TEXT: 1
  Purple Mountain V
  The Descent
  Josh McCrowell
  
  2
  The Descent
  Purple Mountain – A Megadungeon in Twenty Parts
  Credits
  Author: Josh McCrowell
  Development: Perry Fehr, Mark Gedak
  Editing: Mark Gedak, Perry Fehr
  Cover Image: Brian Brinlee
  Cartography: Kristian Richards of Crooked Staff Publishing
  Interior Artist: Brian Brinlee, Gary Dupuis
  Playtesters: Perry Fehr, Paul Jessop, Carrie Fehr, Darian Jessop, Tai Jessop 
  Publisher: Purple Duck Games
  Purple Mountain - Level Five: The Descent is a Pathfinder Compatible Module designed for four 4th 
  level characters and uses the medium XP advancement track. This module is designed to be player 
  in any campaign setting with a mountain containing a megadungeon such as the Purple Duck 
  Games’s setting Porphyra.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game 
  from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the 
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does 
  not endorse this product.
  Open Game Content: All text on pages 3 to 
  35 are considered open game content.
  
  3
  Adventure Background
  Up until a year ago, this dungeon was the haunt of 
  trolls. Female trolls lived here in a small gang where 
  they raised their young. These trolls’ lives mostly con-
  sisted of capturing wandering monsters from different 
  levels, punctuated by brief breeding visits from the 
  more solitary male specimens. Then, about a year ago, a 
  band calling themselves Companions of the Castledeep 
  came to Purple Mountain, seeking to claim treasure and 
  rid the world of evil. 
     The Companions of Castledeep numbered five. They 
  were:
     Bradigant Battleroarer, Dwarf, Rogue – Bradigant 
  was the de facto leader of the Companions.  Specializing 
  in traps – both creating and disarming - she adventured 
  for the thrill of finding and overcoming the machina-
  tions of the ancients (though the gold didn’t hurt, 
  either). 
     Sir Jadus of Silverhame, Human, Inquisitor – Sir 
  Jadus was a devout and humorless inquisitor and Ge-
  ranite. In Lady Justice’s name, he mercilessly hunted 
  down escaped convicts, often putting criminals to the 
  hard test of his hammer as soon as they were found. 
  Sir Jadus exemplified law for law’s sake. He demanded 
  strict lawfulness from himself and from the church 
  government that he represented.
     Salfir Jabar, Human, Sorcerer/Dragon Disciple – A 
  natural-born mage, Salfir believed that true magic was a 
  gift that the dragons only could bestow, and that those 
  using magic from other sources were little more than 
  thieves. This contentious viewpoint often put him at 
  odds with Alora. 
     Alora da Na, Elf, Wizard – The calm and reserved 
  wizard of the Companions believed that magic could 
  overcome any problem, given enough study and wit. 
  She had a rivalry (which turned quiet unfriendly, at the 
  end) with Salfir. 
     Faro Candlewax, Halfling, Ranger – This voracious 
  and affable halfling was the scout of the Companions. 
  He was crafty and delighted in the creation of beautiful 
  things.
     The trolls fell before the might of these heroes. 
  The Companions gained what treasure the trolls had 
  amassed. However, they noticed that, though covered in 
  troll fluids and muck, the pit was not a bad location. It 
  was solid and had defensible entrance and exits. It had 
  fresh water. It had luminescent fungus. They decided to 
  take the troll’s lair, in addition to all the other prizes. 
     The Companions of Castledeep set to cleaning and 
  making the dungeon habitable. They each claimed a 
  different wing of the dungeon and housed their posses-
  sions there. 
     As they began to turn the dungeon into a base of 
  operations, disagreements began to arise between them. 
  Methods of dividing loot suddenly became a source 
  of frustration for them. The division of duties became 
  a nightly battle. Soon, even larger problems began to 
  come to a head. 
     The omnipresent glowing fungus that grows within 
  the dungeon was to blame. Though seemingly innocu-
  ous, it held a sinister secret: it gave paranoid halluci-
  nations to all those who fell under its spell. Invisible 
  spores slowly drove each member of the adventuring 
  party to flights of paranoid fancy and ultimate insanity.  
    It was Sir Jadus who broke first. He accused the dwarf 
  Bradigant of theft; a claim she denied. Saying that all 
  guilty would come under the hammer of justice, he 
  attacked her. The two battled, and Bradigant eventually 
  escaped. Sir Jadus retreated to his shrine and the hidden 
  catacombs he kept there and, in a brief moment of clar-
  ity, took his own life for his crimes.
     With their fellowship broken, the old rivalry between 
  Alora and Salfir rekindled. They immediately retreated 
  into their separate wings of the dungeon, arming them 
  with heavily magical traps, lest the other make the first 
  move. In their extreme paranoia, their own defenses 
  proved to be their undoing as they made war against 
  each other. 
     Bradigant, too, fell to her own devices. Attempting 
  to hide herself in the bones of the earth, she delved too 
  deep and was overcome by creatures that live in the 
  heart of the earth. 
     Faro had actually been subsisting on the mindrot 
  fungus for weeks. Though he desperately wanted to flee, 
  something made him remain. Left behind when the 
  others died, Faro began to fear the intrusion of anybody 
  into his silent home. Crafting and carving adequate de-
  fenses against potential intruders, he shifted his slowly 
  changing and mutating body deep into the glimmering 
  twilight of the cavern’s recesses. 
  It has been nearly two months since the Pit has seen 
  life.  Whoever ventures within must discover the grisly 
  fate that befell its former inhabitants, or suffer the 
  same. 
  
  4
  Adventure Overview
  The fifth level of Purple Mountain once held a fetid pit 
  of trolls, but these were driven out by a party of intrepid 
  adventurers. This adventuring party decided to use the 
  troll pit as a base of operations, since it was a defensible 
  location with several advantageous natural features. 
  Unbeknownst to them, however the dungeon was not 
  entirely cleared; the dungeon yet contained a strange, 
  mind-altering fungus. As the heroes returned again and 
  again to their new abode, the fungus’s effects began to 
  take its toll. Small disagreements between them flared 
  into bloody battle. Turned against each other, each hero 
  retreated to his or her own section of the dungeon and 
  surrounded themselves with deadly defenses. In the end, 
  they each fell victim to their own paranoia.
     Now, the dungeon is empty, save for the bodies of 
  friends murdered at each other’s hands and the softly 
  luminescent fungus responsible for their demise. The 
  collected treasures of adventurers not unlike the player 
  characters lie behind walls of traps, raised by a frantic 
  and unnatural mania. Can the players avoid the same 
  fate that sealed the doom of their predecessors? 
  As a Stand Alone Level
  The fifth level of Purple Mountain needs not be billed 
  as a “failed safe zone” in a megadungeon. This would-be 
  haven could be placed anywhere in the wilds, though os-
  tensibly it should be within a short distance of a town or 
  city to allow the former adventurers easy access to food 
  and goods. If you wish, these heroes could have been 
  famous in the nearest civilization to the dungeon. They 
  could have even begun to attract followers, who could 
  have set up a small settlement around the dungeon itself. 
  The player characters may be recruited to complete any 
  of the following quests:
     Discover the Fate of the Adventurers (CR 4): The 
  henchmen, spouses, or even mentors to the former oc-
  cupants of the dungeon wish to know what happened. 
  The players must investigate and gain a complete picture 
  of how the adventurers killed each other and why. Only 
  this will satisfy those who were left behind.
     Lay the Bodies to Rest (CR 5): The same people who 
  wish to find the truth of the adventurer’s demise may 
  want the remains of all five adventurers within to be 
  found and given a proper burial. Accomplishing this task 
  might be especially difficult, considering the living or 
  unliving states of those within – those within might first 
  need to be felled to be properly buried. 
     Cleanse the Dungeon of Fungus (CR 2): If the play-
  ers are clever enough to figure out the true nature of the 
  fungus, they may burn it out fairly easily if they take the 
  proper precautions. This will make the dungeon safe for 
  future projects they may wish to undertake. 
  Standard Features
  Unless otherwise noted in the text, the following stan-
  dard features are true throughout the fifth level of Purple 
  Mountain. 
     Fungus of Mindrot: This strange, glowing fungus 
  grows in large clusters on the ceiling and is fairly perva-
  sive throughout the dungeon. Each room notes whether 
  or not it holds fungus, but each instance is treated as 
  follows:
  MINDROT FUNGUS
  Type: poison, inhaled; Save: F-DC 17; Onset: 10 min.
  Frequency: 1/hour for 24 hours
  EFFECT
  If a character is infected with mindrot fungus, the DM 
  should pull the character’s player aside and inform him 
  that he notices the other characters behaving strangely. 
  He notices the other characters begin to act very aggres-
  sively, as if the smallest thing will violently set them off. 
  If the player characters try to ascertain what has hap-
  pened to the other characters, the DM may fake some 
  dice rolls and inform the player that perhaps something 
  in the cavern is causing the others to be affected by an 
  alignment shift.  
     Additionally, the DM can set scenes where it seems 
  that the party is plotting against the infected character. 
  Give the character conflicting information about what 
  the other characters are doing, how it seems that his per-
  sonal effects have been searched through, how it sounds 
  like the other characters are whispering conspiratorially. 
  How much time you want to devote to this plot is up to 
  you. 
     The main point of the mindrot fungus is to cause 
  the characters to doubt the other characters and work 
  against them. The more you do this with subtle in-
  character hints, the more complete the illusion will be. If 
  a player is told point-blank that his character is behaving 
  erratically and should be paranoid, the more obvious and 
  unsatisfactory the effect will be. The mindrot fungus can 
  be great fun if played insidiously, providing a real sense 
  of mystery for the players. 
     That said, the mindrot fungus need not truly turn the 
  party against each other. The Companions of the Cas-
  tledeep dwelt within the Pit for months before finally 
  
  5
  falling into extreme paranoia and mania. If only staying 
  here for a few hours or a few days, the paranoia may 
  provide an exciting backdrop, but nothing more. 
  Cure: If not exposed to the mindrot fungus for 48 
  hours, the effects will dissipate.
  The mindrot fungus is exclusive to this dungeon, and 
  has not yet occurred elsewhere. Therefore, Knowledge 
  (nature) checks about the fungus itself will reveal no 
  information, save that they have never seen or heard of 
  a fungus with this particular coloration, size, and shape 
  before. They may be able to deduce some of its charac-
  teristics (including its mind-altering powers) with a Wis-
  dom check (DC 21) or through experimentation with a 
  Craft (alchemy) (DC 24), though experimenting in this 
  way will prompt a new roll for the alchemist against the 
  fungus. 
     Spells like detect poison do indeed show the mush-
  rooms to be poisonous. However, because of the fungus’s 
  absolute rarity, the DC for the Wisdom/Craft(alchemy) 
  check that is allowed to be raised to 35. Characters 
  deprived of specific information about the fungus will 
  need to rely on educated guesses and experimentation to 
  uncover the fungus’s true nature. They may suspect the 
  fungus to be poisonous to eat and not be aware that they 
  are suffering from effects from inhalation. 
     GMs may be tempted to put specific paranoia effects, 
  such as the paranoia insanity (see Gamemastery Guide). 
  They may do so, but they should be warned that giving 
  a player a specific effect will destroy the out of character 
  mystery and illusion. 
  Purple Duck Note: For those requiring a more mechani-
  cal solution
  MINDROT FUNGUS
  Type: poison, inhaled; Save: F-DC 17; Onset: 10 min.
  Frequency: 1/hour for 24 hours
  EFFECT 
  Temporary paranoia (see below); Cure: 48 hours to clear 
  system
  TEMPORARy PARANOIA
  Effect: –4 penalty on Will saves and Charisma-based 
  skill checks; cannot receive benefit from or attempt the 
  Aid Another action; cannot willingly accept aid (includ-
  ing healing) from another creature unless he makes a 
  Will save against his insanity’s DC
  DESCRIPTION
  The paranoid character is convinced that the world and 
  all that dwell within it are out to get him. Paranoid char-
  acters are typically argumentative or introverted.
     Illumination: The mindrot fungus is, in addition to 
  all its other properties, luminescent. It glows like a can-
  dle with a soft greenish yellow light.  This is one of the 
  reasons this fungus was never cleared out by the previous 
  adventurers – it seems to have a practical purpose and 
  no easily discernible negative features.  Every room that 
  has the fungus within has soft illumination that is strong 
  enough to read by. 
     Exits: There are only three exits from the dungeon. 
  The primary entrance/exit is in room 1, which leads 
  from this level to the previous level (or the outside 
  world, if this is a standalone level). The underground 
  river in room 11 can be traversed by characters with 
  the ability to survive underwater to level 7. Finally, the 
  tunnel in room 42 will lead down to level 6 of Purple 
  Mountain.
  Dungeon Population
  The dungeon was reasonably cleared by the Companions 
  of the Castledeep. However, several monsters remain – 
  either in spite of the Companions or because of them.
     There are currently four magma elementals, one wyr-
  mling blue dragon, one mummy, two gelatinous cubes, 
  three wax golems, one mask golem, one mimic, and one 
  mutated fungal-slave within this level. 
  Random Encounters
  The Companions did not choose unwisely – indeed, 
  once secured, this dungeon is quite safe. No wandering 
  monsters will bother the player characters while they stay 
  on this level. 
  
  6
  Investigation
  A large part of level 5 is exploring the dungeon in a 
  much different way than normal: investigating the events 
  that transpired there in the recent past. By exploring 
  different sections of the dungeon, the characters uncover 
  different perspectives on each Companion and are able 
  to piece together a picture of who they were, how they 
  lived, and how they died. 
     As stated in the description of the mindrot fungus, 
  players should not be able to identify the fungus or 
  ascertain its nature through a simple skill check. Experi-
  mentation and use may give them an idea of the fungus’s 
  insidious nature. However, a lot of the “tooth” of this 
  dungeon will be taken out if the players simply make a 
  single well-placed dice roll. The fungus’s power is in its 
  insidiousness and its ability to evoke paranoia. It is not 
  an active danger to the character’s health and should not 
  be able to be easily circumvented. Dedication and ex-
  perimentation should be key to discovering and eventu-
  ally overcoming this feature. 
     Characters might have a more forensic bend and try to 
  fill some of the gaps with investigative checks. Perception 
  is a good all-around skill to use for noticing small details 
  that would support or disprove player’s theories. Survival 
  checks are good for tracking or following the footsteps of 
  the Companions and recreating the scene. Heal checks 
  could also be used liberally to determine the methodol-
  ogy of the various characters’ deaths. High enough Heal 
  rolls could reveal big clues about who killed whom and 
  how. 
     There are a few forces within the dungeon that can 
  answer the player’s questions and give them a piece of 
  their own perspective. Characters may attempt to use the 
  speak with dead spell (or similar powers) to talk to the 
  deceased Companions themselves (see below). Charac-
  ters may also question the wax golem posing as Alora 
  in room 16, the dragon Evango, the janni Kolot, or the 
  mutated Faro Candlewax.  Each of these characters has 
  their own perspective, but each typically sees the in-
  fighting as a result of aggressive actions taken against 
  themselves or their masters by the other members of the 
  Companions. 
     The janni Kolot (found in room 27) probably has the 
  most balanced perspective of any living member of the 
  Pit, though he is not sure exactly how his master Salfir 
  died. He feels fairly confident that the fighting only 
  began when the Companions moved into this dungeon, 
  though he has always assumed the fighting was simply 
  a result of the close quarters. It’s possible that he could 
  help the PCs implicate the mindrot fungus, as one of 
  the only features of the dungeon that were not cleared 
  out or cleansed by the Companions when they won the 
  Pit away from the trolls. However, GMs are advised to 
  allow players to arrive at their own conclusions about the 
  events. Kolot may guide their thoughts or shoot down 
  wild theories, but he should not be able to provide all 
  the answers. 
     Indeed, there should be no way to get all the answers 
  all at once. No skill check, no matter how high, should 
  simply provide the player’s with “the answer.” Let solid 
  theories be worked out through experimentation and 
  exploration. 
     That said, be open to the player’s ideas and justifica-
  tions for unorthodox investigation methods. Some 
  might be more successful than others, but the players 
  will undoubtedly be full of strange and unanticipated 
  ideas that could shed light on what transpired in this 
  dungeon.
     The players might never discover all of the true answers 
  about all of the events. However, most of the large ques-
  tions (Who killed the Companions? Why? What caused 
  the in-fighting?) should be able to be answered by the 
  time the players are ready to move on from this level. 
  Speak with Dead: Of all the Companions that once 
  dwelt here, only Alora and Salfir fulfill the requirements 
  necessary to cast the speak with dead spell (having a 
  mouth, never being undead, etc.). Bitter rivals that they 
  were, their spirits will tell very different stories. 
     Assume that both Alora and Salfir’s spirits do not resist 
  the call from the speak with dead spell. In death, they 
  truly believe that the other Companions were out to 
  get them. They do not believe that they were under any 
  influence and are unaware of the effects of the mindrot 
  fungus. Alora believed that Salfir was a pro-draconic rac-
  ist. Salfir believed that Alora (and all magic-users with-
  out a draconic bloodline) was a thief of magic. Either 
  may believe that their Companions were under some 
  undue influence, leaving them as the last bastion of san-
  ity in the dungeon. 
     GMs are encouraged to remember the cryptic and 
  creepy nature of the Speak with Dead spell. They may 
  use this as an opportunity to further the PCs own 
  paranoia and mistrust of his companions, especially if 
  the deceased offer them warnings of a maleficent force 
  within the Pit that can turn friends to foes. 
  
  7
  Dungeon Layout
  The physical layout of Purple Mountain Level 5 is more 
  complex than any level so far discovered in the moun-
  tain. The maps for this level are located on pages 41-44. 
  To assist with the use of the maps, we’ve added a loca-
  tion marker [A], [B], [C], or [D] to each room entry so 
  you can identify easily which map the room appears in.
  1. Doors of the Pit [A]
  A huge boulder, six feet in height and six feet wide and 
  about three feet thick, is stuck into the mouth of the cave. 
  Wind whistles through a small gap (about a foot wide 
  in diameter) between the boulder and the entrance. It 
  looks just small enough for a halfling or gnome to squeeze 
  through, if they suck in their stomach. 
     On the boulder, chiseled out of stone,  first in Dwarven, 
  then in the Common script, is the welcome “Rest here a 
  while, traveler, and know peace.”
  This boulder was used first by the trolls and then co-
  opted by the Companions to guard the pit. A Small or 
  smaller character may squeeze through a gap between 
  the boulder and the door. It requires a DC 16 Strength 
  check to move the boulder enough for a Medium sized 
  character to move through. With a lever, it’s a DC 11 
  Strength check.
     The text on the boulder was written to welcome other 
  adventurers within the mountain to the hospitality of 
  the Companions. 
  2. Opening Vault [A]
  The room is spacious, though the generous twelve-foot 
  ceiling is hindered somewhat by long, glowing mushrooms 
  dripping down like luminescent green raindrops. Short, 
  uglier purple mushrooms squat inside the opening of the 
  door, releasing a horrible shriek as you pass them. The 
  echoes of their shriek bounce off the walls. 
     The light of the glowing green fungus shows broken 
  wooden furniture lying slightly askew along the edges of 
  the room. In the center of the room there is an unlit iron 
  brazier and a dark smear of dried blood on the sandy 
  floor. 
     There are passageways in the east and west walls of this 
  cavern. There is a set of closed stone doors in the north 
  wall. 
  As the characters enter the room, the shrieker mush-
  rooms that flank the entranceway will announce their 
  coming. These mushrooms were actually planted by the 
  Companions, to warn them of any intruding monsters.
  Shrieker: This human-sized purple mushroom emits a 
  piercing sound that lasts for 1d3 rounds whenever there 
  is movement or a light source within 10 feet. This shriek 
  makes it impossible to hear any other sound within 50 
  feet. The sound attracts nearby creatures that are dis-
  posed to investigate it. Some creatures that live near 
  shriekers learn that this noise means there is food or an 
  intruder nearby.
     Also, as the characters enter and first breathe the spores 
  of the mindrot fungus, it prompts a Fortitude save. 
     It was here that Sir Jadus first attacked Bradigant, in 
  the initial scuffle that tore apart their company, and it is 
  her blood that stains the floor. If characters investigate 
  the area with a DC 20 Perception or Survival check, they 
  may gain a clue about the combatants here (one was tall 
  as a human, the other about the size of a dwarf – the hu-
  man wounded the dwarf here, but the dwarf escaped). 
     Characters may attempt to follow the trail of blood, 
  though the trail is quite old, with a DC 23 Survival 
  check. If successful, the trail leads them to room 35. 
     The wooden furniture here was intended for guests to 
  use when they first entered. It consists of low benches, a 
  cloak-stand, and a water barrel.  Much of the furniture 
  was chipped or knocked over in the fight between the 
  inquisitor and the rogue. A barrel of water remains un-
  disturbed. The water within is potable, but stale. 
     Development: There are normally no monsters to be 
  summoned by the shriekers, though GMs may stock 
  the dungeon with additional monsters if they wish to 
  increase the challenge of this level. 
   
  
  8
  3. Feast Chamber [A]
  This room is wide, but generally low ceilinged (seven feet 
  on average), with the exception of a sort of chimney-like 
  column cut into the stone near the back of the room. This 
  back wall is blackened and covered in soot. Also near this 
  back wall are a set of wooden cabinets. 
     Two long tables with low benches stretch across the 
  room, parallel from each other. The tables are still littered 
  with a few dirty tin plates, drinking horns, an unfinished 
  chess game, and a red leather book. It seems as if the last 
  meal eaten here went unfinished. Between the two tables 
  is an open pit dropping down into darkness. The open-
  ing is circular, like a well, with a diameter about five feet 
  across. 
     A closed wooden door sits on the north-east wall, near 
  the back of the room. 
  This cavern chamber was used as a feast/mess hall, as 
  evidenced by the tables and dishware. The last meal had 
  not been yet cleaned up when things came to a head. 
  Unwashed dishes and festering, moldy food give obser-
  vant characters the information that the scene has been 
  sitting here undisturbed for about two months. 
     The food was prepared at the back of the room, where 
  a makeshift fireplace was employed. A few bundles of 
  dry firewood are stacked neatly beside the charred, emp-
  ty pit.  A column was carved into the ceiling, extending 
  about twelve feet upwards, to allow the smoke to collect. 
  Exploring this column will make the characters sooty, 
  but reveal nothing. 
     The pit in the center of the room is well marked. It 
  leads to room 5, where two gelatinous cubes dwell. It 
  was used by both the trolls and the Companions to 
  dispose of scraps of food or unwanted garbage. It is a 
  10 foot drop from the feast hall to the garbage pit. The 
  pit is utterly dark below and the gelatinous cubes are 
  not always directly under the pit’s opening (only a 10% 
  chance of seeing a cube from the opening).  Investigat-
  ing the opening reveals a fetid and unpleasant odor and 
  unworked stone below, but little else. 
      This room does not have any mindrot fungus within 
  it and is therefore dark. 
  Treasure: The tables contain moldering food and tin 
  dishes, with little of use except for the book bound in 
  red leather. This is Faro’s diary (see below). 
     Near the fireplace are two cabinets, made by Faro (they 
  bear his maker’s mark). Within them are dishes, in ad-
  dition to a potion of sanctuary, a potion of enlarge person, 
  and a potion of remove fear. The potions are in glass bea-
  kers and labeled appropriately in Common. 
  Faro’s Diary
  Faro Candlewax, the scout and craftsman of the Com-
  panions of Castledeep, kept a diary of his time exploring 
  the Pit. If characters wish to take the time to read the di-
  ary (which takes at least an hour and, if they read it in a 
  fungus-filled room, prompts another Saving Throw from 
  the mindrot fungus), paraphrase the following informa-
  tion:
     The diary claims to be written by a halfling named 
  Faro, though he signs most of his entries with a dribble 
  of wax. It details, in a light and flowing manner, his 
  party’s descent into Purple Mountain. They called them-
  selves the Companions of Castledeep. He names the 
  others in his party as Bradigant (who seems to be their 
  leader), Alora, Salfir, and Sir Jadus. 
     The diary is divided into three main narratives. The 
  first says that this level used to be a troll pit. The name 
  “pit” seems to have stuck, as he refers to it as “the Pit” 
  for the rest of the entries. The Companions waged many 
  campaigns against the trolls of the Pit. Faro describes 
  how they were eventually burnt away and their refuse 
  removed.
     The second part of the narrative describes how the 
  Companions took the Pit for themselves as a place to 
  store their treasure while adventuring deeper into Purple 
  Mountain. By the dates in the diary, it seems the Com-
  panions lived here for ten months. Each Companion 
  claimed a different section of the Pit and began to shape 
  it to suit their needs.
     The diary’s third section is in a markedly different 
  tone. The script becomes furtive and bunched, as if it 
  was almost written by a different hand.  It details the 
  plots of the other Companions against Faro – how they 
  all made fun of him for eating the glowing mushrooms, 
  how Sir Jadus intimated that Faro should be hauled back 
  to the city and made to stand trial for supposed crimes, 
  how Bradigant is cheating him out of his due share of 
  the loot. The list of conspiracies are numerous. 
     The last entry reads thus:
  
  9
     Alora seems to have gone mad in her loneli-
  ness. Her command of the Common Tongue 
  was never wonderful, and she now she refuses 
  to speak anything but Elvish. She has all 
  but sealed herself within her quarters. 
     Perhaps she is concerned of the obvious 
  conspiracy between Salfir and Bradigant. 
  Walked into the trophy room today and 
  heard Salfir and Bradigant talking excit-
  edly about something. As soon as they spied 
  me, they went silent – again! Those two are 
  up to something, I have no doubt. Some-
  thing against yours truly, I should think! 
     What they should worry about is what Sir 
  Jadus is up to in his shrine. Every night, 
  I hear him hammering and tinkering within. 
  What is he making? It has been so long 
  since his silver hammer has been put to just 
  use. What do you do when the watchmen 
  need watching?
     I, alone, shall stand vigilant against  - 
   
  In a splatter of ink, the diary ends there. Faro was 
  interrupted by Sir Jadus’s attack against Bradigant and 
  abandoned the diary in the chaos of the following few 
  days.
  4. Cellar [A]
  A small, unlit closet of stone branches off the dining hall. 
  Three cut stone steps lead downward into a cramped, 
  damp room. A few barrels and wooden boxes are stacked 
  in the back corner of the room. It is otherwise empty.
  The cellar is full of stale and spoiled rations and food-
  stuffs. There are three barrels of water and two of beer. 
  The boxes contain moldy field mushrooms, a couple 
  pieces of venison jerky and dried cooking herbs. There is 
  an unopened bag of flour in the corner. 
  5. Garbage Pit (CR 5) [A/B]
  The pit is dark and claustrophobic. The natural cavern is 
  uneven, but the ceiling here is generally low, with stalac-
  tites jutting down dangrously. The floor is strangely wet, 
  and each step causes a squelching sound. The smell is rank 
  and wholly unpleasant.
  The pit winds its way circuitously forward, at times be-
  coming narrow and at times widening out. 
  The “room” called the garbage pit is actually a huge 
  cavern system beneath the main dungeon. This sprawl-
  ing sub-level is unused and unexplored by the former 
  tenants. It is, except as noted below, empty. 
     The garbage pit has three openings up to the main 
  dungeon: A) an obvious entrance up to room 3, B) an 
  obvious entrance, covered with a grate (DC 20 Strength 
  check to remove) up to room 23, and C) a hidden 
  trapdoor in the ceiling up to room 34 that is designed to 
  dump the unwary down into the garbage  pit, but can 
  also be used in reverse. This trapdoor may be spotted 
  with a Perception check (DC 25). 
     Creatures: Two gelatinous cubes make their home 
  here and devour any garbage, food scraps or adventur-
  ers that are tossed down into it. The breakdown of this 
  material has made the slime that covers the floor here. 
  Because of the dark environment and sometimes close 
  quarters, unwary adventurers might simply walk into a 
  gelatinous cube as they explore this area. 
  2 GELATINOUS CUBE (CR 3, XP 800)
  hp 50; see Appendix III
  Treasure: If adventurers spend some time exploring this 
  sub-level and raking through the muck on the floor, they 
  may recover a few things that have fallen into the pit 
  over the years and become lost beneath the mud. Given 
  the size of room 5, characters would have to make sev-
  eral rounds of Perception checks to thoroughly explore 
  the entire area. 
     To simplify the process (and bring in a hint of the ran-
  dom chaos of older editions), roll 1d6 and consult the 
  table below for every half-hour spent mud diving. Once 
  a result has been rolled, it will not produce treasure again 
  – rolling the same result twice will reveal nothing of 
  value during that particular excursion.
  
  10
  Result
  Treasure Found
  1
  Old cookware – pots, pans, and metal 
  dishes, practically worthless
  2
  An old silver ring with the heraldry of an 
  important family on it, worth 50 gp
  3
  Stone of weight (cursed)
  4
  2d6 x 10 silver coins
  5
  Masterwork light steel shield emblazoned 
  with a lion’s face
  6
  Ring of feather falling
  Game Masters who wish to preserve the more traditional 
  Perception check may simply state that the searching 
  the area thoroughly requires a large time commitment 
  (about three hours) and have the player’s roll a single 
  Perception check (DC 30). If they succeed, they find 
  100% of all items listed above. For each increment of 
  5 that the player’s fail to meet the DC, they fail to find 
  one item (beginning with the ring of feather falling and 
  descending down the list). 
  6. Trophy Room (CR 4) [A]
  As you enter this room, a hideous horned skeleton – nearly 
  twelve feet tall at the shoulder – leers at you. After half a 
  moment, you realize that the skeleton is propped up like 
  a trophy, inert, at the back of the room. At the feet of 
  the skeleton is a huge crude iron mace, apparently once 
  wielded by the creature. 
     Also in this room, illuminated by the soft green of the 
  glowing fungus, hangs a tapestry of five heroes (one dwarf, 
  one halfling, two humans, and one elf) fighting an owl-
  bear. Near it, a battering ram carved of a pine log with 
  an ivory head in the likeness of an ogre is hung from the 
  ceiling. A weapon rack is hung with a several swords and 
  a spear. 
  This room was a trophy room for the Companions, 
  where they stored shared prizes won in their travels. 
     The skeleton is that of the largest troll that used to live 
  in the Pit. The battering ram is a trophy from a battle of 
  a minor war two years ago. It is very large, being about 
  20 ft. long and weighing 200 lbs. It requires about four 
  Medium-sized people to wield it effectively. 
     Creatures: The weapon rack (and all the weapons) is 
  actually a mimic. 
  MIMIC (CR 4, XP 1,200)
  hp 52; see Appendix III
  The mimic moved into the Pit after the Companions 
  felled each other. He does not know what happened to 
  them and has not heard any living creature stir here in 
  quite some time. 
     The space in front of the rack also has a snare spell cast 
  upon it by Faro. All those wishing to inspect the weapon 
  rack are subject to that spell (Pathfinder Core Rulebook). 
  The Snare is actually attached to the battering ram. 
  When triggered, in addition to the spell’s normal effects, 
  the battering ram is pulled towards the character, dealing 
  2d6 damage. 
  Treasure: The mace at the foot of the troll skeleton is a 
  Large sized mace, which does 1d8 damage. The tapestry 
  was given to the Companions by a baron for their service 
  to his barony.  The ivory-headed battering ram is a piece 
  of fine art, worth 200 gp.
  7. Faro’s Antechamber [A]
  This room is completely choked with the glowing fungus. 
  Though normally constrained to the ceiling, the fungal sta-
  lactites here form columns, from which sprout more little 
  blossoms of mushrooms. The light here is quite bright and 
  the air is quite thick. 
     Upon closer inspection, many of the fungal columns 
  seem to be growing down over furniture. 
     There are two closed wooden doors against the back wall 
  of this chamber.
   
  Cultivated by Faro, the fungus was always thick in this 
  chamber. Once Faro was absorbed into the fungus, it 
  began to grow much faster. This room is a testament to 
  how aggressive the fungus can be when properly fed and 
  encouraged.
     If the characters investigate the furniture under the 
  fungus, they notice it is designed for Small characters. A 
  miniature version of a couch, table, a chess set and two 
  chairs are found here. Characters may spend several min-
  utes cutting and cleaning the fungus from the furniture 
  and discover it to be in serviceable condition. 
  
  11
  8. Faro’s Collapsed Bedchamber [A]
  This rectangular room’s floor has collapsed in the center of 
  the room. Looking down, you can tell that a much larger 
  chamber has opened beneath this room. A thin lip of stone 
  still remains around the room’s edges - perhaps 8 inches 
  wide. Long columns of glowing fungus stretch from the 
  ceiling down to floor below.
     Near the back of the room is a metal cage. At first glance 
  it appears empty, but you notice the corpse of a small bird 
  lying in the floor of the cage.
    
  This was once Faro’s bedchamber. He eventually grew 
  too large and burrowed down into a chamber beneath 
  this one. 
     Looking down, the players may see a large and well-
  lit chamber, but they cannot see all parts of it from this 
  perspective. Large columns of fungus hang from the 
  ceiling down into the deeper chamber. These can easily 
  be climbed up and down. 
    The cage in the back of the room has a small dead 
  canary. This was once Faro’s pet, but once Faro was made 
  into a fungal-slave, the bird starved to death. 
    It requires an Acrobatics check DC 15 for Medium 
  characters to successfully negotiate the thin stone lip 
  around the room to the door on the eastern wall or to 
  investigate the cage. Small characters may do this with-
  out a check. Characters who fail fall the 15 feet down 
  into room 11. 
  9. Workshop [A]
  This smallish room contains several very low wooden 
  workbenches, covered in dust. A variety of woodworking 
  tools lay unused on the table. You also notice a wooden 
  plate and utensils with uneaten cave-mushrooms on it. 
  The mushrooms have taken root on the plate and have 
  partially decomposed it. 
  The walls contain several wooden sculptures of animals. 
  They are strikingly beautiful.
     A few yet unfinished pieces litter the workshop. A 
  partially completed long wooden tobacco pipe sits amidst 
  wood shavings, next to a small collection of wooden jars. 
  A chair with a broken leg sits in the corner, next to a 
  partially fitted replacement leg. A small carving of five 
  humanoid figures - apparently two humans, one elf, one 
  dwarf and one halfling - is broken into pieces in the center 
  of the room. 
     The drooping fungus illuminates this room brightly.
  This was Faro’s workshop. It has tools appropriate for 
  any Craft check dealing with wooden items. 
  The wooden jars near the unfinished pipe contain dry 
  tobacco. It is smokable, but unpleasantly dry. 
     The broken carving on the ground was going to be a 
  present to the rest of the Companions, but Faro—driven 
  by the paranoia of the fungus—smashed it before it 
  could be completed. 
     Treasure: The carvings of animals mounted on the 
  walls are non-magical but lovely and could be sold for 25 
  gp each. There are six carvings total. 
  10. Storeroom (CR 6)
  This low, small nook is packed with stacks of wood, bar-
  rels, and a large wooden chest. 
  This is a very small room, obliging characters over than 4 
  feet tall to stoop or crawl on their hands. 
     This storeroom is where Faro kept some of his pos-
  sessions. The barrels are mostly empty except for some 
  moldering potatoes and harvested mindrot fungus. Faro 
  kept the cut fungus here to dry into a leathery, jerky-like 
  food. Any characters eating the fungus in this way who 
  have not succumbed to the fungus’s influence must make 
  another Saving Throw against its effects immediately.
  Traps: The wooden chest is trapped with a dart trap that 
  is triggered when it is opened. It has stats identical to the 
  wyvern arrow trap. 
     The chest appears empty when first opened. However, 
  the chest has a false bottom. A Perception check (DC 
  15) will reveal the false bottom. Attempting to lift the 
  false bottom will set off a sound burst trap.
  WyVERN ARROW TRAP (CR 6; XP 2,400)
  Type mechanical; Perception DC 20; Disable Device 
  DC 20
  EFFECTS
  Trigger location; Reset none
  Effect Atk +15 ranged (1d6 plus wyvern poison/×3)
  SOUND BURST TRAP (CR 3; XP 800)
  Type magic; Perception DC 27;  Disable Device DC 27
  EFFECTS
  Trigger location; Reset none
  Effect spell effect (sound burst, 1d8 sonic dmage plus 
  stunned for 1 round. F-DC 13 negates stun)
  Treasure: Inside the false bottom of the chest are a bag 
  of 15 masterwork sling bullets and a cloak of resistance 
  +1. 
  
  12
  11. Fungal Cavern (CR 7) [B]
  This large cavern is shaped like a crescent moon. As you 
  enter it, you hear the sound of flowing water. It is notice-
  ably cooler in this cavern. 
     At the bottom of the cavern floor, directly beneath the 
  hole to the room above, is a shattered wooden bed built 
  for a halfling and a shattered armoire full of small sized 
  clothing.
     The fungus is thicker here than in any other part of the 
  Pit. Huge trees of the glowing stalks, stretching from ceil-
  ing to floor, restrict your movement slightly. 
     Part of an underground river carves out a section of this 
  cavern.
   
  This cavern is 15 feet below room 8. The stalks of fungus 
  growing down from room 8 are easily climbable, almost 
  like a ladder. 
     The river in this room is connected to room 12. Room 
  12 is upstream, however, so it is a DC 15 Swim check to 
  move from the fungal cavern to room 12. The journey, 
  however, is through a section of the river that is com-
  pletely underground; characters will either need the abil-
  ity to breathe underwater or hold their breath for 1,000 
  ft. of river. 
     Creatures: At the other end of the room is Faro, who 
  has since become a mutated fungal-slave. He has lived 
  these past months formed into the mindrot fungus, 
  too bloated to move. He is extremely paranoid, living 
  in constant fear of his former party. Faro, in this state, 
  believes the player characters to be the other members of 
  the Companions. 
     As characters move through the cavern and around its 
  natural bend, read or paraphrase the following:
  “As you round the cavern, a monstrous sight appears before 
  your eyes. The columns of fungus thicken and suspend a 
  bloated figure, like a spider in the middle of a dripping, 
  glowing web. 
     The figure is corpulent, overlaid with several flaps of skin. 
  Unnatural growths and pseudopods project from its body. 
  Thickened tissues, slightly glowing, ripple away in undulat-
  ing masses. 
     As you approach, a multi-tonal, creaking voice issues from 
  somewhere within the mutated flesh. It says,   ‘They have 
  come…for us at last. You won’t get us. You won’t get us.’” 
  It is possible to parlay with Faro - at least for a limited 
  time. A DC 25 Diplomacy check is needed to convince 
  Faro that, indeed, the characters are not the Companions 
  of Castledeep. If this is accomplished, Faro will tell the 
  tale of the Companions from his perspective- how they 
  cleared the trolls, how they set up a hold in the Pit, how 
  the others eventually turned against him, how Sir Jadus 
  attacked Bradigant, and how they each retreated to their 
  own parts of the caverns. Faro has not heard anything 
  from the other Companions for a long time (though 
  he is not sure how long, as his sense of time is greatly 
  distorted). 
     Faro remembers that his name is ‘Faro Candlewax’ but 
  refers to himself in the plural because of his fusion with 
  the fungus. 
  MINDROT FUNGUS-SLAVE (CR 7, XP 3,200)
  hp 168; see Appendix I
  Treasure: If searched, the mindrot fungus-slave still has 
  a set of pipes of haunting (Ultimate Equipment) within his 
  folds. 
  12. Underground River [A]
  The sound of swiftly rushing water fills this cavern, whose 
  vaulted ceiling can only be glimpsed because of the glitter-
  ing green fungus clinging to it. The west side of the cavern 
  has an underground river flowing through it. 
     This cavern has a semicircular shape, carved by the riv-
  er. The bank of the river has several barrels, a bucket and 
  rope, and a dressing screen standing on its sandy shore. 
     At the north end of the room, a large stone door with 
  flowing Elven script stands cut into the cavern wall. This 
  underground river provided fresh water to the Com-
  panions when they dwelt here. The water of the river is 
  potable. It occasionally has some blind crawdads, but 
  provides little real fishing.
  Empty barrels used to transport the water to other sec-
  tions of the cavern stand here, waiting to be filled. The 
  water is very cold, clear and pure. A bucket and rope 
  used for this purpose are also nearby. The dressing screen 
  here provided some modesty for those bathing here. 
     The river here flows between this room and room 11. 
  Since room 11 is downstream, it is a fairly easy swim 
  to room 11, though GMs might call for Swim check 
  for very encumbered characters. However, it is through 
  a section of the river that is completely underground; 
  characters will either need the ability to breathe under-
  water or hold their breath for 1,000 ft. of river. 
     The door at the north side of the cavern has the fol-
  lowing text written in Elvish: “Speak the name of my 
  
  13
  Faro the Mindrot Fungus-Slave
  
  14
  best friend to enter here.”
     Inform the characters who speak Elvish that the term 
  “best friend” here has no perfect translation into Com-
  mon. Perhaps another way to say it is “boon companion” 
  or “beloved friend.” 
     The north door is the door into Alora’s personal cham-
  bers (room 13). The door actually has no true password. 
  Alora has no true friends amongst the Companions, 
  even in the days before the mindrot fungus.   The correct 
  answer to this question is to merely stay silent.  
     If a character standing in front of the door says ANY-
  THING whatsoever, the door locks itself. The door may 
  be opened with a Disable Device (DC 35) check. If 
  nothing is said in front of the door for one minute, the 
  door will unlock again. 
     If GMs desire, they may increase the difficulty of this 
  dungeon by bringing wandering monsters from other 
  levels by way of the river. Aquatic creatures could lurk in 
  the river, waiting for thirsty adventurers to come close 
  before striking.  Table
  13. Alora’s Sitting Room [A\
  This rounded cavernous room is positively lined with 
  spiraled, unlit candles, though the ever-present glowing 
  fungus is here as well. A mandala is worked into the floor 
  with silver in the center of the room. Around this piece of 
  magical art are several chairs of cherry wood lined with 
  red velvet. Along the walls are delicate bookshelves full of 
  bound tomes and codices.
   
  This is where Alora would entertain the other members 
  of the Companions during those rare times they would 
  come to visit her. 
     There are delicately spiraled candles mounted on silver 
  candleholders along the wall. They are beautiful but 
  unremarkable.
     The mandala in the center of the room has Elvish 
  script flowing around it which says, “There is nothing 
  that cannot be done.” If read aloud (in Elvish), all those 
  standing within the circle will be teleported to room 14. 
  Treasure: The books on the bookshelves along the walls 
  are all in Elvish. They are all philosophical Elvish works 
  dealing with rational and ethical egoism as well as lais-
  sez-faire economic theories. To the right buyer, they may 
  be worth 200 gp for the lot, but are fairly dry reading. 
  14. Outer Sanctum (CR 5) [A]
  With a flash of light, you appear inside an identical man-
  dala in a U shaped room. At the other end of the room, 
  another mandala with a different pattern is inscribed in 
  gold in the floor. 
     On the west wall there is an alcove in the stone wall 
  that contain several scrolls. 
     In the center of the room is a silver and gold circle, from 
  which a tree is sprouting directly from the stone floor. The 
  tree has many branches which crowd around the cavern 
  ceiling, but the central trunk disappears back into an 
  identical looking circle at the top of the cavern. 
     Below the branches of the tree is a statue constructed of 
  hundreds of metal masks welded together. The statue has 
  its hands raised above its head in a joyful gesture, as if 
  stepping free into the light of day for the first time.
  This entire room is under an antimagic field that sup-
  presses spells from divine spellcasters. Arcane spellcasters 
  may use spells as normal here. Any divine spellcasters 
  that enter this space immediately feel a loss of connec-
  tion with their power source. With the exception of ar-
  cane spellcasters, the antimagic field functions normally, 
  including robbing creatures of supernatural or spell-like 
  abilities (even for arcane magic-users). The field may be 
  shut off by shattering the carving in room 15.  
     This room is where Alora did most of her magical ex-
  perimenting. The mandala at the south end of the room 
  teleports all those standing on it between this room and 
  room 13, if they say the appropriate command word. 
  The mandala at the north end of the room will teleport 
  all those standing on it between this room and room 16, 
  with the appropriate command word. The command 
  words for both of these teleportation circles are inscribed 
  in Elvish around the respective mandalas. The command 
  word for the southern mandala is, “There is nothing that 
  cannot be done.” The command word for the northern 
  mandala is, “Stars ascend.” There are no other exits or 
  entrances to this room; this room is sealed off from the 
  rest of the Pit.
     The tree in the center of the room is being teleported 
  from a distant forest. The roots and roof of the tree are 
  in that forest - the trunk and some of the branches are 
  within this room. The teleportation circles that hold the 
  tree cannot be utilized by the players; if the players climb 
  the tree, the teleportation circle in the ceiling is large 
  enough only to allow the trunk through. If the tree is cut 
  down, the teleportation circles close. 
     If the players examine the alcove or search for secret 
  
  15
  work, laden with powerful spells that robs divine spell-
  casters of their powers. A successful Spellcraft check 
  (DC 16) shows that the antimagic field is centered on 
  this statue. Clerics and other divine spellcasters feel an 
  unpleasant queasy sensation when they touch the statue. 
     The antimagic field will be destroyed if the statue suf-
  fers 5 hp of harm. The statue is made of stone (hardness 
  8; hp 15/inch of thickness). If the characters try to move 
  the statue, it requires breaking or removing it from the 
  stalagmite base, which also deactivates the antimagic 
  field. 
     With a Knowledge (religion) check (DC 15), a charac-
  ter may identify the statue as the ancient elf monk and 
  philosopher Arn Dyna who advocated a demi-humanist 
  philosophy. He said that gods were merely more power-
  ful entities than the demi-humans and, even as demi-
  humans did not “deserve” worship from animals, neither 
  did gods “deserve” worship from demi-humans. He 
  advocated personal achievement and universal ethics 
  over dogma. 
  doors (Perception 20), there is a hidden room behind the 
  alcove, room 15. 
     Creatures: The statue in the center of the room is a 
  mask golem. This golem is in stasis until he hears any 
  non-Elvish language being spoken within the room or 
  until it is attacked. It stands unmoving, eyes closed, until 
  such disturbance occurs. If the characters speak aloud in 
  any language except Elvish, it awakens and immediately 
  attacks them. 
  MASK GOLEM (CR 4, XP 1,200)
  hp 42; see Appendix III
  Treasure: The mask golem is constructed of mostly iron 
  masks, though several are gilded with gold or silver, 
  worth a total of 2,000 gp. Furthermore, a sapphire 
  worth 500 gp is set in the golem’s forehead.  
     The following scrolls are in the alcove of the west wall: 
  scroll of vanish, scroll of magic mouth, scroll of phantom 
  trap, scroll of erase, and one scroll labeled (in Common) 
  “Alora’s Magical Secrets.” 
  Trap: The scroll of “secrets” is a trap, placed by Alora to 
  thwart her rival Salfir. The only thing the scroll con-
  tains are explosive runes. Reading this scroll activates the 
  explosive runes. If the exploding runes goes off before the 
  golem is awoken, its destructive blast will both harm the 
  golem and awaken it. 
  15. Meditation Chamber [A]
  This is a tiny room, about 8’ by 8’, which is comfortably 
  decorated with unlit butter candles and tapestries of ab-
  stract art. The smell of incense is strong here, though none 
  burns at the moment. A woven straw mat sits on the floor 
  in front of a statue of a meditating elf monk carved from 
  a stalagmite. 
     Text runs at the base of the statue that reads: “There is 
  nothing worthy of obedience other than your will, and 
  nothing worthy of worship besides your own soul.”
   
  This room is also affected by the antimagic field 
  of room 14. 
     This room is where Alora would retreat 
  to meditate and center herself. Alora was a 
  staunch anti-deist (acknowledging the exis-
  tence of gods but advocating denying them 
  worship) and this room is the closest thing 
  to a religious altar she came to. 
     The stalagmite statue here is Alora’s own 
  
  16
  16. Inner Sanctum (CR 6) [A]
  In a flash, you are transported to an identical mandala 
  in a nook off of a medium sized cavern. An awful smell 
  fills the room. The main chamber of the cavern is circular 
  with a vaulted, dome-like roof. In the center of this floor 
  is an elaborate circle of magic inscriptions. A few pieces 
  of wooden furniture stand about the middle of this room. 
  Several smaller nooks branch off from the main chamber. 
  In the north-west nook, you see a vat of stinking, solid fat. 
  In the north nook, a picture of a unicorn made of stained 
  glass hangs from the ceiling. In the eastern nook, there is 
  a canopy bed built into an alcove. In the southern nook, 
  two featureless waxen statues stand guard. Hundreds of 
  inconsistently burned little candles sit in crannies in the 
  wall, some tall spirals and some down to little nubs.
   
  These were Alora’s personal chambers, where she spent 
  most of her time. 
     The central chamber was carved out by Alora. Some of 
  the mindrot fungus can be found here, having regrown 
  from its initial culling. The illumination it provides here 
  is only a twinkling of green luminescence. Only charac-
  ters with low-light vision can see comfortably here. 
  In the center of the room is a permanent magic circle 
  against evil turned inward. It may be used by magic users 
  who wish to cast planar binding and related spells. It is a 
  DC 23 Knowledge (Arcana) check to correctly identify 
  the purpose and powers of this circle. 
     Various pieces of elegant wooden furniture occupy 
  this area. Three high stiff-backed chairs, one side table, a 
  footstool, and an empty lectern are found here. 
  This mandala is the only entrance or exit from this 
  room. By speaking the password (“Stars ascend” in Elv-
  ish) inside the mandala, the character is teleported to the 
  identical mandala in room 14. 
     There is a vat of cooled tallow here. Unheated, the tal-
  low is thick, solid, and stinking. The vat is raised slightly, 
  allowing a fire to be built under it. If the characters do 
  so, the tallow will become liquid and viscous (and even 
  more pungent) and can be used in all crafts related to 
  Profession (chandler) or to create additional wax golems, 
  as the wax has already been treated with the appropriate 
  dyes and unguents. 
     In this alcove, a stained glass picture of a unicorn is 
  hung by a silver chain. It is a beautiful piece of art, but 
  its delicate nature makes it very hard to transport. Suffer-
  ing even 1hp of damage will cause the picture to shatter. 
  This nook contains Alora’s canopy bed. The bed is 
  decorated with silver and green silken curtains and the 
  mattress is stuffed with goose down. Concealed under 
  the mattress is the body of Alora; anybody lying in the 
  bed feels the long uncomfortable lump of her body. A 
  Perception (DC 14) check of the area will reveal Alora’s 
  body under the mattress. The characters are particularly 
  drawn to that area because of the awful smell coming 
  from her corpse. 
     If Alora’s body is found, the corpse is much decom-
  posed. Her moldering violet robes conceal her spellbook. 
  She clutches a broken gem in her hand. 
     This nook contains the two non-sentient wax golems 
  who stand guard over the area. They will attack as soon 
  as they hear a non-Elvish language spoken. 
  Creatures: These chambers are currently occupied by 
  two non-sentient wax golems who will attack any who 
  speak a language other than Elvish. In addition, the 
  chambers are occupied by a sentient wax golem who 
  believes itself to be the real Alora da Na. 
  3 WAX GOLEM (CR 3, XP 800)
  hp 42; see Appendix III
  Alora initially created a golem in her image as a decoy to 
  threats from her companions (especially Salfir). How-
  ever, the golem gained sentience one day and turned 
  against its master, killing Alora and hiding her under her 
  mattress. The golem truly believes itself to be the “real” 
  Alora. However, it has none of the powers or abilities 
  that the elf wizard had. 
     The golem-Alora does not know the password to leave 
  the room, and so is trapped here. There is a 65% chance 
  of finding the golem-Alora “sleeping” in the bed of sec-
  tion E (the golem cannot actually sleep, but will feign it 
  out of boredom), a 25% chance of finding the golem-Al-
  ora awake and sitting in the central chamber of A, and a 
  10% of finding the golem-Alora attempting to conjure a 
  demon into the circle at the center of the room (because 
  the golem lacks the capacity to actually cast magic, these 
  attempts are fruitless). 
    It is very difficult for someone to notice the inhuman 
  qualities of the golem-Alora; the wizard knew her work 
  well. However, careful observation of the golem can 
  prompt a Perception check (DC 22) to notice a strange 
  sheen and peculiar quality about the golem-Alora. Actu-
  ally touching the skin of the golem will prompt a Per-
  ception check (DC 12) to feel that her flesh is definitely 
  not the flesh of a living creature. 
     When the PCs encounter the golem-Alora, it will con-
  front them in the Elvish tongue and demand to know 
  why they have intruded. The golem-Alora wishes to 
  
  17
  leave these chambers, but does not want to admit that it 
  doesn’t know the password to the teleportation system. If 
  it observes the players using the mandala to leave, it will 
  follow in suit. The golem-Alora will make threats and 
  utter curses against the PCs in an effort to force them to 
  retreat, but does not want to actively engage them in a 
  fair fight. It may attempt to kill players if left alone with 
  one of them, or if it can gain some sort of advantage. 
  The golem-Alora does not know many features of the 
  dungeon, but does know the basic story of the Com-
  panions of Castledeep. The golem-Alora is legitimately 
  afraid of an attack from Salfir and believes the other 
  Companions to be allied against it. 
     Treasure: Alora’s spellbook has an etched silver plate 
  cover and yellowish vellum pages. It is written in a 
  strong hand in Elvish. The first several pages of the 
  spellbook describe how each spell is a triumph of the 
  elven spirit over the oppressive forces of religion and 
  superstition. The spellbook contains the following spells: 
  (1st level spells) abundant ammunition, unseen servant, 
  identify, see alignment, sleep, moment of greatness, nega-
  tive reaction, cause fear, longshot, expeditious retreat. (2nd 
  level spells) obscure object, communal protection from evil, 
  glitterdust, web, blood transcription, bestow weapon profi-
  ciency, command undead. (3rd level spells) explosive runes, 
  summon monster III, arcane sight, clairaudience/clairvoy-
  ance, beast shape I, shrink item, (4th level spells) control 
  summoned creature, illusory wall (5th level spells) lesser 
  planar binding.
     The gem in Alora’s hand is the gem that served as a 
  focus for Salfir’s magic jar spell (which ended when she 
  stole the gem, see details for room 31). A Spellcraft 
  check (DC 15) may identify the gem as an empty focus 
  for this spell. The gem is worth 100 gp. 
     The stained glass unicorn is a piece of fine art worth 
  100 gp.
  17. Whispering Cavern [A]
  A huge cavern opens before you, pockmarked with hun-
  dreds of little alcoves, all textured like sea coral. The glow-
  ing fungus forms columns here, like great tree trunks. As 
  you enter, you hear the grit of your footsteps reverberated a 
  dozen times across the chamber. 
     This cavern has a curious natural acoustic feature: every 
  sound within the chamber is echoed back, softly, dozens 
  of times. Words uttered in a normal speaking voice are 
  repeated back softly, as if whispered.
   
  This room is merely a curiosity and devoid of “purpose.” 
  Clever or malicious GMs may use this room as a feature 
  to further the paranoia of characters in the grips of the 
  mindrot fungus. The whispers that they hear could be 
  markedly different from the whispers that their compan-
  ions hear. A PC infected with mindrot might hear plots 
  against his person, as well as veiled or specific threats. 
  This might be misinterpreted as the cavern having specif-
  ic magical effects, allowing them to hear into the minds 
  of his “murderous” companions. A deceptive DM might 
  further this belief by rolling some dice behind his screen 
  or asking for fake dice rolls, which deepens the illusion 
  that something magical is happening in this room. 
  18. Shrine to Gerana  (CR 5) [A]
  This small chamber has obviously worked stone on the 
  ceiling and floor, making them more smooth and square 
  than the natural caverns in the rest of the Pit. White 
  tapestries marked with anvils and broken chains. An altar 
  and lectern stand at the back of the room. A whip sits on 
  the lectern.  
     Behind the lectern is a panel of worked, smooth stone 
  with the words “Suffer no dishonor.  Submit to the lash 
  gladly. In all things be lawful.” 
    A silver embossed door branches off the west side of the 
  room. This room is lit by the ubiquitous glowing green 
  mushrooms.
   
  This room is a shrine to Gerana, the True Arbitress. A 
  Knowledge (religion) or Knowledge (local) check will 
  reveal the following information: (DC 10) The symbol-
  ism of this shrine shows that it is a shrine of Gerana, the 
  goddess of Justice, Valor, and Chivalry. The anvil is the 
  forge upon which all good deeds are cast, and the broken 
  shackles are freedom from chaos and disorder. Clerics 
  and paladins of Gerana often serve as judge, jury and 
  executioner for their local prefectures. (DC 15)  Gerana 
  is a goddess of strict law and goodness. Adherents to Ge-
  rana often carry the goddess’s warhammer, which is used 
  to intimidate criminals into a confession. However, Ger-
  ana strictly forbids the use of torture to elicit confession. 
  (DC 20) Three of Gerana’s tenets are displayed on the 
  wall. They find deceit to be one of the highest crimes; 
  lying about your misdeeds often carries higher penalties 
  than the misdeeds themselves. To this end, followers of 
  Gerana often whip themselves to confess their crimes 
  and be absolved of them. Gerana, as a lawful good deity, 
  asks her followers to be as just in their investigations as 
  possible and eschew material compensation, as it could 
  cloud their judgment. 
  
  18
     The carved stone panel on the wall behind the lectern 
  is a different color and slightly raised from the rest of 
  the wall. It conceals a secret door that leads to room 20, 
  which can be found with a DC 12 Perception check. 
  This door was not intended to truly be secret, but dis-
  creet. 
     The button that will open the carved panel is behind 
  one of the tapestries hanging on the walls. Adventurers 
  looking behind the tapestries will automatically find this 
  button. 
     The altar is aspected towards law and goodness. Any 
  character or appropriate alignment praying to Gerana in 
  front of the altar will receive a bless (as per the spell; CL 
  20th). Any character of opposed alignment praying in 
  front of the altar will receive a bane (as per the spell; CL 
  20th). 
     The altar has a moderate magical aura of conjuration 
  about it. Items placed on the altar for one round will be 
  teleported to room 21. Only items that can fit on the al-
  tar (three feet long, foot and a half wide) will be teleport-
  ed. Living creatures will not be teleported unless they are 
  completely enclosed in inanimate material. Therefore, 
  a halfling sitting on the table will not be affected, but a 
  halfling sitting in a barrel will be. 
     Trap: The silver embossed door leads to room 19. It 
  actually has a prayer to Gerana inscribed minutely in 
  its pattern. It requires a DC 12 Perception to notice the 
  prayer at all, and a DC 29 Perception check to notice the 
  prayer is actually a magical trap. 
     If anybody that is non-lawful or non-neutral (they 
  need not be both) opens the door, they trigger the fol-
  lowing trap:
  ORDER’S WRATH TRAP (CR 5, XP 1,600)
  Type magical; Perception DC 29; Disable Device DC 
  29
  DESCRIPTION
  A thundering sound like a bell being struck reverberates 
  from the door, reverberating through the room. Only 
  non-lawful creatures are harmed by this effect. 
  EFFECTS
  Trigger touch; Reset manual (when the door is closed)
  Effect spell effect (order’s wrath; the trap deals 5d8 dam-
  age to non-lawful creatures (or 10d6 damage to chaotic 
  outsiders).  A successful W-DC 19 Will save will negate 
  half the damage. This trap has no effect on lawful char-
  acters.) 
  Treasure: The lectern contains vellum, ink, quill, and a 
  whip. It is used in Jadus’s religious ceremonies and self-
  flagellation. Investigation of the whip will reveal dried 
  blood crusted on it. It looks well worn.
  19. Rectory (CR 1) [A]
  Three small steps carved into the stone lead up into a 
  small room (about 10’ by 12’). It looks well lived in and 
  comfortable, consisting of a bookshelf, a narrow bed and 
  a writing desk. A round, woven rug sits in the middle 
  of the room. Unlit candles cover the desk. Small glowing 
  mushrooms dripping from the ceiling provide dim illumi-
  nation.
   
  This is the rectory where Sir Jadus lived. He spent his 
  time here in meditation, study, and prayer. 
     Given the tiny size of the mindrot fungus in this room, 
  the lighting is dim. 
     Under the rug is a dead venomous snake. This was let 
  into Sir Jadus’s quarters by Faro but, lacking food and 
  water, it died soon thereafter. 
     Traps: There is a chest under the bed. The chest is 
  locked, requiring a Disable Device (DC 25) check to 
  pick. Picking the lock will spring a Poison Arrow Trap.
     Inside the chest is a note saying, “Thievery is a poison. 
  Gerana the Arbitress need not pursue thieves, as their 
  own venom shall be their undoing. – The Divine Record 
  14:6”
  POISONED ARROW TRAP (CR 1; XP 400)
  Type mechanical; Perception DC 20; Disable Device 
  DC 20
  EFFECTS
  Trigger touch; Reset none
  Effect Atk +10 ranged (1d6 plus greenblood oil)
     Treasure: Investigating the bookshelf yields several 
  very dry religious treatises and texts of local law. Anyone 
  studying these books may add +3 to Knowledge (local) 
  checks relating to laws in the Purple Mountain region. 
  The collection may also be worth up to 100 gp, if you 
  find the right buyer. 
     Also on the bookshelf is a two-foot tall statue of Ge-
  rana. One of her eyes contains a pearl of power that can 
  hold a 1st level spell.
     The writing desk contains wax, a seal with a hammer 
  sigil, incense, and several sheets of vellum. An unsent 
  letter lies open on the table. It reads:
  
  19
  Friar Alorin,
  I finally have the proof that I have been seeking. 
  It was, as I feared, the she-dwarf Bradigant. 
  She has long been the leader of our party, and 
  her turn towards evil saddens me greatly. But, as 
  the Divine Records say, “The hammer knows 
  no mercy.” I have prayed to become more like the 
  hammer, and less like the flesh and blood that I 
  am. I hope that I am being just in my view, but 
  can only trust in Gerana to guide me. 
     I hope to bring the thief back to the city for 
  her trial, but she is tricky and full of guile. If 
  her tongue weaves a falsehood, I shall put her 
  under judgment here and now, by my authority as 
  Inquisitor. As it is written, “Give the thief due 
  punishment, but attack the liar without hesitation. 
  This is the path to paradise.”
  Your servant,
  Jadus, Errant of the Holy Order of the Silver 
  Hammer
  20. Two Gargoyles Riddle (CR 5) [A]
  This small room is dank and broad. The west and east 
  walls both house doors, over which is perched a stone 
  statue in a vaguely diabolic shape, grinning at you with 
  an unmoving face. Water dripping from the ceiling pours 
  into spouts on the back of the statues’ open heads and is-
  sues from their empty mouths, causing a babbling sound 
  to come from both of them. 
     The north wall is covered in tiny hyphae of glowing fun-
  gus.  Just under the fungus is carved the following script: 
  “One path leads to Heaven, the other to Hell. One statue 
  will always tell the truth. One statue will always lie. You 
  may ask one question – and only one – to find which path 
  leads to Heaven.”
  At first glance, this room seems to be the classic “Two 
  Guards” puzzle. Experienced adventurers may recognize 
  it and choose the correct question to ascertain the way 
  forward.
     It is a trick.
     One of the tenets of Sir Jadus’s faith is to attack liars 
  without hesitation. If they choose either the western 
  “truthful” statue or the eastern “deceitful” door, the play-
  ers actually walk into a trap. Only by attacking the “liar” 
  statue will the true way forward open. 
     The “water” that pours through the mouths of either 
  statue is actually a clear magical potion with a strange 
  chemical smell. It radiates an aura of faint enchantment. 
  If drunk, it functions as an elixir of truth. This magic 
  is endemic to this location and these statues. Bottling 
  the water or removing it from the cavern destroys this 
  effect. The potion is also flammable. Characters walking 
  through the doorway will be drenched in the potion, un-
  less proper precautions are taken. 
  Traps: If characters enter either door, they see an unlit 
  35 foot long hallway that terminates in a stone door. 
  Trying to open this stone door will cause the door under 
  the statue to slam shut and lock (DC 30 Strength check 
  or Disable Devices check to open it). On the back of the 
  door under the statue is the phrase, “Give the thief due 
  punishment, but attack the liar without hesitation. This 
  is the path to paradise” painted on it. As the stone door 
  is opened, a fireball trap is triggered centered at the open 
  door. Characters soaked in the potion pouring from the 
  statue’s mouth will continue to burn. 
     A character doused in the flammable potion is allowed 
  a DC 20 Reflex save every round to try and extinguish 
  himself or suffer 1d6 damage. A character’s equipment 
  Purple Duck Note: If you are unfamiliar with the two 
  guards puzzle, the easiest question to determine the iden-
  tity of the liar and the truthful gargoyle is, “Would the 
  other gargoyle tell me that this door leads to Heaven?”
     The gargoyles, true to form, are enchanted to speak 
  the answer to just one question. The gargoyle on the west 
  wall will speak the “truth” whereas the one on the east 
  wall will speak “lies.” If solved in the traditional means, 
  the gargoyles will say that the “correct” path is the west 
  door. 
     If the characters can divine the true path forward, the 
  gargoyles can actually be a secret benefit to them.    The 
  truthful gargoyle will answer any question about the 
  dungeon or the past of the Companions truthfully (his 
  only flaw is his answer for the safe way forward - other-
  wise his answers are factual).
  
  20
  and clothing take the same damage that a character 
  takes. 
     If the statue over the eastern “lying” door suffers dam-
  age, a secret door (DC 30 Perception check) will open, 
  revealing downward stairs and safe passage forward into 
  room 21.
  FIREBALL TRAP (CR 5; XP 1,600)
  Type magic; Perception DC 28; Disable Device DC 28
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (fireball, 6d6 fire damage, DC 14 Re-
  flex save for half damage); multiple targets (all targets in 
  a 20-ft.-radius burst)
  21. Offering Room (CR 5) [A]
  The steps lead you down into a medium sized square 
  room. The room glints in the dull green light of the fungus 
  - it is full of treasure. Small piles of coins - some quite old 
  or greenish looking - minor gems, and tarnished silver 
  dishes lie in small heaps on the floor. 
     On the opposite wall from the stairs, an open door 
  under a bas relief leads into the next room. The bas relief 
  depicts a beautiful, warhammer-wielding woman and a 
  set of scales. A heart is depicted on one of the scales and a 
  feather on the other.
  This room is where things placed on the altar in room 18 
  are teleported. The room was designed to keep the offer-
  ings forever, so the priests of Ad would not know greed 
  and exploit their followers. 
     Traps: The last five stairs down into the offering room 
  are scales, which weigh the character. Each step they 
  take clicks audibly—to no apparent effect. However, if a 
  character attempts to leave the room (either through the 
  door or back up the stairs) and their weight has changed 
  whatsoever (even a single coin of weight difference will 
  set off the trap), a fireball trap is sprung. The fireball eas-
  ily engulfs the entire room, scorching the other charac-
  ters within the room.
     If the characters are still covered in the oil from earlier, 
  a similar effect to room 20 will occur, with the characters 
  and their equipment catching fire.  
     Because each of the five last steps act as weights, it is 
  very difficult to bypass them normally. It requires a DC 
  26 Acrobatics check is required to get past them without 
  putting any pressure on any of the stairs. Teleport effects 
  will also allow them to escape the room. However, the 
  altar’s teleportation effects only allow for teleportation 
  into the room, not out of it. 
     Certain items such as a bag of holding or spells such as 
  floating disc may bypass this trap. Given the PC’s op-
  tions, the CR for this room is lowered. 
  FIREBALL TRAP (CR 5; XP 1,600)
  Type magic; Perception DC 28; Disable Device DC 28
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (fireball, 6d6 fire damage, DC 14 Re-
  flex save for half damage); multiple targets (all targets in 
  a 20-ft.-radius burst)
  Treasure: This room holds the offerings that Sir Ja-
  dus made to Gerana, including all coin retrieved from 
  criminals that Sir Jadus brought down. Priests of Gerana 
  will often offer ill-gotten goods to their goddess so that 
  no one can say they pursue justice for any cause other 
  than justice itself. Within the room is a total of 100 gold 
  pieces of commonly traded coins, 50 antique coins that 
  can be sold for 2 gp each (for a total of 100 gp), 50 gp 
  worth of agate and emeralds, and 50 gp worth of silver 
  cups and plates (which were used as offering trays). GMs 
  should endeavor to make the antique coins fit into your 
  own campaign setting, making their find something 
  remarkable. 
  22. Archway of Confession (CR 5) [A]
  A short hallway about 12 feet long opens in front of you. 
  The hallway is very narrow, allowing only single file. The 
  hallway ends in a very small archway, on top of which 
  a stone carving of a demonic creature reaching down 
  past the arch is perched. The arch is so small that anyone 
  shorter than three and a half feet tall are compelled to get 
  down on their hands and knees and crawl through the 
  arch and under its disturbing stone creature.
   
  Traps: The arch at the end of this hallway has a trap. 
  When characters approach within five feet of it, a voice 
  within the demonic statue says the following: “Those 
  who wish to approach the holy catacombs must first be 
  cleansed of all crimes. Confess and repent with blood.”
     To pass the trap unmolested, a character must first a) 
  say a true confession of an evil or unlawful action they 
  have done within their lives and b) willfully self-harm.
  The statue will detect lies or half-truths. A confession 
  must be wholly true to be acceptable as a confession. 
     Per self-harm, the whip in room 18 is ideal for this, as 
  it will only do 1d3 hp damage. However, cutting your 
  hand with a knife, smashing your face with a rock, or 
  anything else that causes hp damage will also be appro-
  
  21
  priate. 
     Those that fail to perform one or both actions suffer 
  the effects of a symbol of death as they pass under the 
  statue. A character with the trapfinding class feature may 
  detect the presence of this spell with a Perception check 
  (DC 33). Once found, they may attempt to disable 
  it with a Disable Device check (DC 33). Though the 
  symbol of death is an 8th level spell and would normally 
  provide a higher CR rating to this encounter, the PCs 
  are given adequate opportunity to bypass this trap. The 
  CR rating has been adjusted accordingly. 
     This hallway has no mindrot fungus in it and therefore 
  has no illumination. 
  SyMBOL OF DEATH TRAP (CR 5; XP 1,600)
  Type magic; Perception DC 34; Disable Device DC 34
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (symbol of death); multiple targets (one 
  of more targets within 60 ft.)
  23. Incomplete Ossuary [A/B]
  This unlit, domed room is filled with cobwebs and an 
  eerie silence. This room appears to be an ossuary - stuck 
  in the wall are designs made of skulls and bones. Many of 
  the designs are incomplete, however, giving a half-finished 
  and empty feeling to the room.
     Water leaks from the walls down into a grate in the 
  middle of the room. 
     A stone coffin stands upright against the rounded wall. 
  Crudely carven letters read: “Here lies Sir Jadus, Inquisi-
  tor of Gerana, Errant of Lady Arbitress, etc. etc.”
   
  This catacomb is constructed of the bones of various 
  villains that Sir Jadus put to death. Only ten bodies 
  currently are interred here, making the designs he had 
  planned yet incomplete. 
     The stone coffin is a false front. The coffin requires a 
  DC 20 Strength check to pry open. Sir Jadus is not in-
  side. Rather, the coffin houses a spiral staircase that leads 
  down to room 24, where Sir Jadus is actually interred. 
     The grate in the middle of the room may be pried up 
  with a DC 20 Strength check. It leads down to room 5. 
     This room has no mindrot fungus in it and therefore 
  has no illumination. 
  24. Tomb of Sir Jadus (CR 5) [B]
  The spiral staircase winds down into long, narrow cham-
  ber. The darkness here feels oppressive. 
     This room is very damp. Water trickles down the north 
  and west walls, making them very wet. This falling water 
  has caused a partial cave-in in the northwest corner. 
     The west wall holds a long table covered in skulls in 
  various states of decay. They were, apparently, being pre-
  pared for the ossuary above. 
     In the center of the room is a stone table, on which a 
  partially desiccated corpse lies prone. The corpse is of a 
  human male in red robes and a rusted chain shirt. His 
  hands are crossed over a silver warhammer.
   
  Sir Jadus retreated to his sanctuary after he attacked 
  Bradigant and suffered a brief moment of clarity. For his 
  transgression, he was compelled to kill himself. A search 
  of the room will find the small sacrificial knife he used in 
  the rubble in the northwest corner. The sacrificial dagger 
  is not magical, but is ornately decorated and ideal for use 
  in religious rituals. 
     However, Sir Jadus returned as a mummy from death 
  to protect the sanctuary from intruders - such as the 
  player characters. Sir Jadus’s return as a mummy is more 
  or less a “natural’ occurrence; he was not transformed 
  into a mummy by the normal methods. Sir Jadus’s will 
  in the afterlife allowed him to return to his body and seal 
  his flesh against decay with holy magic. 
  Creatures: This is the final resting place of Sir Jadus. He 
  lies on the table as a mummy. When adventurers enter 
  the room, the mummy of Sir Jadus will rise, call them 
  transgressors, and attack!
  MUMMy (CR 5, XP 1,600)
  hp 60; see Appendix III
  Melee +1 warhammer of fugitive bane +15 (1d8+10 plus 
  mummy rot)
  Treasure: The mummy is wielding a +1 warhammer of 
  fugitive bane. It has the same stats as a warhammer, but 
  against fugitives and escaped criminals, it provides a +2 
  to-hit bonus and does +2d6 damage.
  
  22
  25. Dusty Cavern (CR 4) [D]
  An unremarkable cavern opens before you. The fungus’s 
  soft glow illuminates a dusty floor and strangely smooth 
  ceiling. Otherwise, the cavern is empty.
  This cavern is 20’ by 15’ with an 8’ ceiling. It holds the 
  secret entryway to Salfir’s section of the dungeon. If any 
  spell is cast within the cavern, a door opens in the ceiling 
  revealing a vertical shaft. Otherwise finding this door 
  requires a Perception check (DC 20). The door is a stone 
  door and obeys the same rules for breaking or forcing a 
  door of that type.
    Entrance into Salfir’s chambers requires that the charac-
  ters climb the stone walls of the shaft (Climb DC 15) or 
  Fly/Levitate upwards. The vertical shaft to Salfir’s cham-
  bers has a diameter of about 10’ and is 35’ long, ending 
  at room 26.
  Trap: The shaft contains the following trap: 
  DAzING TRAP (CR 4, XP 1,200)
  Type magical; Perception DC 29; Disable Device DC 
  29
  EFFECTS
  Trigger proximity (alarm); Reset automatic 
  Effect spell effect (heightened daze monster; W-DC 19); 
  multiple targets (all targets in a 40-ft.-radius burst)
   
  Anybody not of draconic lineage (such as a sorcerer 
  with the draconic bloodline) going 20’ up the passage 
  activates the trap, which affects the entire shaft. Climb-
  ing adventurers affected by daze immediately fall, taking 
  damage as normal. (For rules on things like climbing, 
  catching falling climbers, etc. refer to the Pathfinder Core 
  Rulebook). 
   
  26. The Chambers of Salfir Jabar (CR 5) [D]
  This small, unlit, circular cavern has been well-worked. 
  The sides of the cavern have been polished and black-
  ened, as if by fire. The ceiling has even been cleared of 
  the strange glowing mushrooms and smoothed out. Six 
  columns of a white stone - different than the other stone of 
  this dungeon - stand floor to ceiling in a circle in the cen-
  ter of this room. A throne made of various assorted bones 
  sits in the center of the circle.
     Several green tropical plants are clustered around the 
  room, as well as several heaps of cushions and beautifully 
  woven rugs. This room still has the faint smell of perfumes. 
     Two unlit winding tunnels of unpolished stone are 
  located in the north wall. A large sealed stone door with 
  writing in Draconic sits in the east wall.
   
  The columns and throne are both pieces of art that Salfir 
  enjoyed. Neither are functional. 
     The throne of bone is a piece of art. Upon each bone 
  is inscribed the name of a different member of the Jabar 
  line, stretching back to an ancient blue dragon named 
  Kalim. If characters closely inspect the throne, they will 
  notice that it is about as sturdy as if it were made of 
  matchsticks. Sitting on the throne will cause it to col-
  lapse. 
     The plants in this room are not living plants at all; 
  there is no sun for them to grow. They are cleverly made 
  of silk. 
     The pillows and rugs thrown about the room are com-
  fortable. This is where Safir often slept. They are other-
  wise unremarkable. 
     This area is devoid of the mindrot fungus and, as such, 
  is unlit.
  Traps: The sealed door in this room is locked with the 
  spell arcane lock. A script in Draconic translates to “Sutra 
  of Shankhil 7:7.” A Knowledge (religion) (DC 15) check 
  knows the often repeated verse from this sutra: “Knock 
  and the door shall be opened.” Characters from the same 
  far-off desert region of Salfir Jabar need only succeed at 
  a DC of 10 for the same check. This is in reference to 
  the fact that a knock spell will open a door sealed with 
  an arcane lock. However, it is also a warning: the door is 
  trapped. Touching the door activates the following trap:
  WIzARD-BANE MIST (CR 5, XP 1,600)
  Type mechanical; Perception DC 15; Disable Device 
  DC 15
  EFFECTS
  
  23
  Trigger touch; Duration 1 round; Reset repair
  Effect poison gas (inhaled; gasified id moss); multiple 
  targets (All targets within 20 ft.)
  Treasure: The six columns are not load-bearing. In fact, 
  they are just standing in the middle of the room, uncon-
  nected to the ceiling. They can be moved if characters 
  pass a Strength check (DC 25). The columns are sal-
  vaged from the ancient temple of the Wind of Jewels, an 
  air elemental lord from before The Calling, and can be 
  clearly shown to be much older than the rest of the dun-
  geon with a Knowledge (engineering) check (DC 12). It 
  requires a Knowledge (history) (DC 15) check to realize 
  that the columns are probably salvaged from a historical 
  site and represent significant value. The set of columns 
  could be worth 1,000 gp, if the characters can extract 
  them safely from the dungeon.
  27. The Bound Janni [D]
  There is a small chamber behind the door, roughly 5’ by 
  5’. It is unlit and roughly cut. A large rug, rolled tightly 
  and bound with a cord, sits on the ground unceremoni-
  ously.
   
  This room contains a rug, inside of which is a janni 
  named Kolot, who was bound there willingly with spells 
  by Salfir. 
  KOLOT, JANNI (CR 4, 1,200 XP)
  hp 39; see Appendix III
  Kolot owed Salfir Jabar a great debt, and willingly served 
  him as a wise and fair counselor. The spells that bound 
  him to the rug were set there for his own protection 
  against Salfir’s supposed rivals. However, with Salfir’s 
  death, Kolot remains trapped in a protective cage with 
  no way to escape. 
  Traps: The rug is set with a glyph of warding. Only 
  those with draconic type can bypass the glyph without 
  disabling or dispelling it. If tampered with without the 
  proper precautions or the proper blood, the blast glyph 
  will explode, dealing 4d8 damage to the character and all 
  those within 5 ft of him or her. 
     If the glyph of warding is bypassed and the rug un-
  furled, Kolot will be released from the rug and appear 
  before the characters. He thanks them for releasing him 
  and will attempt to plane shift to his home plane, having 
  sensed Salfir’s death several weeks ago. As thanks for re-
  leasing him, however, he will grant the players one favor. 
     As a janni, Kolot certainly has no wish granting capa-
  bilities. He will use his magical powers for the benefit of 
  the characters, however, or join them in a single battle. 
  He will not willingly adventure with them for an ex-
  tended period. 
     His greatest use might be advice, however. Kolot 
  served Salfir as a counselor and was privy to most of the 
  happenings of the Companions. He knows how they 
  descended into the Pit and slowly turned against each 
  other. He knows that Sir Jadus and Bradigant first came 
  to blows, with Bradigant defeating Sir Jadus. He knows 
  that his master Salfir greatly feared Alora and knows that 
  their rivalry existed before coming to the Pit. He does 
  not know precisely how Salfir died, but could realistically 
  reconstruct the scenario if he is given all the information. 
  Kolot has never succumbed to the mindrot fungus and 
  has been mostly shielded from its effects by the spells in 
  which he was kept. He has the presence of mind to think 
  that the Pit itself had some effect on the Companions.
     Adventurers who attempt to bar Kolot from plane 
  shifting home will immediately cause him to become un-
  friendly, if not downright hostile. Extortion and bullying 
  the janni will cause him to give poor advice that could 
  send them directly into traps. He doubts his ability to 
  defeat the PCs in open combat, and will try to avoid it if 
  possible. 
     Kolot appears to be a human with ruddy skin of 
  indeterminate age; he has a youthful face, but an ageless 
  quality in his eyes. He has a long, well-oiled beard that 
  falls to his chest and a gap in his teeth. He wears a round 
  hat of felt and a red robe, gilded about the edges, that 
  falls to his feet. 
  Purple Duck Note: Depending on what campaign world 
  you are using this encounter could be quite different. In 
  the default setting for Purple Duck Games, elementals and 
  elemental-kin including djinn-spawn are generally viewed 
  with strong negativity if not outright hostility. This is be-
  cause the Elemental Lords used to enslave much of the world 
  before the calling. In our playtest, the Janni was dealt with 
  harshly.
  28. A Foul Odor [D]
  This path is dark, having no fungus to light it. As you 
  travel down this winding pathway, an acrid stench like 
  rotting eggs fills your nostrils. 
  The fumes from room 29 leech into this winding cor-
  ridor. It serves as a warning against player’s moving 
  further. Any torches or open flame that the characters 
  
  24
  carry down this corridor sputter and hiss.  A Knowledge 
  (dungeoneering) check (DC 24) is needed to identify the 
  scent as being the fumes of rotting dragon eggs. 
     This area is devoid of the mindrot fungus and, as such, 
  is unlit. 
  29. Hatching Pit (CR 2) [D]
  As you enter this low, unlit cavern chamber, a pungent 
  smell akin to rotting eggs overwhelms your senses. Your eyes 
  water at the revolting scent. 
     Several large, broken, mottled eggshells lay on the 
  ground, which is splattered with dried blood and a yellow-
  ish crust. Inside one of the eggshells is a small, blue-hued, 
  dead dragon. It appears to have not survived hatching.
   
  Salfir rescued three blue dragon eggs and kept them in 
  this chamber, tending them and waiting for them to 
  hatch. Two hatched healthy while the third died. The egg 
  shells are broken, but characters may correctly guess that 
  about three eggs once dwelt here. The dead hatchling 
  will allow the characters to identify these eggs as being 
  blue dragon eggs. 
  Traps: These rotting eggs produce a powerful stench. It 
  is unpleasant, but not poisonous to breathe. It is, how-
  ever, fairly flammable. During the first round the players 
  arrive, any sources of open flame (such as torches) imme-
  diately begin to flare, sputter, and hiss. The next round, 
  if the player’s remain in this room, any sources of open 
  flame explode, as if they were fireballs cast by a sixth level 
  wizard (dealing 6d6 fire damage in a 20-ft-radius spread, 
  (R-DC 18) save for half damage). Bypassing this obstacle 
  counts as a CR 4 award (1,200 XP).
  Purple Duck Note: For an alternative to this trap you 
  could use the two of the dragon cuckoos found Appendix II 
  and pictured to the top right.
  30. A Dead Dragon [D]
  This chamber is round and unlit. A dragon, about the size 
  of a young human, lies unmoving on its side in the middle 
  of the chamber. At the far end of the chamber is a lump of 
  unformed, multi-colored wax.
   
  After the Companions became enemies, Alora made a 
  bid against Salfir. Sensing Alora nearby, Salfir used the 
  magic jar spell to switch his soul into one of the twin 
  blue dragons he was raising. In the form of this blue 
  dragon, he made war against one of Alora’s wax golems. 
  Meanwhile, Alora herself snuck into room 31, stole the 
  gem that housed the dragon’s soul and performed a coup 
  de grace on Salfir’s body. When the spell ended, the fo-
  cus of the spell was too far away from the dragon’s body, 
  so it could not return. Thus, the dragon died. The focus 
  of the magic jar spell that Alora stole can be found on 
  Alora’s body in room 16. 
     The wax lump in this room is all that remains of the 
  wax golem that Alora used in her attack against Salfir. 
  Treasure: The dragon’s corpse may be harvested by the 
  PCs, but it has been decomposing for over two months. 
  It is up to the DM how much of the dragon can be legit-
  imately harvested. Assume the wyrmling could typically 
  be worth 800 gp in alchemical and crafting reagents if 
  sold to the proper buyer. The DM may call for a Survival 
  or Craft (alchemy) check (DC 20) to harvest the useful 
  and non-decomposed parts of the wyrmling, with the 
  percentage of the total value for the dragon fluctuating 
  based on how well the check succeeded. If the PCs wish 
  to use the dragon’s body for their own crafts, keep in 
  mind the dragon is only about as large as a dwarf. There 
  is only enough dragonscales to make armor for a Small 
  creature. 
  
  25
  31. The Body of Salfir [C]
  This large chamber is unlit and very uneven. The terrible 
  stench of rot fills this room. It is full of craggy pits and 
  jutting stalagmites. There is the sound of falling water as 
  water dripping from the ceiling fills some of the pits with 
  very shallow pools. 
     In one of these pits, you come upon the body of a human 
  lying face down. 
     In the northwest corner of this room, it looks as if a 
  tunnel has been bored into the ceiling. It is about wide 
  enough for a human to comfortably climb up into.
   
  The body of Salfir is in this chamber, slain by Alora 
  while his soul was in the blue dragon in room 30. He is 
  clothed in the garb customary to the far-off desert land 
  from which he hails, with a light blue tunic, a turban, 
  and silvery silk pants. The turban is soaked in dried 
  blood as Alora struck him in his head with a heavy rock, 
  which also lies nearby. Salfir’s face had been clean shaven 
  and handsome, but is now two months decomposed. His 
  body has been looted by the remaining live dragon, and 
  is free of any valuables. 
     The tunnel that goes up into the ceiling was made 
  by the burrowing blue dragon. It has enough space for 
  a Medium sized creature to comfortably climb into it, 
  though any larger creatures have difficulty fitting. As-
  cending the tunnel requires a Climbing check (DC 15). 
  32. Sandfall [C]
  This expansive cavern is unlit and full of strange, sandy 
  hills and dunes. The stone here is reddish. Pools of shallow 
  water lie scattered about the floor, reflecting the stalactites 
  of the ceiling high above.
     The far wall is a high rock face, over which slowly trick-
  les a cascade of sand - like an earthen waterfall. The cliff’s 
  shelf retreats back out of sight.
   
  A Knowledge (nature) (DC 15) check reveals that this 
  cavern was carved out by an underground lake. Char-
  acters who succeed in such a check find the presence of 
  sand here to be quite strange. The young dragon Evango 
  (who sits on the shelf of the cliff, in room 33) trans-
  formed the water of this room to sand.  
     The cliff face at the back of the cavern has plenty of 
  rocky handholds, necessitating a Climb (DC 15) check 
  to navigate up the cliff. The cliff face is about 80’ high. 
  33. The Dragon’s Lair (CR 5) [C]
  As you crest the cliff, you find that the cliff shelf stretches 
  back about 60 feet. This low, unlit sandy chamber smells 
  like a summer storm. Your hair rises and stands on end, as 
  if an electric current was nearby. 
     A shallow, dark pool covers most this room. In the mid-
  dle of the pool is an island of grey sand, on top of which a 
  blue dragon, about the size of a halfling, is curled.
    
  This area is devoid of the mindrot fungus and, as such, is 
  unlit. 
  Creatures: One of the dragons hatched in room 29 has 
  tunneled into this room and made a lair. The dragon was 
  named “Evango” by Salfir, but he has never quite liked 
  the name. 
  BLUE DRAGON, WyRMLING (CR 5, XP 1,600)
  hp 45; see Appendix I
  Evango has dwelt here for the past few months, surviv-
  ing off the blind fish that swim around the underground 
  pool. He is bored in this cave, but caution causes him 
  to remain. Salfir had warned him that his companions 
  would do him ill if they discovered his existence, a fact 
  solidified in Evango’s mind by Alora’s murder of Salfir 
  and Evango’s twin brother. Evango wishes to leave the 
  cavern and will try and use the PCs to accomplish this. 
  Evango is evil by nature and will resort to any manner of 
  false promises, threats or extortion to try and gain safe 
  passage from the Pit. Additionally, Evango would love 
  to devour the PCs, detesting his continual diet of blind 
  fish. However, he is unsure of his power compared to the 
  player characters and does not want to risk a head-on 
  confrontation. If Evango sees an opportunity to harm 
  the PCs through deceit and trickery, he will seize upon 
  it. 
     If Evango does battle with the player characters in 
  his own den, he will use his breath weapon against any 
  characters standing in the water. The electricity will be 
  conducted to all others in the pool, for 1d6 electricity 
  damage. Conducted electricity damage hits automatical-
  ly, with no saving throw. Evango will attempt to knock 
  characters off of the cliff face into room 32, which would 
  prompt them to take falling damage. If Evango feels as if 
  he is losing, he will attempt to retreat by burrowing into 
  the sand. 
  
  26
  Evango, Blue Wyrmling
  
  27
  Treasure: The dragon sits on a small hoard of treasure, 
  lightly buried under sand. All precious goods that the 
  dragon could harvest from Salfir’s quarters and Salfir’s 
  body are piled beneath him on an island constructed 
  with his desert thirst power. These goods consist of about 
  103 gp in coins from various lands, a silver shortsword, a 
  potion of endure elements, and the gemseed of the oasis (see 
  Appendix IV) in an oiled leather bg. 
  34. Trapped Corridor (CR 3) [A]
  The passageway here has a low ceiling covered in the glow-
  ing fungus and a sandy floor.
  Traps: This U-shaped passage contains a camouflaged pit 
  trap. If the PCs have not gotten into the habit of check-
  ing the corridors of the dungeon, they will blunder into 
  it. 
     This trap will drop adventurers into room 5. 
  CAMOUFLAGED PIT TRAP (CR 3; 800 XP)
  Type mechanical; Perception DC 25; Disable Device 
  DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Re-
  flex avoids; multiple targets (all targets in a 10-ft.-square 
  area)
  35. A False Door? [A]
  Along this cavern passage, an iron door stands fitted into 
  the stone wall. 
  This door nominally leads to the quarters of Bradigant 
  Battleroarer. However, Bradigant has placed her quarters 
  deeper within the Pit than any other Companion. The 
  passage to Bradigant’s quarters is only accessible by way 
  of an elevator room (room 36) behind this door, which 
  is attached to room 37 and not this door when first 
  encountered. 
     To summon room 36, a button hidden in the rocky 
  face of the corridor near the door must be pressed. The 
  button is practically indistinguishable from the wall, and 
  necessitates a Perception check (DC 25) to find if the 
  players are actively searching for such a switch. When 
  the PCs press this switch, they hear a distant grinding 
  noise followed by a soft “thump” as the room moves into 
  position. The iron door may now be opened safely. 
     The mechanism of the door cannot be opened without 
  room 36 connecting to it. A Disable Device (DC 14) 
  check will reveal the door is not locked, but the mecha-
  nism to open it is missing. If the iron door is broken, 
  the PCs find a vertical shaft that drops 100’ down. The 
  shaft terminates on what is the other side of the ceil-
  ing of room 36. Characters trapped in the shaft when 
  room 36 moves up into position to adjoin room 35 take 
  10d8 crushing damage unless door to room 35 is open, 
  in which case they may leap into room 25 with a Reflex 
  save (DC 14). 
  36. The Elevator Room (CR 7) [A/C]
  Though the ceiling remains rough and full of the illu-
  minating fungus, the walls and floors of this rectangular 
  room are smooth and polished. An iron door sits on the far 
  eastern wall. The room is about 20’ wide and 25’ long.
     There are three levers in this room: one near the door on 
  the east wall, one on the south wall and one on the north 
  wall.
   
  Bradigant, when she sealed herself within her quarters, 
  layered several traps in this room to deter the other 
  Companions. This is a sliding room which moves be-
  tween room 35 and 37. The door on the east wall opens 
  onto solid stone if this room is not adjoining room 37. 
  The stone is solid for the next several miles, and destroy-
  ing the stone wall could jam the elevator mechanism 
  that causes this room to rise and fall.
  Traps: There is a covered camouflage pit trap in the 
  center of the room. Around the edge of the pit is a 5’ 
  lip.  The trap is 10’ wide, 15’ long and 30’ deep. The 
  west wall of the pit has handholds etched into its west 
  wall allowing easy entry and exit from the pit, once it is 
  uncovered. 
  CAMOUFLAGED PIT TRAP (CR 3; 800 XP)
  Type mechanical; Perception DC 25; Disable Device 
  DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Re-
  flex avoids; multiple targets (all targets in a 10-ft.-square 
  area)
  The three levers are red herrings. Pulling the lever on the 
  north wall activates an electricity arc trap that originates 
  on the south wall (near the other lever) and arcs from 
  north to south, attacking both the person who pulled 
  the lever as well as anybody near the lever on the south 
  
  28
  wall. Pulling the lever on the south wall activates a fire-
  ball trap, with a 20’ burst originating at the north wall, 
  which reaches both sides of the room. Players with the 
  trapfinding class feature who investigate the levers for 
  traps and succeed on their Perception checks may notice 
  the trapping mechanisms, but can also tell levers nearest 
  them are not connected to them. Both the fireball and 
  electricity arc trap reset themselves after five rounds. The 
  lever on the east wall near the door does nothing.
  ELECTRICITy ARC TRAP (CR 5; XP 1,600)
  Type mechanical; Perception DC 25; Disable Device 
  DC 20
  EFFECTS
  Trigger touch; Reset 5 rounds
  Effect electricity arc (4d6 electricity damage, DC 20 
  Reflex save for half damage); multiple targets (all targets 
  in a 30-ft. line)
  FIREBALL TRAP (CR 6; XP 2,400)
  Type magic; Perception DC 28; Disable Device DC 28
  EFFECTS
  Trigger proximity (alarm); Reset 5 rounds
  Effect spell effect (fireball, 6d6 fire damage, DC 14 Re-
  flex save for half damage); multiple targets (all targets in 
  a 20-ft.-radius burst)
     Suffering damage from either the electricity arc or the 
  fireball trap could cause the characters to step backwards 
  in pain, perhaps stumbling into either pit trap. Have 
  each damaged character make a Fortitude save (DC 24). 
  If they fail, the character is knocked into the pit. 
     Inside the pit is a secret switch, which can be found 
  with a Perception check (DC 15). By activating this 
  switch, this room slides from room 35 to room 37. Both 
  doors in this room slam shut during the transit, if they 
  are not already closed. The characters hear a grinding 
  noise and have a vague sense of vibration, followed by a 
  soft “thump” as the room reaches the other side. 
  37. Mine Entrance [C]
  This room is unlit. A craggy, gravel-strewn floor spreads 
  before you for about 15’ and then sharply declines, sloping 
  down into darkness. 
     There are a few stone tools littering the floor here: a 
  stone axe, stone spade, and stone mattock lay scattered 
  about. An empty wooden cart lies on its side. 
     You notice that the walls of this cavern are deeply 
  scarred. This place was obviously being mined. The area is 
  fairly stripped. 
     An iron door sits in the northern wall. It has the likeness 
  of a dwarf in the center of it. Its open mouth appears to be 
  a keyhole.
   
  The stone tools here are not ancient. They were made 
  by Bradigant in the past year to aid her mining of the 
  magnetized ore found in this mine. They are still sharp 
  and serviceable. 
     The iron door actually is a mechanism to call room 39, 
  an elevator room. It appears to be locked when checked, 
  and its mechanisms will not allow it to open while room 
  39 is not in position. If the door is broken, they find 
  a 100’ vertical shaft that terminates in a stone ceiling, 
  which is the underside of room 39. If the key from room 
  42 is inserted into the keyhole, a rumbling sound is 
  heard as the elevator room moves into place. The door 
  may then be opened, leading to room 39. 
     If the iron key is used on the door when room 39 is 
  adjoining to this room, the elevator room will be dis-
  missed and retract. This will reset the iron door to its 
  inoperable state. 
     There is a secret door in the stone of the south wall 
  that leads to room 38. It is a Perception check (DC 15) 
  to find this room - it is not particularly well hidden; Bra-
  digant actually wanted the others to find this room and 
  fall victim to the traps inside of it. 
    The floor begins sloping towards room 39, but it is not 
  a dangerous descent. 
  38. Hallway of Doom (CR 7)
  A hallway dimly lit by fungus stretches out about 50’ in 
  front of you. The ceiling here is shallow, only about 6’ 
  high. A lever protrudes from a wall nearby, to the left of 
  the entrance. At the end of the hallway, an open doorway 
  reveals an unlit room that seems to be only about 10’ by 
  10’. On the back wall of this small room, you can see by 
  the dim illumination from the hallway, a carven dwarf 
  head looms out of the wall.
   
  
  29
  Traps: There are several hazards in this room. About 10’ 
  into the hallway, there is a camouflaged pit trap. This pit 
  is 10’ long, 10’ wide (taking up the entire breadth of the 
  hallway) and 30’ deep. There is about a foot of water at 
  the bottom of his pit. 
  CAMOUFLAGED PIT TRAP (CR 3; 800 XP)
  Type mechanical; Perception DC 25; Disable Device 
  DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Re-
  flex avoids; multiple targets (all targets in a 10-ft.-square 
  area)
     Immediately past the pit trap, however, is a wall of 
  force (CL 9th). Characters who attempt to leap the pit 
  trap will smash into the invisible wall fall backwards, ac-
  tivating the camouflaged pit trap. PCs who throw things 
  across the pit will notice them bouncing off the invisible 
  wall of force. Treat the wall of force as an invisible object 
  for the purposes of noticing it; a Perception (DC 40) 
  check will allow the PCs to spot the wall, and glitterdust 
  will outline it.  
     If the lever is pulled, a voice booms out from the stone 
  dwarf head in the room at the end of the hall. The statue 
  asks the following riddle: 
  “My house is not quiet, yet I am not loud
  I am swifter and stronger
  Yet my house shall live longer
  Though I might rest, my house ever runs
  Should I leave it, I would surely die
  Name me and my house.”
  The correct answer is: a fish in a river. If the riddle is 
  correctly answered aloud by the players, the head will 
  say “correct,” and fall silent. The invisible wall will then 
  disappear, allowing characters to leap over the pit trap. 
     If the riddle is answered incorrectly, the statue at the 
  back of the hall casts summon monster v, which teleports 
  3 Medium air elementals near the PCs. The summon 
  monster spell is cast each time an incorrect answer is 
  given. 
  Purple Duck Note: GMs have different prefer-
  ences when it comes riddles in dungeons. Some 
  GMs prefer the players to work out the riddle 
  on their own, without access to their character’s 
  abilities. Other GMs wish to give some manner 
  of bonus to particularly intelligent or wise charac-
  ters. After all, the fighter gains a tangible in-game 
  benefit for his enormous physical scores; how is a 
  riddle a particularly different challenge? 
     There are a variety of techniques to try and 
  balance the disparity of in-character vs. out-of-
  character puzzle solving: perhaps characters gain a 
  variety of clues based on their Intelligence modi-
  fiers, perhaps characters with higher Intelligence 
  scores may get a “do-over” with wrong answer. 
  Whatever your personal preference, we recom-
  mend you not allow players to convince you to 
  reduce riddles to a pure “roll and guess the correct 
  answers” scenario. You should not let the dice give 
  your players knowledge that allows them to bypass 
  the riddle puzzle.
  SUMMONED ELEMENTALS (CR 6, XP 2,400)
  hp 30; see Appendix III
  Creatures: As soon as a character enters the room at the 
  end of the hall, a gray ooze drops on them from above. 
  OOzE, GRAy (CR 4, XP 1,200)
  hp 50; See Appendix III
  The ooze hides in the ceiling, above the line of sight 
  of the PCs. Even when they get to the small room, the 
  ooze’s transparency makes it difficult to spot (Perception 
  DC 15). 
     Except for the ooze, the room at the end of the hall is 
  entirely unremarkable. The dwarf statue is firmly at-
  tached to the back wall; it is the source of the wall of 
  force and summon monster traps. This hallway is, in 
  essence, purely a dangerous decoy. 
  
  30
  39. Bradigant’s Room [C]
  Though made of the same stone as the rest of this dun-
  geon, the stone of this room is meticulously carved and 
  smoothed, to an almost perfect square. A few, very small 
  droplets of glowing fungus have begun to grow on the ceil-
  ing here. They offer almost no illumination, but twinkle 
  like stars on the ceiling. 
     There is a lever on the south wall, near the entrance. 
     In the center of the room, a small dais is raised. On top 
  of the dais is a bronze brazier, filled with unlit coals. 
     A cloudy mirror hangs on the north wall. 
     A thin disc of wood hangs on the east wall. Several darts 
  protrude from the disc, onto which is chalked several rings 
  and demarcations of points. 
     A stone platform, on top of which a mattress is laid, 
  runs parallel with the east wall. Rough bedding materi-
  als cover the mattress. A trunk sits at the foot of the stone 
  platform.
     A low wooden altar with a dozen almost shapeless hu-
  manoid statues of various sizes sits in the northwest corner 
  of the room.
  This room is an elevator room. When the door in room 
  37 is closed and locked, this room retreats up into a re-
  cess inside the mountain. When the door in room 37 is 
  unlocked with the appropriate key (found in room 42), 
  this room will descend and become adjacent to room 37. 
  If this room retracted, the lever near the door will bring 
  the room adjacent to room 37. If the room is already 
  adjacent to room 37, the lever will not function. 
     The brazier on the dais may be lit for light and 
  warmth. It has no special purpose. 
     The mirror on the north wall is a poor quality mir-
  ror, though mirrors of a significant quality or value are 
  difficult to find in this region. Bradigant was happy to 
  have a mirror in which to gaze at herself and observe her 
  disguises, when they were necessary. 
     The disc and darts on the east wall are merely a simple, 
  homemade game of darts. 
     The altar is to Bradigant’s ancestors. The size of the 
  statue indicates their importance to her family line: the 
  greatest and most famous ancestors are represented by 
  larger, fatter statues. The lack of detail on the statues is 
  done out of respect. It is good to have them serve as a 
  remembrance, but would be disrespectful to render them 
  in full detail as if they were alive today. 
     This room is dark. 
  Treasure: The trunk at the foot of the bed is full of 
  clothes and a pair of yellow leather boots, all dwarf-sized. 
  In addition, there are seven bottles of oil of beardgrowth, 
  which is a yellowish, spicy-smelling potion. 
     The oil of beardgrowth is a strange alchemical concoc-
  tion developed by Bradigant herself. Any mammalian 
  humanoid creature who rubs the oil on their skin will 
  vigorously grow long hair from that area of skin. Bra-
  digant used this oil to masquerade as a male dwarf at 
  times. Use of the oil of beardgrowth will add +2 to a 
  character’s Disguise checks if the subject of their disguise 
  has longer hair or beard than the character using the oil. 
  The hair growth lasts 1 hour and would cost 15 gp from 
  an alchemist shop.
     There is a secret alcove on the north wall of the room 
  which requires a Perception (DC 29) check to find 
  and open. It is a small alcove, only 4’ high. Inside the 
  alcove rest all of Bradigant’s possessions: loaded game 
  dice of superior quality, a puzzle box game (empty, DC 
  20 Disable Device to open), a portable alchemists lab, 
  two oils of ironbeard, a crowbar, one use of woundweal 
  herb, an hourglass (one hour), simple invisible ink, 150 
  feet of hemp rope, a grappling hook, twelve torches, one 
  everburning torch, six scroll cases with blank scrolls, and 
  masterwork thieves’ tools. 
     The oil of ironbeard is another invention of Bradi-
  gant’s, which has gained some popularity with other 
  dwarves. When rubbed into hair (such as a dwarf’s thick 
  beard), the follicles stiffen and become nearly unbreak-
  able. If the hair falls over at least 50% of the character’s 
  body, the character gains a +4 armor bonus to AC. The 
  effect lasts for 1 hour and each use would cost 50 gp.
  40. Shallow Mine [C]
  The steep incline descends for about 150 yards. The ceiling 
  is very low here, making it difficult for taller adventurers 
  to walk upright. 
     As the incline evens out, several low, haphazardly twist-
  ing in-roads are chipped into the stone of the cavern. None 
  of them progress very deeply.
     Wooden torch-holders are jammed into the ground here 
  and there. Some of them hold mostly burnt torches.  
     The face of the stone on the ceiling and walls here is 
  scraped clean. Small piles of rubble and abandoned rub-
  bish litter the floor.
   
  This area has been heavily mined. The walls are deeply 
  scored by tools. There are no remaining minerals in this 
  area. The products of this mine - magnetic lodestones - 
  were shipped off by Bradigant before the Companions 
  met their untimely end. 
     This area is devoid of the mindrot fungus and, as such, 
  
  31
  is unlit. The torches that sit in the wooden torch-holders 
  may be lit, but will not last much longer. Each torch has 
  perhaps thirty minutes of life left in it. 
  Treasure: If adventurers investigate this area, they find a 
  few broken heads from stone axes, an abacus, and a small 
  number of weak lodestones abandoned on the ground.  
  41. The Lava Pool (CR 7) [C]
  An immense cavern opens before you. Lava slowly churns 
  after a staggering 100’ drop straight down. The red cast 
  from the fiery magma illuminates the cavernous room. 
  The smell of sulfur and the intense heat coming from the 
  lava all but chokes you; it is very difficult to breathe. 
     There is a thin ledge that winds around the west wall 
  of the cavern towards an opening in the cliff face opposite 
  you. There are spikes driven into the wall at ten foot inter-
  vals along the ledge. Along the thin ledge, about halfway 
  to the other opening, is a metal plate affixed to the wall. 
  You cannot read what, if anything, is etched on it. 
     In the center of the ceiling of this cavern is an orb of 
  metal suspended from the ceiling. 
  If the characters wish to travel across the room by the 
  ledge, the path is about 120 feet in length. If the charac-
  ters can fly, the distance between room 40 and room 42 
  is only about 90 feet. 
     Characters wishing to cross the cavern by way of the 
  ledge must move slowly and carefully. The stakes driven 
  into the wall may be used for support and may have 
  ropes tied to them. Simply walking along the ledge does 
  not require a skill check. All speed is halved while walk-
  ing on the ledge. 
     If characters try to perform more vigorous actions than 
  walking slowly while on the ledge, they must pass an 
  Acrobatics check. The DC of the check is dependent on 
  how vigorous and difficult the task is. 
     In the middle of the treacherous path along the west 
  wall, a copper plate is firmly bolted to the wall. The cop-
  per plate is etched with a simple labyrinth, the walls of 
  which are slightly raised from the surface of the plating. 
  At one end of the labyrinth, a tiny bead is stuck against 
  the plating, as if it was a tiny magnet. Experimentation 
  shows that the bead may be pushed around the plate in 
  any direction, but not removed from it. At the other end 
  of the labyrinth is a small indentation about the same 
  size of the bead, as if the bead is supposed to rest inside 
  the indentation. Both the bead and the copper plate are 
  unaffected by the lodestone’s pull, being non-ferrous. 
     In order to disarm the lodestone trap, the bead must 
  be navigated through the labyrinth and set into its in-
  dentation. The bead may not touch any of the labyrinth’s 
  walls. This must be done with three successive Sleight 
  of Hand checks (which take the space of 1 round). The 
  DC for these Sleight of Hand checks is 15, 20, and 25. 
  Failing any one of the checks immediately sets off the 
  lodestone trap. 
     Adventurers with 30 ft. movement, moving half-speed, 
  will come across the copper plating after four rounds of 
  charging. They will have two rounds to try and disarm 
  the trap with the copper maze mechanism. 
  Trap: The orb of metal in the center of the ceiling is a 
  lodestone mechanism made from the magnetized ore of 
  these caverns. When the characters enter the cavern, if 
  they are carrying any metal whatsoever, the lodestone 
  senses their presence and begins to activate. It emits a 
  hum and slight electrical charge, which grows stronger 
  with each round. After six rounds, the lodestone trap 
  activates, with the following effects:
  LODESTONE TRAP (CR 7, XP 3,200)
  Type mechanical; Perception DC 10; Disable Device 
  DC 25
  EFFECTS
  Trigger proximity; Duration 1 round; Reset automatic 
  (takes another six rounds to charge)
  Bypass If the maze is successfully solved, the lodestone 
  trap is disarmed until rearmed manually. 
  Effect Any steel or iron within the cavern is drawn to the 
  lodestone, where it is held for 1 round. Afterwards, the 
  lodestone de-activates, dropping the item into the lava 
  below. The lodestone draws items and characters as if it 
  were magnetized ore with a CMB of +10 and a CMD 
  of 20 (Gamemastery Guide). Characters who are tied 
  to other characters may add the Strength bonus of their 
  nearest companion to their CMD when trying to avoid 
  this effect. The stakes are practically useless against the 
  lodestone; they do not have the strength to withstand its 
  pull. Characters tied to the stakes in the wall are pulled 
  towards the lodestone as normal. 
      Characters who fall suffer total immersion in the lava. 
  You may assume that most items that fall into the lava 
  are destroyed. 
  The lodestone itself is the mechanism for this trap. 
  Disabling it requires that the players have some ability to 
  reach the lodestone. 
  
  32
  42. Deep Mine [C]
  This section of the mine is stuffy, with a level floor and a 
  very low ceiling (about 5’ tall in most places). Along the 
  walls of the cavern, cracks of magma run like living veins 
  across the dark surface of the stone.  A dim red light fills 
  the room. 
     Columns of black stone run floor to ceiling throughout 
  the cavern’s expanse. Any metal items in your hands or 
  on your pack quiver and pull themselves towards these 
  columns.
   
  Exploration of this cavern reveals a heap of severely 
  charred bones. This is all that remains of Bradigant Bat-
  tleroarer. The dwarf was excavating these deeper mines 
  when she opened a vein of magma, which released the 
  elementals. She was quickly destroyed by them. 
     If you are running the Pit as a part of the mega-dun-
  geon, there is a tunnel here that continues down to Level 
  6 of the Purple Mountain. 
  Creatures: There are four magma elementals in this cav-
  ern that will attack the players as soon as they are aware 
  of them. 
  4 MAGMA ELEMENTALS, MED. (CR 3, 800 XP)
  hp 30; Appendix III
  If a character is taller than 5’ in height, subtract 5 ft. 
  from their movement speed due to the care that must be 
  taken to avoid the lower sections of the ceiling. 
  Traps: The columns of the black stone are made of mag-
  netized ore (see Gamemastery Guide). Characters drawing 
  steel to deal with the magma elementals may find that 
  their weapons fly from their grip. 
  Treasure: Characters searching through this room will 
  also find an iron key (that fits the mechanism in room 
  37), Bradigant’s ornate beltbuckle (shaped like a rooster 
  - pretty, but useless and practically without monetary 
  worth) and a key of lock jamming trapped against the 
  irresistible magnetic pull of the magnetized ore in the 
  columns. Prying them off the walls requires succeeding 
  in a successful grapple check against the ore’s CMD. The 
  stone blade of a hoe also lies abandoned on the ground; 
  its wooden section was burned away by the magma 
  elementals. 
  Appendix: I Unique Foes
  The following unique for is encounters in room 33 and  
  - 11 on the fifth level of Purple Mountain.
  Evango, Blue Wyrmling
  Evango is a blue wyrmling that was born in the Purple 
  Mountain. He has never been outside the mountain so 
  his knowledge of the world is confined to the mountain 
  itself. 
  BLUE WyRMLING (CR 5; XP 1,600)
  LE Small dragon (earth)
  Init +6; Senses dragon senses, Perception +8
  DEFENSES
  AC 17, touch 13, flat-footed 15
  (+2 Dex, +5 natural, +1 size)
  hp 37 (5d12+5)
  Fort +5, Ref +7, Will +4
  Immune electricity, paralysis, sleep
  OFFENSE 
  Speed 40 ft., burrow 20 ft., fly 150 ft. (average)
  Melee bite +8 (1d6+1), 2 claws +7 (1d4+1)
  Special Attacks breath weapon (40 ft. line, R-DC, 2d8 
  electricity), desert thirst (W-DC 12)
  STATISTICS
  Str 13, Dex 14, Con 13, Int 10, Wis 11, Cha 10
  Base Atk +5; CMB +5, CMD 17 (21 vs. trip)
  Feats Dazzling Display, Improved Initiative, Weapon 
  Focus (bite)
  Skills Bluff +8, Fly +12, Intimidate +8, Knowledge (lo-
  cal) +8, Perception +8, Stealth +14
  Languages Draconic
  On Mazes...
  If you prefer less abstract tests in your game (in 
  the same vein as riddles that the player’s actually 
  have to solve), you may elect for this more visceral 
  test: To represent this puzzle, pass out a simplis-
  tic maze to your players (they are easy to find on 
  the internet).and give them a thick marker. Tell 
  them they must trace the correct path through 
  the maze using the marker without touching any 
  of the sides. For every round remaining on the 
  lodestone trap’s timer, give the player 30 seconds 
  of real time to accomplish this task. If they run 
  out of time or if they touch the walls of the maze 
  with the marker, the lodestone trap immediately 
  is activated. 
  
  33
  Faro the Mindrot Fungus-Slave
  This humanoid/plant hybrid is all that remains of the 
  adventurer that was once known as Faro Candlewax. 
  He is one of the few remaining members of his adven-
  turing party that retains some memory of his previous 
  existance.
  MINDROT FUNGUS-SLAVE (CR 7, XP 3,200)
  N Huge plant
  Init -1; Senses blindsight 60 ft.; Perception +22
  DEFENSE 
  AC 1, touch 1, flat-footed 1 
  (-5 Dex, -4 size)
  hp 138 (12d8+84)
  Fort +14, Ref +1, Will +5
  Defensive Abilities plant traits
  OFFENSE
  Speed 0 ft.
  Melee 3 tentacles +15 (2d6+7 plus grab and pull)  
  Space 15 ft.; Reach 150 ft. 
  Special Attacks constrict (1d6+10), pull (tentacle, 5 ft.), 
  strangle, tentacles 
  STATISTICS
  Str 25, Dex 1, Con 23, Int 7, Wis 12, Cha 10 
  Base Atk +9; CMB +15 (+19 grapple); CMD 24 (can’t 
  be tripped)
  Feats Improved Initiative, Lightning Reflexes, Power At-
  tack, Skill Focus (Perception), Toughness, Weapon Focus 
  (tentacle)
  Skills: Perception +22 
  Languages: Common, Halfling, Sylvan
  SPECIAL ABILTIES
  Tentacles (Ex) The fungus-slave can control any of the 
  fungus columns in the entire cavern, giving him an 
  enormous reach. The fungus-slave’s tentacles are pri-
  mary attacks that deal bludgeoning damage. When the 
  fungus-slave grapples a foe with its tentacles, the fungus-
  slave does not gain the grappled condition. 
  Appendix II: New Foes
  There are no new foes on the fifth level of the Purple 
  Mountain dungeon. I couldn’t believe it either. So let’s 
  say you want to surprise your PCs with a new monster, 
  you could swap in two dragon cuckoos into room 29 the 
  Hatchling Pits instead of the trap as written. The dragon 
  cuckoos will be coming out in Monsters of Porphyra 
  (some time later this year).
  Dragon Cuckoo
  This small reptile is draconic in form with powerful legs, 
  long tail, and horned head. Unlike true dragons is lacks 
  wings and front arms.
  DRAGON CUCKOO (CR 2; XP 600)
  CE Small dragon
  Init +5; Senses darkvision 60 ft., low-light vision; Per-
  ception +6
  OFFENSE
  AC 14, touch 12, flat-footed 12
  (+1 Dex, +2 natural, +1 size)
  hp 25 (3d12+6)
  Fort +5, Ref +4, Will +3
  Immune paralysis, sleep
  OFFENSE
  Speed 30 ft.
  Melee bite +6 (1d6+2 plus grab), 2 claws +6 (1d4+1)
  Special Attacks chew, exploding attack
  STATISTICS
  Str 14, Dex 12, Con 15, Int 3, Wis 10, Cha 10
  Base Atk +3; CMB +4 (+8 grapple), CMD 15
  Feats Improved Initiative, Skill Focus (Stealth)
  Skills Acrobatics +4 (+10 to jump), Perception +6, 
  Stealth +14; Racial Modifiers +6 Acrobatics to jump
  SQ cocoon
  ECOLOGy
  Environment any 
  Organization solitary or clutch (2-4)
  Treasure none
  SPECIAL ABILITIES
  Chew (Ex) Dragon cuckoos are little dragons with big 
  mouths. On a bite attack, they can attempt to grapple 
  as a free action any creature of size Large or smaller. This 
  often leaves the cuckoo hanging onto their foes by their 
  teeth. 
  Cocoon (Ex) Dragon cuckoos can create a false eggshell 
  cocoon around themselves. A Perception check (DC 15) 
  reveals that the egg is not a true one. 
  Exploding Attack (Ex) Dragon cuckoos hide in their 
  shell-like cocoon waiting for potential meals if they are 
  able to surprise foes they can explode out of their shells 
  with a +4 circumstance bonus on their first attack. They 
  leap to bite taller prey in the face.
  These ghastly creatures resemble a dragon hatchling, if 
  half the mass of a hatchling was its jaws and teeth. Dra-
  conic cuckoos have thick, knotted muscles in their legs, 
  adapted for quick, brutal jumps. Like wyverns, they lack 
  forearms. The breathing of the cuckoo is shallow and 
  
  34
  desperate, as their small lungs struggle to support their 
  activity.
     Despite their name, these creatures are valued by true 
  dragons—in fact, they were created by true dragons. 
  Dragon cuckoos are the last line of defense for a nest 
  of dragon eggs.  They weave leathery cocoons around 
  themselves, which appear identical to an egg. Inside 
  its cocoon, the cuckoo hibernates for months on end, 
  waiting for something unfamiliar to disturb its false egg. 
  When intruder comes near it explodes outward, its mas-
  sive jaws maiming and tearing away chunks of flesh until 
  the nest is safe again. 
     When the true dragons hatch, the cuckoo slinks away 
  into the depths of the lair to lay its own sickly clutch of 
  eggs to safeguard the next generation of true dragons.
  Appendix III: Dungeon Monsters
  The following monsters appear in the fifth level of Purple 
  Mountain. They are arranged here in alphabetical order.
  Elemental, Medium Air
  This cloud-like creature has dark hollows reminiscent of eyes 
  and a mouth, and a howling wind whips it into ominous 
  shapes.
  MEDIUM AIR ELEMENTAL (CR 3; XP 800)
  N Medium outsider (air, elemental, extraplanar)
  Init +9; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 19, touch 16, flat-footed 13 
  (+5 Dex, +1 dodge, +3 natural)
  hp 30 (4d10+8)
  Fort +6, Ref +9, Will +1
  Defensive Abilities air mastery; Immune elemental 
  traits
  OFFENSE
  Speed fly 100 ft. (perfect)
  Melee slam +9 (1d6+3)
  Special Attacks whirlwind (DC 14)
  STATISTICS
  Str 14, Dex 21, Con 14, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +6; CMD 22
  Feats Dodge, Flyby Attack, Improved InitiativeB, Weap-
  on FinesseB
  Skills Acrobatics +11, Escape Artist +9, Fly +17, Knowl-
  edge (planes) +1, Perception +7, Stealth +10
  SPECIAL ABILITIES
  Air Mastery (Ex) Airborne creatures take a –1 penalty 
  on attack and damage rolls against an air elemental.
  Elemental, Medium Magma
  This rocky monster glows with an internal heat. Red light 
  spills from its eyes and mouth, as well as fractures in its 
  outer surface.
  MED. MAGMA ELEMENTAL 
  (CR 3; XP 800)
  N Medium outsider (earth, elemental, extraplanar, fire)
  Init +3; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 16, touch 9, flat-footed 16 
  (–1 Dex, +7 natural)
  hp 30 (4d10+8)
  Fort +6, Ref +3, Will +1
  Immune fire, elemental traits
  Vulnerable cold
  OFFENSE
  Speed 20 ft., burrow 20 ft.; earth glide
  Melee slam +6 (1d6+3 plus burn)
  Special Attacks burn (1d4, DC 12), lava puddle
  STATISTICS
  Str 14, Dex 8, Con 15, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +6; CMD 15
  Feats Improved Initiative, Power Attack
  Skills Knowledge (dungeoneering) +4, Perception +7, 
  Stealth +6
  SPECIAL ABILITIES
  Burn (Ex) A magma elemental’s burn DC includes a –2 
  racial penalty, as their fires don’t burn quite as hot as true 
  elemental flames.
  Earth Glide (Ex) A burrowing magma elemental can 
  pass through stone, dirt, lava, or almost any other sort 
  of earth except metal as easily as a fish swims through 
  water. Its burrowing leaves behind no tunnel or hole, 
  nor does it create any ripple, though the area it passes 
  through feels warm for 1 round afterward and often re-
  tains a strangely smooth texture, as if the stone had been 
  polished. A move earth spell cast on an area containing 
  a burrowing magma elemental flings the elemental back 
  30 feet, stunning the creature for 1 round unless it suc-
  ceeds on a DC 15 Fortitude save.
  Lava Puddle (Su) Once per day as a full-round action, 
  a magma elemental can vomit forth a puddle of lava 
  that fills its space to a depth of 2–3 inches and counts 
  as difficult terrain. Any creature that moves through 
  this puddle of lava takes 2d6 points of fire damage. This 
  damage continues for 1d3 rounds after the creature 
  leaves the lava pool, although then it only inflicts 1d6 
  points of fire damage per round. The lava puddle solidi-
  fies and is safe to touch after a number of rounds equal 
  to the elemental’s Hit Dice. At the GM’s discretion, this 
  puddle of lava could start secondary fires.
  
  35
  Gelatinous Cube
  Bits of broken weapons, coins, and a partially digested skel-
  eton are visible inside this quivering cube of slime.
  GELATINOUS CUBE (CR 3; XP 800)
  N Large ooze
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 4, touch 4, flat-footed 4 
  (–5 Dex, –1 size)
  hp 50 (4d8+32)
  Fort +9, Ref –4, Will –4
  Immune electricity, ooze traits
  OFFENSE
  Speed 15 ft.
  Melee slam +2 (1d6 plus 1d6 acid)
  Space 10 ft.; Reach 5 ft.
  Special Attacks engulf, paralysis
  STATISTICS
  Str 10, Dex 1, Con 26, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +4; CMD 9 (can’t be tripped)
  SQ transparent
  SPECIAL ABILITIES
  Acid (Ex) A gelatinous cube’s acid does not harm metal 
  or stone.
  Engulf (Ex) Although it moves slowly, a gelatinous cube 
  can simply engulf Large or smaller creatures in its path 
  as a standard action. It cannot make a slam attack during 
  a round in which it engulfs. The gelatinous cube merely 
  has to move over the opponents, affecting as many as it 
  can cover. Opponents can make attacks of opportunity 
  against the cube, but if they do so they are not entitled 
  to a saving throw. Those who do not attempt attacks of 
  opportunity can attempt a DC 12 Reflex save to avoid 
  being engulfed—on a success, they are pushed back or 
  aside (opponent’s choice) as the cube moves forward. 
  Engulfed creatures are subject to the cube’s paralysis and 
  acid, gain the pinned condition, are in danger of suffo-
  cating, and are trapped within its body until they are no 
  longer pinned. The save DC is Strength-based.
  Paralysis (Ex) A gelatinous cube secretes an anesthetiz-
  ing slime. A target hit by a cube’s melee or engulf attack 
  must succeed on a DC 20 Fortitude save or be paralyzed 
  for 3d6 rounds. The cube can automatically engulf a 
  paralyzed opponent. The save DC is Constitution-based.
  Transparent (Ex) Due to its lack of coloration, a gelati-
  nous cube is difficult to discern. A DC 15 Perception 
  check is required to notice a motionless gelatinous cube. 
  Any creature that fails to notice a gelatinous cube and 
  walks into it is automatically engulfed.
  Genie, Janni
  This regal figure looks like a tall, well-proportioned human, 
  save that its eyes sparkle with strange light.
  JANNI (CR 4; XP 1,200)
  N Medium outsider (native)
  Init +6; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 20, touch 13, flat-footed 17 
  (+6 armor, +2 Dex, +1 dodge, +1 natural)
  hp 39 (6d10+6)
  Fort +6, Ref +7, Will +4
  Resist fire 10
  OFFENSE
  Speed 30 ft., fly 20 ft. (perfect); 20 ft., fly 15 ft. (perfect) 
  in chainmail
  Melee scimitar +9/+4 (1d6+4/18–20)
  Ranged composite longbow +8/+3 (1d8+3/×3)
  Special Attacks change size
  Spell-Like Abilities (CL 8th; concentration +9)
     3/day—invisibility (self only), plane shift (willing tar-
  gets to elemental planes, Astral Plane, or Material Plane 
  only), speak with animals
     1/day—create food and water, ethereal jaunt (for 1 
  hour)
  STATISTICS
  Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13
  Base Atk +6; CMB +9; CMD 22
  Feats Combat Reflexes, Dodge, Improved InitiativeB, 
  Mobility
  Skills Appraise +11, Craft (weaponsmith) +11, Fly +14, 
  Perception +11, Ride +6, Sense Motive +11, Spellcraft 
  +11, Stealth +6
  Languages Abyssal, Common, Ignan; telepathy 100 ft.
  SQ elemental endurance
  SPECIAL ABILITIES
  Change Size (Sp) Twice per day, a janni can magically 
  change a creature’s size. This works just like an enlarge 
  person or reduce person spell (the janni chooses when us-
  ing the ability), except that the ability can work on the 
  janni. A DC 13 Fortitude save negates the effect. The 
  save DC is Charisma-based. This is the equivalent of a 
  2nd-level spell.
  Elemental Endurance (Ex) Jann can remain on the 
  Planes of Air, Earth, Fire, or Water for up to 48 hours at 
  a time. Failure to return to the Material Plane before that 
  time expires causes a janni to take 1 point of damage per 
  additional hour spent on the elemental plane, until it 
  dies or returns to the Material Plane.
  
  36
  Golem, Mask
  This creature is made of hundreds of metal masks, welded 
  together to form a roughly humanoid body. The masks are 
  mostly iron, but some—such as the hands, knees, and feet— 
  are made of silver lined with gold. At the creature moves, 
  the masks seem to shift and stare.
  MASK GOLEM (CR 4; XP 1,200)
  N Medium construct
  Init +7; Senses darkvision 60 ft., low-light vision; Per-
  ception +5
  DEFENSE
  AC 17, touch 13, flat-footed 14 
  (+3 Dex, +4 natural)
  hp 42 (4d10+20)
  Fort +1, Ref +6, Will +2
  DR 5/bludgeoning; Immune construct traits, magic
  Vulnerable sonic
  OFFENSE
  Speed 40 ft.
  Melee 2 slams +8 (1d8+4)
  Special Attacks masks of control, swarm form
  Spell-Like Abilities (CL 4th)
     Constant—see invisibility
  STATISTICS
  Str 18, Dex 17, Con —, Int 7, Wis 12, Cha 13
  Base Atk +4; CMB +8; CMD 21
  Feats Improved Initiative, Lightning Reflexes
  Skills Perception +5
  SPECIAL ABILITIES
  Immunity to Magic (Ex) A mask golem is immune to 
  any spell or spell-like ability that allows spell resistance. 
  In addition, certain spells and effects function differently 
  against the creature, as noted below.
  •	
  A shatter spell deals 4d6 points of damage (no save).
  •	
  A grease spell prevents the mask golem from using its 
  masks of control ability for the duration of the spell 
  (no save). Masks that are already in place are unaf-
  fected.
  •	
  A make whole spell heals the golem as normal and 
  automatically restores one of its masks of control if 
  any have been destroyed.
  •	
  Any magical attack against a mask golem that deals 
  sonic damage affects the mask golem normally.
  Masks of Control (Su) As a standard action, a mask 
  golem can force one of its masks onto a humanoid oppo-
  nent’s face. This ability has a range of 30 feet. Attaching 
  a mask in this way requires a successful combat maneu-
  ver check and does not provoke an attack of opportunity. 
  Once in place, the mask has one of two effects.
  •	
     Obedience: The target must make a DC 13 Will 
  save each round or fall under the mask golem’s con-
  trol for 1 round. This functions as dominate person. 
  The save DC is Charisma-based.
  •	
     Solitude: The target cannot speak, breathe, or hear 
  while the mask is in place.
  The mask can be removed with a successful combat 
  maneuver check against the mask golem’s CMD. The 
  mask can also be destroyed, but half of any damage dealt 
  is made to the target instead of the mask. The mask has 
  Hardness 5 and 5 hit points. A mask golem has a num-
  ber of masks equal to its Hit Dice (usually 4). If removed 
  from a victim, the mask returns to the golem immedi-
  ately and can be used again.
     Destroyed masks are replenished at the rate of 1 per 
  day.
  Swarm Form (Ex) Once per day as a standard action, a 
  mask golem can assume the form of a swarm of masks. 
  While in this form, it gains the swarm subtype, a fly 
  speed of 60 feet (average), a swarm attack that deals 1d6 
  points of damage, and the distraction quality (DC 12). 
  Anyone who takes damage from the swarm attack can 
  also be attacked with one of the golem’s masks of control 
  as a free action (assuming the golem has enough masks 
  available). The swarm is made up of Tiny creatures, but 
  does not gain any additional damage reduction. A mask 
  golem can maintain this form for a number of minutes 
  equal to its Hit Dice. Any damage dealt to the swarm is 
  subtracted from the golem’s hit points, as normal.
  Golem, Wax
  This eerily expressionless man has a glistening quality about 
  him, as though he were completely covered in an oily sheen. 
  His clothes’ colors are unsaturated and bland, his skin 
  slightly gray, and his features and lines unnaturally soft.
  WAX GOLEM (CR 3; XP 800)
  N Medium construct
  Init -1; Senses darkvision 60 ft., low-light vision; Per-
  ception +0
  DEFENSE
  AC 15, touch 9, flat-footed 15 
  (-1 Dex, +6 natural)
  hp 42 (4d10+20)
  Fort +1, Ref +0, Will +1
  Immune construct traits, magic
  Vulnerable fire
  OFFENSE
  Speed 30 ft.
  
  37
  Melee slam +6 (1d6+3)
  STATISTICS
  Str 14, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +4; CMB +6; CMD 15
  SQ conditional sentience
  SPECIAL ABILITIES
  Conditional Sentience (Su) A wax golem constructed 
  to look like a humanoid (whether a particular indi-
  vidual or not) has a small chance of gaining sentience, 
  genuinely believing it is actually a living creature. Each 
  week, such a wax golem has a cumulative 1% chance 
  of becoming sentient (so the second week the chance is 
  2%, the third week 3%, and so on, to a maximum of 
  5%). If this occurs, the golem gains an Intelligence score 
  of 10, retroactive skill points, feats dependent on its Hit 
  Dice, and 1 class level with the potential to gain more. 
  It also gains a +10 racial bonus on Disguise checks made 
  to impersonate the specific individual it was crafted to 
  appear as. A sentient wax golem ventures into the world 
  and tries to live a life similar to that of the person (or 
  type of person) it resembles. However, if the sentient 
  wax golem ever encounters the person it is modeled 
  after, it attempts to stealthily kill that person and take 
  his place. The only way for a sentient wax golem to lose 
  its sentience is either to take an amount of fire damage 
  equal to half its hit points (which melts its features away) 
  or to be destroyed.
  Immunity to Magic (Ex) A wax golem is immune to 
  any spell or spell-like ability that allows spell resistance, 
  with the exception of spells and spell-like abilities that 
  have the fire descriptor. In addition, certain spells and 
  effects function differently against the creature, as noted 
  below.
  •	
     A magical attack that deals fire damage slows a wax 
  golem (as the slow spell) for 2d6 rounds (no save). In 
  addition, for 3 rounds after being afflicted with fire 
  damage, every time a wax golem uses its slam attack, 
  it deals an additional 1d4 points of fire damage due 
  to the molten wax.
  •	
     A magical attack that deals cold damage breaks any 
  slow effect on the golem and heals 1 point of damage 
  for each 3 points of damage the attack would other-
  wise deal. If the amount of healing would cause the 
  golem to exceed its full normal hit points, it gains 
  any excess as temporary hit points. A wax golem gets 
  no saving throw against cold effects.
  Gray Ooze
  A seemingly mundane puddle, patch of moist stone, or 
  glistening rock is suddenly revealed to be more as a terrible 
  pseudopod lashes out.
  GRAy OOzE (CR 4, XP 1,200)
  N Medium ooze
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 5, touch 5, flat-footed 5 
  (–5 Dex)
  hp 50 (4d8+32)
  Fort +9, Ref –4, Will –4
  Defensive Abilities ooze traits; Immune cold, fire
  OFFENSE
  Speed 10 ft.
  Melee slam +6 (1d6+4 plus 1d6 acid and grab)
  Special Attacks acid, constrict (1d6+1 plus 1d6 acid)
  STATISTICS
  Str 16, Dex 1, Con 26, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +6 (+10 grapple); CMD 11 (can’t be 
  tripped)
  SQ transparent
  ECOLOGy
  Environment cold marshes and underground
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Acid (Ex) The digestive acid that covers a gray ooze dis-
  solves metals and organic material, but not stone. Each 
  slam and constrict attack deals 1d6 additional acid dam-
  age. Armor or clothing worn by a creature grappled by a 
  gray ooze takes the same amount of acid damage unless 
  the wearer succeeds on a DC 20 Reflex saving throw. A 
  wooden or metal weapon that strikes a gray ooze takes 
  1d6 acid damage unless the weapon’s wielder succeeds on 
  a DC 20 Reflex save. The ooze’s touch deals 12 points of 
  acid damage per round to wooden or metal objects, but 
  the ooze must remain in contact with the material for 1 
  full round in order to deal this damage. The save DCs 
  are Constitution-based.
  Transparent (Ex) Due to its lack of vivid coloration, a 
  gray ooze is difficult to discern from its surroundings 
  in most environments. A DC 15 Perception check is 
  required to notice the gray ooze. Any creature that fails 
  to notice a gray ooze and walks into it automatically suf-
  fers damage as if struck by the ooze’s slam attack and is 
  immediately subject to a grab attempt by the ooze.
  
  38
  Mimic
  What appeared to be a weapon rack comes to life as it grows 
  long, glistening tentacles and a number of sharp teeth.
  MIMIC (CR 4; XP 1,200)
  N Medium aberration (shapechanger)
  Init +5; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 16, touch 11, flat-footed 15 
  (+1 Dex, +5 natural)
  hp 52 (7d8+21)
  Fort +5, Ref +5, Will +6
  Immune acid
  OFFENSE
  Speed 10 ft.
  Melee slam +10 (1d8+6 plus adhesive)
  Special Attacks constrict (slam, 1d8+6)
  STATISTICS
  Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10
  Base Atk +5; CMB +9; CMD 20 (can’t be tripped)
  Feats Improved Initiative, Lightning Reflexes, Skill Fo-
  cus (Perception), Weapon Focus (slam)
  Skills Climb +14, Disguise +10 (+30 when mimicking 
  objects), Knowledge (dungeoneering) +10, Perception 
  +14; Racial Modifiers +20 Disguise when mimicking 
  objects
  Languages Common
  SQ mimic object
  SPECIAL ABILITIES
  Adhesive (Ex) A mimic exudes a thick slime that acts as 
  a powerful adhesive, holding fast any creatures or items 
  that touch it. An adhesive-covered mimic automatically 
  grapples any creature it hits with its slam attack. Op-
  ponents so grappled cannot get free while the mimic 
  is alive without removing the adhesive first. A weapon 
  that strikes an adhesive-coated mimic is stuck fast unless 
  the wielder succeeds on a DC 17 Reflex save. A success-
  ful DC 17 Strength check is needed to pry off a stuck 
  weapon. Strong alcohol or universal solvent dissolves the 
  adhesive, but the mimic can still grapple normally. A 
  mimic can dissolve its adhesive at will, and the substance 
  breaks down 5 rounds after the creature dies. The save 
  DC is Strength-based.
  Mimic Object (Ex) A mimic can assume the general 
  shape of any Medium object, such as a massive chest, a 
  stout bed, or a door. The creature cannot substantially 
  alter its size, though. A mimic’s body is hard and has 
  a rough texture, no matter what appearance it might 
  present. A mimic gains a +20 racial bonus on Disguise 
  checks when imitating an object in this manner. Dis-
  guise is always a class skill for a mimic.
  Mummy
  Wrapped from head to toe in ancient strips of moldering 
  linen, this humanoid moves with a shuffling gait.
  MUMMy (CR 5; XP 1,600)
  LE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +16
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 
  16 negates)
  DEFENSE
  AC 20, touch 10, flat-footed 20 
  (+10 natural)
  hp 60 (8d8+24)
  Fort +4, Ref +2, Will +8
  DR 5/—; Immune undead traits
  Vulnerable fire
  OFFENSE
  Speed 20 ft.
  Melee slam +14 (1d8+10 plus mummy rot)
  STATISTICS
  Str 24, Dex 10, Con —, Int 6, Wis 15, Cha 15
  Base Atk +6; CMB +13; CMD 23
  Feats Power Attack, Toughness, Skill Focus (Perception), 
  Weapon Focus (slam)
  Skills Perception +16, Stealth +11
  Languages Common
  SPECIAL ABILITIES
  Despair (Su) All creatures within a 30-foot radius that 
  see a mummy must make a DC 16 Will save or be para-
  lyzed by fear for 1d4 rounds. Whether or not the save 
  is successful, that creature cannot be affected again by 
  the same mummy’s despair ability for 24 hours. This is a 
  paralysis and a mind-affecting fear affect. The save DC is 
  Charisma-based.
  Mummy Rot (Su) Curse and disease—slam; save Fort 
  DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con 
  and 1d6 Cha; cure —. Mummy rot is both a curse 
  and disease and can only be cured if the curse is first 
  removed, at which point the disease can be magically 
  removed. Even after the curse element of mummy rot is 
  lifted, a creature suffering from it cannot recover natural-
  ly over time. Anyone casting a conjuration (healing) spell 
  on the afflicted creature must succeed on a DC 20 caster 
  level check, or the spell is wasted and the healing has no 
  effect. Anyone who dies from mummy rot turns to dust 
  and cannot be raised without a resurrection or greater 
  magic. The save DC is Charisma-based.
  
  39
  Appendix IV: New Magic
  The following magic item and spell are new to the fifth 
  level of the Purple Mountain Megadungeon.
  THE GEMSEED OF THE OASIS
  Aura moderate conjuration (creation); CL 7th 
  Slot none; Price 9,080; Weight 1 lb.
  DESCRIPTION
  This little seed seems made of a clear crystal. If planted 
  in the ground, a clear pool of fresh water and a shelter-
  ing copse of trees will grow from the ground within mo-
  ments. This oasis will grow even in the harshest or more 
  barren of climes. 
     The oasis is cool and pleasant to dwell in, regardless 
  of season or temperature. It does not provide significant 
  shelter, however.
     The trees that grow within the oasis bear enough fruit 
  for about eight people. The fruit is very wholesome and 
  heals 1d8 damage when eaten. 
    The oasis will last for eight hours after planted, after 
  which it will begin to whither. One of the fruit trees 
  will bear another gemseed of the oasis, which may be 
  harvested and used again. Otherwise, all wood, plants, 
  water, fruit, etc. from the oasis disappear. Any fruit, 
  water or wood harvested disintegrates when the oasis 
  disappears. 
  CONSTRUCTION 
  Requirements Craft Wondrous Item, grove of respite; 
  Cost 4,540 gp
  The Holy Order of the Silver Hammer developed and 
  employs the hammer of truth spell regularly. Characters 
  who are associated with the order or who engage with 
  members of the religion of Gerana may encounter this 
  spell. It was one of Sir Jadus’s personal favorites. 
  Hammer of Truth
  School enchantment; Level cleric/oracle 3, inquisitor 3, 
  paladin 3
  Casting Time 1 standard action
  Components V, S, DF
  This spell functions as zone of truth, with the following 
  exceptions:
     Unlike zone of truth, they are under no compulsion to 
  tell the truth; however, all creatures within the zone of 
  hammer of truth suffer 2d6 damage whenever they speak 
  a deliberate or intentional lie, as their insides are twisted 
  by their deliberate falsehood. Affected creatures are aware 
  of the spell’s effects and the penalties they will suffer if 
  they use deception. 
  Appendix V: Records
  When planning for each level of the Purple Mountain 
  dungeon, we were very mindful about the amount of ex-
  perience and treasure available to player characters. Each 
  level of Purple Mountain is designed so a PC can ad-
  vance one level. We made the assumption that a typical 
  party entering Purple Mountain will contain four player 
  characters and a GM will use the medium advancement 
  track. This meant that for this module, we made sure 
  that at least 32,000 XP and 22,000 gp worth of wealth 
  were available
  Room
  Challenge
  XP
  Quest
  Discover the Fate of the Adventurers 1,200
  Quest
  Lay the Bodies to Rest
  1,600
  Quest
  Cleanse the Dungeon of Fungus
  600
  5
  2 gelatinous cubes
  1,600
  6
  Mimic (weapon rack)
  1,200
  10
  Wyvern arrow trap
  2,400
  10
  Sound burst trap
  800
  11
  Mindrot fungus slave (Faro)
  3,200
  14
  Mask golem
  1,200
  16
  3 wax golems (Alora - sort of)
  800
  18
  Order’s wrath trap
  1,600
  19
  Poisoned arrow trap
  400
  20
  Fireball trap
  1,600
  21
  Fireball trap
  1,600
  22
  Symbol of death trap
  1,600
  24
  Mummy (Sir Jadus)
  1,600
  25
  Dazing trap
  1,200
  26
  Wizard-bane mist trap
  1,600
  27
  Janni (minion of Salfir)
  1,200
  29
  Explosive traps or 2 dragon cuckoos
  1,200
  33
  Evango, blue wyrmling
  1,600
  34
  Camouflaged pit trap
  800
  36
  Camouflaged pit trap
  800
  36
  Electricity arc trap
  1,600
  36
  Fireball trap
  2,400
  38
  Camouflaged pit trap
  800
  38
  Summoned air elementals
  2,400
  38
  Gray ooze
  1,200
  
  40
  41
  Lodestone trap
  3,200
  42
  4 magma elementals
  3,200
  Total
  46,200
  At 46,200 XP there should be more than enough XP 
  for characters to level up, even if they miss several 
  hidden sections of Purple Mountain level 5. 
  Purple Duck Note: For the purpose of determining 
  material wealth available, I am only going to consider 
  superior equipment, and magical items with more than 
  one use. This is done for several reasons. First, if player 
  characters plan an extended journey into the Purple 
  Mountains, things like gems and gold will actually be 
  of little value in the dungeon. Secondly, characters that 
  need to add spells to their spellbook will probably need 
  to do that from scrolls found during the adventure.
  Room Treasure
  Value (gp)
  3
  Faro’s diary
  —
  5
  Silver heraldry ring
  50
  5
  Stone of weight (cursed)
  —
  5
  Silver coins
  2-12
  5
  mwk light steel shield with 
  emblazoned lion’s face (Toma 
  Thule’s shield?)
  159
  5
  ring of feather fall
  2,200
  6
  Ivory-headed battering ram
  200
  9
  Six animal carvings
  150
  10
  15 mwk slingstones
  90
  10
  cloak of resistance +1
  1,000
  11
  pipes of haunting
  6,000
  13
  Books of Elvish Philosophy
  200
  14
  Masks and sapphire
  2,500
  16
  Alora’s spellbook
  6,775
  16
  Gem
  100
  16
  Stained glass unicorn
  100
  18
  Religious implements
  25
  19
  Local law texts
  100
  19
  Pearl of power (1st)
  1,000
  21
  Offerings
  200
  23
  +1 warhammer of fugitive bane
  8,312
  26
  Temple columns
  1,000
  30
  Dragon parts
  800
  33
  Coins
  103
  33
  Silver shortsword
  30
  33
  The gemseed of the oasis
  9,080
  39
  7 oils of beardgrowth
  105
  39
  Assorted adventuring gear
  250
  39
  2 oil of ironbeard
  100
  42
  key of lock jamming
  400
  Total
  41,041
  Scrolls: magic mouth, phantom trap, vanish
  Potions: endure elements, enlarge person, remove fear, 
  sanctuary
  Purple Duck Note: The total value of treasure is higher 
  than would normally be included, however many of the 
  pieces may not seem like treasure to the player charac-
  ters. Others are class specific or awkwardly sized, mak-
  ing them less attractive. 
  Purple Mountain VI
  Perry Fehr will be returning to 
  the Purple Mountain for the 
  sixth level. We have already ran 
  it through a number of playtests 
  and I’m just waiting on the final 
  maps and the final text. It should 
  be out in August 2013.
  
  41
  Map A
  
  42
  Map B
  
  43
  Map C
  
  44
  Map D
  
  45
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