TEXT: 1
  TABLE OF CONTENTS
  Level Map  .  .  .  .  .  .  .  .  .  .  .2
  Random Encounters   .  .3
  Room 183  .  .  .  .  .  .  .  .  .  .  .  .4
  Room 184  .  .  .  .  .  .  .  .  .  .  .  .6
  Room 185  .  .  .  .  .  .  .  .  .  .  .  .8
  Room 186  .  .  .  .  .  .  .  .  .  .  .  .9
  Room 187  .  .  .  .  .  .  .  .  .  .  .10
  Room 188  .  .  .  .  .  .  .  .  .  .  .11
  Room 189  .  .  .  .  .  .  .  .  .  .  .12
  Room 190  .  .  .  .  .  .  .  .  .  .  .13
  Room 191  .  .  .  .  .  .  .  .  .  .  .14
  Room 192  .  .  .  .  .  .  .  .  .  .  .15
  Room 193  .  .  .  .  .  .  .  .  .  .  .16
  Room 194  .  .  .  .  .  .  .  .  .  .  .17
  Room 195  .  .  .  .  .  .  .  .  .  .  .18
  Room 196  .  .  .  .  .  .  .  .  .  .  .19
  Room 197  .  .  .  .  .  .  .  .  .  .  .20
  Room 198  .  .  .  .  .  .  .  .  .  .  .21
  Room 199  .  .  .  .  .  .  .  .  .  .  .22
  Room 200  .  .  .  .  .  .  .  .  .  .  .24
  Room 201  .  .  .  .  .  .  .  .  .  .  .25
  Room 202  .  .  .  .  .  .  .  .  .  .  .26
  Room 203  .  .  .  .  .  .  .  .  .  .  .27
  Room 204  .  .  .  .  .  .  .  .  .  .  .29
  Room 205  .  .  .  .  .  .  .  .  .  .  .31
  Room 206  .  .  .  .  .  .  .  .  .  .  .32
  Room 207  .  .  .  .  .  .  .  .  .  .  .33
  Room 208  .  .  .  .  .  .  .  .  .  .  .35
  Room 209  .  .  .  .  .  .  .  .  .  .  .36
  Room 210  .  .  .  .  .  .  .  .  .  .  .37
  Room 211  .  .  .  .  .  .  .  .  .  .  .38
  Room 212  .  .  .  .  .  .  .  .  .  .  .40
  Room 213  .  .  .  .  .  .  .  .  .  .  .40
  Room 214  .  .  .  .  .  .  .  .  .  .  .42
  Room 215  .  .  .  .  .  .  .  .  .  .  .43
  Room 216  .  .  .  .  .  .  .  .  .  .  .45
  Room 217  .  .  .  .  .  .  .  .  .  .  .46
  Room 218  .  .  .  .  .  .  .  .  .  .  .48
  Room 219  .  .  .  .  .  .  .  .  .  .  .49
  Room 220  .  .  .  .  .  .  .  .  .  .  .50
  Room 221  .  .  .  .  .  .  .  .  .  .  .52
  Room 222  .  .  .  .  .  .  .  .  .  .  .53
  Room 223  .  .  .  .  .  .  .  .  .  .  .54
  Room 224  .  .  .  .  .  .  .  .  .  .  .55
  Room 225  .  .  .  .  .  .  .  .  .  .  .57
  Room 226  .  .  .  .  .  .  .  .  .  .  .58
  Room 227  .  .  .  .  .  .  .  .  .  .  .60
  Room 228  .  .  .  .  .  .  .  .  .  .  .61
  Room 229  .  .  .  .  .  .  .  .  .  .  .62
  Room 230  .  .  .  .  .  .  .  .  .  .  .63
  Room 231  .  .  .  .  .  .  .  .  .  .  .64
  Room 232  .  .  .  .  .  .  .  .  .  .  .66
  Room 233  .  .  .  .  .  .  .  .  .  .  .67
  Room 234  .  .  .  .  .  .  .  .  .  .  .68
  Room 235  .  .  .  .  .  .  .  .  .  .  .70
  Room 236  .  .  .  .  .  .  .  .  .  .  .71
  Room 237  .  .  .  .  .  .  .  .  .  .  .73
  Room 238  .  .  .  .  .  .  .  .  .  .  .73
  Room 239  .  .  .  .  .  .  .  .  .  .  .76
  Room 240  .  .  .  .  .  .  .  .  .  .  .80
  Room 241  .  .  .  .  .  .  .  .  .  .  .81
  Room 242  .  .  .  .  .  .  .  .  .  .  .82
  Room 243  .  .  .  .  .  .  .  .  .  .  .83
  Room 244  .  .  .  .  .  .  .  .  .  .  .85
  Room 245  .  .  .  .  .  .  .  .  .  .  .86
  Appendices
   A: Monsters & NPCs  87
   B: Spells & Magic   .  .99
   C: Handouts  .  .  .  .  .  .102
   D: Glossary  .  .  .  .  .  .  .121
  
  2
  DRAGON’S DELVE LEVEL 7: SPRAWL OF THE DEMON LEIGE
  
  3
  DUNGEON A DAY
  LEVEL 7: SPRAWL OF THE 
  DEMON LIEGE
  A little less than 500 years ago, the demon 
  lord Rivenyk came to Dragon’s Delve, 
  seeking a lair of suitable size and style-
  -conveniently remote--while he secretly 
  plotted and schemed in the mortal world. 
  Rivenyk, called by some the Shadow Man, 
  by others the Dark One, set his aims long 
  ago on ascending to godhood. He desires 
  spiritual power in the form of souls and 
  worship. When the Duke Chordille built 
  his keep above the ancient dungeon, he 
  managed to tempt the Duchess into his 
  service. But her sudden death a hundred 
  years ago changed the demon lord’s plans. 
  He disappeared, leaving his subordinate, 
  Czarzem the Wicked, in charge. Over the 
  years, many of the demons that dwelled 
  here left, but some remain.
  The Demon Lord’s Sprawl had been a 
  continuation of the labs on Level 5, used 
  by the Mages Four. Centuries of demonic 
  habitation have left the place in discordant 
  ruin, both physically and spiritually. 
  Rivenyk and his ilk were able to call up chaos 
  magic from deep within the bowels of the 
  dungeon with devious aplomb. Portions of 
  it seethe with such chaos and evil that they 
  are no longer fully on this plane of existence, 
  but are instead halfway into seeping into the 
  Abyss itself .
  Before the Mages Four, the level was build 
  originally by the dwarves under Queen 
  Ryssa, used as a large residential area. It 
  barely resembles what it did back then.
  It is worth noting that unlike say, the 
  cultists on Level 6, the inhabitants of this 
  level are horribly unorganized. It is not in 
  their nature to coordinate their actions, aid 
  one another, or even routinely communicate 
  (unless otherwise noted). The PCs should be 
  able to use this to their favor.
  All outsiders encountered on this level 
  are physically present and not summoned 
  (unless otherwise described). When slain, 
  they are truly dead and leave behind a 
  corpse .
  Unless the text states otherwise, the 
  level’s floors, walls, and ceilings are made 
  of masonry stone. Ceilings are 20 feet high. 
  All doors, unless otherwise described, are 
  strong wooden doors, unlocked, two inches 
  thick, with a hardness of 5, and 20 hp. Those 
  that are locked have a Break DC of 25.
  There are 63 rooms in Level 7.
  LEVEL 7 RANDOM 
  ENCOUNTERS
  Use this chart for determining random 
  encounters for Level 7 of Dragon’s Delve . 
  Check once per hour or major portion of 
  an hour in the dungeon. For example, if the 
  PCs rest for half an hour, make a check then 
  as well . 
  Die Roll Result
  01-70 No encounter
  71-75 1d3 Trolls
  76-80 1d3 Wraiths
  81-87 1d4+1 Fiendish troglodyte warriors
  88-91 1d6+6 Dretch demons
  92-95 1d3 Babau demons
  96-97 Succubus
  98  
  1d4+3 Wraiths
  99  
  Vrock
  00  
  Hezrou
  Wandering encounters typically have no 
  treasure, although the intelligent mortal 
  creatures on the list, such as the trolls, will 
  have 3d6 gp per HD.
  
  4
  Fiendish Troglodyte Warrior
  Female Troglodyte (Chaotic Evil)
  Medium Humanoid (Extraplanar, Reptilian)
  Warrior 2  
   
  CR 4
  HD 2d8+3d8+15  hp 37
  Init +0  
   
   
  Speed 20 feet
  Languages Draconic
  AC 21, touch 10, flat-footed 21
  BAB/Grapple +4/+6
  Attack +7 melee (1d8+2, longsword) or +5 
  ranged (1d6, javelin)
  Full 
  Attack 
  +7 
  melee 
  (1d8+2, 
  longsword) and +4 melee (1d4+2, claw) and 
  +4 melee (1d4+1, bite) or +5 ranged (1d6+2, 
  javelin)
  SA Smite good 1/day (+5 damage) stench 30 
  feet (Save DC 14)
  SQ Darkvision, DR 5/magic, resistance to 
  cold/fire 5, SR 10
  Fort +9 Ref +1 Will +0
  Str 15, Dex 10, Con 16, Int 9, Wis 8, Cha 8
  Crucial Feats N/A 
  Other Feats Multiattack, Weapon Focus 
  (longsword), Weapon Focus (javelin)
  Crucial Skills Climb +1, Hide +0, Listen +4
  Other Skills N/A
  Possessions 
  Breastplate, 
  longsword, 
  3 
  javelins, 14 gp, 20 sp
  183. DESCENT INTO 
  DANGER (EL 9)
  Summary: A terrible demonic sentry stands 
  guard at the entrance to this level.
  Sights and Sounds: This room is dark. A 
  Listen check (DC 15) from well up the stairs 
  or from immediately behind the door allows 
  a PC to hear heavy breathing and a metallic 
  scraping in this room.
  Broken stone litters the floor of this room. 
  Standing amid the rubble, pawing at the ground 
  with a hoof made of black metal, is a gigantic 
  armored bull with glowing red eyes. 
  The north and south walls each have a pair 
  of pillars near them, marred and burned with 
  crude symbols. A door stands stoutly in the 
  middle of the east wall. A staircase going up 
  leads westward.
  Inhabitant: The demons of this level have 
  placed a gorgon bred in the Abyss here 
  to guard. It has orders to destroy anyone 
  coming down the steps that isn’t either a 
  demon or a known demon-follower, such as 
  the troglodytes and trolls that dwell on this 
  level. It fights to the death, but it won’t leave 
  this chamber. After all victims are dead, 
  stone, or have fled, it smashes any petrified 
  victims, slaying them.
  This gorgon’s petrifying breath works a 
  little differently. Victims failing the save are 
  not turned to stone immediately. Instead, 
  it takes three rounds, during which time 
  the victim’s flesh slowly hardens. During 
  this time, the victim is treated as slowed. At 
  the end of the third round, the character is 
  petrified. Characters in the transitory state 
  can be saved by dispel magic, as well as stone to 
  flesh or break enchantment (or similar effects), 
  any of which restores them to normal. They 
  can also save themselves by moving at least 
  60 feet away from the gorgon, which will 
  also return them to normal (a knowledge 
  [arcana] or knowledge [the planes] check 
  [DC 15] suggests this strategy). Slaying 
  the gorgon will also accomplish end the 
  transition. Characters in this transitory state 
  who fail their save versus another use of the 
  gorgon’s breath turn to stone immediately.
  
  5
  Fiendish Gorgon (Chaotic Evil)
  Large Magical Beast (Extraplanar) 
  CR 9
  HD 8d10+40  
  hp 84
  Init +4  
   
   
  Speed 30 feet
  AC 20, touch 9, flat-footed 20
  BAB/Grapple +8/+17
  Attack/Full Attack +12 melee (1d8+7, gore) 
  SA Breath weapon (60 foot cone every 1d4 
  rounds, 5/day max, turn to stone, Fort DC 
  19), smite good 1/day +8 damage, trample 
  1d8+7 (Reflex DC 19 for half)
  SQ Darkvision, low-light vision, DR 5/
  magic, resistance to cold/fire 5, SR 13
  Fort +11 Ref +6 Will +5
  Str 21, Dex 10, Con 21, Int 2, Wis 12, Cha 9
  Crucial Feats N/A 
  Other Feats Alertness, Improved Initiative, 
  Iron Will
  Crucial Skills Listen +9, Spot +8
  Other Skills N/A
  Rubble: It will likely surprise no one that the 
  rubble in this room is actually the shattered 
  remains of petrified victims of the guardian 
  here.
  South Pillars: The symbols here can only 
  be discerned using Decipher Script (DC 20). 
  They basically mock and threaten intruders, 
  promising horrible deaths.
  North Pillars: Although they resemble 
  the south pillars, if a PC touches either of 
  these pillars, they will feel a slight electrical 
  tingling . Anyone succeeding at a Knowledge 
  (see that area for more explanation). The 
  keyhole has a moderate magical aura of 
  transmutation and cannot be picked in any 
  way . 
  Upping the Ante (CR 10): Making the 
  gorgon’s breath work normally increases its 
  CR to 10 .
  REVISIT (EL 9)
  If the PCs slay the fiendish gorgon, the next 
  time they come here (assuming at least 
  an hour has past), a vrock demon is here, 
  investigating the scene of the battle. It attacks 
  any intruders, but if the fight lasts for more 
  than three rounds, it teleports away on the 
  fourth round, traveling to area 210 to warn 
  the demon there and heals itself. Then, two 
  rounds later, it returns here. If the PCs are 
  still here, it resumes the fight and fights to 
  the death. If they are not, it remains here, 
  standing guard and attacking any intruders 
  it sees . 
  (arcana) 
  or 
  Knowledge 
  (the 
  planes) check (DC 24) can identify 
  this sensation as having to do 
  with an extradimensional space, 
  not unlike a bag of holding or 
  rope trick spell. The opening into 
  this space is the area between the 
  pillars, but it can only be accessed 
  by someone wearing the glove 
  found in area 184 (specifically, 
  184B). However, anyone making 
  a Spellcraft (DC 18) check would 
  realize that a successful dispel 
  magic spell would dump all of the 
  contents of the extradimensional 
  space into this room. The space 
  has a caster level of 8.
  Inside the space are three jars of stone 
  salve and the broken head of a petrified 
  human victim. The head has a slightly 
  modified magic mouth spell cast upon it so 
  that if it is touched, the mouth of the head 
  seems to say, “There’s more of this kind 
  of fun six levels down, my friend!” This is 
  a reference to the dangers of the Petrified 
  Congregation on Level 13. This space was 
  created by the demons for when someone 
  gets petrified against their wishes, or for 
  when they’d like to revive a petrified victim 
  for torture or feasting .
  Door to Area 184: This door appears normal. 
  A large keyhole is set into the middle of 
  the door, but a simple examination (Search 
  check DC 15) reveals that the door is not 
  locked and cannot be locked. The keyhole 
  is not attached to any locking mechanism. 
  Instead, it has to do with shifting area 184 
  
  6
  Vrock: hp 119
  The vrock wears a belt with a leather 
  pouch. The pouch contains 382 gp and a 
  bead of force. If out of options, the vrock 
  will use the bead itself, but it treasures the 
  magic item as is reluctant to use it .
  Connections: This chamber connects to area 
  142 and area 184 .
  See the Map of Level 7.
  184: THE SHIFTING 
  HALLWAY (EL 7)
  Summary: A trapped hallway can be 
  bypassed by literally moving it, allowing 
  PCs to reach otherwise inaccessible rooms.
  Sights and Sounds: This hallway is dark 
  and quiet .
  A long hallway stretches fifty feet from east to 
  west. The ceiling is only 15 feet high.
  DM tip: Don’t make it obvious that you are 
  reading descriptive text of this hallway, as 
  it may give away that it is more than just a 
  passage connecting two significant areas.
  Trap: The hallway is trapped. While a rogue 
  searching for traps may find it as usual, 
  anyone looking into the hallway can make 
  a Spot check (DC 25). Success means that 
  they notice something’s strange about the 
  ceiling in the hall. It doesn’t look like stone, 
  it looks soft and somewhat shiny. Almost 
  gelatinous. Investigation (levitating up to it, 
  prodding it with a pole, etc.) indicates that 
  the ceiling is a thick (8 feet thick, actually) 
  layer of opalescent jelly. While it is cold and 
  slimy, it is harmless. It is organic and not 
  even toxic. Magic holds it to the ceiling, but 
  small bits can be pulled away easily enough. 
  These eventually liquefy.  
  Anyone stepping more than ten feet into 
  the hallway from either end triggers the trap. 
  When this happens, the doors slam shut and 
  the floor rises quickly until the floor is level 
  with the bottom of the gelatinous substance. 
  Anyone standing in the hall is now thrust 
  into the gel. Such characters cannot breathe, 
  cannot see, and can only take a single 
  standard action or a move action during a 
  round, but not both. All physical actions 
  within the gel (attack and damage rolls, 
  as well as Str-, Dex-, or Con-based checks 
  and saves) suffer a -6 penalty. Movement 
  requires a successful Swim check (DC 20) 
  and is at a rate of 5 feet per round for all 
  characters. 
  Meanwhile, anyone in area 183 or area 185 
  re-opening one of the doors sees the hallway 
  as normal, with the underside of the floor 
  as the ceiling. However, unless the strange 
  quality of the ceiling was previously noted, 
  the hall will seem identical to how it seemed 
  before, minus any characters that may have 
  been in it. Astute characters (Spot check DC 
  18) may notice that the floor is a few inches 
  lower and the ceiling is too. Those making 
  Listen checks (DC 15) can hear the trapped 
  character(s) moving around above them.
  The stone floor holding victims in the gel 
  has a hardness of 8, 60 hp, and a Break DC 
  of 28. It remains in place for one hour, likely 
  well more than enough time for trapped 
  characters to have suffocated.
  Essentially, for trapped characters to 
  survive, they will need to get out by magic 
  (dimension door, passwall, etc.) or they will 
  have to tunnel or break out. Perhaps more 
  likely, those not caught in the trap can 
  break them out--but can they do it before 
  suffocation kills them? The DM needs to 
  keep close track of the passage of time and 
  the Con scores of those trapped.
  When the trap resets, it does so completely-
  -damage inflicted to the movable floor is 
  repaired, and any prior disabling work is 
  nullified. Everything is as it was when the 
  PCs first arrived.
  Gel Immersion Trap: CR 7; magical; 
  location trigger; automatic reset in 1 hour; 
  no save; suffocation; Search DC 25; Disable 
  Device DC 25 .
  
  7
  Treasure: Suspended deep within the gel 
  are the remains of three humans. One wears 
  a suit of +1 banded mail of light fortification 
  and has a masterwork flail. Another has a 
  +1 handaxe of returning and a leather pouch 
  with 293 gp. The third wears a pair of silver 
  rings (each worth 50 gp), as well as a lesser 
  strand of prayer beads, and has a flask of 
  alchemist fire and a pair of sunrods. They 
  have other miscellaneous mundane gear as 
  well. Finding these figures and getting them 
  out should prove to be a challenge.
  Shifting the Hallway: The entire section 
  labeled 184, 184A, and 184B would be best 
  thought of as a single structure within 
  an open area 50 feet east to west and 110 
  feet north to south. This enables the entire 
  “structure” to move 20 feet north or south 
  using magical mechanisms. If it moves 20 
  feet north, the open eastern and western 
  ends of 184A match up with the doors into 
  area 183 and area 185. In other words, 184A 
  replaces the trapped hallway 
  marked 184. Likewise, if the 
  whole thing slides 20 feet south, 
  area 184B replaces the hallway. 
  This shifting can only happen 
  if both doors into this area are 
  closed. It is accomplished by 
  putting the key found in area 185 
  or area 186 into one of the doors 
  on either end of the hallway. 
  The red key (found in area 185) 
  shifts the structure to the north, 
  giving access to 184A. The green 
  key (found in area 186) shifts the 
  structure to the south, giving 
  access to 184B. Using either key 
  again shifts the structure back to 
  its starting position (as shown on the map). 
  The room resets to its starting position 
  (as shown on the map) after 10 minutes, 
  regardless of what happens.
  The shifting process takes two 
  rounds and is very noisy as all 
  nearby hear stone sliding against 
  stone .
  184A: This is the safe way to get 
  from area 183 to area 185. The 
  room is empty .
  184B: This is not only a relatively 
  safe way to get from area 183 
  to area 185, it actually conceals 
  some valuable treasure. In the 
  middle of the room is a heavy 
  wooden chest bolted to the floor. 
  It is locked (Open Locks DC 25). 
  Inside lie a flask of curses and a 
  glove made of silk. The glove 
  has an aura of minor conjuration magic and 
  can be used to reach into any of a number 
  of extradimensional spaces found on this 
  level to access the contents inside (always 
  by feeling around--the user cannot see into 
  the space). The glove has no other uses, and 
  no real value .
  Upping the Ante (CR 10): The difficulty 
  of the trap increases greatly if the DM just 
  becomes mean (but perhaps realistic) about 
  the rules for holding one’s breath. PCs 
  caught in this trap probably shouldn’t have 
  the chance to hold their breath. They should 
  probably immediately have to start making 
  Fort saves. (Perhaps a Reflex save with a DC 
  of 20 might allow them to catch a gulp of air 
  before being thrust into the gel.) Secondly, 
  any round they spend doing anything 
  strenuous, like trying to break through the 
  floor, should count as two rounds in regard 
  to the Fort save DCs and/or the length of 
  
  8
  time they can hold their breath. Be warned, 
  however. Both these suggestions together 
  make this death trap VERY deadly.   
  Connections: This chamber connects to area 
  183 and area 185 .
  See the Map of Level 7.
  185. FLIES
  Summary: This room is cursed with 
  annoying (but harmless) flies.
  Sights and Sounds: The room is dimly lit 
  by candles. No roll is needed to hear the 
  buzzing of the flies.
  You hear a buzzing, droning sound as you 
  approach this area, quickly realizing that it is 
  because it is full of large, black flies swarming in 
  the air and crawling upon every surface. Broken 
  wooden furnishings--really just bits of splintered 
  wood at this point--clutter the chamber. In the 
  northwest and southwest walls, small shelves 
  hold wooden candlesticks painted red, with lit 
  candles of whitish-yellow tallow that provide just 
  enough illumination that the swarm of insects 
  casts flickering, strangely-shaped shadows on 
  the walls.
  The Flies: The flies are a sort of curse brought 
  upon by the presence of so many demons. 
  That said, they are not magical in any way, 
  and are finite in number. They will not 
  leave this room under any circumstances. 
  Characters wishing to kill all the flies could 
  do so the mundane way (swatting), but 
  this would take about twenty man-hours, 
  during which time the DM should roll for 
  random encounters, and the characters will 
  automatically be surprised by incoming 
  encounters if they do not post a dedicated 
  watch (who won’t contribute to the fly 
  killing). Players may come up with creative 
  ways of killing the flies faster, and the DM 
  should not discourage them. 
  Hatch in the Ceiling: With the swarming 
  insects and dim light, the fact that there is a 
  wooden hatch in the middle of the ceiling is 
  not immediately obvious . Anyone making a 
  Search check (DC 10) notices it, of course. 
  The ceiling is 20 feet high, and so getting to 
  it can be a small challenge. It opens easily 
  enough, and above it is a small room--about 
  a 15 foot by 15 foot cube, actually. There 
  is a coil of 30 feet of rope tied to a spike 
  hammered into the floor. Scrawled on the 
  north wall are tic marks as though someone 
  was counting something (there are 33 
  marks). A key hangs on a hook on the west 
  wall. This key can be used on either door 
  leading into area 184 to shift the hallway 
  south giving access to 184A.
  The flies do not come here. This room, 
  while not completely hidden and somewhat 
  cramped, could be a possible rest point for 
  the PCs. No random encounters bother 
  them here as long as they close the hatch 
  while inside, although they may hear things 
  passing beneath them. 
  Magical 
  Candlesticks: 
  Anyone touching either 
  of 
  these 
  candlesticks 
  instantly 
  knows 
  they 
  are magical and have 
  two special powers. In 
  this room, they burn 
  continuously . Taken out 
  of this room they lose 
  that power but gain the 
  power of true restoration 
  (CL 16), which can be 
  activated 
  once. 
  Once 
  so used, they become 
  powerless. Further, this 
  power is only usable by 
  the character that takes 
  them out of the room, 
  so they have no resale 
  value. However, the character touching 
  the candlestick knows that they cannot be 
  removed from their shelf until every single 
  fly in the room is dead. 
  Development: If the PCs make an inordinate 
  amount of noise here, the demon in area 188 
  will awaken and reluctantly investigate . 
  In this case, inordinate means “more than 
  simple combat.” So swatting flies does not 
  count. Setting off a fireball, however, does 
  count .
  
  9
  Door to Area 184: This door appears normal. 
  A large keyhole is set into the middle of the 
  door, but a simple examination (Search check 
  DC 15) reveals that the door is not locked 
  and cannot be locked. The keyhole is not 
  attached to any locking mechanism. Instead, 
  it has to do with shifting area 184 (see that 
  area for more explanation). The keyhole has 
  a moderate magical aura of transmutation 
  and cannot be picked in any way .
  REVISIT
  If the PCs kill the flies, within 24 hours, 
  more flies appear, although not as many as 
  there were. Within 48 hours, the number is 
  the same as there was when the PCs first 
  came here.
  Connections: This chamber connects to 
  areas 184, 186, 187, and 188.
  See the Map of Level 7.
  186. MEPHIT SPAWN 
  (EL 8)
  Summary: Hidden beneath the 
  floor is a strange extraplanar egg.
  Sights and Sounds: This room is 
  dark and quiet .
  The arid atmosphere in this room 
  is immediately noticeable. You see 
  little of interest here, however.
  Secret Cache in the Floor: Anyone 
  searching the room (Search DC 
  18) discovers some loose stones 
  in the floor. Easily pried up, they 
  reveal a cache in the floor six feet 
  across and just as deep. Filling this area is a 
  huge egg seemingly made of salt. Loose salt 
  crystals cover what little of the floor of the 
  cache isn’t already taken up by the egg.
  The Egg: This otherworldly egg is here 
  until it hatches into a massive salt demon. 
  In order to create this creature, four salt 
  mephits were placed in stasis within it
  If it is touched, the egg cracks and four 
  small punctures appear, each accompanied 
  by a puff of dry salty dust. The four salt 
  mephits come out of the egg and attack. 
  These are large and particularly tough for 
  their kind (almost five feet tall). They can 
  work together with their breath weapon 
  attack, increasing the save DC by +1 for each 
  extra mephit beyond the first and adding 
  their damage together, plus an additional 
  die of damage (so DC 16 for 5d4 damage if 
  all four breathe together). They can also use 
  this aggregation with their moisture drain 
  ability (so DC 17 for 9d8 damage). If they 
  remain within 30 feet of the egg, their fast 
  healing ability works.
  Salt mephits (4): hp 30, 28, 25, 24 
  Tactics: The mephits use their moisture 
  drain ability immediately and then attempt 
  to coordinate their breath weapons. They 
  will not leave the immediate area of the egg.
  Treasure: Lying next to the egg, amid 
  the salt, is a key. This key can be used on 
  either door leading into area 184 to shift the 
  hallway south giving access to 184B.
  Inside the egg, however, is a treasure of 
  a different kind. If the egg is completely 
  smashed (easily done), PCs find four large 
  fist-sized crystals of translucent white and 
  perfect shape inside (worth 140 gp each).
  Development: If the PCs do nothing about 
  the egg, within the next week or so, it will 
  hatch. The salt demon appears to be a 
  massive muscular humanoid made of salt. 
  It uses a large earth elemental’s stats, except 
  that rather than its earth glide ability it has a 
  
  10
  breath weapon like a salt mephit (DC 18, 
  6d4 damage) and the moisture drain ability 
  is a constant effect that requires no action on 
  the creature’s part (DC 14 for 2d8 damage).  
  Salt Demon: hp 70
  Development: If the PCs make an inordinate 
  amount of noise here, the demon in area 188 
  will awaken and reluctantly investigate . 
  In this case, inordinate means “more than 
  simple combat.” So fighting the mephits 
  with melee attacks does not count. Setting 
  off a fireball, however, or using a shout spell, 
  does count .
  REVISIT (EL 2)
  Once the egg is broken open, one way or 
  another, it becomes even more arid in the 
  room. 24 hours later, anyone coming into 
  the room must make a Fortitude save (DC 
  14) each round or suffer 2d8 damage here.
  Connections: 
  This 
  chamber 
  connects to area 185 and area 188 .
  See the Map of Level 7.
  187. THE GREAT 
  DEMON FACE
  Summary: A possessed carving 
  answers 
  questions 
  here--and 
  sometimes it even tells the truth.
  Sights and Sounds: This room is 
  dark and quiet .
  The floor here is smooth white 
  marble, and the walls are painted 
  red. This room is dominated by a 
  massive carving of a demon’s face on 
  the southeastern wall. This reddish-purple face 
  is 15 feet high and 10 feet across, with horns and 
  yellow eyes. Its fanged mouth sneers.
  A long wooden ladder hangs on hooks on the 
  western wall.
  Ladder: This ladder is 25 feet long, meant to 
  be used in area 185 .
  The Demon Face: As soon as anyone enters 
  the room, the face speaks. “Ask me if I will 
  answer your question. Your true question 
  will be answered with a single word.” It 
  then waits for someone to ask permission. 
  The process must always be, first ask if it 
  will answer, and then ask the question.
  To determine if the face will answer a 
  question, roll 1d6 the first time, and 1d8 for 
  all subsequent attempts.
  1-3  
  The face states that it will answer one 
  question if (10 hit points worth of) blood is 
  dripped into its mouth. It will then, in fact, 
  answer one question truthfully if possible.
  4-5  
  The face states that it will answer one 
  question. It will, but the answer is a lie.
  6   
  The face states that it will answer one 
  question. It will, and the answer is true if 
  possible. It will answer no more questions 
  for 24 hours.
  7  
  The face states that it will answer not 
  answer a question. However, if it is asked 
  a question immediately, it will answer it 
  truthfully if possible.
  8  
  The face states that it will answer no 
  more questions, and it will not do so for 24 
  hours.
  The demon can only answer questions 
  about the present and the past, and only 
  those relating to Level 7 of Dragon’s Delve. 
  Regarding questions that it can answer, 
  remember the demon face is not omniscient. 
  It is, however, devious, mischievous, and 
  
  11
  a stickler for rules. Any question that truly 
  requires an answer of more than one word 
  will be answered nonsensically with a single 
  word. For example, if a PC asks, “where 
  is the greatest amount of treasure on this 
  level,” the face might say, “blue.” Yes or no 
  questions, then, are the best way of making 
  sure this doesn’t happen.
  Any attempt to ask the face about the 
  future or about anything beyond this level 
  of the dungeon will be answered with a lie. 
  Thus, fair game questions include questions 
  about the layout of this level, its inhabitants, 
  or its history. It doesn’t tell them this, of 
  course .
  The 
  demon 
  is 
  immune 
  to 
  spells. 
  Destroying the carving physically will keep 
  it from speaking (Hardness 8, 60 hit points). 
  Connections: This chamber connects to 
  areas 185, 191, 192, and 193.
  See the Map of Level 7.
  188. DEMON BRUTE (EL 7)
  Summary: A demon stands guard here, or 
  at least it’s supposed to be. You will need 
  the Demon Brute illustration handout (see 
  Appendix C).
  Sights and Sounds: Anyone listening near 
  this room (DC 18) hears the demon snoring.
  The eastern wall holds a large variety of wicked 
  looking weapons mounted upon it. Leaning 
  against the south wall is a large humanoid being 
  with goat-like hooves and horns. It appears to be 
  asleep. Floating next to it is a disembodied face 
  of pearlescent white, its shifty eyes darting this 
  way and that.
  The floor here is a surprisingly polished 
  red marble. A tapestry covers the south wall 
  displaying a courtly scene with noble knights 
  and beautiful ladies.
  Weapons: These weapons are mostly 
  normal, although there is a bastard sword, 
  a glaive, and a crossbow all of 
  masterwork quality and a battle 
  axe of cold iron. There is a mighty 
  composite bow (+2) as well.
  Inhabitants: 
  The 
  humanoid 
  creature is a brute demon who 
  is supposed to be on guard, 
  watching over areas 185 to 188. 
  Show the players the Brute 
  Demon Illustration handout. It 
  is asleep. The face, however, is a 
  minor spirit that it has convinced 
  to stand watch for it and awaken 
  it if trouble arises. The face has a 
  Listen and Spot score of +10. If it 
  becomes aware of intruders, it wakes the 
  demon, but this takes a full round.
  Once the demon is awake, the spirit 
  cannot attack (or be attacked). However, it 
  continually offers advice and insight to the 
  demon by whispering in its ear. Thanks to 
  the spirit, throughout the ensuing combat, 
  the demon gains a +2 bonus to AC, all attack 
  and damage rolls, saves, and checks. The 
  spirit can be dispelled (CL 6) or banished. It 
  disappears after the demon is slain.  
  Brute demon: hp 75
  Development: If the PCs make an inordinate 
  amount of noise in area 185 or area 186, 
  this demon will awaken and reluctantly 
  investigate. In this case, inordinate means 
  “more than simple combat.” So fighting the 
  mephits with melee attacks in area 186 does 
  not count. Setting off a fireball, however, or 
  using a shout spell, does count.
  
  12
  Tapestry: A close look reveals that all of the 
  figures in the tapestry actually have demonic 
  features: horns, red eyes, goat hooves, etc. It 
  is worth 50 gp.
  188A: The pillars hold an extradimensional 
  space in between them, similar to the pillars 
  in area 183. It holds a jug of alchemical liquid 
  that heals demons as if it were a cure serious 
  wounds spell, but to mortal creatures it is 
  poison (DC 19, 1d6 Con/1d6 Con damage). It 
  also contains a +1 bashing shield (heavy, iron) 
  with a red fist device emblazoned upon it. 
  Connections: This chamber connects to 
  areas 185, 186, and 189.
  See the Map of Level 7.
  189. TRAPPED 
  INTERSECTION (EL 5)
  Summary: This corridor is trapped with a 
  dangerous pit, but there’s also treasure at 
  the bottom.
  Sights and Sounds: This area is dark and 
  quiet .
  This corridor is a crossroads, with four doors, 
  one in each cardinal direction. The walls are 
  painted pale green, although they are creased 
  with many cracks. Dust and small loose stones 
  lay about the floor. 
  Pit: In the middle of the crossroads is a pit 
  trap triggered when at least 100 pounds is 
  placed upon it. A hidden switch (Search DC 
  18) near the north door deactivates the trap.
  Spiked Pit Trap: CR 5; mechanical; location 
  trigger; manual reset; DC 25 Reflex save 
  avoids; 40 feet deep (4d6, fall); pit spikes 
  (Attack +10 melee, 1d4 spikes per victim for 
  1d6+4 each); Search DC 21; Disable Device 
  DC 20 .
  Treasure: At the bottom of the pit are a mass 
  of bones, a silver and jade amulet (75 gp), 
  and a horn of the angelic host . 
  Development: If the PCs make a lot of noise 
  here, the fiendish troglodytes in area 190 
  may come to investigate. They know about 
  the trap and how to deactivate it.
  Connections: This chamber connects to 
  areas 188, 190, 194, and 195.
  See the Map of Level 7.
  New Magic Item
  Horn of the Angelic Host: This large ivory 
  and silver horn requires a full round action 
  to blow. When sounded, a glorious sound 
  seems to ring out from all directions that 
  can be heard for a great distance (5 times 
  the distance of a normal horn). The sound 
  summons a hound archon that appears and 
  serves the owner of the horn for 7 rounds. 
  The horn can only be sounded once per 
  week .
  Moderate 
  conjuration; 
  CL 
  9; 
  Craft 
  wondrous item, summon monster V; Price 
  5,000 gp; Weight 1 lb.
  
  13
  190. DEMON TROGS (EL 7)
  Summary: Some fiendish troglodytes dwell 
  here, standing guard.
  Sights and Sounds: The room is dark. 
  Anyone making a Listen check (DC 10) can 
  hear the trogs moving around and arguing 
  (in Abyssal).
  This place stinks of rotten meat mixed with 
  an acrid odor that makes your eyes water. Three 
  wire mesh bags hang from hooks on the north 
  wall containing rotten meat. A wooden barrel 
  containing javelins rests in one corner. A few 
  miscellaneous weapons hang on the eastern 
  wall, along with crude implements of torture: 
  thumbscrews, barbed whips, spiked collars, and 
  so on. Two piles of furs and skins on the ground 
  may be beds, but amid the clutter of clothing, 
  broken gear, stained rags, and other detritus 
  on the floor, it’s hard to be certain. In the deep 
  western niche, the far wall bears a hideous 
  painting of a leering face in spattered blood. 
  Inhabitants: There are three fiendish 
  troglodyte warriors here, arguing over a 
  burlap bag filled with coins. These trogs 
  have luminous, blood-red eyes and black 
  scales that almost seem metallic. They cover 
  their armor and gear in teeth, bones, horns, 
  feathers, flesh, and other trophies taken 
  from fallen foes--and friends .
  Fiendish Troglodyte Warrior
  Female Troglodyte (Chaotic Evil)
  Medium Humanoid (Extraplanar, Reptilian)
  Warrior 2  
   
  CR 4
  HD 2d8+3d8+15  hp 37
  Init +0  
   
   
  Speed 20 feet
  Languages Draconic
  AC 21, touch 10, flat-footed 21
  BAB/Grapple +4/+6
  Attack +8 melee (1d8+2, longsword) or +5 
  ranged (1d6, javelin)
  Full Attack +8 melee (1d8+2, longsword) 
  and +4 melee (1d4+2, claw) and +4 melee 
  (1d4+1, bite) or +5 ranged (1d6, javelin)
  SA Smite good 1/day (+5 damage) stench 30 
  feet (Save DC 14)
  SQ Darkvision, DR 5/magic, resistance to 
  cold/fire 5, SR 10
  Fort +9 Ref +1 Will +0
  Str 15, Dex 11, Con 16, Int 9, Wis 8, Cha 8
  Crucial Feats N/A 
  Other Feats Multiattack, Weapon Focus 
  (longsword), Weapon Focus (javelin)
  Crucial Skills Climb +1, Hide +0, Listen +4
  Other Skills N/A
  Possessions 
  Breastplate, 
  masterwork 
  longsword, 3 javelins, potion of cure light 
  wounds, 8 gp, 12 sp
  Background: This band of all-female 
  troglodytes descends from a small band of 
  their kind drawn into the Abyss in a botched 
  ritual. These creatures struggled against the 
  horrific conditions and demonic creatures 
  there for generations, their young taking on 
  a taint of the place. Against all odds, they 
  flourished and today their numbers are 
  vast. Some have learned that they can return 
  to the prime material plane, but only in the 
  service of powerful demon lords . 
  
  14
  Treasure: The bag contains 499 gp, 207 sp, 
  and 826 cp. None of the tools and weapons 
  here have any real value.
  Development: If these creatures hear noise 
  in area 189 (such as the trap being sprung) 
  or in area 191, they will move to investigate. 
  They are well aware of the traps and how to 
  avoid or deactivate them.
  Likewise, if the sorceress in area 191 
  hears fighting here, she will join the fray 
  two rounds later .
  Upping the Ante (EL 9): Add another 
  troglodyte and give each a +2 attack bonus, 
  SR 20, AC 23, and 50 hit points (each would 
  be CR 5). 
  Connections: This chamber connects to area 
  189 and area 191 .
  See the Map of Level 7.
  191. DEMON WITCH (EL 8)
  Summary: A fiendish troglodyte sorcerer 
  dwells here, with some nasty surprises for 
  intruders. You will need the Note from 
  Czarzem handout (see Appendix C).
  Sights and Sounds: The room is dark. 
  Anyone making a Listen check (DC 18) can 
  hear the sorcerer moving around or casting 
  spells .
  This stench-filled room appears to be a 
  bedchamber. There are two beds of piled rags and 
  torn clothing, a black iron trunk, and a barrel, 
  atop which is a haunch of uncooked meat of 
  unknown origin. Next to one bed is a small clay 
  incense burner. The south wall bears an elaborate 
  magical diagram painted upon it, showing signs 
  of having been altered many times.
  Inhabitants: The de facto leader of the 
  fiendish troglodytes on this level is a 
  sorcerer named Shallix. Like the others, 
  her scales are black and her eyes red. She 
  wears tattered robes with all sorts of bones, 
  feathers, stones, and other fetishes affixed to 
  it. Her javelins are stained black.
  Although she will gladly fight them, if the 
  PCs somehow manage to speak with Shallix 
  (perhaps after subduing her, or charming, 
  etc.), they may learn that she would like to 
  learn how to redeem herself. She is still evil 
  now, but is interested in finding out how to 
  change because she truly hates the demons 
  and wants to be less like them. The diagrams 
  on the wall show that she is working on a 
  way to get to a good-aligned plane to learn 
  more and to get away from the demons 
  here. A particularly understanding group 
  might even be able to take her under their 
  wing. She would make a very interesting 
  replacement for a fallen PC .
  Shallix, Fiendish Troglodyte Sorcerer
  Female Troglodyte (Chaotic Evil)
  Medium Humanoid (Extraplanar, Reptilian)
  Sorcerer 5  
   
  CR 7
  HD 2d8+5d4+7  hp 28
  Init +5  
   
   
  Speed 30 feet
  Languages Draconic
  AC 19, touch 12, flat-footed 18
  BAB/Grapple +3/+3
  Attack +3 melee (1d4, claw) or +4 ranged 
  (1d6, javelin)
  Full Attack +3 melee (1d4, 2 claws) and +1 
  melee (1d4, bite) or +4 ranged (1d6, javelin)
  SA Smite good 1/day (+7 damage) stench 30 
  feet (Save DC 14)
  SQ Darkvision, DR 5/magic, resistance to 
  cold/fire 5, SR 10
  Fort +5 Ref +2 Will +3
  Str 11, Dex 12, Con 13, Int 10, Wis 9, Cha 16
  Crucial Feats Combat Casting 
  Other Feats Improved Initiative, Improved 
  Natural Armor, Multiattack
  Crucial Skills Concentration +6, Hide +10, 
  Listen +4
  Other Skills Spellcraft +5
  
  15
  Spells 6/7/5 touch +3, ranged touch +4
  2nd--acid arrow, blur
  1st--chill 
  touch, 
  magic 
  missile, 
  ray 
  of 
  enfeeblement, shield
  0th--acid splash (R 13), daze (W 13), detect 
  magic, mage hand, touch of fatigue, resistance
  Possessions Two masterwork javelins, wand 
  of fireball (5d6, 11 charges), ring of protection 
  +1, potion of cure moderate wounds, scroll of 
  arcane lock, silver bracelet (50 gp), silver ring 
  (25 gp).
  Tactics: If possible, Shallix casts shield (+4 AC 
  for AC 23) and blur before going into battle. 
  She loves her wand and uses it as much as 
  circumstances allow. Otherwise, she will 
  use her other offensive spells.
  Diagram: A Knowledge (arcane) check (DC 
  20) suggests that it is something having to 
  do with other planes. A character making 
  a Knowledge (the planes) check (DC 20) 
  knows that someone is looking for a way to 
  create a magical gate to a higher plane.
  Treasure: The only treasure is in Shallix’s 
  iron chest. Besides mundane belongings, it 
  contains 244 gp, three flasks of alchemist’s 
  fire, and a note from Czarzem. Show the 
  players the Note From Czarzem handout.
  Development: If Shallix hears fighting in 
  area 190, she will join the fray two rounds 
  later after casting her defensive spells.
  191A: Shallix has created a magical trap 
  in this short corridor that affects anyone 
  entering it not saying her name. 
  Weakness Trap: CR 4; magical; automatic, 
  immediate reset; Will save (DC 16) or suffer 
  1d6 points of Strength damage (CL 5); 
  Search DC 28; Disable Device DC 28. 
  Upping the Ante (EL 9): Give Shallix SR 20, 
  AC 23, and 50 hit points. 
  Connections: This chamber connects to 
  areas 187, 190, 192 and 193
  See the Map of Level 7 .
  192. THE BROKEN STATUE
  Summary: This is the scene of a recent battle. 
  An intriguing bit of treasure still lies amid 
  the wreckage.
  Sights and Sounds: The room is dark and 
  quiet .
  Signs of recent battle fill this small chamber. 
  Dried black blood and yellow ichor spatters the 
  walls and floor, while broken weapons and bits 
  of armor litter the room along with the remains 
  of what must have until recently been a statue 
  on a pedestal but is now nothing more than a 
  pile of broken stone bits. Although the bodies 
  of the fallen appear to have been removed, 
  patches of black scaled flesh lie amidst greenish-
  purple feathers and other, stranger bits of gore. 
  Nothing suggests human, elf, dwarf, or halfling 
  participated in this battle.
  The statue: The statue was an aging granite 
  piece from the days of the original dwarven 
  builders depicting a regal lord architect of 
  that race.
  Treasure: A Search check (DC 24) reveals 
  a bit of interesting equipment lost in the 
  battle and never recovered. It is an arcane 
  wand cobbled together somehow from a 
  number of other broken wands. It looks like 
  a number of short sticks made of various 
  
  16
  materials lashed together with string and 
  wire--in other words, a piece of junk. It has 
  44 charges, but each time it is used, a target 
  must be chosen, and then the DM rolls on 
  the following chart to determine the effect: 
  1-2 Charm person (CL 3)
  3-4 Magic missile (CL 5)
  5-6 Ray of enfeeblement (CL 1)
  7  Shield (on wielder, not target) (CL 1)
  8  Lighting bolt in the direction of the target 
  (CL 5)
  Background: The inhabitants of this level 
  frequently fight amongst themselves. This 
  was a fight between the fiendish troglodytes 
  and the vrock in area 210. A few trogs died, 
  but they managed to drive the vrock off and 
  as it fled it dropped the wand here.
  Connections: This chamber connects to 
  areas 187, 191, 193, 211, and 212
  See the Map of Level 7.
  193. PRISON (EL 8)
  Summary: The demons have just one 
  prisoner left. But can she be trusted?
  Sights and Sounds: This area is dark. 
  Anyone making a Listen check (DC 20) can 
  hear Coveth moving around. However, if 
  the PCs make any noise, she will call out, 
  “Who’s there?”
  A wider, open area in the hallway is 
  punctuated with a number of small iron doors 
  with heavy locks built into them as well as tiny 
  windows. A large, bloated carcass lies in front 
  of the doors with flies buzzing around it. The 
  stench is terrible.
  The Carcass: The maggot-ridden body is 
  an owlbear, surrounded by flies and rotting 
  odors. The demons leave corpses here to 
  taunt the prisoners held in the cells and to 
  draw wandering beasts . 
  The Prisoner: In the westernmost small 
  cell, a human ranger named Coveth dwells 
  unhappily. She came here hunting demons 
  and was captured. Now she awaits the 
  tender mercies of Czarzem. She is tall with 
  long blonde hair and a regal nose. Coveth 
  is arrogant and harsh in her manner and 
  cannot abide incompetence . 
  Coveth Maar
  Female Human (Neutral Evil)
  Ranger 8  
   
  CR 8
  Init +4  
   
   
  Speed 30 feet
  HD 8d10+16  
  hp 47
  AC 14, touch 14, flat-footed 10
  Languages Abyssal, Common, Draconic
  BAB/Grapple +8/+11
  Attack +11 melee (one-handed weapon) or 
  +12 ranged
  Full Attack +10/+5 melee (one-handed 
  weapon) and +11 melee (light weapon) or 
  +12 ranged
  SQ favored enemy (humans +4, demons +2), 
  swift tracker, wild empathy and woodland 
  stride
  Fort +8 Ref +6 Will +5
  Str 17, Dex 18, Con 15, Int 14, Wis 13, Cha 12
  Crucial Feats Combat Reflexes, Endurance 
  Other 
  Feats 
  Improved 
  Two-Weapon 
  Fighting, Iron Will, Track, Two-Weapon 
  Fighting, Weapon Finesse
  
  17
  Crucial Skills Concentration +12, Handle 
  Animal +11, Jump +11, Listen +8, Spot +6, 
  Survival +12, Use Magic Device +5.
  Other Skills Knowledge (Local) +4, Ride 
  +16, Search +10
  Spells 2 CL 4, +12 melee touch, +12 ranged 
  touch 
  1st -- calm animals (DC 12/W), detect snares 
  and pits
  Possessions None .
  Tactics: Coveth asks the PCs to free her, 
  assuring them (truthfully) that she hates 
  the demons and wants nothing more than 
  to kill them. If she is freed, she will join the 
  group if they appear competent, assuming 
  that they can give her a weapon or two. Her 
  own equipment is long gone. Otherwise, 
  she will head for the surface using the Old 
  Man’s Tunnel. She is familiar with much 
  of Level 5, the western half of Level 6, and 
  areas 183-194, although she doesn’t know 
  about the shifting nature of 184. She can also 
  warn them about Czarzem, a “extremely 
  powerful demon made of flies,” and she will 
  report that she has seen a vrock, a succubus, 
  and some vargouilles while she has been 
  imprisoned here. If the PCs don’t know 
  what those creatures are, she won’t bother 
  to explain. She’s not much at explaining. 
  What she doesn’t tell the PCs is that she 
  hates other humans more than she hates 
  demons. She is a psychotic killer that will 
  eventually turn on the PCs (no matter what 
  race they are, but she will attempt to murder 
  any humans first). She makes her move 
  when the PCs are at their most vulnerable 
  and when it will not put her in undue 
  danger herself.
  Development: Coveth may tell the PCs 
  that the equipment she’s missing would 
  be useful to find. She had some demon 
  slaying arrows and a demon bane 
  shortsword. They can be found in 
  area 217 .
  Connections: 
  This 
  chamber 
  connects to areas 187, 191, 192, 
  209, and 210.
  See the Map of Level 7 .
  194. RUBBLE-
  CHOKED ROOM
  Summary: 
  The 
  long-term 
  habitation of demons takes its 
  toll even on dwarven stone. You 
  will need the Symbol of Rivenyk 
  illustration (see Appendix C).
  Sights 
  and 
  Sounds: This 
  room is dark 
  and quiet .
  Large chunks 
  of the walls 
  and the ceiling 
  have fallen 
  here, choking 
  the room with 
  rubble. It’s 
  passable, but 
  difficult. Near 
  the south exit, three corpses hang from the 
  ceiling in nooses, their lifeless bodies dry and 
  blackened with rot.
  Rubble: Someone making a Knowledge 
  (architecture) or Craft (Stoneworking) check 
  (DC 15) can identify that the damage here 
  appears to have resulted from an earthquake 
  or something like it. No checks are needed 
  to pass through the room, and there is no 
  danger of further collapse.
  Anyone searching the rubble (Search DC 
  24) can find 3 sp and a broken masterwork 
  spear .
  Corpses: Each of the hanging corpses 
  appears to have been here for a week or 
  more. Each also bears a glowing magical 
  brand upon their necks with a peculiar 
  symbol. Show the players the Symbol of 
  Rivenyk illustration. A Knowledge (the 
  planes) check (DC 22) is needed to recognize 
  the symbol of Rivenyk. This symbol is given 
  to those thrown into the pit in area 233. The 
  same symbol has been carved into the wall 
  by the corpses.
  
  18
  REVISIT (EL 7)
  The next time the PCs pass through this 
  room, a pair of ochre jellies has oozed into the 
  room, looking for sustenance. Independent 
  creatures, the inhabitants of the level are just 
  as likely to attack these oozes as they would 
  the PCs.
  Ochre Jellies: hp 80 and 62
  Connections: This chamber connects to area 
  189 and area 198 .
  See the Map of Level 7.
  195. DEMON POOL (EL 8)
  Summary: Two water-dwelling demons 
  hide in a pool of water veiled in an illusion. 
  You will need the Squamous Demon 
  Illustration handout (see Appendix C).
  Sights and Sounds: It is dark. Anyone 
  listening here will detect light splashing and 
  dripping of water .  
  This room feels different than the others 
  you’ve found on this level. There is a calm serene 
  here. The white tile floor somehow has remained 
  clean and smooth. Marble cherubs mounted on 
  the wall watch over a large pool of crystal clear 
  water in the eastern third of the chamber. Other 
  portions of the wall bear frescoes of lovely nymphs 
  frolicking in shallow water with unicorns and 
  beatific winged lions.
  The Illusion: This room is under the effects 
  of a mirage arcana spell. It is as ruined and 
  dirty as the rest of the level. The walls, 
  floor and ceiling are cracked, small debris 
  covers the floor, and the water is foul. PCs 
  searching the room can make a Will save 
  (DC 19) to see through the illusion. Casual 
  glances, however, do not grant a save.
  Inhabitants: Two squamous demons dwell 
  in the pool. Show the players the Squamous 
  Demon Illustration handout.
  Squamous demons (2): hp 62 and 50
  Tactics: Both turn invisible as the PCs enter 
  (they would be unlikely to be seen when 
  the PCs enter as they are underwater). PCs 
  looking down into the pool can make a DC 
  25 Spot check to notice the displacement the 
  demons make in the clear pool. The demons 
  won’t give the PCs too many chances to spot 
  them, though. Waiting until hopefully two 
  or more of the intruders are next to the pool, 
  they lunge up and attack with invisibility and 
  hopefully surprise. One attacks physically 
  while the other uses rainbow pattern on as 
  many foes as possible. The next round, they 
  switch tactics.
  The Pool: The pool is nearly 60 feet deep. 
  Four bloated human corpses are tethered to 
  the bottom by chains, so that even though 
  they are buoyant, they remain about 50 feet 
  below the surface. The corpses serve as a 
  repository for the demons’ treasure. One 
  wears a backpack containing 340 gp and 
  three potions of aid. Another wears three 
  gold rings (40 gp each) and one gold ring 
  with a ruby (900 gp). The third appears to 
  be naked, but bears a huge wound in his 
  abdomen. Inside the wound lies a water-
  tight steel tube containing a scroll of calm 
  emotions, confusion, and rage.
  
  19
  REVISIT (EL 6)
  Another squamous demon dwells in the 
  pool if the PCs return. It doesn’t use the 
  mirage arcana trick again, instead attempting 
  to use seeming to appear to be a wounded 
  gnome illusionist named Div just looking 
  for a way out of here. It attacks when the 
  opportunity arises or if its ruse fails. It wears 
  a bracelet of white gold and opals on its tail 
  (worth 500 gp).
  Squamous Demon: hp 73
  Connections: This chamber connects to area 
  189, 196, and 198.
  See the Map of Level 7.
  196. A MIRROR DARKLY
  Summary: Rivenyk keeps a magical mirror 
  here that he uses to tempt and control others.
  Door: The door in the western wall of this 
  room is stuck the first time the PCs come 
  here. A Strength check (DC 20) pries it open.
  Sights and Sounds: This room is dark and 
  quiet .
  Various wooden crates, barrels, and boxes fill 
  this room. In the middle of it all is something 
  covered by a sheet. The room is dusty and 
  seemingly unused. Cobwebs fill the corners. 
  The Boxes and Barrels: These are all either 
  empty or filled with straw.
  The Mirror: Under the cloth is a tall, free-
  standing mirror in a brass frame. The first 
  person to look into it simply sees their 
  reflection. This reflection fades quickly, 
  however, and is replaced by an image of 
  the character’s heart’s desire. This can be 
  an object, or an event coming to pass (the 
  character being crowned a king, being 
  reunited with a lost love, etc.). Any fantasy 
  is possible .
  The second and all subsequent characters 
  that look in the mirror experience the same 
  thing, but the vision is quickly followed by 
  another that shows that character doing 
  something evil to attain that goal: stealing a 
  desired object from someone else, murdering 
  a king to attain his throne, sacrificing an 
  innocent on an evil altar in order to resurrect 
  some dead loved one .
  Each character sees only their own heart’s 
  desire, and only their own crime. They 
  cannot see each others’.
  The mirror has no magical aura.
  Destroying the mirror is very difficult, for 
  it has a powerful magical halo of protection 
  around it. It has a hardness of 20, 200 hit 
  points, a Break DC of 40, and it is immune 
  to acid, cold, electricity, fire, sonic, and all 
  magic subject to Spell Resistance. 
  If the PCs do destroy the mirror, the 
  shards of glass form into nine 100 gp pearls 
  and a pearl of power (1st level spell) that only 
  functions for a good-aligned spellcaster . 
  This reward comes as a form of a minor 
  divine intervention from one or more good-
  aligned deities (including Vune) for ridding 
  the world of this ancient tool of evil.
  Connections: This chamber connects to 
  area 195, 197, and 198.
  See the Map of Level 7.
  
  20
  197. THE FIRST 
  SACRAMENT
  Summary: This is an empty chamber the 
  first time the PCs come, but if they return, 
  demons attempt to trick them with a fake 
  scene of sacrifice.
  Door: The door into this room is locked (DC 
  25 to open). 
  Sights and Sounds: This room is dark and 
  quiet .
  Dust and cobwebs fill this long, narrow 
  chamber. At the north end stands what might be 
  a table covered in a cloth shroud. Moon symbols 
  adorn the walls and the ceiling is covered in 
  faded paint that once likely looked like a clear 
  night sky. 
  The Room: Anyone making a Knowledge 
  (religion) (DC 21) can identify this as a minor 
  shrine to Glarias, Goddess of the Moon--
  specifically one that is usually placed near a 
  much larger temple for minor rituals. 
  Altar: The “table” under the sheet is actually 
  an altar. The altar is now cracked due to 
  Glarias’ imprisonment and the usurpation 
  of the Beast God. However, as with the 
  larger temple (see areas 198, 199, and 200) 
  the Bestial Horde has never 
  successfully made it down to this 
  temple .
  Inside the altar is a secret 
  niche in which is kept a silver 
  decanter, representing one of the 
  sacraments of Glarias useful in 
  area 200. However, without the 
  crescent key found in area 202, 
  it is impossible to find this secret 
  compartment. Instead, anyone 
  searching the altar--once they 
  find the crescent key--remembers 
  the crescent-shaped depression 
  on the side of the altar that the 
  key would fit into perfectly. The 
  decanter is worth 100 gp if sold 
  rather than used in area 200.
  REVISIT (EL 9)
  When 
  the 
  PCs 
  return 
  (and 
  they hopefully will eventually, 
  perhaps after finding the crescent 
  key in area 202), they find that some demons 
  have moved in here. In order to catch the 
  intruders off-guard, they stage a scene to 
  fool them.
  Upon returning to this chamber, you see 
  a bound human man lying on the stone altar. 
  Standing to one side of him are two horrible 
  squat creatures with gangly limbs. On the other 
  side, a cloven-footed brute with horns and a 
  horrific grin. All these figures hold red knives, 
  the smaller ones chanting foul words. 
  The Ritual: Although the ritual that the 
  demons are conducting is fake, the DM 
  should 
  have 
  anyone 
  with 
  Knowledge (religion) make a 
  check (DC 15). Those succeeding 
  know that a human sacrifice 
  conducted on an altar of a non-
  evil god will certainly desecrate 
  it forever .
  The Demons: The two small 
  creatures are dretches. The 
  larger one is a brute demon . 
  However, the sacrifice is in fact 
  a succubus using her change 
  shape power. Even the ropes 
  that bind “him” are animated 
  objects. When the first PC gets 
  close, not only will the obvious 
  demons attack (casting aside 
  the knives), but when the 
  opportunity strikes itself, the 
  ropes lash out and attempt to 
  grapple a PC while the succubus 
  gives the closest character an 
  energy-draining kiss .
  
  21
  Brute demon: hp 70
  Succubus: hp 35
  Dretches (2): hp 20, 13
  Animated objects (medium) (2): hp 40, 31 
  Connections: This chamber connects to area 
  196 .
  See the Map of Level 7.
  Related Articles:
  3. The Oracle Pool (EL 1 and 3)
  199. Unhallowed Ground (EL 7)
  198. The Crumbling Temple
  Brute Demon (Chaotic Evil)
  Large Outsider (Chaotic, Extraplanar, Evil)        
  CR 6 HD 6d8+48  
  hp 75
  Init +0  
   
   
   
   
  Speed 30 feet
  AC 21, touch 9, flat-footed 21
  BAB/Grapple +6/+19
  Attack +14 melee (1d8+9, slam) 
  Full Attack +14 melee (1d8+9, two slams)
  Space/Reach 10 feet/10 feet
  SA Spell-like ability: Desecrate 1/day
  SQ Damage Reduction 5/cold iron or good, 
  darkvision 60 feet, immunity to electricity 
  and poison, resistance to acid 10, cold 10, 
  and fire 10, spell resistance 15
  Fort +13 Ref +5 Will +7
  Str 28, Dex 11, Con 26, Int 4, Wis 9, Cha 8
  Crucial Feats Cleave, Power Attack 
  Other Feats Iron Will
  Crucial Skills Climb +16, Jump +16, Listen 
  +8, Spot +8
  Other Skills Knowledge (the planes) +6
  Brute demons are among the simplest and 
  most basic demons. They are employed 
  by more powerful demons as guards and 
  soldiers. They are lazy (they like to sleep, 
  even though they do not need to), and given 
  to vices like overeating, alcohol, and lust.
  Unlike most demons, they cannot speak 
  telepathically (they can speak a little Abyssal 
  verbally) and have almost no magical 
  abilities. They don’t even summon other 
  demons .
  Combat: In combat brute demons are true 
  to their name and simply move into melee 
  swinging. They do no employ tactics of 
  any kind and can follow only the simplest 
  of orders (and even then sometimes fail to 
  do so). They have no skill with weapons or 
  armor and just pummel with their fists.
  Spell-like abilities (Sp): 1/day--desecrate . 
  Caster Level 6th. 
  198. THE CRUMBLING 
  TEMPLE
  Summary: Once the main temple of Glarias, 
  Goddess of the Moon, now this huge temple 
  is wrecked and ruined .
  Sights and Sounds: This chamber is dark. 
  Those making Listen checks here (DC 18) 
  can hear indistinct sounds of movement 
  somewhere in the temple: rats, or something 
  else? (It is the undead in area 199.)
  This is a huge chamber with a 100 foot ceiling. 
  This room--likely once a temple--has suffered 
  terrible damage and now rubble fills portions 
  of the room and a massive, jagged crack cleaves 
  the chamber into two halves, one north and one 
  south. Although large chunks of the ceiling and 
  walls have collapsed onto the floor, you can 
  still see that they were once painted in colorful 
  scenes. Two staircases lead up to the west, where 
  the floor of the chamber is 15 feet higher than 
  it is here. Two small archways in the east wall 
  lead to passageways, while another does the same 
  in the north. Each archway has a different moon 
  symbol above it, showing the moon in a different 
  phase. 
  
  22
  Temple: Anyone making a Knowledge 
  (religion) (DC 15) can identify this as a 
  temple of Glarias, Goddess of the Moon. 
  However, the temple is desecrated now, 
  currently under the effects of an unhallow, 
  apply a -4 penalty to turn undead attempts 
  and granting all evil creatures the effects 
  of a bless spell (+1 to attack rolls and saves 
  versus fear effects).
  Archways: The meaning of the moon phase 
  symbols above the archways has been lost, 
  but the PCs don’t know that.
  Rubble: Anyone searching through the 
  rubble (DC 18) can find a few broken, 
  worthless relics of the temple’s former glory: 
  shattered holy water vials, bent candlesticks, 
  bits of a paper torn from holy books, broken 
  holy symbols, and so on.
  The Crack: PCs searching the crack find 
  that the massive rift is up to five feet wide 
  in places, and from three to eight feet deep. 
  Those succeeding at a Search check (DC 20) 
  find amid the detritus that has fallen into 
  this gap lies a battered and tarnished silver 
  candlestick (worth 35 gp). If the candlestick 
  itself is searched (DC 18), it will be found 
  to be hollow with a scroll inside with these 
  spells: restoration, stone shape, owl’s wisdom, 
  and eagle’s splendor .
  Development: PCs spending more than two 
  minutes in this area may be attacked by the 
  undead from area 199 .
  Background: This temple was originally 
  devoted to Glarias, Goddess of the Moon 
  (see also area 6), but Glarias was imprisoned 
  by the Dragon Prince near the bottom of the 
  dungeon centuries ago, and this action led 
  to the rise of the Beast God, who usurped 
  most of her temples--but not this one. While 
  omens and portents led the priests of the 
  Bestial Horde to Dragon’s Delve within the 
  last few years, they have never 
  managed to reach this temple. 
  An expedition led by Ramscorn 
  never made it past Level 2 .
  This temple was built by 
  worshippers of Glarias 50 years 
  before the demons ever came 
  here, but when Rivenyk appeared 
  this grand sanctuary immediately 
  began to crumble. Over the 
  decades, the presence of so many 
  demons has caused both physical 
  and spiritual damage here, and 
  the temple is truly desecrated 
  and ruined now, except for a few 
  key elements (see area 200).
  Connections: This chamber connects to 
  areas 194, 195, 196, 199, 201, and 202.
  See the Map of Level 7.
  Related Articles:
  199. Unhallowed Ground (EL 7)
  3. The Oracle Pool (EL 1 and 3)
  197. The First Sacrament
  199. UNHALLOWED 
  GROUND (EL 7)
  Summary: Strange undead creatures haunt 
  the central section of a massive temple. 
  You will need the Ectoplasmal Illustration 
  handout (see Appendix C).
  Sights and Sounds: This chamber is dark. 
  Those making Listen checks here (DC 18) 
  can hear the undead moving around.
  The vaulted ceiling, cracked and crumbling 
  almost ninety feet above you, was once painted 
  
  23
  with stars and moons. Likewise, the ruined 
  walls appear to have once been painted with 
  colorful scenes of a procession in a silvery night. 
  Debris covers the floor, ranging from dirt and 
  dust to small bits of plaster and stone to huge 
  chunks of the ceiling the size of huge 
  boulders. The wreckage of wooden 
  pews smashed by falling rock lies 
  amid the ruin. Strangely, all of this 
  detritus appears coated in strands 
  of something glistening and wet. A 
  statue of a woman stands along the 
  north wall. Another similar statue 
  stands next to an archway in the 
  south wall, above which is a moon 
  symbol. 
  Temple: 
  Anyone 
  making 
  a 
  Knowledge (religion) (DC 15) can 
  identify this as a temple of Glarias, 
  Goddess of the Moon. However, 
  the temple is desecrated now, 
  currently under the effects of an unhallow, 
  apply a -4 penalty to turn undead attempts 
  and granting all evil creatures the effects 
  of a bless spell (+1 to attack rolls and saves 
  versus fear effects). 
  Inhabitants: Three ectoplasmals haunt this 
  chamber, rummaging through the rubble, 
  never seeming to find what they want. They 
  attack any living creatures that come into 
  the area immediately. Show the players the 
  Ectoplasmals Illustration handout.
  Ectoplasmals (3): hp 60, 53, and 51
  Statues: These beautiful marble statues 
  once depicted a wise and serene goddess 
  (Glarias), but now are quite damaged.
  Archway: The meaning of the moon phase 
  symbols above the archway has been lost, 
  but the PCs don’t know that. This moon 
  phase is a different phase than those in area 
  198 .
  Rubble: The glistening residue on the 
  wreckage is ectoplasm, now hardened and 
  harmless. Anyone searching through the 
  rubble can find a few broken, worthless 
  relics of the temple’s former glory: shattered 
  holy water vials, bent candlesticks, bits of a 
  paper torn from holy books, broken holy 
  symbols, and so on. Those succeeding at 
  a Search check (DC 22) can find a slightly 
  dented pair of silver chalices (20 gp each) 
  and a book bound in silver, with opals on 
  the cover (200 gp) detailing the rites and 
  rituals sacred to Glarias .
  Background: As discussed in area 198, this 
  was once a temple to Glarias, Goddess of 
  the Moon but it has been wrecked due to 
  habitation by demons.
  Development: PCs spending more than 
  two minutes in area 199 or area 200 may 
  be attacked by these undead who move to 
  investigate .
  Upping the Ante (EL 9): Double the number 
  of undead here. 
  Connections: This chamber connects to 
  areas 194, 195, 196, 198, 201, and 202.
  See the Map of Level 7.
  Related Articles:
  198. The Crumbling Temple
  3. The Oracle Pool (EL 1 and 3)
  197. The First Sacrament
  
  24
  200. THE TWISTED ALTAR
  Summary: A magical link from here to Level 
  1 provides a new exit from the dungeon. 
  Sights and Sounds: This chamber is dark. 
  Those making Listen checks here (DC 18) 
  can hear indistinct sounds of movement 
  somewhere in the temple: rats, or something 
  else? (It is the undead in area 199.)
  This appears to be the western end of a 
  grand temple with a cracked and broken ceiling 
  seventy feet above the rubble-strewn floor. Three 
  pillars covered in moon symbols stand here, 
  with a fourth having fallen over. The walls bear 
  paintings too marred to recognize. The floor 
  is a mosaic of painted tiles, most of them now 
  chipped or broken. 
  To the east, the temple continues at a level 
  about fifteen feet below, connected by a single 
  staircase choked with rubble. To the south, a 
  small, plain side chapel with a plain altar. To 
  the west, a grand altar with a decorative stone 
  retable with mosaic images behind it depicting a 
  beautiful woman in scenes associating her with 
  the moon and knowledge. A single wooden root, 
  twisted and knotted, runs down from the ceiling 
  and entwines around the altar itself. 
  Both altars are cracked and broken, and 
  apparently long ago splashed with blood, 
  offal, and feces. Two large wooden screens 
  flank the grand altar. Some time ago, victims 
  were apparently nailed to these boards within 
  pentagrams scrawled in blood. The desiccated 
  corpses remain. 
  Temple: Anyone making a Knowledge 
  (religion) (DC 15) can identify this as a 
  temple of Glarias, Goddess of the Moon. 
  Rubble Blocking the Stairs: Anyone 
  attempting to use the stairs to the east 
  must make a Climb check (DC 15) to get 
  over the fallen debris clogging the stairwell 
  (alternatively, it could be cleared, but this 
  would take 10 man-hours of work.
  Desecrated Altar: The high altar 
  of Glarias at the apse in the west 
  is entwined by a single root of the 
  Moontree reaching all the way down 
  from the surface. Its desecration 
  helps explain the evil nature of the 
  roots in area 39 .
  The altar can be once again 
  sanctified only if all of the sacraments 
  of the goddess are restored to it 
  and left there. The sacraments are 
  in area 197, area 204, and area 207, 
  while the final sacrament is with the 
  imprisoned goddess herself much 
  deeper in the dungeon. If the first 
  three sacraments are brought to the altar, 
  however, the unhallow effect is cancelled 
  here and in areas 198, 199, and 204. Further, 
  each character involved in restoring the first 
  three sacraments gains a +1 divine bonus 
  to attack rolls, saving throws, and checks 
  for one month (a full lunar cycle). Lastly, 
  the Moontree roots in area 39 become 
  “conflicted,” identical to the roots in area 31.
  Anyone affected by the geas in area 3 
  knows that bringing the sacraments to the 
  altar is a good thing to do. Restoring the final 
  sacrament, and sanctifying the altar (and 
  therefore the entire temple) allows Glarias 
  to be freed, a fact that the PCs are unlikely to 
  discover until they find her prison.
  Alternatively, it would be a small matter 
  for a priest of the Beast God to perform a 
  few rituals and dedicate this altar (and thus 
  the whole temple here) to that dark deity 
  who has usurped Glarias’ power.
  
  25
  Side Chapel: The side chapel has its own 
  altar, which has a special power itself. 
  Anyone touching the altar intuitively knows 
  that they can--if they wish--immediately 
  teleport to the temple on Level 1 (area 
  6), appearing in the deep eastern recess. 
  Likewise, anyone who has done so then 
  gains the ability to teleport from that spot 
  to this side chapel. This teleporting is a 
  standard action. Before the placement of 
  the holy sword in area 138 the inhabitants 
  of this level were able to make use of this, 
  but as long as that sword is in place they 
  cannot, which means that this is not only a 
  convenient way to get back to the surface 
  quickly, it’s a fairly safe one as the PCs 
  cannot be followed. Of course, members 
  of the Bestial Host may be occupying the 
  upper temple (see Invasion of the Host), but 
  since they could not have used the teleport 
  effect here first, they can’t use it there at all. 
  So it is likely that it is a way in and a way out 
  only the PCs can use.
  REVISIT (EL 20)
  If the PCs obtain the final sacrament from 
  Glarias herself (imprisoned in some of 
  the deepest bowels of the dungeon) and 
  return her with it to free her, a balor named 
  Charulluk waits for them. He already has 
  unholy aura cast and begins his assault on 
  the PCs with implosion--he’s playing for 
  keeps. He fights to the death at the command 
  of his master, Rivenyk, in the name of the 
  pact that the demon lord has made with 
  Metterak, the Dragon Prince.
  Charulluk, balor: hp 311
  Treasure: Charulluk wears a huge golden 
  necklace adorned with onyx and rubies 
  worth 12,000 gp, but like his weapons, it 
  is destroyed in his death throes if he is still 
  wearing it when he dies. 
  Connections: This chamber connects to 
  areas 199, 204, and 205.
  See the Map of Level 7.
  INVASION OF THE HOST
  The Bestial Host are an important part of the 
  early parts of the Dragon’s Delve campaign, 
  and in the mid-levels they return with the 
  threat that their name promised from the 
  beginning--the PCs must deal with a full-
  blown host.
  If the PCs clear out the Venom Cult, the 
  host moves into Level 6 in order to stage raids 
  on Level 7. To pull this off, a vast number 
  of humanoids move into the region, led by 
  none other than Scrall himself. This time, 
  not only are they interested in the temple on 
  Level 1 (which they reoccupy in force), and 
  that on Level 7, but also the Ruined Temple 
  of Glarias outside of Brindenford which 
  should by all rights be a temple of the Beast 
  God as well . 
  On Level 1, populate areas 1-7 (or more) 
  with groups like this:
  5-7 bugbears and 6-8 goblins or kobolds
  3-4 ogres and 4-5 orcs
  1-2 trolls and 2-3 hobgoblins and 3-4 goblins 
  Related Articles:
  11 . Gallery
  Using the Bestial Host
  6. The Weird Temple of the Beast God
  5. Bodor’s Hall (EL 3)
  52. Old Dining Hall (EL 1)
  1. Entry Hall (EL 2 and 2)
  51. The Old Barracks (EL 4)
  7. Cellars (EL 1)
  10. Back Rooms (EL 2)
  201. THE MOANING 
  STONE 
  (EL 5)
  Summary: A 
  strange conduit 
  of chaotic 
  energies here 
  may alter a 
  spellcaster 
  forever .
  The Door: The door has a pattern of hexagonal 
  shapes built with slats of wooden pieces 
  across its surface. It is locked (DC 28 to open). 
  The door has a magical aura of evocation (as 
  it is linked to deactivating the trap, discussed 
  below), but it itself is not trapped.
  Sights and Sounds: This room is dark. 
  Anyone listening at the door (DC 20) can 
  hear a soft moan from within, as though 
  someone is in pain .
  The inside of this room is mostly bare. A large, 
  uncut gemstone purple-blue in color, rests atop a 
  stone pedestal in the middle of the room. A sound 
  like a child’s moan of pain, comes from the stone. 
  
  26
  Trap: If anyone enters through the door in 
  to the small foyer that lies before the main 
  portion of this room, they activate a wall 
  of fire. This wall springs into life at the 
  threshold between this foyer and the main 
  room (10 feet east of the door), with the 
  heat focused westward. The wall remains in 
  place until the door is closed. Stepping into 
  the foyer reactivates it. The only way past it 
  (without going through it) is to bypass the 
  floor in the foyer.
  Wall of fire trap: CR 5; magic device; location 
  trigger; automatic reset; spell effect (wall 
  of fire, 10th-level wizard, 2d4 or 1d4/round 
  fire for 10 rounds or 2d6+10 fire if crossed); 
  Search DC 30; Disable Device DC 30.
  Stone: The stone was found much deeper in 
  the dungeon by worshippers of Glarias long 
  ago and brought here as a curiosity. Deemed 
  dangerous, it was placed in this protected 
  vault. If anyone touches the stone, it crumbles 
  to dust, and a column of violet 
  and blue energy erupts from the 
  top of the pedestal where it lay, 
  shooting up to the ceiling, and 
  splashing against it like flames 
  licking stone . Any spellcaster in 
  the room feels a strange, very 
  slight tug toward the column of 
  energy--not mental, but physical. 
  If any non-spellcaster touches the 
  energy, they feel a cool tingling 
  sensation, but that’s all. If a 
  spellcaster touches the energy, 
  they are imbued forever with 
  a bit of chaos magic from deep 
  within Dragon’s Delve.
  Henceforth, each day one spell that the 
  caster casts that inflicts energy damage 
  (acid, cold, electricity, fire, or sonic) has the 
  type of energy that it inflicts randomized, 
  and the damage amount is increased by 
  +1d6. So a 6th level wizard casting a fireball 
  might cast instead a “sonicball” and it 
  would inflict 7d6 sonic damage. If the caster 
  prepares or can possibly cast more than 
  one such spell in a day, the specific spell 
  affected is randomized. So if the 6th level 
  wizard in question also prepares acid arrow 
  and burning hands, he cannot know which 
  spell will actually be potentially altered . A 
  spell infected with chaos magic in this way 
  cannot be altered again with feats, spells, or 
  other effects. 
  The change is permanent and impossible 
  to “cure” short of a wish. This is almost 
  always going to be a boon, but rarely (casting 
  a cone of cold at a red dragon that turns out to 
  be a “cone of fire”) it is a drawback. 
  After a spellcaster touches the column 
  of energy, or after 2+1d4 rounds pass 
  (whichever 
  comes 
  first), 
  the 
  energy 
  disappears forever .
  Background: The demons have never 
  bothered to come into this room, even after 
  all this time.
  Connections: This chamber connects to area 
  198 and area 202 .
  See the Map of Level 7.
  202. BEDCHAMBERS
  Summary: One of the dungeon’s infamous 
  bluesteel doors seals off a suite of rooms. 
  Door: This bluesteel door will not open 
  unless the PCs say “Glarias knows all 
  secrets.”  
  Sights and Sounds: This area is dark and 
  quiet .
  You see a bedchamber, dust-covered but 
  undisturbed. Three beds, a chest of drawers, and 
  a few small tables and chairs furnish the room. 
  Paintings of nighttime, outdoor scenes hang 
  upon the plaster-covered walls. An old book lies 
  atop one of the beds. 
  Background: These rooms were used by the 
  priests of Glarias in this temple. Using not-
  inconsiderable magic, they actually changed 
  the passphrase to the bluesteel door (created 
  by the Mages Four) to something of their 
  liking. The demons have never been in here.
  Book: The book on the bed is a copy of 
  Glarias’ Pool, identical to the book found 
  in area 3 (specifically 3A), referring to the 
  magic pool there.
  
  27
  Treasure: Amid mundane clothing and 
  possessions typical for priests (robes, 
  chasubles, incense, and so on) the chest of 
  drawers holds a round ivory box with silver 
  hinges and decorative elements (worth 200 
  gp) that itself holds six pearls, each worth 
  100 gp. A Knowledge (religion) check (DC 
  18) identifies all of these objects as being 
  tied to the clergy of Glarias.
  Hidden Key: Hidden on the underside of 
  one of the small tables (Search DC 27) is a 
  small key that opens the door to 202A (but 
  not 202B).
  Doors to 202A and 202B: These doors are 
  locked (Open Locks DC 30).
  202A: This is another small bedroom for one 
  person. A wardrobe in the room contains 
  normal clothing as well as a pair of silk 
  slippers adorned with silver (worth 75 gp). 
  Hidden in a small silk pouch beneath the bed 
  (Search DC 26) is a piece of carved marble 
  in the shape of a crescent moon. This is the 
  crescent key of use in area 197. It has a faint 
  magical aura of transmutation. Anyone who 
  has searched the altar in area 197 seeing 
  this piece of stone remembers the crescent-
  shaped depression on the side of the altar 
  that the key would fit into perfectly.
  202B: Similar to 202A, this room has a 
  locked trunk under one bed that contains 
  six identical silver necklaces with moon 
  pendants (worth 50 gp each), a silver key 
  (worth 20 gp) that opens both doors in 
  area 203, and a small silver thurible that, if 
  burning incense, functions as a wand of cure 
  light wounds (with 50 charges). Knowledge 
  (religion) check (DC 18) identifies all of 
  these objects as being tied to the clergy of 
  Glarias .
  Connections: This chamber connects to area 
  198 and area 201 .
  See the Map of Level 7.
  203. FORGOTTEN 
  RELIQUARIES
  Summary: This area is a trio of ransacked 
  rooms once important to the temple of 
  Glarias. You will need the Cult of Glarias 
  History handout (see Appendix C).
  Sights and Sounds: These chambers are 
  dark and quiet .
  This room appears to have long ago been 
  ransacked. Beautiful wooden cabinets are toppled 
  and smashed. Scraps of cloth and yellowed paper 
  lie amid broken bits of wood and other refuse.
  Hidden Scrap: A scrap of parchment lies 
  amid the ruin with the words, “The name 
  of the Moon Goddess opens many doors. 
  Glarias knows all secrets.” This is the phrase 
  needed to open the door into area 202.
  Doors to 203A and 203B: These doors are 
  made of iron with silver inlay depicting 
  a tree beneath a shining moon. 
  Both are locked (DC 32 to open).
  203A: This room contains two 
  tables covered in stacks of books 
  of prayers to Glarias, the moon 
  goddess. Amid the breviaries 
  (which are in poor condition and 
  would have little value anyway) 
  lies a scroll detailing the history 
  of the cult of Glarias in Dragon’s 
  Delve. Show the players the Cult 
  of Glarias History handout.
  203B: This room has an empty, 
  white, marble-top table and an 
  ornate decorative cabinet that 
  
  28
  once held many important relics. Now 
  it holds a silver ostensorium (worth 150 
  gp) engraved with a prayer to Glarias, a 
  clay amphora painted with moon symbols 
  (contains spoiled wine like vinegar now), 
  and a silver tube (35 gp) sealed with wax 
  that contains a scroll of cure critical wounds, 
  a scroll of break enchantment, and a scroll of 
  regeneration . 
  REVISIT (EL 6)
  If the PCs open the doors in this room and 
  leave them unlocked, when they return 
  everything left in 203A and 203B is smashed 
  and destroyed . A single brute demon stands 
  amid the wreckage, quite satisfied with 
  itself .
  Brute demon: hp 80
  It attacks anyone it sees and fights to the 
  death.
  Connections: This chamber connects to area 
  198 and area 201 .
  See the Map of Level 7.
  Brute Demon (Chaotic Evil)
  Large Outsider (Chaotic, Extraplanar, Evil)        
  CR 6  
  HD 6d8+48  
  hp 75
  Init +0  
  Speed 30 feet
  AC 21, touch 9, flat-footed 21
  BAB/Grapple +6/+19
  Attack +14 melee (1d8+9, slam) 
  Full Attack +14 melee (1d8+9, two slams)
  Space/Reach 10 feet/10 feet
  SA Spell-like ability: Desecrate 1/day
  SQ Damage Reduction 5/cold iron or good, 
  darkvision 60 feet, immunity to electricity 
  and poison, resistance to acid 10, cold 10, 
  and fire 10, spell resistance 15
  Fort +13 Ref +5 Will +7
  Str 28, Dex 11, Con 26, Int 4, 
  Wis 9, Cha 8
  Crucial Feats Cleave, Power 
  Attack 
  Other Feats Iron Will
  Crucial Skills Climb +16, Jump 
  +16, Listen +8, Spot +8
  Other Skills Knowledge (the 
  planes) +6
  Brute demons are among the 
  simplest and most basic demons . 
  They are employed by more 
  powerful demons as guards and 
  soldiers. They are lazy (they like to sleep, 
  even though they do not need to), and given 
  to vices like overeating, alcohol, and lust.
  Unlike most demons, they cannot speak 
  telepathically (they can speak a little Abyssal 
  verbally) and have almost no magical 
  abilities. They don’t even summon other 
  demons .
  Combat: In combat brute demons are true 
  to their name and simply move into melee 
  swinging. They do no employ tactics of 
  any kind and can follow only the simplest 
  of orders (and even then sometimes fail to 
  do so). They have no skill with weapons or 
  armor and just pummel with their fists.
  Spell-like abilities (Sp): 1/day--desecrate . 
  Caster Level 6th. 
  
  29
  204. CORPSE MOUND (EL 7)
  Summary: This is a storage room for where 
  the demons dump the remains of their 
  victims. You will need the Hanged Men 
  Illustration handout (see Appendix C).
  Sights and Sounds: This room is dark and 
  quiet .
  The terrible stench of death hangs in this room 
  like a cloud--a cloud filled with buzzing flies 
  hovering about a heap of maggot-filled corpses. 
  In the western section of the room, three more 
  rotting corpses dangle in nooses from the ceiling. 
  Unhallow: This area is under the effect 
  of unhallow, applying a -4 penalty to turn 
  undead attempts and granting all evil 
  creatures the effects of a bless spell (+1 to 
  attack rolls and saves versus fear).
  Inhabitants: The three hanging corpses are 
  undead creatures called hanged men. They 
  only reveal themselves to be undead when 
  they are closely investigated, the western 
  wall (where the secret door is) is searched, 
  or if anyone goes into 204A. In such a case, 
  they leap down, hopefully surprising their 
  foes. When the hanged men 
  reveal themselves, six of the 
  corpses in the mound rise up out 
  of it as animated zombies to aid 
  them. Nothing short of magic 
  (detect undead) reveals these 
  corpses to be anything other than 
  normal dead bodies .
  Hanged men (3): hp 40, 47, 45
  Human Commoner Zombies (6): 
  hp 26, 24, 21, 19, 16, 16, 11
  Tactics: The zombies use their 
  attacks to harass the intruders, 
  effectively using the aid another 
  action. The undead here will not 
  leave the room, and they all fight 
  to the death.
  Treasure: After all three hanged men are 
  destroyed, the rope of the last of the three to 
  drop does not turn to dust, but instead turns 
  to a rope of climbing .
  Further, a shortbow lies amid the corpses 
  (Search check DC 19). To most, it will seem 
  to be a +1 shortbow. However, in the hands 
  of a bard, it is a +1 sonic longbow. It has a 
  requirement, however, that the wielder 
  must sing or say something in a rhyme each 
  round it is used. (If you’re going to play a 
  bard, you probably already think this way.) 
  This means that the bow functions only as 
  a +1 weapon in an area of magical silence . 
  (Despite these restrictions, the bow is worth 
  what a +1 sonic weapon would be worth, 
  if the PCs decide to sell it and can find 
  someone who will buy it.)
  204A: This alcove holds a locked metal 
  cabinet (DC 28 to open). Inside lies a silver 
  tinderbox (80 gp), two bone wands with a 
  special continual flame cast upon them that 
  gives a steady, subdued blue-white glow 
  like moonlight, and the second of the three 
  sacraments to be brought to area 200, a silver 
  aspergillum with inlaid ivory tiles and an 
  ivory handle. It is worth 500 gp if sold.
  Secret Door: The door into area 207 is a 
  hidden stone panel (Search DC 25 to find). It 
  is also locked (Open Locks DC 25) although 
  the keyhole itself is hidden, requiring a 
  separate Search check (DC 28).
  Background: Rivenyk forbids his demon 
  servitors to raid the immediate area for 
  victims to torture and kill so as to keep their 
  presence here a secret. The corpses in this 
  room, and throughout much of the level are 
  either from the handful of adventurers that 
  have made it to this level in recent weeks and 
  
  30
  months or innocent victims that the demons 
  captured in far off lands. In other words, the 
  demons of the Sprawl of the Demon Liege 
  teleport to distant kingdoms or continents, 
  grab a victim, and bring it back. No wonder 
  Dragon’s Delve has a reputation of menace 
  and threat the world over. However, even 
  this activity has been curtailed of late thanks 
  to the presence of the holy sword in area 
  138 and the demonic inhabitants here grow 
  dissatisfied. 
  REVISIT
  Each time the PCs return to this chamber, 
  there are a few more, fresh corpses added 
  to the pile.
  Connections: This chamber connects to area 
  200 and area 207 .
  See the Map of Level 7.
  Hanged Man
  Chaotic Evil 
  Medium Undead 
  CR 4
  HD 6d12  
   
   
  hp 37
  Init +6  
   
   
   
  Speed 30 feet
  AC 18, touch 12, flat-footed 16
  BAB/Grapple +3/+7
  Attack +7 ranged touch (drag) or +7 melee 
  (1d4+4, claws)
  Full Attack +7 ranged touch (drag) or +7 
  melee (1d4+4, 2 claws)
  Space/Reach 5 ft./5 ft. (20 ft. with rope)
  SA Drag, rope
  SQ Darkvision 60 feet, undead traits
  Fort +2, Ref +4, Will +5
  Str 18, Dex 15, Con -, Int 9, Wis 11, Cha 13
  Crucial Skills Climb +11* (+2 when climbing 
  ropes), Hide +9, Move Silently +9
  Other Skills Use Rope +14*
  Crucial Feats Dodge
  Other Feats Improved Initiative, Weapon 
  Focus (rope)
  This creature has pale skin pulled tight over 
  its bones. Its head hangs at an odd angle, 
  seemingly unsupported by a broken neck . A 
  rotted noose and several feet 
  of rope hang from its neck 
  and trail off behind it. It eyes 
  have no pupils.
  A hanged man is the 
  restless 
  corpse 
  of 
  an 
  evil humanoid that was 
  hanged or the spirit of one 
  wrongfully accused of a 
  crime and hanged. It is a 
  malevolent and vengeful 
  creature that attacks living 
  creatures on sight.
  Hanged men are usually 
  encountered near the area 
  where they were killed or 
  in cemeteries, mausoleums, 
  or graveyards where their 
  body was laid to rest. They 
  prey on the living and are found near 
  civilized areas where their food supply is 
  plentiful. Their lairs are either their final 
  resting places or secluded and overgrown 
  areas near the place of their death. The lairs 
  are always scattered with the remains of its 
  victims, including any treasure a former 
  meal happened to be carrying.
  Hanged men do not speak, but they can 
  utter choked gurgles, gasps, and strangled 
  moans .
  Combat: A hanged man attacks primarily 
  with its rope, which has become imbued 
  with negative energy and now acts as an 
  extension of the hanged man itself. It uses 
  its rope to capture victims and draw them 
  in, at which point it rips and tears them to 
  shreds with its filthy claws.
  Drag (Ex): If a hanged man 
  hits with its rope attack, 
  the rope latches onto the 
  opponent’s 
  body. 
  This 
  deals no damage but drags 
  the opponent 10 feet closer 
  each subsequent round 
  (provoking 
  no 
  attack 
  of 
  opportunity) 
  unless 
  that creature breaks free, 
  which requires an Escape 
  Artist check (DC 21) or 
  a Strength check (DC 
  17). The check DCs are 
  Strength based, and the 
  Escape Artist Difficulty 
  Class includes a +4 racial 
  bonus. A hanged man can 
  draw a creature to within 
  5 feet of itself and attack with both claws 
  with a +4 attack bonus in the same round.
  Rope (Su): The rope of a hanged man is 
  about 30 feet long and can lash forward 
  20 feet or upward 10 feet to grab a victim 
  and drag it closer to the hanged man (see 
  
  31
  its drag ability, above). The rope has AC 22, 
  hardness 10, and 10 hit points, and it has 
  damage reduction 5/slashing. If the hanged 
  man’s rope is severed (by reducing it to 0 or 
  less hit points), both the rope and the hanged 
  man are destroyed. Upon the hanged man’s 
  destruction, the rope crumbles to dust.
  Skills: Using its animated rope, a hanged 
  man has a +10 racial bonus on Climb checks. 
  Hanged men have a +6 racial bonus on Use 
  Rope checks.
  By Scott Greene; originally published in The 
  Tome of Horrors II by Necromancer Games. 
  Later reprinted in Monte Cook Presents the 
  Year’s Best d20. This version is slightly modified.
  Art by Caleb Cleveland
  205. SHADOW OF THE 
  TORTURER (EL 7)
  Summary: A torture chamber hides a 
  fiendish foe.
  Sights and Sounds: This room is lit by 
  torches in sconces. Only a very astute 
  listener (Listen check DC 25) can hear the 
  babau in 205A .
  You can almost smell the fear, the pain, and 
  the horror that has seeped its way into this 
  chamber over the years. Chains with hooks 
  hang from the ceiling. Blood stains the floor. 
  A rack, an iron maiden, and a small coal stove 
  for heating irons furnish the room. A man, 
  twisted and tortured, still lies within the 
  clutches of the rack. Etched images of demons 
  torturing mortals feature in stone slabs set 
  into the walls. 
  The Victim: The man in the rack, a human, 
  is dead, although he died fairly recently.
  Hidden Cache: The torturer keeps a small 
  stash of potions in a black wooden box 
  hidden behind the iron maiden (Search 
  DC 17 to find). The stash currently consists 
  of five potions of cure minor wounds (for 
  stabilizing the dying), and three potions of 
  cure light wounds. All of the phials are clearly 
  labeled as to their contents in Abyssal.
  Hallway Trap: The 20’ corridor between 
  area 205 and 205A contains a trap. With the 
  pull of a lever in 205A, sticky, dark-red goo 
  (not unlike the substance coating the skin of 
  a babau demon) sprays out of a tiny holes, 
  entangling and holding victims in place. It is 
  also slightly caustic. Those failing their save 
  are entangled and cannot move out of their 
  current space for 6 rounds during which 
  time they suffer 2d6 points of acid damage 
  each round. Those making their save suffer 
  1d6 points of acid damage (once) and are 
  not entangled . Babau demons are immune 
  to this goo.
  Goo Trap: CR 5; Switch trigger; manual 
  reset; DC 16 Reflex save partially avoids; 
  Victims entangled, held in place (2d6 acid 
  damage/round); Search DC 29, Disable 
  Device DC 29 .
  205A: This room has still more torture 
  implements and half-finished devices of 
  pain involving iron helmets and collars, 
  spikes, hooks, acid and worse. The torturer 
  (and inventor) dwells here. This babau 
  demon keeps to himself, torturing victims 
  that he brings here and dumping the bodies 
  in area 204 when he is done. He’s not trying 
  to get information--he just inflicts pain for 
  the joy of it.
  Babau demon: hp 70
  Tactics: If the demon hears intruders coming 
  into area 205, he tries to summon another 
  babau and waits by the lever that activates 
  the trap, trying to catch as many foes as he 
  can. Then he attacks.
  Treasure: An iron strongbox in the 205A 
  contains 250 gp and 5 “hell coins.” Demons 
  and devils create their own perverse currency 
  in the form of “hell money,” or “hell coins.” 
  These objects appear to be large reddish-
  gold coins (disks with a 2-inch diameter) 
  with the faces of the tormented upon them. 
  Examined closely, the faces move and 
  contort, as if they were real people in agony. 
  Each hell coin represents an actual damned 
  soul-a currency any fiend can appreciate. 
  Some fiends and other creatures living in 
  hellish realms do not accept regular coins 
  and value only hell money.
  These magical coins (each carries a minor 
  aura of conjuration) are each worth 200 gp 
  to a fiend or someone who deals regularly 
  with fiends. To others, they are worth 
  
  32
  only 10 gp, and to some they are utterly 
  abhorrent and worth nothing. Since the 
  souls represented by the coins are already 
  damned, there is nothing a person can do 
  to save them. However, an evil creature 
  might use the soul in a foul ritual, as part 
  of the process of creating some magic item, 
  or simply as a delicacy to be devoured . Any 
  such use destroys the coin.
  Secret Door: The secret door in the north is 
  devilishly tricky to find (Search DC 35). It 
  is located behind what appears to be some 
  kind of torture device with an eight-foot by 
  eight-foot metal plate covered with hooks 
  and barbs. To open it, the proper sequence 
  of hooks must be turned. Anyone making 
  Listen checks (DC 20) here, however, may 
  hear the demonic flies droning in area 208, 
  giving a clue and a +2 bonus to find the door. 
  Upping the Ante (EL 10): Give the babau a 
  bodak servant (the babau is immune to the 
  bodak’s gaze).
  Connections: This chamber connects 
  to areas 200, 206, and 208.
  See the Map of Level 7.
  206. GALLERY OF 
  HORROR (EL 9)
  Summary: A room of horrors where 
  even the implements of torture 
  themselves hunger for blood and 
  pain .
  Door from the North: The door 
  itself is standard, although it bears 
  an iron plate that looks like a 
  hungry, tooth-filled mouth upon it 
  (on the side facing north). There is, however, 
  a secondary door of transparent crystal 
  beyond it. This door is so transparent as to 
  be almost invisible. PCs can see through 
  it but can’t get in because it is sealed with 
  a spell called Yula’s ward. This makes the 
  door only openable by those that know the 
  password (“Gallery of Horror”). The door 
  has a hardness of 18 and 20 hit points and 
  is immune to magic (which includes knock).
  Sights and Sounds: This room is lit by a 
  strange reddish glow that fills the chamber 
  with dim light. It is quiet.
  This horrific room is straight out of 
  nightmare. It is filled with corpses within what 
  appear to be the torture implements that burned 
  them, stretched them, or flayed them apart, all 
  arranged as if a part of a permanent display--like 
  the most gruesome art imaginable. Some corpses 
  hang along the east and west walls in manacles 
  as if they died watching the others tortured. The 
  torture devices include racks, iron maidens, 
  pillories, and more. There is also a large cage 
  filled with chains, hooks, and spikes pointed 
  inward and two racks of whips, branding irons, 
  thumbscrews, and other tools and contrivances. 
  In the middle of the room, a flayed corpse lies 
  on a bier holding an immense ruby. 
  Revulsion Aura: Any living creature in this 
  chamber must make a Will save (DC 17) or be 
  nauseated. A new save is allowed each round 
  to negate the effect, but even those that make 
  their save (the original one or a subsequent 
  one) are sickened. This is a magical effect 
  that pervades the room (CL 14).
  Yula’s Ward: The walls, floors, etc. of the 
  room (but not the contents) are immune to 
  magic (CL 18). 
  Inhabitants: When anyone enters this room, 
  its guardians--all hidden in plain sight--
  begin to attack. Four of the victims manacled 
  to the wall are actually wights and can 
  easily slip from their bonds (requiring no 
  action). The two racks of torture devices are 
  actually possessed by demonic spirits (thus, 
  animated 
  objects) 
  that slide around the 
  room flailing  and 
  stabbing. The cage 
  is 
  also 
  possessed, 
  attempting to grapple 
  victims with its chains 
  and pull them into the 
  spiked interior, where 
  they are trapped and 
  suffer 2d6 points of 
  damage each round 
  the cage moves, until 
  freed. It can hold 1 
  
  33
  large or 2 smaller creatures inside . Breaking 
  out of the cage requires a Strength check 
  (DC 25) to bend the bars, and once such a 
  hole exists, anyone can get out of the cage 
  with a full round action. 
  Wights (4): hp 35, 30, 27, and 26
  Large animated object (2): hp 55 and 51
  Huge animated object: hp 90 
  Treasure: The massive gem that the flayed 
  man is holding is worth 5,000 gp. 
  Secret Door: The door in the south is a 
  pivoting section of the wall (Search DC 22). 
  Remember that it is immune to spells (like 
  detect secret doors) thanks to Yula’s ward, but 
  as it was created after the spell was cast it 
  reacts like a wall and not a door to the spell’s 
  parameters (thus, if found it can be opened 
  without the password).
  Connections: This chamber connects to area 
  205 and area 207 .
  See the Map of Level 7.
  New Spell
  Yula’s Ward
  Abjuration
  Level: Wizard 6
  Components: V, S, M
  Casting Time: Four hours
  Range: Close (25 feet + 5 feet/two levels)
  Area: A single room, no more than one ten 
  foot cube per level in size
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  Cast upon a single room, the doors, windows, 
  walls, floor, and ceiling are immune to 
  magic as if encased in an antimagic field just 
  big enough to incorporate them. No spells 
  can affect them. The room itself, however, 
  does not have an antimagic field, and thus 
  teleportation or divination into or out of the 
  room is still possible . Any doors leading into 
  the room can only be opened by the caster, 
  or those who use a special password decided 
  upon by the caster. Lastly, the hardness of 
  the doors, windows, walls, floor, and ceiling 
  gains a +10 bonus that does not stack with 
  any other magical bonuses.
  Material Component: Paint containing 
  1,000 gp worth of pearl dust.
  207. SECRET CHAMBER (EL 7)
  Summary: A gaseous guardian protects a 
  secret room with interesting treasures.
  Door from the North: This door is a pivoting 
  section of the wall (Search DC 22). It is 
  immune to spells (like detect secret doors).
  Door from the East: The door is a hidden 
  stone panel (Search DC 25 to find). It is also 
  locked (Open Locks DC 25) although the 
  keyhole itself is hidden, requiring a separate 
  Search check (DC 28).
  Sights and Sounds: This room is dark and 
  quiet .
  This room is the inside of an iron cube, with 
  small round holes perforating the rusted metal 
  sheets fused together that make up the walls, 
  floor, and ceiling. 
  Metal Sheets: The metal sheets have a 
  hardness of 10, and 40 hit points. They are 
  fused together, and while the metal floor 
  rests upon the stone floor, there is a 4 inch 
  gap between the metal walls and ceiling and 
  their stone counterparts. Thus, it’s a cube 
  within a cube.
  
  34
  Inhabitants: A special belker is trapped 
  forever in this chamber, acting as a guardian. 
  It is special because it has no limit on the 
  amount of time it can spend in smoke form . 
  Also, it has the Mobility and Spring Attack 
  feats as bonus feats. When the PCs enter, it 
  is in smoke form, behind the iron walls. 
  Belker: hp 51
  Tactics: One round after a foe comes inside, 
  the belker seeps through the holes and 
  attacks with its smoke claws. Because it 
  has spring attack, if its attack is resisted, 
  it can move back through the holes in the 
  metal wall in the same round it attacks. 
  Regardless, if the PCs inflict 10 or more hit 
  points damage, it retreats back through the 
  holes and moves around to the other side 
  of the room, hoping to make another attack 
  with surprise. If the smoke claw attack is not 
  working, it will attack conventionally, but it 
  has to turn solid first. Again, it will keep up 
  the hit and run attacks, fleeing whenever 10 
  hit points or more are inflicted.
  Secret Door to 207A: The iron panel on the 
  west wall secretly hinges at the bottom, 
  with a latch at the top (30 feet up) that must 
  be released to lower it. The wall, when it 
  comes down, is the same size as the floor, 
  so maneuvering it down is slow and tricky 
  (or dangerous--a character caught under the 
  iron wall if it is simply allowed to fall, suffers 
  4d6 points of damage). The door itself, once 
  the wall is down, is clearly visible, although 
  it is still locked (Open Locks DC 30). 
  207A: This is a hidden treasure room from 
  long ago. The passage to area 206 is relatively 
  new. The room contains two chests, one 
  wooden and one iron, and a table with a 
  lantern on top of it . 
  The Lantern: The lantern on the table has a 
  strong aura of conjuration magic. The first 
  person to touch it instantly teleports to an 
  extradimensional space.
  You find yourself alone, with gray and green 
  mist all around you. A slender, shadowy man 
  with indistinct features appears before you and 
  asks, “Do you desire flame with which to see 
  truth, or blade with which to slay your foes?” 
  If the character chooses flame, the figure 
  gives him three unlit torches of unseen light. 
  If he chooses blade, the figure gives him a +3 
  longsword. Immediately upon receiving the 
  item, the PC reappears in the room where 
  he started. All of the items bear Rivenyk’s 
  symbol (seen in the Symbol of Rivenyk 
  illustration handout). Flame is a safe choice. 
  The sword, however, is possessed by a 
  demonic spirit that attempts to 
  possess the PC when he next 
  enters combat. If the sword 
  wielder fails a Will save (DC 18), 
  he is controlled by a demon who 
  will seek to betray and slay the 
  rest of the group at the earliest 
  best opportunity. The sword 
  becomes a +1 unholy longsword. 
  If the PC makes the save, nothing 
  happens, the sword remains a 
  +3 longsword, but it rusts and 
  falls apart one hour later. It is 
  impossible to repair .
  If the character does (or says) 
  anything but choose one of the 
  three, nothing happens. After three rounds, 
  if he has not chosen, he reappears in the 
  treasure room with no gift.
  The lantern works only once. 
  The Wooden Chest: This is unlocked and 
  contains 10 hell coins, 300 small, crude 
  gemstones (various types, each worth 2 gp), 
  and 1,890 sp, and 2,400 cp.
  The Iron Chest: The iron chest is bolted to 
  the floor and appears much older than the 
  room’s other contents. It bears the crescent 
  moon symbol of Glarias and is locked (Open 
  Locks DC 32) and contains a silver ciborium 
  with a faint aura of abjuration magic. Inside 
  are six crescent-shaped wafers kept fresh by 
  the magic of the vessel. Each wafer functions 
  as a potion of aid. The ciborium is worth 800 
  gp, but is also the last of the three sacraments 
  needed for the altar in area 200 (the wafers, 
  however, do not need to be kept with it).
  
  35
  Connections: This chamber connects to area 
  204 and area 206 .
  See the Map of Level 7.
  New Magic Item
  Torch of Unseen Light: When lit, this 
  magical torch burns for one hour or until it 
  is snuffed (it cannot be relit). It gives off no 
  heat or light, but its flickering flame is visible. 
  While it burns, any invisible creatures or 
  objects within 30 feet of it are visible.
  Moderate divination; CL 10; Create Wondrous 
  Item, invisibility purge; Price 750 gp
  208. FLY DEMONS (EL 10)
  Summary: Thousands of demonic flies and 
  demon-possessed flies stand guard here.
  Sights and Sounds: The room is dimly lit. 
  Anyone listening at the doors (DC 20) can 
  hear the droning of the flies. Once the doors 
  are open, no checks are necessary.
  Dozens of candles burn with a strange 
  greenish flame throughout this chamber. In 
  this eerie illumination, flies swarm, buzzing 
  and crawling and flying. While many appear 
  normal, some of the flies have apparently 
  grown to an astonishing size ranging from 
  an inch to three inches in length or more, 
  and their multifaceted eyes glow green in the 
  light. Amid them, a hulking brute shambles 
  forth. The flies cover his flesh, crawling over 
  him and--as you watch--crawl in and out 
  of his mouth, nose, and finally what appear 
  to be his empty eye sockets. Judging by the 
  horrible ripples beneath its flesh, they appear 
  to be crawling beneath his skin as well. 
  Inhabitants: Two swarms of demonic insects 
  inhabit this room. Both swarms are a mixture 
  of normal flies that are (en masse) possessed 
  by a pair of demonic spirits and flies that 
  are native to the abyss and have come to the 
  material plane. For both swarms, use stats 
  for a hellwasp swarm. One swirls about 
  the room, the other inhabits the hulking 
  humanoid figure that was once a very large 
  man but now is simply an animated corpse 
  (treat as a ogre zombie). These swarms are 
  direct servants of Czarzem himself. If they 
  are destroyed, he knows about it.
  Abyssal fly swarm (2): hp 95 and 82
  Ogre Zombie: hp 50
  Tactics: The swarm inhabiting the figure 
  attacks the front rank foe in the most 
  straightforward manner. It has no weapon, 
  so it uses its slam attack. If it happens to be 
  attacking a spellcaster, however, it attempts 
  to grapple. The free swarm attempts to 
  get as many characters engulfed as it can, 
  meanwhile, to distract 
  and nauseate them with 
  its presence and poison 
  them with its attacks.
  REVISIT (EL 7)
  If the PCs come through 
  this 
  chamber 
  again, 
  they find that it is full 
  of flies again, but these 
  are different. Each is a 
  demonic insect the size of 
  a large dog with horrible 
  mandibles 
  dripping 
  some kind of foul ichor. Use the stats for 
  giant bees but give them a +4 attack and 
  damage bonus and DR 5/magic, and SR 15.
  A 
  character 
  making 
  a 
  successful 
  Knowledge (the planes) check (DC 18) 
  knows that within each of these hideous 
  monsters is a sac of ichor that can be used 
  directly as oil of greater magic weapon (+2) .
  Giant Abyssal Flies (8): hp 20 each
  Connections: This chamber connects to area 
  205 and area 235 .
  See the Map of Level 7.
  
  36
  209. DEMONBEAR (EL 10)
  Summary: It’s a bear from hell (OK, the 
  Abyss).
  Door: The door leading into this room 
  is iron, and barred on the outside (in the 
  hallway) with three makeshift heavy iron 
  bars set into hooks drilled into the stone. It’s 
  not hard to remove these and open the door 
  from the hallway side. The door appears 
  battered and dented from the inside.
  Sights and Sounds: This room is dark. 
  No Listen check is required to hear the 
  inhabitant of the room roaring and snarling.
  Inside, 
  what 
  little furnishing 
  the 
  chamber 
  had lies wrecked 
  and 
  smashed. 
  Bones 
  litter 
  the floor along 
  with large piles 
  of 
  particularly 
  m a l o d o r o u s 
  dung. A massive 
  bear, 
  standing 
  more than fifteen 
  feet high, with 
  horns on its head, small, useless black wings on 
  its back, and a mouth full of multiple rows of 
  teeth dripping with some foul ichor roars at you, 
  its bile-yellow eyes filled with rage. 
  Inhabitant: The demons brought with them 
  a huge bear native to the Abyss--effectively 
  a huge, fiendish dire bear. However, the 
  demons have been unable to control this 
  creature and so have penned it up in this 
  room, occasionally teleporting in with food 
  and teleporting out again quickly. They are 
  terrified of it.
  Demon Bear (Chaotic Evil)
  Huge magical beast (extraplanar)  CR 10
  Init +0  
   
   
  Speed 40 feet
  HD 17d8+102 
  hp 201
  AC 18, touch 9, flat-footed 8
  BAB/Grapple +12/+32
  Attack +25 melee (2d6+10, claw)
  Full Attack +25 melee (2d6+10, 2 claws) and 
  +23 melee (3d8+5, bite)
  SA Improved Grab
  SQ Darkvision 60 feet, Low-light vision, 
  scent, DR 10/magic, SR 22, resistance to fire 
  10, resistance to cold 10
  Fort +14 Ref +8 Will +9
  Str 39, Dex 11, Con 23, Int 14, Wis 13, Cha 12
  Crucial 
  Feats 
  Combat 
  Reflexes, 
  Endurance 
  Other Feats Alertness, Endurance, 
  Iron Will, Multiattack, Run, Weapon 
  Focus (claw)
  Crucial Skills Listen +13, Spot +12, 
  Swim +17
  Other Skills N/A
  Tactics: The bear attacks everything it 
  sees and fights to the death. If it grabs 
  a foe, it uses the option to hold a foe, 
  taking a -20 penalty to its grapple 
  check so that it is not considered 
  grappled itself (allowing it to keep its 
  Dex bonus to AC, to threaten areas, and to 
  use its other claw and bite attacks on other 
  foes). 
  Hidden Trapdoor: A smashed table near 
  the north end of this chamber hides a small 
  trapdoor (Search DC 15). The trapdoor isn’t 
  made to be secret. It’s just currently covered 
  in debris. Once opened, PCs see a 4 foot wide 
  shaft going down, with smooth stone sides 
  (no ladder or easy hand-holds). The shaft is 
  100 feet deep, and at the bottom it connects 
  to a natural cave about 30 feet across with 
  about a foot of standing water . A few 
  strange, pale white crustaceans scuttle away 
  from any intruder, disarming but harmless. 
  Development: After events triggered by 
  the PCs exploring Level 9, this area will 
  provide access to a winding vertical tunnel 
  connecting Level 9 with Level 3.
  Connections: This chamber connects to area 
  193 and area 210 .
  See the Map of Level 7.
  
  37
  210. THE ROOST (EL 7 
  AND 9)
  Summary: Here dwells a vrock that fancies 
  himself a wizard.
  Sights and Sounds: This cavern is dimly lit. 
  All can hear a distant rumbling as if there is 
  a constant earthquake in the distance as well 
  as high pitched screeching coming from this 
  chamber.
  A horrific cavern illumined with an ambient, 
  blood-red light stretches before you. Its 
  misshapen surfaces do no appear to be stone cut 
  by tools or eroded by natural processes. Instead, 
  they writhe and undulate like the flesh of a living 
  thing. Jagged wounds bleed, the flows cutting 
  channels across the stinking, humid cave. This 
  seems more like a vision of a terrible nether realm 
  than just another room in the dungeon. 
  One particularly awful-looking rock formation 
  in the northeast section of the cave glows with a 
  strange multicolored halo. 
  The ceiling is very high and much more poorly 
  lit. Shrieks descend down from the shadows 
  there--some of which flitter and move. 
  The Ceiling: The ceiling here is 40 feet high 
  and pocked with little caves and unlit niches 
  offering many perches ideal for hiding. This 
  is where all of the inhabitants of the cave are 
  when the PCs enter.
  The Walls (and the Blood): Although 
  they appear more like twisted flesh, the 
  walls, floor and ceiling should be treated 
  like natural rock. The “blood” is a slightly 
  caustic fluid (touch inflicts 1d6 points of 
  acid damage), but it is not difficult to avoid 
  it. Those investigating closely, making a 
  Knowledge (the planes) check (DC 17), 
  can determine the extradimensional (and 
  inherently evil) nature of these substances.
  Inhabitants: A vrock named Garule dwells 
  in this cavern along with a mob of vargouilles 
  that obey his every command. Garule is not 
  your standard vrock. He fancies himself 
  a wizard of sorts. Instead of a Knowledge 
  skill, this vrock has a +16 bonus to Use Magic 
  Device and a collection of scrolls he keeps in 
  a leather bag slung over his shoulder. His 
  scrolls (each with one spell) include: detect 
  magic (x2), grease, identify, magic missile, 
  enlarge person, cat’s grace, icebolt, dispel magic, 
  hold person, flame arrow, summon monster IV, 
  and escape the bonds of flesh .
  Vargouilles (7): hp 9, 9, 8, 6, 5, 5, 4
  Garule, vrock: hp 92
  Tactics: The vrock sends the vargouilles 
  down to attack the PCs immediately. While 
  they fight, it uses its heroism and mirror 
  image powers on itself, and then just waits, 
  observing the PCs and how they deal with 
  the swarm of flying horrors. 
  If the vargouilles are defeated, Garule uses 
  spells at range, such as icebolt or escape the 
  bonds of flesh. He summons a fiendish giant 
  wasp. When he must, he engages in melee, 
  but probably only after trying hold person on 
  the toughest-looking melee opponent.
  Garule 
  won’t 
  hesitate 
  to 
  use 
  the 
  demonrock’s healing powers if need be.
  Demonrock: The oddly glowing rock 
  formation is a special magical (and utterly 
  immobile) node that heals any chaotic 
  evil outsider touching it 1d8 hit points. 
  The healing continues once per round for 
  chaotic evil outsider continuing to touch it, 
  requiring no action on their part (so a demon 
  could perch atop it and heal 1d8 points per 
  round while it does something else).
  Those not healed by the rock suffer 1d8 
  points of damage if they touch it as its 
  energies disrupt their form. A hallow spell 
  destroys the demonrock. (A character can 
  make a Knowledge [arcana, religion, or the 
  planes] check [DC 20] to determine this.) 
  Otherwise, it’s pretty much impervious to 
  harm or effect. 
  Development: Because of the demonrock’s 
  special powers, many of this level’s 
  inhabitants escape to this chamber (probably 
  using teleport) to get healing. Check for a 
  random encounter automatically every 
  time the PCs come back to this room (no 
  matter how frequently that is). Most likely, 
  encounters will be with demonic creatures 
  
  38
  hanging around or using the demonrock. 
  Which means that they may currently be 
  somewhat damaged (remember, they fight 
  amongst themselves around here a lot).
  Background: This “cavern” and others like 
  it represent the fact that Level 7 is being 
  drawn into the Abyss. The blood-filled 
  caverns are themselves pockets hanging 
  between the mortal plane and the lower 
  planes. Stepping into them is like stepping 
  through a gateway. Nothing that cannot 
  penetrate interdimensional barriers can 
  cross the boundaries from this cavern to 
  the more normal seeming room nearby. For 
  example, a wizard cannot cast arcane eye 
  in area 191 and see into this cavern. These 
  caverns are shaped of hate and violence, 
  but to the touch it seems like they are some 
  kind of strange stone. Otherwise, treat this 
  cavern as being a standard dungeon room 
  (or, perhaps cave).
  Connections: This chamber connects to 
  areas 193, 209, 211, and 215.
  See the Map of Level 7.
  New Spell
  Escape the Bonds of Flesh
  Necromancy [Death, Evil]
  Level: Clr 4, Sor/Wiz 5
  Components: V, S,M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  The victim’s skeleton writhes and twists 
  within his body, tearing muscles and 
  rupturing flesh. The victim suffers 2d8 
  points of damage, +1 point per 
  caster level (maximum +20). If 
  the damage dealt by this spell 
  brings the target below zero hit 
  points, his skeleton tears from its 
  body and becomes an animated 
  skeleton. (See “skeleton” in the 
  MM.) This skeleton is under the 
  caster’s control, in all respects 
  as if it had been created by the 
  animate dead spell. Should the 
  skeleton possess too many Hit 
  Dice for the caster to control, 
  it 
  remains 
  independent 
  and 
  immediately attacks the nearest 
  creature .
  Material Components: A fragment of 
  bone with flesh still attached to it and a 
  piece of iron .
  Design by Anthony Pryor, development by 
  Ari Marmell; originally published in Strange 
  Lands: Lost Tribes of the Scarred Lands by 
  Sword & Sorcery. Later reprinted in Monte 
  Cook Presents the Year’s Best d20.
  211. BLACK TENTACLES (EL 8)
  Summary: A tricky room to cross, what 
  with all the tentacles.
  Sights and Sounds: This room is dimly lit. 
  All can hear a distant rumbling as if there is 
  a constant earthquake in the distance.
  A cavern of disturbing visage stretches before 
  you. It reeks of rancid meat and the walls and 
  floor look more like twisted flesh than stone. 
  Wounds in the rock ooze blood or bile that glows 
  with a sickly radiance. Dark holes of unknown 
  depth riddle the floor. The entire place seems like 
  a cancerous tumor in the earth. 
  In the middle of the cave lies what 
  appears to be a massive fungal growth next 
  to a warped stone column. Atop this rests a 
  golden skull . 
  The Walls (and the Blood): Although 
  they appear more like twisted flesh, the 
  walls, floor and ceiling should be treated 
  like natural rock. The “blood” is a slightly 
  caustic fluid (touch inflicts 1d6 points of 
  acid damage), but it is not difficult to avoid 
  it. Those investigating closely, making a 
  Knowledge (the planes) check (DC 17), 
  can determine the extradimensional (and 
  inherently evil) nature of these substances.
  
  39
  Holes: These holes lead to an extradimesional 
  realm where a creature of impossible size 
  and eternal hunger dwells. Slaying this 
  world-size beast is an impossible task, but 
  thankfully all it can do is reach tentacles 
  through the holes to attempt to reach the 
  PCs. (It does not care for demonflesh). 
  Assume that there is a single hole per 
  10 foot square. (They are not perfectly 
  equidistant, but close enough.) A black 
  tentacle reaches up from the hole with a 
  reach enough to attack anyone in a 10 foot 
  square (or, if you’d rather, in a set of four 
  5 foot squares). Each tentacle has an attack 
  bonus of +8 and a grapple check bonus of 
  +12. Each has an AC of 14 and 20 hit points. 
  They are immune to any magical effects. 
  They reach up and grasp a foe, provoking 
  an attack of opportunity. If they grab a foe, 
  the next round they attempt to pin them. 
  If they hold a Medium or smaller foe in a 
  pin for one full round, that foe is dragged 
  through the hole, dealing 2d6 points of 
  damage per round. For a Small or Medium 
  foe, it takes two rounds to get them through 
  the hole, during which time the foe can 
  try to escape using grapple checks, Escape 
  Artist checks, or destroying the tentacle. 
  For a smaller character, it just takes one 
  round. A character completely pulled down 
  through the hole is gone forever. A Large or 
  larger creature is held in place and smashed 
  into the ground until dead (2d6 points of 
  damage each round). Once dead, the body 
  is dismembered and then dragged down.
  If there is nothing to grab within reach, 
  a tentacle goes back down into the hole. If 
  it reappears again, it is fully healed of any 
  damage suffered (basically, it’s a different 
  tentacle). Once a tentacle is destroyed, a new 
  tentacle will not come up from that hole for 
  1 minute .
  Crossing this room safely is worth xp 
  equal to a CR 8 challenge.
  Treasure: The golden skull was 
  placed here by the demons to 
  lure creatures into the cave, 
  because that’s the kind of thing 
  that demons think is funny. It 
  is, in fact, an actual skull dipped 
  in molten gold worth 350 gp. 
  It appears to be humanoid but 
  with vaguely arachnid features 
  (it is an aranea). Perhaps more 
  interestingly--and unbeknownst 
  to the demons--however, this 
  skull is keyed to the artifacts 
  known as the carpets of Tral-
  Ferrer. It has a magical aura of 
  divination, and if asked any question having 
  to do with direction, it will answer with a 
  short term response (go left, go straight, 
  etc.) that lead them to any of those artifacts 
  not already in their possession, nearest part 
  first. The nearest right now is nearby, in area 
  214. The next closest is on level 5, in area 118. 
  The third and last one is on level 10. 
  Background: This “cavern” and others like 
  it represent the fact that Level 7 is being 
  drawn into the Abyss. The blood-filled 
  caverns are themselves pockets hanging 
  between the mortal plane and the lower 
  planes. Stepping into them is like stepping 
  through a gateway. Nothing that cannot 
  penetrate interdimensional barriers can 
  cross the boundaries from this cavern to 
  the more normal seeming room nearby. For 
  example, a wizard cannot cast arcane eye 
  in area 191 and see into this cavern. These 
  caverns are shaped of hate and violence, 
  
  40
  but to the touch it seems like they are some 
  kind of strange stone. Otherwise, treat this 
  cavern as being a standard dungeon room 
  (or, perhaps cave).
  Connections: This chamber connects to 
  areas 192, 210, and 213.
  See the Map of Level 7.
  212. POISON GAS
  Summary: The 
  presence of 
  demons and their 
  foul energies has 
  drawn noxious 
  fumes in from the 
  lower planes .
  Sights and 
  Sounds: This room 
  is dark and quiet .
  There’s something unsettling about this 
  hallway and small chamber. An empty picture 
  frame of delicately carved wood with gold inlay 
  hangs on the northeast wall. A pile of empty 
  ampules and vials lies in the southwest corner 
  of the room. 
  Poison Gas: This room, and the hallways 
  that connect to it are filled with an almost 
  imperceptible gas, invisible and odorless to 
  non-outsiders. Anyone entering this area 
  must make a Fortitude save (DC 18). Those 
  who succeed feel no effect and don’t know that 
  they’ve made the save. Those failing suffer 1 
  point of Intelligence damage but likewise are 
  unaware of any effect. A new saving throw is 
  required each round of exposure, regardless 
  of prior success or failure . 
  The gas is potent only about 30 feet 
  beyond the edges of this room. Beyond 
  that, it’s present in the hallways, but too 
  dispersed to be dangerous .
  Picture Frame: The frame holds an 
  extradimensional space within it, but only 
  when hung on this particular wall. It is 
  similar to the pillars in area 183. The space 
  holds a potion of lesser restoration, three flasks 
  of acid, and a quiver of thirteen +2 human 
  bane arrows .
  Ampules: There’s nothing odd about these. 
  Once used in the laboratories that were 
  common on this level, they’re just leftover 
  junk.
  Secret Door: The secret door to the north of 
  this chamber is quite difficult to find (DC 
  28). It consists of a stone panel that must be 
  removed (requiring a full round action and a 
  Strength check [DC 16], revealing a standard 
  iron door (hardness 10, 60 hit points, Break 
  DC 35) sealed with an arcane lock spell .
  Connections: This chamber connects to 
  areas 192, 211, 213, and 214.
  See the Map of Level 7.
  213. ICONS OF ILL OMEN
  Summary: This chamber holds a number of 
  dangerous cursed objects. You will need the 
  Etched Table Map handout (see Appendix C).
  Sights and Sounds: This room is dark and 
  quiet .
  This chamber has a worm-ridden rug on the 
  floor, atop which a stone table rests. The top of 
  the table is covered with a large, straw-filled 
  basket, inside which rest a number of glistening 
  green carved figurines. Oak doors lead north 
  and south, and an archway with a small, squat 
  gargoyle over it marks an exit leading east.   
  Malachite Icons: Each of these tiny icons 
  appear to be worth at least 100 gp due to 
  their material and craftsmanship, and each 
  has an aura of moderate transmutation. 
  They are all cursed items, but that is not 
  readily apparent . Anyone taking an icon 
  empathically knows what boon it grants 
  him, but that’s actually a lie. In truth, the 
  icon bestows a curse. Only when the curse 
  manifests and the character is shown 
  incontrovertible proof that the boon is 
  
  41
  nonexistent will he understand that its all a 
  deception .
  Woe to the greedy character that 
  immediately grabs all of them. Once taken, 
  a character cannot get rid of it. Any attempt 
  to do so fails. Icons that appear to have been 
  destroyed by conventional means or tossed 
  away are discovered among the character’s 
  belongings later. Only a remove curse spell 
  will rid a character of an icon, and that will 
  destroy it, allowing it to reform here in this 
  room in 1d4 days .
  There are six different icons:
  Bear: The bearer of this icon will believe 
  that it adds a +2 luck bonus to his Strength. 
  Instead, it gives all of his attacks a 25% miss 
  chance.
  Lion: The bearer of this icon will believe 
  that it adds a +2 luck bonus to Will saves. 
  Instead, he suffers a -4 penalty to Will saves.
  Owl: The bearer of this icon believes that it 
  adds a +2 luck bonus to Wisdom. Instead, 
  whenever he enters combat, a quasit is 
  summoned at the beginning of the second 
  round (if it lasts that long) which acts to aid 
  the bearer’s enemies. The quasit remains 
  until slain or 10 rounds, whichever comes 
  first.
  Human Head: The bearer of this icon 
  believes that it adds a +2 luck bonus to 
  Intelligence. Instead, for every 5 hit points of 
  damage he suffers, 1 point cannot be healed 
  normally. This cursed damage can only be 
  healed by magic, and the caster must make 
  a caster level check (DC 23) to succeed.
  Wolf: The bearer of this icon believes that 
  it grants him a +10 foot bonus to his speed. 
  Instead, every time he suffers damage, he 
  suffers an additional 1d6 negative energy 
  damage .
  Eagle: Unlike the others, this icon’s curse 
  takes effect immediately once it is touched, 
  and there is no deception involved. The eagle 
  grows to tremendous size and 
  screeches. All in the room are 
  stunned for one round and 
  must make a Fort save (DC 
  16) to avoid becoming deaf. 
  Roll for a random encounter 
  immediately that comes into 
  the room in 1d4 rounds from 
  the direction of area 211 or 212 
  drawn by the sound.
  Treasure: The table itself is the 
  real treasure. A Search check 
  (DC 22) reveals that the stone 
  top, under the basket, has a 
  map of Level 7 etched into its 
  surface . An arrow painted in 
  smeared blood indicates where this room is 
  on the map. It’s not complete, but it could 
  be very helpful if recopied onto something 
  portable. Show the players the Etched Table 
  Map handout. Further, if anyone searches 
  under the table (DC 25 check), they’ll find, 
  in tiny etched Common letters, “872 lowers 
  the cage.” This is a reference to the buttons 
  on the panel in area 221. Pushing the 
  buttons labled 8, 7, 2, in that order lowers 
  the hanging cage in area 222.
  REVISIT (EL 6)
  The next time the PCs come into this room, 
  a pair of fiendish troglodyte warriors are 
  passing through the chamber carrying a 
  wounded and unconscious comrade (who is 
  stable, but at -5 hit points). They’ve just been 
  attacked by some other dungeon resident as 
  yet not encountered by the PCs.
  
  42
  Fiendish Troglodyte Warrior 
  Female Troglodyte (Chaotic Evil)
  Medium Humanoid (Extraplanar, Reptilian)
  Warrior 2   
   
   
  CR 4
  HD 2d8+3d8+15  
  hp 37
  Init +0  
   
   
   
  Speed 30 feet
  Languages Draconic
  AC 21, touch 10, flat-footed 21
  BAB/Grapple +4/+6
  Attack +7 melee (1d8+2, longsword) or +5 
  ranged (1d6, javelin)
  Full Attack +7 melee (1d8+2, longsword) 
  and +4 melee (1d4+2) and bite (1d4+1) or +5 
  ranged (1d6, javelin)
  SA Smite good 1/day (+5 damage) stench 30 
  feet (Save DC 14)
  SQ Darkvision, DR 5/magic, resistance to 
  cold/fire 5, SR 10
  Fort +9 Ref +1 Will +0
  Str 15, Dex 10, Con 16, Int 9, Wis 8, Cha 8
  Crucial Feats N/A 
  Other Feats Multiattack, Weapon Focus 
  (longsword), Weapon Focus (javelin)
  Crucial Skills Climb +1, Hide +0, Listen +4
  Other Skills N/A
  Possessions 
  Breastplate, 
  longsword, 
  3 
  javelins, 14 gp, 20 sp
  Connections: This chamber connects to 
  areas 211, 212, 214, and 217.
  See the Map of Level 7.
  214. ANOTHER MAGIC 
  CARPET (EL 10)
  Summary: Another piece of the legendary 
  carpet of  Tral-Ferrer lies in this hidden 
  room .
  Secret Door: The secret entrance into this 
  chamber is quite difficult to find (DC 28). 
  It consists of a stone panel that must be 
  removed (requiring a full round action and a 
  Strength check [DC 16], revealing a standard 
  iron door (hardness 10, 60 hit points, Break 
  DC 35) sealed with an arcane lock spell.
  Sights and Sounds: This room is dark and 
  quiet .
  Two unlit chandeliers hang from black iron 
  chains in this long chamber. You see a short 
  circular platform of black stone close to the north 
  end. On the far north wall is a grimy, woven 
  wall hanging of green, blue, and gold thread. 
  If the PCs enter through the hall to the 
  south, read this text:
  Suddenly, appearing before you is a terrifying 
  demon. Warty, blue-green flesh covers its body, 
  and its face is a broad mockery of the ugliest 
  toad you can imagine. Yellow eyes narrow and it 
  opens its gruesome maw to speak: “By the ancient 
  pact,” it says, “I shall defend this chamber from 
  intrusion through this doorway.” 
  Inhabitant: Crossing through the hallway 
  (even flying or in gaseous form or some 
  such) summons a hezrou demon. As it says, 
  long ago it was commissioned with the task 
  of defending this room. The hezrou cannot 
  leave the room. Nor can it summon other 
  demons to aid itself (and thus, it should 
  be treated as a CR 10 challenge). If no one 
  interacts with the demon for 10 rounds, it 
  disappears from whence it came. However, 
  if summoned again, it is the same demon, 
  sporting any wounds or effects it had 
  when it left. Likewise, if the demon is slain, 
  opening the door again will not summon a 
  new fiend.
  Note that entering the room via the 
  teleport disk does not summon the demon.
  Hezrou: hp 130
  Tactics: The 
  hezrou is 
  hampered 
  somewhat by 
  its restrictions . 
  Once 
  summoned, it 
  cannot leave 
  the chamber. If 
  the PCs remain 
  outside the 
  chamber and 
  make ranged 
  attacks, all it 
  can do is used 
  its ranged spell-
  like abilities to 
  strike back at 
  them. Likewise, 
  if the PCs 
  simply flee, 
  there’s nothing 
  the demon can 
  do. Otherwise, 
  it fights to the death.
  
  43
  The Wall Hanging: The hanging is actually 
  a carpet. This carpet is a magical artifact, the 
  green carpet of Tral-Ferrer. As stated below, 
  it has no magical aura. The carpet is covered 
  in dirt and grime. See below for why this is 
  potentially dangerous .
  The Platform: The black platform is 
  permanently affixed to the floor. It is a 
  teleporter, linked to the similar platform 
  in area 221. Stepping on this platform 
  instantly transports a character to the other 
  platform. Likewise, anyone stepping onto 
  that platform come here. Those coming 
  from that platform to here must get off this 
  platform after one round or they will be sent 
  back to area 221 .
  Background: Tral-Ferrer was 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 that incorporated an 
  important modicum of the essence of the 
  place. The carpet allowed him to leave, but 
  he left it behind. It was later found by a trio 
  of aranea who all desired it for themselves. 
  Eventually, they separated the carpet into 
  three to keep from killing each other over 
  its possession, reweaving some of the 
  magic within in new and unexpected ways. 
  However, if all three carpets are brought 
  back together again, some of the original 
  power of the carpet is restored.
  Connections: This chamber connects to area 
  212 and area 213 .
  See the Map of Level 7.
  New Item
  The Green Carpet of Tral-Ferrer: This 
  artifact is three feet wide and five and a 
  half feet long, woven of green, blue, and 
  gold silks of the rarest quality. The design 
  is beautiful and decidedly abstract. Those 
  looking very closely (Search DC 25) notice 
  that the pattern slowly shifts. The carpet has 
  no magical aura. It cannot be affected by 
  any divination spell .
  If the rug has been unused or inert for one 
  week or more, it becomes inordinately dirty 
  and dusty. Anyone touching the carpet in 
  this condition stirs up a cloud of dust of 
  sneezing and choking. 
  The carpet’s main power is transferred 
  to the room in which it lies, but only if laid 
  out on the floor properly, taking three full 
  rounds to do so. The room cannot be larger 
  than 1000 square feet. The room is affected 
  as if under the effects of Yula’s ward.
  Bringing it into direct contact with one 
  of the other carpets of Tral-Ferrer produces 
  other effects. The two carpets immediately 
  and permanently fuse into a 6 foot by 11 
  foot carpet of flying. Use the stats for a 10 
  foot by 10 foot carpet. All involved with 
  fusing the two carpets know the command 
  word, “Raithis.” Both carpets instantly lose 
  all other properties (other than the fact that 
  they still do not have magical auras, are 
  indestructible, and can combine with the 
  third carpet). Combining this fused carpet 
  with the remaining carpet of Tral-Ferrer 
  produces still other effects.
  As an artifact, the carpet is virtually 
  indestructible 
  (although 
  it 
  offers 
  no 
  protection to anyone attempting to use it as 
  a protective element) and is always easily 
  cleaned--although doing so is obviously 
  dangerous .
  Related Articles:
  118. The Magic Carpet
  215. HOT BLOODED (EL 7)
  Summary: The blood seeping from the walls 
  and floor here is extremely dangerous.
  Sights and Sounds: This room is dimly lit. 
  All can hear a distant rumbling as if there is 
  a constant earthquake in the distance.
  
  44
  A hot breeze blows through this chamber 
  carrying the smell of brimstone. Frothing, 
  bubbling blood seeps from what appear to be 
  wounds in the warped and flesh-like walls and 
  floor. The floor shudders a bit. It’s sweltering here. 
  The Walls: Although they appear more like 
  twisted flesh, the walls, floor and ceiling 
  should be treated like natural rock. Those 
  investigating closely, making a Knowledge 
  (the planes) check (DC 17), can determine 
  the extradimensional (and inherently evil) 
  nature of the substance.
  The Blood: The liquid seeping from the 
  “wounds” here is a vile, caustic admixture. 
  Unlike that in similar areas (such as areas 
  210 and 211, for example), in this area it is 
  superheated, bubbling and frothing. It is 
  also more prevalent here, coagulating in 
  larger pools. Although characters can move 
  through the area with care and risk nothing, 
  moving faster than half speed, or doing 
  something very strenuous (like engaging in 
  combat) requires a Balance check (DC 15). 
  Failure means that a character has slipped 
  and stepped into the boiling, acidic liquid, 
  suffering 1d6 points of fire damage and 1d6 
  points of acid damage . 
  The Heat: It is 140 degrees in 
  this cave. Anyone remaining 
  in this chamber for a long 
  period suffers 1d6 points of 
  nonlethal fire damage per 
  minute just from breathing the 
  hot air. In addition, a character 
  must make a Fortitude save 
  every 5 minutes (DC 15, +1 per 
  previous check) or take 1d4 
  points of nonlethal damage. 
  Those wearing heavy clothing 
  or any sort of armor take a 
  -4 penalty on their saves. 
  In addition, those wearing 
  metal armor or coming into 
  contact with very hot metal are 
  affected as if by a heat metal spell.
  215A: Characters in this area should attempt 
  a Spot check (DC 18). Success means that 
  the PCs notice a strange rock formation 
  on the western end of the cave. Characters 
  attempting a search of the cave will 
  automatically find it. It resembles a bulbous 
  head with a number of ropy tentacles where 
  its mouth should be. This formation is fake, 
  and is actually a storage chest, with the top 
  of the “head” lifting off. However, anyone 
  attempting to do so triggers a mind blast trap 
  that affects everyone in the cave, requiring 
  all to make two Will saving throws.
  Mind Blast Trap: CR 7; activation trigger; 
  automatic reset; DC 20 Will negates (stun 
  for 1d6 minutes), second DC 20 Will save for 
  half (1d6 points of Wisdom damage); Search 
  DC 31, Disable Device DC 35.
  Inside the strange container are three 
  long crystals the color and appearance of 
  the “blood” in the room. They are sharp and 
  pointed on one end, not unlike swords. In 
  fact, each can be used like a +1 flaming burst 
  short sword. However, after the first use 
  which “activates” it, the crystal will only 
  last for 10 minutes. There is a slight tinge of 
  evil to these crystals (being solidified from 
  the seeping substance here, which itself 
  is bubbling up from the lower planes). A 
  paladin, for example, would probably have 
  an aversion to them. No one else would 
  likely notice. These crystals are impossible to 
  create, and should be treated in all respects 
  as regular +1 flaming burst short swords except 
  that if the PCs attempt to sell them, they are 
  worth only 800 gp each. 
  
  45
  REVISIT (EL 5)
  The next time the PCs come to this cavern, 
  the find a pair of howlers here. These 
  particular creatures are immune to fire and 
  acid. They attack immediately and fight to 
  the death.
  Howlers (2): hp 45 and 40
  Connections: This chamber connects to area 
  210 and area 216 .
  See the Map of Level 7.
  216. CAVERN OF GRAVES 
  (EL 4, 6, 8, 6, 4, 8, AND 9)
  Summary: Believing that it could produce 
  only something horrible, the residents 
  buried some bodies in the otherworldly soil 
  here. They were right.
  Sights and Sounds: This room is dimly lit. 
  It is quiet.
  Like something out of a nightmare, the cavern 
  walls and floor here resemble decaying flesh 
  seeping forth a thin, foul ichor that resembles 
  frothy blood. Across the floor, however, you see 
  churned soil forming mounds that look very 
  much like graves. A few even have headstones 
  and markers. Around the room, symbols of 
  death, evil, and black magic are scrawled upon 
  the walls. It is deathly still. 
  The Walls (and the Blood): Although 
  they appear more like twisted flesh, the 
  walls, floor and ceiling should be treated 
  like natural rock. The “blood” is a slightly 
  caustic fluid (touch inflicts 1d6 points of 
  acid damage), but it is not difficult to avoid 
  it. Those investigating closely, making a 
  Knowledge (the planes) check (DC 17), 
  can determine the extradimensional (and 
  inherently evil) nature of these substances.
  The Symbols: Although just about anyone 
  will recognize a few, characters making 
  a Knowledge (religion) or Knowledge 
  (arcana) check (DC 20) will recognize all 
  of the symbols. They deal with death, 
  undeath, necromancy, demonic energy, 
  and evil . 
  The Graves: The few gravestones are not 
  real, but in fact mockeries of mortal grave 
  markers and headstones, saying things 
  like, “Here lies some fool who lived a 
  meaningless life,” or “Another mortal 
  worm has squandered his existence. Does 
  anyone notice?” 
  There are twenty three graves here. PCs 
  searching the crudely dug, shallow graves 
  (i.e., digging them up) will find a gold ring 
  (50 gp) in one, and a pair of bracers of armor 
  +2 in another. Doing so requires about 15 
  man-hours of work, however.
  Inhabitants: The spirits of the dead 
  buried here have been forced to become 
  incorporeal undead imbued with demonic 
  power. Each has maximum hit points, an 
  additional +2 deflection bonus to AC, and 
  +8 turn resistance (+4 if they leave this cave). 
  Lastly, each has a fear aura that forces all 
  within sight of them to make a Will save 
  (DC 20) to avoid becoming shaken. Each is 
  considered 1 level higher in terms of CR for 
  experience point awards. These demonic 
  undead appear particularly large, inhuman, 
  and terrifying .
  The undead begin gliding out of the 
  graves, one at a time, one every 1d4+1 
  rounds, in this order:
  Shadow: hp 36; AC 15
  Wraith: hp 60; AC 17
  Spectre: hp 84; AC 17
  Wraith: hp 60; AC 17
  Shadow: hp 36; AC 15
  Spectre: hp 84; AC 17
  Greater Shadow: hp 108; AC 16
  Tactics: If the PCs flee, any 
  undead arisen will follow them 
  out of the room. However, 
  new undead will not appear . 
  If the PCs flee and then return, 
  undead that have not yet arisen 
  will begin to do so at the point where they 
  left off.
  
  46
  Smart PCs will learn to run through this 
  room, “triggering” only one undead, slaying 
  it, and then moving on.
  Development: If the PCs lead the undead 
  into area 219, the spirits will be affected by 
  the magic missile trap there just as much as 
  the PCs. It’s a risky strategy for the PCs, but 
  magic missile damage is easier to heal than 
  ability score damage or energy drain .
  REVISIT (EL VARIES)
  If the PCs slay all of the undead here, within 
  48 hours the room will “reset” with a new 
  batch of undead just as before. 
  Connections: This chamber connects to 
  areas 215, 218, and 219.
  See the Map of Level 7.
  217. EULALAI, FORTUNE’S 
  FAVORED
  Summary: A halfling adventurer trapped 
  in the dungeon for a long time rummages 
  though the goods in this room.
  Sights and Sounds: This room is dimly 
  lit by a single candle which goes out as 
  soon as the PCs enter. Those attempting 
  Listen checks (DC 18) can hear Eulalai 
  searching this room.
  You see a long hallway with a series of 
  small antechambers on the western side, each 
  lightly furnished with a few tables, boxes, or 
  bureaus. The room is lit by a flickering flame 
  which disappears immediately. 
  Inhabitant: A female halfling sorcerer 
  named Eulalai Pujalt hides in this room. 
  She was searching it, but as soon as the PCs 
  came in she blew out her candle and hid. 
  The PCs will need to oppose her check (+9) 
  with a Spot check to see her.
  Eulalai recently escaped imprisonment in 
  area 222. She was there for many years and 
  has suffered for it, having lost a few levels. 
  She has no equipment other than a broken 
  table leg she’s wielding as a club and a stub 
  of a candle . Eulalai was once blessed by a 
  halfling goddess. She now no longer ages, 
  and her ability scores are impressive. The 
  only physical manifestation of this fact is 
  that her hair is silver (not silver-colored, 
  but literally fine metallic silver threads). 
  She is very comely with glistening green 
  eyes and an almond shaped face. She is also 
  extremely lucky, even 
  by halfling standards 
  (although her luck’s 
  not foolproof--she has 
  been imprisoned by 
  demons).
  Eulalai Pujalt 
  Female Halfling 
  (Chaotic Neutral)
  Sorcerer 7 CR 7
  Init +2   Speed 20 feet
  AC 19, touch 15, flat-
  footed 15
  HD 7d4+28 hp 45
  Languages Common, 
  Halfling, Dwarven
  BAB/Grapple +3/-2
  Attack +3 melee (1d4-1, club)
  Fort +9 Ref +7 Will +7
  Str 9, Dex 18, Con 18, Int 13, Wis 12, Cha 18
  Crucial Feats N/A
  Other Feats Alertness, Craft Wand, Great 
  Fortitude, Scribe Scroll
  Crucial Skills Climb +2, Concentration +9, 
  Hide +9, Jump -5, Listen +5, Move Silently 
  +9, Spellcraft +6, Spot +3
  Other Skills Knowledge (Arcana) +6
  Spells 6/7/7/5, +2 melee touch, +5 ranged 
  touch 
  3rd--gaol (DC 17), lightning bolt (DC 17)
  2nd--arcane lock, web (DC 16), whispering wind
  1st--hypnotism (DC 15), jump (DC 15), mage 
  armor, reduce person (DC 15), summon monster I
  0--acid splash, daze (DC 14), ghost sound (DC 
  14), message, prestidigitation, ray of frost, read 
  magic
  Possessions Club .
  Tactics: Eulalai currently has mage armor cast 
  (and this is figured into her AC). She hides 
  at first, but if the PCs look like they might be 
  friendly, she reveals herself. Of course, after 
  being fooled so many times on this level, the 
  PCs may be hesitant to trust. If they actually 
  attack her, she use gaol and lightning bolt 
  to slow them down as much as possible and 
  then flee.
  Eulalai as Ally: Eulalai could be a very 
  valuable ally. She knows where the buttons 
  are in area 221 to deactivate the traps in area 
  
  47
  219. She knows how to move area 184, and 
  about the teleporter in area 200. She was a 
  friend of Serrestique and is actually on Level 
  7 looking for an entity called the Vraedix 
  which has the key to her freedom (area 139 
  has more information). Eulalai knows that 
  Serrestique is on Level 5, imprisoned by 
  evil mages that dwell there. Of course, her 
  information is out of date. The 
  mages are gone, but her friend 
  is still there. She knows much 
  about Level 1-7, actually, but 
  her information is all very out 
  of date, so she knows nothing 
  of the Venom Cult, for example.
  She will work with the PCs, 
  assuming that they agree to 
  help find the Vraedix (whatever 
  it is) and free Serrestique. 
  Eulalai’s 
  not 
  particularly 
  altruistic, but she’s fiercely 
  loyal. And she’s eager to get 
  revenge on the demons. Of 
  her friend, Eulalai will explain 
  that the two of them explored 
  some of the dungeon together, 
  but Serrestique’s fascination 
  with the Mages Four and her 
  interest in actually living in the 
  dungeon resulted in the two of 
  them eventually parting company. When 
  Eulalai discovered that Serrestique was 
  imprisoned, she came here to help. If given 
  the chance, Eulalai will eventually show her 
  gratitude in making the PCs some scrolls 
  and even a wand made to order. But that 
  would likely happen much later on.
  The DM should make a point to show, 
  in small ways, how lucky Eulalai is. When 
  she makes her saves, describe it as some 
  incredible coincidence (she happens to duck 
  at just the right time, a stone falls from the 
  ceiling and gives her a half second of needed 
  cover, etc.). You may even want to fudge 
  some roles just to get the point across.
  Eulalai as PC: If a replacement 
  PC is needed, Eulalai makes 
  an obvious choice. Her really 
  good stats threaten to make 
  her slightly overpowered, 
  but her lack of gear probably 
  makes it all even. You should 
  probably forget about the 
  uncanny luck aspect of her 
  character, except as flavor. 
  Treasure: PCs searching the 
  side rooms find shelves of 
  miscellaneous (and mostly 
  uninteresting) 
  odds 
  and 
  ends: empty jars, baskets, and 
  bottles, a broken padlock, 
  a bowl of used tindertwigs, 
  some empty burlap bags, 
  a few old belts, and a chess 
  set missing about half the 
  pieces. However, in a locked 
  cabinet (DC 22 to open), PCs will find a +1 
  evil outsider bane shortsword, 2 evil outsider 
  slaying arrows, and a greater slaying arrow 
  keyed to chaotic outsiders.  
  Development: If Coveth from area 193 
  is here, she will claim the arrows and 
  shortsword as her own (and she’s telling 
  the truth). It’s probably worth noting that 
  Coveth and Eulalai will not get along at all.
  Background: It was Eulalai who defeated 
  the medusa and girallon long ago in area 84.
  Connections: This chamber connects to area 
  213 and area 218 .
  See the Map of Level 7.
  New Spell
  Gaol
  Abjuration
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One creature, size Small, Medium, 
  or Large
  Duration: Permanent
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  You conjure iron manacles that bind a 
  creature to a nearby wall or floor. The 
  target must be touching or adjacent to a 
  solid surface (a wall or floor). If the target 
  successfully saves, the chains and restraints 
  still appear affixed to the wall or floor, but 
  empty. The victim has one of their limbs of 
  your choosing held fast. Creatures without 
  limbs (like a cloaker) or with a malleable 
  form (like a mimic) are immune. Creatures 
  with more than 4 limbs suffer a -2 penalty to 
  their save. The manacles have a hardness of 
  10, 10 hit points, and a Break DC of 26.
  
  48
  218. SOUL STORAGE
  Summary: 
  Some 
  souls 
  are 
  magically 
  trapped here, and if the PCs are not careful 
  and/or creative, theirs might be as well.
  Sights and Sounds: This chamber is dark 
  and quiet .
  The walls here still retain patches of yellowed 
  plaster, but for the most part are bare stone like 
  the floor. A few lengths of chain dangle from 
  the ceiling. This hourglass-shaped chamber is 
  otherwise empty except for a few scattered bones 
  and skulls, most of which lie on the eastern half 
  of the room. A glass window takes up most of the 
  eastern wall. It seems to peer into a hazy place of 
  shadow and fog. 
  The Glass: The glass is not a window at all, 
  but a storage container for souls. It contains 
  a few dozen souls of people that the demons 
  have placed here. It has a strong aura of 
  necromancy .
  There is no way to communicate with the 
  souls trapped within. None are entirely good, 
  although a few aren’t entirely evil, either.
  Anyone touching the glass immediately 
  freezes, as though affected by a hold person 
  spell (no save) for 1d6 rounds. During this 
  time, a strange thing occurs within the 
  character’s mind. From the character’s point 
  of view, he has teleported to a different area 
  of the dungeon where he must overcome 
  a challenge. The problem is, the challenge 
  is ill-suited to him. He believes that if he 
  doesn’t overcome the challenge, he will 
  die. The DM should choose a challenge 
  appropriate (which is to say, inappropriate) 
  for the character:
  1. The character finds himself in a locked 
  room. The only possessions he has are a set 
  of lockpicks. The temperature in the room 
  is quickly dropping, and so the character 
  knows he only has a couple of minutes 
  at most before he freezes to death. He’s 
  got to get out of this room. The door is a 
  sturdy, locked wooden door (Hardness 5, 
  20 hit points, Break DC 25, Open Locks DC 
  20). This might be appropriate for clerics, 
  fighters, barbarians, paladins, etc. although 
  a wizard without a knock spell might also 
  be quite challenged, although one powerful 
  spell will destroy it .
  2. The character finds himself in a room 
  with a single exit. The exit is guarded by an 
  attractive member of the opposite sex. The 
  character has no equipment. The guard says 
  that the character is due for execution at 
  sunrise, and that’s just a few minutes away. 
  Any attempt at physically overpowering or 
  harming the guard fails. The character’s got 
  to charm, trick or otherwise talk his way past 
  (Diplomacy or Bluff DC 20). This would be 
  appropriate for wizards, fighters, and just 
  about anyone with a poor charisma.
  3. The character finds himself in a room 
  with no exit. In the room is a hungry ogre 
  with 30 hit points. The character has none 
  of his normal equipment, and instead is 
  wearing full plate wielding a dwarven 
  waraxe. He’s got to overcome the ogre or 
  become dinner. This would be appropriate 
  for wizards, sorcerers, bards, or rogues-
  anyone ill prepared to fight in armor with 
  a sword .
  Although the character does not have all 
  of his equipment, he has all of his normal 
  capabilities. Spells or other resources used 
  are truly expended in this encounter, even 
  though the entire thing actually takes place 
  in the PC’s mind. 
  
  49
  Creativity should be rewarded. Knowing 
  that he’ll never the pick the lock, a character 
  in challenge 1 might use the picks to try to 
  remove the hinges on the door, for example. 
  A good verbal repose in the repartee that 
  will occur in challenge 2 should grant a 
  large Diplomacy bonus. The DM is also 
  empowered to play fast and loose with 
  the time limits involved (while in reality 
  only 1d6 rounds pass, it may seem much 
  different to the held PC). However, should 
  the PC fail in a reasonable amount of time, 
  their soul is transferred into the glass. From 
  the point of view of anyone in the real room, 
  the character is “held” for 1d6 rounds and 
  then collapses lifeless. (A remove paralysis 
  spell or a similar affect used while they 
  are held rouses and saves the character.) A 
  character’s soul can be restored to his body 
  using a remove curse, restoration, cast upon the 
  body, but only if cast in this room and only 
  within 24 hours of the soul being trapped, 
  after which you can consider the 
  character dead.
  A character that is successful 
  in his challenge not only returns 
  to his normal, fully functioning 
  body after 1d6 rounds of actual 
  time but can free a trapped soul 
  of his choosing. If this soul is a 
  PC, the chosen character returns 
  to normal. If it’s a random soul 
  stored here, it goes on to its 
  proper, final rest.
  A character touching the glass 
  a second time suffers no effects.
  Breaking the glass destroys 
  the souls of about half those 
  contained within, but frees the other half. 
  Connections: This chamber connects to area 
  216 and area 217 .
  See the Map of Level 7.
  219. DANGEROUS 
  INTERSECTION (EL 7)
  Summary: A complex series 
  of diabolical traps make this 
  passage a difficult one.
  Sights and Sounds: The hall 
  is dark and quiet .
  The 
  passage 
  forms 
  a 
  t-intersection here. The ceiling 
  is 18 feet high, and arched. 
  The north wall bears a mural 
  of a fiendish-looking wizard 
  in black robes, with red flesh, 
  horns, and a tail. 
  Traps: Anyone coming from the south into 
  this passageway activates a flurry of magic 
  missiles. Every creature in the corridor 
  (including the east and west section) is 
  struck by 3 magic missiles projected from the 
  mural, every round. To disable this trap, 
  one must reach the mural.
  Continuous Magic Missile Trap: CR 5; 
  Proximity trigger; automatic reset; 3d4+3 
  damage automatically, each round, no save; 
  Search DC 29; Disable Device DC 29.
  The entirety of the east-west passage-
  -its entire 30 foot length--is a trap, where 
  magical energy catches objects and holds 
  them fast, like a powerful adhesive. Because 
  it’s magical, it works through substances 
  like leather, so a character held at his feet 
  can’t just slip out of his boots. Even if a 
  creature makes their save or breaks free 
  using strength, they must immediately 
  make another save if they move to a 
  different spot in the hall. And remember, 
  they’ll be peppered with magic missiles each 
  round they are stuck. Obviously, flying over 
  this trap or climbing along the wall 
  bypasses it .
  Sticky Energy Trap: CR 2; magical; 
  touch 
  trigger; 
  automatic 
  reset; 
  Reflex save DC 17 to avoid being 
  held in place (Strength check DC 16 
  to break free); Search DC 21; Disable 
  Device DC 25 .
  And it gets worse. If either of these 
  traps is disabled in any way other 
  than the panel of buttons in area 
  221, the entire three way-corridor 
  drops as a massive trapdoor hinged 
  
  50
  along the north wall. The pit below is 50 feet 
  deep. If the sticky trap is still active, those 
  caught in it are still stuck to the “floor” 
  which would then be flush with the north 
  wall, dangling above the drop. If the magic 
  missile trap still functions, creatures in the 
  pit are still struck by missiles each round. 
  This trap only springs if one of the others is 
  disabled .
  T-Shaped Pit Trap: CR 4; mechanical, touch 
  trigger; manual reset; DC 25 Reflex save 
  avoids; 50 ft. deep (5d6, fall); Search DC 20; 
  Disable Device DC 20 .
  Development: The demons have a means 
  of deactivating all of these traps in area 
  221. And of course, many of the level’s 
  inhabitants can just teleport past it .
  Upping the Ante (EL 8): The sticky energy 
  trap draws characters with great force, 
  affecting anyone within 20 feet, including 
  those flying or hanging onto the wall. Those 
  failing a Strength check (DC 15) are pulled 
  onto the floor. Prying oneself loose from this 
  trap requires a Strength check (DC 20).  
  Connections: This chamber connects to 
  areas 216, 220, and 221.
  See the Map of Level 7.
  220. OOZING STATUE
  Summary: This chamber is a shrine to the 
  true lord of this level, offering gifts to his 
  faithful and death to all others. You will need 
  the Deadly Archway Illustration handout 
  and the Symbol of Rivenyk Illustration 
  handout (see Appendix C).
  Sights and Sounds: This chamber is dark 
  (even if light is brought here, it shines only 
  half as strong as normal--even magical 
  light). Everywhere in the chamber, one can 
  hear strange whispering.
  This shadowy chamber seems 
  to have a succession of archways 
  through which you can just barely 
  see a large statue of a brooding, 
  funereal figure in a hooded robe, 
  seated upon a great throne-like 
  chair. The floor is a mixture of 
  tiles of white and black marble, 
  both veined in red. Along the north 
  wall, you see a stone bier carved with elaborate 
  imagery, above which, carved into the stone wall 
  itself, is a large symbol. Against the south wall 
  appears to be a sarcophagus, also graven with a 
  myriad of images. A strange whispering seems 
  to warn you, and yet beckon you forward. 
  The Bier: The bier’s engravings show 
  people (usually young women) being 
  visited by a mysterious dark figure. The 
  people are always alone, in the woods, in 
  their bedchambers, in a cave, in an alleyway, 
  etc. The people appear both startled and 
  intrigued. The symbol above the bier is 
  that of Rivenyk. Show the PCs the Rivenyk 
  Symbol Illustration handout.
  The Sarcophogus: The engravings are 
  similar to those on the bier, with one 
  difference. At each meeting, there is another 
  figure, watching from the shadows. Inside 
  the sarcophagus lie the remains of a tiefling 
  priest of Rivenyk named Thamsis. Aside 
  from rotten rags, the skeletal figure wears 
  a bracelet with deep blue lapis lazuli 
  (worth 500 gp), and an amulet of silver and 
  pieces of white jade with Rivenyk’s symbol 
  (worth 140 gp). A Search check (DC 20) on 
  the amulet reveals the numbers 5, 9, and 
  6 etched into the amulet. If the buttons 
  corresponding to these three numbers are 
  pressed in order on the panel in area 221, 
  it activates the teleporter in that chamber. 
  
  51
  However, anyone removing them from the 
  figure must make a Will save (DC 19) or 
  one random curse icon from area 213 will 
  appear in his possession as well 1d4 minutes 
  later (even if the icon is in the possession of 
  another creature or was destroyed). 
  Hidden in a secret compartment under a 
  false bottom (Search DC 20) are three scrolls 
  of one spell each: mass cure light wounds, spell 
  resistance, and true seeing .
  The Archways: Each of the 
  curved walls that separate this 
  long chamber into different areas 
  has an archway allowing passage 
  through it. On the eastern side 
  of each, stone figures of armored 
  warriors with axes are worked into 
  the archway. Show the players 
  the Deadly Archway Illustration 
  handout. These warriors animate 
  momentarily as a figure passes 
  through, attacking. Then they 
  return to normal. Each figure 
  can attack once per round and 
  can reach anyone in the arch, so 
  if one character passes through, 
  she is attacked twice, but if a larger group 
  goes though at once, only two (chosen 
  randomly) are attacked. The arches do not 
  attack demons or worshippers of Rivenyk.
  Axe-Warrior Trapped Archways (2): CR 
  6; mechanical; location trigger; automatic 
  reset; Atk +20 melee (1d12+8, 2 greataxes); 
  Search DC 24; Disable Device DC 25.
  The Whispers: Only after passing through 
  both archways can the PCs make out the 
  whispering. Unless they are worshippers of 
  Rivenyk, it says, “Get out or face the wrath 
  of darkness incarnate!” (This is exactly what 
  the evil spirit in area 28 said.) If they are 
  worshippers, the whispers say, “Welcome 
  to the darkness.”
  The Statue: The statue is of Rivenyk. In 
  fact, his name is scrawled on the base of the 
  statue, something that anyone searching 
  it will find. More prominently, though, 
  anyone close to the statue sees that it 
  seems to slowly secrete a clear, gelatinous 
  substance from numerous cracks. This 
  substance is not damaging or toxic. It has a 
  moderate magical aura of transmutation . A 
  Knowledge (arcana) check (DC 28) suggests 
  that, in fact, it may have a beneficial effect if 
  placed upon one’s flesh.
  The glistening jelly-like substance can 
  indeed be placed upon a creature, in a fist-
  sized dollop that clings like a large, clear 
  leech. Doing so increases one random ability 
  score with a +2 enhancement bonus. It also 
  forces the character to make a Will save (DC 
  16) to avoid being corrupted by Rivenyk, 
  basically becoming a chaotic evil demon-
  worshipper that will eventually leave or 
  turn on the party. Treat as if dominate 
  person has been cast upon the character. 
  The enhancement bonus lasts for as long 
  as the jelly remains on the character’s flesh, 
  but such a character must make a new Will 
  save each hour. Further, a character can 
  have more than one blob at a time (up to 
  six, one for each score), but each additional 
  blob adds +4 to the Will save DC. Removing 
  the blob cancels the dominate effect and 
  the enhancement bonus (removing the 
  blob from an unwilling character requires a 
  disarm-style maneuver).
  There is as much gelatin on the statue as 
  visitors wish to use--the statue continually 
  produces more, but never so much that it 
  begins to gather appreciably.
  REVISIT (EL 7)
  A hill giant is here, having come up from 
  Level 9, with three large beads of the jelly 
  on its face, adding a bonus to its Strength 
  (+1 to attack and damage), Constitution (+12 
  hp, +1 Fort saves), and Dexterity (+1 AC and 
  Reflex saves). It is fully under the control of 
  Rivenyk, and it attacks immediately. It has 
  12 pp, 391 gp, and 445 sp in a bag.
  Hill giant: hp 121 (if the traps are still active, 
  it has been wounded by them and is at 98 hp 
  currently).
  Connections: This room connects to area 219.
  See the Map of Level 7.
  
  52
  221. EMPTY ROOM OF 
  INTERESTING THINGS
  Summary: This “empty” room has a variety 
  of things of interest.
  Sights and Sounds: This room is dark and 
  quiet .
  This long chamber has a low ceiling with a 
  pair of hooks that may have once held chandeliers, 
  but no longer do. The air is dry and stale. The 
  walls are covered in broken and cracked plaster, 
  and the floor is mortared brick, quite uneven 
  in places. Near the eastern door, the wall has a 
  copper panel bearing a number of copper buttons. 
  Also in the eastern half of the room, a large cedar 
  cabinet rests on the floor. You also see two tables 
  in the western half of the room, one covered 
  with various objects and the other holding some 
  books. In the northwest corner there is a low, 
  round platform of black stone on the floor. It is 
  approximately 10 feet across. 
  The Panel: There are 10 buttons on the 
  panel, numbered in Draconic (this whole 
  room was fashioned by the Mages Four, not 
  the demons). The panel has a moderate aura 
  of transmutation magic . Anyone successful 
  in a Knowledge (arcana) check can identify 
  certain things about the panel:
  DC 15: You have to push more than one 
  button to do anything.
  DC 18: The panel has more than one 
  function .
  DC 22: You have to push three buttons in 
  order for any of the panel’s functions to 
  work .
  Anyone making a Search check (DC 22) 
  can determine that the 7 button has been 
  pushed more than any other, and that the 3 
  button has been pushed the least.
  The panel has the following functions:
  Buttons
  771 
  Deactivates traps in area 219 (Code 
  found in the bookcase in this room)
  596 
  Activates teleporter in northwest 
  corner. (Code found in area 220)
  872 
  Lowers the cage in area 222 (Code 
  found in area 213)
  647 
  Lowers the forcefield in area 226 
  (Code found in area 226)
  914 
  Deactivates the magical affect in area 
  228 (Code found in area 226)
  425 
  Blasts sonic energy (12d6, DC 22 
  Reflex save for half) in every chamber on 
  this level other than this one. (Code found 
  nowhere. Only a divination spell or perhaps 
  long research in ancient tomes could 
  produce this.) This functions only one time.
  Cabinet: This cabinet is locked (Open Locks 
  DC 24). It contains a flask of acid labeled 
  “alchemist fire” and a flask of alchemist fire 
  labeled “acid.” A Craft (alchemy) check (DC 
  15) will recognize the mislabeling. It also 
  includes a flask of antitoxin correctly labeled 
  and another labeled “poison” filled with an 
  ingestive poison (DC 20, 1d3 Con/1d6 Con 
  damage). These are labeled correctly.
  The North Table: This table is covered in 
  odds and ends. Items on the table include:
  The skeleton of a three headed, six-winged 
  bird preserved in a brass cage, worth 80 gp 
  to a collector of oddities .
  Petrified armadillo-like creature, with a 
  jewel in its forehead. The gem is worth 100 
  gp, and the whole thing is worth 120 gp.
  A bottle labeled, in Drow, “Niushaylis,” 
  which means “The Risk.” The bottle contains 
  a dark brown liquor with a small creature 
  swimming around in it that looks a little like 
  a tiny moray eel. The drow use this liquor 
  as part of a drinking game, for anyone who 
  gets the creature poured into their glass 
  must drink it down, suffering 1d4 points of 
  Constitution damage (Fort save DC 18 for 
  half damage). The liquor is worth 65 gp.
  A flute-like reed instrument made entirely 
  of glass worth 40 gp.
  The South Table: This table has mostly 
  books, stacked on their sides as if on a 
  bookshelf, with two knickknacks serving as 
  bookends. Item on the table include:
  A triptych frame holding three painted 
  images of a cat with transparent skin. 
  A book in an unknown language that can 
  only be read using magic. If such magic is 
  used, it is entitled Gray’s Sports Almanac 
  
  53
  1950-2000 and appears to be filled with 
  meaningless sets of numbers associated 
  with random words, some of which are 
  nonsensical (and may be names). Worth 1 gp.
  A book about black magic worth 10 gp. 
  A note stuck in the book reads in Abyssal, 
  “Press 7, 7, 1 to deactivate traps.” If the 
  buttons corresponding to those numbers are 
  pressed in order on the panel, the traps in 
  area 219 deactivate for 1 hour.
  Volumes 1, 2, and 5 of a six-volume set 
  of illustrated reference works on botany, 
  written in Common. Anyone making a 
  Knowledge (nature) check (DC 15) can 
  confirm that none of the plants described 
  exist. (At least, not on this world...) Worth 
  1 gp each.
  Sixteen assorted books on necromancy. 
  Some are in Common, others Draconic, one 
  is in Elvish, and two are in Abyssal.
  A statuette made of frosted glass depicting 
  a barbed devil. However, the head has been 
  broken off and lies next to it. It is worthless 
  now, and worth 15 gp if repaired.
  The Platform: The black stone platform 
  is permanently affixed to the floor. It is a 
  teleporter, linked to the similar platform in 
  area 214. Unlike that platform, however, it 
  must be activated before it can be used . To 
  activate it, one must use the buttons on the 
  panel. Once activated, stepping on 
  this platform instantly transports 
  a character to the other platform. 
  Likewise, anyone stepping onto 
  that platform come here. Those 
  coming from that platform to here 
  must get off this platform after 
  one round or they will be sent 
  back to area 214. The platform 
  remains active for 24 hours and 
  then automatically deactivates.
  The 
  Southwest 
  Door: This oak 
  door has three 
  inset ivory panels 
  carved 
  with 
  images of galloping horses. 
  Each is worth 90 gp if pried 
  loose (taking about a minute 
  each--any faster and the 
  panel breaks and is ruined).
  Connections: This chamber 
  connects to area 219 and 
  area 222 .
  See the Map of Level 7.
  222. THE PLAYROOM (EL 7)
  Summary: Another torture chamber. The 
  demons really enjoy inflicting pain.
  Sights and Sounds: This room is dimly lit 
  by a pair of torches burning in freestanding 
  iron sconces. Those attempting Listen checks 
  (DC 15) can hear the demon moving around 
  in the room. No one needs to make a check 
  to hear the victim screaming.
  This room stinks of sweat and fear. You come 
  in as a terrible horned demon steps back from a 
  table, his gruesome work complete. A chained 
  man lies dead on the bloody table, and it appears 
  as though his death was a slow and grisly one. 
  The demon looks up, startled. 
  The ceiling here is at least 40 feet high. In 
  a deep northern alcove, an iron cage hangs 
  suspended high above the floor. 
  Inhabitant: The brute demon here has been 
  so preoccupied in his work that he is almost 
  certainly surprised by the PCs. 
  Once he can, he fights to the 
  death. The victim dies as soon as 
  the PCs arrive. There’s no way 
  to save him (without some kind 
  of resurrection magic).
  Brute demon: hp 80
  The Cage: The cage is five 
  feet tall and three feet wide, 
  suspended 35 feet above the 
  floor by a heavy chain that 
  disappears into the ceiling. 
  To lower it, one must use the 
  buttons on the panel in area 
  221. If this happens, the chain 
  
  54
  extends down to the floor and the cage 
  can be accessed. It is locked (Open Locks 
  DC 28), but the key is here, hidden under 
  the table with the now-dead torture victim 
  (Search DC 23 to find). In the cage is another 
  corpse wearing a ring of regeneration that 
  has its magical aura permanently masked 
  so that it has none. However, its nature 
  becomes apparent to anyone that puts it on. 
  Otherwise, it would be mistaken for a white 
  gold ring worth 100 gp.
  If the cage is not lowered, climbing up 
  to it is difficult (DC 28 climb check) for the 
  walls are both smooth and crumbling.
  Treasure: The demon wears a bracer of gold 
  bands threaded together (150 gp).
  Background: Eulalai (area 217) recently 
  escaped imprisonment from this chamber. 
  She was here for many years and has 
  suffered for it, having lost a few levels. 
  Development: Sounds of combat here will 
  alert Crasien in area 225, who is likely to go 
  alert the half-demons in area 224.
  Connections: This chamber connects to 
  areas 221, 223, and 228.
  See the Map of Level 7.
  Brute Demon (Chaotic Evil)
  Large Outsider (Chaotic, Extraplanar, Evil)        
  CR 6 HD 6d8+48 hp 75
  Init +0  
  Speed 30 feet
  AC 21, touch 9, flat-footed 21
  BAB/Grapple +6/+19
  Attack +14 melee (1d8+9, slam) 
  Full Attack +14 melee (1d8+9, two slams)
  Space/Reach 10 feet/10 feet
  SA Spell-like ability: Desecrate 1/day
  SQ Damage Reduction 5/cold iron or good, 
  darkvision 60 feet, immunity to electricity 
  and poison, resistance to acid 10, cold 10, 
  and fire 10, spell resistance 15
  Fort +13 Ref +5 Will +7
  Str 28, Dex 11, Con 26, Int 4, Wis 9, Cha 8
  Crucial Feats Cleave, Power Attack 
  Other Feats Iron Will
  Crucial Skills Climb +16, Jump +16, Listen 
  +8, Spot +8
  Other Skills Knowledge (the planes) +6
  Brute demons are among the simplest and 
  most basic demons. They are employed 
  by more powerful demons as guards and 
  soldiers. They are lazy (they like to sleep, 
  even though they do not need to), and given 
  to vices like overeating, alcohol, and lust.
  Unlike most demons, they cannot speak 
  telepathically (they can speak a little Abyssal 
  verbally) and have almost no magical 
  abilities. They don’t even summon other 
  demons .
  Combat: In combat brute demons are true 
  to their name and simply move into melee 
  swinging. They do no employ tactics of 
  any kind and can follow only the simplest 
  of orders (and even then sometimes fail to 
  do so). They have no skill with weapons or 
  armor and just pummel with their fists.
  Spell-like abilities (Sp): 1/day--desecrate . 
  Caster Level 6th. 
  223. CRASIEN’S 
  WORKSHOP
  Summary: This is the workshop of a tiefling 
  wizard .
  Sights and Sounds: This room is quiet and 
  dark .
  This room appears to be a tidy workshop. 
  Bookshelves line the northern wall and a shelf 
  full of various jars, bottles, and ingredients is in 
  the west. A table in the middle of the room holds 
  a few objects, while boxes, sacks, and barrels line 
  the other walls. It smells vaguely of ammonia 
  here. 
  
  55
  Bookshelves: The books on the shelves are all 
  mundane texts on all variety of subjects, but 
  none are worth particularly much.
  Ingredients Shelf: Anyone succeeding at 
  a Craft (alchemy) check can identify about 
  500 gp worth of valuable and easily portable 
  alchemical ingredients and instruments 
  here.
  Table: Aside from some mundane items, 
  such as a bag of miscellaneous seeds and 
  a folded up green and gold cloak, PCs can 
  find a broken sword in a wood and bone 
  case with the label, “Broken off in the heart 
  of the dragon, Adderbrisk.” A Knowledge 
  (history) check (DC 21) suggests that 
  the sword is probably quite valuable, as 
  Adderbrisk was a powerful white dragon 
  that menaced the distant northlands for 
  centuries before being slain by a knight 
  named Sir Carventis. A Knowledge (arcana) 
  check (DC 18) confirms that the sword 
  was once magical, but has forever lost its 
  abilities. Still, it is worth 300 gp just for 
  historical value.
  Other Containers: PCs can find blank 
  vellum and ink for making scrolls, empty 
  vials for potions, and other materials and 
  equipment suitable for crafting magic items . 
  None of it is particularly valuable, however.
  Secret Cache: Under the table, a loose stone 
  in the floor (Search DC 27 to find) conceals 
  a small cache that holds a bag of powdered 
  emerald (150 gp), a golden (not yet magical) 
  wand (90 gp), and a jar of preserved medusa 
  eyes (200 gp). A Knowledge (arcana) check 
  suggests that these are all useful in creating 
  or becoming various magic items . 
  Development: Sounds of disturbance or 
  activity here will alert Crasien in area 225, 
  who is likely to go alert the half-demons in 
  area 224. Then the three of them will come 
  to attack the intruders together.
  If Crasien heard sounds of combat in 
  area 222, he probably went to get his guards 
  and--if there is time--gathered to fight off 
  intruders in this room.
  REVISIT
  If Crasien is still alive, when the PCs return he 
  is here, alone, working. If he and his guards 
  are dead, however, when the PCs come back 
  to this room they will find a succubus in 
  her natural form rooting through the room, 
  looking for anything of value. She will likely 
  teleport away immediately rather than fight, 
  possibly to area 235, but perhaps to area 210. 
  Connections: This chamber connects to 
  areas 222, 224, 225, and 226.
  See the Map of Level 7.
  224. GUARDS (EL 8)
  Summary: A trio of mortals with demon 
  blood live here. Two are present. You will 
  need the Half-Fiend Guards Illustration 
  handout (see Appendix C).
  Sights and Sounds: A few candles dimly 
  light this room. Those attempting Listen 
  
  56
  checks at the door (DC 22) can hear the 
  inhabitants quietly talking inside, assuming 
  they are still within.
  Three crude sleeping 
  pallets of woven fibers 
  lay on the floor, along 
  with some food, a few 
  leather bags, and other 
  bits of personal gear. 
  Inhabitants: A half-
  fiend monk named 
  Jand 
  and 
  a 
  half-
  demon ogre fighter 
  named Rillat dwell 
  here. These two get 
  along very well. Jand 
  has long brown hair 
  and tiny red horns. Her wings are red as 
  well, while her smooth flesh has a faint blue 
  tinge. Rillat is a hulking brute with gray 
  horns and black wings. His flesh is red and 
  leathery. Show the players the Half-Fiend 
  Guards Illustration handout.
  Jand 
  Female Human Half-Demon (Neutral Evil)
  Monk 4 
  CR 5 
  Init +2  
  Speed 40 feet, Fly 40 feet (Average)
  HD 4d8+4 
  hp 23
  AC 17, touch 16, flat-footed 15
  Languages 
  Abyssal, 
  Common, 
  Orc, 
  Celestial, Ettin, Halfling, Draconic, Goblin
  Attack +7 melee (1d8+3, unarmed strike)
  Full Attack +7 melee (1d8+3, unarmed 
  strike) and +4 melee (1d6+3, bite) or +6 melee 
  (1d4+1, 2 claws) and +4  melee (1d6+3, bite)
  BAB/Grapple +3/+10
  SA flurry of blows, smite good (+4 damage 
  against a good foe 1/day), and spell-like 
  abilities: 1/day--desecrate (DC 18); 3/day--
  darkness (CL 4)
  SQ darkvision 60 feet, immunity to poison, 
  resistance acid 10, cold 10, electricity 10 and 
  fire 10, damage reduction 5/magic, spell 
  resistance 14, evasion, ki strike, slow fall (20 
  feet), and still mind (+2 vs. enchantment)
  Fort +5 Ref +6 Will +8
  Str 17, Dex 15, Con 12, Int 18, Wis 18, Cha 16
  Crucial Feats Combat Reflexes, Improved 
  Grapple
  Other Feats Acrobatic, Improved Unarmed 
  Strike, Multiattack, Weapon Focus (unarmed 
  strike)
  Crucial Skills Concentration +6, Diplomacy 
  +11, Hide +7, Jump +16, Listen +9, Move 
  Silently +5, Sense Motive +11, Spot +5, 
  Tumble +12 .
  Other Skills Knowledge (the Planes) +7, 
  Search +5, Survival +7
  Possessions +2 gloves of Dexterity, potion of 
  tongues, 14 gp, 13 sp.
  Rillat 
  Male Ogre Half-Demon (Chaotic Evil)
  Fighter 2 CR7
  Init +3  
  Speed 40 feet, Fly 40 feet (Average)
  AC 22, touch 12, flat-footed 19
  HD 4d8+2d10+30 
  hp 60
  Languages Common, Giant, Dwarven
  BAB/Grapple +5/+19
  Attack +15 melee (1d6+10, claw) 
  Full Attack +15 melee (1d6+10, 2 claws) and 
  +9 melee (1d8+10, bite)
  SA Smite good (+6 damage against a good 
  foe 1/day) and spell-like abilities: 1/day 
  - unholy blight  (DC 10), desecrate; 3/day--
  darkness (CL 6)
  SQ low-light and darkvision 60 feet, 
  immunity to poison, resistance acid 10, 
  cold 10, electricity 10 and fire 10, damage 
  reduction 5/magic and spell resistance 16
  Fort +12 Ref +4 Will +2
  Str 30, Dex 17, Con 21, Int 13, Wis 13, Cha 7
  Crucial Feats Combat Expertise, Combat 
  Reflexes, Improved Sunder, Power Attack 
  
  57
  Other Feats Weapon Focus (claw)
  Skills Climb +18, Escape Artist +7, Hide +3, 
  Intimidate +3, Listen +8, Spot +8, Swim +16, 
  Tumble +7
  Other Skills Heal +5
  Possessions +2 studded leather armor, potion 
  of water breathing, 82 gp.
  Tactics: These two work well together. Both 
  are also quite intelligent. Jand avoids flurry 
  of blows so that her attacks are more likely 
  to hit. Rillat doesn’t use his unholy blight 
  power unless there are no other options. 
  He would rather charge into battle, using 
  Power Attack for 3 points. 
  Development: If called by Crasien in area 
  223 or area 225, these two come immediately, 
  arriving in just two rounds.  It’s also possible 
  that Crasien will come here himself and get 
  these two.
  Treasure: The half-demons’ food and 
  personal gear is here, although little is 
  notable (and none is palatable). In one bag, 
  however, a searcher will find a glass bottle 
  that contains 10 tindertwigs and 2 sunrods.  
  Background: These demons serve Crasien 
  mainly because he pays them well in magic 
  items .
  Connections: 
  This chamber 
  connects to 
  areas 223, 225, 
  and 226 .
  See the Map 
  of Level 7 .
  225. DEMONIC MAGE (EL 7)
  Summary: A dangerous tiefling mage 
  dwells here. You will need the Crasien’s 
  Journal handout (see Appendix C).
  Sights and Sounds: This room is dimly lit 
  by a few candles. Those attempting Listen 
  checks at the door (DC 25) can hear the 
  wizard moving around a bit .
  This bedchamber has two large beds with 
  sumptuous bedding and multiple pillows. A table 
  covered in dishes and food, surrounded by stools, 
  can be seen in the western end of the room. A few 
  open books lie amid the remains of a meal of roast 
  beef, potatoes, and bread. You see two empty 
  wine bottles as well. Framed paintings hang on 
  the wall, depicting otherworldly and vaguely 
  sinister scenes. A wooden coatrack stands by the 
  north door, with a few cloaks upon it. 
  Inhabitants: Crasien, the tiefling wizard 
  lives here with his bat familiar, Vedbig. 
  Crasien had a partner, Urlaphasta, but she 
  died recently after insulting the babau in 
  area 227. Now Crasien plots against this 
  supposed ally. Crasien has dark blue skin, 
  small yellow horns, and a long, thin tail.
  Crasien 
  Wizard 7 CR 7
  Male Tiefling (Neutral Evil)
  Medium Outsider (Native)
  Init +2  
  Speed 30 feet
  HD 7d4+7 hp 30
  AC 16, touch 12, flat-footed 14
  Languages 
  Common, 
  Infernal, 
  Halfling, Orc, Gnome, Elven, Draconic
  BAB/Grapple +3/+3
  Attack +3 melee (1d6, quarterstaff)
  SA spell-like abilities1/day - darkness (CL 7)
  SQ darkvision 60 ft., resistance cold 5 and 
  electricity 5 and fire 5
  Fort +3 Ref +4 Will +6
  Str 11, Dex 14, Con 13, Int 20, Wis 12, Cha 8
  Crucial Feats Spell Penetration
  Other Feats Brew Potion, Craft Magic Arms 
  and Armor, Craft Wand, Craft Wondrous 
  Item, Scribe Scroll
  Crucial Skills Bluff +4, Concentration +10, 
  Hide +7, Spot +4.
  Other Skills Craft (alchemy) +9, Decipher 
  Script 
  +15, 
  Knowledge 
  (Arcana) 
  +15, 
  Spellcraft +16
  Spells CL 7, +3 melee touch, +5 ranged touch 
  4th--dimension door, stoneskin (DC 19)
  3rd--displacement, fly, lightning bolt (DC 18)
  2nd--hypnotic pattern (DC 17), resist energy 
  (DC 17), summon monster II, whispering wind
  1st--mage armor, magic missile, shield, sleep 
  (DC 16), ventriloquism (2) (DC 16)
  0--disrupt undead, light, mending (DC 15), ray 
  of frost
  Possessions Quarterstaff, wand of summon 
  monster II (40 charges), wand of magic missile 
  (CL 7, 35 charges), potions of protection from 
  energy (cold), levitate, and cure serious wounds, 
  scroll of dimension door, 10 pp, 16 gp, cloak 
  clasp with black jet (250 gp), key to the chest 
  in area 228 .
  
  58
  Vedbig, Crasien’s bat familiar: hp 15
  Tactics: Crasien already has mage armor 
  cast (and it is figured into his stats). His 
  first order of business if he becomes aware 
  of intruders is to contact the half-fiends in 
  area 224 either directly or by whispering 
  wind. If he knows trouble is near, he casts 
  stoneskin and shield (giving him AC 20), and 
  displacement if there’s time (otherwise, it’s 
  the first spell he casts in combat). He’s quick 
  to use dimension door to get out of trouble, 
  or just to grant himself a breather while he 
  casts defensive spells (if caught off guard) 
  or heal (if wounded). He’s not brave, but 
  he is vindictive, so he’s likely to attempt to 
  flee if endangered, but to return later to get 
  revenge . He prefers Vedbig to stay out of 
  combat, using him as a spy or scout rather 
  than a fighter.
  Coatrack: One of the cloaks is made entirely 
  of feathers. It is fragile, but worth 85 gp.
  Treasure: There are two books of particular 
  interest here, resting on the table. The first is 
  Crasien’s journal. Because of the difficulties 
  involved in reading it, you may require the 
  PCs to make Decipher Script checks (DC 20) 
  and to spend many hours studying it before 
  you show the players the Crasien’s Journal 
  handout. The second is his spellbook. It 
  contains the following spells:
  0--acid splash, arcane mark, dancing lights, 
  daze, detect magic, detect poison, disrupt 
  undead, flare, ghost sound, light, mending, mage 
  hand, message, open/close, prestidigitation, ray 
  of frost, read magic, resistance, touch of fatigue
  1st--color spray, disguise self, hypnotism, 
  jump, mage armor, magic missile, mount, 
  obscuring mist, shield, sleep, summon monster 
  I, ventriliquism
  2nd--bull’s strength, glitterdust, hypnotic 
  pattern, invisibility, levitate, resist energy, 
  summon monster II, whispering 
  wind
  3rd--deep slumber, displacement, 
  fly, halt undead, lightning bolt, 
  protection from energy
  4th--dimension door, stoneskin
  Development: If Crasien hears 
  suspicious noises in area 222 or 
  223, he will go to area 224 to get 
  the half-fiends and prepare for 
  battle.
  Upping the Ante (EL 8): Give 
  Crasien an innate +2 deflection 
  bonus to AC and +30 hit points 
  due to his demonic nature.
  Connections: This chamber connects to 
  areas 223, 224, and 226.
  See the Map of Level 7.
  226: ANOTHER ENTRY 
  ROOM (EL 4)
  Summary: Cut off from the rest of the level 
  by a force field, this chamber has a staircase 
  that goes up to Level 5.
  Entry from the East: This arched entryway 
  is blocked by a wall of force just at the point 
  where the hallway joins the chamber. The 
  wall can be lowered using the panel of 
  buttons in area 221.
  Sights and Sounds: This room is lit via 
  torches in sconces on the walls. It is quiet.
  A grand chamber with a high, vaulted ceiling, 
  the floor of this chamber is white marble veined in 
  black. The walls are solid blocks of black, volcanic 
  glass, and the flickering light of the ensconced 
  torches glistens off of them in blades of light. In 
  the middle of the room, a wide pit yawns, the 
  edges marked with a raised stone border enruned 
  with odd symbols. A single pillar stands before a 
  wide alcove in the east, partially concealing an 
  iron throne. The south end of the chamber has a 
  statue of a human man cast in bronze. 
  Two exits lead out of the room in the western 
  wall, one, an archway of white stone that gives 
  assess to a passage; the other a wide staircase 
  leading up. 
  Above the passage leading east, someone has 
  etched into the stone in large, Common letters: 
  “Press 647 to Open.” 
  
  59
  The Pit: The pit is 30 feet deep. The graven 
  symbols around the edges read, in Abyssal, 
  “All Glory to Rivenyk, Demon Prince of 
  Darkness” If anyone falls (or is pushed, or 
  even just climbs) down into it, flame jets 
  positioned all around the perimeter of the 
  bottom blast out streams of fire. This is 
  obviously in addition to 3d6 points of falling 
  damage inflicted if one falls into it. 
  Flame Jet Trap: CR 4; magic device; touch 
  trigger; automatic reset; 5d4 fire/round to all 
  within 20 feet of bottom of pit, DC 15 Reflex 
  save half damage; Search DC 28; Disable 
  Device DC 28 .
  The Pillar: This thick column has leaves and 
  vines carved into its surface, although a close 
  look reveals that they are withered. Anyone 
  Searching (DC 30) it finds that high on the 
  pillar, on the eastern side, are the numbers 
  9, 1, and 4 and the words, “Runic Pillars” 
  in Abyssal. If the buttons corresponding to 
  these numbers on the copper panel in area 
  221 are pressed in that order, the magical 
  effect in area 228 is deactivated for an hour. 
  Interestingly enough, anyone actually 
  seated on the throne will see this inscription 
  automatically (it’s the only real benefit from 
  sitting there).
  The Throne: The iron throne appears to 
  have mechanisms incorporated into it. Even 
  a casual observer can see gears and obvious 
  moving parts. The throne is trapped so 
  that if anyone not a babau sits upon it, the 
  mechanisms cause spikes and blades to slice 
  and stab the foolish seated figure.
  Mechanical Throne Trap: CR 2; mechanical; 
  automatic reset; 3d6 damage, DC 18 Reflex 
  save half damage; Search DC 15; Disable 
  Device DC 30
  The Statue: The man, a handsome bearded 
  fellow dressed like a scholar, holds a 
  scroll and points to a specific part of it. 
  Close examination shows that the scroll 
  has engraved upon it a map of Level 5 
  that shows no secret rooms or passages, 
  however, the figure points to where the 
  secret door that leads to area 142. Should 
  anyone come down from area 138, they will 
  find themselves unable to proceed to the 
  rest of Level 7 thanks to the wall of force, 
  but this map may lead them to the other 
  staircase that will allow them access. 
  The Stairs: These stairs lead up to area 138, 
  where the holy sword of Baine Strongbow lies.
  Development: If the PCs spend a lot of 
  time and make a great deal of noise here, 
  the demons in area 227 are likely to come 
  investigate. If the wall of force is down, noise 
  here also alerts the inhabitants of areas 224 
  and 225 .
  REVISIT (EL 9)
  When the PCs return to this chamber, if the 
  demons in area 227 are gone, a retriever 
  wanders about this room. This individual 
  has been damaged, however, and so its hit 
  points are lower than normal and it does 
  not have its fast healing ability. Two legs are 
  damaged, so its speed is only 30 feet. Lastly, 
  two eyes are damaged, so it does not have 
  access to its petrification or electricity eye 
  rays. It is a CR 9 challenge.
  If it achieves a hold on a foe with its 
  improved grab, it tosses them into the pit.
  Retriever: hp 102
  
  60
  Connections: This chamber connects to 
  areas 138, 223, 224, 225, and 227.
  See the Map of Level 7.
  227: THE 
  BABAU 
  KING (EL 9)
  Summary: 
  A 
  powerful 
  babau 
  demon dwells here, 
  fancying 
  himself 
  king of all of his 
  kind. You will need 
  the 
  Babau 
  King 
  Illustration handout 
  (see Appendix C).
  Sights and Sounds: This room is lit by 
  torches in sconces in the walls. Anyone 
  attempting a Listen check (DC 15) can hear 
  the demons talking and moving around.
  This oddly shaped chamber reeks with a 
  sour smell. A tattered red carpet covers much 
  of the floor and red draperies hide most of the 
  walls. In a niche in the south part of the room, 
  a gangly figure squats upon a throne. Its lean 
  frame is draped in mail dripping with some kind 
  of red slime. Its misshapen head bears a wicked 
  crown of iron and glittering stones. Behind the 
  throne, a horned demon of massive build glares 
  hungrily at you. The seated figure demands in a 
  shrill tone, “Who dares enter the royal presence 
  unannounced and uninvited?” 
  Inhabitants: A demon here calling itself 
  the babau king has shut himself off from 
  most of his fellows (who do not accept his 
  title or position). Any demon that he comes 
  upon that does not directly address him as 
  his majesty or recognizes him as a king of 
  demons, he attempts to slay. He has only 
  one actual follower, a particularly large and 
  nasty brute demon he calls “vassal.”
  The babau king wears a hauberk of +2 
  chainmail of teleportation. The slime that 
  coats his skin coats the armor as well, but if 
  he is dead it can be cleaned off with alcohol 
  or holy water. Show the players the Babau 
  King Illustration handout.
  The Babau King: hp 81; AC 26 with his armor
  Vassal, brute demon: hp 92
  Tactics: A bit paranoid, the babau king keeps 
  his see invisibility power going all the time. 
  More than likely, if they are attacked, the 
  king will teleport away with his vassal to area 
  226, and sit on his throne there, surrounding 
  himself with darkness, while the brute 
  demon positions himself by the pit, planning 
  on throwing or bull rushing foes down into 
  it. Peering out of the darkness, the king will 
  use his dispel magic power to take well-buffed 
  foes down a peg or two and then will teleport 
  himself to a flanking position with the brute 
  to get sneak attacks on foes.
  Flattering the Babau King: Flattery will 
  get you everywhere with the babau king. 
  Obsequious characters--demon or mortal 
  alike--who recognize the king’s majesty gain 
  mercy and an audience in which they can ask 
  him for information and safe passage. The 
  king knows most of the layout of Level 7, 
  and the location of all major inhabitants, for 
  example. He knows a little of Level 5 as well.
  Treasure: The demon’s crown is worth 500 
  gp. There are also 10 semiprecious stones (20 
  gp each) in the otherwise immobile throne 
  that could be pried loose.
  Bookstand: In the portion of the room that 
  bends around to the north and then extends 
  east, there is a painted wooden bookstand 
  carved in the shape of a winged demon 
  hunched over, so that a massive tome rests 
  upon his back and wings. The book on the 
  stand is called Name of Evil, volume 13. It is 
  a magical book that grants the true name of 
  a babau demon .
  Connections: This chamber connects to area 
  226 .
  See the Map of Level 7.
  
  61
  New Minor Artifact
  Name of Evil: This minor artifact is a set 
  of 666 separate volumes, each containing 
  the true name of a single demon and the 
  knowledge to call upon that demon for aid. 
  The set was long ago scattered across the 
  face of the world, and very likely many of 
  the volumes have since been destroyed. It 
  would be extremely rare to ever find more 
  than volume at a time. Characters spending 
  one full, uninterrupted week studying the 
  tome’s foul secrets learn the proper means to 
  access its power. Once, and once only, that 
  character can speak the demon’s name-a 
  free action-and the demon will physically 
  appear and perform one service for the 
  character (or die trying). Fighting in one 
  battle is a service, but so would be delivering 
  an object, spying on a specific target (or 
  location) and returning to report, and so 
  forth. The book’s magic is complete enough 
  that the demon will find it difficult to twist 
  the command he’s been given unless it’s 
  extremely poorly worded. However, once 
  the task is competed, there is a 66% chance 
  that the demon will wish to enact revenge 
  upon its summoner. It must wait, however, 
  at least one year and one day to do so .
  Strong Conjuration; CL 18
  New Armor Special Ability
  Teleportation: This armor has an additional 
  ability that functions only if the wearer can 
  teleport (by means of innate ability, spell, 
  other item... it doesn’t matter, as long as the 
  wearer initiates the teleport). The ability is 
  that the wearer can bring one additional, 
  willing, living creature along when it 
  teleports, if it wishes. 
  Moderate Conjuration; CL 9; Craft Magic 
  Arms and Armor, teleport; Price: +1 bonus  
  228. THE BIGGER THEY 
  ARE, THE HARDER THEY 
  FALL (EL 6)
  Summary: This room’s magical effect turns 
  intruder’s magical items and enhancements 
  against them.
  Sights and Sounds: This room is very faintly 
  lit from the chamber below and quiet.
  This chamber is low and long. Squat pillars 
  rise up in each corner, covered in ancient runes. 
  A staircase descends in the middle of the room, 
  an eerie red glow and the smell of sulfur rising 
  up from wherever it leads. A 
  wooden chest bound in iron sits 
  against the eastern wall. 
  The Anti-Magical Effect: 
  Anyone entering this room 
  is blasted by an electrical 
  shock. There is no way to 
  avoid, disable, or dispel 
  this effect, although it can 
  be 
  deactivated 
  for 
  one 
  hour 
  using 
  the 
  buttons 
  on the panel in area 221. 
  The amount of damage a 
  character suffers is based on 
  how much magic he brings 
  with him into the room. 
  First, for each magic item (including 
  potions, scrolls, and other minor items), 
  the character suffers one point of electrical 
  damage . 
  Second, for every ongoing magical effect 
  a character has going, he suffers 1d6 points 
  of damage per spell level. So if a character 
  has bull’s strength cast upon him currently, 
  and is under the effects of a potion of fly, he 
  suffers 2d6 + 3d6 damage (total 5d6 damage 
  + 1 point per magic item he has). Further, 
  there is a 50% chance that each effect is 
  dispelled (roll for each effect).
  This damage reoccurs each round spent 
  in the room, as does the possibility of 
  dispelling effect. 
  Any spell cast in or into this room does 
  not function. Instead, the energy is fed back 
  into the caster, who suffers 1d6 points of 
  damage per spell level .
  The Chest: This chest is locked 
  (Open Locks DC 28), and it is 
  trapped. The lid is a specially 
  made container filled with green 
  slime. If one does not press the 
  hidden button (Search DC 25 to 
  find) on the underside, the slime 
  is sprayed out in a 5 foot spread .
  Green Slime Spray Trap: CR 4; 
  mechanical; bypass switch (DC 
  25 to find); repair reset; all within 
  5 feet coated in green slime; 
  Search DC 20; Disable Device DC 
  30 .
  Inside the chest are a number 
  of potions, created by Crasien, 
  
  62
  who has the key. He finds that this is an 
  excellent storage place for them. While he 
  knows how to deactivate the effect, anyone 
  not deactivating it will suffer damage just 
  by taking them. The potions are:
  Bull’s 
  strength, 
  Invisibility, 
  Levitate, 
  Displacement, Fly, Protection from Acid, 
  Protection from Fire, Protection from Lightning, 
  Protection from Sonic 
  Connections: This chamber connects to area 
  222 and area 229 .
  See the Map of Level 7.
  229. THE GUARDIAN AT 
  THE GATE (EL 8)
  Summary: A half-demon troll guards the 
  lower portion of the Sprawl from intruders. 
  You will need the Half-Demon Warrior 
  Illustration handout (see Appendix C).
  Sights and Sounds: This cavern is dimly lit. 
  All can hear a distant rumbling as if there is 
  a constant earthquake in the distance as well 
  as high pitched screeching coming from this 
  chamber.
  You see a cavern flickering with a blood-red 
  light. What appears to be blood seeps from the 
  walls and pools on the floor and it reeks of decay. 
  It’s like being inside a diseased organ. 
  The Hate Effect: The evil is stronger here 
  than the rest of the level. This chamber 
  and the few nearby are closest to slipping 
  forever into the Abyss and it seethes with 
  violence and hate. Anyone in this chamber 
  must make a Will save (DC 15). Those failing 
  must immediately make a melee attack or 
  move to make a melee attack against some 
  creature in the room. Only one save per visit 
  is required, although leaving and coming 
  back prompts another save. This isn’t too 
  much a problem in this chamber, with 
  Desaak to fight (although not everyone’s 
  going to want to charge into melee with 
  him). 
  Further, this room is under the effects of 
  a desecrate spell .
  Inhabitant: A troll born in the Abyss, Desaak 
  is the third of the half-fiend companions 
  under the sway of Crasien the tiefling mage 
  (the other two are in area 224). Unlike other 
  half-fiends, Desaak has no wings. He is a CR 
  8 challenge due to his better than normal 
  gear. Show the players the Half-Demon 
  Warrior Illustration handout.
  Desaak 
  Troll Half-Fiend (Chaotic Evil) 
  Large Outsider (Native) 
  CR 8
  Init +4  
   
   
  Speed 30 feet
  HD 6d8+42  
  Hit points 69
  AC 27, touch 12, flat-footed 24
  Languages Abyssal
  BAB/Grapple +4/+16
  Attack +12 melee (3d6+13+2d6 against good, 
  greataxe) or +11 melee (1d6+8, claw)
  Full Attack +12 melee (3d6+13+2d6 against 
  good, greataxe) and +6 melee (1d8+4, bite) 
  or +11 melee (1d6+8, 2 claws) and +6 melee 
  (1d8+4, bite)
  SA Rend (2d6+12), smite good 1/day (+6 
  damage), spell-like abilities: 3/day--darkness . 
  1/day--desecrate, unholy blight (Will DC 13)
  SQ Low-light and darkvision 60 feet, 
  immunity to poison, resistance acid 10, 
  cold 10, electricity 10 and fire 10, damage 
  reduction 5/magic and spell resistance 16, 
  regeneration 5 (fire and acid deal normal 
  damage)
  Fort +12, Ref +6, Will +3
  Str 27, Dex 18, Con 25, Int 10, Wis 9, Cha 8
  Crucial Feats N/A 
  Other Feats Alertness, Iron Will, Track
  
  63
  Crucial Skills Climb +12, Escape Artist +8, 
  Hide +4, Listen +9, Move Silently +8, Spot 
  +9, Sense Motive +3,
  Other Skills Search +4, Survival +3
  Possessions +1 spiked mithral plate armor, +1 
  unholy greataxe, 140 gp 
  Tactics: Although against foes clearly good 
  and nicely grouped Desaak will unleash an 
  unholy blight, he mainly just charges in and 
  hacks with his axe, roaring the entire time. 
  He fights to the death.
  Desaak’s Armor: Desaak’s armor is cursed . 
  To function, it must have at least 10 hit 
  points worth of blood splattered against it 
  each day. This must be done while no one 
  is wearing it. (This isn’t hard for a troll, who 
  can use his own blood if need be--he just 
  regenerates it back in 2 rounds.) This curse 
  reduces the value of the armor by -3000 gp.
  Development: The 
  minor demons in area 
  230 may come here to 
  investigate the sounds of 
  combat . Desaak does not 
  leave his post, however.
  Upping the Ante (EL 9): 
  Give Desaak a pair of 
  howlers as helpers.
  Howlers (2): hp 41 and 
  37
  Connections: This 
  chamber connects to 
  areas 228, 230, and 232.
  See the Map of Level 7.
  230. MINOR DEMONS (EL 8)
  Summary: Some minor demons inhabit 
  this cave, which also hides some intriguing 
  treasures .
  Sights and Sounds: This cave is dimly lit. 
  All can hear a distant rumbling as if there 
  is a constant earthquake in the distance. 
  Anyone making a Listen check (DC 16) can 
  hear the creatures flittering and skittering 
  around in the cave.
  A red cavern, bubbling with diseased blood 
  that seeps from the flesh-like walls, appears to be 
  filled with horrific creatures-winged things with 
  twisted bodies and scabrous flesh, and leprous 
  rats the size of mangy wolves with red eyes and 
  yellow teeth. 
  The Hate Effect: The evil is stronger here 
  than the rest of the level. This chamber 
  and the few nearby are closest to slipping 
  forever into the Abyss 
  and it seethes with 
  violence 
  and 
  hate. 
  Anyone in this chamber 
  must make a Will save 
  (DC 15). Those failing 
  must 
  immediately 
  make a melee attack or 
  move to make a melee 
  attack 
  against 
  some 
  creature in the room. 
  Only one save per visit 
  is required, although 
  leaving 
  and 
  coming 
  back prompts another 
  save .
  Inhabitants: Five winged dretches and four 
  fiendish dire rats occupy this cavern at the 
  moment. The dretches are precisely like 
  normal dretches except that they can also 
  fly with clumsy skill at a speed of 30 feet. 
  One of the dretches has a key on a chain 
  around his neck (this opens the manacles of 
  the lammasu in area 231). The fiendish dire 
  rats are big and nasty, bred in the bowels of 
  the Abyss to plague the mortal world.
  Winged dretches (5): hp 20, 18, 17, 14, 11
  Fiendish Dire Rat (Chaotic Evil) (4) 
  Medium Magical Beast (Extraplanar)
  CR 2 Init +3  
  Spd 40 feet, climb 20 feet
  HD 6d8+12  
  hp 39
  AC 14, touch 13, flat-footed 11; 
  BAB/Grapple +4/+6
  Attack +7 melee (1d6+3 plus disease, bite)
  SA Disease (filth fever DC 15), smite good 1/
  day +6 damage
  SQ Darkvision 60 ft., low-light vision, 
  resistance 
  cold/fire 
  5, 
  scent, 
  Damage 
  Reduction 5/magic, Spell Resistance 11
  Fort +7, Ref +8, Will +6
  Str 14, Dex 16, Con 14, Int 3, Wis 12, Cha 4
  Crucial Feats N/A
  Other Feats Alertness, Dodge, Stealthy, 
  Weapon Finesse
  Crucial Skills Climb +11, Hide +9, Listen +4, 
  Move Silently +8, Spot +4, Swim +11
  Other Skills N/A
  
  64
  Tactics: The dretches immediately all 
  attempt to summon more dretches while the 
  rats charge into melee. Then the dretches 
  fly in to attack. Hurt dretches will teleport 
  to area 210 for healing, and then come 
  immediately back, although they are quite 
  stupid and won’t think to do 
  this more than once each.
  Hidden 
  Ledge: 
  In 
  the 
  southwest corner of this area, 
  15 feet from the floor, there is 
  a high ledge, only 4 or 5 feet 
  from the ceiling. Characters 
  succeeding at a Search check 
  (DC 12) of the room will notice 
  the 
  ledge. 
  Climbing 
  these 
  strange walls is difficult (DC 
  22), but not impossible. On the 
  ledge, the demons have stashed 
  a few treasures, including the 
  following:
  A statuette, 8 inches tall, of a 
  dragon. It is made of ice that does not melt, 
  although it is very cold to the touch. It has 
  the name “Krittlenox” inscribed upon it, and 
  has a faint magical aura of transmutation. 
  It is worth 150 gp. (Krittlenox is an actual 
  white dragon that the PCs may encounter 
  deeper in the dungeon.)
  A large canvas bag containing 2,496 cp.
  A glass jar, 12 inches high, with a brass lid. 
  The jar contains a beating heart, although it 
  is clearly not a human heart (it belongs to 
  Kiedelos, in area 231). A character making 
  a Knowledge (nature) check (DC 20) might 
  think it is the heart of a lion or similar 
  creature. The jar has a faint magical aura of 
  necromancy. Along with the heart, it has a 
  value of perhaps 80 gp (as a curiosity).
  Development: The minor demons here may 
  go to area 229 or area 231 to investigate the 
  sounds of combat there. 
  REVISIT (EL 6)
  The next time the PCs come to this cave, three 
  fresh human and one fresh dwarf corpse 
  lies on the floor, stripped of belongings. 
  Three large and savage ghasts, servants of 
  the demons, prepare to feast. The dwarf’s 
  mithral chainmail lies in a pile of belongings 
  ripped from the bodies, all the rest of it 
  worthless. 
  Ghasts (3): hp 35, 33, 29
  Connections: This chamber connects to area 
  229 and area 231 .
  See the Map of Level 7.
  231. GATE TO THE ABYSS
  Summary: The magical portal connecting 
  this level to the Lower Planes lies here, 
  created by Rivenyk himself. A very special 
  prisoner, being made ready for transfer to 
  the Abyss, is here as well. You will need 
  the Lammasu Illustration handout (see 
  Appendix C).
  Sights and Sounds: This cavern in dimly 
  lit. A screaming, roaring sound comes from 
  the gate, making other sounds difficult to 
  distinguish.
  A hole in the air hangs in the north part of 
  this twisted chamber of evil, rimmed with blood-
  red flames that obscure whatever might lie 
  on the other side. Whatever it is, seethes with 
  malice and darkness. To one side, a large figure 
  lies bound in manacles and chains. You can see 
  that it is still alive, but only barely. Covered in 
  fur matted with dried blood, bruised flesh, and 
  terrible wounds, this creature has obviously 
  suffered tremendously. 
  
  65
  The Hate Effect: The evil is stronger here 
  than the rest of the level. This chamber 
  and the few nearby are closest to slipping 
  forever into the Abyss and it seethes with 
  violence and hate. Anyone in this chamber 
  must make a Will save (DC 15). Those failing 
  must immediately make a melee attack or 
  move to make a melee attack against some 
  creature in the room (pity poor Kiedelos 
  if this happens). Only one save per visit is 
  required, although leaving and coming back 
  prompts another save.
  The Planar Gate: One cannot see through 
  this dark, fiery doorway, but it leads directly 
  to Rivenyk’s portion of the Abyss. This is a 
  realm of darkness, filled with pain pits like 
  the one found in area 233. This realm teems 
  with demons, including many far more 
  powerful than found on this dungeon level 
  (glabrezu, mariliths, etc.) as well as fiendish 
  creatures, undead, and once-good creatures 
  that have been corrupted to evil. Those 
  foolish enough to pass through it would be 
  unlikely to survive long .
  The gate could in theory be dispelled, 
  but the caster level is 20, and thus it may 
  be a task for when the PCs are higher level. 
  Dispelling the gate should result in an xp 
  award as if the PCs faced a CR 10 challenge. 
  Likewise, the PCs should all gain a +1 holy 
  bonus to attacks, saves, and checks for 24 
  hours after doing so.
  Inhabitant: The creature is a lammasu named 
  Kiedelos, although one can hardly tell after 
  all he has suffered. Kiedelos opposed a plot 
  of Rivenyk’s servitors in an evil temple on 
  the other side of the world. He was captured 
  and brought here, where he spent many 
  months in the pit of pain (area 233), before 
  the demons decided to bring him to their 
  home plane for sport. In preparation to do 
  so, they removed his heart and replaced it 
  with the heart of a demon. This is so they 
  could ultimately wed him to the nature of 
  the Abyss and corrupt and pervert him to 
  evil in a slow, terrible process. 
  The demon heart negates his 
  innate magic circle against evil 
  power, and he knows this. What 
  Kiedelos does not realize is that 
  any demon may command him 
  as if he was under the effects of a 
  dominate monster spell .
  Once he is freed from his bonds 
  and he heals at least some of his 
  injuries, show the players the 
  Lammasu Illustration handout.
  Kiedelos, lammasu: hp 59 
  (currently 3)
  Freeing Kiedelos: The chains that 
  bind the battered and wounded 
  lammasu have a hardness of 10, 
  25 hit points, and a Break DC of 35. There is 
  a lock (Open Locks DC 26) on his manacles. 
  Once freed, he will use his cleric spells to 
  heal himself, and also any injured rescuer. 
  In fact, he will prioritize the wounds of any 
  PC above his own. He will also gladly use 
  any of his spells to help the PCs in other 
  ways (bull’s strength, neutralize poison, aid, 
  etc.). He may try to dispel the gate as well. 
  He can tell the PCs his entire, horrific tale, 
  and warn them of the mistress of the pit in 
  area 234. He can even tell them a little about 
  Czarzem. But he is entirely unfamiliar with 
  Dragon’s Delve. Kiedelos would like his 
  heart back, but he has no idea where it is. 
  Kiedelos will gladly accompany the 
  PCs to fight against the forces of evil here, 
  leaping into combat with wild, reckless 
  abandon. After all he has been through, he 
  has a bit of a death wish, but he wants to go 
  out fighting evil.
  Restoring Kiedelos’ Heart: If the PCs 
  have his heart (from area 230), the process 
  of restoring it to him is simple and 
  instantaneous, requiring only that the jar 
  be opened. The heart teleports back into his 
  body, and he coughs up a hideous thing of 
  black, gangrenous flesh (the demon heart). 
  This restores his lost innate ability and 
  cancels the potential dominate effect he might 
  face from any demons . Restoring Kiedelos’ 
  heart should be considered a CR 7 challenge 
  for purposes of an xp award.
  
  66
  Development: If Kiedelos does go into 
  combat on the side of the PCs, any demon 
  he faces will command him to attack his 
  new allies .
  Passage to 233: This passage slopes up to 
  the west at a steep angle, practically like 
  climbing steep stairs .
  Connections: This chamber connects to 
  areas 230, 232, and 233.
  See the Map of Level 7.
  232. GETTING THE SHAFT
  Summary: Erralak’s Shaft intersects the 
  demons’ domain here, and the demons 
  don’t like having a stranger spying on them 
  at all .
  Sights and Sounds: This cave is dimly lit. 
  All can hear a distant rumbling as if there is 
  a constant earthquake in the distance. 
  Amid the disgusting nature of this cavern, 
  with its rivulets of bloody effluvium and twisted 
  walls and floor, rises a strange cylinder about 
  twenty feet across. It appears to be made of glass, 
  but it is covered in a chaotic collage of crudely 
  painted images and words (all foul), blood 
  splatters, smeared feces, and unidentifiable other 
  substances. 
  Two large forms lie on the ground in the 
  middle of the room, dead creatures of some kind 
  with arrows puncturing their skin and other 
  wounds besides. Two smaller bodies lie near 
  them. 
  The Hate Effect: The evil is stronger here 
  than the rest of the level. This chamber 
  and the few nearby are closest to slipping 
  forever into the Abyss and it seethes with 
  violence and hate. Anyone in this chamber 
  must make a Will save (DC 15). Those failing 
  must immediately make a melee attack or 
  move to make a melee attack against some 
  creature in the room. PCs may attempt to 
  attack Erralak, but of course they will fail. 
  Only one save per visit is required, although 
  leaving and coming back prompts another 
  save .
  The Bodies: The two large forms 
  are slain brute demons, dried 
  ichor covering their corpses as 
  well as the ground around them. 
  The two smaller corpses are those 
  of a human in a long leather coat 
  and a dwarf wearing half plate. 
  These fallen adventurers have 
  been here quite a while and 
  are practically skeletons. Their 
  corpses have been stripped of 
  anything valuable. 
  Glass 
  Cylinder: 
  This 
  glass 
  cylinder is immune to magic and 
  indestructible. It extends from 
  this level to Levels 1, 2, 5, 8, and 10. It has an 
  overwhelming magical aura of abjuration. 
  It’s worth noting that the glass even blocks 
  teleportation, so the demons can’t get in. 
  The demons have painted so many crude or 
  frightening images and words on the glass 
  that it is difficult to see into it. The images 
  and words are there to insult and threaten 
  the ocular tyrant. So the words say things 
  like “Go away or die,” “Peeping eyes are 
  for eating,” and far more crude and foul 
  things as well. The images are of demonic 
  forms looming, or eyes being squished or 
  devoured, or suchlike.
  Inhabitants: Floating down from where the 
  PCs have likely seen him before, Erralak 
  the ocular tyrant floats in the cylinder, but 
  he can’t get through the glass surrounding 
  him, so he can only watch. It’s difficult for 
  him to see into this room because the glass 
  is covered with paint (and worse), but if 
  
  67
  anyone peers through they see him, looking 
  back. His lair actually lies on Level 10, but 
  he can view into all the levels he has access 
  to, free from any threats. He has performed 
  this duty for years and is well-acquainted 
  with the barrier that hems him in.
  Behind the Shaft: The area to the west of the 
  shaft is difficult to reach. A Medium-sized 
  creature would have to squeeze around the 
  shaft to get to it. A Large creature couldn’t get 
  there. In this spot lies the skeleton of an elf, 
  wearing masterwork chainmail and an old 
  backpack (mostly rotten) containing three 
  flasks of holy water that have been corrupted 
  so that the water now heals undead. Also in 
  the pack, PCs find 102 gp, 89 sp, and small 
  golden pitcher in the shape of a bull (worth 
  200 gp). Next to the corpse lies a +1 longbow 
  and a quiver of 13 masterwork arrows .
  Background: Somehow, a small band of 
  adventurers made it this far. But no farther.
  Connections: This chamber connects to 
  areas 230, 232, and 233.
  See the Map of Level 7.
  233. THE PAIN PIT
  Summary: This is the favorite room of the 
  demons, for it is where they can feed upon 
  the pain and horror they inflict on others.
  Sights and Sounds: This chamber is dimly 
  lit. The sound of pained moans can be heard 
  by all .
  This horrific place is like a charnel house. Or 
  rather, a slaughterhouse. Bodies and body parts 
  hang from the ceiling on hooked chains. More lay 
  about the floor like just so much rotting meat. 
  The smell of rotting flesh almost overcomes 
  you. These victims weren’t just murdered and 
  dismembered, they were tortured, abused, and 
  mutilated. The blood from the corpses mixes 
  with the seepage from the flesh-seeming walls 
  here to the point where the entire floor is sticky 
  with half-dried gore. Surely, even hell itself has 
  no worse place than this chamber of horrors. 
  At the cavern’s center lies a dark pit, from 
  which an eerie greenish glow rises. You hear 
  moans of torment coming from deep within it. 
  Next to the pit lie two extremely long pikes. 
  The Hate Effect: The evil is stronger here 
  than the rest of the level. This chamber 
  and the few nearby are closest to slipping 
  forever into the Abyss and it seethes with 
  violence and hate. Anyone in this chamber 
  must make a Will save (DC 15). Those failing 
  must immediately make a melee attack or 
  move to make a melee attack against some 
  creature in the room. Only one save per visit 
  is required, although leaving and coming 
  back prompts another save.
  Ambient Pain: This chamber is filled with 
  the pain inflicted on those in the pit, which 
  hangs in the air like a gut-wrenching sound 
  (although technically it makes no real 
  noise. This ambient pain can be “eaten” by 
  evil outsiders, as described below. Other 
  creatures simply act as though dazzled by 
  the horrific sensation (no save). There are 
  currently 2 points of constitution worth 
  of “pain” here (again, described below). If 
  these are eaten, the dazzle effect ends for 24 
  hours. 
  The Pit: The Pain Pit has a strong aura of 
  necromancy. It is 20 feet deep, and the 
  bottom appears to be crawling with hideous 
  worms writhing around bones and skulls. 
  Anyone in the pit must make two saving 
  throws. First, a Will save (DC 20). Failure 
  means that despite any pain and horrors 
  that might be inflicted, the character will not 
  willingly leave the pit. The second save is a 
  Fortitude save (DC 20). Failure of this save 
  means that the character is wracked with 
  pain for 24 hours, at the end of which they 
  suffer 1d2 points of Constitution damage. 
  Evil outsiders in this cavern can “feed” upon 
  this pain, gaining 10 temporary hit points 
  per point of Constitution damaged. Feeding 
  in this way is a standard action, regardless 
  of how much pain is fed upon.
  Demons visiting this chamber often come 
  and torment those suffering here, using 
  one of the long pikes. The night hag that 
  tends this pit (in area 234) has the means to 
  cast lesser restoration on victims in the pit, 
  keeping them alive for a very long time.
  
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  Currently, there are two victims still alive 
  in the pit, both 2nd level human commoners. 
  Both are incoherent and helpless due to the 
  weeks of torture, even if magically healed 
  (unless some really powerful spell is used, 
  such as heal). Both bear the symbol of 
  Rivenyk branded upon their necks. (See 
  area 194.) Even though they are not from 
  Brindenford, getting them to the safety of 
  the town should result in an xp award equal 
  to a CR 5 challenge. 
  Victims: hp 8 each (currently 
  1); both currently have only a 3 
  Con score
  Bodies: Searching through all 
  the victims here would take at 
  least 4 man-hours. Doing so 
  (Search DC 18) reveals a few 
  valuables: a silver ring with a 
  blue azurite (75 gp), a single 
  gold earring (10 gp), and a 
  gold necklace with few purple 
  azurites (250 gp). A much better 
  search (DC 30) reveals a corpse 
  still wearing a pair of eyes of the 
  eagle . 
  Hidden Ledge: In the northwest 
  corner of this area, 20 feet from the floor, 
  there is a high ledge, 10 feet from the ceiling. 
  Characters succeeding at a Search check 
  (DC 12) of the room will notice the ledge. 
  Climbing these strange walls is difficult (DC 
  22), but not impossible. There is nothing on 
  the ledge, but the mistress of the pit (see area 
  234) sometimes likes to stand up here and 
  use ranged attacks if she is in the cavern.
  Development: If the PCs make undo noise 
  here, they will attract the attention of the 
  mistress of the pit in area 234. After making 
  her preparations, she will come here to deal 
  with the interlopers. If damaged at least 20 
  hp, she will feed upon the ambient pain and 
  gain 20 hit points, but then end the ambient 
  pain penalty the PCs face.
  Passsage to Area 231: This passage slopes 
  down sharply as it proceeds to the east, at 
  an angle suitable to a steep staircase .
  REVISIT (EL 7)
  If the PCs return here, there is no ambient 
  pain. There is also a new victim in the pit 
  (either replacing or adding to those already 
  here), a blink dog. Feeding on the ambient 
  pain is a succubus--she has 20 extra hit 
  points due to this. If the succubus hears 
  the PCs coming, she will take the form of 
  a naked but abused young girl lying by the 
  side of the pit in order to lure the PCs close. 
  She attempts to get her kiss and then teleports 
  away, probably to area 210, unless there’s a 
  good opportunity to push or drop a new 
  victim into the pit. If freed, the blink dog 
  will aid the PCs for 1 week before heading 
  off, his debt repaid.
  Claros, blink dog: hp 22 (currently 14, and 
  down 2 points of Con)
  Succubus: hp 33 (currently 53)
  Connections: This chamber connects to 
  areas 231, 234, 238, 239, and 244.
  See the Map of Level 7.
  234. MISTRESS OF THE 
  PIT
  Summary: The mistress of the pain pit 
  dwells in this cave--an extremely formidable 
  night hag.
  Sights and Sounds: This cave is dimly lit. 
  All can hear a distant rumbling as if there 
  is a constant earthquake in the distance. 
  Anyone making a Listen check (DC 15) can 
  hear the mistress cackling and muttering to 
  herself.
  This relatively small cave is carpeted in bones 
  and skulls. More bones and skulls have been 
  threaded through heavy leather cords and hung 
  from the ceiling. The chamber is cold, and as you 
  step into it, you are suddenly reminded of your 
  most recent nightmare. 
  The Hate Effect: The evil is stronger here 
  than the rest of the level. This chamber, and 
  the few nearby, are closest to slipping forever 
  
  69
  into the Abyss and seethes with violence 
  and hate. Anyone in this chamber must 
  make a Will save (DC 15). Those failing must 
  immediately make a melee attack or move to 
  make a melee attack against some creature 
  in the room, such as the night hag. Only one 
  save per visit is required, although leaving 
  and coming back prompts another save.
  Inhabitant: The mistress of the pit is a night 
  hag. Her heartstone also possesses the 
  ability to cast lesser restoration 1/day for her 
  (for non-hags, using this counts as one of the 
  10 overall uses of the item). The value of the 
  stone is 2,000 gp rather than the standard 
  1,800 gp. She also wears an amulet of natural 
  armor +1 and possesses two potions, one 
  of cure serious wounds, and one of bull’s 
  strength. Lastly, she wields a +1 greatsword 
  in the cache made of blood iron (obviously, 
  she’s very careful with this weapon, but it 
  is quite useful in deterring any demon that 
  might challenge her). In a full action action, 
  she can make a +8 attack with this sword in 
  addition to her bite, inflicting 2d6+5 damage 
  (4d6+5 to any creature vulnerable to cold 
  iron). 
  Night hag: hp 70; AC 23
  Tactics: If able, the hag drinks her potion of 
  bull’s strength (+2 to attack and damage rolls) 
  first, and then moves into melee. If seriously 
  threatened, she will move ethereally to the 
  high ledge in area 233 where she feeds on 
  the ambient pain and waits for the PCs to 
  come out of her area so that she can attack 
  them at range using magic missile or ray of 
  enfeeblement .
  Treasure: The mistress wears a necklace 
  of silver, ivory, and various semiprecious 
  stones worth 800 gp. Further, in the cave, 
  she has a secret cache behind a rock (Search 
  DC 22 to find). In this cache, she keeps a 
  large ceramic jar (worth 20 gp) painted with 
  dancing demons with a sealed stopper. 
  Inside are 488 gp.
  The mistress also keeps some 
  rather unique items in the cache. 
  In a leather bag she keeps a pair 
  of purple stones that she has 
  fashioned from the ambient pain 
  of her victims. These gemstones 
  can be utilized by anyone who 
  needs to spend experience points 
  to cast a spell or craft a magic 
  item. In this case, each gem is a 
  substitute for 100 xp. These are 
  worth 1,000 gp each, and she 
  is planning on trading them to 
  Crasien in exchange for some 
  potions . 
  Development: If the mistress of the pit 
  hears anyone intruding into area 233, she 
  will drink her potion of bull’s strength and 
  move into that area ethereally to attack. She 
  stands near the pit and attempts to grapple 
  non-demon foes and throw them in rather 
  than using her sword.
  Connections: This room connects to area 233.
  See the Map of Level 7.
  New Special Material
  Blood Iron: This blood-red metal can be 
  found only in the lower planes and is quite 
  rare. Like cold iron, it is particularly harmful 
  to most fey and evil outsiders, but blood iron 
  is even more potent, adding an additional 
  2d6 points of damage to creatures with 
  a weakness to cold iron. Even the simple 
  touch of blood iron inflicts 1d6 points of 
  damage to any creature with a weakness to 
  cold iron. This means that a weapon may be 
  
  70
  used to make a touch attack rather than a 
  normal attack against such a creature and 
  would inflict 1d6 points of damage. It also 
  means that armor forged from blood iron 
  inflicts 1d6 points of damage to a such a 
  creature successfully striking with natural 
  weapons .
  Weapons or armor made of blood iron 
  cost four times as much to make as their 
  normal counterparts. Also, any magical 
  enhancements cost an additional 2,000 gp 
  for armor or 4,000 gp for weapons. 
  Items without metal parts cannot be made 
  from blood iron . An arrow could be made of 
  blood iron, but a quarterstaff could not. 
  A double weapon that has only half of it 
  made of blood iron increases its normal cost 
  by double . 
  DMs should not make blood iron 
  weapons available in normal markets on the 
  Prime Material Plane .
  Blood iron has 30 hit points per inch of 
  thickness and hardness 10. 
  235. LORD OF THE FLIES 
  (EL 9 OR 13)
  Summary: This is the throne room of 
  Czarzem 
  the 
  Wicked, 
  lieutenant 
  of 
  Rivenyk and ruler of Level 7. You will need 
  the Czarzem Illustration Handout (see 
  Appendix C).
  Sights and Sounds: This chamber is dimly 
  lit with an odd bluish illumination. Those 
  making Listen checks (DC 15) down any of 
  the hallways leading to this room hears a 
  buzzing sound, like a swarm of flies.
  A large room stretches out before you like 
  an arena, with raised viewing areas along the 
  north and south walls. The arched ceiling is 50 
  feet high. A stone slab, carved with runes, lies 
  on the floor, about 10 feet across. Floating 20 
  feet above the central portion of the chamber is 
  a platform upon which rests a circular throne of 
  sorts, although rather than a seat it appears to be 
  more of a bowl-like depression in a round, raised 
  stone structure surrounded by spikes. Upon-or 
  perhaps within-this throne is a cloaked figure in 
  the shape of a man, but whose form is actually a 
  roiling, swirling mass of dark insects. 
  “Welcome,” the figure says with a voice 
  that sounds like a chorus of a million voices. 
  “Entertain me and be rewarded.” With that, 
  the slab glows with a blue light and suddenly 
  a horrible, brutish giant with curled horns and 
  cloven hooves appears upon it. 
  The Slab: Once each day, if Czarzem stands 
  upon the floating platform, this stone slab 
  allows him to summon a brute demon as 
  if he had summoned it using his natural 
  ability .
  Viewing Areas: These two ledges have 
  wooden benches for spectators. The ledges 
  are 15 feet above the floor. 
  Floating Platform: The platform magically 
  levitates 20 feet above the floor permanently. 
  This effect can be dispelled, but it has a CL 
  of 15. The “throne” has six large pieces of 
  ebony set into it that are each worth 200 gp 
  if pried loose .
  Inhabitants: The being on the throne, of 
  course, is Czarzem the Wicked. Show the 
  players the Czarzem Illustration Handout. 
  The summoned creature is a brute demon.
  Brute Demon: hp 80
  Czarzem the Wicked
  Unique Demon (Chaotic Evil) 
  Medium Outsider (Chaotic, Evil) CR 12
  Init +6  
  Speed 30 feet, Fly 30 feet (perfect)
  HD 10d8+50  
  hp 95
  AC 22, touch 16, flat-footed 16
  Languages Abyssal, Common, Telepathy
  BAB/Grapple +10/+14
  Attack +14 melee touch (1d6+2d6 against 
  good plus poison and disease, touch)
  SA Unholy touch (+2d6 damage against 
  good creatures), poison touch (DC 20, 1d4 
  Wis/1d4 Wis), disease touch (DC 20, demon 
  fever), spell-like abilities: At will--cause fear, 
  hypnotism, shocking grasp, greater teleport 
  (self plus 50 pounds of objects only); 3/day-
  darkness, desecrate, charm monster, etherealness, 
  fear, hold monster, summon swarm . 1/day-
  insect plague, unholy blight (Will DC 20); 
  summon 1 brute demon 100% chance 1/day.
  
  71
  SQ Low-light and darkvision 60 feet, 
  immunity 
  to 
  electricity 
  and 
  poison, 
  resistance acid 10, cold 10, and fire 10, 
  damage reduction 5/magic and cold iron (or 
  good) and bludgeoning, and spell resistance 
  21, regeneration 5 (fire and acid deal normal 
  damage)
  Fort +12, Ref +13, Will +15
  Str 18, Dex 23, Con 20, Int 21, Wis 22, Cha 18
  Crucial Feats Quicken Spell-Like Ability 
  Other Feats Alertness, Iron Will, Lightning 
  Reflexes
  Crucial Skills Climb +12, Escape Artist +8, 
  Hide +4, Listen +9, Move Silently +8, Spot 
  +9, Sense Motive +3
  Other Skills Search +4, Survival +3
  Possessions key to area 237, black ebony 
  ring (200 gp) 
  Tactics: The brute demon attacks and fights 
  to the death (or until 10 rounds pass, after 
  which time he disappears). The round 
  after the brute demon appears, Czarzem 
  summons another using his innate ability. 
  Beyond that, however, he does not interfere 
  in the ensuing battle unless he is attacked. 
  In fact, if the PCs do not attack him and 
  defeat both brute demons, Czarzem says, 
  “Excellent! Most entertaining. Wait here 
  for your reward.” Then he teleports to area 
  237, becomes ethereal and opens the vault, 
  grabs a small sack of ten 100 gp jewels, and 
  returns to his throne. This process takes 5 
  rounds. He tosses the sack to the PCs, and 
  says, “now leave and do not return.”
  If the PCs attack him at any point, Czarzem 
  attempts to remain on his throne or, if the 
  PCs reach it, flies to the ceiling and uses his 
  ranged spell-like abilities against them. He 
  will only come down and engage in melee 
  with his deadly touch attack to finish off 
  characters. Otherwise, he will teleport away, 
  perhaps even to the gate in area 231. If he 
  is reduced to 0 hit points but the damage 
  is not entirely fire or acid, the swarm that 
  comprises him disperses, and 
  the 
  flies 
  scatter, 
  whereupon 
  they become ethereal and then 
  eventually rejoin together to 
  reform the demon.
  Development: If the PCs engage 
  Czarzem, 
  his 
  consort 
  Ionali 
  comes from area 236 to aid him. 
  See also Czarzem the Recurring 
  Villain . 
  Upping 
  the 
  Ante 
  (EL 
  14): 
  Although it’s hard to imagine 
  wanting to make this encounter 
  harder, DMs wishing to do so 
  could add a dozen dretches as 
  spectators on the benches in the 
  room .
  Dretches (12): hp 13 each
  REVISIT (EL 9)
  The next time the PCs come here, Czarzem 
  is not present. However, a dozen winged 
  dretches are here tearing apart and eating 
  the corpses of three ogres that did not 
  succeed against Czarzem’s summoned 
  challenge here hours before. The dretches 
  are precisely like normal dretches except 
  that they can also fly with clumsy skill at a 
  speed of 30 feet. One of the ogres wielded a 
  +1 greatclub. Another still bears a sack with 
  352 gp .
  Winged Dretches (12): hp 13 each
  Connections: This chamber connects to 
  areas 208, 236, and 237.
  See the Map of Level 7.
  236. CZARZEM’S NEST (EL 8)
  Summary: Czarzem’s consort awaits him in 
  the equivalent of his bedchamber.
  Sights and Sounds: This room is dark. 
  Those making Listen checks (DC 22) may 
  hear Ionali moving about the room.
  A stone bier covered in engraved images of 
  insects stands in the middle of the room. Atop it 
  rests something that resembles a cross between 
  
  72
  a wasp nest and a cancerous organ. The walls 
  are decorated with inset wooden plates, each cut 
  with images of people being tortured by demons 
  in a hellish landscape. 
  Inhabitants: Ionali, Czarzem’s succubus 
  consort, is here. She is unlikely to use her 
  deceptive abilities to try to fool anyone 
  coming into the room. Rather, she will 
  engage them in combat. She has learned 
  to use her ethereal jaunt ability not unlike a 
  phase spider, and thus can shift from the 
  Ethereal Plane to the Material Plane as a free 
  action, and shift back again as a move action 
  (or during a move action). Ionali wears both 
  a glove of lightning and a pair of +2 bracers of 
  armor. She is a CR 8 challenge.
  Ionali, succubus: hp 40; AC 22
  Tactics: Ionali uses her ethereal jaunt ability 
  to phase out of the room immediately. Then 
  she phases back in the following round and 
  blasts as many intruders as she can with a 
  lightning bolt. After that, she will phase in 
  and out, making a single attack against a 
  foe, often attempting to grapple in order to 
  use her level drain ability. If below 12 hit 
  points, she will phase out (or teleport) and 
  simply not return to the fight. 
  The Nest: The thing 
  atop the engraved 
  bier 
  is 
  Czarzem’s 
  nest, in which he 
  rests or meditates a 
  few hours each day, 
  no longer in the form 
  of a humanoid at all.
  Woodcuts: 
  These 
  ten torture images 
  are worth 5 gp each. One conceals a hidden 
  button (Search DC 25) which opens the 
  secret door .
  Secret Door: This 
  section of the wall 
  slides 
  up 
  into 
  the ceiling if the 
  hidden 
  button 
  is 
  discovered . 
  The door is very 
  difficult 
  to 
  find 
  (Search DC 30).
  Development: 
  If 
  Ionali is attacked 
  with Czarzem in 
  just the next room 
  (area 235), he will 
  come to her aid after just one round.
  Connections: This chamber connects to area 
  235 and area 238 .
  See the Map of Level 7.
  New Magic Item
  Glove of Lightning: This single glove is 
  made from a mesh of delicate silver links. 
  It allows the wearer to loose a lightning 
  bolt that inflicts 6d6 damage once each day. 
  Because it is only a single glove, a character 
  could wear it with other magic items that 
  are only a single glove (like a glove of storing) 
  and use both at once.
  There is a greater version of the glove that 
  grants the ability to use shocking grasp (5d6 
  damage) at will and adds the shock quality 
  to any magical melee weapon held in the 
  hand wearing the glove.
  Moderate 
  evocation; 
  CL 
  6; 
  Craft 
  wondrous item, lightning bolt (also shocking 
  grasp for greater version); Price 7,500 gp 
  (23,500 gp for greater version).
  
  73
  237. CZARZEM’S VAULT
  Summary: Seemingly unsealed, this treasure 
  vault is very difficult to enter.
  Sights and Sounds: This room is dark and 
  quiet .
  The western wall of this room appears to have 
  an impressive mound of treasure stacked up near 
  it. You see piles of coins, a large golden statue, 
  a few small leather bags, and an open iron chest 
  filled with still more coins. 
  Invisible Wall: Of course, it’s never as 
  easy as it seems. Anyone attempting to 
  reach the treasure finds an invisible wall of 
  force blocking them exactly halfway across 
  the room. In fact, this is a cube of force that 
  completely encloses the western half 
  of the room. This blocks all movement, 
  even teleportation or ethereal movement, 
  into the area where the treasure lies. It is 
  indestructible, and even a disintegrate spell 
  must overcome spell resistance 28 to succeed 
  in destroying it .
  Ethereal Door: If someone becomes ethereal 
  in this room, while they still cannot get at 
  the treasure easily, can see a door set into the 
  wall of force, with a lock. (Anyone that can 
  simply see into the ethereal plane can see 
  this as well.) Czarzem has a key for this lock, 
  but of course the key must be made ethereal 
  for it to work, and thus the keyholder must 
  likely be ethereal as well. Otherwise, an 
  ethereal character could attempt to pick the 
  lock (Open Locks DC 30).
  Treasure: The pile consists of 8,733 gp and 
  11,496 sp. The gold statue is 3 feet high 
  and depicts a squatting demon. It is worth 
  1200 gp. There are four small bags, each 
  containing ten 100 gp jewels of various 
  kinds .
  The chest contains another 940 gp as well 
  as 184 pp. Beneath the coins, however, PCs 
  can find a small wooden box with gold inlay 
  (worth 150 gp). Inside the box, within a felt 
  lining, is a huge emerald worth 10,000 gp.
  Connections: This room connects to area 235.
  See the Map of Level 7.
  238: FIENDISH SAVANTS 
  (EL 7)
  Summary: The fiends that dwell here are 
  in charge of figuring out how to make the 
  Vraedix work in area 239. You will need the 
  Daemon Note Handout (see Appendix C).
  Sights and Sounds: This room is dark. 
  Those making Listen checks (DC 18) may 
  hear the occupant moving about the room.
  The white plaster on the walls in this room 
  looks almost new, as do the various small rugs 
  on the floor and the red and black paint on the 
  pillars. A stack of books stands near the northeast 
  pillar. 
  A strange looking being seems to be meditating 
  in the room. The size of an ogre, he wears long 
  red robes and wears tiny spectacles on his ugly, 
  brutish face framed by long whitish-gray hair. 
  Inhabitant: The meditating creature is a 
  kerexoloth named Miressar. This learned 
  fiend (technically a daemon, 
  not a demon, but the distinction 
  is likely moot for the PCs) has 
  been commissioned to study 
  the Vraedix in area 239 and has 
  worked on this task for years 
  with so far little success.
  Miressar, Kerexoloth: hp 75
  Tactics: Unless the PCs succeed 
  in sneaking into the room, the 
  daemon’s meditation is a ruse . 
  It’s already used its true seeing 
  ability, and will immediately use 
  its call outsider debt to summon 
  a shadow mastiff to defend itself. 
  
  74
  However, if the PCs do not react with 
  immediate hostility, it won’t either. It will 
  talk with them, although it’s unlikely to 
  reveal anything valuable or true. Instead, it 
  attempts to get the PCs to leave as quickly 
  as possible, providing them with half-true 
  information about where they can find 
  treasure or avoid trouble on this level.
  Books: The books by the pillar are 
  nonmagical and cover a wide variety of 
  topics. They are well-used and ultimately 
  not worth much. However, one has a small 
  slip of paper in it. Show the players the 
  Daemon Note handout. 
  The note refers to one of 
  the areas of knowledge 
  of the Vraedix in area 
  239 . 
  Secret Button on Pillar: 
  The pillar by the books 
  also has a hidden button 
  on the north side (Search 
  DC 25 to find). It opens 
  the secret door.
  Secret Door: This section 
  of the wall slides up into 
  the ceiling if the hidden 
  button is discovered. The door is very 
  difficult to find (Search DC 30).
  Background: Before being recruited by 
  Rivenyk, the kerexoloths here worked on 
  Level 5 in the laboratories there, conducting 
  their own experimentation. They possess 
  a great deal of knowledge of the top seven 
  levels of Dragon’s Delve and their history, 
  as well as the island of Khorant.
  REVISIT (EL 7)
  If the PCs come back to this chamber again, 
  the other kerexoloth, Jzurum, will be here. 
  If Miressar still lives, they’ll both be here. 
  They work well together. If Miressar is dead, 
  Jzurum won’t be interested in vengeance, 
  but he will know to simply dimension door 
  away if the PCs show up.
  Jzurum, Kerexoloth: hp 75
  Connections: This chamber connects to 
  areas 233, 236, and 239.
  See the Map of Level 7.
  New Monster
  Kerexoloth 
  Neutral Evil 
  Large Outsider (Daemon, Evil) CR 7
  HD 10d8+30  
  hp 75
  Init +5   
   
  Speed 30 feet
  AC 18, touch 10, flat-footed 17
  BAB/Grapple +10/+19
  Attack +15 melee (1d6+5 plus poison, 
  claw), or +14 melee (1d6+7/19-20 plus 
  poison, dagger)
  Full Attack +15 melee (1d6+5 plus poison, 
  2 claws), or +14/+9 melee (1d6+7/19-20 plus 
  poison, dagger)
  SA Call outsider debt, poison (1 Str/1 Str, 
  DC 18), spell-like abilities, truename trigger
  SQ Acid resistance 5, cold resistance 
  5, darkvision, DR 10/magic, electricity 
  resistance 5, fire resistance 5, outsider traits, 
  poison resistance (+4), telepathy 100 ft.
  Fort +10, Ref +8, Will +11
  Str 20, Dex 13, Con 16, Int 20, Wis 14, Cha 14
  Crucial Feats N/A
  Other Feats Improved Initiative, Iron Will, 
  Negotiator, Weapon Focus (claw)
  Crucial Skills Bluff +12, Intimidate +18, 
  Listen +12, Move Silently +7, Sense Motive 
  +18, Sleight of Hand +3, Spot +12, Use Magic 
  Device +12
  Other Skills Decipher Script +15, Diplomacy 
  +16, Gather Information +12, Knowledge 
  (any two) +15, Knowledge (arcana) +15, 
  Knowledge (history) +15, Knowledge (the 
  planes) +18, Search +15, Spellcraft +17
  This creature is the size of an ogre, with 
  gray-brown skin, glowing eyes, fangs, a long 
  white beard, and clawed fingers. It wears a 
  simple red robe of a silk-like material that 
  looks heavy but doesn’t hide that its body is 
  bulky and muscular. There is a sense of evil 
  about it, but not malice. 
  Among the daemons there are some who 
  research and investigate their many enemies, 
  using their magic to find secrets and arcane 
  leverage they can use to advance the goals 
  of the daemonic race. The most dedicated 
  and specialized of these are the kerexoloths, 
  hulking fiends that look capable of tearing 
  an enemy apart limb by limb but preferring 
  more subtle methods. Dressing in sweeping 
  robes like archaic wizards, the kerexoloths 
  (sometimes called kerexodaemons) are 
  polite and patient despite their nature and 
  racial goals, often interacting with mortals 
  and trading information about creatures 
  
  75
  of interest. Though capable of defending 
  themselves with physical violence and a 
  few key magical abilities, they prefer to call 
  in favors from other creatures to fight on 
  their behalf, or escape from battle entirely; 
  those who threaten them usually end up the 
  target of fiendish ambush squads who know 
  a lot about the attacker’s abilities and tactics. 
  Kerexoloths may operate alone but they 
  sometimes collaborate to trade information 
  or on an especially difficult project. Because 
  of their interest in acquiring information, 
  they can be called with lesser planar ally and 
  lesser planar binding for the purpose of trading 
  information (rather than combat), even 
  though their hit dice normally exclude them 
  from being contacted by those spells. In the 
  case of lesser planar ally, some kerexoloths 
  circulate their public names to neutral and 
  evil deities to facilitate this communication. 
  In the case of lesser planar binding, some 
  daemons provide their common names 
  to conjurers and demonologists for this 
  purpose, or write them (along with short 
  trade agreements) on scrolls or spellbooks 
  containing this spell. Very rarely will a 
  kerexoloth come to the Material Plane on its 
  own, adopting a magical disguise so it can 
  interact with mortals without causing panic. 
  In addition to the lore represented by its 
  Knowledge skills, a kerexoloth’s obscure 
  information (such as a creature’s true name, 
  special weakness, or secret lair location) 
  usually pertains to other outsiders, though it 
  may know such things about a particularly 
  powerful creature from the Material Plane 
  such as a dragon, mind flayer, or evil priest, 
  or even a significant magic item, particularly 
  if the item played some key role in planar 
  matters or has abilities relating to the planes. 
  A kerexoloth stands about 9 feet tall and 
  weighs about 700 pounds. 
  Kerexoloths speak Abyssal, Infernal, and 
  the language of daemons. They normally 
  use their bonus languages to learn tongues 
  used by mortal creatures, though some learn 
  the elemental languages or even Celestial. 
  Combat: Kerexoloths prefer to avoid 
  combat, using their dimension door ability 
  to escape at the first sign of trouble. If 
  prevented from doing so, it uses its unholy 
  blight spell-like ability if facing multiple 
  weak foes or its call outsider debt ability if 
  fighting a stronger creature. It enjoys using 
  mind fog and command to assist its allies and 
  servants during a fight. If at risk of death, a 
  kerexoloth tries to bargain for its life with 
  valuable information . 
  Call Outsider Debt (Sp): Once per day, a 
  kerexoloth can call in a favor from one of 
  the evil outsiders whose truename it knows. 
  This allows the kerexoloth to summon an 
  evil outsider (as if using summon monster I, 
  II, III, IV, or V) or call such a creature (as if 
  using lesser planar ally, except the kerexoloth 
  only needs to negotiate a payment if the 
  called outsider is asked to perform a 
  suicidal or especially hazardous task). Each 
  use of this ability allows the kerexoloth to 
  summon or call one creature (for example, 
  it can’t use summon monster V to summon 
  multiple creatures on the summon monster 
  IV list).
  Poison (Ex): A kerexoloth’s claws are mildly 
  poisonous, and it keeps its dagger coated 
  with this poison. Injury, Fortitude DC 18, 
  initial damage 1 Str, secondary damage 1 
  Str. The save DC is Constitution-based.
  Skills: Kerexoloths have a +4 racial bonus to 
  Intimidate and Sense Motive checks.
  Spell-Like Abilities (Sp): At will--command 
  (DC 13), detect magic, detect thoughts (DC 
  14), mage hand; 3/day--dimension door, 
  locate creature (DC 16), scrying (DC 16), 
  see 
  invisibility; 
  1/day--commune*, 
  learn 
  truename** (DC 18), legend lore, mind fog (DC 
  17), true seeing, unholy blight (DC 16). Caster 
  level 10. DC 12 + spell level. The DCs are 
  Charisma-based.
  
  76
  * Rather than communing with a deity, 
  a kerexoloth communes with a more 
  knowledgeable daemon .
  ** This spell from Monte Cook’s Arcana 
  Evolved allows the caster to learn the 
  truename of a creature whose normal name 
  it already knows (Will negates). Knowledge 
  of a creature’s truename gives the caster 
  power over that creature and aids with 
  certain spells such as banishment, discern 
  location, legend lore, and trap the soul; the 
  kerexoloth also gains certain powers over 
  such a creature (see the truename trigger 
  ability).
  Truename Trigger (Su): If a kerexoloth 
  knows a creature’s truename, it gains a +2 
  bonus to DCs of its spell-like abilities used 
  against that creature. It also may use its 
  command spell-like ability as a free action 
  against such a creature.
  The kerexoloth was created by Sean K. 
  Reynolds and originally appeared on his website. 
  Artwork by Scott Purdy.
  239: THE VRAEDIX
  Summary: Long ago, the Mages Four 
  discovered 
  a 
  “thinking 
  machine” 
  on 
  another world and brought it back here to 
  experiment upon.
  Sights and Sounds: This chamber if very 
  dimly lit by lights (which occasionally blink 
  in seemingly random patterns) upon the 
  Vraedix itself. All can hear a soft whirring 
  sound and an occasional high pitched tone 
  (a single beep).
  Although this room has three pillars, one of 
  them is far more interesting than the other two. 
  Seated upon a raised, two-tier dais, this pillar is 
  made of metal, glass, and materials less familiar. 
  It has small lights upon it which give the room 
  dim illumination, although some blink on and 
  off, occasionally accompanied by high pitched, 
  almost music tones. The whole thing also gives 
  off a constant whir or hiss. 
  The pillar, three feet across, extending from 
  floor to ceiling, is surrounded by a faint nimbus 
  of orange energy. On the southwest wall, 
  someone has scrawled, “ask the Vraedix.” 
  The Vraedix: The pillar is the Vraedix, a 
  strange amalgam of machine and sorcery. 
  Long ago, Pholaen the Worldweaver, one 
  of the Mages Four, discovered a strange 
  machine on another world. The machine was 
  intelligent and semi-sentient, but Pholaen 
  didn’t know exactly how to communicate 
  with it. He brought it here, where all four 
  of the powerful spellcasters examined and 
  experimented with it. Eventually, they 
  found that it was a great tool for storing 
  information and predicting outcomes, but 
  in order to get it to work for them they had 
  to enhance it with an extensive network of 
  spells .
  The Vraedix is entirely reactive, so if 
  the PCs do nothing in this room, nothing 
  will happen. If they talk to the Vraedix or 
  ask a question, something might happen. 
  Dealing with the Vraedix can be difficult. 
  However, there are a few rules that govern 
  the interaction.
  Rules for getting an answer or response:
  1. Simply asking a question has a 30% chance 
  of getting an answer.
  2. Directing a question to Vraedix has a 70% 
  chance of getting an answer.
  3. Making a statement has a 10% chance of 
  provoking a response .
  4. Directing a statement to Vraedix has a 
  30% chance of provoking a response.
  5. Specific questions or commands are always 
  better. General questions or commands 
  rarely work, and the more general, the 
  worse it is. “Relate to me the entire history 
  of Dragon’s Delve” is unlikely to provoke a 
  valuable response, and “tell me everything 
  you know,” won’t ever get anything.
  6. Casting any spell of the divination school 
  in the room increases the chance of an 
  answer or response by 5% per spell level, 
  for one question or statement per spell 
  level. (This latter can be discovered by trial 
  
  77
  and error or after a character studies the 
  Vraedix for at least an hour and makes a DC 
  25 Knowledge [arcana] check.)
  So, if someone asks, “where is Czarzem?” 
  in this room, they have a 30% chance of 
  getting an answer. If someone else says, 
  “he’s not on this level,” there is a 10% chance 
  that the Vraedix will in turn respond to that.
  Rules for determining the answer or 
  response:
  1. If the DM decides that the Vraedix knows 
  the answer or has something to say on the 
  subject:
  * There is a 30% chance that it will simply 
  give the information
  * There is a 30% chance that its answer or 
  response with will be difficult or impossible 
  to understand. For example, it might be in a 
  language they do not know (thus, tongues 
  is a good spell to use with the Vraedix) or 
  its answer might be strangely incomplete. 
  “Turn left,” or “choose the red one,” without 
  any context.
  * There is a 40% chance it will ask for a 
  clarification or for more information to 
  provide a response. It might say, “more 
  information is needed.” Or, “further analysis 
  is necessary.”
  2. If the DM decides that the Vraedix does 
  not know the answer or has nothing to say 
  on the subject:
  * There is a 60% chance it will say something 
  like, “unknown,” or “data incomplete at this 
  time.”
  * There is a 40% chance it will ask for 
  a 
  clarification 
  or 
  for 
  more 
  information 
  to 
  provide 
  a 
  response. It might say, “more 
  information 
  is 
  needed.” 
  Or, 
  “further analysis is necessary.” 
  Of course, no amount of further 
  input from the PCs is likely to get 
  anything valuable in this case, 
  but they don’t know that.
  3. The Vraedix will not knowingly 
  give an incorrect answer, so its 
  information should never be 
  contradictory .
  What the Vraedix Knows: The 
  Vraedix technically knows far 
  more than it will be able to give to the PCs 
  at this time, even if they ask all the right 
  questions, because the magical interface 
  that powers it and allows it to operate in this 
  world is still imperfect .
  The DM should be willing to share any 
  amount of the standard background of the 
  dungeon and its history if the PCs ask the 
  right questions. Likewise, it knows much of 
  the layout of the dungeon, but only current 
  details of Level 7 .
  Another thing that the Vraedix can 
  currently do very well is assess creature 
  power and capabilities. Basically, the 
  Vraedix can utilize game mechanics. So if the 
  PCs explain their capabilities (essentially, 
  describing their level) and then ask if 
  they are capable of a particular described 
  challenge, the Vraedix can analyze and 
  provide an answer by comparing the 
  party’s level and CR. It has an extensive 
  
  78
  knowledge of creatures and their powers, 
  so if a PC asks if the group can take on a 
  medusa or an androsphinx, the Vraedix can 
  describe a probable outcome. If a PC asks if 
  a 10d6 lightning bolt is adequate to slaying 
  Czarzem, the Vraedix knows (no).
  Lastly, one of the test answers that 
  the kerexoloths added to the Vraedix’s 
  knowledgebase is the command word 
  (“Cordovi”) for the secret chest spell 
  described in area 139 on Level 5 .
  See also Freeing Serrestique and 
  Using the Vraedix.
  Harming the Vraedix: If the PCs 
  get it into their head to destroy 
  the Vraedix, they’re going to find 
  it very difficult. The spells that 
  protect it give it a SR 30 versus 
  damaging spells. It has a hardness 
  of 20 due to its plastiscreen shell, 
  and 200 hit points.
  Connections: 
  This 
  chamber 
  connects to areas 233, 238, 240, and 
  243 .
  See the Map of Level 7.
  FREEING 
  SERRESTIQUE
  Summary: When the PCs find 
  the Vraedix, they finally have the 
  means of freeing the wizard they 
  have heard about since Level 1: 
  Serrestique .
  Sights and Sounds: Serrestique has 
  smooth, dark skin, a small nose, 
  and broad-set brown eyes. She is thin, but 
  not particularly tall, and her hair is black 
  and very long. She wears loose-fitting, silk 
  garments and a heavy, dark red cloak.
  The Encounter: With the command word 
  of the secret chest from the Vraedix, the 
  PCs can obtain the paper inside the chest 
  that holds the information they need to free 
  Serrastique from her permanent magical 
  stasis in area 139 . 
  Serrestique 
  Female Human (Neutral)
  Wizard 8  
   
  CR 8
  HD 8d4+24  
  hp 44
  Init +2  
   
   
  Speed 30 feet
  AC 13, touch 13, flat-footed 11
  Languages 
  Common, 
  Gnoll, 
  Celestial, 
  Undercommon, Ettin, Elven
  BAB/Grapple +4/+5
  Attack +7 melee (1d4+3, +2 dagger) or +8 
  ranged (1d4+3, +2 dagger)
  Fort +5 Ref +4 Will +9
  Str 13, Dex 15, Con 16, Int 20, Wis 17, Cha 14
  Crucial Feats N/A
  Other Feats Brew Potion, Craft Construct, 
  Craft Wand, Heighten Spell, Scribe Scroll, 
  Spell Focus (Evocation), Spell Mastery 
  (fireball, sending, fire shield, and clenched 
  fist)
  Crucial Skills Concentration +12, Jump +5, 
  Listen +7, Spot +6.
  Other Skills Decipher Script +15, Gather 
  Information 
  +4, 
  Knowledge 
  (Arcana) 
  +14, Knowledge (History) +7, Search +11, 
  Spellcraft +17 .
  Spells 3/6/4/4/2, CL 8, +5 melee touch, +6 
  ranged touch
  4th--black tentacles, fire shield
  3rd--daylight, fireball (DC 19) (2), wind wall
  2nd--ghoul touch (DC 17), glitterdust (DC 
  17/W), touch of idiocy, web (DC 17)
  
  79
  1st--burning hands (DC 17), expeditious retreat, 
  feather fall, grease, protection from evil, shield
  0--acid splash (2), ghost sound (DC 15/W)
  Possessions +2 dagger, +1 ring of protection, 
  wand of daze monster (21 charges), potion of 
  fly, 18 gp.
  Tactics: Serrestique is obviously grateful to 
  the PCs for freeing her. If Eulalai Pujalt is 
  with the PCs, Serrestique is put completely 
  at ease. Otherwise, it may take her some 
  time to trust her rescuers, simply because 
  she’s not overly used to the idea of altruism 
  from others. 
  If put into a combat situation, she casts 
  shield and fire shield first, and then expeditious 
  retreat if there’s time. Depending on the 
  situation, she will use black tentacles to cover 
  her escape, or pummels foes with fireballs .
  Serrestique’s Reward: Although it takes 
  her a few weeks to gather her resources, 
  Serrestique gives each of her rescuers 2,000 
  gp or the equivalent in potions, scrolls, or 
  wands .
  Serrestique Going Forward: Serrestique 
  won’t join the PCs on their dungeon 
  exploration. However, she may very well 
  become a very valuable ally for them. She 
  returns to her home on Level 1 and strives 
  to clear it of dangerous threats, if any 
  remain. Henceforth, Level 1 is relatively 
  safe, other than the occasional monster 
  simply passing through. (If the Bestial Host 
  is still a threat, they will continue to try to 
  occupy the temple on level 1, and eventually 
  Serrestique will develop a sort of truce with 
  them.) Once her home is once again secure, 
  she begins to investigate the Mages Four 
  further. In particular, she’s very interested 
  in the Vraedix itself.  
  She becomes a valuable source of 
  information about the history of Dragon’s 
  Delve and the Mages Four in particular. She 
  offers the PCs sanctuary on Level 1 whenever 
  they need a place to rest. She even will share 
  spells with any PC wizard (her spellbook 
  is listed below, including many spells she 
  cannot yet cast that she has discovered in 
  her research on the Mages Four).
  Lastly, she may even become a patron of 
  sorts for the PCs, offering magic items or 
  other rewards in exchange for finding out 
  more information about the deeper levels of 
  the dungeon and for recovering any artifacts 
  or knowledge about the Mages Four.
  Serrestique’s Spellbook 
  0--acid splash, arcane mark, dancing lights, daze, 
  detect magic, detect poison, disrupt undead, 
  flare, ghost sound, light, mage hand, mending, 
  message, open/close, prestidigitation, ray of 
  frost, read magic, resistance, touch of fatigue
  1st--alarm, animate rope, burning hands, chill 
  touch, detect undead, expeditious retreat, feather 
  fall, grease, jump, magic missile, magic weapon, 
  protection from evil, reduce person, shield, 
  shocking grasp, silent image
  2nd--arcane lock, daze monster, eagle’s splendor, 
  ghoul touch, glitterdust, invisibility, levitate, 
  mirror image, scare, scorching ray, spider climb, 
  touch of idiocy, web
  3rd--daylight, explosive runes, fireball, fly, 
  haste, protection from energy, sepia snake sigil, 
  stinking cloud, wind wall
  4th--arcane eye, black tentacles, fire shield, locate 
  creature
  5th--sending
  7th--insanity
  8th--clenched fist
  9th--gate
  Using the Vraedix
  So, to be clear, the Vraedix is a computer, 
  taken from technologically savvy world 
  other than the one the PCs inhabit. Perhaps 
  even our own. But because it was “acquired” 
  by a mage and long experimented upon by 
  mages and later demons, it barely resembles 
  its former nature . Magic powers it and alters 
  it in strange and unpredictable ways . 
  It’s got a voice modulator so that it can 
  talk, though, which makes accessing it not 
  too difficult. And unlike the demon face 
  in area 187, the Vraedix doesn’t lie. Its 
  actual responses, if you can get one, are not 
  random. It knows what it knows, but getting 
  access to that information is difficult. 
  Which makes it perfect for long-term 
  campaign use. It contains a great deal of 
  information from when the Mages Four were 
  the masters of Dragon’s Delve, buried deep 
  down within its memory. So when the PCs 
  have a question or need some information 
  deeper down in the dungeon, going back to 
  Vraedix will always feel like an option. 
  In later levels, there will be the occasional 
  overt references to information that the 
  Vraedix has that the players will need as 
  
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  they go on. They can’t get it now simply 
  because they don’t know the right questions 
  to ask. But even if the PCs go to the Vraedix 
  on their own and consult it like a sage, feel 
  free to give the Vraedix the information they 
  seek, to reward them for taking that kind of 
  initiative. Of course, it should never be easy. 
  They’ll frequently find the Vraedix guarded 
  by 
  ever-more-powerful 
  demons 
  either 
  assigned by Czarzem or just interested in it 
  for themselves. (If the PCs close the gate in 
  area 231 and somehow managed to clear out 
  most of the demons, perhaps other kinds 
  of intelligent and magical creatures will 
  find themselves drawn to and interested 
  in the Vraedix. One can easily imagine a 
  spirit naga, or a covey of drider sorcerers, 
  or human priest of a god of secrets all 
  claiming that area and experimenting with 
  the Vraedix.
  This long term importance means, 
  however, that you want to make the Vraedix 
  at least somewhat useful when the PCs first 
  encounter it, so they’ll want to come back for 
  more . Having it give valuable information 
  early on, like how to get into 
  vault of Czarzem (area 237) or 
  one or more secret codes for the 
  panel of buttons in area 221, will 
  make it seem invaluable .
  Nothing less than a wish spell 
  can move the Vraedix without 
  destroying it completely .
  240. POSSESSED 
  DWARVES (EL 6)
  Summary: A band of dwarves, 
  possessed by demons, drink and 
  argue here.
  Sights and Sounds: This chamber 
  is dimly lit. PCs making Listen checks (DC 
  12) can hear the dwarves arguing in the 
  chamber.
  A large chamber with bare stone walls and 
  floor, this room seems even older than those 
  around it. Four pillars run along the north wall 
  between two exits. 
  The south end of the room is furnished with 
  an old pine table and a few benches and chairs. 
  Seated around this area are four dwarves--two 
  male, two female--with their large axes close at 
  hand. They appear to be enjoying a large amount 
  of ale and raucous conversation. They look up 
  at you and say, “Whatchoo lookin’ at, scab-
  lickers?” 
  Inhabitants: The four dwarves are all 
  possessed by demons that control their 
  actions completely. They don’t immediately 
  attack the PCs, but instead are just 
  belligerent, insulting, and extraordinarily 
  crass. Eventually, they will attempt to 
  provoke a fight. Anyone making a Sense 
  Motive check (DC 25) can see that the 
  dwarves are not fully in control of their own 
  actions. If a dwarf is slain, he drops dead to 
  the floor, but a quasit pops out of the body, 
  ready to continue the fight.
  A banishment, break enchantment, dismissal, 
  dispel chaos, or dispel evil spell will potentially 
  end the possession, with the quasit coming 
  out before the dwarf is dead. In this case, 
  the freed dwarf will aid the PCs in the fight, 
  although a dwarf will not attack another 
  dwarf (just a quasit, if any are present).
  The dwarf with the most hit points has 
  a masterwork dwarven waraxe (+1 attack 
  rolls).
  Dwarf Warriors (4): hp 8, 6, 5, 5
  Quasits (4): hp 15, 13, 12, 11
  Tactics: 
  The 
  dwarves 
  attack 
  in 
  a 
  straightforward manner. When the quasits 
  appear, however, they use their first action 
  
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  to become invisible, and then try to scare off 
  some of the PCs with their cause fear ability 
  and attack any that remain.
  Treasure: Each of the dwarves carries a 
  bag with 10 gp. One of the dwarves wears 
  a silver ring with the inscription, in Dwarf: 
  “Forever strong.” It is worth 50 gp. 
  Freed Dwarves: If the PCs manage to free 
  any of the dwarves from the possession 
  without killing them, the dwarves will be 
  quite grateful and give the PC what little 
  treasure they have (but not their weapons 
  or armor). The dwarves can also tell the PCs 
  how to reach Level 8 from here. They will 
  then bid the PCs farewell and attempt to 
  leave the dungeon.
  These dwarves, however, are members 
  of a wealthy clan from a far off land. Two 
  months after they are freed, a shipment of 
  gold and jewels worth 1,000 gp arrives as a 
  gift for the PCs in Brindenford, sent by the 
  dwarves they rescued. 
  Development: The demons possessing these 
  dwarves are thralls of the major demon in 
  area 242. However, that demon won’t lift a 
  finger to help out if he hears a fight going on 
  here. He will, however, attempt to prepare 
  for the intruders should they come up into 
  his area.
  REVISIT (EL 5)
  When the PCs return, a pair of yeth hounds 
  is here, feeding on the dwarf corpses 
  (assuming that they are still here). They 
  immediately fly up toward the ceiling, bay, 
  and then swoop down to attack.
  Yeth hounds 
  (2): hp 25, 19
  Connections: 
  This chamber 
  connects to 
  areas 239, 241, 
  242, and 243.
  See the Map 
  of Level 7 .
  241. 
  SHADOW 
  PLAY (EL VARIES)
  Summary: The shadows cast by the flames 
  of an old kiln are more than they appear.
  Sights and Sounds: This chamber is very 
  dimly lit, and quiet.
  This appears to be a workshop for making 
  bricks. A large kiln occupies the north end of the 
  room, from which the faint red glow of embers can 
  be seen. Stacks of old bricks rest on the ground. 
  The once-white walls are stained various shades 
  of gray with years of soot. A few rusted tools lie 
  next to the kiln. 
  Shadows: Creatures that come into this 
  room must make a Will saving throw (DC 
  17) to avoid having their shadows become 
  possessed. Possessed shadows take on an 
  evil intelligence all their own. Treat them as 
  shadows (the monster), but not as undead 
  (they are demons). However, they don’t 
  reveal their nature just yet. They wait until 
  the PCs are dire straights in some other 
  challenging encounter or are in some way ill 
  prepared for an encounter (perhaps drunk 
  in the middle of a tavern in Brindenford?), 
  and then they strike. They can be battled just 
  like normal shadows--except that they can’t 
  be turned .  A banishment, break enchantment, 
  dismissal, dispel chaos, or dispel evil spell will 
  end the possession. A shadow that is slain 
  disappears, and the PCs has no shadow. 
  Creatures without shadows have a negative 
  level that never turns into level drain, but 
  can only be restored by a restoration spell or 
  similar magic (but not normal healing).
  Possessed shadow: hp 20
  The Kiln: The fire in the kiln has a faint 
  magical aura of evocation. It never truly 
  cools, and if fuel is added, it will burn hot 
  
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  once again. Amid the tools next to it (Search 
  check DC 14) lies a thin, soot-covered 
  brass scroll tube. Inside it are two scrolls, 
  each bearing the spell summon monster III, 
  although they will only summon a small fire 
  elemental .
  The Stacks: If the PCs bring their own light 
  into this room, the shadows cast by the brick 
  stacks become animate shadows that attack. 
  These take the form of shadow mastiffs, 
  except that instead of their bay supernatural 
  ability they have abilities unique to the 
  nature of the bricks that cast them. Similar 
  to some earth elementals, they have DR 5/- 
  and gain a +1 bonus to attack and damage 
  rolls if both they and their foe are touching 
  the ground.
  Shadow mastiffs: hp 32, 28
  Connections: This chamber connects to area 
  240 and area 242 .
  See the Map of Level 7.
  242. THE DISAPPEARING 
  DEMON (EL 0 OR 13)
  Summary: An extremely powerful demon 
  greets the players, but is then summoned 
  away. When will it be back?
  Sights and Sounds: This chamber is dimly 
  lit. PCs making Listen checks (DC 15) can 
  hear the demon moving around in the 
  chamber. 
  Guttering torches along the western and 
  southern walls illuminate this foul-smelling 
  chamber. Someone long ago inscribed a large 
  pentagram on the floor here, in front of three 
  sinister iron statues of armored men. 
  A horrific entity stands on the ceiling, upside 
  down, looking down at you. Its monstrous torso 
  sports four arms, the larger of the two ending 
  in wicked, pincer-like claws. Its head is that of a 
  tortured hound, baring a sinister grin. Suddenly, 
  however, the demon looks very surprised, and 
  then disappears. 
  Reverse 
  Gravity: The 
  demon often 
  maintains 
  a reverse 
  gravity effect 
  in this room. 
  However, after 
  he disappears, 
  it lasts for only 
  4 more rounds 
  and then the 
  gravity returns 
  to normal .
  I n h a b i t a n t : 
  The demon is a 
  glabrezu, but it has been conjured by a spell 
  cast by some far off mage (perhaps even a 
  mage on a different world altogether).
  Glabrezu: hp 174
  Time Limit: Anyone making a Spellcraft 
  check (DC 21) recognizes that the fiend 
  was called away via a planar binding spell, 
  and the fiend will likely be gone for a long 
  time--hours or even days. Failure, however, 
  suggests that it was a summon monster spell, 
  which would mean that he will be gone just 
  a few rounds. It’s also possible that the PCs 
  will believe that the demon teleported away 
  of his own volition. 
  Pentagram: PCs are likely to suspect that 
  the pentagram has something to do with 
  the summoning spell, but it doesn’t. The 
  demon merely likes to rest within its 
  confines sometimes while here. It radiates 
  a faint aura of conjuration magic, which is 
  probably misleading. A Knowledge (the 
  planes) check suggests that its real power is 
  that demons heal at twice the normal rate 
  while standing within the circle.
  Statues: “The Three Evil Knights” is a well-
  known folk tale in the region. PCs can make 
  a Knowledge (local) or Knowledge (history) 
  check (DC 15) to recognize the reference. 
  The three evil knights of the story travel the 
  countryside to punish the wicked, but some 
  versions of the tale imply that they actually 
  reward the wicked, as the punishments tend 
  to turn out to be blessings in disguise .
  Inside the helmet of the southernmost 
  statue (Search check DC 22), the PCs may 
  discover the signet ring of Duke Chordille. 
  This gold ring bears the emblem of the 
  duchy, a falcon. It is worth 50 gp on its own, 
  or 1,000 gp for its historical significance (PCs 
  will need to make a Knowledge [history] 
  or Knowledge [nobility and royalty] check 
  [DC 18] to recognize it.) However, it also has 
  a significant use on Level 8.
  Development: If there is a fight or any kind 
  of loud noise here, the demon-possessed 
  dwarves in area 240 will come here to 
  investigate .
  
  83
  REVISIT (EL 13)
  The glabrezu is back. If the PCs come back 
  here after the first encounter, well, they 
  should have known better. However, the 
  demon doesn’t attack the PCs outright. 
  Instead, it wants to tempt them to evil. As 
  soon as the PCs come into the room, the 
  glabrezu says, “I will grant a wish to the 
  one of you that slays the others.” And he’s 
  being truthful. If he gets no takers, he uses 
  his confusion ability and then makes the offer 
  again to those not affected (if any).
  If he still has no takers, then he says, “I 
  will grant a wish to the first among you who 
  will swear fealty to the Dark Man.” He will 
  use confusion again if there are no takers.
  He watches the PCs closely. If no one 
  seems even slightly tempted, he will attack 
  the PCs with the intent to subdue and capture 
  them, putting them in the cells in area 193, 
  or in the torture chambers in area 205 or 
  222. If one of them appears even somewhat 
  tempted (Sense Motive +18) he will teleport 
  away and revisit just that character again, 
  days, weeks, or even months later, to make 
  him a similar offer.
  Connections: This chamber connects to 
  areas 240, 241, 243, and 244.
  See the Map of Level 7.
  243. CORPSE IN THE 
  CORRIDOR
  Summary: One of three large alcoves along 
  this corridor holds a nice reward. You will 
  need the Note With the Bracers handout 
  (see Appendix C).
  Sights and Sounds: This corridor is dark 
  and quiet . 
  Three large alcoves run along the eastern 
  wall of this corridor. A tall archway marks the 
  entrance of each. The corpse of a 
  human man in chainmail is nailed to 
  an X-shaped wooden cross propped 
  up against the back wall of the middle 
  alcove. 
  Corpse: This man was clearly 
  tortured and disfigured before he 
  was crucified here. His chainmail 
  armor is his only possession, and 
  it is ruined and worthless.
  Northern 
  Alcove: 
  Anyone 
  searching 
  the 
  northernmost 
  alcove (Search check DC 25) 
  finds a small, secret cache near 
  the floor, behind a loose brick. 
  Tucked into the back of the narrow 
  c o m p a r t m e n t , 
  almost three feet 
  deep--a character 
  would have to lie 
  on the ground and 
  reach his whole 
  arm into the dark 
  hole--are a pair of 
  gold bracers an a 
  note. The bracers 
  are bracers of the 
  endless armory. If 
  the PCs look at 
  the 
  note, 
  show 
  them 
  the 
  Note 
  With the Bracers handout. The note says, 
  “Go ahead. Use these bracers. But before 
  you put them on, you must swear that you’ll 
  help Kaddassas if you find her.” This note 
  was written by an adventurer from long 
  ago named Tirthen who wanted to make 
  sure his best magic item never fell into the 
  hands of the demons here. His companion, 
  Kaddassas, is now a ghost on Level 8. 
  Regardless of whether a PC swears the oath 
  or not, they’ll feel themselves compelled to 
  take specific actions to help Kaddassas if 
  they encounter her on the next level down.
  REVISIT (EL 7)
  If the PCs return down this corridor later, 
  they will find two of the level’s residents 
  fighting. A brute demon and a squamous 
  demon thrash in battle here. If confronted, 
  they will work together against intruders. If 
  left alone, they will fight further, with the 
  brute demon getting the upper hand and 
  
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  the squamous demon teleporting away. The 
  brute demon will have only 48 hp when the 
  battle is done and he will be only a CR 5 
  challenge. Neither demon has any treasure.
  Brute demon: 75 (currently 61)
  Squamous demon: 58 (currently 49)
  Connections: This chamber connects to 
  areas 239, 240, 242, and 244.
  See the Map of Level 7.
  New Item
  Bracers of the Endless Armory: These 
  impressive gold bracers have inset strips of 
  golden oak, delicately etched with images 
  of weapons of all kinds. The wearer can, as 
  a free action, activate the bracers so that a 
  masterwork melee weapon of whatever sort 
  he desires appears in either (or even both) 
  hands. These weapons disappear as soon as 
  he lets go of them, so they cannot be thrown, 
  given away, or sold.
  If the wearer is at least 8th level, the 
  weapons are magical, with a +1 enhancement 
  bonus .
  If the wearer is at least 12th level, the 
  weapons are of a desired material: silver, 
  cold iron, adamantine, and so on.
  If the wearer is at least 15th level, the 
  weapons can have any magical weapon 
  enhancement that is the equivalent of a +1 
  bonus . 
  Strong conjuration; CL 13; Craft Wondrous 
  Item, Craft Magic Arms and Armor, major 
  creation, limited wish; Price 20,000 gp
  Squamous Demon
  Squamous Demon (Chaotic Evil)
  Medium Outsider (Extraplanar) CR 6
  HD 6d8+30  
  hp 58
  Init +5  
   
   
  Speed 30 feet, Swim 30 feet
  AC 22, touch 11, flat-footed 21
  BAB/Grapple +6/+11
  Attack +11 melee (1d8+5+poison, bite) 
  Full Attack +11 melee (1d12+5+poison, bite) 
  and +9 melee (1d6+3 plus poison, two claws)
  SA Poisons, spell-like abilities, summon 
  demons
  SQ Damage Reduction 5/cold iron or good, 
  darkvision 60 feet, immunity to electricity 
  and poison, resistance to acid 10, cold 10, 
  and fire 10, spell resistance 15
  Fort +11 Ref +6 Will +7
  Str 20, Dex 13, Con 21, Int 18, Wis 14, Cha 15
  Crucial Feats Dodge 
  Other Feats Improved Initiative, Multiattack
  Crucial Skills Bluff +11, Climb +14, Disguise 
  +11, Hide +10, Jump +14, Listen +11, Move 
  Silently +10, Sense Motive +11, Spot +11
  Other Skills Knowledge (arcana) +13, 
  Knowledge (religion) +13, Knowledge (the 
  planes) +13
  These bizarre-looking, scaly demons seem 
  like serpents. Their gangly arms bear 
  poisoned spurs and their eyes are inside 
  their mouth, along with a smaller secondary 
  mouth. Squamous demons come in two 
  varieties, a brown and white demon that 
  prefers dry, dusty climes and a green and 
  yellow amphibious version. 
  Other than the thick, scaly hides that 
  give them their 
  name, squamous 
  demons are 
  known for 
  illusion and 
  trickery. They 
  serve as both 
  infiltrators 
  and guards for 
  more powerful 
  demons, or as 
  evil hunters on 
  their own.
  
  85
  Combat: Squamous demons are cunning and 
  guile incarnate. They like to first fool their 
  foes with illusions, tricks, and invisibility, 
  then slay them when their guard is down. 
  They delight in tricking their enemies as 
  much as physically destroying them, if not 
  more .
  Claw Poison: DC 18, 1d3 Str/1d3 Str. Save 
  DC is Constitution based .
  Bite Poison: DC 18, 1d3 Wis/1d3 Wis. Save 
  DC is Constitution based
  Spell-like abilities (Sp): At will--greater 
  teleport (self plus 50 pounds of objects only); 
  1/day--desecrate, invisibility, mirage arcana 
  (DC 19), rainbow pattern (DC 18), seeming 
  (DC 19); Caster Level 6th. The save DCs are 
  Intelligence based.
  Summon Demon (Sp): Once per day, a 
  squamous demon can attempt to summon 
  another of squamous demon with a 20% 
  chance of success. This is the equivalent of 
  a 3rd level spell .
  244. OLD 
  WORKROOM
  Summary: This old workshop 
  offers the means to spy on 
  Czarzem the Wicked.
  Sights and Sounds: This chamber 
  is dark and quiet .
  This chamber appears to have 
  once been some kind of workshop, 
  but now lies in disarray. A table 
  lies on its side and tools lie scattered 
  across the floor, amid some broken 
  jars and pots. You also see a shelf 
  with more tools, a few broken chairs, 
  and a small anvil. The western wall 
  has some kind of oven or forge built into it, but it 
  is very small. An empty wooden barrel sits next 
  to it. 
  The Tabletop Mirror: The table has a 
  mirrored surface built into its center, about 
  12 inches across. It has an aura of faint 
  divination magic. If someone gazes into 
  this mirror, they see into area 235, from the 
  vantage point of the throne. Concentration 
  however (Concentration check DC 20) 
  allows a character to move the vantage point 
  to anywhere within areas 235, 236, or 237.
  Background: Ages ago, this was one of the 
  many workshops of the Mages Four and 
  their servants. Those working here worked 
  mainly on cloth and leather, although they 
  also made rivets and studs here. The mirror 
  was a kind of communication device but the 
  others like it are now long since destroyed.
  REVISIT (EL 7)
  When the PCs return to this chamber, a 
  demon-possessed troll (another thrall of 
  the demon in area 242) leads a nightmare 
  through this area on its way from the gate 
  in area 231 to present the steed as a gift to 
  Czarzem in area 235. They react with vicious 
  hostility at the sight of any intruders. As 
  with the possessed dwarves in area 240, 
  if the troll is slain, a quasit appears and 
  attacks. Unlike the dwarves, if freed from 
  the possession, the troll is not grateful and 
  continues to attack the PCs. 
  The troll wears a +1 ring of resistance (which 
  functions just like a cloak of resistance, adding 
  +1 to all his saves) and a silver bracer with 
  inlaid lapis lazuli on his ankle (worth 450 gp). 
  Troll: hp 65
  Nightmare: hp 45
  Quasit: hp 14
  
  86
  Connections: This chamber connects to 
  areas 233, 242, 243, and 245.
  See the Map of Level 7.
  245. ONE LAST TRIAL (EL 7)
  Summary: The 
  forces of Rivenyk 
  make one last 
  attempt to snare 
  the PCs before 
  they get a chance 
  to go down to 
  Level 8 .
  Sights and 
  Sounds: This 
  chamber is dark 
  and quiet .
  The floor of 
  this rectangular 
  chamber is covered in a rug of black and gold. 
  Tapestries hang upon the otherwise bare 
  stone walls, depicting somber scenes: funeral 
  processions, a lone figure on a hill, a pair of 
  children standing beside a grave. A staircase 
  in the north end of the room descends into 
  deep darkness. The steps appear to be made of 
  intricately arranged bones of various sizes. 
  Inhabitant: An invisible demon lurks in 
  this chamber. If the PCs attempt to descend 
  down the stairs, it attempts to possess one 
  of them. Each character, in a random order 
  must make a Will save (DC 16). This ends 
  when one character fails or all succeed. If 
  a character fails, he becomes possessed. 
  If all characters succeed, the demon takes 
  physical form: an incubus. This being is a 
  sort of succubus except that its natural form 
  is male and it does not have wings (and 
  thus, no fly speed). It also cannot become 
  ethereal. It can, however, become invisible 
  at will and use improved invisibility once 
  each day for 8 consecutive rounds. 
  It wields a +2 dagger and has a sneak 
  attack ability of +1d6.
  Incubus (succubus): hp 40
  Possession: If a character is possessed, 
  the demon has complete control over 
  them, exactly as if they were under 
  the effects of a dominate person spell . 
  Right away, the possessed character 
  attempts to convince the others not 
  to leave Level 7. It uses whatever tact 
  will work: the assurance of treasure, 
  the thrill of the challenge, the moral 
  correctness of slaying demons. If this 
  works, the demon attempts to lead 
  the PCs into a trap, where they are attacked 
  by other demons. In this case, the 
  possessed character turns on his 
  friends. Such an act, of course, 
  gives the character a new try at a 
  saving throw.
  If the PCs proceed down the 
  stairs anyway, the possessing 
  demon still tries to lead them into 
  a dangerous situation where it 
  can spring on the PCs in the form 
  of the possessed character.
  A banishment, break enchantment, 
  dismissal, dispel chaos, or dispel evil 
  spell will end the possession, at 
  which time the incubus manifests 
  immediately and attacks.
  Tactics: If forced into combat, the incubus 
  uses its improved invisibility to attack foes 
  with its sneak attack. It teleports away if 
  reduced to less than 10 hit points.
  Treasure: In addition to its magic dagger, the 
  demon wears a belt with a golden buckle in 
  the shape of a pair of crossed swords worth 
  120 gp .
  Stairs: The stairs are shallow stone steps, 
  each with a smooth layer of carefully fit 
  bones of all kind atop them held in place 
  with mortar. This is a long and winding 
  flight of stairs that doubles back a total of 
  more than 100 feet to the south before they 
  end. They lead down to Level 8.
  Connections: This chamber connects to area 
  244 and area 246 .
  See the Map of Level 7.
  
  87
  APPENDIX A: MONSTERS & 
  NPCS
  Brute Demon (Chaotic Evil) (Room 197)
  Large Outsider (Chaotic, Extraplanar, Evil)        
  CR 6 HD 6d8+48  
  hp 75
  Init +0  
   
   
   
   
  Speed 30 feet
  AC 21, touch 9, flat-footed 21
  BAB/Grapple +6/+19
  Attack +14 melee (1d8+9, slam) 
  Full Attack +14 melee (1d8+9, two slams)
  Space/Reach 10 feet/10 feet
  SA Spell-like ability: Desecrate 1/day
  SQ Damage Reduction 5/cold iron or good, 
  darkvision 60 feet, immunity to electricity 
  and poison, resistance to acid 10, cold 10, 
  and fire 10, spell resistance 15
  Fort +13 Ref +5 Will +7
  Str 28, Dex 11, Con 26, Int 4, Wis 9, Cha 8
  Crucial Feats Cleave, Power Attack 
  Other Feats Iron Will
  Crucial Skills Climb +16, Jump +16, Listen 
  +8, Spot +8
  Other Skills Knowledge (the planes) +6
  Brute demons are among the simplest and 
  most basic demons. They are employed 
  by more powerful demons as guards and 
  soldiers. They are lazy (they like to sleep, 
  even though they do not need to), and given 
  to vices like overeating, alcohol, and lust.
  Unlike most demons, they cannot speak 
  telepathically (they can speak a little Abyssal 
  verbally) and have almost no magical 
  abilities. They don’t even summon other 
  demons .
  Combat: In combat brute demons are true 
  to their name and simply move into melee 
  swinging. They do no employ tactics of 
  any kind and can follow only the simplest 
  of orders (and even then sometimes fail to 
  do so). They have no skill with weapons or 
  armor and just pummel with their fists.
  Spell-like abilities (Sp): 1/day--desecrate . 
  Caster Level 6th. 
  Brute Demon (Chaotic Evil) (Room 203)
  Large Outsider (Chaotic, Extraplanar, Evil)        
  CR 6  
  HD 6d8+48  
  hp 75
  Init +0  
  Speed 30 feet
  AC 21, touch 9, flat-footed 21
  BAB/Grapple +6/+19
  Attack +14 melee (1d8+9, slam) 
  Full Attack +14 melee (1d8+9, two slams)
  Space/Reach 10 feet/10 feet
  SA Spell-like ability: Desecrate 1/day
  SQ Damage Reduction 5/cold iron or good, 
  darkvision 60 feet, immunity to electricity 
  and poison, resistance to acid 10, cold 10, 
  and fire 10, spell resistance 15
  Fort +13 Ref +5 Will +7
  Str 28, Dex 11, Con 26, Int 4, Wis 9, Cha 8
  Crucial Feats Cleave, Power Attack 
  Other Feats Iron Will
  Crucial Skills Climb +16, Jump +16, Listen 
  +8, Spot +8
  Other Skills Knowledge (the planes) +6
  Brute demons are among the simplest and 
  most basic demons. They are employed 
  by more powerful demons as guards and 
  soldiers. They are lazy (they like to sleep, 
  even though they do not need to), and given 
  to vices like overeating, alcohol, and lust.
  Unlike most demons, they cannot speak 
  telepathically (they can speak a little Abyssal 
  verbally) and have almost no magical 
  abilities. They don’t even summon other 
  demons .
  Combat: In combat brute demons are true 
  to their name and simply move into melee 
  swinging. They do no employ tactics of 
  any kind and can follow only the simplest 
  of orders (and even then sometimes fail to 
  do so). They have no skill with weapons or 
  armor and just pummel with their fists.
  Spell-like abilities (Sp): 1/day--desecrate . 
  Caster Level 6th. 
  Brute Demon (Chaotic Evil) (Room 222)
  Large Outsider (Chaotic, Extraplanar, Evil)        
  CR 6 HD 6d8+48 hp 75
  Init +0  
  Speed 30 feet
  AC 21, touch 9, flat-footed 21
  BAB/Grapple +6/+19
  Attack +14 melee (1d8+9, slam) 
  
  88
  Full Attack +14 melee (1d8+9, two slams)
  Space/Reach 10 feet/10 feet
  SA Spell-like ability: Desecrate 1/day
  SQ Damage Reduction 5/cold iron or good, 
  darkvision 60 feet, immunity to electricity 
  and poison, resistance to acid 10, cold 10, 
  and fire 10, spell resistance 15
  Fort +13 Ref +5 Will +7
  Str 28, Dex 11, Con 26, Int 4, Wis 9, Cha 8
  Crucial Feats Cleave, Power Attack 
  Other Feats Iron Will
  Crucial Skills Climb +16, Jump +16, Listen 
  +8, Spot +8
  Other Skills Knowledge (the planes) +6
  Brute demons are among the simplest and 
  most basic demons. They are employed 
  by more powerful demons as guards and 
  soldiers. They are lazy (they like to sleep, 
  even though they do not need to), and given 
  to vices like overeating, alcohol, and lust.
  Unlike most demons, they cannot speak 
  telepathically (they can speak a little Abyssal 
  verbally) and have almost no magical 
  abilities. They don’t even summon other 
  demons .
  Combat: In combat brute demons are true 
  to their name and simply move into melee 
  swinging. They do no employ tactics of 
  any kind and can follow only the simplest 
  of orders (and even then sometimes fail to 
  do so). They have no skill with weapons or 
  armor and just pummel with their fists.
  Spell-like abilities (Sp): 1/day--desecrate . 
  Caster Level 6th. 
  Coveth Maar (Room 193)
  Female Human (Neutral Evil)
  Ranger 8  
   
  CR 8
  Init +4  
   
   
  Speed 30 feet
  HD 8d10+16  
  hp 47
  AC 14, touch 14, flat-footed 10
  Languages Abyssal, Common, Draconic
  BAB/Grapple +8/+11
  Attack +11 melee (one-handed weapon) or 
  +12 ranged
  Full Attack +10/+5 melee (one-handed 
  weapon) and +11 melee (light weapon) or 
  +12 ranged
  SQ favored enemy (humans +4, demons +2), 
  swift tracker, wild empathy and woodland 
  stride
  Fort +8 Ref +6 Will +5
  Str 17, Dex 18, Con 15, Int 14, Wis 13, Cha 12
  Crucial Feats Combat Reflexes, Endurance 
  Other 
  Feats 
  Improved 
  Two-Weapon 
  Fighting, Iron Will, Track, Two-Weapon 
  Fighting, Weapon Finesse
  Crucial Skills Concentration +12, Handle 
  Animal +11, Jump +11, Listen +8, Spot +6, 
  Survival +12, Use Magic Device +5.
  Other Skills Knowledge (Local) +4, Ride 
  +16, Search +10
  Spells 2 CL 4, +12 melee touch, +12 ranged 
  touch 
  1st -- calm animals (DC 12/W), detect snares 
  and pits
  Possessions None .
  Tactics: Coveth asks the PCs to free her, 
  assuring them (truthfully) that she hates 
  the demons and wants nothing more than 
  to kill them. If she is freed, she will join the 
  group if they appear competent, assuming 
  that they can give her a weapon or two. Her 
  own equipment is long gone. Otherwise, 
  she will head for the surface using the Old 
  Man’s Tunnel. She is familiar with much 
  of Level 5, the western half of Level 6, and 
  areas 183-194, although she doesn’t know 
  about the shifting nature of 184. She can also 
  warn them about Czarzem, a “extremely 
  powerful demon made of flies,” and she will 
  report that she has seen a vrock, a succubus, 
  and some vargouilles while she has been 
  imprisoned here. If the PCs don’t know 
  what those creatures are, she won’t bother 
  to explain. She’s not much at explaining. 
  What she doesn’t tell the PCs is that she 
  hates other humans more than she hates 
  demons. She is a psychotic killer that will 
  eventually turn on the PCs (no matter what 
  race they are, but she will attempt to murder 
  any humans first). She makes her move 
  when the PCs are at their most vulnerable 
  and when it will not put her in undue 
  danger herself.
  Crasien (Room 225)
  Wizard 7 CR 7
  Male Tiefling (Neutral Evil)
  Medium Outsider (Native)
  Init +2  
  Speed 30 feet
  
  89
  HD 7d4+7 
  hp 30
  AC 16, touch 12, flat-footed 14
  Languages Common, Infernal, Halfling, 
  Orc, Gnome, Elven, Draconic
  BAB/Grapple +3/+3
  Attack +3 melee (1d6, quarterstaff)
  SA spell-like abilities1/day - darkness (CL 7)
  SQ darkvision 60 ft., resistance cold 5 and 
  electricity 5 and fire 5
  Fort +3 Ref +4 Will +6
  Str 11, Dex 14, Con 13, Int 20, Wis 12, Cha 8
  Crucial Feats Spell Penetration
  Other Feats Brew Potion, Craft Magic Arms 
  and Armor, Craft Wand, Craft Wondrous 
  Item, Scribe Scroll
  Crucial Skills Bluff +4, Concentration +10, 
  Hide +7, Spot +4.
  Other Skills Craft (alchemy) +9, Decipher 
  Script 
  +15, 
  Knowledge 
  (Arcana) 
  +15, 
  Spellcraft +16
  Spells CL 7, +3 melee touch, +5 ranged touch 
  4th--dimension door, stoneskin (DC 19)
  3rd--displacement, fly, lightning bolt (DC 18)
  2nd--hypnotic pattern (DC 17), resist energy 
  (DC 17), summon monster II, whispering wind
  1st--mage armor, magic missile, shield, sleep 
  (DC 16), ventriloquism (2) (DC 16)
  0--disrupt undead, light, mending (DC 15), ray 
  of frost
  Possessions Quarterstaff, wand of summon 
  monster II (40 charges), wand of magic missile 
  (CL 7, 35 charges), potions of protection from 
  energy (cold), levitate, and cure serious wounds, 
  scroll of dimension door, 10 pp, 16 gp, cloak 
  clasp with black jet (250 gp), key to the chest 
  in area 228 .
  Vedbig, Crasien’s bat familiar: hp 15
  Tactics: Crasien already has mage armor 
  cast (and it is figured into his stats). His 
  first order of business if he becomes aware 
  of intruders is to contact the half-fiends in 
  area 224 either directly or by whispering 
  wind. If he knows trouble is near, he casts 
  stoneskin and shield (giving him AC 20), and 
  displacement if there’s time (otherwise, it’s 
  the first spell he casts in combat). He’s quick 
  to use dimension door to get out of trouble, 
  or just to grant himself a breather while he 
  casts defensive spells (if caught off guard) 
  or heal (if wounded). He’s not brave, but 
  he is vindictive, so he’s likely to attempt to 
  flee if endangered, but to return later to get 
  revenge . He prefers Vedbig to stay out of 
  combat, using him as a spy or scout rather 
  than a fighter.
  Coatrack: One of the cloaks is made entirely 
  of feathers. It is fragile, but worth 85 gp.
  Treasure: There are two books of particular 
  interest here, resting on the table. The first is 
  Crasien’s journal. Because of the difficulties 
  involved in reading it, you may require the 
  PCs to make Decipher Script checks (DC 20) 
  and to spend many hours studying it before 
  you show the players the Crasien’s Journal 
  handout. The second is his spellbook. It 
  contains the following spells:
  0--acid splash, arcane mark, dancing lights, 
  daze, detect magic, detect poison, disrupt 
  undead, flare, ghost sound, light, mending, mage 
  hand, message, open/close, prestidigitation, ray 
  of frost, read magic, resistance, touch of fatigue
  1st--color spray, disguise self, hypnotism, 
  jump, mage armor, magic missile, mount, 
  obscuring mist, shield, sleep, summon monster 
  I, ventriliquism
  2nd--bull’s strength, glitterdust, hypnotic 
  pattern, invisibility, levitate, resist energy, 
  summon monster II, whispering wind
  3rd--deep slumber, displacement, fly, halt 
  undead, lightning bolt, protection from energy
  4th--dimension door, stoneskin
  Czarzem the Wicked (Room 235)
  Unique Demon (Chaotic Evil) 
  Medium Outsider (Chaotic, Evil) CR 12
  Init +6  
  Speed 30 feet, Fly 30 feet (perfect)
  HD 10d8+50  
  hp 95
  AC 22, touch 16, flat-footed 16
  Languages Abyssal, Common, Telepathy
  BAB/Grapple +10/+14
  Attack +14 melee touch (1d6+2d6 against 
  good plus poison and disease, touch)
  SA Unholy touch (+2d6 damage against 
  good creatures), poison touch (DC 20, 1d4 
  Wis/1d4 Wis), disease touch (DC 20, demon 
  fever), spell-like abilities: At will--cause fear, 
  hypnotism, shocking grasp, greater teleport 
  (self plus 50 pounds of objects only); 3/day-
  
  90
  darkness, desecrate, charm monster, etherealness, 
  fear, hold monster, summon swarm . 1/day-
  insect plague, unholy blight (Will DC 20); 
  summon 1 brute demon 100% chance 1/day.
  SQ Low-light and darkvision 60 feet, 
  immunity 
  to 
  electricity 
  and 
  poison, 
  resistance acid 10, cold 10, and fire 10, 
  damage reduction 5/magic and cold iron (or 
  good) and bludgeoning, and spell resistance 
  21, regeneration 5 (fire and acid deal normal 
  damage)
  Fort +12, Ref +13, Will +15
  Str 18, Dex 23, Con 20, Int 21, Wis 22, Cha 18
  Crucial Feats Quicken Spell-Like Ability 
  Other Feats Alertness, Iron Will, Lightning 
  Reflexes
  Crucial Skills Climb +12, Escape Artist +8, 
  Hide +4, Listen +9, Move Silently +8, Spot 
  +9, Sense Motive +3
  Other Skills Search +4, Survival +3
  Possessions key to area 237, black ebony 
  ring (200 gp) 
  Demon Bear (Chaotic Evil) (Room 209)
  Huge magical beast (extraplanar)  CR 10
  Init +0  
   
   
  Speed 40 feet
  HD 17d8+102 
  hp 201
  AC 18, touch 9, flat-footed 8
  BAB/Grapple +12/+32
  Attack +25 melee (2d6+10, claw)
  Full Attack +25 melee (2d6+10, 2 claws) and 
  +23 melee (3d8+5, bite)
  SA Improved Grab
  SQ Darkvision 60 feet, Low-light vision, 
  scent, DR 10/magic, SR 22, resistance to fire 
  10, resistance to cold 10
  Fort +14 Ref +8 Will +9
  Str 39, Dex 11, Con 23, Int 14, Wis 13, Cha 12
  Crucial Feats Combat Reflexes, Endurance 
  Other Feats Alertness, Endurance, Iron Will, 
  Multiattack, Run, Weapon Focus (claw)
  Crucial Skills Listen +13, Spot +12, Swim +17
  Other Skills N/A
  Tactics: The bear attacks everything it sees 
  and fights to the death. If it grabs a foe, it 
  uses the option to hold a foe, taking a -20 
  penalty to its grapple check so that it is not 
  considered grappled itself (allowing it to 
  keep its Dex bonus to AC, to threaten areas, 
  and to use its other claw and bite attacks on 
  other foes). 
  Desaak (Room 229)
  Troll Half-Fiend (Chaotic Evil) 
  Large Outsider (Native) 
  CR 8
  Init +4  
   
   
  Speed 30 feet
  HD 6d8+42  
  Hit points 69
  AC 27, touch 12, flat-footed 24
  Languages Abyssal
  BAB/Grapple +4/+16
  Attack +12 melee (3d6+13+2d6 against good, 
  greataxe) or +11 melee (1d6+8, claw)
  Full Attack +12 melee (3d6+13+2d6 against 
  good, greataxe) and +6 melee (1d8+4, bite) 
  or +11 melee (1d6+8, 2 claws) and +6 melee 
  (1d8+4, bite)
  SA Rend (2d6+12), smite good 1/day (+6 
  damage), spell-like abilities: 3/day--darkness . 
  1/day--desecrate, unholy blight (Will DC 13)
  SQ Low-light and darkvision 60 feet, 
  immunity to poison, resistance acid 10, 
  cold 10, electricity 10 and fire 10, damage 
  reduction 5/magic and spell resistance 16, 
  regeneration 5 (fire and acid deal normal 
  damage)
  Fort +12, Ref +6, Will +3
  Str 27, Dex 18, Con 25, Int 10, Wis 9, Cha 8
  Crucial Feats N/A 
  Other Feats Alertness, Iron Will, Track
  Crucial Skills Climb +12, Escape Artist +8, 
  Hide +4, Listen +9, Move Silently +8, Spot 
  +9, Sense Motive +3,
  Other Skills Search +4, Survival +3
  Possessions +1 spiked mithral plate armor, +1 
  unholy greataxe, 140 gp 
  Tactics: Although against foes clearly good 
  and nicely grouped Desaak will unleash an 
  unholy blight, he mainly just charges in and 
  hacks with his axe, roaring the entire time. 
  He fights to the death.
  Desaak’s Armor: Desaak’s armor is cursed . 
  To function, it must have at least 10 hit 
  points worth of blood splattered against it 
  each day. This must be done while no one 
  is wearing it. (This isn’t hard for a troll, who 
  can use his own blood if need be--he just 
  regenerates it back in 2 rounds.) This curse 
  reduces the value of the armor by -3000 gp.
  
  91
  Eulalai Pujalt (Room 217)
  Female Halfling (Chaotic Neutral)
  Sorcerer 7 CR 7
  Init +2   Speed 20 feet
  AC 19, touch 15, flat-footed 15
  HD 7d4+28 hp 45
  Languages Common, Halfling, Dwarven
  BAB/Grapple +3/-2
  Attack +3 melee (1d4-1, club)
  Fort +9 Ref +7 Will +7
  Str 9, Dex 18, Con 18, Int 13, Wis 12, Cha 18
  Crucial Feats N/A
  Other Feats Alertness, Craft Wand, Great 
  Fortitude, Scribe Scroll
  Crucial Skills Climb +2, Concentration +9, 
  Hide +9, Jump -5, Listen +5, Move Silently 
  +9, Spellcraft +6, Spot +3
  Other Skills Knowledge (Arcana) +6
  Spells 6/7/7/5, +2 melee touch, +5 ranged 
  touch 
  3rd--gaol (DC 17), lightning bolt (DC 17)
  2nd--arcane lock, web (DC 16), whispering wind
  1st--hypnotism (DC 15), jump (DC 15), mage 
  armor, reduce person (DC 15), summon monster I
  0--acid splash, daze (DC 14), ghost sound (DC 
  14), message, prestidigitation, ray of frost, read 
  magic
  Possessions Club .
  Tactics: Eulalai currently has mage armor cast 
  (and this is figured into her AC). She hides 
  at first, but if the PCs look like they might be 
  friendly, she reveals herself. Of course, after 
  being fooled so many times on this level, the 
  PCs may be hesitant to trust. If they actually 
  attack her, she use gaol and lightning bolt 
  to slow them down as much as possible and 
  then flee.
  Eulalai as Ally: Eulalai could be a very 
  valuable ally. She knows where the buttons 
  are in area 221 to deactivate the traps in area 
  219. She knows how to move area 184, and 
  about the teleporter in area 200. She was a 
  friend of Serrestique and is actually on Level 
  7 looking for an entity called the Vraedix 
  which has the key to her freedom (area 
  139 has more information). Eulalai knows 
  that Serrestique is on Level 5, imprisoned 
  by evil mages that dwell there. Of course, 
  her information is out of date. The mages 
  are gone, but her friend is still there. She 
  knows much about Level 1-7, actually, but 
  her information is all very out of date, so 
  she knows nothing of the Venom Cult, for 
  example.
  She will work with the PCs, assuming 
  that they agree to help find the Vraedix 
  (whatever it is) and free Serrestique. 
  Eulalai’s not particularly altruistic, but she’s 
  fiercely loyal. And she’s eager to get revenge 
  on the demons. Of her friend, Eulalai will 
  explain that the two of them explored some 
  of the dungeon together, but Serrestique’s 
  fascination with the Mages Four and her 
  interest in actually living in the dungeon 
  resulted in the two of them eventually 
  parting company. When Eulalai discovered 
  that Serrestique was imprisoned, she came 
  here to help. If given the chance, Eulalai will 
  eventually show her gratitude in making the 
  PCs some scrolls and even a wand made to 
  order. But that would likely happen much 
  later on .
  The DM should make a point to show, 
  in small ways, how lucky Eulalai is. When 
  she makes her saves, describe it as some 
  incredible coincidence (she happens to duck 
  at just the right time, a stone falls from the 
  ceiling and gives her a half second of needed 
  cover, etc.). You may even want to fudge 
  some roles just to get the point across.
  Eulalai as PC: If a replacement PC is needed, 
  Eulalai makes an obvious choice. Her really 
  good stats threaten to make her slightly 
  overpowered, but her lack of gear probably 
  makes it all even. You should probably 
  forget about the uncanny luck aspect of her 
  character, except as flavor. 
  Treasure: PCs searching the side rooms 
  find shelves of miscellaneous (and mostly 
  uninteresting) odds and ends: empty jars, 
  baskets, and bottles, a broken padlock, 
  a bowl of used tindertwigs, some empty 
  burlap bags, a few old belts, and a chess set 
  missing about half the pieces. However, in 
  a locked cabinet (DC 22 to open), PCs will 
  find a +1 evil outsider bane shortsword, 2 evil 
  outsider slaying arrows, and a greater slaying 
  arrow keyed to chaotic outsiders.  
  Development: If Coveth from area 193 
  is here, she will claim the arrows and 
  shortsword as her own (and she’s telling 
  the truth). It’s probably worth noting that 
  Coveth and Eulalai will not get along at all.
  
  92
  Background: It was Eulalai who defeated 
  the medusa and girallon long ago in area 84.
  Connections: This chamber connects to area 
  213 and area 218 .
  See the Map of Level 7.
  Fiendish Dire Rat (Chaotic Evil) 
  (Room 230)
  Medium Magical Beast (Extraplanar)
  CR 2 Init +3  
  Spd 40 feet, climb 20 feet
  HD 6d8+12  
  hp 39
  AC 14, touch 13, flat-footed 11; 
  BAB/Grapple +4/+6
  Attack +7 melee (1d6+3 plus disease, bite)
  SA Disease (filth fever DC 15), smite good 1/
  day +6 damage
  SQ Darkvision 60 ft., low-light vision, 
  resistance 
  cold/fire 
  5, 
  scent, 
  Damage 
  Reduction 5/magic, Spell Resistance 11
  Fort +7, Ref +8, Will +6
  Str 14, Dex 16, Con 14, Int 3, Wis 12, Cha 4
  Crucial Feats N/A
  Other Feats Alertness, Dodge, Stealthy, 
  Weapon Finesse
  Crucial Skills Climb +11, Hide +9, Listen +4, 
  Move Silently +8, Spot +4, Swim +11
  Other Skills N/A
  Fiendish Gorgon (Chaotic Evil) 
  (Room 183)
  Large Magical Beast (Extraplanar) 
  CR 9
  HD 8d10+40  
  hp 84
  Init +4  
   
   
  Speed 30 feet
  AC 20, touch 9, flat-footed 20
  BAB/Grapple +8/+17
  Attack/Full Attack +12 melee (1d8+7, gore) 
  SA Breath weapon (60 foot cone every 1d4 
  rounds, 5/day max, turn to stone, Fort DC 
  19), smite good 1/day +8 damage, trample 
  1d8+7 (Reflex DC 19 for half)
  SQ Darkvision, low-light vision, DR 5/
  magic, resistance to cold/fire 5, SR 13
  Fort +11 Ref +6 Will +5
  Str 21, Dex 10, Con 21, Int 2, Wis 12, Cha 9
  Crucial Feats N/A 
  Other Feats Alertness, Improved Initiative, 
  Iron Will
  Crucial Skills Listen +9, Spot +8
  Other Skills N/A
  Fiendish Troglodyte Warrior (Random 
  Encounter)
  Female Troglodyte (Chaotic Evil)
  Medium Humanoid (Extraplanar, Reptilian)
  Warrior 2  
   
  CR 4
  HD 2d8+3d8+15  hp 37
  Init +0  
   
   
  Speed 20 feet
  Languages Draconic
  AC 21, touch 10, flat-footed 21
  BAB/Grapple +4/+6
  Attack +7 melee (1d8+2, longsword) or +5 
  ranged (1d6, javelin)
  Full Attack +7 melee (1d8+2, longsword) 
  and +4 melee (1d4+2, claw) and +4 melee 
  (1d4+1, bite) or +5 ranged (1d6+2, javelin)
  SA Smite good 1/day (+5 damage) stench 30 
  feet (Save DC 14)
  SQ Darkvision, DR 5/magic, resistance to 
  cold/fire 5, SR 10
  Fort +9 Ref +1 Will +0
  Str 15, Dex 10, Con 16, Int 9, Wis 8, Cha 8
  Crucial Feats N/A 
  Other Feats Multiattack, Weapon Focus 
  (longsword), Weapon Focus (javelin)
  Crucial Skills Climb +1, Hide +0, Listen +4
  Other Skills N/A
  Possessions 
  Breastplate, 
  longsword, 
  3 
  javelins, 14 gp, 20 sp
  Fiendish Troglodyte Warrior (Room 190)
  Female Troglodyte (Chaotic Evil)
  Medium Humanoid (Extraplanar, Reptilian)
  Warrior 2  
   
  CR 4
  HD 2d8+3d8+15  hp 37
  Init +0  
   
   
  Speed 20 feet
  Languages Draconic
  AC 21, touch 10, flat-footed 21
  BAB/Grapple +4/+6
  Attack +8 melee (1d8+2, longsword) or +5 
  ranged (1d6, javelin)
  Full Attack +8 melee (1d8+2, longsword) 
  and +4 melee (1d4+2, claw) and +4 melee 
  (1d4+1, bite) or +5 ranged (1d6, javelin)
  
  93
  SA Smite good 1/day (+5 damage) stench 30 
  feet (Save DC 14)
  SQ Darkvision, DR 5/magic, resistance to 
  cold/fire 5, SR 10
  Fort +9 Ref +1 Will +0
  Str 15, Dex 11, Con 16, Int 9, Wis 8, Cha 8
  Crucial Feats N/A 
  Other Feats Multiattack, Weapon Focus 
  (longsword), Weapon Focus (javelin)
  Crucial Skills Climb +1, Hide +0, Listen +4
  Other Skills N/A
  Possessions 
  Breastplate, 
  masterwork 
  longsword, 3 javelins, potion of cure light 
  wounds, 8 gp, 12 sp
  Background: This band of all-female 
  troglodytes descends from a small band of 
  their kind drawn into the Abyss in a botched 
  ritual. These creatures struggled against the 
  horrific conditions and demonic creatures 
  there for generations, their young taking on 
  a taint of the place. Against all odds, they 
  flourished and today their numbers are 
  vast. Some have learned that they can return 
  to the prime material plane, but only in the 
  service of powerful demon lords . 
  Treasure: The bag contains 499 gp, 207 sp, 
  and 826 cp. None of the tools and weapons 
  here have any real value.
  Fiendish Troglodyte Warrior (Room 213)
  Female Troglodyte (Chaotic Evil)
  Medium Humanoid (Extraplanar, Reptilian)
  Warrior 2   
   
   
  CR 4
  HD 2d8+3d8+15  
  hp 37
  Init +0  
   
   
   
  Speed 30 feet
  Languages Draconic
  AC 21, touch 10, flat-footed 21
  BAB/Grapple +4/+6
  Attack +7 melee (1d8+2, longsword) or +5 
  ranged (1d6, javelin)
  Full Attack +7 melee (1d8+2, longsword) 
  and +4 melee (1d4+2) and bite (1d4+1) or +5 
  ranged (1d6, javelin)
  SA Smite good 1/day (+5 damage) stench 30 
  feet (Save DC 14)
  SQ Darkvision, DR 5/magic, resistance to 
  cold/fire 5, SR 10
  Fort +9 Ref +1 Will +0
  Str 15, Dex 10, Con 16, Int 9, Wis 8, Cha 8
  Crucial Feats N/A 
  Other Feats Multiattack, Weapon Focus 
  (longsword), Weapon Focus (javelin)
  Crucial Skills Climb +1, Hide +0, Listen +4
  Other Skills N/A
  Possessions 
  Breastplate, 
  longsword, 
  3 
  javelins, 14 gp, 20 sp
  Hanged Man (Room 204)
  Chaotic Evil 
  Medium Undead 
  CR 4
  HD 6d12  
   
   
  hp 37
  Init +6  
   
   
   
  Speed 30 feet
  AC 18, touch 12, flat-footed 16
  BAB/Grapple +3/+7
  Attack +7 ranged touch (drag) or +7 melee 
  (1d4+4, claws)
  Full Attack +7 ranged touch (drag) or +7 
  melee (1d4+4, 2 claws)
  Space/Reach 5 ft./5 ft. (20 ft. with rope)
  SA Drag, rope
  SQ Darkvision 60 feet, undead traits
  Fort +2, Ref +4, Will +5
  Str 18, Dex 15, Con -, Int 9, Wis 11, Cha 13
  Crucial Skills Climb +11* (+2 when climbing 
  ropes), Hide +9, Move Silently +9
  Other Skills Use Rope +14*
  Crucial Feats Dodge
  Other Feats Improved Initiative, Weapon 
  Focus (rope)
  This creature has pale skin pulled tight over 
  its bones. Its head hangs at an odd angle, 
  seemingly unsupported by a broken neck . 
  A rotted noose and several feet of rope hang 
  from its neck and trail off behind it. It eyes 
  have no pupils.
  A hanged man is the restless corpse of 
  an evil humanoid that was hanged or the 
  spirit of one wrongfully accused of a crime 
  and hanged. It is a malevolent and vengeful 
  creature that attacks living creatures on 
  sight.
  Hanged men are usually encountered 
  near the area where they were killed or in 
  cemeteries, mausoleums, or graveyards 
  where their body was laid to rest. They prey 
  
  94
  on the living and are found near civilized 
  areas where their food supply is plentiful. 
  Their lairs are either their final resting 
  places or secluded and overgrown areas 
  near the place of their death. The lairs are 
  always scattered with the remains of its 
  victims, including any treasure a former 
  meal happened to be carrying.
  Hanged men do not speak, but they can 
  utter choked gurgles, gasps, and strangled 
  moans .
  Combat: A hanged man attacks primarily 
  with its rope, which has become imbued 
  with negative energy and now acts as an 
  extension of the hanged man itself. It uses 
  its rope to capture victims and draw them 
  in, at which point it rips and tears them to 
  shreds with its filthy claws.
  Drag (Ex): If a hanged man hits with its rope 
  attack, the rope latches onto the opponent’s 
  body. This deals no damage but drags the 
  opponent 10 feet closer each subsequent 
  round (provoking no attack of opportunity) 
  unless that creature breaks free, which 
  requires an Escape Artist check (DC 21) or 
  a Strength check (DC 17). The check DCs 
  are Strength based, and the Escape Artist 
  Difficulty Class includes a +4 racial bonus. A 
  hanged man can draw a creature to within 5 
  feet of itself and attack with both claws with 
  a +4 attack bonus in the same round.
  Rope (Su): The rope of a hanged man is 
  about 30 feet long and can lash forward 
  20 feet or upward 10 feet to grab a victim 
  and drag it closer to the hanged man (see 
  its drag ability, above). The rope has AC 22, 
  hardness 10, and 10 hit points, and it has 
  damage reduction 5/slashing. If the hanged 
  man’s rope is severed (by reducing it to 0 or 
  less hit points), both the rope and the hanged 
  man are destroyed. Upon the hanged man’s 
  destruction, the rope crumbles to dust.
  Skills: Using its animated rope, a hanged 
  man has a +10 racial bonus on Climb checks. 
  Hanged men have a +6 racial bonus on Use 
  Rope checks.
  By Scott Greene; originally published in The 
  Tome of Horrors II by Necromancer Games. 
  Later reprinted in Monte Cook Presents the 
  Year’s Best d20. This version is slightly modified.
  Art by Caleb Cleveland.
  Jand (Room 224)
  Female Human Half-Demon (Neutral Evil)
  Monk 4 
  CR 5 
  Init +2  
  Speed 40 feet, Fly 40 feet (Average)
  HD 4d8+4 
  hp 23
  AC 17, touch 16, flat-footed 15
  Languages 
  Abyssal, 
  Common, 
  Orc, 
  Celestial, Ettin, Halfling, Draconic, Goblin
  Attack +7 melee (1d8+3, unarmed strike)
  Full Attack +7 melee (1d8+3, unarmed 
  strike) and +4 melee (1d6+3, bite) or +6 melee 
  (1d4+1, 2 claws) and +4  melee (1d6+3, bite)
  BAB/Grapple +3/+10
  SA flurry of blows, smite good (+4 damage 
  against a good foe 1/day), and spell-like 
  abilities: 1/day--desecrate (DC 18); 3/day--
  darkness (CL 4)
  SQ darkvision 60 feet, immunity to poison, 
  resistance acid 10, cold 10, electricity 10 and 
  fire 10, damage reduction 5/magic, spell 
  resistance 14, evasion, ki strike, slow fall (20 
  feet), and still mind (+2 vs. enchantment)
  Fort +5 Ref +6 Will +8
  Str 17, Dex 15, Con 12, Int 18, Wis 18, Cha 16
  Crucial Feats Combat Reflexes, Improved 
  Grapple
  Other Feats Acrobatic, Improved Unarmed 
  Strike, Multiattack, Weapon Focus (unarmed 
  strike)
  Crucial Skills Concentration +6, Diplomacy 
  +11, Hide +7, Jump +16, Listen +9, Move 
  Silently +5, Sense Motive +11, Spot +5, 
  Tumble +12 .
  Other Skills Knowledge (the Planes) +7, 
  Search +5, Survival +7
  Possessions +2 gloves of Dexterity, potion of 
  tongues, 14 gp, 13 sp.
  Kerexoloth (Room 238)
  Neutral Evil 
  Large Outsider (Daemon, Evil) 
  CR 7
  HD 10d8+30  
  hp 75
  Init +5  
   
   
  Speed 30 feet
  AC 18, touch 10, flat-footed 17
  BAB/Grapple +10/+19
  Attack +15 melee (1d6+5 plus poison, claw), 
  or +14 melee (1d6+7/19-20 plus poison, 
  dagger)
  
  95
  Full Attack +15 melee (1d6+5 plus poison, 
  2 claws), or +14/+9 melee (1d6+7/19-20 plus 
  poison, dagger)
  SA Call outsider debt, poison (1 Str/1 Str, 
  DC 18), spell-like abilities, truename trigger
  SQ Acid resistance 5, cold resistance 
  5, darkvision, DR 10/magic, electricity 
  resistance 5, fire resistance 5, outsider traits, 
  poison resistance (+4), telepathy 100 ft.
  Fort +10, Ref +8, Will +11
  Str 20, Dex 13, Con 16, Int 20, Wis 14, Cha 14
  Crucial Feats N/A
  Other Feats Improved Initiative, Iron Will, 
  Negotiator, Weapon Focus (claw)
  Crucial Skills Bluff +12, Intimidate +18, 
  Listen +12, Move Silently +7, Sense Motive 
  +18, Sleight of Hand +3, Spot +12, Use Magic 
  Device +12
  Other Skills Decipher Script +15, Diplomacy 
  +16, Gather Information +12, Knowledge 
  (any two) +15, Knowledge (arcana) +15, 
  Knowledge (history) +15, Knowledge (the 
  planes) +18, Search +15, Spellcraft +17
  This creature is the size of an ogre, with 
  gray-brown skin, glowing eyes, fangs, a long 
  white beard, and clawed fingers. It wears a 
  simple red robe of a silk-like material that 
  looks heavy but doesn’t hide that its body is 
  bulky and muscular. There is a sense of evil 
  about it, but not malice. 
  Among the daemons there are some who 
  research and investigate their many enemies, 
  using their magic to find secrets and arcane 
  leverage they can use to advance the goals 
  of the daemonic race. The most dedicated 
  and specialized of these are the kerexoloths, 
  hulking fiends that look capable of tearing 
  an enemy apart limb by limb but preferring 
  more subtle methods. Dressing in sweeping 
  robes like archaic wizards, the kerexoloths 
  (sometimes called kerexodaemons) are 
  polite and patient despite their nature and 
  racial goals, often interacting with mortals 
  and trading information about creatures 
  of interest. Though capable of defending 
  themselves with physical violence and a 
  few key magical abilities, they prefer to call 
  in favors from other creatures to fight on 
  their behalf, or escape from battle entirely; 
  those who threaten them usually end up the 
  target of fiendish ambush squads who know 
  a lot about the attacker’s abilities and tactics. 
  Kerexoloths may operate alone but they 
  sometimes collaborate to trade information 
  or on an especially difficult project. Because 
  of their interest in acquiring information, 
  they can be called with lesser planar ally and 
  lesser planar binding for the purpose of trading 
  information (rather than combat), even 
  though their hit dice normally exclude them 
  from being contacted by those spells. In the 
  case of lesser planar ally, some kerexoloths 
  circulate their public names to neutral and 
  evil deities to facilitate this communication. 
  In the case of lesser planar binding, some 
  daemons provide their common names 
  to conjurers and demonologists for this 
  purpose, or write them (along with short 
  trade agreements) on scrolls or spellbooks 
  containing this spell. Very rarely will a 
  kerexoloth come to the Material Plane on its 
  own, adopting a magical disguise so it can 
  interact with mortals without causing panic. 
  In addition to the lore represented by its 
  Knowledge skills, a kerexoloth’s obscure 
  information (such as a creature’s true name, 
  special weakness, or secret lair location) 
  usually pertains to other outsiders, though it 
  may know such things about a particularly 
  powerful creature from the Material Plane 
  such as a dragon, mind flayer, or evil priest, 
  or even a significant magic item, particularly 
  if the item played some key role in planar 
  matters or has abilities relating to the planes. 
  A kerexoloth stands about 9 feet tall and 
  weighs about 700 pounds. 
  Kerexoloths speak Abyssal, Infernal, and 
  the language of daemons. They normally 
  use their bonus languages to learn tongues 
  used by mortal creatures, though some learn 
  the elemental languages or even Celestial. 
  Combat: Kerexoloths prefer to avoid 
  combat, using their dimension door ability 
  to escape at the first sign of trouble. If 
  prevented from doing so, it uses its unholy 
  blight spell-like ability if facing multiple 
  weak foes or its call outsider debt ability if 
  fighting a stronger creature. It enjoys using 
  mind fog and command to assist its allies and 
  servants during a fight. If at risk of death, a 
  kerexoloth tries to bargain for its life with 
  valuable information . 
  Call Outsider Debt (Sp): Once per day, a 
  kerexoloth can call in a favor from one of 
  the evil outsiders whose truename it knows. 
  This allows the kerexoloth to summon an 
  evil outsider (as if using summon monster I, 
  
  96
  II, III, IV, or V) or call such a creature (as if 
  using lesser planar ally, except the kerexoloth 
  only needs to negotiate a payment if the 
  called outsider is asked to perform a 
  suicidal or especially hazardous task). Each 
  use of this ability allows the kerexoloth to 
  summon or call one creature (for example, 
  it can’t use summon monster V to summon 
  multiple creatures on the summon monster 
  IV list).
  Poison (Ex): A kerexoloth’s claws are mildly 
  poisonous, and it keeps its dagger coated 
  with this poison. Injury, Fortitude DC 18, 
  initial damage 1 Str, secondary damage 1 
  Str. The save DC is Constitution-based.
  Skills: Kerexoloths have a +4 racial bonus to 
  Intimidate and Sense Motive checks.
  Spell-Like Abilities (Sp): At will--command 
  (DC 13), detect magic, detect thoughts (DC 
  14), mage hand; 3/day--dimension door, 
  locate creature (DC 16), scrying (DC 16), 
  see 
  invisibility; 
  1/day--commune*, 
  learn 
  truename** (DC 18), legend lore, mind fog (DC 
  17), true seeing, unholy blight (DC 16). Caster 
  level 10. DC 12 + spell level. The DCs are 
  Charisma-based.
  * Rather than communing with a deity, 
  a kerexoloth communes with a more 
  knowledgeable daemon .
  ** This spell from Monte Cook’s Arcana 
  Evolved allows the caster to learn the 
  truename of a creature whose normal name 
  it already knows (Will negates). Knowledge 
  of a creature’s truename gives the caster 
  power over that creature and aids with 
  certain spells such as banishment, discern 
  location, legend lore, and trap the soul; the 
  kerexoloth also gains certain powers over 
  such a creature (see the truename trigger 
  ability).
  Truename Trigger (Su): If a kerexoloth 
  knows a creature’s truename, it gains a +2 
  bonus to DCs of its spell-like abilities used 
  against that creature. It also may use its 
  command spell-like ability as a free action 
  against such a creature.
  The kerexoloth was created by Sean K. 
  Reynolds and originally appeared on his website. 
  Artwork by Scott Purdy.
  Rillat 
  (Room 224)
  Male Ogre Half-Demon (Chaotic Evil)
  Fighter 2 CR7
  Init +3  
  Speed 40 feet, Fly 40 feet (Average)
  AC 22, touch 12, flat-footed 19
  HD 4d8+2d10+30 
  hp 60
  Languages Common, Giant, Dwarven
  BAB/Grapple +5/+19
  Attack +15 melee (1d6+10, claw) 
  Full Attack +15 melee (1d6+10, 2 claws) and 
  +9 melee (1d8+10, bite)
  SA Smite good (+6 damage against a good 
  foe 1/day) and spell-like abilities: 1/day 
  - unholy blight  (DC 10), desecrate; 3/day--
  darkness (CL 6)
  SQ low-light and darkvision 60 feet, 
  immunity to poison, resistance acid 10, 
  cold 10, electricity 10 and fire 10, damage 
  reduction 5/magic and spell resistance 16
  Fort +12 Ref +4 Will +2
  Str 30, Dex 17, Con 21, Int 13, Wis 13, Cha 7
  Crucial Feats Combat Expertise, Combat 
  Reflexes, Improved Sunder, Power Attack 
  Other Feats Weapon Focus (claw)
  Skills Climb +18, Escape Artist +7, Hide +3, 
  Intimidate +3, Listen +8, Spot +8, Swim +16, 
  Tumble +7
  Other Skills Heal +5
  Possessions +2 studded leather armor, potion 
  of water breathing, 82 gp.
  Tactics: These two work well together. Both 
  are also quite intelligent. Jand avoids flurry 
  of blows so that her attacks are more likely 
  to hit. Rillat doesn’t use his unholy blight 
  power unless there are no other options. 
  He would rather charge into battle, using 
  Power Attack for 3 points. 
  Development: If called by Crasien in area 
  223 or area 225, these two come immediately, 
  arriving in just two rounds.  It’s also possible 
  that Crasien will come here himself and get 
  these two.
  Treasure: The half-demons’ food and 
  personal gear is here, although little is 
  notable (and none is palatable). In one bag, 
  however, a searcher will find a glass bottle 
  that contains 10 tindertwigs and 2 sunrods.  
  Background: These demons serve Crasien 
  mainly because he pays them well in magic 
  items .
  
  97
  Serrestique (Room 239)
  Female Human (Neutral)
  Wizard 8  
   
  CR 8
  HD 8d4+24  
  hp 44
  Init +2  
   
   
  Speed 30 feet
  AC 13, touch 13, flat-footed 11
  Languages 
  Common, 
  Gnoll, 
  Celestial, 
  Undercommon, Ettin, Elven
  BAB/Grapple +4/+5
  Attack +7 melee (1d4+3, +2 dagger) or +8 
  ranged (1d4+3, +2 dagger)
  Fort +5 Ref +4 Will +9
  Str 13, Dex 15, Con 16, Int 20, Wis 17, Cha 14
  Crucial Feats N/A
  Other Feats Brew Potion, Craft Construct, 
  Craft Wand, Heighten Spell, Scribe Scroll, 
  Spell Focus (Evocation), Spell Mastery 
  (fireball, sending, fire shield, and clenched 
  fist)
  Crucial Skills Concentration +12, Jump +5, 
  Listen +7, Spot +6.
  Other Skills Decipher Script +15, Gather 
  Information 
  +4, 
  Knowledge 
  (Arcana) 
  +14, Knowledge (History) +7, Search +11, 
  Spellcraft +17 .
  Spells 3/6/4/4/2, CL 8, +5 melee touch, +6 
  ranged touch
  4th--black tentacles, fire shield
  3rd--daylight, fireball (DC 19) (2), wind wall
  2nd--ghoul touch (DC 17), glitterdust (DC 
  17/W), touch of idiocy, web (DC 17)
  1st--burning hands (DC 17), expeditious retreat, 
  feather fall, grease, protection from evil, shield
  0--acid splash (2), ghost sound (DC 15/W)
  Possessions +2 dagger, +1 ring of protection, 
  wand of daze monster (21 charges), potion of 
  fly, 18 gp.
  Tactics: Serrestique is obviously grateful to 
  the PCs for freeing her. If Eulalai Pujalt is 
  with the PCs, Serrestique is put completely 
  at ease. Otherwise, it may take her some 
  time to trust her rescuers, simply because 
  she’s not overly used to the idea of altruism 
  from others. 
  If put into a combat situation, she casts 
  shield and fire shield first, and then expeditious 
  retreat if there’s time. Depending on the 
  situation, she will use black tentacles to cover 
  her escape, or pummels foes with fireballs .
  Shallix, Fiendish Troglodyte Sorcerer 
  (Room 191)
  Female Troglodyte (Chaotic Evil)
  Medium Humanoid (Extraplanar, Reptilian)
  Sorcerer 5  
   
  CR 7
  HD 2d8+5d4+7  hp 28
  Init +5  
   
   
  Speed 30 feet
  Languages Draconic
  AC 19, touch 12, flat-footed 18
  BAB/Grapple +3/+3
  Attack +3 melee (1d4, claw) or +4 ranged 
  (1d6, javelin)
  Full Attack +3 melee (1d4, 2 claws) and +1 
  melee (1d4, bite) or +4 ranged (1d6, javelin)
  SA Smite good 1/day (+7 damage) stench 30 
  feet (Save DC 14)
  SQ Darkvision, DR 5/magic, resistance to 
  cold/fire 5, SR 10
  Fort +5 Ref +2 Will +3
  Str 11, Dex 12, Con 13, Int 10, Wis 9, Cha 16
  Crucial Feats Combat Casting 
  Other Feats Improved Initiative, Improved 
  Natural Armor, Multiattack
  Crucial Skills Concentration +6, Hide +10, 
  Listen +4
  Other Skills Spellcraft +5
  Spells 6/7/5 touch +3, ranged touch +4
  2nd--acid arrow, blur
  1st--chill touch, magic missile, ray of 
  enfeeblement, shield
  0th--acid splash (R 13), daze (W 13), detect 
  magic, mage hand, touch of fatigue, 
  resistance
  Possessions Two masterwork javelins, wand 
  of fireball (5d6, 11 charges), ring of protection 
  +1, potion of cure moderate wounds, scroll of 
  arcane lock, silver bracelet (50 gp), silver ring 
  (25 gp).
  Squamous Demon (Room 243)
  Squamous Demon (Chaotic Evil)
  Medium Outsider (Extraplanar) CR 6
  HD 6d8+30  
  hp 58
  Init +5  
   
   
  Speed 30 feet, Swim 30 feet
  AC 22, touch 11, flat-footed 21
  
  98
  BAB/Grapple +6/+11
  Attack +11 melee (1d8+5+poison, bite) 
  Full Attack +11 melee (1d12+5+poison, bite) 
  and +9 melee (1d6+3 plus poison, two claws)
  SA Poisons, spell-like abilities, summon 
  demons
  SQ Damage Reduction 5/cold iron or good, 
  darkvision 60 feet, immunity to electricity 
  and poison, resistance to acid 10, cold 10, 
  and fire 10, spell resistance 15
  Fort +11 Ref +6 Will +7
  Str 20, Dex 13, Con 21, Int 18, Wis 14, Cha 15
  Crucial Feats Dodge 
  Other Feats Improved Initiative, Multiattack
  Crucial Skills Bluff +11, Climb +14, Disguise 
  +11, Hide +10, Jump +14, Listen +11, Move 
  Silently +10, Sense Motive +11, Spot +11
  Other Skills Knowledge (arcana) +13, 
  Knowledge (religion) +13, Knowledge (the 
  planes) +13
  These bizarre-looking, scaly demons seem 
  like serpents. Their gangly arms bear 
  poisoned spurs and their eyes are inside 
  their mouth, along with a smaller secondary 
  mouth. Squamous demons come in two 
  varieties, a brown and white demon that 
  prefers dry, dusty climes and a green and 
  yellow amphibious version. 
  Other than the thick, scaly hides that 
  give them their name, squamous demons 
  are known for illusion and trickery. They 
  serve as both infiltrators and guards for 
  more powerful demons, or as evil hunters 
  on their own.
  Combat: Squamous demons are cunning and 
  guile incarnate. They like to first fool their 
  foes with illusions, tricks, and invisibility, 
  then slay them when their guard is down. 
  They delight in tricking their enemies as 
  much as physically destroying them, if not 
  more .
  Claw Poison: DC 18, 1d3 Str/1d3 Str. Save 
  DC is Constitution based .
  Bite Poison: DC 18, 1d3 Wis/1d3 Wis. Save 
  DC is Constitution based
  Spell-like abilities (Sp): At will--greater 
  teleport (self plus 50 pounds of objects only); 
  1/day--desecrate, invisibility, mirage arcana 
  (DC 19), rainbow pattern (DC 18), seeming 
  (DC 19); Caster Level 6th. The save DCs are 
  Intelligence based.
  Summon Demon (Sp): Once per day, a 
  squamous demon can attempt to summon 
  another of its kind with a 20% chance of 
  success. This is the equivalent of a 3rd level 
  spell .
  
  99
  APPENDIX B: SPELLS & MAGIC
  SPELLS
  Escape the Bonds of Flesh (Room 210)
  Necromancy [Death, Evil]
  Level: Clr 4, Sor/Wiz 5
  Components: V, S,M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  The victim’s skeleton writhes and twists 
  within his body, tearing muscles and 
  rupturing flesh. The victim suffers 2d8 
  points of damage, +1 point per caster level 
  (maximum +20). If the damage dealt by 
  this spell brings the target below zero hit 
  points, his skeleton tears from its body 
  and becomes an animated skeleton . (See 
  “skeleton” in the MM.) This skeleton is 
  under the caster’s control, in all respects as 
  if it had been created by the animate dead 
  spell. Should the skeleton possess too many 
  Hit Dice for the caster to control, it remains 
  independent and immediately attacks the 
  nearest creature .
  Material Components: A fragment of 
  bone with flesh still attached to it and a 
  piece of iron .
  Design by Anthony Pryor, development by 
  Ari Marmell; originally published in Strange 
  Lands: Lost Tribes of the Scarred Lands by 
  Sword & Sorcery. Later reprinted in Monte 
  Cook Presents the Year’s Best d20.
  Gaol (Room 217)
  Abjuration
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One creature, size Small, Medium, 
  or Large
  Duration: Permanent
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  You conjure iron manacles that bind a 
  creature to a nearby wall or floor. The 
  target must be touching or adjacent to a 
  solid surface (a wall or floor). If the target 
  successfully saves, the chains and restraints 
  still appear affixed to the wall or floor, but 
  empty. The victim has one of their limbs of 
  your choosing held fast. Creatures without 
  limbs (like a cloaker) or with a malleable 
  form (like a mimic) are immune. Creatures 
  with more than 4 limbs suffer a -2 penalty to 
  their save. The manacles have a hardness of 
  10, 10 hit points, and a Break DC of 26.
  Yula’s Ward (Room 206)
  Abjuration
  Level: Wizard 6
  Components: V, S, M
  Casting Time: Four hours
  Range: Close (25 feet + 5 feet/two levels)
  Area: A single room, no more than one ten 
  foot cube per level in size
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  Cast upon a single room, the doors, windows, 
  walls, floor, and ceiling are immune to 
  magic as if encased in an antimagic field just 
  big enough to incorporate them. No spells 
  can affect them. The room itself, however, 
  does not have an antimagic field, and thus 
  teleportation or divination into or out of the 
  room is still possible . Any doors leading into 
  the room can only be opened by the caster, 
  or those who use a special password decided 
  upon by the caster. Lastly, the hardness of 
  the doors, windows, walls, floor, and ceiling 
  gains a +10 bonus that does not stack with 
  any other magical bonuses.
  Material Component: Paint containing 
  1,000 gp worth of pearl dust.
  
  100
  ITEMS
  Blood Iron (Special Material)(Room 234)
  This blood-red metal can be found only 
  in the lower planes and is quite rare. Like 
  cold iron, it is particularly harmful to most 
  fey and evil outsiders, but blood iron is 
  even more potent, adding an additional 
  2d6 points of damage to creatures with 
  a weakness to cold iron. Even the simple 
  touch of blood iron inflicts 1d6 points of 
  damage to any creature with a weakness to 
  cold iron. This means that a weapon may be 
  used to make a touch attack rather than a 
  normal attack against such a creature and 
  would inflict 1d6 points of damage. It also 
  means that armor forged from blood iron 
  inflicts 1d6 points of damage to a such a 
  creature successfully striking with natural 
  weapons .
  Weapons or armor made of blood iron 
  cost four times as much to make as their 
  normal counterparts. Also, any magical 
  enhancements cost an additional 2,000 gp 
  for armor or 4,000 gp for weapons. 
  Items without metal parts cannot be made 
  from blood iron . An arrow could be made of 
  blood iron, but a quarterstaff could not. 
  A double weapon that has only half of it 
  made of blood iron increases its normal cost 
  by double . 
  DMs should not make blood iron 
  weapons available in normal markets on the 
  Prime Material Plane .
  Blood iron has 30 hit points per inch of 
  thickness and hardness 10. 
  Bracers of the Endless Armory (Room 243)
  These impressive gold bracers have inset 
  strips of golden oak, delicately etched with 
  images of weapons of all kinds. The wearer 
  can, as a free action, activate the bracers 
  so that a masterwork melee weapon of 
  whatever sort he desires appears in either (or 
  even both) hands. These weapons disappear 
  as soon as he lets go of them, so they cannot 
  be thrown, given away, or sold.
  If the wearer is at least 8th level, the 
  weapons are magical, with a +1 enhancement 
  bonus .
  If the wearer is at least 12th level, the 
  weapons are of a desired material: silver, 
  cold iron, adamantine, and so on.
  If the wearer is at least 15th level, the 
  weapons can have any magical weapon 
  enhancement that is the equivalent of a +1 
  bonus . 
  Strong conjuration; CL 13; Craft Wondrous 
  Item, Craft Magic Arms and Armor, major 
  creation, limited wish; Price 20,000 gp
  Glove of Lightning (Room 236)
  This single glove is made from a mesh of 
  delicate silver links. It allows the wearer 
  to loose a lightning bolt that inflicts 6d6 
  damage once each day. Because it is only a 
  single glove, a character could wear it with 
  other magic items that are only a single 
  glove (like a glove of storing) and use both at 
  once .
  There is a greater version of the glove that 
  grants the ability to use shocking grasp (5d6 
  damage) at will and adds the shock quality 
  to any magical melee weapon held in the 
  hand wearing the glove.
  Moderate 
  evocation; 
  CL 
  6; 
  Craft 
  wondrous item, lightning bolt (also shocking 
  grasp for greater version); Price 7,500 gp 
  (23,500 gp for greater version).
  The Green Carpet of Tral-Ferrer 
  (Room 214)
  This artifact is three feet wide and five and 
  a half feet long, woven of green, blue, and 
  gold silks of the rarest quality. The design 
  is beautiful and decidedly abstract. Those 
  looking very closely (Search DC 25) notice 
  that the pattern slowly shifts. The carpet has 
  no magical aura. It cannot be affected by 
  any divination spell .
  If the rug has been unused or inert for one 
  week or more, it becomes inordinately dirty 
  and dusty. Anyone touching the carpet in 
  this condition stirs up a cloud of dust of 
  sneezing and choking. 
  The carpet’s main power is transferred 
  to the room in which it lies, but only if laid 
  out on the floor properly, taking three full 
  rounds to do so. The room cannot be larger 
  than 1000 square feet. The room is affected 
  as if under the effects of Yula’s ward.
  Bringing it into direct contact with one 
  of the other carpets of Tral-Ferrer produces 
  other effects. The two carpets immediately 
  and permanently fuse into a 6 foot by 11 
  foot carpet of flying. Use the stats for a 10 
  foot by 10 foot carpet. All involved with 
  fusing the two carpets know the command 
  word, “Raithis.” Both carpets instantly lose 
  all other properties (other than the fact that 
  
  101
  they still do not have magical auras, are 
  indestructible, and can combine with the 
  third carpet). Combining this fused carpet 
  with the remaining carpet of Tral-Ferrer 
  produces still other effects.
  As an artifact, the carpet is virtually 
  indestructible 
  (although 
  it 
  offers 
  no 
  protection to anyone attempting to use it as 
  a protective element) and is always easily 
  cleaned--although doing so is obviously 
  dangerous . 
  Horn of the Angelic Host (Room 189)
  This large ivory and silver horn requires a 
  full round action to blow. When sounded, 
  a glorious sound seems to ring out from 
  all directions that can be heard for a great 
  distance (5 times the distance of a normal 
  horn). The sound summons a hound archon 
  that appears and serves the owner of the 
  horn for 7 rounds. The horn can only be 
  sounded once per week .
  Moderate 
  conjuration; 
  CL 
  9; 
  Craft 
  wondrous item, summon monster V; Price 
  5,000 gp; Weight 1 lb.
  Name of Evil (Room 227)
  This minor artifact is a set of 666 separate 
  volumes, each containing the true name of 
  a single demon and the knowledge to call 
  upon that demon for aid. The set was long 
  ago scattered across the face of the world, 
  and very likely many of the volumes have 
  since been destroyed. It would be extremely 
  rare to ever find more than volume at a time. 
  Characters spending one full, uninterrupted 
  week studying the tome’s foul secrets learn 
  the proper means to access its power. Once, 
  and once only, that character can speak 
  the demon’s name-a free action-and the 
  demon will physically appear and perform 
  one service for the character (or die trying). 
  Fighting in one battle is a service, but so 
  would be delivering an object, spying on a 
  specific target (or location) and returning 
  to report, and so forth. The book’s magic is 
  complete enough that the demon will find 
  it difficult to twist the command he’s been 
  given unless it’s extremely poorly worded. 
  However, once the task is competed, there 
  is a 66% chance that the demon will wish to 
  enact revenge upon its summoner. It must 
  wait, however, at least one year and one day 
  to do so .
  Strong Conjuration; CL 18
  Teleportation (Armor Special Ability) 
  (Room 227)
  This armor has an additional ability that 
  functions only if the wearer can teleport (by 
  means of innate ability, spell, other item... 
  it doesn’t matter, as long as the wearer 
  initiates the teleport). The ability is that the 
  wearer can bring one additional, willing, 
  living creature along when it teleports, if it 
  wishes. 
  Moderate Conjuration; CL 9; Craft Magic 
  Arms and Armor, teleport; Price: +1 bonus  
  Torch of Unseen Light (Room 297)
  When lit, this magical torch burns for one 
  hour or until it is snuffed (it cannot be relit). 
  It gives off no heat or light, but its flickering 
  flame is visible. While it burns, any invisible 
  creatures or objects within 30 feet of it are 
  visible .
  Moderate divination; CL 10; Create Wondrous 
  Item, invisibility purge; Price 750 gp
  
  102
  APPENDIX C: HANDOUTS
  Brute Demon Illustration
  
  103
  Note from Czarzem
  
  104
  Rivenyk Symbol
  
  105
  Squamous Demon
  
  106
  Ectoplasmal Illustration
  
  107
  Cult of Glarias History
  
  108
  Hanged Man Illustration
  
  109
  Etched Table Map
  
  110
  Deadly Archway Illustration
  
  111
  Half-Fiend Guards
  
  112
  Crasien’s Journal Page
  
  113
  Babau King Illustration
  
  114
  Half-Demon Warrior Illustration
  
  115
  Lammasu Illustration
  
  116
  Czarzem Illustration
  
  117
  Daemon Note
  
  118
  Kerexoloth
  
  119
  Note with Bracers
  
  120
  Map with No Secrets or Labels
  
  121
  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 
  
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  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, 
  
  123
  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.
  
  124
  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 
  
  125
  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.
  
  126
  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:
  Monte J. Cook
  Additional Design by:
  Scott Greene  and Sean K. Reynolds
  Cover Art:
  Ed Bourelle
  Interior Art:
  Caleb Cleveland, Kimagu, Scott Purdy, and 
  Walpole
  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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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Dungeon A Day/DungeonADay Level 07.pdf