, and even resting in a form 
  that appears to be sleep . This makes it more 
  difficult to determine that a ghul is truly 
  undead (+5 to all Knowledge check DCs to 
  determine information about a ghul) . It also 
  allows a ghul to maintain a Constitution 
  score, unlike most undead, adding its Con 
  bonus to hit dice, Fortitude saves, skill 
  checks, and the DC of innate attacks. Their 
  apparent vitality is a necromatic illusion, 
  however, and ghuls are as immune to 
  biological weaknesses as other undead are .
  Paralysis (Ex): Any creature hit by a ghul’s 
  melee attack (even if the ghul is using a 
  weapon) is exposed to a paralysis effect. 
  This special attack renders the victim 
  immobile . Paralyzed creatures cannot 
  move, speak, or take any physical actions . 
  The creature is rooted to the spot, frozen 
  and helpless . Paralysis works on the body, 
  and a target can resist it with a Fortitude 
  saving throw (DC 10 + 1/2 ghul’s total HD 
  + ghul’s Con modifier). On a failed save, 
  the target is paralyzed for 1d4+1 rounds . 
  Unlike hold person and similar effects, a 
  paralysis effect does not allow a new save 
  each round. A winged creature flying in the 
  air at the time that it is paralyzed cannot 
  flap its wings and falls. A swimmer can’t 
  swim and may drown .
  
  7
  Exhalation of Death (Su): Unlike a typical 
  ghoul, ghuls do not carry the stench of 
  the grave with them everywhere they go . 
  The horrendous odor does exist within 
  their rotting bodies, however, and as a 
  standard action can be brought forth with 
  a powerful breath . This breath weapon 
  attack fills a 60-foot-cone. Living creatures 
  within the area must succeed at a Fortitude 
  save (DC 10 + 1/2 ghul’s total HD + ghul’s 
  Con modifier) or be nauseated for 1d6+4 
  rounds and sickened for 1d6+4 minutes . 
  A creature that successfully saves cannot 
  be affected again by any ghul’s exhalation 
  of death for 24 hours . A neutralize poison 
  spell removes the effect from a sickened 
  creature . Creatures with immunity to 
  poison are unaffected by this ability. 
  Creatures resistant to poison receive their 
  normal bonus on this saving throw .
  A creature killed while under the effects 
  of an exhalation of death becomes a ghast 
  if it had 5 or fewer hit dice or a ghul if it 
  had 6 or more . It rises in undeath 1d6 
  hours after being slain . A remove curse, 
  neutralize poison, or similar spell cast on 
  its body during this incubation period may 
  prevent the corpse from becoming undead . 
  The caster of such a spell must make a 
  caster level check (DC 10 + HD of ghul 
  that affected the target with exhalation of 
  death) . If the check is successful, the corpse 
  does not become an undead .
  Connections: The staircase ascends to area 
  435 . Passageways beyond the illusory walls 
  also connect to area 477 and area 480 . See 
  the Map of Level 17 . 
  Pathfinder Stats
  Use the Pathfinder versions of Corinth 
  and Calabar. No other modifications are 
  necessary to run this encounter using 
  Pathfinder.
  CORINTH     CR 18
  Ghul rogue 16 (Chaotic Evil) 
  Medium Undead 
  Init +12; Senses Perception +24
  DEFENSE 
  AC 26, touch 19, flat-footed 26
  hp 92 (16d8+16)
  Fort +6, Ref +18, Will +6, +5 Reflex to avoid 
  traps
  Defensive Abilities Improved Evasion, 
  Improved Uncanny Dodge, Trap Sense +5, 
  Uncanny Dodge
  OFFENSE 
  Speed 30 ft .
  Melee +2 frost rapier +23/+18/+13 (1d6+4/18-
  20 plus 1d6 cold plus 8d6 sneak attack)
  Space 5 ft .; Reach 5 ft .
  Atk Options Bleeding Attack, Crippling 
  Strike, Sneak Attack 8d6
  STATISTICS 
  Str 14, Dex 26, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +12; CMB +20; CMD 35
  Special Qualities Bonus Feat, Defensive 
  Roll, Fast Stealth, Skilled, Slippery Mind, 
  Slow Reactions, Surprise Attack, Trapfinding
  Feats Agile Maneuvers, Alertness, Armor 
  Proficiency, Light, Combat Reflexes, Dodge, 
  Improved 
  Initiative, 
  Mobility, 
  Simple 
  Weapon Proficiency, Stealthy, Weapon 
  Finesse, Weapon Focus (Rapier)
  Skills Acrobatics +27, Bluff +12, Climb 
  +21, Disable Device +35, Escape Artist +31, 
  Perception +24, Perception (Trapfinding) 
  +32, Sense Motive +20, Sleight of Hand +27, 
  Stealth +31, Use Magic Device +12
  Languages Common
  Possessions belt of incredible dexterity +6; 
  boots of speed; mithral shirt +3; rapier +2 (frost); 
  ring of chameleon power; ring of protection +2
  CALABAR    CR 18
  Ghul wizard 16 (Chaotic Evil) 
  Medium Undead 
  Init 
  +11; 
  Senses 
  Low-light 
  vision, 
  Perception +4
  DEFENSE 
  AC 18, touch 15, flat-footed 17
  hp 59 (16d6)
  Fort +8, Ref +9, Will +17, +2 vs . enchantment 
  spells and effects
  OFFENSE 
  Speed 30 ft .
  Melee touch +8 (paralysis)
  Space 5 ft .; Reach 5 ft .
  Prepared Spells 
  Wizard (CL 16th):  
  8th - horrid wilting (DC 24), summon monster 
  VIII 
  7th - forcecage (DC 23), spell turning (DC 23), 
  waves of exhaustion (DC 23) 
  
  8
  6th - eyebite (DC 22), forceful hand , true seeing (x2) 
  5th - cone of cold (DC 21), dismissal (DC 21), 
  dominate person (x2) (DC 21), telepathic bond 
  4th - black tentacles, enervation, fear (DC 20), 
  invisibility (greater) (x2) 
  3rd - arcane sight, dispel magic (x2), haste, 
  vampiric touch 
  2nd - blur, darkness (x2), detect thoughts (x2) 
  (DC 18), web (DC 18) 
  1st - burning hands (DC 17), feather fall, magic 
  missile (x3), obscuring mist
  STATISTICS 
  Str 8, Dex 12, Con 10, Int 22, Wis 14, Cha 12
  Base Atk +8; CMB +7; CMD 22
  Special Qualities Adaptability, Arcane 
  Bond, Cantrips, Elf Blood, Elven Immunities, 
  Keen Senses, Multitalented
  Feats 
  Brew 
  Potion, 
  Combat 
  Casting, 
  Empower Spell, Eschew Materials, Extend 
  Spell, Improved Counterspell, Iron Will, 
  Maximize Spell, Quicken Spell, Scribe Scroll, 
  Silent Spell, Skill Focus (Spellcraft), Still Spell
  Skills Bluff +13, Craft (Alchemy) +19, 
  Diplomacy +11, Fly +14, Knowledge (Arcana) 
  +25, 
  Knowledge 
  (Dungeoneering) 
  +19, 
  Knowledge (History) +19, Knowledge (Planes) 
  +19, Linguistics(Abyssal, Undercommon) +11, 
  Perception +4, Spellcraft +31
  Languages 
  Abyssal, 
  Common, 
  Elven, 
  Undercommon
  Possessions amulet of natural armor +3; belt 
  of incredible dexterity +2; cloak of resistance +3; 
  ring of protection +4
  Lifelike (Su): Though undead, ghul’s bodies 
  continue to go through the motions of life--
  breathing, eating, and even resting in a form 
  that appears to be sleep . This makes it more 
  difficult to determine that a ghul is truly 
  undead (+5 to all Knowledge check DCs to 
  determine information about a ghul) . It also 
  allows a ghul to maintain a Constitution 
  score, unlike most undead, adding its Con 
  bonus to hit dice, Fortitude saves, skill 
  checks, and the DC of innate attacks. Their 
  apparent vitality is a necromatic illusion, 
  however, and ghuls are as immune to 
  biological weaknesses as other undead are .
  Paralysis (Ex): Any creature hit by a ghul’s 
  melee attack (even if the ghul is using a 
  weapon) is exposed to a paralysis effect. 
  This special attack renders the victim 
  immobile . Paralyzed creatures cannot 
  move, speak, or take any physical actions . 
  The creature is rooted to the spot, frozen 
  and helpless . Paralysis works on the body, 
  and a target can resist it with a Fortitude 
  saving throw (DC 10 + 1/2 ghul’s total HD 
  + ghul’s Con modifier). On a failed save, 
  the target is paralyzed for 1d4+1 rounds . 
  Unlike hold person and similar effects, a 
  paralysis effect does not allow a new save 
  each round. A winged creature flying in the 
  air at the time that it is paralyzed cannot 
  flap its wings and falls. A swimmer can’t 
  swim and may drown .
  Exhalation of Death (Su): Unlike a typical 
  ghoul, ghuls do not carry the stench of 
  the grave with them everywhere they go . 
  The horrendous odor does exist within 
  their rotting bodies, however, and as a 
  standard action can be brought forth with 
  a powerful breath . This breath weapon 
  attack fills a 60-foot-cone. Living creatures 
  within the area must succeed at a Fortitude 
  save (DC 10 + 1/2 ghul’s total HD + ghul’s 
  Con modifier) or be nauseated for 1d6+4 
  rounds and sickened for 1d6+4 minutes . 
  A creature that successfully saves cannot 
  be affected again by any ghul’s exhalation 
  of death for 24 hours . A neutralize poison 
  spell removes the effect from a sickened 
  creature . Creatures with immunity to 
  poison are unaffected by this ability. 
  Creatures resistant to poison receive their 
  normal bonus on this saving throw .
  A creature killed while under the effects 
  of an exhalation of death becomes a ghast 
  if it had 5 or fewer hit dice or a ghul if it 
  had 6 or more . It rises in undeath 1d6 
  hours after being slain . A remove curse, 
  neutralize poison, or similar spell cast on 
  its body during this incubation period may 
  prevent the corpse from becoming undead . 
  The caster of such a spell must make a 
  caster level check (DC 10 + HD of ghul 
  that affected the target with exhalation of 
  death) . If the check is successful, the corpse 
  does not become an undead .
  477. The conTrol room
  Summary: From here the Mages Four 
  oversaw their arcane experiments on 
  Iamon’s divine corpse . It’s also the room in 
  which Calabar came to die .
  Sights and Sounds: The ceiling in this room 
  is 20 feet high . The area is completely dark . 
  
  9
  If the PCs have adequate light they see the 
  following .
  This large chamber is flanked by a long 
  window looking out into a dark, cavernous space. 
  It is bare except for a marble pedestal placed in 
  front of the window--that and the rambling, 
  incoherent scribblings that cover the back wall. 
  Background: The original purpose of this 
  room was as a base for the study of Iamon’s 
  body, and it still retains one of its key 
  functions: the control for opening to door 
  to the god’s body hangar . But it was more 
  recently inhabited by Calabar .
  Corinth and Calabar (area 476) weren’t 
  always ghuls, of course . Some time ago 
  they were adventurers, not unlike the PCs 
  are now . They faced the trials of the Halls 
  of Hunger--and failed . Their adventuring 
  companions were killed or succumbed, 
  leaving the two of them both afflicted with 
  the wasting curse. Corinth was the first to 
  become a ghul, and Calabar fled to this 
  chamber, where he sealed himself off behind 
  a wall of force . For a few frantic hours he 
  scoured his brain, looking for clues to the 
  nature of the curse and any way to stave off 
  the transition . In the end he failed, became 
  a ghul, and joined his companion Corinth . 
  But this chamber still bears the scribbled 
  remains of his thinking .
  The Window: The window looking into 
  area 478 is sealed by two permanent walls of 
  force, one flush with the wall of this room, 
  and the other flush with the wall of room 478. 
  If the heroes shine sufficient light through 
  the window, they can see Iamon’s face .
  A giant, mournful face is set in the floor 
  at the center of a large, round room . Like a 
  drowning man stretching to lift his lips and 
  nose from the still surface of deep water, the 
  face emerges seamlessly from the smooth 
  floor of the chamber. 
  The Control Panel: A marble pedestal sits 
  in front of the window .
  Centered in front of the window, ten 
  feet back from it, is a pedestal of fine, white 
  marble . It stands roughly four feet tall and is 
  about three feet in diameter . The top of the 
  pedestal is flat, except for a finely carved face 
  that emerges seamlessly from its surface . The 
  face matches the gigantic face on the floor of 
  the room visible through the window . 
  This pedestal, if activated, opens the floor 
  of area 478, revealing area 479 beneath it . 
  Activation is simple (if the trick is known): 
  The user simply sets his hands on the flat 
  surface, on either side of the face, and draws 
  them apart . (This is a move action .) In area 
  478, the floor seems to pull away from Iamon’s 
  face, dissolving into nothingness as it does so . 
  Anything on the floor tumbles into the space 
  below, although the inspection disk (described 
  in area 479) quickly moves to catch it.
  The floor can be closed using the opposite 
  motion: by placing the hands on the edges 
  of the pedestal surface and drawing them in 
  toward the face (which, again, counts as a move 
  action). The floor materializes in area 478, 
  starting from the edges and closing in around 
  Iamon’s head . Any creature caught within the 
  space of the materializing floor is bumped 
  harmlessly into area 478 . If the inspection disk 
  is in area 478, it slowly descends into the floor.
  The Scribblings: Calabar spent several 
  hours alone in this chamber, feverishly 
  thinking through the hours and days 
  prior to the destruction of his party . He 
  was suffering from the wasting curse, 
  transitioning into a ghul, and his thinking 
  was not always coherent . As he struggled 
  for a solution to his crisis, he used the large 
  wall of this chamber as a notepad, leaving 
  behind some of his thoughts .
  The large wall opposite the window is 
  crowded--from end to end and to a height 
  of six or seven feet--with a mish-mash of 
  mad charcoal scribbles . Sentences and even 
  words are often fragmented, written over 
  one another, or blurred where they’ve been 
  wiped away . In the center of the wall, a large 
  area has been crudely wiped off. The words 
  “TURN BACK NOW!” are scrawled in foot-
  high letters across this space. 
  
  10
  PCs who examine the wall carefully can 
  find more. Assuming bright light, the PCs 
  may make Spot checks to pick the following 
  information out of the dense web of 
  fragmented, incoherent writing . What they 
  find varies depending on the results of the 
  check .
  DC 12:
  * 
  Should have asked Birshwar!
  * 
  But we tried all of it-or did we miss 
  [obscured]? Too late now!
  * 
  The hunger is too much to bear .
  DC 18:
  As above plus:
  * 
  Edolea needn’t have [obscured] flame. 
  One would seem enough .
  * 
  It was not the curse of the chambers . 
  Surely it was the feasting .
  * 
  Mirrors!
  * 
  12 sigils . 12 sides . What of 12?
  DC 25:
  As above plus: 
  * 
  It is more than hunger . It is our very 
  souls . And yet to sate it gives back to us that 
  which we have lost .
  * 
  Find the [obscured] every time .
  DC 32:
  As above plus:
  * 
  Do not eat . For the love of all you hold 
  dear, do not eat .
  Connections: This area connects to areas 476, 
  478, 479, and 480 . See the Map of Level 17 . 
  Pathfinder Stats
  Replace mentions of Spot checks with 
  Perception checks of equal difficulty. No 
  further modifications are necessary to run 
  this encounter using Pathfinder.
  478. The chamber of 
  sorrows
  Summary: In this giant chamber, Iamon’s 
  face still bears the anguish of his death .
  Sights and Sounds: This area is completely 
  dark. If the PCs have adequate light they see 
  the following .
  The high ceiling of this enormous round 
  chamber is supported by 31 fluted columns fixed 
  to the walls. But the most astonishing feature is the 
  giant, mournful face in the center of the floor. Like 
  a drowning man stretching to lift his lips and nose 
  from the still surface of deep water, the face emerges 
  seamlessly from the smooth floor of the chamber. 
  Entering this room, one feels the full weight of the 
  tragedy surrounding Iamon’s death. It is as though 
  a cloak of lead descends upon your shoulders. 
  Characters listening (Listen DC 5) can hear a 
  faint, irregular rumble, like distant thunder . 
  It seems to come from beneath the floor of 
  the chamber .
  Background: 
  When 
  the 
  Mages 
  Four 
  excavated Iamon’s corpse, they built around 
  it a tall chamber running the full height 
  of his body and giving them access to its 
  entirety . This full chamber (area 479) was 
  directly exposed to the power of Iamon’s 
  divinity, making it impractical for much of 
  the mages’ research . As a result, they crafted 
  the chamber to close off this area with a 
  magical floor, limiting contact with the god 
  to just his face . This allowed them to reach 
  and study the god without excess exposure 
  to the energy contained within the body .
  Aura of Sorrow: This area is blanketed in a 
  terrible aura, an echo of the divine suffering 
  of Iamon’s last moments . A creature entering 
  the area immediately feels the weight of this 
  aura as a burden upon his or her soul . On 
  the second round after entering, the creature 
  becomes fatigued (this effect does not stack 
  with itself; if the creature is already fatigued 
  from this effect, he or she does not become 
  exhausted) . On the fourth round, the 
  creature is affected as if by a mind fog spell 
  (a -10 penalty on Wisdom checks and Will 
  saves) . No saving throw applies to either 
  effect. The fatigue lasts until the character 
  gets 8 hours of rest; the mind fog effect lasts 
  for 2d6 rounds after leaving the aura .
  Iamon: Characters visiting this area have 
  an opportunity few mortals ever gain: the 
  
  11
  chance to touch the body of a god . Although 
  Iamon is dead, and the Entropy Engine has 
  sapped the corpse of virtually all its divine 
  energy, there remains a residue of power 
  within it--easily enough to affect the course 
  of an ordinary mortal’s life .
  Any creature touching Iamon’s face and 
  spending a full round concentrating on it is 
  subject to a result from the table below .
  A creature can attempt this multiple times. 
  However, add +1 to the roll result on the 
  second attempt, and an additional +1 for 
  each additional attempt.
  The Windows: The windows looking into 
  this room from area 476 and area 477 are 
  each sealed by two permanent walls of force, 
  one flush with the wall of this room, and 
  the other flush with the wall of overlooking 
  room .
  Connections: This area connects to area 477 
  and area 479 . See the Map of Level 17 . 
  Pathfinder Stats
  Replace mentions of Listen checks with 
  Perception checks of equal difficulty. No 
  further modifications are needed to run this 
  encounter using Pathfider.
  479. Iamon’s boDy hangar 
  (upper enD) (el 16)
  Summary: Iamon’s body stands dead in this 
  tall, coffin-like chamber.
  Sights and Sounds: This chamber is 
  identical to area 478 (in fact, it contains that 
  physical space), except the lack of a floor 
  exposes a deep shaft . The area is dimly lit by 
  the shifting light of chaotic elemental forces 
  surging up from Level 18 .
  An enormous shaft--well over 100 feet wide-
  -drops an indeterminable distance into the 
  depths. The withered, carbonized body of the god 
  stands within the shaft. Just below his shoulder 
  level--perhaps 100 feet from the ceiling above--a 
  wicked sea of fire, lava, steam, water, and mud 
  seethes, sending occasional tendrils of elemental 
  chaos upward. The roar of this cauldron of forces 
  almost overwhelms the senses. 
  Within this room one feels the full weight of 
  the tragedy surrounding Iamon’s death. Despite 
  the chaos and excitement, it is as though a 
  curtain of lead descends upon your shoulders. 
  This shaft extends down well over 400 feet, 
  opening not just here at Level 17, but also at 
  Levels 18 and 19 . It contains the entirety of 
  Iamon’s body, which hovers within it . The 
  view downward is blocked, however, by the 
  seething elemental forces of Level 18 .
  Background: This is the full chamber 
  excavated around the corpse of Iamon (of 
  which area 478 is the upper portion) . It is 
  circular in plan, its wall ribbed with 31 
  columns set equidistantly against it. (Why 
  the Mages Four constructed it with 31 
  columns is not known; it may relate to the 
  functioning of the Entropy Engine .) This 
  area has no floor; it is open to the powerful 
  and dangerous elemental forces pouring 
  out of the entrance to Level 18, roughly 50 
  feet below the opening of the passage from 
  area 477 .
  Aura of Sorrow: This area is blanketed in a 
  terrible aura, an echo of the divine suffering 
  of Iamon’s last moments . A creature entering 
  the area immediately feels the weight of this 
  aura as a burden upon his or her soul . On 
  the second round after entering, the creature 
  becomes fatigued (this effect does not stack 
  with itself; if the creature is already fatigued 
  from this effect, he or she does not become 
  exhausted) . On the fourth round, the 
  creature is affected as if by a mind fog spell 
  (a -10 penalty on Wisdom checks and Will 
  saves) . No saving throw applies to either 
  effect. The fatigue lasts until the character 
  gets 8 hours of rest; the mind fog effect lasts 
  for 2d6 rounds after leaving the aura .
  Inspection Disk: Adjacent to the entrance 
  from area 477, a translucent, glowing purple 
  disk floats in the air. This disk is much like 
  a floating disk spell, except that it is 10 feet 
  1d10
  Result 
  1
  Gain 2 permanent points of Wisdom
  2-3
  Gain 1 permanent point in a random 
  ability score
  4
  Gain a permanent +1 bonus to Will 
  saves
  5
  Suffer 1 point of permanent Wisdom 
  drain
  6-7
  Suffer 1 point of permanent drain to 
  a random ability score
  8
  Be affected as though by a confusion 
  spell for 2d6 hours (the caster is 
  Iamon’s body)
  9-10
  No effect
  
  12
  in diameter, holds 1000 pounds, is visible 
  and permanent, and can be operated by a 
  creature on it .
  As a move action, a creature on the disk 
  can will the disk to move, horizontally and/
  or vertically, at a speed of 20 feet . If more 
  than one creature is on the disk, the creature 
  attempting to use it must succeed in an 
  opposed Wisdom check before each attempt 
  to operate it . (If other creatures on the disk 
  are willing, they can decline to oppose the 
  check, making success automatic .)
  If any creature size Tiny or larger, or an 
  object weighing more than 10 pounds, falls 
  within the chamber, the disk immediately 
  and unerringly drops to catch it . The creature 
  or object falls a distance equal to its original 
  distance from the disk at the beginning of the 
  fall . (For example, if a creature was 40 feet 
  from the disk when it began to fall, it will fall 
  40 feet before the disk catches it .) The creature 
  or object takes normal falling damage for the 
  distance fallen . Creatures or objects on the 
  disk when it moves to make the catch remain 
  on the disk, but a creature must make a Reflex 
  save (DC 17) or fall prone .
  The Windows: The windows looking into 
  this room from area 476 and area 477 are each 
  sealed by two permanent walls of force, one 
  flush with the wall of this room, and the other 
  flush with the wall of overlooking room.
  Elemental Chaos: 50 feet down from 
  the level of Iamon’s face (just below his 
  shoulders) the shaft is blocked by a region 
  of seething, uncontrolled elemental force . 
  This region extends down for roughly 50 
  feet before clearing up again below the level 
  of the god’s sternum .
  Any 
  creature 
  entering 
  this 
  hellish 
  elemental domain is subject to its terrible 
  forces, taking 10d6 points of damage from 
  each of two of the following damage types 
  upon entering or beginning its turn in the 
  zone . Roll 1d8 twice .
  1d8      Damage Type 
  1          fire
  2          electricity
  3          cold
  4          sonic
  5          acid
  6          bludgeoning
  7          piercing
  8          slashing
  Elemental Tendrils: Every 1d3 rounds, a 
  tendril of this raw elemental fury lashes out 
  into the upper regions of this chamber . As if 
  driven by some insane intelligence, the tendril 
  targets the creature at the lowest altitude, 
  making an attack with a +18 attack bonus. If 
  the attack hits, the target takes 6d6 damage 
  (roll on the table above for damage type) .
  Elementals: A pair of elder air elementals, 
  and a pair of elder fire elementals, dwell 
  in this area . Use the standard stats, except 
  that the fire elementals have a fly speed of 
  60 (good). The elementals attack any living 
  thing in the chamber, following targets out 
  of the area and fighting until destroyed. They 
  are immune to the effects of the elemental 
  chaos and tendrils .
  Elder Air Elemental (2): hp 204 
  Elder Fire Elemental (2): hp 204                 
  Connections: The entrance connects to area 
  477 and area 478 . See the Map of Level 17 . 
  Pathfinder Stats
  Use the Pathfinder version of the elder air 
  and fire elementals. No further modifications 
  are necessary to run this encounter using 
  Pathfinder.
  Elder Air Elemental (2): hp 152
  Elder Fire Elemental (2): hp 152 
  480. The shrIne To 
  Iamon
  Summary: An ancient shrine has long since 
  lost its original function, serving instead as a 
  waypoint into and out of the rest of the level . 
  Sights and Sounds: As with the passageways 
  leading into this area, the twenty-foot 
  
  13
  ceilings make this area seem larger than it 
  is . All areas are completely dark . If the PCs 
  have adequate light they see the following.
  This dark chamber has the aura and design 
  of a shrine. In a curved alcove sit the shattered 
  foundation stones of an altar, and above it, 
  engraved in the wall, large letters spell the 
  word “Iamon.” On either side of the room, set 
  out from the wall, sits a black stone archway 
  topped with the image of a medusa. The interior 
  of each arch is filled with a smooth and polished 
  obsidian surface that catches any light shone on 
  it, refracting it into a cascade of rainbow streaks. 
  Background: In what would seem a fit of 
  uncharacteristic sentimentality, the Mages 
  Four built a shrine to Iamon here, adjacent 
  to his resting place . Perhaps it was intended 
  as a memorial, or perhaps an homage to a 
  god who had never known followers during 
  the age of Man . Or perhaps the Mages Four 
  experimented, seeing if religious activity 
  might revive some additional power in the 
  divine corpse .
  Whatever their reasons, the function of 
  the shrine has long been cast aside . The 
  Stone Sisterhood made use of this chamber 
  as a waypoint out of the Dragon’s Delve via 
  the Fane of the Sea God . They installed two 
  obsidian archways, one leading into their 
  abode (area 370), the other leading into the 
  Narthex of the Fane of the Sea God .
  The shrine no longer bears an altar; the 
  only evidence of its original function is 
  Iamon’s name engraved over the east end 
  of the room, and the foundation stones, 
  slightly elevated above the floor, on which 
  the altar once sat .
  The Obsidian Archways: There are two 
  archways: one along the north side of the 
  room; the other along the south . Both are 
  free-standing, set about a foot out from 
  the wall . They can only be entered via the 
  outward-facing side (not from the side 
  facing the wall) .
  The northern archway leads to area 370 . 
  The southern archway leads to area 481 . 
  These can only be used by creatures that are 
  both wearing a stone devotee amulet and are 
  creatures of the Earth sub-type . Creatures 
  that meet those requirements pass through 
  the smooth obsidian surface that fills the 
  archway as if it was a wall of black water 
  (even causing ripples to temporarily form in 
  its surface) . If a creature that fails to meet 
  those requirements tries to use the portal, 
  it finds the surface hard and unyielding (as 
  one would expect obsidian to be) .
  The Doorways: There are no other exits 
  from this room . There were in the past, 
  however, and the passageways that led 
  from this room could be unsealed again .
  When the Stone Sisterhood began making 
  use of this room, they walled over the 
  openings leading to areas 482 and 483 . Their 
  stonework was excellent, masking virtually 
  all signs of the openings . A DC 38 Search 
  check of the areas behind the obsidian 
  archways, as one would when looking for 
  a secret door, reveals the area of stonework 
  that does not match (any bonuses that apply 
  to stonework or secret doors apply in this 
  situation) . The stone blocking the entrances 
  is two feet thick . It has hardness 8, 180 hp, 
  and break DC 40 .
  Connections: The shrine connects to areas 
  370, 476, 481, 482, and 483 . See the Map of 
  Level 17 . 
  Pathfinder Stats
  Replace mentions of Search checks with 
  Perception checks of equal difficulty. No 
  further modifications are needed to run this 
  encounter using Pathfinder.
  481. cavern of The 
  nIghTcrawler
  Summary: This large natural cavern is an 
  exit from Level 17--but also the lair of the 
  evil that powers the Halls of Hunger .
  Sights and Sounds: This area is completely 
  dark. If the PCs have adequate light they see 
  the following .
  This large chamber appears to be a natural 
  cavern. The rough, stone walls curve into the 
  uneven ceiling, while the floor underfoot is loose and 
  earthen. Nothing looks amiss, but there’s a sense of 
  chill to this cavern that sets one’s hair on end. 
  
  14
  The natural ceilings vault over the cavern to 
  a maximum height of 30 feet .
  Any character sensitive to evil (or using 
  detect evil or similar magic) can feel a faint 
  evil aura at home in this cave .
  Background: This cave was chosen by the 
  Architect to house the power source for 
  the Halls of Hunger--a nightcrawler . The 
  nightcrawler lairs in a side chamber that can 
  only be reached by burrowing through the 
  earth that makes up the floor of this area. 
  A stone obelisk within the lair area draws 
  power from the nightcrawler’s aura of 
  desecration, transferring it to the device that 
  powers the Halls of Hunger curse .
  Despite the danger (and horror) of the 
  place, it has become a transit point into 
  Level 17 . The Stone Sisterhood linked to 
  it via the obsidian portal in area 480, and 
  there is a passageway leading out to area 
  455 (approximately 200 feet away) in the 
  Narthex of the Fane of the Sea God .
  The Side Chambers: There are two side 
  chambers adjacent to the main cavern . 
  These do not connect directly to the main 
  chamber, but the nightcrawler can reach 
  them by burrowing through the earth that 
  makes up the floor of the main chamber. 
  The nightcrawler normally lairs in the 
  northeastern chamber, but also knows about 
  and can reach the northern chamber .
  The Black Obelisk: A large black obelisk 
  stands in the northeastern chamber .
  An obelisk, half again as tall as a man, sits 
  upon a square foundation stone. Both are as 
  black as nigh--a flat, dull black that seems 
  loath to reflect even enough light to define 
  its planes and edges . Every surface of the 
  obelisk is densely inscribed with fine writing. 
  This device steeps in the aura of 
  desecration surrounding the nightcrawler, 
  acting as a sort of battery that stores this 
  negative energy . It shares this energy with 
  a similar obelisk in the apartment of The 
  Architect, which in turn uses it to fuel the 
  effects of the Halls of Hunger. Although the 
  language of the inscriptions is obscure, a 
  Spellcraft check (DC 35) reveals its negative-
  energy absorption function; DC 40 reveals 
  that it transfers this energy to some other 
  artifact not too far away .
  The black obelisk can be destroyed . It 
  has hardness 8, 100 hp, and break DC 38 . If 
  destroyed, it unleashes a burst of negative 
  energy that acts as a mass inflict serious 
  wounds spell (caster level 25th) . Although 
  destroying the obelisk (or the nightcrawler that 
  fuels it) cuts off the power supply to the Halls 
  of Hunger, there is enough energy currently 
  stored in the obelisk in area 491 to continue the 
  effects of the Halls for several months.
  The Obsidian Archway: A free-standing 
  obsidian archway is set near the southern 
  edge of the room, where it faces the 
  passageway to area 455 (thus allowing those 
  using it to bypass the bulk of this chamber) . 
  It can only be entered via the southern-
  facing side . It leads to area 480 .
  The archway can only be used by creatures 
  that are both wearing a stone devotee amulet 
  and are creatures of the Earth sub-type . 
  Creatures that meet those requirements pass 
  through the smooth obsidian surface that fills 
  the archway as if it was a wall of black water 
  (even causing ripples to temporarily form 
  in its surface) . If a creature that fails to meet 
  those requirements tries to use the portal, it 
  finds the surface hard and unyielding (as one 
  would expect obsidian to be) .
  The 
  Nightcrawler: 
  The 
  nightcrawler 
  normally lairs in the northeast side chamber, 
  but it emerges 1d4 rounds after any activity 
  in the main cavern . The nightcrawler 
  cannot burrow through the stone walls 
  of the chambers, but the earthen floor is 
  easily deep enough for it to move through . 
  There are earth-filled “tunnels” beneath the 
  level of the floor that connect to the side 
  chambers, and it uses these passageways 
  to avoid detection as it enters and retreats 
  from combat .
  
  15
  It typically summons 2-4 dread wraiths 
  into the main chamber before showing 
  itself, allowing these undead to engage the 
  interlopers before moving in to engage . It 
  then uses mass hold monster to paralyze 
  as many opponents as it can, attacking 
  the most vulnerable of those as the dread 
  wraiths keep unparalyzed opponents busy .
  Nightcrawler: hp 212          
  Connections: This area connects to area 455 
  and area 480 . See the Map of Level 17 . 
  Pathfinder Stats
  Use the Pathfinder version of the nightcrawler. 
  No further modifications are needed to run 
  this encounter using Pathfinder.
  482. The sancTuary
  Summary: A small sanctuary lies hidden 
  behind a bricked-up wall, but connects to 
  the wendways .
  Sights and Sounds: In contrast to the 
  other chambers and hallways surrounding 
  Iamon’s resting place, this room has a 
  low ceiling, giving it an intimate feel . It is 
  completely dark. If the PCs have adequate 
  light they see the following .
  This square room is hardly tiny, but it 
  nonetheless has a warm, almost intimate air. 
  Although the dust of many years is apparent, the 
  furnishings and carpets retain their rich feel. 
  It’s possible the PCs will arrive here via the 
  wendways .If so, and the wall between this and 
  the adjacent area 480 has not been breached, 
  there are no apparent exits from this room .
  Background: This chamber was built by the 
  Mages Four as a sort of quiet study adjacent 
  to their work areas around Iamon’s head . 
  While the latter tended to be loud, vibrant, 
  high-energy 
  environments--especially 
  before the Entropy Engine began to tap 
  Iamon’s corpse of its power--this gave them 
  a nearby retreat for quiet and contemplation.
  The room contains a number of tables, 
  chairs, reading stands, and bookcases . Most 
  are coated in the dust of centuries, but a 
  Search check (DC 18) reveals that one desk, 
  reading stand, and chair have only the finest 
  coating of dust . (If the Search check result 
  hits DC 30, it’s clear to the searcher that this 
  dust is not more than a decade or two old .) 
  An additional Search (DC 15) of the floor 
  finds footprints in the older dust leading 
  back and forth from these furnishings to 
  several of the bookshelves . The footprints 
  do not lead to any door or exit .
  Those are the only signs that anyone has 
  been here within the past several centuries . 
  Indeed, most of the room’s contents have 
  clearly gone unmolested since the room was 
  originally occupied . The bookshelves are 
  largely filled with books (on esoteric topics, 
  but not magical) and knick-knacks that have 
  not been disturbed .
  A careful look among the knick-knacks 
  (Search DC 12) finds the following magical 
  items: a candle of truth; a vial containing 
  dust of dryness; a set of eyes of the eagle; 
  a figurine of wondrous power (bronze 
  griffon); and a necklace of adaptation. In 
  addition, while most of the knick-knacks 
  are worthless baubles, there are a handful of 
  statuettes and other decorative items (five in 
  total) worth an average of 1,000gp each .
  The Wendways: The wendways touch this 
  room, connecting with the southeastern 
  corner of the chamber . If the PCs step into 
  the southeastern square of the room, they 
  automatically recognize that the place is 
  connected to the wendways and can use it 
  to travel to any other wendways locale they 
  have previously encountered .
  The Northern Alcove: If the PCs entered 
  the room from area 480, they will of course 
  recognize that the wall at the end of the 
  northern alcove connects with that area 
  (especially if they entered by breaching or 
  destroying that wall) . If, on the other hand, 
  they somehow reached this room via the 
  wendways, there’s no immediate indication 
  that anything lies beyond the alcove’s wall .
  
  16
  When 
  the 
  Stone 
  Sisterhood 
  began 
  making use of area 480, they walled over 
  the opening leading to this area . Their 
  stonework was excellent, masking virtually 
  all signs of the opening, making the short 
  passageway leading to area 475 look like an 
  alcove . A Search (DC 38) of the back wall of 
  the alcove, as for a secret door, reveals that 
  the stonework does not match the other 
  walls (any bonuses that apply to stonework 
  or secret doors apply here) . The stone is two 
  feet thick . It has hardness 8, 180 hp, and 
  break DC 40 .
  Connections: This area connects to area 480 
  and the wendways . See the Map of Level 17 . 
  Pathfinder Stats
  Replace all references to Search and Spot 
  checks with Perception checks of the 
  same difficulty. No further modifications 
  are required to run this encounter using 
  Pathfinder. 
  483. The feasTIng hall
  Summary: Here the PCs can sate their 
  hunger and thirst-but court a terrible price .
  Sights and Sounds: This room is warmly lit 
  by magical lanterns set in the columns on 
  either side of the hall .
  This large, long hall is sumptuously furnished, 
  and even more sumptuously provisioned. Its 
  center is dominated by a lengthy table piled high 
  with every manner of delectable--roasts, stews, 
  breads--pies, cakes, fruits and sweetmeats--
  wines and meads and ales. Platters and tureens 
  lavishly proffer the finest offerings of the culinary 
  arts, and the mixed aromas are almost equally 
  inviting and overwhelming--a stark reminder of 
  the privations of an adventurer’s life; the poor 
  sustenance partaken around dim firesides and in 
  stolen moments in dark and unhappy places. 
  As if that’s not enough, the galleries along 
  either side contain further tables, likewise well 
  stocked with every manner of delicious food 
  and drink.
  Background: The feasting hall is the central 
  point of the set of challenges and tests that 
  comprise the Halls of Hunger . Characters 
  traversing the Halls will visit this room 
  several times, and be tempted by its foods--
  increasingly--each time . Those who eat and 
  drink will be nourished, but at a price . Those 
  who resist are unaffected by the wasting 
  curse that has turned many previous visitors 
  into ghuls --but resistance itself has a price .
  The food and drink within the feasting hall 
  is real, created by a magical effect not unlike 
  the create food and water spell . As long as it 
  remains within the room, the food and drink 
  remains warm and succulent and will never 
  go bad . However, if removed from this room 
  it cools, goes stale, and decays just as any other 
  food would . Food that is eaten or removed 
  reappears magically within 24 hours .
  The Pauper’s Table: At the southern end of 
  the western gallery one table stands apart 
  from the others .
  Whereas every other furnishing in the 
  feasting hall is opulent and gaudy in design, 
  this is a basic, wooden-board table and the 
  dishes it offers are simple, moderate in 
  portion, and presented on undecorated 
  earthenware platters. 
  This is simply another layer to the chamber’s 
  allure . The Architect realized that not everyone 
  would be seduced by the decadence of the 
  other offerings. Those (rightfully) suspicious 
  of the chamber’s splendor might think that 
  this humble fare offers a safer alternative. In 
  fact, its effect is identical to the other food and 
  drink in this room .
  The Northern Door: The double door at the 
  north end of the room leads into the Halls 
  of Hunger, by way of a small antechamber . 
  This antechamber acts as a sort of airlock: 
  The doors at the northern end will not open 
  until the doors at the southern end are firmly 
  shut . Once the southern doors are shut, they 
  cannot be reopened, and the antechamber 
  can only be exited via its northern doors .
  Where those northern doors lead depends 
  on which, if any, of the twelve secret sigils 
  the PCs possess . (The PCs are considered to 
  possess a secret sigil if at least one member 
  of the group has the sigil inscribed or drawn 
  on some object in his or her possession . This 
  includes a copy of the sigil drawn on a paper 
  or in a book .) The PCs must possess all of 
  the first five secret sigils to move into the 
  Halls of Hunger . If they do not, the doors 
  lead to the location of the lowest-number 
  secret sigil they do not possess:
  * 
  If the characters do not possess the first 
  secret sigil, the doorway opens into area 2 .
  * 
  If they do not possess the second secret 
  sigil, the doorway opens into area 68 .
  * 
  If they do not possess the third secret 
  sigil, the doorway opens into area 141 .
  
  17
  * 
  If they do not possess the fourth secret 
  sigil, the doorway opens into area 296 .
  * 
  If they do not possess the fifth secret 
  sigil, the doorway opens into area 309 .
  In any of the above cases, a dense mist 
  obscures the view through the doorway . A 
  character passing through the doorway is 
  teleported to the indicated area .
  If the characters possess all five of the 
  secret sigils found elsewhere in the dungeon, 
  the doors lead to area 484 . Once they’ve 
  obtained the sixth secret sigil, the doors lead 
  to a different area:
  * 
  If the characters possess 
  the sixth secret sigil, the 
  doorway opens into area 485 .
  * 
  If the characters possess 
  the seventh secret sigil, the 
  doorway opens into area 486 .
  * 
  If the characters possess 
  the eighth secret sigil, the 
  doorway opens into area 487 .
  * 
  If the characters possess 
  the ninth secret sigil, the 
  doorway opens into area 488 .
  * 
  If the characters possess 
  the tenth secret sigil, the 
  doorway opens into area 489 .
  * 
  If the characters possess 
  the eleventh secret sigil, the 
  doorway opens into area 490 .
  In these cases, the doorway 
  appears to act as an ordinary 
  doorway: The PCs can see 
  through it normally, into the 
  room in question, and pass back and forth 
  through the door as normal .
  The Wasting Curse: Partaking of the food 
  and beverage in this room poses a grave 
  risk . Each time a character does so, he must 
  make a DC 20 level check (d20 + level) . If 
  this check is failed the character begins to 
  transition into a ghul . Nothing short of 
  true divine intervention can reverse this 
  transition, but a wish or miracle spell can 
  allow a reroll of the level check .
  On their initial visit wise characters will 
  be wary of this room’s offerings, but after 
  spending time in the Halls of Hunger they 
  might see things differently. Once affected 
  by 
  the 
  Hunger 
  (having 
  one 
  or 
  more points of the 
  Hunger) a character 
  remains insatiably 
  hungry, 
  but 
  is 
  not 
  compulsively 
  forced to eat in 
  this chamber: It is 
  always a conscious 
  decision 
  whether 
  or not to do so . 
  However, affected 
  characters can sense 
  the 
  nourishing 
  quality of the food-
  -specifically, 
  that 
  eating 
  here 
  will 
  remove points of 
  the Hunger .
  For every hour 
  or portion there of 
  spent eating here, a 
  character removes 1 point of the Hunger, but 
  must make a level check to avoid starting 
  the transition into a ghul .
  Once a character begins to transition into 
  a ghul, he or she gains one negative level 
  per hour . If the character dies while in the 
  grips of this transition, the character gains 
  the ghul template and rises an hour later as 
  a ghul . The transition can be slowed by any 
  means that dispels negative levels (such as 
  a restoration spell), but that does not end 
  the transition . The character continues to 
  gain negative levels until he or she dies and 
  becomes a ghul .
  The transition into a ghul cannot be 
  reversed . However, a character who turns 
  into a ghul and is then destroyed can be 
  resurrected .
  Connections: This area connects to area 480 . 
  It also connects to areas 2, 68, 141, 296, 309, 
  485, 486, 487, 488, 489, or 490, depending on 
  which (if any) of the twelve secret sigils the 
  characters possess . See the Map of Level 17 . 
  Pathfinder Stats
  No modifications are required to run this 
  encounter using Pathfinder. 
  484. obeDIence
  Summary: The first test of the Halls of 
  Hunger 
  is 
  introduced 
  by 
  Metterak’s 
  mouthpiece--the hapless Birshwar . 
  Sights and Sounds: This room is dimly lit 
  by a grayish glow emanating from the high 
  ceiling .
  The far end of this long chamber is dominated 
  by a huge red dragon. In the foreground, a 
  
  18
  reptilian humanoid with a mournful countenance 
  stands upon a stone pedestal, raising his head to 
  look right at you. 
  The dragon is a very lifelike statue, a fact that 
  becomes obvious in its utter lack of reaction 
  to anything the PCs do . That the half-dragon 
  is very much alive is equally obvious. The 
  half-dragon is none other than Birshwar, 
  builder of the dragon shrines containing the 
  first five secret sigils, and though alive and 
  able to speak, he is imprisoned and can take 
  no other actions than those described below .
  Because the amount of time spent in this 
  area is important (see The Hunger, below), 
  keep track of the number of rounds the PCs 
  spend throughout their time here .
  Background: Birshwar, an early devotee 
  of Metterak, mistook his idol’s intent in 
  creating the secret sigils . In his zeal to reach 
  and honor Metterak, he created a shrine to 
  the great dragon whenever he discovered 
  one of the secret sigils . He thought he was 
  glorifying his would-be deity, but Metterak 
  remained mortal and Birshwar, unable to 
  commune with him as he might a true god, 
  could only guess at Metterak’s intent and 
  wishes . Unfortunately for him, he guessed 
  wrong .
  Metterak intended the seals remain a 
  closely guarded secret, to be discovered by 
  only those most worthy of his presence-
  -potential followers such as Birshwar--
  and not by every adventurer that traipsed 
  through the Dragon’s Delve . He did not 
  approve of Birshwar’s shrine building, and, 
  unfortunately for Birshwar, Metterak is not 
  a forgiving master .
  Metterak became aware of what Birshwar 
  had done after the half-dragon had built his 
  fifth shrine. At that point, he had Birshwar 
  captured and imprisoned here, partially 
  imbedded in a magical 
  stone dais which both 
  anchors 
  and 
  sustains 
  him . 
  In 
  this 
  role, 
  Birshwar acts as a sort of 
  gatekeeper to the Halls 
  of Hunger .
  Birshwar can outline 
  for the PCs the basics 
  of the trials they are 
  about to face, and how 
  this particular chamber 
  works . Here (as in each 
  of the next six halls) the 
  PCs face a challenge 
  to prove their worth 
  to 
  Metterak. 
  In 
  this 
  particular case, one of 
  them 
  must 
  willingly 
  submit 
  himself 
  to 
  Metterak’s 
  terrible 
  breath weapon. The fires 
  of Metterak’s breath are 
  unleashed by the statue and focused on a 
  12-sided symbol set into the center of the 
  chamber’s floor.
  Birshwar: Birshwar is a green reptilian figure 
  with long robes of red, blue, and green . He 
  is situated on a large block of stone, but 
  doesn’t so much stand on it as meld into it 
  from his thighs down . He is clearly alive . 
  (Show the players the Birshwar illustration 
  handout . See Appendix B)
  “Greetings, friend of Metterak, to His halls. 
  But know that He welcomes into His magnificent 
  presence only those most fitting.” At this the 
  half-dragon pauses, lowers his head, then looks 
  up before continuing. “In this 
  chamber and those beyond He 
  grants you the opportunity 
  to prove your fitness. Stand 
  before Him now and obey.” 
  The PCs can converse with 
  Birshwar . Depending on 
  what they ask, he can offer 
  the following information:
  * 
  Metterak 
  lies 
  some 
  distance beyond these halls, 
  but these chambers mark the 
  entry into what he considers 
  his inner demesne .
  * 
  Supplicants must pass 
  a number of tests before 
  being allowed to advance 
  beyond these chambers .
  * 
  Only one member of a 
  party must pass each test .
  * 
  These chambers were 
  built for Metterak by one 
  known as The Architect .
  Birshwar has been cursed by Metterak. He 
  cannot move from the stone dais to which 
  he has been merged. Any action or effect 
  that the PCs perform to separate him from 
  the dais may work momentarily, but at the 
  beginning of the following round the dais 
  and Birshwar instantly returns to their 
  previous state. Likewise, Metterak has 
  cursed Birshwar so that the half-dragon 
  
  19
  cannot die . He feels pain and takes damage 
  normally, and can be reduced to 0 hit points, 
  but never below that level . 
  Although at one point Birshwar was a 
  powerful cleric, Metterak has stripped him 
  of his clerical powers . He is now simply an 
  unarmored, weaponless (Metterak has even 
  removed his natural and breath weapons), 
  imprisoned half-dragon . If the PCs decided 
  to attack him, Birshwar has an effective AC 
  of 14 (because of his natural armor), 96 hp, 
  and immunity to sleep, paralysis, and acid .
  The Dragon Statue: The northern end of 
  the room is elevated, its floor three feet 
  higher than that of the rest of the room . A 
  life-sized statue of a great wyrm red dragon 
  dominates this end .
  An enormous statue of a red dragon, very 
  realistic but larger than most people imagine 
  a dragon could be, overlooks the room . It 
  seems to stare downward at the center of the 
  chamber . There, a 12-sided ring, surrounded 
  by text, is engraved into the floor. The stone 
  within ten feet of this ring has a somewhat 
  polished, almost glassy quality. 
  This is the first of Metterak’s tests, and a 
  character who submits him or herself to it 
  gains one of the secret sigils . 
  The text on the floor is written in 
  Draconic and reads “Kneel before me and 
  bear the searing fires of my breath, for only 
  in obedience can you hope to delight in my 
  presence .”
  A character need only kneel within the 
  ring to activate the test . The dragon statue 
  unleashes the breath weapon of a great wyrm 
  red dragon, dealing 24d10 fire damage to 
  the creature within the ring and any other 
  creature within 30 feet (as indicated by the 
  circle on the map)--including Birshwar, who 
  bears the full pain of the experience but 
  cannot be killed by it .
  A 
  character 
  employing 
  any 
  magic 
  or magic item that grants resistance to 
  fire does not pass the test. (Natural fire 
  resistance is allowed .) Although others may 
  receive damage from this statue’s fire, only 
  creatures within the ring are considered to 
  be participants in the test .
  Birshwar is situated within the area 
  affected by the fire. The fire cannot reduce 
  him to below 0 hp, much to his sorrow .
  The Sixth Secret Sigil: A character surviving 
  Metterak’s test (including characters raised 
  or resurrected afterward) finds a brand-like 
  mark burned into his or her flesh; a scar that 
  will never fully fade . The mark is a sigil . A 
  DC 16 Knowledge (arcana) check suggests 
  that it is draconic in nature, but that’s all . 
  A check beating DC 20 confirms that this is 
  one of the twelve secret sigils .
  This sigil, the sixth of twelve, gives the 
  bearer a breath weapon that deals 6d8 fire 
  damage in a 30-foot-long cone . When this 
  breath weapon is used, the sigil fades from 
  the bearer’s flesh, but it returns after the 
  bearer has had eight hours of rest . Once 
  gained, the sigil can only be removed with 
  a miracle or wish spell . A creature can only 
  gain it once, even if he or she submits to this 
  test additional times .
  Although it may not be obvious to the 
  PCs, only one character within the party 
  needs to bear this sigil to allow them to 
  progress through the Halls of Hunger .
  The Hunger: Any creature spending time 
  in this room feels an intensifying and 
  insatiable hunger and thirst . This is the most 
  noticeable symptom of a necromantic effect 
  that slowly eats at creatures as they spend 
  time in the Halls of Hunger .
  The desire to eat is overwhelming . Starting 
  the third round after entering the room, each 
  PC must make a Will save each round . The 
  DC is 10 the first round, but increases by 1 
  each additional round . If the save is failed 
  the character drops whatever he or she is 
  doing and begins to eat, stopping only when 
  no more food is available . In this insatiable 
  
  20
  state, it takes one full round to eat a day’s 
  worth of rations . If the character has access 
  to magical sustenance, such as the create 
  food and water spell, he or she expends all 
  uses of such sustenance . Once all sources of 
  food and drink are gone, the desire to eat 
  subsides for a number of rounds equal to 
  the number of rounds the character spent 
  gorging . After that, the cycle begins again 
  if another source of food becomes available .
  The Will saves are only required within the 
  testing chambers, not within the feasting hall . 
  Unlike the Hunger Points (see below), the save 
  DCs are not cumulative between chambers .
  As bothersome as that effect is, it is 
  unfortunately only a symptom of the 
  Hunger’s real affliction. At the end of any 
  character’s sixth round in this area, he or 
  she takes one point of the Hunger . For every 
  additional six rounds in this (or any other) 
  testing chamber, the character takes an 
  additional point. The effects of these points 
  are on the table below:
  Points are cumulative, and remain in 
  effect until the character passes from area 
  490 into area 491 . (In other words, the 
  character must gain, or be with a character 
  who gains, the twelfth secret sigil .)
  A wish or miracle spell removes a single 
  point of the Hunger . Additionally, a 
  character who eats in the feasting hall loses 
  a point of the Hunger .
  Exiting the Room: The southern doors, 
  through which the PCs entered the room, 
  cannot be reopened . The only exit is via the 
  northern doors . These doors can be opened 
  at any time, and enter into the southern 
  end of area 483 . Once passed through and 
  shut again, those doors then open into the 
  passage leading to area 482, and cannot be 
  used to re-enter this room .
  Connections: This area connects to area 483 . 
  See the Map of Level 17 . 
  Pathfinder Stats
  No modifications are required to run this 
  encounter using Pathfinder. 
  485. courage (el 18)
  Summary: The PCs’ courage is tested in a 
  battle against old enemies of Metterak.
  Sights and Sounds: This set of chambers 
  is a crypt on a giant scale . It is completely 
  dark. If the PCs have adequate light they see 
  the following .
  The tall, icy walls of this gigantic space soar 
  overhead. It is a funereal crypt, but as experienced 
  by creatures the size of pixies. Stone biers flank 
  the central passageway like buildings flanking 
  a city street; in the side chambers, others on an 
  equal scale are just visible. Upon each, a giant 
  form sleeps death’s eternal slumber. 
  The characters’ breath fogs as they enter this 
  room . All is silent and still . The biers are ten 
  feet tall, so the giants lying upon them are 
  only partially visible to characters standing 
  on the floor. They appear to be truly dead. 
  The ceiling in this area is 25 feet high .
  Because the time spent in this area is 
  important (see The Hunger, below), keep 
  track of the number of rounds pass during 
  the PCs’ time here .
  Background: 
  Centuries 
  ago, 
  Metterak 
  battled a clan of frost giants who disputed 
  his mastery over them, eventually defeating 
  twelve clan leaders . He incorporated their 
  remains into the tests within the Halls of 
  Hunger . One of the frost giant jarls remains 
  alive, sustained by the magic of the crypt . 
  The others are skeletal .
  The seventh secret sigil is located in this 
  crypt, on the surface of the bier on which the 
  frost giant jarl sleeps . It is not visible unless 
  Hunger  
  Points
  Effect 
  1
  -1 penalty to Will save
  2
  -1 penalty to Fort save
  3
  -1 penalty to Reflex save
  4
  The preceding penalties are negated, and the character takes 1 negative level
  5
  -1 penalty to Will save
  6
  -1 penalty to Fort save
  7
  -1 penalty to Reflex save
  8
  The preceding penalties are negated, and the character takes a second negative 
  level  . . . and so on
  
  21
  the frost giant jarl 
  moves (or is moved) .
  The 
  Giants: 
  The 
  frost giant jarl lies 
  on the central bier 
  in the eastern set 
  of chambers . He is 
  awake 
  and 
  alert, 
  but paralyzed . The 
  paralysis is negated 
  when 
  he 
  or 
  his 
  bier is touched . He 
  attacks as soon as the 
  paralysis is removed .
  The 
  other 
  biers 
  hold giant skeletons . 
  These are inanimate, 
  but 
  are 
  instantly 
  animated when the 
  frost 
  giant 
  jarl’s 
  paralysis is removed . 
  They 
  also 
  attack 
  immediately . Use the 
  stats for a cloud giant skeleton, though they 
  are actually the skeletons of frost giants .
  Frost Giant Jarl: hp 231 
  Frost Giant Skeletons (11): hp 110
  The Seventh Secret Sigil: An arcane mark-
  -one of the twelve secret sigils--is engraved 
  on the surface of the frost giant jarl’s bier . A 
  DC 16 Knowledge (arcana) check suggests 
  that it is draconic in nature, but that’s all . A 
  check that beats DC 20 confirms that this is 
  one of the twelve secret sigils .
  This sigil, the seventh of twelve, conveys 
  power to a helm, circlet, hat, or any other 
  piece of headgear if it 
  is etched or sewn onto 
  its surface . It gives 
  the wearer a frightful 
  presence . Activating 
  the 
  frightful 
  presence is a free 
  action that happens 
  automatically when 
  the 
  wearer 
  makes 
  an attack or is hit by 
  an attack. Creatures 
  within 30 feet are 
  subject to the effect 
  if they have fewer 
  hit dice than the 
  wearer . A potentially 
  affected creature that 
  succeeds on a Will 
  save (DC 10 + 1/2 
  the 
  wearer’s 
  level 
  + the wearer’s Cha 
  modifier) 
  remains 
  immune to the effect for 24 hours. On a 
  failure, creatures with 4 or fewer HD become 
  panicked for 4d6 rounds and those with 5 
  or more HD become shaken for 4d6 rounds . 
  Dragons are immune to this effect.
  Etching 
  armor 
  requires 
  a 
  Craft 
  (armorsmith) check (DC 15) and one hour . 
  Stitching the sigil onto a piece of clothing 
  requires a Craft (leatherworking) or Craft 
  (sewing) check (DC 15) and one hour . Once 
  used, it disappears, but it can be re-etched or 
  sewn, although no item can have it etched 
  more than once and no wearer can wear more 
  than one item with the sigil upon it at a time . 
  Although it may not be obvious to the 
  PCs, only one character within the party 
  needs to bear this sigil to allow them to 
  progress through the Halls of Hunger .
  The Hunger: Any creature spending time 
  in this room feels an intensifying and 
  insatiable hunger and thirst . This is the most 
  noticeable symptom of a necromantic effect 
  that slowly eats at creatures as they spend 
  time in the Halls of Hunger .
  The desire to eat is overwhelming . Starting 
  the third round after entering the room, each 
  PC must make a Will save each round . The 
  DC is 10 the first round, but increases by 1 
  each additional round . If the save is failed 
  the character drops whatever he or she is 
  doing and begins to eat, stopping only when 
  no more food is available . In this insatiable 
  state, it takes one full round to eat a day’s 
  worth of rations . If the character has access 
  to magical sustenance, such as the create 
  food and water spell, he or she expends all 
  uses of such sustenance . Once all sources of 
  food and drink are gone, the desire to eat 
  subsides for a number of rounds equal to 
  the number of rounds the character spent 
  gorging . After that, the cycle begins again 
  if another source of food becomes available .
  The Will saves are only required within 
  the testing chambers, not within the feasting 
  hall . Unlike the Hunger Points (see below), 
  the save DCs are not cumulative between 
  chambers .
  As bothersome as that effect is, it is 
  unfortunately only a symptom of the 
  Hunger’s real affliction. At the end of any 
  character’s sixth round in this area, he or 
  
  22
  she takes one point of the Hunger . For every 
  additional six rounds in this (or any other) 
  testing chamber, the character takes an 
  additional point. The effects of these points 
  are on the table below:
  Points are cumulative, and remain in 
  effect until the character passes from area 
  490 into area 491 . (In other words, the 
  character must gain, or be with a character 
  who gains, the twelfth secret sigil .)
  A wish or miracle spell removes a single 
  point of the Hunger . Additionally, a 
  character who eats in the feasting hall loses 
  a point of the Hunger .
  Exiting the Room: The southern doors, 
  through which the PCs entered the room, 
  cannot be reopened . The only exit is via the 
  northern doors . These doors can be opened 
  at any time, and enter into the southern 
  end of area 483 . Once passed through and 
  shut again, those doors then open into the 
  passage leading to area 482, and cannot be 
  used to re-enter this room .
  Connections: This area connects to area 483 . 
  See the Map of Level 17 . 
  Pathfinder Stats
  Use the Pathfinder version of the cloud 
  giant skeleton to represent the frost giant 
  skeletons and the stat block below to 
  represent the frost giant jarl . Other than 
  that, no further modifications are needed to 
  run this encounter using Pathfinder.
  Frost Giant Skeletons (11): hp 96
  FROST GIANT JARL         CR 17
  Chaotic Evil Large Humanoid (cold, giant) 
  Init -1; Senses Low-light vision, Perception 
  +10
  DEFENSE 
  AC 21, touch 8, flat-footed 21 (+4 armor, -1 
  Dex, +9 natural, -1 size)
  hp 133 (14d8+70)
  Fort +20, Ref +5, Will +8
  Defensive Abilities aura of despair; rock 
  catching; Immune cold
  Weaknesses vulnerability to fire
  OFFENSE 
  Speed 40 ft .
  Melee greataxe +26/+21 (3d6+13) or 2 slams 
  +26 (1d8+9) 
  Ranged rock +17 (1d8+13)
  Space 10 ft .; Reach 10 ft .
  Atk Options rock throwing (120 ft .), smite 
  good, sneak attack +2d6
  Prepared Spells 
  Cleric (CL 8th): 4th - freedom of movement, 
  inflict critical wounds (DC 16)
  3rd - deeper darkness, inflict serious wounds 
  (x2) (DC 15)
  2nd - death’s knell (DC 14), inflict moderate 
  wounds (x3) (DC 14)
  1st - cause fear (DC 13), inflict light wounds 
  (x4) (DC 13)
  STATISTICS 
  Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11
  Base Atk +10; CMB +20; CMD 29
  Feats Cleave, Great Cleave, Improved 
  Overrun, Improved Sunder, Martial Weapon 
  Proficiency (greataxe), Power Attack, Skill 
  Focus (Stealth)
  Skills Climb +13, Craft +7, Intimidate +7, 
  Perception +10, Stealth +2 (+6 in snow)
  Languages Common, Giant
  Hunger  
  Points
  Effect 
  1
  -1 penalty to Will save
  2
  -1 penalty to Fort save
  3
  -1 penalty to Reflex save
  4
  The preceding penalties are negated, and the character takes 1 negative level
  5
  -1 penalty to Will save
  6
  -1 penalty to Fort save
  7
  -1 penalty to Reflex save
  8
  The preceding penalties are negated, and the character takes a second negative 
  level  . . . and so on
  
  23
  SQ aura of evil, command undead, detect 
  good
  Possessions greataxe
  Aura of Evil (Ex): The frost giant jarl has a 
  faint aura of evil .
  Detect Good (Sp): At will, a frost giant 
  jarl can use detect good as a spell-like 
  ability, duplicating the effect of the detect 
  good spell . 
  Spells: A frost giant jarl has the ability to 
  cast a small number of divine spells . A frost 
  giant jarl prepares and casts spells just as a 
  cleric does (though a frost giant jarl cannot 
  spontaneously cast cure or inflict spells). 
  Saving throws are Wisdom-based .
  Smite Good (Su): Twice per day, a frost 
  giant jarl may attempt to smite good 
  with one normal melee attack, dealing 8 
  additional points of damage . If a frost giant 
  jarl accidentally smites a creature that is not 
  good, the smite has no effect but it is still 
  used up for that day .
  Aura of Despair (Su): A frost giant jarl 
  radiates a malign aura that causes enemies 
  within 10 feet of him to take a -2 penalty on 
  all saving throws .
  Command Undead (Su): A frost giant jarl 
  commands and rebukes undead as would a 
  6th-level cleric .
  Sneak Attack +2d6: This ability is like 
  the rogue ability of the same name . If a 
  frost giant jarl gets a sneak attack bonus 
  from another source the bonuses on 
  damage stack . 
  486. acumen
  Summary: This chamber tests the characters’ 
  ability to think under pressure .
  Sights and Sounds: This room is a featureless 
  sphere lit by a dull gray light that emanates 
  from the surrounding surface .
  A few steps from the door, the passageway 
  opens into a spherical space, perhaps eighty feet 
  across. The surface of the sphere is featureless, 
  but directly in the middle hovers a large faceted 
  volume seemingly made of crystal; encased within 
  it, a gigantic red dragon stares directly at you. 
  The crystal-like object is a dodecahedron-
  -like a giant, 20-foot-wide 12-sided die . 
  Within it appears to be a life-sized, life-like 
  statue of Metterak.
  Because the total amount of time spent 
  in this area is important (see The Hunger, 
  below), keep track of the number of rounds 
  the PCs spend throughout their time here .
  Background: This is the challenge devised 
  by The Architect to test the smarts of those 
  attempting to reach Metterak. While the 
  puzzle is not especially difficult, finding 
  a solution while under the pressure of the 
  Hunger may be a trial .
  The room is utterly spherical; the only 
  features to the architecture are the landings 
  at the entrance and exit . These intersect the 
  sphere at the equator, so that the wall is 
  vertical at that point, and the center of the 
  floor is 40 feet below the level of the landings. 
  The wall is almost perfectly smooth; someone 
  at the bottom can walk roughly halfway up 
  before the wall becomes steep enough to 
  require a Climb check; the DC for the final 10 
  feet up to the landing is 40 .
  The Dragon: A realistic, life-sized image of 
  Metterak crouches within what appears to 
  be a giant crystal . This entire structure is an 
  illusion, similar to a permanent image but 
  with an unusual characteristic: No matter 
  what position it is viewed from, the dragon 
  always seems to be looking directly at the 
  viewer . As the viewer moves about the room, 
  the dragon seems to rotate within the crystal 
  to remain directed at the viewer. This effect 
  applies to all viewers; no matter how many 
  people are in the room, it seems to each one 
  of them that the dragon is facing him or her .
  The eighth secret sigil is imprinted on 
  the back of the dragon’s head--which, 
  unfortunately, is never visible to a creature 
  
  24
  looking directly at the dragon . To see the 
  sigil, the characters will need to find a way 
  to search the non-visible portions of the 
  dragon’s body . Clever characters might use a 
  mirror, with one character holding it such that 
  another can see the back of the dragon’s head . 
  Complicating the process are the facts that the 
  sigil is relatively small (roughly a foot across) 
  and that the crystal itself prevents anyone 
  from getting closer than about ten feet from 
  the dragon’s head . A small, personal mirror 
  will probably not do the trick .
  The Eighth Secret Sigil: An arcane mark-
  -one of the twelve secret sigils--is etched 
  on the back of the dragon’s head . A DC 16 
  Knowledge (arcana) check suggests that it 
  is draconic in nature, but that’s all . A check 
  that beats DC 20 confirms that this is one of 
  the twelve secret sigils .
  This sigil, the eighth of twelve, conveys 
  power to an amulet or other piece of jewelry 
  worn around the neck if it is etched onto the 
  item’s surface . When the item is put on, the sigil 
  grants a +2 bonus to all Listen, Search, Sense 
  Motive, and Spot checks . At the end of a 24-
  hour period (regardless of whether the amulet 
  was worn the entire time) the sigil disappears .
  Etching an amulet requires a DC 15 
  Craft (armorsmithing, jewelrymaking, or 
  weaponsmithing) check and one hour . It can 
  be re-etched, although no amulet can have it 
  etched more than once and no wielder can 
  have more than one amulet with the sigil 
  upon it at a time . 
  Although it may not be obvious to the 
  PCs, only one character within the party 
  needs to bear this sigil to allow them to 
  progress through the Halls of Hunger .
  The Hunger: Any creature spending time 
  in this room feels an intensifying and 
  insatiable hunger and thirst . This is the most 
  noticeable symptom of a necromantic effect 
  that slowly eats at creatures as they spend 
  time in the Halls of Hunger .
  The desire to eat is overwhelming . Starting 
  the third round after entering the room, each 
  PC must make a Will save each round . The 
  DC is 10 the first round, but increases by 1 
  each additional round . If the save is failed 
  the character drops whatever he or she is 
  doing and begins to eat, stopping only when 
  no more food is available . In this insatiable 
  state, it takes one full round to eat a day’s 
  worth of rations . If the character has access 
  to magical sustenance, such as the create 
  food and water spell, he or she expends all 
  uses of such sustenance . Once all sources of 
  food and drink are gone, the desire to eat 
  subsides for a number of rounds equal to 
  the number of rounds the character spent 
  gorging . After that, the cycle begins again 
  if another source of food becomes available .
  The Will saves are only required within 
  the testing chambers, not within the feasting 
  hall . Unlike the Hunger Points (see below), 
  the save DCs are not cumulative between 
  chambers .
  As bothersome as that effect is, it is 
  unfortunately only a symptom of the 
  Hunger’s real affliction. At the end of any 
  character’s sixth round in this area, he or 
  she takes one point of the Hunger . For every 
  additional six rounds in this (or any other) 
  testing chamber, the character takes an 
  additional point. The effects of these points 
  are on the table below:
  Points are cumulative, and remain in 
  effect until the character passes from area 
  490 into area 491 . (In other words, the 
  character must gain, or be with a character 
  who gains, the twelfth secret sigil .)
  A wish or miracle spell removes a single 
  point of the Hunger . Additionally, a 
  character who eats in the feasting hall loses 
  a point of the Hunger . 
  Hunger  
  Points
  Effect 
  1
  -1 penalty to Will save
  2
  -1 penalty to Fort save
  3
  -1 penalty to Reflex save
  4
  The preceding penalties are negated, and the character takes 1 negative level
  5
  -1 penalty to Will save
  6
  -1 penalty to Fort save
  7
  -1 penalty to Reflex save
  8
  The preceding penalties are negated, and the character takes a second negative 
  level  . . . and so on
  
  25
  Exiting the Room: The southern doors, 
  through which the PCs entered the room, 
  cannot be reopened . The only exit is via the 
  northern doors . These doors can be opened 
  at any time, and enter into the southern 
  end of area 483 . Once passed through and 
  shut again, those doors then open into the 
  passage leading to area 482, and cannot be 
  used to re-enter this room .
  Connections: This area connects to area 483 . 
  See the Map of Level 17 . 
  Pathfinder Stats
  The when inscribed and worn as described 
  above, the eighth secret sigil provides 
  a +2 bonus to all Perception and Sense 
  Motive checks. No further modifications 
  are required to run this encounter using 
  Pathfinder. 
  487. prowess (el 19)
  Summary: It’s not enough to be brave, smart, 
  and obedient. To reach Metterak, the PCs 
  must test their mettle against his minions.
  Sights and Sounds: This room is lit by a dull 
  gray light that emanates from the ceiling .
  From a wide landing, steps lead down to 
  a sizeable square room. In the center, a large, 
  ornate 12-sided ring is inscribed in the floor. 
  However, in each of the four corners a motionless 
  dragon lurks on a large pedestal overlooking the 
  ring, ready to strike: one white, one black, one 
  blue, and one green. 
  The ceiling to this room is 30 feet high over 
  the central square, but only 20 feet over the 
  landings to the north and south .
  Because 
  the 
  total 
  amount 
  of 
  time 
  spent 
  in this area is important 
  (see The Hunger, below), 
  keep track of the number 
  of rounds the PCs spend 
  throughout their time here .
  Background: The ninth 
  secret sigil is inscribed 
  on the floor in the center 
  of the room--but it’s not 
  visible until a creature 
  crosses the boundary of 
  the ring . Unfortunately, as 
  soon as that happens the 
  four dragons come to life 
  and attack.
  The Dragons: The four 
  dragons, 
  each 
  sized 
  Huge, stand motionless 
  on their pedestals . They 
  are lifeless (though life-
  like) statues and remain so 
  until someone enters the ring . The moment 
  the ring’s boundary is broken by a living 
  creature, however, the statues are instantly 
  replaced with living specimens . These four 
  dragons attack immediately.
  Mature Adult Black Dragon: hp 253
  Mature Adult Blue Dragon: hp 276
  Mature Adult Green Dragon: hp 264
  Mature Adult White Dragon: hp 241
  The Ninth Secret Sigil: An arcane mark--one 
  of the twelve secret sigils--is inscribed in the 
  center of the ring, but is undetectable when 
  the PCs enter the chamber . 
  The mark appears on the 
  floor when the boundary 
  of the ring is broken by a 
  living creature . A DC 16 
  Knowledge (arcana) check 
  suggests that it is draconic 
  in nature, but that’s all . 
  A check that beats DC 20 
  confirms that this is one of 
  the twelve secret sigils .
  This sigil, the ninth of 
  twelve, 
  conveys 
  power 
  to a belt or similar item 
  worn around the waist if it 
  is inscribed or sewn onto 
  the item’s surface . When 
  the item is put on, the sigil 
  grants a +4 inherent bonus 
  to the wearer’s Strength . At 
  the end of a 24-hour period 
  (regardless of whether the 
  amulet was worn the entire 
  time) the sigil disappears .
  Inscribing 
  a 
  belt 
  requires 
  a 
  Craft 
  (leatherworking) or Craft (sewing) check 
  (DC 15) and one hour . It can be re-inscribed, 
  although no belt can have it inscribed more 
  than once and no wielder can have more than 
  one amulet with the sigil upon it at a time . 
  Although it may not be obvious to the 
  PCs, only one character within the party 
  needs to bear this sigil to allow them to 
  progress through the Halls of Hunger .
  The Hunger: Any creature spending time 
  in this room feels an intensifying and 
  insatiable hunger and thirst . This is the most 
  
  26
  noticeable symptom of a necromantic effect 
  that slowly eats at creatures as they spend 
  time in the Halls of Hunger .
  The desire to eat is overwhelming . Starting 
  the third round after entering the room, each 
  PC must make a Will save each round . The 
  DC is 10 the first round, but increases by 1 
  each additional round . If the save is failed 
  the character drops whatever he or she is 
  doing and begins to eat, stopping only when 
  no more food is available . In this insatiable 
  state, it takes one full round to eat a day’s 
  worth of rations . If the character has access 
  to magical sustenance, such as the create 
  food and water spell, he or she expends all 
  uses of such sustenance . Once all sources of 
  food and drink are gone, the desire to eat 
  subsides for a number of rounds equal to 
  the number of rounds the character spent 
  gorging . After that, the cycle begins again 
  if another source of food becomes available .
  The Will saves are only required within 
  the testing chambers, not within the feasting 
  hall . Unlike the Hunger Points (see below), 
  the save DCs are not cumulative between 
  chambers .
  As bothersome as that effect is, it is 
  unfortunately only a symptom of the 
  Hunger’s real affliction. At the end of any 
  character’s sixth round in this area, he or 
  she takes one point of the Hunger . For every 
  additional six rounds in this (or any other) 
  testing chamber, the character takes an 
  additional point. The effects of these points 
  are on the table below:
  Points are cumulative, and remain in 
  effect until the character passes from area 
  490 into area 491 . (In other words, the 
  character must gain, or be with a character 
  who gains, the twelfth secret sigil .)
  A wish or miracle spell removes a single 
  point of the Hunger . Additionally, a 
  character who eats in the feasting hall loses 
  a point of the Hunger . 
  Exiting the Room: The southern doors, 
  through which the PCs entered the room, 
  cannot be reopened . The only exit is via the 
  northern doors . These doors can be opened 
  at any time, and enter into the southern 
  end of area 483 . Once passed through and 
  shut again, those doors then open into the 
  passage leading to area 482, and cannot be 
  used to re-enter this room .
  Connections: This area connects to area 483 . 
  See the Map of Level 17 . 
  Pathfinder Stats
  Use the Pathfinder versions of the four 
  dragons . Increase the age category to old, 
  but treat them as size Huge . Otherwise, no 
  further modifications are needed to run this 
  encounter using Pathfinder.
  Old Black Dragon: hp 253
  Old Blue Dragon: hp 276
  Old Green Dragon: hp 264 
  Old White Dragon: hp 241 
  488. ruThlessness (el 16)
  Summary: Metterak requires those wishing 
  to enter his presence to prove they’ll show 
  his enemies no mercy .
  Sights and Sounds: This large room has a 
  40-foot high ceiling and is brightly lit by a 
  series of twelve heatless flames in a circle 
  near the ceiling .
  This vast room was built to impress; with 
  its ornate gallery and brightly frescoed walls, 
  it has an atmosphere not unlike an opera-house 
  or other grand performance hall. But where one 
  might expect to see a stage at the center of this 
  theatre in the round, there is instead a large, 
  uneven stone slab set upon three footstones. On 
  this slab sleeps a large gold dragon. 
  Hunger  
  Points
  Effect 
  1
  -1 penalty to Will save
  2
  -1 penalty to Fort save
  3
  -1 penalty to Reflex save
  4
  The preceding penalties are negated, and the character takes 1 negative level
  5
  -1 penalty to Will save
  6
  -1 penalty to Fort save
  7
  -1 penalty to Reflex save
  8
  The preceding penalties are negated, and the character takes a second negative 
  level  . . . and so on
  
  27
  The gallery surrounding the room is 20 
  feet above floor level. There is no staircase 
  leading up to it . 
  Because the amount of time spent in this 
  area is important (see The Hunger, below), 
  keep track of the number of rounds the PCs 
  spend throughout their time here .
  Background: Metterak has imprisoned an 
  enemy here--an adult gold dragon named 
  Kirenarath . Kirenarath is chained to the 
  stone slab and is currently under the effect 
  of a binding spell (slumber) . The spell can 
  be temporarily dismissed by commanding 
  Kirenarath to wake up .
  This test is simple: All the PCs have to do 
  is kill Kirenarath and spill his life blood 
  upon the stone slab . This can be done as a 
  coup-de-gras as Kirenarath sleeps, or, if he’s 
  awakened, through combat .
  The Stone Table: The stone table is roughly 
  twenty feet across, made of one large, 
  uncarved slab of gray stone supported by 
  three likewise uncarved stone legs . It stands 
  about eight feet tall. Lying on the floor in 
  front of the table is a large, ornate knife with 
  a black blade .
  The stone table is a major artifact that 
  ensures the brutality of sacrifice by entrapping 
  the soul of any creature killed upon it (as if by 
  a soul bind spell, but no save is allowed); the 
  soul can then be delivered to whatever deity 
  the table is consecrated to . If a creature is killed 
  upon the table, or killed within ten rounds of 
  having its blood spilled on the table, its soul is 
  trapped within it and the creature cannot be 
  resurrected by any means .
  The table is not currently consecrated 
  (Metterak hopes to have it consecrated to 
  himself upon achieving his divinity), so any 
  soul so trapped remains in it for the time 
  being . If the table were destroyed, any souls 
  within (and there may currently be any 
  number of them, at the GM’s discretion) 
  would be freed .
  The Watchers in the Gallery: When any 
  creature approaches within 20 feet of the stone 
  table, an illusory host of shadowy figures 
  appears along the periphery of the room .
  A crowd of dark, translucent forms begins 
  to materialize in the gallery and along the 
  edges of the room--the shadows of a hundred 
  watchers . These forms are indistinct but, 
  though their features are imperceptible, 
  they give the intense impression that they 
  are watching events within the center of the 
  room . Patiently observing . 
  These forms are purely illusion, and 
  although that can be detected as such easily, 
  they continue to give the disconcerting 
  impression of a crowd gathered to watch 
  whatever grisly scene is about to unfold . 
  They mass along the gallery railing and 
  under the archways beneath, dissipating 
  only when the PCs kill Kirenarath or leave 
  this area .
  The Frescoes: The paintings on the walls may 
  be of interest to the PCs, and contain some 
  clues about Metterak and his challenges.
  Each of the twelve walls features two 
  frescoes-one filling the space below the 
  gallery, and another on the wall above the 
  gallery-for a total of 22 scenes (the walls 
  around the entrance and exit are heavily 
  decorate, but depict no specific scene). Each 
  painting is nearly 20 feet on a side, and 
  depicts a scene of a red dragon overcoming 
  an enemy-often gruesomely . 
  On closer examination, it becomes clear 
  that the images above the gallery show a 
  series of related vignettes. In the largest one, 
  a very large red dragon holds dominion 
  over dragons of every color . Other paintings 
  show: scenes of various creatures paying 
  homage and tribute to that dragon; a scene 
  of a titan lying on the very stone table found 
  in this room as a reptilian humanoid in a 
  dark cloak cuts his throat with the same 
  black-bladed knife that lies on the floor 
  nearby . 
  
  28
  The frescoes in the lower portion of the 
  room each show the very large red dragon 
  destroying a dragon, a different color 
  dragon in each scene .
  Kirenarath: 
  This 
  adult 
  gold 
  dragon 
  slumbers under the effect of a binding spell. 
  He can be killed by coup-de-gras, or he can 
  be awakened, in which case he must be 
  killed by other means if the PCs are to gain 
  the tenth secret sigil .
  Kirenarath obviously has no desire to die, 
  and will do his best to avoid it if the PCs 
  wake him . He is chained to the table with 
  a golden shackle that functions like the 
  hedged prison aspect of the binding spell . 
  Destroying the shackle does not allow him 
  to move from the table . He is capable of 
  fighting, and of casting spells, but he cannot 
  leave the table .
  Although he’s no keener to die than any 
  other creature (and he knows the fate of his 
  soul should he die while on the stone table), 
  it’s not inconceivable that Kirenarath might 
  be convinced to serve as a willing sacrifice. 
  If the PCs promise to destroy Metterak 
  and then return to destroy the stone table, 
  a sufficiently high Diplomacy result might 
  convince Kirenarath to accept that fate . 
  The DC for this task varies depending on 
  his initial attitude, which in turn depends 
  on how he was treated immediately upon 
  waking up. (Indifferent is the baseline, but 
  he might be Unfriendly or even Hostile 
  if threatened with force .) Succeeding in 
  convincing Kirenarath requires achieving a 
  DC 10 points higher than that required to 
  alter his attitude to Helpful.
  Kirenarath (Adult Gold Dragon): hp 264             
  The Tenth Secret Sigil: An arcane mark-
  -one of the twelve secret sigils--appears in 
  Kirenarath’s blood when it is spilled on the 
  stone table . A Knowledge (arcana) check 
  (DC 16) suggests that the sigil is draconic in 
  nature, but that’s all. A DC 20 check confirms 
  that this is one of the twelve secret sigils .
  This sigil, the tenth of twelve, benefits 
  evil characters who bear it and alters the 
  alignment of non-evil characters who do 
  so. Correctly inscribing the sigil requires 
  an appropriate DC 20 Craft check . Any 
  character who bears this sigil--either on his 
  or her body, or by carrying any object it is 
  drawn upon--is affected as follows:
  * 
  A 
  non-evil 
  creature 
  becomes 
  evil 
  (other aspects of alignment, such as 
  chaotic or lawful, remain unchanged) . 
  This alteration is mental as well as moral, 
  and the individual changed by the magic 
  thoroughly enjoys this new outlook, does 
  not make any attempt to return to his or 
  her former alignment--actually viewing the 
  prospect with horror and avoids it in any 
  way possible . The creature returns to his or 
  her normal alignment when separated from 
  the sigil .
  * 
  A creature who is already evil gains the 
  benefit of a protection from good spell for as 
  long as he or she bears the sigil . This does not 
  apply to creatures that are not normally evil .
  Although it may not be obvious to the PCs, 
  only one character within the party needs 
  to bear this sigil to allow them to progress 
  through the Halls of Hunger .
  The Hunger: Any creature spending time 
  in this room feels an intensifying and 
  insatiable hunger and thirst . This is the most 
  noticeable symptom of a necromantic effect 
  that slowly eats at creatures as they spend 
  time in the Halls of Hunger .
  The desire to eat is overwhelming . Starting 
  the third round after entering the room, each 
  PC must make a Will save each round . The 
  DC is 10 the first round, but increases by 1 
  each additional round . If the save is failed 
  the character drops whatever he or she is 
  doing and begins to eat, stopping only when 
  no more food is available . In this insatiable 
  state, it takes one full round to eat a day’s 
  worth of rations . If the character has access 
  to magical sustenance, such as the create 
  food and water spell, he or she expends all 
  uses of such sustenance . Once all sources of 
  food and drink are gone, the desire to eat 
  subsides for a number of rounds equal to 
  the number of rounds the character spent 
  gorging . After that, the cycle begins again 
  if another source of food becomes available .
  The Will saves are only required within the 
  testing chambers, not within the feasting hall . 
  Unlike the Hunger Points (see below), the save 
  DCs are not cumulative between chambers .
  As bothersome as that effect is, it is 
  unfortunately only a symptom of the 
  Hunger’s real affliction. At the end of any 
  character’s sixth round in this area, he or 
  she takes one point of the Hunger . For every 
  additional six rounds in this (or any other) 
  testing chamber, the character takes an 
  additional point. The effects of these points 
  are on the table below:
  
  29
  Points are cumulative, and remain in 
  effect until the character passes from area 
  490 into area 491 . (In other words, the 
  character must gain, or be with a character 
  who gains, the twelfth secret sigil .)
  A wish or miracle spell removes a single 
  point of the Hunger . Additionally, a 
  character who eats in the feasting hall loses 
  a point of the Hunger . 
  Exiting the Room: The southern doors, 
  through which the PCs entered the room, 
  cannot be reopened . The only exit is via the 
  northern doors . These doors can be opened 
  at any time, and enter into the southern 
  end of area 483 . Once passed through and 
  shut again, those doors then open into the 
  passage leading to area 482, and cannot be 
  used to re-enter this room .
  Connections: This area connects to area 483 . 
  Pathfinder Stats
  Use the Pathfinder version of the mature 
  adult gold dragon for Kirenarath . Otherwise, 
  no modifications are needed to run this 
  encounter using Pathfinder.
  489. wealTh
  Summary: To be worthy of Metterak’s 
  presence, one must prove one’s means--and 
  one’s generosity toward one’s betters.
  Sights and Sounds: This room’s angled 
  walls are decorated with dark scenes of an 
  enormous red dragon alternately terrorizing 
  and receiving tribute from various species of 
  lesser creatures . The ceiling is 15 feet high .
  This angled room is dimly lit except for the 
  large pile of treasure that rests at its center, bathed 
  in a warm, bright light. It’s a king’s ransom--the 
  like of any dragon hoard, containing possibly as 
  much treasure as you’ve seen in your entire life. 
  Because the amount of time spent in this 
  area is important (see The Hunger, below), 
  keep track of the number of rounds the PCs 
  spend throughout their time here .
  Background: The closer one gets to Metterak, 
  the simpler the challenges become . In this 
  instance, Metterak simply requires that the 
  PCs demonstrate their willingness to share 
  the whole of themselves with him by making 
  an insignificant contribution to his hoard. Of 
  course, what counts as insignificant to perhaps 
  the world’s most powerful dragon may differ 
  from the PCs’ understanding of the word .
  The Hoard: The heap of coins, gems, 
  weapons, armor, and art objects is nearly 
  20 feet across and 10 feet high . An Appraise 
  check (DC 20) puts a quick guess of the 
  value at around 3 million gp . That estimate 
  turns out to be incorrect, though, because 
  nothing in the pile is actually real; on close 
  inspection it all turns out to be worthless 
  glass, tin, and lead clad in gold leaf .
  The hoard is encircled by an inscription 
  on the floor--one sentence repeated over 
  and over again all the way around the pile: 
  “To Metterak, Prince of Dragons, give what 
  tribute is a fitting portion of your chattel.”
  To succeed in this test, the PCs must 
  place upon the pile a single object worth at 
  least 40,000 gp, or two objects worth a total 
  of 50,000 gp, or three worth a total of 60,000 
  gp. Metterak isn’t interested in anyone’s 
  castoffs or cheap tat, so no item worth less 
  than 15,000 gp counts toward the total .
  Once they do so, a coin dislodges itself 
  from the pile and rolls onto the floor at 
  the feet of the PCs . One side of the coin is 
  decorated with the head of a red dragon; the 
  other contains a secret sigil .
  Hunger  
  Points
  Effect 
  1
  -1 penalty to Will save
  2
  -1 penalty to Fort save
  3
  -1 penalty to Reflex save
  4
  The preceding penalties are negated, and the character takes 1 negative level
  5
  -1 penalty to Will save
  6
  -1 penalty to Fort save
  7
  -1 penalty to Reflex save
  8
  The preceding penalties are negated, and the character takes a second negative 
  level  . . . and so on
  
  30
  The 
  Eleventh 
  Secret 
  Sigil: An arcane mark--
  one of the twelve secret 
  sigils--is marked on the 
  back of the coin . A DC 
  16 Knowledge (arcana) 
  check suggests that it is 
  draconic in nature, but 
  that’s all . A check that 
  beats DC 20 confirms 
  that this is one of the 
  twelve secret sigils .
  This sigil, the eleventh 
  of twelve, benefits any 
  character 
  who 
  bears 
  it either on his or her 
  body or by carrying any object upon which 
  it is drawn . Correctly inscribing the sigil 
  requires an appropriate DC 20 Craft check. 
  The character gains spell resistance equal to 
  his or her level + 10 (to a maximum of 20) . 
  Although it may not be obvious to the 
  PCs, only one character within the party 
  needs to bear this sigil to allow them to 
  progress through the Halls of Hunger .
  The Hunger: Any creature spending time 
  in this room feels an intensifying and 
  insatiable hunger and thirst . This is the most 
  noticeable symptom of a necromantic effect 
  that slowly eats at creatures as they spend 
  time in the Halls of Hunger .
  The desire to eat is overwhelming . 
  Starting the third round after entering the 
  room, each PC must make a Will save each 
  round. The DC is 10 the first round, but 
  increases by 1 each additional round . If the 
  save is failed the character drops whatever 
  he or she is doing and 
  begins to eat, stopping 
  only when no more 
  food is available . In this 
  insatiable state, it takes 
  one full round to eat a 
  day’s worth of rations . If 
  the character has access 
  to magical sustenance, 
  such as the create food 
  and water spell, he or 
  she expends all uses of 
  such sustenance . Once 
  all sources of food and 
  drink 
  are 
  gone, 
  the 
  desire to eat subsides for 
  a number of rounds equal to the number of 
  rounds the character spent gorging . After 
  that, the cycle begins again if another source 
  of food becomes available .
  The Will saves are only required within the 
  testing chambers, not within the feasting hall . 
  Unlike the Hunger Points (see below), the save 
  DCs are not cumulative between chambers .
  As bothersome as that effect is, it is 
  unfortunately only a symptom of the 
  Hunger’s real affliction. At the end of any 
  character’s sixth round in this area, he or 
  she takes one point of the Hunger . For every 
  additional six rounds in this (or any other) 
  testing chamber, the character takes an 
  additional point. The effects of these points 
  are on the table below:
  Points are cumulative, and remain in 
  effect until the character passes from area 
  490 into area 491 . (In other words, the 
  character must gain, or be with a character 
  who gains, the twelfth secret sigil .)
  A wish or miracle spell removes a single 
  point of the Hunger . Additionally, a 
  character who eats in the feasting hall loses 
  a point of the Hunger . 
  Exiting the Room: The southern doors, 
  through which the PCs entered the room, 
  cannot be reopened . The only exit is via the 
  northern doors . These doors can be opened 
  at any time, and enter into the southern 
  end of area 483 . Once passed through and 
  Hunger  
  Points
  Effect 
  1
  -1 penalty to Will save
  2
  -1 penalty to Fort save
  3
  -1 penalty to Reflex save
  4
  The preceding penalties are negated, and the character takes 1 negative level
  5
  -1 penalty to Will save
  6
  -1 penalty to Fort save
  7
  -1 penalty to Reflex save
  8
  The preceding penalties are negated, and the character takes a second negative 
  level  . . . and so on
  
  31
  shut again, those doors then open into the 
  passage leading to area 482, and cannot be 
  used to re-enter this room .
  Connections: This area connects to area 483 . 
  See the Map of Level 17 . 
  Pathfinder Stats
  No modifications are required to run this 
  encounter using Pathfinder. 
  490. fealTy
  Summary: To gain the twelfth secret sigil, 
  and thus access Metterak’s demesne, 
  a character need only swear undying 
  allegiance to the Prince of Dragons .
  Sights and Sounds: This room is dark 
  except for a single pool of light at its center .
  This dark, six-sided room is completely bare. 
  At its center, a bright circle of light illuminates 
  an area of the floor roughly ten feet across. 
  The ceiling is 20 feet high.
  Because the amount of time spent in this 
  area is important (see The Hunger, below), 
  keep track of the number of rounds the PCs 
  spend throughout their time here . 
  Background: 
  This 
  is 
  Metterak’s 
  final 
  challenge . In some ways, it is the simplest, 
  but in others the most difficult. All one need 
  do to gain the twelfth and final sigil is swear 
  a sincere oath of loyalty to Metterak.
  Any creature moving into the circle of 
  light triggers the following message .
  A booming voice rings through the chamber. 
  “Kneel before the Prince of Dragons and give 
  to him your undying oath of loyalty. Swear to 
  honor and heed Metterak above all others, and 
  enter into his greatness.” 
  To pass the test and gain the sigil, a 
  character must kneel and swear to honor and 
  heed Metterak above all others (the wording 
  can vary slightly, but not significantly 
  and not at all in meaning) . The swearing 
  character is subject to a discern lies spell; if 
  he or she is not sincere in the oath, or if the 
  character saves against the effect of the spell 
  (Will DC 18), the test is not passed .
  A cleric or other divine spellcaster 
  dependent upon the worship of a particular 
  god may make a DC 10 Knowledge (religion) 
  check to recognize that this oath may sever 
  connection to his or her god’s grace, limiting 
  or eliminating the cleric’s spells .
  A character passing the test finds a tattoo-
  like mark on his or her body--this is the 
  twelfth secret sigil .
  The Twelfth Secret Sigil: A character 
  passing Metterak’s test finds a tattoo-like 
  mark formed in his or her flesh. The mark 
  is a sigil . A Knowledge (arcana) check (DC 
  16) suggests that it is draconic in nature, but 
  that’s all. A check that beats DC 20 confirms 
  that this is one of the twelve secret sigils .
  This sigil, the final of twelve, grants 
  the character the ability to summon a red 
  dragon once per day . The dragon’s age 
  category is the oldest whose Hit Dice do not 
  exceed the level of the character + 5 . (For 
  example, an 18th-level character summons 
  an adult red dragon . Any older dragon 
  would have more than 23 (18+5) Hit Dice .) 
  The summoned dragon appears within 30 
  feet of the character at a spot of its choosing . 
  It has an attitude of Indifferent toward the 
  character, and is not compelled to carry out 
  the character’s orders . It might be unhappy 
  at having been summoned, but it might 
  also respect any character it believes is an 
  agent of Metterak. The same dragon might 
  be summoned on different days (which may 
  affect its attitude), but that’s not necessarily 
  the case .
  Like all of the twelve secret sigils, this can 
  be copied and transferred onto other objects 
  or people . However, it grants its power 
  only to individuals who have obtained it by 
  succeeding at this test .
  Although it may not be obvious to the 
  PCs, only one character within the party 
  needs to bear this sigil to allow them to 
  progress through the Halls of Hunger .
  The Hunger: Any creature spending time 
  in this room feels an intensifying and 
  insatiable hunger and thirst . This is the most 
  noticeable symptom of a necromantic effect 
  
  32
  that slowly eats at creatures as they spend 
  time in the Halls of Hunger .
  The desire to eat is overwhelming . Starting 
  the third round after entering the room, each 
  PC must make a Will save each round . The 
  DC is 10 the first round, but increases by 1 
  each additional round . If the save is failed 
  the character drops whatever he or she is 
  doing and begins to eat, stopping only when 
  no more food is available . In this insatiable 
  state, it takes one full round to eat a day’s 
  worth of rations . If the character has access 
  to magical sustenance, such as the create 
  food and water spell, he or she expends all 
  uses of such sustenance . Once all sources of 
  food and drink are gone, the desire to eat 
  subsides for a number of rounds equal to 
  the number of rounds the character spent 
  gorging . After that, the cycle begins again 
  if another source of food becomes available .
  The Will saves are only required within the 
  testing chambers, not within the feasting hall . 
  Unlike the Hunger Points (see below), the save 
  DCs are not cumulative between chambers .
  As bothersome as that effect is, it is 
  unfortunately only a symptom of the 
  Hunger’s real affliction. At the end of any 
  character’s sixth round in this area, he or 
  she takes one point of the Hunger . For every 
  additional six rounds in this (or any other) 
  testing chamber, the character takes an 
  additional point. The effects of these points 
  are on the table below:
  Points are cumulative, and remain in 
  effect until the character passes from area 
  490 into area 491 . (In other words, the 
  character must gain, or be with a character 
  who gains, the twelfth secret sigil .)
  A wish or miracle spell removes a single 
  point of the Hunger . Additionally, a 
  character who eats in the feasting hall loses 
  a point of the Hunger . 
  Exiting the Room: The southern doors, 
  through which the PCs entered the room, 
  cannot be reopened . The only exit is via the 
  northern doors . These doors can be opened 
  at any time, and enter into the southern 
  end of area 483 . Once passed through and 
  shut again, those doors then open into the 
  passage leading to area 482, and cannot be 
  used to re-enter this room .
  Connections: This area connects to area 483 . 
  If any member of the party bears the twelfth 
  secret sigil, the northern exit instead leads to 
  area 486 . See the Map of Level 17 . 
  Pathfinder Stats
  No modifications are required to run this 
  encounter using Pathfinder. 
  491. The aparTmenT
  Summary: The Architect lives in a lavish 
  accommodation just beyond the Halls of 
  Hunger .
  Sights and Sounds: The rooms in this area 
  are lit throughout with a warm comfortable 
  light that seems to glow diffusely from the 
  ceiling . Unless otherwise noted, ceilings are 
  twenty feet high, giving the entire area a 
  very open feel . See the individual rooms for 
  specific details.
  Background: This is The Architect’s home, 
  a lair provided to him by Metterak as part 
  of the compensation for creating the Halls 
  of Hunger . It is intensely luxurious--not 
  a palace in the true sense of the word (it’s 
  relatively small), but every bit as opulent 
  and sumptuous . Throughout, the walls are 
  made of fine-grained polished marble and 
  granite trimmed with gold and exotic woods . 
  Fine furniture is lavished with silk drapes 
  and thick cushions . Beautiful frescoes grace 
  the walls, while elegant statuary decorates 
  every hallway and corner . This is the lair of a 
  Hunger  
  Points
  Effect 
  1
  -1 penalty to Will save
  2
  -1 penalty to Fort save
  3
  -1 penalty to Reflex save
  4
  The preceding penalties are negated, and the character takes 1 negative level
  5
  -1 penalty to Will save
  6
  -1 penalty to Fort save
  7
  -1 penalty to Reflex save
  8
  The preceding penalties are negated, and the character takes a second negative 
  level  . . . and so on
  
  33
  creature who enjoys the very best the world--
  and realms beyond--has to offer, and has the 
  means to obtain almost anything he wants .
  This encounter is largely a roleplaying 
  exercise, but it sets up the encounter to 
  follow--which will vary in how it unfolds 
  depending on how the heroes approach this 
  one . As sumptuous as it is, the apartment 
  can be confining, and The Architect spends 
  a great deal of time away . When the PCs 
  arrive, they are met only by the harem . The 
  Architect, however, is immediately alerted 
  to the presence of any intruders in his 
  apartment, and quickly returns. He observes 
  the heroes before taking any action .
  Additionally, Teriana may take action 
  against the heroes in this encounter, if she 
  feels it is warranted .
  The Chambers: The apartment is made up 
  of eight general areas, as marked on the map .
  (A) Foyer: A large semi-circular chamber 
  decked out like an art museum . Dozens of 
  pieces of statuary, from a variety of cultures 
  and styles, sit placidly in decorous pools of 
  light . At the centerpoint of the half-circle 
  a large compass rose is inlayed into the 
  floor. This room is The Architect’s “front 
  door,” and teleportation circles in a number 
  of locations link directly to it . If the door 
  leading from area 490 is opened from this 
  side, it reveals only a smooth granite wall .
  (B) Great Chamber: This is The Architect’s 
  central living space . A large circular room is 
  surrounded by columns of veined marble . 
  Sheer drapes between the columns create 
  a sort of passageway around the outside 
  of the chamber, while the inside, where 
  luxuriant sofas and lounges are scattered 
  about a large, silk-covered bed, is layered 
  in thick carpets . This is where most of the 
  harem (in particular Teriana) are located 
  when the heroes arrive .
  (C) Studio: The Architect practices his 
  craft here. Tables scattered about the room 
  display opulent models of other palace-like 
  structures, intricately detailed and often 
  covered in gold leaf and encrusted with tiny 
  jewels . The room is dominated, however, by 
  the second of the black obelisks that power 
  the curse within the Halls of Hunger . (The 
  obelisk is described below .)
  (D) Bath: Rome never had it so good . A 
  large tub--or perhaps a small 
  swimming 
  pool--dominates 
  this room .
  (E) 
  Kitchen: 
  Meals 
  are 
  prepared here . There is a 
  large variety of food, nearly as 
  sumptuous as that in area 483 
  (and a good deal more exotic)-
  -but none of it contributes to 
  the wasting curse .
  (F) Storage and Miscellanea: 
  A series of smallish chambers 
  contains household goods and 
  supplies . It is to this location 
  that The Architect teleports 
  when he detects intruders in 
  the apartment .
  (G) Harem: This chamber 
  serves as quarters for those 
  members of the harem not on 
  duty at any given time . It contains beds 
  and the scant personal effects of the harem 
  members .
  (H) Foyer: This is similar to the southern 
  foyer, though the quality of the art here is 
  not quite as extravagant as that in that room 
  (a fact revealed by a DC 21 Appraise check) . 
  The compass rose here is a permanent 
  teleportation circle leading to a distant 
  location in the outside world . Unlike 
  conventional teleportation circles, it can 
  only be activated with a command word, 
  so it will not teleport an individual who 
  simply unwittingly (or deliberately) steps 
  on it . Teriana and The Architect know the 
  command word .
  
  34
  The Black Obelisk: A large black obelisk 
  stands in The Architect’s studio .
  An obelisk, half again as tall as a man, sits 
  upon a square foundation stone. Both are as 
  black as night--a flat, dull black that seems 
  loath to reflect even enough light to define 
  its planes and edges . Every surface of the 
  obelisk is densely inscribed with fine writing. 
  This device is the storage point for the 
  negative energy gathered by the obelisk in 
  area 481, with which it fuels the effects of the 
  Halls of Hunger . Although the language of 
  the inscriptions is obscure, a DC 35 Spellcraft 
  check reveals its curse-powering function; 
  DC 40 reveals that it receives its energy from 
  some other artifact not too far away .
  The black obelisk can be destroyed . It 
  has hardness 8, 100 hp, and break DC 38 . If 
  destroyed, it unleashes a burst of negative 
  energy that acts as a mass inflict serious 
  wounds spell (caster level 25th) . Destroying 
  the obelisk cuts off the power supply to the 
  Halls of Hunger, ending the hunger effect 
  and the wasting curse . It does not, however, 
  undo any of the curse’s effects that have 
  already been bestowed .
  The Harem: Fine arts are not the only luxuries 
  The Architect enjoys . His apartments are 
  peopled by twelve concubines, women of 
  a variety of races . These women serve his 
  mundane needs (cooking and laundering, 
  etc .) as well as his more prurient ones, so 
  he has no additional servants . And since the 
  Halls of Hunger (not to mention the upper 
  levels of Dragon’s Delve) standing between 
  the apartment and the outside world, the 
  Architect employs no guards .
  The harem consists of the following 
  individuals, all of whom are exceptionally 
  attractive and nubile representatives of their 
  races:
  Artana, githyanki
  Belena, half-elf
  Eleanor, halfling
  Hreensh, gnoll
  Gurnesh, half-orc
  Kiketa, human werewolf
  Pressentigaila, gynosphinx
  Prowess, tiefling
  Shilshi, drow
  Sitrear, half-celestial elf
  Teriana, elf
  Vashee, human
  All are elegantly bejeweled and clad (insofar 
  as they are clad) in the finest of silks and 
  sheers . Among their jewelry each wears an 
  item that bestows a +2 bonus to Charisma 
  (equivalent to a cloak of charisma +2, and 
  with a moderate aura of transmutation), 
  except Teriana, whose Charisma-enhancing 
  bracelet gives her a +6 bonus .
  Other than Teriana, the members of 
  the harem are all 1st-level aristocrats, 
  commoners, or experts, or (in the case of 
  monstrous races) have no class levels, and 
  are not generally inclined to fight. Although 
  they cannot come and go as they please, 
  they are by and large there of their own free 
  will; they do not hate or (for the most part) 
  fear The Architect, and don’t generally wish 
  to rebel against or escape him .
  Roleplaying Approaches: What happens 
  in this scenario largely depends upon how 
  the PCs approach it . Most approaches will 
  fall under one of the following general 
  categories described below; determine how 
  the NPCs react accordingly . 
  In conversation or negotiations with 
  the PCs, Sitrear (half-celestial elf) and 
  Pressentigaila (gynosphinx) are most likely 
  to speak for the group . Should violence be 
  done on any members of the harem (or should 
  it be obviously imminent), Hreensh (gnoll) 
  and Kiketa (human werewolf) are most 
  likely to take action, though Pressentigaila 
  will quickly aid them. Teriana, the only 
  occupant of the apartment who poses any 
  real threat to the heroes, remains as much 
  in the background as possible, taking action 
  only when she can gain real advantage .
  Avoid Contact: The heroes attempt to 
  move through the apartment by stealth, 
  without being noticed by its occupants . 
  Kiketa has scent, and will thus likely detect 
  their presence . If she does, she alerts the 
  others and attempts to remain aware of the 
  heroes’ general location without getting in 
  their way. The harem have an attitude of 
  Unfriendly toward the PCs . The Architect 
  arrives 2d4 rounds after Teriana becomes 
  aware of the PCs (see area 492), confronting 
  the PCs if they are still present .
  Rush Through: The heroes move quickly 
  through the apartment, with minimal 
  interaction with the occupants, trying just to 
  get out of it and on to the Glarias’s viewing 
  room . The harem does its best to stay out 
  of the heroes’ way, allowing them to pass . 
  They have an attitude of Unfriendly toward 
  
  35
  the PCs . The Architect arrives in 2d4 rounds 
  (see area 492), but does not confront the PCs 
  unless they pause within the apartment .
  Friendly Approach: The heroes approach 
  the apartment’s occupants in a non-hostile 
  manner . The harem gathers for mutual 
  protection, willing to parlay with the heroes 
  but regarding them with mild suspicion . 
  They can be induced to tell details about 
  the apartment and the Architect . They have 
  an attitude of Indifferent toward the PCs 
  so long as the latter are not aggressive. The 
  Architect arrives in 2d4 rounds (see area 
  492), but observes the heroes for several 
  rounds before confronting them .
  Hostile Approach: The heroes attempt 
  to bully the harem, or otherwise display 
  hostility . The harem rushes to stay out of the 
  heroes’ way, gathering in small groups for 
  mutual protection . They can be intimidated 
  into telling details about the apartment 
  and the Architect. They have an attitude of 
  Hostile toward the PCs, but do not endanger 
  themselves to impede the heroes except 
  in defense of one another . Teriana takes 
  action only if the heroes begin to pillage 
  the apartment . The Architect arrives in 2d4 
  rounds (see area 492), confronting the PCs 
  as soon as he is prepared .
  Pillage: The heroes begin to loot the 
  apartment’s wealth, perhaps threatening 
  the occupants . The harem rushes to stay 
  out of the heroes’ way, gathering in small 
  groups for mutual protection . They have an 
  attitude of Hostile toward the PCs, but do not 
  endanger themselves to impede the heroes 
  except in defense of one another . In the case 
  of widespread damage or looting, Teriana 
  actively moves to protect the black obelisk 
  or, if an opportunity arises that will not 
  endanger the other harem members, to kill 
  one or more of the PCs . The Architect arrives 
  in 2d4 rounds (see area 492), confronting the 
  PCs as soon as he is prepared .
  If the heroes question the harem, they 
  may learn the following:
  * 
  The Architect designed the Halls of 
  Hunger. He did so for Metterak, but doesn’t 
  currently work for the dragon . Digging 
  deeper: The Architect is a rakshasa and a 
  powerful arcane spellcaster .
  * 
  The Architect is away, but rarely stays 
  away for long . Digging deeper: There’s a 
  magical means of transport via the compass 
  rose on the floor of the norther foyer (room 
  H), but none of the harem knows how to 
  use it or exactly where it goes . Even deeper: 
  When he returns, The Architect doesn’t 
  always appear there .
  * 
  The Architect is a reasonable man (in the 
  harem’s assessment), and may not be hostile 
  to the PCs if they have given him no reason 
  to be. Digging deeper: Some offer of tribute 
  might grease the wheels with him a bit . He 
  is quite wealthy, so any serious offer should 
  not be small .
  * 
  No-one has ever emerged from the Halls 
  of Hunger, at least not in the memory of any 
  current member of the harem .
  * 
  The door in the north wall of the 
  northern foyer (room H) leads to Metterak 
  and Glarias . None of the harem has ever 
  been through that door .
  * 
  The level below the apartment is a 
  dangerous realm of powerful elemental 
  forces unleashed by the raw divinity of 
  Iamon and Glarias .
  The harem knows next to nothing about the 
  Mages Four and the Entropy Engine, and 
  they know Metterak only as the Architect’s 
  past employer and the dragon prince who 
  owns the Dragon’s Delve .
  The members of the harem are unarmed, 
  though several members have natural 
  weapons or attacks.
  Teriana: One member of the harem is not 
  quite what she appears. Teriana is a high-
  level rogue/assassin in the Architect’s 
  employ . During any interaction with the 
  harem she remains in the background as 
  much as possible, relying on her formidable 
  Bluff skill and nondescript appearance (in 
  the context of other members of the harem) 
  to avoid notice . She knows that the Architect 
  will return in a matter of rounds, and her 
  strategy is to get herself into a position to 
  back him up with a well-timed ambush . 
  Should hostilities commence before the 
  Architect arrives, she takes action only 
  to protect the black obelisk or to prevent 
  widespread looting or destruction of the 
  apartment . Even then, she avoids a stand-
  up fight if possible, attacking with surprise 
  and preferring to catch isolated characters 
  in situations in which she can dispatch them 
  without other PCs noticing. She attacks with 
  an unarmed strike, which triggers her sneak 
  attack damage and special abilities.
  The other members of the harem do not 
  know about Teriana’s capabilities . They do 
  
  36
  know that she leaves the apartment with 
  the Architect a bit more frequently than the 
  others, but not so often so that they’ve given 
  it much thought .
  The Architect has a permanent telepathic 
  bond with Teriana, through which she 
  informs him of any intruders in the 
  apartment .
  Teriana (Lawful Evil) 
  Female Elf Rogue 10/Assassin 8 CR 18
  Medium Humanoid (Elf) 
  HD 10d6+8d6                        hp 66
  Init +9 Speed 30 ft .
  AC 15, flat-footed 15, touch 15
  BAB/Grapple +13/+15
  Attack Unarmed strike +18 (1d3+2)
  Full Attack Unarmed strike +18/+13/+8 (1d3+2)
  Space/Reach 5 ft ./5 ft .
  SA Crippling Strike, Death Attack, Sneak 
  Attack +9d6
  SQ +2 racial saving throw bonus against 
  enchantment spells or effects, Evasion, Hide 
  in Plain Sight, Improved Uncanny Dodge, 
  Poison Use, Save against Poisons, Trapfinding, 
  Trap Sense Ability +3, Uncanny Dodge
  Fort +5, Ref +18, Will +7
  Str 14, Dex 20, Con 11, Int 14, Wis 11, Cha 16
  Languages: Common, Elven
  Skills: Bluff +26, Climb +8, Disguise +16, 
  Disguise (act in character) +18, Hide +21, 
  Move Silently +18, Search +19, Sense Motive 
  +15, Spot +18, Tumble +26
  Feats: Armor Proficiency (Light), Blind-
  Fight, Combat Reflexes, Improved Initiative, 
  Improved Unarmed Strike, Iron Will, 
  Persuasive, Simple Weapon Proficiency, 
  Weapon Finesse
  Possessions: bracelet of charisma +6
  Crippling 
  Strike 
  (Ex): 
  An 
  opponent 
  damaged with Sneak Attack also takes 2 
  points STR damage .
  Death Attack DC 20
  Connections: This area connects to area 492 
  and area 493 . See the Map of Level 17 . 
  Pathfinder Stats
  In order to run this encounter using 
  Pathrinder, the only modification required 
  is using the Pathfinder version of Teriana. 
  Her bracelet of alluring charisma is equivalent 
  to a headband of alluring charisma.
  TERIANA     CR 18
  Female Elf Rogue 10/Assassin 10 (Lawful Evil) 
  Medium humanoid (elf) 
  Init +9; Senses Low-light vision, Perception +28
  DEFENSE 
  AC 16, touch 16, flat-footed 16
  hp 94 (20d8)
  Fort +6, Ref +17, Will +9, +2 vs . enchantment 
  spells and effects, +5 vs. poison, +3 Reflex to 
  avoid traps
  OFFENSE 
  Speed 30 ft .
  Melee unarmed strike +19/+14/+9 (1d3+2)
  Space 5 ft .; Reach 5 ft .
  Special Attacks Angel of Death, Bleeding 
  Attack, Crippling Strike, Death Attack (DC 
  23), Poison Use, Quiet Death, Sneak Attack 
  10d6, Swift Death
  STATISTICS 
  Str 14, Dex 21, Con 11, Int 16, Wis 12, Cha 16
  Base Atk +14; CMB +16; CMD +32
  Feats Alertness, Armor Proficiency, Light, 
  Blind-Fight, 
  Combat 
  Reflexes, 
  Dodge, 
  Improved Initiative, Improved Unarmed 
  Strike, Iron Will, Persuasive, Simple Weapon 
  Proficiency, Weapon Finesse
  Skills Acrobatics +26, Bluff +24, Climb +23, 
  Disable Device +31, Disguise +24, Perception 
  +28, Perception (Trapfinding) +33, Profession 
  (Courtesan) +8, Sense Motive +26, Sleight of 
  Hand +26, Stealth +26 
  Languages Common, Elven
  Special Qualities Elven Immunities, Elven 
  Magic, Fast Stealth, Hidden Weapons, Hide 
  in Plain Sight, Keen Senses, Slow Reactions, 
  Trapfinding, True Death, Weapon Familiarity
  Possessions bracelet of alluring charisma +6
  492. The archITecT
  Summary: The Architect returns to his 
  apartment, ready to take action against the 
  intruders .
  Sights and Sounds: This encounter takes 
  place within the Architect’s apartment, as 
  described in area 491 .
  Background: The Architect has a permanent 
  telepathic bond with Teriana, and she 
  alerts him of the intruders the moment she 
  
  37
  becomes aware of them . Within 2d4 rounds, 
  the Architect teleports into the apartment--
  preferably into the northwest corner of the 
  storage area (room F) . If that area is occupied 
  or under the observation of the PCs, Teriana 
  directs him to another location, such as the 
  kitchen (room E), that is out of the way and 
  gives the Architect some mobility under cover .
  Once in the apartment, the Architect takes 
  one of two courses of action:
  If the PCs Are Already Violent, or If 
  the Architect Cannot Contact Teriana: 
  The Architect takes the following steps to 
  prepare to confront the heroes . Once ready, 
  he attempts to attack with surprise.
  1 .  Cast time stop from his scroll .
  2 . Cast the following on 
  self: repulsion, true seeing, spell 
  turning, protection from spells .
  If the PCs Are Friendly, or If 
  Their Motives Are Unclear: 
  The Architect observes the 
  characters for a time, with 
  the 
  intent 
  of 
  discerning 
  the 
  group’s 
  attitudes, 
  intentions, capabilities, and 
  vulnerabilities . 
  He 
  listens, 
  receives 
  telepathic 
  reports 
  from Teriana, and employs 
  clairaudience/clairvoyance 
  if 
  the situation does not seem 
  rushed . If the PCs seem 
  headed toward violence, he 
  prepares for confrontation (see 
  above) . If they seem friendly, 
  he completes his observation 
  when he’s confident of their 
  attitude and casts true seeing, spell turning, 
  and protection from spells on himself before 
  approaching the group .
  The Architect: Although evil and ostensibly 
  aligned with Metterak, the Architect has no 
  interest in fighting the PCs if he doesn’t need 
  to . Having legitimately passed through the 
  Halls of Hunger, as far as he’s concerned 
  these creatures have every right to move 
  on into Metterak’s demesne. Besides, a 
  big fight would only damage his fine 
  accommodations .
  That having been said, the Architect did 
  not amass his wealth through altruism . If 
  his interactions with the PCs are cordial, 
  he’s happy to let them pass--if the make a 
  payment of tribute. He requests treasure 
  totaling 100,000 gp in value (200,000 gp if the 
  PCs would prefer Metterak not know about 
  their passage) . For every 1 point by which 
  the PCs beat him in an opposed Diplomacy 
  check, the Architect lowers his request by 
  3,000 gp (6,000 if the PCs are paying to keep 
  the info away from Metterak).
  If the characters do not meet his demands, 
  or if they are at any time violent, the Architect 
  attacks. Teriana, who will have attempted 
  to maneuver into a position to make a fatal 
  attack, takes action as well. The Architect’s 
  general strategy is as follows:
  1 . Cast weird on the PCs
  2 . Cast maze on the party’s cleric or other 
  survivor of the weird spell who is not likely 
  to be particularly intelligent
  3 . Cast finger of death on remaining targets
  Being in constant telepathic contact with 
  Teriana, the Architect is well aware of where 
  she lurks in the shadows and what she plans 
  to do, so he prioritizes targets that she is not 
  in a position to attack (or characters who are 
  in a strong position to kill her) .
  The Architect (Lawful Evil) 
  Rakshasa Sorcerer 11  CR 21
  Medium Outsider (Native) 
  HD 7d8+11d4+54                  hp 116
  Init +2 Speed 40 ft .
  AC 25, flat-footed 23, touch 12
  BAB/Grapple +12/+13
  Attack bite +8 (1d6) or claw +13 (1d4+1)
  
  38
  Full Attack claw +13/+13 (1d4+1)
  Space/Reach 5 ft ./5 ft .
  SQ Darkvision 60 ft ., DR 15/piercing 
  and good, SR 27, Change Shape, Detect 
  Thoughts, Summon Familiar
  Fort +11, Ref +12, Will +13
  Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 20
  Languages: Common, Infernal
  Skills: 
  Bluff 
  +15, 
  Concentration 
  +20, 
  Concentration 
  (Cast 
  defensively) 
  +24, 
  Craft (Stoneworking) +18, Diplomacy +17, 
  Spellcraft +20
  Feats: Combat Casting, Craft Wondrous 
  Item, Forge Ring, Lightning Reflexes, Simple 
  Weapon Proficiency, Skill Focus (Craft 
  (Stoneworking)), 
  Spell 
  Focus 
  (Illusion, 
  Conjuration)
  Possessions: bracers of armor +4; major 
  ring of energy resistance (electricity); ring of 
  counterspells (fireball); scroll of time stop
  Sorcerer - Spells per Day: (6/8/7/7/7/7/6/6/5/ 
  DC: 15 + spell level); 1st-charm person, mage 
  armor, magic missile, shield, silent image; 2nd-
  acid arrow, bear’s endurance, invisibility, knock, 
  levitate; 3rd- clairaudience/clairvoyance, fly, 
  haste, major image; 4th-remove curse, scrying, 
  shadow conjuration, solid fog; 5th-dismissal, 
  dominate person, telepathic bond, teleport; 6th-
  dispel magic, greater, repulsion, true seeing; 7th-
  finger of death, grasping hand, spell turning; 
  8th-maze, protection from spells; 9th-weird
  The Architect’s Treasures: If the Architect 
  and Teriana are defeated, the apartment is a 
  treasure trove, more than making up for the 
  lack of treasure in many of the encounters 
  on this level . The major sculptures and 
  other decorative art pieces alone are quite a 
  haul--although many turn out to be copies 
  of greater works, many others (such as 
  frescoes on the walls) can’t be removed, 
  and some are simply illusions, there are 
  still three dozen works which, if carefully 
  removed from the premises, average 1500 
  gp each in value . However, most of these 
  are large pieces requiring special handling 
  to transport .
  Additionally, the harem’s conventional 
  jewelry totals 24 pieces averaging 500 gp each . 
  And each member of the harem wears a piece 
  of jewelry equivalent to a cloak of charisma +2 
  (except for Teriana’s, which is a +6) .
  Finally, in the Architect’s studio (room C) 
  the heroes can find a scroll with time stop, 
  imprisonment, and teleportation circle.
  Connections: This area connects to area 491 
  and area 493 . See the Map of Level 17 . 
  Pathfinder Stats
  Use the Pathfinder version of the Architect. 
  No further modifications are required to 
  run this encounter using Pathfinder.
  THE ARCHITECT  CR 20
  Male Rakshasa Sorcerer 11 (Lawful Evil) 
  Medium Outsider (Native, Shapechanger) 
  Init +5; Senses Darkvision 60 ft .
  DEFENSE 
  AC 28, touch 15, flat-footed 23
  hp 224 (21 HD); DR 15/piercing and good
  SR 25
  Fort +2, Ref +17, Will +17
  OFFENSE 
  Speed 40 ft .
  Melee bite +13 (1d6+1) or
  Melee bite +18 (1d6+3) and claw +13/+13 
  (1d4+1) or
  Melee claw +18/+18 (1d4+3)
  Space 5 ft .; Reach 5 ft .
  Sorcerer Spells Known (CL 18th) 
  9th (3/day)-weird (DC 26)
  8th (5/day)-maze, protection from spells
  7th (6/day)-finger of death (DC 22), grasping 
  hand, spell turning
  6th (6/day)-dispel magic (greater), repulsion 
  (DC 21), true seeing
  5th (7/day)-dismissal (DC 20), dominate person 
  (DC 20), telepathic bond, teleport (DC 22)
  4th (7/day)-remove curse, scrying (DC 19), 
  shadow conjuration (DC 21), solid fog
  3rd (7/day)- clairaudience/clairvoyance, fly, 
  haste, major image (DC 20)
  2nd (7/day)-acid arrow, bear’s endurance, 
  invisibility, knock, levitate
  1st (8/day)-charm person (DC 16), mage armor, 
  magic missile, shield, silent image (DC 18)
  STATISTICS 
  Str 16, Dex 20 Con 22, Int 13, Wis 13, Cha 20
  Base Atk +15; CMB +18; CMD +33
  Special Qualities Adaptability, Arcane 
  Bond, Cantrips, Elf Blood, Elven Immunities, 
  Keen Senses, Multitalented
  
  39
  Feats Combat Casting, Craft Wondrous Item, 
  Eschew Materials, Forge Ring, Greater Spell 
  Focus 
  (Conjuration, 
  Illusion), 
  Improved 
  Iron Will, Iron Will, Lightning Reflexes, 
  Martial Weapon Proficiency, Simple Weapon 
  Proficiency, Skill Focus (Craft (Stonemasonry)), 
  Spell Focus (Conjuration, Illusion) 
  Skills Bluff +26, Craft (Stonemasonry) 
  +28, Diplomacy +18, Knowledge (Arcana) 
  +14, 
  Knowledge 
  (Dungeoneering) 
  +11, 
  Knowledge (Engineering) +9, Sense Motive 
  +18, Spellcraft +23 
  Possessions bracers of armor +4, ring of 
  counterspells (fireball), ring of electricity energy 
  resistance, major; scroll of time stop
  493. The vIewIng room 
  (el 13)
  Summary: A mad cleric of Glarias waits 
  here for a rescue that will never come . 
  Sights and Sounds: The chambers and 
  hallways in this area are utilitarian in design 
  and unlit. Assuming the PCs have sufficient 
  light, they see the following: 
  A large double door of strong metal is sealed 
  before you. On its surface, a large stylized dragon 
  looms over the shape of a crescent moon. 
  The ceilings are 15 feet high.
  Background: This area consists of two 
  chambers just outside Glarias’s body 
  hangar: a preparation room and a viewing 
  room . Both were used, to one extent or 
  another, in the years following Glarias’s 
  capture--perhaps in the process of bringing 
  the Entropy Engine to bear on the goddess, 
  or perhaps to give Metterak a place to look 
  upon his victim and gloat . In either event, 
  the rooms have not been used by Metterak 
  or his agents in many years .
  But that doesn’t mean they haven’t been 
  used at all . 
  Decades ago, in a brief period of clarity 
  perhaps allowed by a momentary glitch 
  in the functioning of the Entropy Engine, 
  Glarias was able to send a vision to some of 
  her key followers that included a glimpse 
  of her place of imprisonment . The glimpse 
  was sufficient to allow the use of greater 
  teleport by a band of dedicated followers 
  mounting a rescue attempt. Unfortunately, 
  the powerful magical tides generated by 
  Glarias’s presence and the workings of the 
  Entropy Engine distorted the results of that 
  normally reliable spell, and only three of that 
  party ended up at Glarias’s prison . Of those 
  three, one remained with Glarias while two 
  others attempted to explore the area and 
  find help (or their missing compatriots). 
  The latter never made it further than the 
  Architect’s dinner table (where they were 
  enjoyed under a cream and mushroom 
  sauce); the former, a cleric named Gerifald, 
  remains in this area .
  The Door: The door to the preparation room 
  opens inward, but has been jammed by the 
  use of a stone shape spell that has created a 
  ridge of stone inside the door that prevents 
  it from opening . The door has hardness 10, 
  60 hp, and a break DC of 28 . Physical means 
  of opening or bypassing the door are likely 
  to alert Gerifald to the PCs’ arrival .
  The Preparation Room: Long ago this 
  chamber 
  contained 
  equipment 
  and 
  protective gear for those approaching the 
  volatile body of the captured goddess . 
  This long room is flanked by a number 
  of deep alcoves on either side . It is empty 
  but for the remains of a small fire, long 
  cold . The walls are covered in hash marks, 
  as if someone has been counting . Whatever 
  number they reached must have been 
  astronomically high . 
  The fire is many years cold. The hash 
  marks tally well over 6,000 . An observant 
  character examining them (Spot DC 21) 
  might notice that the marks near the 
  southern end of the room are neat and 
  orderly, while those toward the northern 
  end are haphazard and unruly . If Gerifald 
  is not immediately seen by the PCs, a Search 
  check (DC 15) finds plenty of signs that the 
  room has been recently occupied .
  The Viewing Room: This room has a broad 
  window looking down upon Glarias’s face 
  in area 494 . The window is sealed by two 
  permanent walls of force, one flush with the 
  wall of this room, and the other flush with 
  the wall of room 494/495 . If the PCs shine 
  sufficient light through the window, they 
  can see the face of Glarias in area 494 .
  A giant, sorrowful face is set in the center 
  of the floor: the soft, rounded countenance 
  of a woman, but forty feet from chin to 
  temple . Like a drowning woman stretching 
  to lift her lips and nose from the still surface 
  of deep water, the face emerges seamlessly 
  from the smooth floor of the chamber. 
  
  40
  In the wall above the window a phrase is 
  elegantly engraved in the draconic script . It 
  reads “Give hail to the Prince of Dragons, 
  who counts among his endless hoard the 
  very lives of gods .” This is a clue to the 
  passphrase that opens the floor of area 
  494; the correct utterance is simply “Hail 
  to Metterak, who counts among his endless 
  hoard the very lives of gods .”
  When the passphrase is uttered within the 
  viewing room or area 494, the floor in the latter 
  area fades into nothingness . Anything on 
  the floor tumbles into the space below, to be 
  caught in the filaments surrounding Glarias.
  The floor can be closed by repeating the 
  passphrase (again, in either the viewing room 
  or within area 494). The floor materializes 
  in area 494 . Any creature caught within the 
  space of the materializing floor is bumped 
  harmlessly into area 494 .
  As in the preparation room, a Search check 
  (DC 15) of this chamber finds plenty of signs 
  that the room has been recently occupied .
  Gerifald: Gerifald is a cleric of Glarias who 
  has lived in this area for several decades, 
  awaiting the return of his companions and 
  the opportunity to free his goddess . Over 
  the years’ solitude, the intense magical 
  tides surrounding the moon goddess, and 
  repeated exposure to confusion effects, have 
  taken their toll on his mind. He is quite mad.
  Gerifald is in the preparation room when 
  the PCs arrive . If he is surprised by the PCs, 
  he attempts to retreat to the viewing room, 
  shutting the door behind him and then 
  attempting to ready himself. If he has time 
  to ready himself (either in the preparation 
  room if he detects the approaching PCs, 
  or in the viewing room if he successfully 
  retreats), he melds with stone, hiding in 
  the wall and listening in on the intruders . 
  If he gets the chance, he casts his buff spells 
  before revealing himself .
  Gerifald is not rational . He has completely 
  lost track of how long he’s been here, and 
  spends much of his time simply sitting in 
  complete darkness . Other elements of his 
  “daily routine” (he can no longer tell the days 
  apart, much less when they begin or end) 
  include harassing the abyssal guardians in 
  area 494 by casting daylight spells through 
  the window into that space, and taking 
  ethereal jaunts into area 495 to visit Glarias-
  -an activity which does not help his fragile 
  mental state . He now believes he is the sole 
  guardian of Glarias, and has come to doubt 
  whether the outside world continues to exist 
  without his goddess in it . Simultaneously, 
  he believes his comrades will return with a 
  host of Glarias’s followers--any day now--to 
  rescue him and his goddess .
  Caught between these conflicting beliefs, 
  Gerifald is suspicious of the PCs, but also 
  desperate to welcome them and their help . 
  If he manages not to be detected by them, 
  he attempts to observe long enough to 
  determine if the PCs are friends or enemies 
  of Glarias . (The idea that they might be 
  neither does not occur to him .) If confronted 
  by the group, he attempts to prevent them 
  from entering area 494 until he is satisfied 
  they are friends . He may use discern lies or 
  subject the PCs to a zone of truth .
  Gerifald knows the following, but does 
  not generally volunteer information . (It’s 
  not so much that he’s unwilling to talk, but 
  because he’s lost the ability to recognize what 
  information might be significant to others.)
  * 
  The face on the floor is not actually 
  Glarias . She is below it .
  * 
  The floor can be opened using a passphrase. 
  Gerifald knows the phrase, but will not utter 
  it . “Just do what the writing says,” is his advice 
  to anyone keen to open the floor.
  * 
  There are several dangerous creatures 
  in area 494 . Fighting them means losing 
  one’s mind .
  * 
  He knows nothing about the four 
  sacraments, but if the first three are 
  described to him he can identify the fourth 
  as an antimension .
  
  41
  If Gerifald believes the PCs are friends of 
  Glarias, he implores them to free the moon 
  goddess. (He may attempt to cast geas/
  quest on one of them, or might suggest they 
  subject themselves to atonement .) He is not 
  inclined to believe the group if they tell him 
  they can’t--why would they have come if 
  they weren’t able to free her?
  If he believes they are enemies of Glarias, 
  or “friends” who are unwilling to aid her, 
  Garifald attempts to prevent them from seeing 
  the goddess; this includes attacking the group.
  Garifald (Chaotic Good) 
  Human Cleric 13 CR 13
  Medium Humanoid (Human) 
  HD 13d8-13                hp 49
  Init +1 Speed 20 ft .
  AC 22, flat-footed 21, touch 11
  BAB/Grapple +9/+10
  Attack Mace +2 (Light/Ghost touch) +13 
  (1d6+3) 
  Full Attack Mace +2 (Light/Ghost touch) 
  +13/+8 (1d6+3)
  Space/Reach 5 ft ./5 ft .
  Fort +7, Ref +5, Will +14
  Str 13, Dex 12, Con 8, Int 11, Wis 18, Cha 12
  Languages: Common
  Skills Concentration +10, Diplomacy +6, 
  Heal +9, Knowledge (history) +3, Knowledge 
  (religion) +10, Knowledge (the planes) +4, 
  Spellcraft +10 
  Feats Armor Proficiency (Heavy), Armor 
  Proficiency 
  (Light), Armor 
  Proficiency 
  (Medium), 
  Empower 
  Spell, 
  Heighten 
  Spell, Iron Will, Power Attack, Quicken 
  Spell, Shield Proficiency, Simple Weapon 
  Proficiency, Weapon Focus (Mace (Light)) 
  Possessions: full plate +3, light mace +2 
  ghost touch
  Prepared Spells: Cleric (CL 13): 0th-create 
  water, detect magic (2), guidance (DC 14), 
  light, resistance (DC 14); 1st-command (DC 
  15),comprehend languages, detect evil, protection 
  from evil (DC 15), remove fear (DC 15), sanctuary 
  (DC 15), shield of faith(DC 15); 2nd- aid, bear’s 
  endurance (DC 16), bull’s strength (DC 16), 
  consecrate, eagle’s splendor (DC 16), owl’s 
  wisdom (DC 16), zone of truth (DC 16); 3rd-
  continual flame, create food and water, daylight 
  (2), magic circle against evil (DC 17), meld into 
  stone; 4th-air walk, cure critical wounds (DC 18), 
  discern lies (DC 18), freedom of movement (DC 
  18), sending, tongues (DC 18); 5th-atonement 
  (2), dispel evil (DC 19), flame strike (DC 19); 
  6th-blade barrier (DC 20), geas/quest, *mislead; 
  7th-ethereal jaunt, *spell turning
  Connections: This area connects to area 491 
  and area 494 . See the Map of Level 17 . 
  Pathfinder Stats
  Replace mentions of the Search and Spot skill 
  with Perception checks of equal difficulty, 
  and use the Pathfinder version of Gerifald. 
  No further modifications are needed to run 
  this encounter using Pathfinder.
  GARIFALD  CR 13
  Male Human Cleric 14 (Chaotic Good) 
  Medium Humanoid (Human) 
  Init +1; Senses Perception +4
  DEFENSE 
  AC 23, touch 11, flat-footed 22
  hp 53 (14 HD)
  Fort +8, Ref +5, Will +15
  Defensive Abilities Bit of Luck (7/day), 
  Good Fortune (2/day)
  OFFENSE 
  Speed 20 ft .
  Melee mace +2 (light/ghost touch) +14/+9 
  (1d6+3)
  Space 5 ft .; Reach 5 ft .
  Prepared Spells (CL 14th) 
  7th-ethereal jaunt, *spell turning
  6th-blade barrier (DC 20), geas/quest, *mislead 
  5th-atonement (2), dispel evil (DC 19), flame 
  strike (DC 19) 
  4th-air walk, cure critical wounds (DC 18), 
  discern lies (DC 18), freedom of movement (DC 
  18), sending, tongues (DC 18) 
  3rd-continual flame, create food and water, 
  daylight (2), magic circle against evil (DC 17), 
  meld into stone
  2nd-aid, bear’s endurance (DC 16), bull’s 
  strength (DC 16), consecrate, eagle’s splendor 
  (DC 16), owl’s wisdom (DC 16) 
  1st-command (DC 15), comprehend languages, 
  detect evil, protection from evil (DC 15), remove 
  fear (DC 15), sanctuary (DC 15) 
  0th-detect magic, guidance (DC 14), light, 
  resistance (DC 14)
  Diety Glarias   Domains good, luck
  
  42
  STATISTICS 
  Str 13, Dex 12, Con 8, Int 11, Wis 18, Cha 12
  Base Atk +10; CMB +11; CMD +22
  Feats Armor Proficiency, Heavy, Armor 
  Proficiency, 
  Light, 
  Armor 
  Proficiency, 
  Medium, Cleave, Empower Spell, Heighten 
  Spell, Iron Will, Power Attack, Quicken 
  Spell, Shield Proficiency, Simple Weapon 
  Proficiency, Weapon Focus (Mace (Light))
  Skills Diplomacy +12, Heal +11, Knowledge 
  (history) 
  +8, 
  Knowledge 
  (planes) 
  +8, 
  Knowledge (religion) +13, Spellcraft +13
  Languages  Common
  Special Qualities Bonus Feat, Holy Lance 
  (2/day), 
  Orisons, 
  Skilled, 
  Spontaneous 
  Casting, Touch of Good (7/day)
  Possessions full plate +3; mace +2 (light/ghost 
  touch)
  Bit of Luck (Sp) Garifald can touch a willing 
  creature as a standard action, giving it a bit 
  of luck . For the next round, any time the 
  target rolls a d20, he may roll twice and take 
  the more favorable result . Garifald can use 
  this ability 7 times per day . 
  Good Fortune (Ex) As an immediate action, 
  Garifald can reroll any one d20 roll that he 
  has just made before the results of the roll 
  are revealed . He must take the result of the 
  reroll, even if it’s worse than the original 
  roll . He can use this ability 2 times per day . 
  Holy Lance (Su) Garifald can give a weapon 
  he touches the Holy special weapon quality 
  for 14 rounds . He can use this ability 2 times 
  per day . 
  Touch of Good (Sp) Garifald can touch a 
  creature as a standard action, giving it a +7 
  sacred bonus on attack rolls, skill checks, 
  ability checks, and saving throws for 1 round . 
  He can use this ability 7 times per day .
  494. The chamber of 
  anguIsh (el 17)
  Summary: In this giant chamber the moon 
  goddess Glarias’s face looks up from her 
  suffering.
  Sights and Sounds: This area is completely 
  dark. If the PCs have adequate light they see 
  the following .
  The twelve walls of this enormous chamber 
  are carved in an intricate array of geometric and 
  abstract patterns, and curve to join one another 
  in the high vaulting of the ceiling above. But the 
  most astonishing feature is the giant, sorrowful 
  face in the center of the floor: the soft, rounded 
  face of a woman, but forty feet from chin to 
  temple. Like a drowning woman stretching to 
  lift her lips and nose from the still surface of 
  deep water, the face emerges seamlessly from the 
  smooth floor of the chamber. 
  The very air in this room is steeped in an 
  intense sense of anguish, which pulls like an 
  anchor tied to your heart. 
  The ceiling is roughly 80 feet overhead 
  (and probably in darkness, depending on 
  the characters’ light sources) . Characters 
  listening (Listen DC 5) can hear a faint, 
  irregular rumble, like distant thunder . It 
  seems to come from beneath the floor of the 
  chamber .
  Background: Metterak built this chamber 
  to imprison the captured goddess Glarias 
  in a form that echoes that of Iamon and the 
  chamber in which his body rests . While 
  the room looks similar, however, Metterak 
  recognized that Glarias’s living status 
  meant she might attract followers, or others 
  seeking to free her for their own ends . As 
  a result, while this chamber is similar in 
  design to area 478, it’s really a false access 
  point. The face in the floor is a model of 
  Glarias’s--not the real thing .
  Like area 478, the floor of the room opens up, 
  which reveals the entirety of Glarias’s body .
  Aura of Anguish: This area is blanketed in a 
  terrible aura, an echo of the anguish Glarias 
  experiences as the Entropy Engine literally 
  sucks away her divine life . A creature 
  entering the area immediately feels the 
  weight of this aura as a burden upon his or 
  her soul--an intense feeling of sorrow and 
  despair . On the second round after entering, 
  the creature becomes shaken . On the 
  fourth round, the creature loses interest in 
  everything other than the intense sensation 
  of despair, and becomes fascinated . This 
  fascination can be broken in the usual 
  manner (by being threatened, attacked, or 
  shaken out of it), but recurs at the end of 
  four more rounds . No saving throw applies 
  to either effect. The shaken condition lasts 
  until the creature gets 8 hours of rest .
  The Abyssal Guardians: To confound those 
  who would reach and perhaps free Glarias, 
  Metterak has summoned four demonic 
  guardians that lurk in the darkness near 
  the ceiling of the chamber . These black 
  
  43
  beasts resemble segmented serpents with 
  large, cloak-like wings . Use the stats for 
  an abyssal greater basilisk, except give the 
  creature a fly speed of 40 feet (poor) and 
  replace the creature’s gaze attack with an 
  aura of confusion (see below) . The abyssal 
  guardians relentlessly attack any creatures 
  in the chamber . They will pursue their 
  targets into area 495, but not into area 493 .
  Aura of Confusion (Su): Any hostile 
  creature within a 20-foot radius of the 
  abyssal guardian must succeed on a DC 
  21 Will save to resist the effect of this aura. 
  Those who fail become confused for 18 
  rounds or until they successfully hit the 
  abyssal guardian that generated the aura . 
  A creature that has resisted or broken the 
  effect cannot be affected again by the same 
  abyssal guardian’s aura for 24 hours .
  Abyssal Guardian (4): hp 189
  The False Glarias: The face rising from the 
  floor is identical to Glarias’s, but is merely a 
  copy of it . Its expression is at once both pained 
  and yet calm, and its eyes are closed . 
  The eyes open when anyone touches 
  the face or calls out Glarias’s name 
  while within 15 feet of the face .
  On each eye, where the iris should 
  be, is marked a permanent symbol 
  of insanity . These symbols activate 
  when the eyes open, affecting all 
  living creatures in the room . The 
  eyes close 10 minutes after opening .
  The Window: The window looking 
  into this room from area 493 is 
  sealed by two permanent walls of 
  force, one flush with the wall of this 
  room, and the other flush with the wall of 
  overlooking room .
  Connections: This area connects to area 493 
  and area 495 . See the Map of Level 17 . 
  Pathfinder Stats
  Replace mentions of Listen checks with 
  Perception checks of equal difficulty, and 
  use the Pathfinder version of the abyssal 
  basilisk (modified as described above). No 
  further modifications are needed to run this 
  encounter using Pathfinder.
  Abyssal Guardian (4): hp 189
  495. glarIas’s boDy 
  hangar
  Summary: Glarias’s body stands imprisoned 
  in this tall, coffin-like chamber.
  Sights and Sounds: This chamber is 
  identical to area 494 (in fact, it’s the same 
  place), except the lack of a floor exposes 
  a deep shaft . The area is dimly lit by the 
  shifting light of chaotic elemental forces 
  surging up from Level 18 .
  An enormous shaft--well over 100 feet wide--
  drops an indeterminate distance into the depths. 
  The pale body of the god stands within the shaft. 
  At her shoulder level--perhaps 100 feet from the 
  ceiling above--a network of white filaments, like 
  the webs of a million insane spiders, stretches 
  between her body and the walls of the chamber. 
  The network quickly becomes dense enough to 
  block sight down the shaft, but from somewhere 
  deep within it comes ominous flickering bursts 
  of light and chaotic rumbles like distant thunder. 
  The very air in this room is steeped in an intense 
  sense of anguish. Despite the chaos and excitement, 
  it pulls like an anchor tied to your heart. 
  This shaft extends down well over 400 feet, 
  opening not just here at Level 17, but also at 
  Levels 18 and 19 . It contains the entirety of 
  Glarias’s body, which hovers within it . The 
  view downward is blocked, however, by the 
  network of dense, weblike filaments.
  Background: This is the full chamber created 
  by Metterak to imprison Glarias. If it seems 
  like a mirror of the chamber containing 
  Iamon’s remains, that’s by design . Indeed, 
  the moon goddess can take many forms, and 
  Metterak forced her into this one precisely 
  because he desired a mirror to Iamon’s 
  containment . (Whether that has greater than 
  aesthetic significance to Metterak is unknown, 
  as is the source of his fascination with the 
  number twelve which, observant PCs may 
  have noticed, crops up with almost alarming 
  regularity throughout Level 17 .) This area 
  has no floor, but it is effectively blocked by a 
  network of sticky, life-draining filaments about 
  
  44
  100 feet below the cavern’s ceiling . Should 
  characters somehow work their way through 
  the filaments, they would face the powerful 
  and dangerous elemental forces pouring out of 
  the entrance to Level 18 (see area 479) .
  Aura of Anguish: This area is blanketed in a 
  terrible aura, an echo of the anguish Glarias 
  experiences as the Entropy Engine literally 
  sucks away her divine life . A creature 
  entering the area immediately feels the 
  weight of this aura as a burden upon his or 
  her soul; an intense feeling of sorrow and 
  despair . On the second round after entering, 
  the creature becomes shaken . On the 
  fourth round, the creature loses interest in 
  everything other than the intense sensation 
  of despair, and becomes fascinated . This 
  fascination can be broken in the usual 
  manner (by being threatened, attacked, or 
  shaken out of it), but recurs at the end of 
  four more rounds . No saving throw applies 
  to either effect. The shaken condition lasts 
  until the creature gets 8 hours of rest .
  Glarias: The moon goddess stands within 
  this great chamber, her form that of a 
  beautiful human woman--except well over 
  300 feet tall . Her upraised face bears an 
  expression that is at once both pained and 
  yet serene, her eyes closed . Her presence 
  provides an opportunity few mortals ever 
  experience: The chance to contact, directly 
  and physically, a living god .
  Glarias rests in a pained dream state 
  and she does not respond to any attempt 
  to speak with her . A character who 
  physically touches her and spends a full 
  round concentrating, however, experiences 
  a dream-like trance invaded by fleeting 
  glimpses of Glarias’s tortured psyche . The 
  character must make a Will save (DC 15) . If 
  the save is failed, the character as affected as 
  though by a confusion spell for 2d6 hours 
  (the caster is Glarias) . If it is successful, the 
  character is affected as though he or she had 
  cast commune with Glarias .
  Unfortunately, 
  after 
  having 
  been 
  imprisoned for several centuries, Glarias 
  may not be able to answer many questions 
  accurately . A character under a geas to free 
  Glarias (see area 3), or simply interested in 
  doing so, may want to know the location 
  of the fourth sacrament necessary to re-
  consecrate the temple on Level 7 (area 200) . 
  It is an antimension, and it is currently 
  located near her feet on Level 20 .
  The Filaments: Starting at the level of her 
  shoulders, a dense network of white, weblike 
  filaments stretch between Glarias’s body 
  and the walls of the chasm in which 
  she hangs . These become thicker and 
  denser further down the chamber, so 
  that at about breast level they virtually 
  fill the space between Glarias and the 
  walls. The filaments are very much like 
  the strands of a web spell, except that 
  they are not flammable.
  These filaments anchor Glarias, but 
  they are more than that--they are also 
  the conduits that drain her divinity and 
  channel it into the Entropy Engine . A 
  character examining the filaments closely 
  might note that they don’t simply stick to 
  Glarias’s flesh--they penetrate it, forming 
  vein-like structures just under the skin .
  Any creature falling into or otherwise 
  entering the area of the filaments is affected 
  as if by a web spell . Furthermore, a creature 
  entangled within the filaments for more 
  than one round finds them branching and 
  spreading across his or her skin . If not freed, 
  a character remaining within the filaments 
  suffers one negative level per hour until dead.
  The Window: The window looking into 
  this room from area 493 is sealed by two 
  permanent walls of force, one flush with the 
  wall of this room, and the other flush with 
  the wall of overlooking room .
  Connections: This area connects to area 494 . 
  See the Map of Level 17 . 
  Pathfinder Stats
  No modifications are required to run this 
  encounter using Pathfinder. 
  
  45
  appenDIx a: monsTers & 
  npcs
  The Architect (Lawful Evil) (Room 492)
  Rakshasa Sorcerer 11  CR 21
  Medium Outsider (Native) 
  HD 7d8+11d4+54                  hp 116
  Init +2 Speed 40 ft .
  AC 25, flat-footed 23, touch 12
  BAB/Grapple +12/+13
  Attack bite +8 (1d6) or claw +13 (1d4+1)
  Full Attack claw +13/+13 (1d4+1)
  Space/Reach 5 ft ./5 ft .
  SQ Darkvision 60 ft ., DR 15/piercing 
  and good, SR 27, Change Shape, Detect 
  Thoughts, Summon Familiar
  Fort +11, Ref +12, Will +13
  Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 20
  Languages: Common, Infernal
  Skills: 
  Bluff 
  +15, 
  Concentration 
  +20, 
  Concentration 
  (Cast 
  defensively) 
  +24, 
  Craft (Stoneworking) +18, Diplomacy +17, 
  Spellcraft +20
  Feats: Combat Casting, Craft Wondrous 
  Item, Forge Ring, Lightning Reflexes, Simple 
  Weapon Proficiency, Skill Focus (Craft 
  (Stoneworking)), 
  Spell 
  Focus 
  (Illusion, 
  Conjuration)
  Possessions: bracers of armor +4; major 
  ring of energy resistance (electricity); ring of 
  counterspells (fireball); scroll of time stop
  Sorcerer - Spells per Day: (6/8/7/7/7/7/6/6/5/ 
  DC: 15 + spell level); 1st-charm person, mage 
  armor, magic missile, shield, silent image; 2nd-
  acid arrow, bear’s endurance, invisibility, knock, 
  levitate; 3rd- clairaudience/clairvoyance, fly, 
  haste, major image; 4th-remove curse, scrying, 
  shadow conjuration, solid fog; 5th-dismissal, 
  dominate person, telepathic bond, teleport; 6th-
  dispel magic, greater, repulsion, true seeing; 7th-
  finger of death, grasping hand, spell turning; 
  8th-maze, protection from spells; 9th-weird
  The Architect’s Treasures: If the Architect 
  and Teriana are defeated, the apartment is a 
  treasure trove, more than making up for the 
  lack of treasure in many of the encounters 
  on this level . The major sculptures and 
  other decorative art pieces alone are quite a 
  haul--although many turn out to be copies 
  of greater works, many others (such as 
  frescoes on the walls) can’t be removed, 
  and some are simply illusions, there are 
  still three dozen works which, if carefully 
  removed from the premises, average 1500 
  gp each in value . However, most of these 
  are large pieces requiring special handling 
  to transport .
  Additionally, the harem’s conventional 
  jewelry totals 24 pieces averaging 500 gp each . 
  And each member of the harem wears a piece 
  of jewelry equivalent to a cloak of charisma +2 
  (except for Teriana’s, which is a +6) .
  Corinth (Chaotic Evil) (Room 476)
  Ghul Rogue 16  CR 18
  Medium Undead 
  HD 16d6+16 hp 75 Init +11 
  Speed 30 ft .
  AC 25, flat-footed 25, touch 18
  BAB/Grapple +16/+16
  Attack +3 frost rapier +22 (1d6+7 plus 1d6 
  cold plus 8d6 sneak attack)
  Full Attack +3 frost rapier +22/+17/+12 
  (1d6+7 plus 1d6 cold plus 8d6 sneak attack)
  Space/Reach 5 ft ./5 ft .
  SA Crippling strike, sneak attack +8d6, 
  paralysis, exhalation of death
  SQ Defensive Roll, Improved Evasion, 
  Improved Uncanny Dodge, Trapfinding, 
  Trap Sense Ability, Uncanny Dodge, Lifelike
  Fort +6, Ref +17, Will +6
  Str 18, Dex 24, Con 12, Int 10, Wis 13, Cha 8
  Languages: Common
  Skills: Balance +9; Bluff +9; Climb +14; 
  Escape Artist +17; Hide +38; Jump +6; Listen 
  +18; Move Silently +28; Open Lock +22; 
  Search +15; Sleight of Hand +19; Spot +22; 
  Tumble +26; Use Magic Device +9; Use Rope 
  +7; Use Rope (bind someone) +9
  Feats: Alertness, Combat Reflexes, Dodge, 
  Improved Initiative, Mobility, Stealthy, 
  Weapon Finesse
  Possessions: Belt of Giant Strength +4; Boots 
  of Speed; Gloves of Dexterity +4; Mithral Shirt 
  +3; Rapier +3 (Frost); Ring of Protection +2; 
  Ring of Chameleon Power
  
  46
  Calabar (Chaotic Evil) (Room 476)
  Ghul Wizard 16 CR 18
  Medium Undead 
  HD 16d4  
  hp 42 Init +1  
  Speed 30 ft .
  AC 18, flat-footed 17, touch 15
  BAB/Grapple +7/+7
  Attack +7 touch (paralysis)
  Full Attack +7/+2 touch (paralysis)
  Space/Reach 5 ft ./5 ft .
  SA Spells, paralysis, exhalation of death
  SQ Immunity to magic sleep effects, +2 racial 
  saving throw bonus against enchantment 
  spells or effects, Elven Blood, Summon 
  Familiar, Lifelike
  Fort +8, Ref +9, Will +17
  Str 8, Dex 12, Con 10, Int 22, Wis 14, Cha 12
  Languages: Common
  Skills: 
  Bluff 
  +10; 
  Concentration 
  +19; 
  Concentration 
  (cast 
  defensively) 
  +23; 
  Craft (Alchemy) +7; Decipher Script +16; 
  Diplomacy 
  +11; 
  Knowledge 
  (arcana) 
  +21; 
  Knowledge 
  (dungeoneering) 
  +16; 
  Knowledge (history) +16; Knowledge (the 
  planes) +16; Spellcraft +27
  Feats: Brew Potion, Combat Casting, Extend 
  Spell, Iron Will, Maximize Spell, Quicken 
  Spell, Scribe Scroll, Silent Spell, Still Spell
  Possessions: Amulet of Natural Armor +3; 
  Cloak of Resistance +3; Gloves of Dexterity +2; 
  Ring of Protection +4
  Prepared Spells: 1st - burning hands (DC 
  17), feather fall, magic missile (x3), obscuring 
  mist; 2nd - blur, darkness (x2), detect thoughts 
  (x2) (DC 18), web (DC 18); 3rd - arcane sight, 
  dispel magic (x2), haste, vampiric touch; 4th 
  - black tentacles, enervation, fear (DC 20), 
  invisibility, greater (x2); 5th - cone of cold (DC 
  21), dismissal (DC 21), dominate person (x2) 
  (DC 21), telepathic bond; 6th - eyebite (DC 22), 
  forceful hand, true seeing (x2); 7th - forcecage, 
  spell turning, waves of exhaustion (DC 23) 8th 
  - horrid wilting (DC 24), summon monster VIII       
  Lifelike (Su): Though undead, ghul’s bodies 
  continue to go through the motions of life--
  breathing, eating, and even resting in a form 
  that appears to be sleep . This makes it more 
  difficult to determine that a ghul is truly 
  undead (+5 to all Knowledge check DCs to 
  determine information about a ghul) . It also 
  allows a ghul to maintain a Constitution 
  score, unlike most undead, adding its Con 
  bonus to hit dice, Fortitude saves, skill 
  checks, and the DC of innate attacks. Their 
  apparent vitality is a necromatic illusion, 
  however, and ghuls are as immune to 
  biological weaknesses as other undead are .
  Paralysis (Ex): Any creature hit by a ghul’s 
  melee attack (even if the ghul is using a 
  weapon) is exposed to a paralysis effect. 
  This special attack renders the victim 
  immobile . Paralyzed creatures cannot 
  move, speak, or take any physical actions . 
  The creature is rooted to the spot, frozen 
  and helpless . Paralysis works on the body, 
  and a target can resist it with a Fortitude 
  saving throw (DC 10 + 1/2 ghul’s total HD 
  + ghul’s Con modifier). On a failed save, 
  the target is paralyzed for 1d4+1 rounds . 
  Unlike hold person and similar effects, a 
  paralysis effect does not allow a new save 
  each round. A winged creature flying in the 
  air at the time that it is paralyzed cannot 
  flap its wings and falls. A swimmer can’t 
  swim and may drown .
  Exhalation of Death (Su): Unlike a typical 
  ghoul, ghuls do not carry the stench of 
  the grave with them everywhere they go . 
  The horrendous odor does exist within 
  their rotting bodies, however, and as a 
  standard action can be brought forth with 
  a powerful breath . This breath weapon 
  attack fills a 60-foot-cone. Living creatures 
  within the area must succeed at a Fortitude 
  save (DC 10 + 1/2 ghul’s total HD + ghul’s 
  Con modifier) or be nauseated for 1d6+4 
  rounds and sickened for 1d6+4 minutes . 
  A creature that successfully saves cannot 
  be affected again by any ghul’s exhalation 
  of death for 24 hours . A neutralize poison 
  spell removes the effect from a sickened 
  creature . Creatures with immunity to 
  poison are unaffected by this ability. 
  Creatures resistant to poison receive their 
  normal bonus on this saving throw .
  A creature killed while under the effects 
  of an exhalation of death becomes a ghast 
  if it had 5 or fewer hit dice or a ghul if it 
  had 6 or more . It rises in undeath 1d6 
  hours after being slain . A remove curse, 
  neutralize poison, or similar spell cast on 
  its body during this incubation period may 
  prevent the corpse from becoming undead . 
  The caster of such a spell must make a 
  caster level check (DC 10 + HD of ghul 
  that affected the target with exhalation of 
  
  47
  death) . If the check is successful, the corpse 
  does not become an undead .
  Garifald (Chaotic Good) (Room 493)
  Human Cleric 13 CR 13
  Medium Humanoid (Human) 
  HD 13d8-13                hp 49
  Init +1 Speed 20 ft .
  AC 22, flat-footed 21, touch 11
  BAB/Grapple +9/+10
  Attack Mace +2 (Light/Ghost touch) +13 
  (1d6+3) 
  Full Attack Mace +2 (Light/Ghost touch) 
  +13/+8 (1d6+3)
  Space/Reach 5 ft ./5 ft .
  Fort +7, Ref +5, Will +14
  Str 13, Dex 12, Con 8, Int 11, Wis 18, Cha 12
  Languages: Common
  Skills Concentration +10, Diplomacy +6, 
  Heal +9, Knowledge (history) +3, Knowledge 
  (religion) +10, Knowledge (the planes) +4, 
  Spellcraft +10 
  Feats Armor Proficiency (Heavy), Armor 
  Proficiency 
  (Light), Armor 
  Proficiency 
  (Medium), 
  Empower 
  Spell, 
  Heighten 
  Spell, Iron Will, Power Attack, Quicken 
  Spell, Shield Proficiency, Simple Weapon 
  Proficiency, Weapon Focus (Mace (Light)) 
  Possessions: full plate +3, light mace +2 
  ghost touch
  Prepared Spells: Cleric (CL 13): 0th-create 
  water, detect magic (2), guidance (DC 14), 
  light, resistance (DC 14); 1st-command (DC 
  15),comprehend languages, detect evil, protection 
  from evil (DC 15), remove fear (DC 15), sanctuary 
  (DC 15), shield of faith(DC 15); 2nd- aid, bear’s 
  endurance (DC 16), bull’s strength (DC 16), 
  consecrate, eagle’s splendor (DC 16), owl’s 
  wisdom (DC 16), zone of truth (DC 16); 3rd-
  continual flame, create food and water, daylight 
  (2), magic circle against evil (DC 17), meld into 
  stone; 4th-air walk, cure critical wounds (DC 18), 
  discern lies (DC 18), freedom of movement (DC 
  18), sending, tongues (DC 18); 5th-atonement 
  (2), dispel evil (DC 19), flame strike (DC 19); 
  6th-blade barrier (DC 20), geas/quest, *mislead; 
  7th-ethereal jaunt, *spell turning
  Teriana (Lawful Evil) (Room 491)
  Female Elf Rogue 10/Assassin 8 CR 18
  Medium Humanoid (Elf) 
  HD 10d6+8d6                        hp 66
  Init +9 Speed 30 ft .
  AC 15, flat-footed 15, touch 15
  BAB/Grapple +13/+15
  Attack Unarmed strike +18 (1d3+2)
  Full Attack Unarmed strike +18/+13/+8 (1d3+2)
  Space/Reach 5 ft ./5 ft .
  SA Crippling Strike, Death Attack, Sneak 
  Attack +9d6
  SQ +2 racial saving throw bonus against 
  enchantment spells or effects, Evasion, Hide 
  in Plain Sight, Improved Uncanny Dodge, 
  Poison Use, Save against Poisons, Trapfinding, 
  Trap Sense Ability +3, Uncanny Dodge
  Fort +5, Ref +18, Will +7
  Str 14, Dex 20, Con 11, Int 14, Wis 11, Cha 16
  Languages: Common, Elven
  Skills: Bluff +26, Climb +8, Disguise +16, 
  Disguise (act in character) +18, Hide +21, 
  Move Silently +18, Search +19, Sense Motive 
  +15, Spot +18, Tumble +26
  Feats: Armor Proficiency (Light), Blind-
  Fight, Combat Reflexes, Improved Initiative, 
  Improved Unarmed Strike, Iron Will, 
  Persuasive, Simple Weapon Proficiency, 
  Weapon Finesse
  Possessions: bracelet of charisma +6
  Crippling 
  Strike 
  (Ex): 
  An 
  opponent 
  damaged with Sneak Attack also takes 2 
  points STR damage .
  Death Attack DC 20
  paThfInDer sTaTs
  THE ARCHITECT  CR 20 (Room 492)
  Male Rakshasa Sorcerer 11 (Lawful Evil) 
  Medium Outsider (Native, Shapechanger) 
  Init +5; Senses Darkvision 60 ft .
  DEFENSE 
  AC 28, touch 15, flat-footed 23
  hp 224 (21 HD); DR 15/piercing and good
  SR 25
  Fort +2, Ref +17, Will +17
  OFFENSE 
  Speed 40 ft .
  Melee bite +13 (1d6+1) or
  
  48
  Melee bite +18 (1d6+3) and claw +13/+13 
  (1d4+1) or
  Melee claw +18/+18 (1d4+3)
  Space 5 ft .; Reach 5 ft .
  Sorcerer Spells Known (CL 18th) 
  9th (3/day)-weird (DC 26)
  8th (5/day)-maze, protection from spells
  7th (6/day)-finger of death (DC 22), grasping 
  hand, spell turning
  6th (6/day)-dispel magic (greater), repulsion 
  (DC 21), true seeing
  5th (7/day)-dismissal (DC 20), dominate person 
  (DC 20), telepathic bond, teleport (DC 22)
  4th (7/day)-remove curse, scrying (DC 19), 
  shadow conjuration (DC 21), solid fog
  3rd (7/day)- clairaudience/clairvoyance, fly, 
  haste, major image (DC 20)
  2nd (7/day)-acid arrow, bear’s endurance, 
  invisibility, knock, levitate
  1st (8/day)-charm person (DC 16), mage armor, 
  magic missile, shield, silent image (DC 18)
  STATISTICS 
  Str 16, Dex 20 Con 22, Int 13, Wis 13, Cha 20
  Base Atk +15; CMB +18; CMD +33
  Special Qualities Adaptability, Arcane 
  Bond, Cantrips, Elf Blood, Elven Immunities, 
  Keen Senses, Multitalented
  Feats Combat Casting, Craft Wondrous Item, 
  Eschew Materials, Forge Ring, Greater Spell 
  Focus (Conjuration, Illusion), Improved 
  Iron Will, Iron Will, Lightning Reflexes, 
  Martial 
  Weapon 
  Proficiency, 
  Simple 
  Weapon Proficiency, Skill Focus (Craft 
  (Stonemasonry)), Spell Focus (Conjuration, 
  Illusion) 
  Skills Bluff +26, Craft (Stonemasonry) 
  +28, Diplomacy +18, Knowledge (Arcana) 
  +14, 
  Knowledge 
  (Dungeoneering) 
  +11, 
  Knowledge (Engineering) +9, Sense Motive 
  +18, Spellcraft +23 
  Possessions bracers of armor +4, ring of 
  counterspells (fireball), ring of electricity energy 
  resistance, major; scroll of time stop
  CALABAR    CR 18 (Room 476)
  Ghul wizard 16 (Chaotic Evil) 
  Medium Undead 
  Init 
  +11; 
  Senses 
  Low-light 
  vision, 
  Perception +4
  DEFENSE 
  AC 18, touch 15, flat-footed 17
  hp 59 (16d6)
  Fort +8, Ref +9, Will +17, +2 vs . enchantment 
  spells and effects
  OFFENSE 
  Speed 30 ft .
  Melee touch +8 (paralysis)
  Space 5 ft .; Reach 5 ft .
  Prepared Spells 
  Wizard (CL 16th):  
  8th - horrid wilting (DC 24), summon monster 
  VIII 
  7th - forcecage (DC 23), spell turning (DC 23), 
  waves of exhaustion (DC 23) 
  6th - eyebite (DC 22), forceful hand , true seeing (x2) 
  5th - cone of cold (DC 21), dismissal (DC 21), 
  dominate person (x2) (DC 21), telepathic bond 
  4th - black tentacles, enervation, fear (DC 20), 
  invisibility (greater) (x2) 
  3rd - arcane sight, dispel magic (x2), haste, 
  vampiric touch 
  2nd - blur, darkness (x2), detect thoughts (x2) 
  (DC 18), web (DC 18) 
  1st - burning hands (DC 17), feather fall, magic 
  missile (x3), obscuring mist
  STATISTICS 
  Str 8, Dex 12, Con 10, Int 22, Wis 14, Cha 12
  Base Atk +8; CMB +7; CMD 22
  Special Qualities Adaptability, Arcane 
  Bond, Cantrips, Elf Blood, Elven Immunities, 
  Keen Senses, Multitalented
  Feats 
  Brew 
  Potion, 
  Combat 
  Casting, 
  Empower Spell, Eschew Materials, Extend 
  Spell, Improved Counterspell, Iron Will, 
  Maximize Spell, Quicken Spell, Scribe 
  Scroll, Silent Spell, Skill Focus (Spellcraft), 
  Still Spell
  Skills Bluff +13, Craft (Alchemy) +19, 
  Diplomacy +11, Fly +14, Knowledge (Arcana) 
  +25, 
  Knowledge 
  (Dungeoneering) 
  +19, 
  Knowledge (History) +19, Knowledge (Planes) 
  +19, Linguistics(Abyssal, Undercommon) +11, 
  Perception +4, Spellcraft +31
  Languages 
  Abyssal, 
  Common, 
  Elven, 
  Undercommon
  Possessions amulet of natural armor +3; belt 
  of incredible dexterity +2; cloak of resistance +3; 
  ring of protection +4
  
  49
  Lifelike (Su): Though undead, ghul’s bodies 
  continue to go through the motions of life--
  breathing, eating, and even resting in a form 
  that appears to be sleep . This makes it more 
  difficult to determine that a ghul is truly 
  undead (+5 to all Knowledge check DCs to 
  determine information about a ghul) . It also 
  allows a ghul to maintain a Constitution 
  score, unlike most undead, adding its Con 
  bonus to hit dice, Fortitude saves, skill 
  checks, and the DC of innate attacks. Their 
  apparent vitality is a necromatic illusion, 
  however, and ghuls are as immune to 
  biological weaknesses as other undead are .
  Paralysis (Ex): Any creature hit by a ghul’s 
  melee attack (even if the ghul is using a 
  weapon) is exposed to a paralysis effect. This 
  special attack renders the victim immobile. 
  Paralyzed creatures cannot move, speak, 
  or take any physical actions . The creature 
  is rooted to the spot, frozen and helpless . 
  Paralysis works on the body, and a target can 
  resist it with a Fortitude saving throw (DC 10 
  + 1/2 ghul’s total HD + ghul’s Con modifier). 
  On a failed save, the target is paralyzed 
  for 1d4+1 rounds . Unlike hold person and 
  similar effects, a paralysis effect does not 
  allow a new save each round . A winged 
  creature flying in the air at the time that it is 
  paralyzed cannot flap its wings and falls. A 
  swimmer can’t swim and may drown .
  Exhalation of Death (Su): Unlike a typical 
  ghoul, ghuls do not carry the stench of the 
  grave with them everywhere they go . The 
  horrendous odor does exist within their 
  rotting bodies, however, and as a standard 
  action can be brought forth with a powerful 
  breath. This breath weapon attack fills a 
  60-foot-cone . Living creatures within the area 
  must succeed at a Fortitude save (DC 10 + 1/2 
  ghul’s total HD + ghul’s Con modifier) or be 
  nauseated for 1d6+4 rounds and sickened for 
  1d6+4 minutes . A creature that successfully 
  saves cannot be affected again by any ghul’s 
  exhalation of death for 24 hours . A neutralize 
  poison spell removes the effect from a 
  sickened creature . Creatures with immunity 
  to poison are unaffected by this ability. 
  Creatures resistant to poison receive their 
  normal bonus on this saving throw .
  A creature killed while under the effects of 
  an exhalation of death becomes a ghast if it 
  had 5 or fewer hit dice or a ghul if it had 6 or 
  more . It rises in undeath 1d6 hours after being 
  slain . A remove curse, neutralize poison, 
  or similar spell cast on its body during this 
  incubation period may prevent the corpse 
  from becoming undead . The caster of such 
  a spell must make a caster level check (DC 
  10 + HD of ghul that affected the target with 
  exhalation of death) . If the check is successful, 
  the corpse does not become an undead .
  CORINTH     CR 18 (Room 476)
  Ghul rogue 16 (Chaotic Evil) 
  Medium Undead 
  Init +12; Senses Perception +24
  DEFENSE 
  AC 26, touch 19, flat-footed 26
  hp 92 (16d8+16)
  Fort +6, Ref +18, Will +6, +5 Reflex to avoid 
  traps
  Defensive Abilities Improved Evasion, 
  Improved Uncanny Dodge, Trap Sense +5, 
  Uncanny Dodge
  OFFENSE 
  Speed 30 ft .
  Melee +2 frost rapier +23/+18/+13 (1d6+4/18-
  20 plus 1d6 cold plus 8d6 sneak attack)
  Space 5 ft .; Reach 5 ft .
  Atk Options Bleeding Attack, Crippling 
  Strike, Sneak Attack 8d6
  STATISTICS 
  Str 14, Dex 26, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +12; CMB +20; CMD 35
  Special Qualities Bonus Feat, Defensive 
  Roll, Fast Stealth, Skilled, Slippery Mind, 
  Slow Reactions, Surprise Attack, Trapfinding
  Feats Agile Maneuvers, Alertness, Armor 
  Proficiency, Light, Combat Reflexes, Dodge, 
  Improved 
  Initiative, 
  Mobility, 
  Simple 
  Weapon Proficiency, Stealthy, Weapon 
  Finesse, Weapon Focus (Rapier)
  Skills Acrobatics +27, Bluff +12, Climb 
  +21, Disable Device +35, Escape Artist +31, 
  Perception +24, Perception (Trapfinding) 
  +32, Sense Motive +20, Sleight of Hand +27, 
  Stealth +31, Use Magic Device +12
  Languages Common
  Possessions belt of incredible dexterity +6; 
  boots of speed; mithral shirt +3; rapier +2 (frost); 
  ring of chameleon power; ring of protection +2
  
  50
  FROST GIANT JARL  CR 17 (Room 485)
  Chaotic Evil Large Humanoid (cold, giant) 
  Init -1; Senses Low-light vision, Perception 
  +10
  DEFENSE 
  AC 21, touch 8, flat-footed 21 (+4 armor, -1 
  Dex, +9 natural, -1 size)
  hp 133 (14d8+70)
  Fort +20, Ref +5, Will +8
  Defensive Abilities aura of despair; rock 
  catching; Immune cold
  Weaknesses vulnerability to fire
  OFFENSE 
  Speed 40 ft .
  Melee greataxe +26/+21 (3d6+13) or 2 slams 
  +26 (1d8+9) 
  Ranged rock +17 (1d8+13)
  Space 10 ft .; Reach 10 ft .
  Atk Options rock throwing (120 ft .), smite 
  good, sneak attack +2d6
  Prepared Spells 
  Cleric (CL 8th): 4th - freedom of movement, 
  inflict critical wounds (DC 16)
  3rd - deeper darkness, inflict serious wounds 
  (x2) (DC 15)
  2nd - death’s knell (DC 14), inflict moderate 
  wounds (x3) (DC 14)
  1st - cause fear (DC 13), inflict light wounds 
  (x4) (DC 13)
  STATISTICS 
  Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11
  Base Atk +10; CMB +20; CMD 29
  Feats Cleave, Great Cleave, Improved 
  Overrun, Improved Sunder, Martial Weapon 
  Proficiency (greataxe), Power Attack, Skill 
  Focus (Stealth)
  Skills Climb +13, Craft +7, Intimidate +7, 
  Perception +10, Stealth +2 (+6 in snow)
  Languages Common, Giant
  SQ aura of evil, command undead, detect 
  good
  Possessions greataxe
  Aura of Evil (Ex): The frost giant jarl has a 
  faint aura of evil .
  Detect Good (Sp): At will, a frost giant 
  jarl can use detect good as a spell-like 
  ability, duplicating the effect of the detect 
  good spell . 
  Spells: A frost giant jarl has the ability to 
  cast a small number of divine spells . A frost 
  giant jarl prepares and casts spells just as a 
  cleric does (though a frost giant jarl cannot 
  spontaneously cast cure or inflict spells). 
  Saving throws are Wisdom-based .
  Smite Good (Su): Twice per day, a frost 
  giant jarl may attempt to smite good 
  with one normal melee attack, dealing 8 
  additional points of damage . If a frost giant 
  jarl accidentally smites a creature that is not 
  good, the smite has no effect but it is still 
  used up for that day .
  Aura of Despair (Su): A frost giant jarl 
  radiates a malign aura that causes enemies 
  within 10 feet of him to take a -2 penalty on 
  all saving throws .
  Command Undead (Su): A frost giant jarl 
  commands and rebukes undead as would a 
  6th-level cleric .
  Sneak Attack +2d6: This ability is like 
  the rogue ability of the same name . If a 
  frost giant jarl gets a sneak attack bonus 
  from another source the bonuses on 
  damage stack . 
  GARIFALD  CR 13 (Room 493)
  Male Human Cleric 14 (Chaotic Good) 
  Medium Humanoid (Human) 
  Init +1; Senses Perception +4
  DEFENSE 
  AC 23, touch 11, flat-footed 22
  hp 53 (14 HD)
  Fort +8, Ref +5, Will +15
  Defensive Abilities Bit of Luck (7/day), 
  Good Fortune (2/day)
  OFFENSE 
  Speed 20 ft .
  Melee mace +2 (light/ghost touch) +14/+9 
  (1d6+3)
  Space 5 ft .; Reach 5 ft .
  Prepared Spells (CL 14th) 
  7th-ethereal jaunt, *spell turning
  6th-blade barrier (DC 20), geas/quest, *mislead 
  5th-atonement (2), dispel evil (DC 19), flame 
  strike (DC 19) 
  4th-air walk, cure critical wounds (DC 18), 
  discern lies (DC 18), freedom of movement (DC 
  18), sending, tongues (DC 18) 
  
  51
  3rd-continual flame, create food and water, 
  daylight (2), magic circle against evil (DC 17), 
  meld into stone
  2nd-aid, bear’s endurance (DC 16), bull’s 
  strength (DC 16), consecrate, eagle’s splendor 
  (DC 16), owl’s wisdom (DC 16) 
  1st-command (DC 15), comprehend languages, 
  detect evil, protection from evil (DC 15), remove 
  fear (DC 15), sanctuary (DC 15) 
  0th-detect magic, guidance (DC 14), light, 
  resistance (DC 14)
  Diety Glarias   Domains good, luck
  STATISTICS 
  Str 13, Dex 12, Con 8, Int 11, Wis 18, Cha 12
  Base Atk +10; CMB +11; CMD +22
  Feats Armor Proficiency, Heavy, Armor 
  Proficiency, 
  Light, 
  Armor 
  Proficiency, 
  Medium, Cleave, Empower Spell, Heighten 
  Spell, Iron Will, Power Attack, Quicken 
  Spell, Shield Proficiency, Simple Weapon 
  Proficiency, Weapon Focus (Mace (Light))
  Skills Diplomacy +12, Heal +11, Knowledge 
  (history) 
  +8, 
  Knowledge 
  (planes) 
  +8, 
  Knowledge (religion) +13, Spellcraft +13
  Languages  Common
  Special Qualities Bonus Feat, Holy Lance 
  (2/day), 
  Orisons, 
  Skilled, 
  Spontaneous 
  Casting, Touch of Good (7/day)
  Possessions full plate +3; mace +2 (light/ghost 
  touch)
  Bit of Luck (Sp) Garifald can touch a willing 
  creature as a standard action, giving it a bit 
  of luck . For the next round, any time the 
  target rolls a d20, he may roll twice and take 
  the more favorable result . Garifald can use 
  this ability 7 times per day . 
  Good Fortune (Ex) As an immediate action, 
  Garifald can reroll any one d20 roll that he 
  has just made before the results of the roll 
  are revealed . He must take the result of the 
  reroll, even if it’s worse than the original 
  roll . He can use this ability 2 times per day . 
  Holy Lance (Su) Garifald can give a weapon 
  he touches the Holy special weapon quality 
  for 14 rounds . He can use this ability 2 times 
  per day . 
  Touch of Good (Sp) Garifald can touch a 
  creature as a standard action, giving it a +7 
  sacred bonus on attack rolls, skill checks, 
  ability checks, and saving throws for 1 round . 
  He can use this ability 7 times per day .
  TERIANA     CR 18 (Room 491)
  Female Elf Rogue 10/Assassin 10 (Lawful Evil) 
  Medium humanoid (elf) 
  Init +9; Senses Low-light vision, Perception +28
  DEFENSE 
  AC 16, touch 16, flat-footed 16
  hp 94 (20d8)
  Fort +6, Ref +17, Will +9, +2 vs . enchantment 
  spells and effects, +5 vs. poison, +3 Reflex to 
  avoid traps
  OFFENSE 
  Speed 30 ft .
  Melee unarmed strike +19/+14/+9 (1d3+2)
  Space 5 ft .; Reach 5 ft .
  Special Attacks Angel of Death, Bleeding 
  Attack, Crippling Strike, Death Attack (DC 
  23), Poison Use, Quiet Death, Sneak Attack 
  10d6, Swift Death
  STATISTICS 
  Str 14, Dex 21, Con 11, Int 16, Wis 12, Cha 16
  Base Atk +14; CMB +16; CMD +32
  Feats Alertness, Armor Proficiency, Light, 
  Blind-Fight, 
  Combat 
  Reflexes, 
  Dodge, 
  Improved Initiative, Improved Unarmed 
  Strike, Iron Will, Persuasive, Simple Weapon 
  Proficiency, Weapon Finesse
  Skills Acrobatics +26, Bluff +24, Climb +23, 
  Disable Device +31, Disguise +24, Perception 
  +28, Perception (Trapfinding) +33, Profession 
  (Courtesan) +8, Sense Motive +26, Sleight of 
  Hand +26, Stealth +26 
  Languages Common, Elven
  Special Qualities Elven Immunities, Elven 
  Magic, Fast Stealth, Hidden Weapons, Hide 
  in Plain Sight, Keen Senses, Slow Reactions, 
  Trapfinding, True Death, Weapon Familiarity
  Possessions bracelet of alluring charisma +6
  
  52
  Birshwar Illustration Handout
  appenDIx b: hanDouTs
  
  53
  Level Map Part I
  
  54
  Level Map Part I No Secrets No Labels
  
  55
  Level Map Part II No Secrets No Labels
  
  56
  Level Map Part III
  
  57
  Level Map Part III No Secrets No Labels
  
  58
  appenDIx c: glossary
  The following terms are referenced in 
  various places throughout Dragon’s Delve .
  Anra Saddana: Female human that serves 
  as Lord Mayor of Brindenford . She’s also 
  a business owner in the town . Pronounced 
  “Ann-Rah Sah-donnah” See the Gathering 
  Hall for more information .
  Baine Strongbow: A paladin that once aided 
  the town of Brindenford . Although slain by 
  assassins, his soul is held within his sword, 
  which lies somewhere on Level 5 . See also 
  The Paladin’s Sword .
  Bargelos: A draconic descendant of Metterak 
  that dwells on Level 10 of the dungeon . 
  “Cursed” to be a gold dragon rather than 
  a red . Hated enemy of Theophrastus . 
  Pronounced “Bar-gell-oss .”
  Barzonyn DuMair: A human necromancer 
  that has taken up residence in Terregaunt’s 
  Tower . She is a close friend of Jarla Vreech . 
  Pronounced “Bar-zohn-in Dew-Mayr”
  Beast God: A relatively minor god of ferocity 
  and blood . Dark and savage, the Beast God 
  calls upon the primal, bestial nature of his 
  followers, encouraging them to revel in 
  blood and violence . 
  The Beast God is Chaotic Evil . His 
  domains are Chaos, Evil, and Destruction . 
  His favored weapon is a battle axe.
  Belestros: A god of strength, stone, and 
  all things tangible . Belestros’ followers 
  are practical and usually live off of some 
  natural resource, such as farmers, herders, 
  or miners . For more information, see The 
  Temple of Belestros .
  Belestros is Lawful Neutral . His domains 
  are Law, Strength, and Earth . His favored 
  weapon is the mace or cudgel .
  Bestial Host: A strange religious cult 
  dedicated to a deity known simply as the 
  Beast God . The host is a mixture of goblins, 
  kobolds, 
  hobgoblins, 
  orcs, 
  bugbears, 
  and 
  degenerate 
  humans 
  (basically, 
  Neanderthals) . They emulate the savagery 
  of their god and usually fight with little fear 
  of pain or death . Not all the members of 
  the host speak the same language, but most 
  speak either Common or Goblin . See also 
  Using the Bestial Host .
  Bethirion: Elven knight that served the 
  Red Saint and ultimately betrayed him . 
  Pronounced “Beth-ee-ree-on .”
  Birshwar: Half-dragon cleric that reveres 
  Metterak and builds shrines around the 
  twelve secret sigils that he finds.
  Bluesteel Doors: Occasionally, delvers 
  report coming upon strange “bluesteel” 
  doors, so named because they are made 
  of steel with a distinct bluish tint . These 
  doors are sealed and particularly sturdy; 
  one cannot open them by normal magical 
  means, such as a knock spell . They have no 
  lock to pick . Instead, each door will open 
  to a specific word. Sometimes, those who 
  search can find the key word hidden in a 
  nearby relief carved in the wall or scrawled 
  upon a stone . Other times, they must 
  discover it through separate investigation 
  or divination .
  Typical bluesteel doors are 3 inches thick 
  with a hardness of 12, 120 hit points, and a 
  break DC of 31 .
  Brindenford: A small town in what is 
  now called the Fallen Duchy . Brindenford 
  lies near the ruined Chordille Keep, and 
  the numerous entrances to the dungeons 
  underneath it . For more information, see 
  Surrounding Environs .
  Captain Darkblood: Undead pirate captain 
  and self-proclaimed “Pirate King” on 
  Khorant . Discovered the secret of sailing 
  safely to the island .
  Caval the Conjurer: One of the Mages Four, 
  this human male wizard specialized in 
  conjuration spells and summoning tricks . 
  Pronounced “Cav-el .”
  Chaster: Halfling wizard that was once an 
  adventurer exploring Dragon’s Delve, now 
  a thrall of the Font of Dreams . He can be 
  found in area 42 or area 58 .
  Chordille Keep: The home of Duke Bryson 
  Chordille, razed about 100 years ago . It 
  stood above Dragon’s Delve and connected 
  with Level 1 . The ruins are still visible, 
  although there is little left. Potentially 
  reappears as a ghostly keep after the Ghost 
  Door is activated on Level 8 .
  Crasien: Tiefling wizard on Level 7 of 
  Dragon’s Delve with many half-fiends 
  under his control . He can be found in area 
  225 . Pronounced “Crass-ee-ehn .”
  Croshof: The butler of Duke Bryson 
  Chordille . He was faithful to the duke, but 
  knew of Duchess Andra Chordille’s evil 
  
  59
  schemes . He is now a ghost in Chordille 
  Keep. Pronounced “Crosh-off.”
  Czarzem the Wicked: A unique demon that 
  appears to be a man composed entirely of 
  living, buzzing flies. Can be found on Level 
  7 . Pronounced “S-zar-zem .”
  Dagon: One of many “old ones” worshipped 
  by the ancient Khorantians . Today his cult 
  has been resurrected using the name “The 
  Shark God .” 
  Dagon is Chaotic Evil . His domains are 
  Evil, Chaos, and Water . His favored weapon 
  is a spear . Pronounced “Day-gon .”
  Devil’s Maw: An old cave from which an 
  underground river flows into the River 
  Turant . Most locals consider the cave to 
  be a place to avoid--haunted, cursed, or 
  otherwise possessed of ill magic .
  Dorana: 
  The 
  dangerous 
  water 
  deity 
  representing the threat and the vengeance 
  of nature . Dorana is the Chaotic Neutral 
  goddess of the sea and vengeance and, to a 
  limited extent, all conflict and even war. She 
  is revered by all those in and on the sea as 
  well as by fighters and some paladins. See 
  the Temple of the River Gods .
  Her domains are Air, Chaos, and Water . 
  Her favored weapon is the longsword and 
  her symbol is a wave pierced by a lightning 
  bolt . Pronounced “Door-an-ah .”
  Drathos: An evil, domineering fighter living 
  on Level 5 of Dragon’s Delve .
  Duchess Andra Chordille: Wife of Duke 
  Bryson Chordille . Secretly, she revered 
  Rivenyk . 
  Duke Bryson Chordille: Dead ruler of what 
  is now called the Fallen Duchy . Pronounced 
  “Cor-deel .”
  Entropy Engine: A huge magical artifact 
  created by the Mages Four to harness some 
  of the ambient magical energies found in the 
  lower levels . The Entropy Engine is currently 
  malfunctioning and leaking energy .
  Erralak: Ocular tyrant that serves Bargelos . 
  Erralak has a shaft that connects Levels 1, 
  2, 5, 7, 8, and 10 . Pronounced “Air-uh-lack .”
  Erro Mansan: The sheriff in Brindenford-
  -a human fighter of considerable skill. 
  Pronounced “Air-oh Man-san .” See The 
  Gathering Hall for more information .
  Essoch and Enaul: These gods are twins 
  who use the river’s power to mirror the 
  stream of time, with its many branches and 
  forks . Enaul is the Lawful Neutral god of 
  cities and civilization (bards often worship 
  him), while his brother Essoch is the Chaotic 
  Neutral patron of the wilderness and the 
  primal aspects of all people (thus appealing 
  to druids, barbarians, and even rangers) . 
  The brothers make for interesting patrons of 
  the different aspects of elven nature. See the 
  Temple of the River Gods .
  Enaul’s domains are Travel, Knowledge, 
  and Law . His favored weapon is the rapiera 
  and his symbol is an hourglass and an arrow . 
  Essoch’s domains are Chaos, Animal, and 
  Strength. His favored weapon is the staff 
  and his symbol is a staff hooked around a 
  crescent moon . Pronounced “Eess-ock” and 
  “Ee-nawl .”
  Eulalai Pujalt: Halfling wizard friend 
  of Serrestique who was a prisoner of the 
  demons on Level 7 for a very long time . Can 
  be found in area 217 . Pronounced “Yoo-lal-
  eye Poo-jalt .”
  Fallen Duchy: Once known as the verdant 
  and flourishing Duchy of Chordille, this 
  remote and sparsely populated region is 
  now without a ruler .
  Felstor Knoveli: A half-elven sage in 
  Brindenford . See Felstor Knoveli, Master 
  Sage for more information .
  Font of Dreams: Magical fountain on Level 2 
  that controls creatures through their dreams . 
  This fountain was originally created by the 
  Mages Four . The font can be found in area 
  62 . See also Fights and Dreams .
  Gardok: A wealthy farmer living just on 
  the outskirts of Brindenford who is a high-
  ranking member of the Venom Cult . His full 
  name is Devin Gardok, but everyone just 
  knows him as Gardok . Pronounced “Gar-
  dock .”
  Ghost Door: A metaphysical construct 
  created by the ghost of Duchess Andra 
  Chordille on Level 8 of the dungeon to give 
  herself and her home a new “life .” This 
  magical creation, as a side effect, draws the 
  attention of ghosts and spirits throughout 
  the region . 
  Glarias, the Moon Goddess: A minor 
  goddess 
  worshipped 
  in 
  the 
  lands 
  surrounding the Fallen Duchy and revered 
  there in its heyday . Glarias presides over the 
  moon, so while she is not an evil goddess, 
  
  60
  she uses shadow (and even darkness) as 
  well as light as both tools and raiment . 
  When she was captured and imprisoned 
  by the Dragon Prince, her godly power was 
  given to the Beast God . 
  Glarias is Chaotic Good . Her domains are 
  Good, Knowledge, and Luck . Her favored 
  weapon is mace . Pronounced “Glah-ree-as .”
  Harrud: Brother Harrud is the priest of 
  Belestros in Brindenford . He is an opponent 
  of the power structure of the town .For more 
  information, see The Temple of Belestros .
  Hell coins: Reddish-gold coins with faces 
  of the tormented upon them, these perverse 
  coins are minted by demons and devils and 
  contain doomed souls . Worth 200 gp to a 
  fiend, 10 gp to others (or 0 gp to those who 
  find such things abhorrent). Also known as 
  “hell money .” See Area 205 for more .
  Iamon: Ancient god who died in a divine 
  war in the very earliest days of the world . 
  His corpse fell to earth and is now buried 
  deep below what is now Dragon’s Delve . 
  The ambient energies radiated by the corpse 
  are the source of “chaos magic” that affects 
  many sites in the dungeon . Pronounced 
  “Ee-ay-mon .”
  Iris Gellow: High priestess of the temple 
  of Vune . See the Temple of Vune for more 
  information . Pronounced “Eye-ris Gell-oh .”
  Jamissan: Greatest of the Warrior Bards of 
  the South, Jamissan is known to have found 
  and created many unique magical items.
  Jarla Vreech: Blackguard that has taken 
  up residence in Terregaunt’s Tower . Close 
  friend of Barzonyn DuMair . Pronounced 
  “Jar-lah Vreech .”
  Jaskon Tully: Miller in Brindenford . He 
  is secretly a high-ranking member of the 
  Venom Cult .
  Jumanik: Satyr cleric-bard from centuries 
  ago, Jumanik loved puzzles . He lived in 
  Dragon’s Delve for many years . Pronounced 
  “Ju-man-ick .”
  Kelmanosh: Distant land whose high king 
  technically rules over the Lost Duchy . (In 
  truth, the former duchy is a remote region 
  all but forgotten by the outside world.) 
  Pronounced “Kell-man-osh .”
  Khorant: A distant island reachable through 
  a magical gate on Level 5 of Dragon’s 
  Delve . No other means exists to reach this 
  mysterious locale located somewhere on the 
  Sea of Eternal Storms .
  Khorantians: An ancient folk native to 
  the island of Khorant . Although originally 
  elvenkind, the foul practices and ceremonies 
  they conducted eventually turned them into 
  a degenerate piscine race, akin to sharks .
  Kulaj: The creator goddess of the pantheon 
  of the River Gods, she represents the source 
  of the Celestial River . She is the mother of 
  all the other gods in the pantheon . Kulaj is 
  the creator deity and the patron of farmers, 
  artisans, and most of the common people, as 
  well as gnomes and halflings. She is also the 
  goddess of magic, and thus of wizards and 
  sorcerers . See the Temple of the River Gods .
  Kulaj is Lawful Neutral . Her domains 
  are Law, Magic, and Plants . Her symbol 
  is a hand that appears to hold a mountain 
  range in the palm . Her weapon is a mace . 
  Pronounced “Koo-lahj .”
  Lissandera the Enchanter: One of the 
  Mages Four, this female human wizard 
  loved various enchantment spells and also 
  excelled in alchemy and magic item creation . 
  Pronounced “Lis-an-dayr-ah .”
  Logger’s Guild: Guild of foresters and 
  loggers active in Brindenford and north of 
  the town. The group has frequent disputes 
  with the elves of the northern woods . See 
  also the Logger’s Landing .
  Lord Darrulm: Leader of the grahlus in the 
  Grahlus Fort on the island of Khorant . 
  Lord Saral: A powerful fighter who explored 
  and eventually lived in Dragon’s Delve . He 
  was an expert of weapons of all kinds and 
  led a legion of soldiers and creatures at one 
  time . Pronounced “Sayr-al .”
  Lost Shepherd: A tavern in Brindenford 
  owned by a former adventurer . This tavern 
  draws most of those interested in exploring 
  Dragon’s Delve .
  Lost Temple: An old temple of Glarias 
  somewhere deep in the woods about three 
  miles southwest of Brindenford . Some 
  lingering magic of the imprisoned goddess 
  keeps it hidden from the forces of the Beast 
  God who would love to claim it .
  Mages Four: A group of four aligned 
  mages of infamous power . Centuries after 
  Queen Ryssa’s people overthrew her and 
  abandoned the dungeon, they claimed most 
  of it for themselves . They built the Entropy 
  Engine, among other powerful artifacts .
  
  61
  Mallock: This god represents the treachery 
  of a river that appears to be a gentle stream 
  one moment, but becomes dangerous rapids 
  the next . Mallock is the dark god whose 
  deceptive nature makes him appealing to 
  some rogues . See Temple of the River Gods .
  He is Lawful Evil, and his domains 
  are Evil, Law, and Trickery . His favored 
  weapon is the dagger and his symbol is a 
  serpent entwined around a crescent moon . 
  Pronounced “Mal-ock .” 
  Master Mui Yan: An infamously skilled 
  warrior who teaches fighting secrets in 
  a hidden dojo deep in Dragon’s Delve . 
  Pronounced “Mwee Yahn .”
  Metterak: The self-styled Prince of Dragons, 
  this red dragon is one of the most infamous 
  wyrms in all the world . He reportedly lairs 
  deep within Dragon’s Delve (in fact, that’s 
  what gives the place its name) . Pronounced 
  “Met-er-ak .”
  Moontree: A huge tree located in Chordille 
  Keep, sacred to Glarias . It eventually 
  became tainted with evil . Even though the 
  tree was chopped down, its roots live on in 
  the dungeon .
  Nag: A minor god of serpents and poison . 
  Nag appears to be a giant cobra made of 
  darkness . He is revered by the Venom Cult 
  and a few serpentine creatures (nagas, for 
  example) . His mate is Nagaina, and they are 
  frequently worshipped together, although 
  Nagaina is never mentioned without Nag . 
  See Level 6: Domain of the Venom Cult .
  Nag is Lawful Evil . His domains are Evil, 
  Knowledge, and Death . His favored weapon 
  is a very long, curved knife (a short sword) . 
  Pronounced “Nog” and “Nog-ah-eena .”
  Nibul of the Seven Arches: A mysterious 
  magical being that traveled with Lord Saral 
  when he explored Dragon’s Delve . Nibul 
  was slain by Metterak. Pronounced “Nie-
  bull .”
  Old Man’s Tunnel: An entrance into the 
  dungeon via a natural tunnel that runs 
  just south of Brindenford into Level 6 of 
  Dragon’s Delve . Although most of the locals 
  have heard of it, very few know where it can 
  be found or if it’s real .
  Orr: A fabeled wizard-priest whose tomb lies 
  hidden in Dragon’s Delve . Pronounced “Or .”
  Phaedor Rhendelmar: A half-elven druid 
  most believe to have been mad . In ages past, 
  he attempted to create methods to grow 
  plants underground and tested his theories 
  in Dragon’s Delve .
  Pholaen the Worldweaver: An elven wizard 
  and member of the Mages Four . He has a 
  mobile laboratory deep in the dungeon . 
  Pronounced “Fo-layn .”
  Pit in the Woods: South of Dragon’s Delve 
  is a pit where, hundreds of years ago, locals 
  threw criminals and madmen . The pit 
  leads, eventually, to Level 9, where some 
  descendents of those thrown in the pit dwell .
  Poet’s Bridge: An ancient stone bridge over 
  the River Turant south of Brindenford . Site 
  of a huge battle between the forces of Lord 
  Saral and the Red Saint .
  Queen Ryssa: A cruel dwarven queen of 
  antiquity who forced her people to delve 
  deep into the earth, creating much of the 
  dungeon . Pronounced “Rie-sah .”
  Ramscorn: Ferocious orc barbarian that is 
  the leader of the Bestial Host  guards of the 
  Beast God temple on the first level of the 
  dungeon. He set out to explore and conquer 
  the rest of the dungeon and can be found on 
  Level 2 in area 51 . See also The Stolen Bracer .
  Red Saint: A powerful cleric named 
  Azassarah that led an army against the 
  forces of Lord Saral . Once he had defeated 
  Lord Saral and cleared the upper levels of 
  Dragon’s Delve, he created a magical prison 
  in which to place his enemies . Azassarah is 
  pronounced “Azz-ah-sayr-ah .”
  Rivenyk: A demon lord who holds sway 
  on Level 7 . He was secretly worshipped by 
  Duchess Chordille . Pronounced “Riv-en-ik .”
  Scrall: The troll priest-king of the Bestial 
  Host . He dwells in the hills far from the 
  dungeon but sends guards and priests there 
  to watch over the temple on Level 1 . In 
  theory, he may visit himself one day .
  Sea of Eternal Storms: A magical ocean far, 
  far away . At least one terrible storm rages 
  upon these waters at all times, making them 
  virtually impossible to navigate . At the 
  center lies the island of Khorant .
  Shakaran Titanslayer: This human male 
  sorcerer was one of the Mages Four and 
  specialized in physical combat, enhanced 
  by magic . Pronounced “Shah-kar-an .”
  Signar Fuen: Powerful adventurer who 
  died in the dungeon . Signar was once a 
  high-level fighter and explored much of 
  
  62
  the dungeon . He reached Level 14, where 
  his party all died, and he was drained by 
  undead down to 3rd level . He was killed 
  in area 2. In his flight from the dungeon, 
  he lost an intelligent amulet on Level 12 . 
  Pronounced “Sig-nar Fway-en .”
  Sillitta Ederus: Cleric of Vune . Engaged to 
  Whedon Rasholt . See the Temple of Vune
  Serrestique: Female human wizard who 
  came to the dungeon to seek information 
  about the Mages Four . She used a number 
  of chambers on Level 1, but is currently in 
  stasis in the prison on Level 5 . Pronounced 
  “Sayr-est-eek .”
  Stoneseek: Name that Queen Ryssa’s 
  dwarves gave to the location now known as 
  Dragon’s Delve .
  Teigel Fascher: Male human shopkeeper 
  in Brindenford that caters specifically to 
  adventurers headed off to Dragon’s Delve. 
  He sells regular gear as well as the occasional 
  magic item . See also Fascher’s Supply .
  Tekunki: A powerful spirit (a “fire god”) 
  that dwells atop the Angry Mountain on 
  Khorant . Likely a representative of the gods 
  or other forces that destroyed the original 
  civilization on the island . Pronounced 
  “Teck-oon-ee .”
  Tenebrynn Glimmersight: Male elf in 
  Brindenford being considered for the town’s 
  council, despite the fact that he opposes 
  the actions of the the Logger’s Guild . 
  Pronounced “Ten-ee-brin .” See Logger’s 
  Landing for more information .
  Terregaunt: A dark, brooding fighter. 
  Terregaunt was a henchman of Lord Saral 
  when he first came to Dragon’s Delve, but 
  eventually became an important figure all 
  his own . He built a tower to the southwest of 
  the dungeon . Pronounced “Terr-ah-gawnt .”
  Theophrastus: Human sorcerer who has 
  sealed himself up in an indestructible gem 
  on Level 8 of the dungeon in order to awaken 
  1,000 years in the future (and to hopefully 
  outlast his enemy Bargelos) . Pronounced 
  “Theo-frass-tuss .”
  Tral-Ferrer: A djinni lord trapped in 
  Dragon’s Delve by a strange curse for many 
  years more than a thousand years ago . To 
  enact his escape, he wove a magical carpet 
  said to hold some secret of the dungeon . 
  The carpet was divided into three parts . 
  Twelve 
  Secret 
  Sigils: 
  Physical 
  manifestations of the Dragon Prince’s power 
  in Dragon’s Delve, these symbols have 
  appeared throughout the dungeon . Finding 
  and indentifying them will grant creatures 
  power, usually having a draconic aspect of 
  some kind . Each of the twelve sigils is more 
  powerful than those that come before it, so 
  the twelfth is the greatest of them .
  Uoto: Half-celestial warrior who served 
  the Red Saint . Now buried in Terregaunt’s 
  Tower . Pronounced “Oo-oh-toe .”
  Urlaster: Sorcerer from more than 100 years 
  ago who explored Dragon’s Delve . He lived 
  in Brindenford, his former home is now the 
  tavern, the Lost Shepherd . He fashioned a 
  key that provides a way into the Prison of 
  the Red Saint . Pronounced “Ur-las-ter .”
  Urgan: Oldest of the children of Kulaj, 
  Urgan is the worker who uses the power 
  of the river for his own ends as he shapes 
  steel and stone . Urgan is the Neutral Good 
  god of the earth and metalworkers and 
  stoneworkers . He appeals to dwarves, 
  gnomes, and perhaps orcs . See the Temple 
  of the River Gods .
  His domains are Earth, Fire, and Good . 
  His favored weapon is the warhammer . 
  His symbol is a wheel with hammer and 
  gemstones set on it . Pronounced “Er-gahn .” 
  Val 
  Donage: 
  Retired 
  female 
  human 
  adventurer 
  who 
  explored 
  Dragon’s 
  Delve who now owns the Lost Shepherd . 
  Pronounced “Val Don-adge .”
  Vangell: 
  Human 
  male 
  sorcerer 
  who 
  explored much of Dragon’s Delve and 
  now lives among the pirates on Khorant . 
  Pronounced “Van-gel .”
  Venom Cult: A secretive, evil cult devoted 
  to murder, death, poison, and serpents . The 
  cult uses a portion of Dragon’s Delve as its 
  base of operations, although it has secretly 
  infiltrated the town of Brindenford as 
  well . The cult’s patron is Nag, a minor but 
  extremely sinister god .
  Vesh: Humanoid creatures descended from 
  either blind cave fish or very deep sea fish, 
  or perhaps both . These blind, freshwater 
  carnivores are strictly subterranean and 
  can be found mainly on Level 3 of Dragon’s 
  Delve, although a few have wandered 
  elsewhere . Use locathah stats .
  
  63
  Vraedix: A magical information storage 
  device based on a semi-sentient thinking 
  machine the Mages Four discovered on 
  a different world. Found on Level 7 of 
  Dragon’s Delve .
  Vimble Mirhoffal: A wealthy halfling 
  male in Brindenford . He is the proprietor 
  of Queen’s Crafts . Pronounced “Vim-bul 
  Meer-hof-al .”
  Vune: A goddess of light, purity, and 
  charity . Most, but not all of Vune’s clerics 
  are female . Those that are not belong to 
  a sub-sect called the Brothers of Charity 
  and focus on aiding the poor, the sick, 
  and orphans in the name of their goddess . 
  The rest of the clergy is interested in 
  spreading Vune’s teachings of helping 
  others before helping oneself . Vune’s 
  worship is widespread and extremely 
  popular . Her clerics are often treated as a 
  special, highly respected social class . See 
  also the Temple of Vune . 
  Vune is Lawful Good . Her domains 
  are Good, Healing, and Sun . Her favored 
  weapon is a mace . Pronounced “Voon .”
  Wendways: A mystical conduit stretching 
  through Dragon’s Delve allowing near-
  instantaneous travel between key spots 
  throughout the dungeon .
  Whedon Rasholt: Head guildsman of 
  the Logger’s Guild. Engaged to Sillitta 
  Ederus of the Temple of Vune . See also 
  the Logger’s Landing .
  brIng a genIus To The 
  Table!
  creDITs
  Designer:
  Super Genius Games
  Cover Art:
  Ed Bourelle
  Interior Art:
  Various
  Graphic Design and Typesetting:
  Anthony Kenniston and Lj Stephens
  Creative Director:
  Stan!
  Producer:
  Owen K .C . Stephens
  Produced By:
  Super Genius Games
  www .supergeniusgames .com
  Copyright ©2006-2010 Monte J . Cook;  
  Copyright ©2010-2011 Super Genius Games
  Used with permission .
  All logos are the trademark of Super Genius Games All rights 
  reserved .
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc .
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