TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  VISIT THE LIVING GREYHAWK WEBSITE AT WWW.RPGA.COM 
  For questions specific to this document please e-mail your Circle point of contact (POC) at 
  creighton@greyworks.fsworld.co.uk for LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
  CORS5-02 
   
   
  MINES OF THE EYE 
  Higher-Level Version (APLs 10-16) 
   
  A One-Round D&D® LIVING GREYHAWK™ 
  Core Special Adventure 
  Version 1.0 
  by Creighton Broadhurst and Paul Looby 
   
  Circle Reviewer: Stephen Radney-MacFarland 
  Editing: JD Wiker 
  Playtesters: Chris Dyer, Jared Evans, Peter Moore, Jonathan Slack, Chris Spray and David Thomassen 
   
  Deep below the Abbor-Alz the duergar are stirring. Rumors are rife of a fell compact between the duergar's mysterious 
  leader, a being known only as "Father Eye" and the perfidious Rary, monarch of the Bright Lands. What evil purpose is 
  served by this alliance is unknown, but assuredly it serves some goal in Rary's greater design. The paladin Karistyne has 
  determined that Rary's scheme must be stymied. So the call has gone out for doughty adventurers to eradicate this 
  growing threat.
  
  CORS5-02 Mines of the Eye 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM. 
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read further than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. 
   
  Along with this adventure you’ll find an RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). 
   
  LIVING GREYHAWK 
  LEVELS OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 
  Add each character’s animals separately. A single PC 
  may only bring four or fewer animals of this type, 
  and animals with different CRs are added separately. 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. 
  Enlist a sixth player. 
  
  CORS5-02 Mines of the Eye 
   
  Page 2 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a one-round Core Special adventure, set in the 
  Bright Lands. Characters native to the Bright Lands pay 
  one Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character heals temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  In the past several months, there have been an unusual 
  number of sightings of duergar in the Abbor-Alz, close to 
  the Hardby Pass. From the barbarians of those lands, 
  there come tales of great battles beneath the hills. On its 
  own, this would be nothing strange for such wild lands, 
  were it not for a chilling discovery several years before. 
   
  Some time ago, a company beholden to the paladin 
  Karistyne discovered the battered and scorched bodies of 
  a Baklunish man and a Tiger Nomad woman washed up 
  along the banks of the Storm Run. The Bakluni had a set 
  of scrolls and notebooks on him. It took Karistyne’s folk 
  some time to decipher them, but they revealed that the 
  man was He Chak, an apprentice to Rary the Traitor. His 
  master had sent him to liaise with and lend aid to the 
  ruler of the duergar hold, somewhere in the Abbor-Alz 
  near the Hardby Pass called the Mines of the Eye. The 
  reason for Rary’s interest in the duergar was unclear from 
  He Chak’s writings. However, since that time, there have 
  been more and more attacks by duergar bearing the 
  blazon of a single baleful eye on their armor. 
   
  The Mines of the Eye: The only duergar stronghold 
  of any significance in this part of the Abbor-Alz, the 
  Mines of the Eye are unusual when compared to most 
  duergar holds. The undisputed ruler of the mines is 
  Father Eye, a beholder of some power. Though his 
  motives are unknown, he took control of the duergar 
  over a decade ago. Since then, the dark dwur have grown 
  steadily in power, fending off attacks by enemies above- 
  and belowground, and expanding their influence. 
   
  This has in part been due to the determination of the 
  duergar, who see the Abbor-Alz as part of their ancient 
  birthright. However, it is also due to the alliance between 
  Father Eye and another recent and enigmatic arrival to 
  the Bright Desert: Rary the Traitor. 
   
  Rary has provided Father Eye with magical aid to 
  fend off his rivals in the Underdark—both his own kind 
  and a loose alliance of illithids, who dwell deep beneath 
  the hills. Several of the Traitor’s apprentices, including 
  the ill-fated He Chak, have dwelt within the Mines, 
  lending their assistance and knowledge to Father Eye, as 
  well as reporting back to their master on the goings on in 
  the mines. 
   
  In return, Rary has asked for little—until now. The 
  traitor archmage has taken a sudden interest in a place 
  known as the Pits of Azak-Zil. In 198 CY, when the Great 
  Kingdom was at its height, a great comet the color of 
  blood stained the skies over Rauxes. Selvor the Younger, 
  the overking’s astronomer, prophesied that it heralded 
  “wealth, strife, and a living death,” and the coming of the 
  Age of Great Sorrow. For his troubles, he was banished 
  from the Imperial Court, but many remembered his 
  prophecy as Aerdy fell into decay, decadence and 
  despotism in the years and centuries that followed. 
   
  The Great Comet itself was forgotten, until in 514 
  CY as dwur sage named Jemrek Longsight pronounced 
  that the comet had almost certainly fallen to Oerth in the 
  western Abbor-Alz. After years of searching, Clan 
  Ironforge, one of the wealthiest of the dwur clans of 
  Irongate, discovered the site and the vast fortune in pure 
  mithril and starsteel that formed the remains of the 
  comet. Naming the site Azak-Zil (Pureheart), the 
  Ironforge’s wealth eclipsed that of princes and potentates 
  for a few short years. Then all contact with Azak-Zil was 
  lost. After several expeditions to discover what had 
  happened vanished, the Ironforge reluctantly abandoned 
  their great fortune as lost. Since then, the Pits of Azak-Zil 
  have had a fell and haunted reputation. Few go there and 
  fewer still return. 
   
  Yet, now Rary the Traitor has turned his attentions 
  there. In repayment for the help he has given Father Eye 
  against his enemies in the Underdark, Rary has asked 
  Father Eye, through his apprentice Turav, to send an 
  expedition of duergar to occupy Azak-Zil and reopen the 
  mine there. Given the wealth of the site, the duergar have 
  needed little persuasion. For the past several months, the 
  duergar have been preparing their expedition—sending 
  out scouting parties and raiding the hillmen of the 
  Abbor-Alz for slaves. It is this activity that has the Lady 
  Karistyne so worried.  
   
  Given that the servants of the Traitor seem to be 
  stirring to some unknown purpose in the Bright Lands, 
  Karistyne greatly desires to know what passes in the 
  Mines of the Eye and why Rary has taken such an 
  interest in the doings of the duergar there. To that end, 
  she has sent out word, summoning certain brave 
  freeswords and heroes to her stronghold high in the 
  western Abbor-Alz. 
  
  CORS5-02 Mines of the Eye 
   
  Page 3 
   
  ADVENTURE SUMMARY 
  CORS5-02 Mines of the Eye is split into low level and 
  high level paths. The synopsis below details the likely 
  progress of the high level PCs as they move through the 
  adventure. If the players or the DM require to break play 
  at any point it is recommended that this is done during 
  one of the three interludes, as these provide natural 
  breaks between the various elements of the adventure. 
   
  Introduction: The PCs meet Karistyne and receive 
  their assignments. They have the opportunity to ask 
  questions and to meet their guide. 
   
  Interlude 1: Through the Hills: The PCs leave Castle 
  Karistyne and travel through the Abbor-Alz to the 
  sinkhole, which gives them access to Underdark. 
   
  Encounter 1: Sinkhole: The PCs enter Underdark 
  and begin their trek. 
   
  Encounter 2: Underdark: The PCs begin their trek 
  through Underdark. 
   
  Encounter 3: Blind Hunters: The PCs encounter a 
  pack of destrachan hunting through the lightless 
  corridors of Underdark. 
   
  Encounter 4: Silent Death: The PCs fall prey to a pair 
  of hunting illithids. 
   
  Encounter 5: Escapees!: The PCs come across a small 
  group of slaves who have escaped from the duergars’ 
  clutches. Unfortunately, although they escaped the 
  duergar, some other denizen of Underdark has slain (and 
  devoured parts of) them. 
   
  Interlude 2: Through Underdark: The PCs journey 
  deeper into Underdark. 
   
  Encounter 6: Dark Gate: The PCs come across the 
  outer defenses of the duergar’s mines and must win 
  through to continue their mission. 
   
  Interlude 3: Halls of the Gray Ones: The PCs travel 
  deeper into the mines of the duergar. While they will not 
  face any combat challenges during this time, they may 
  come across several duergar noncombatants. 
   
  Encounter 7: From the Shadows: The PCs battle a 
  duergar assassin who uses living slaves as protection 
  against the PCs’ attacks. 
   
  Encounter 8: Trolls of the Wastes: The PCs face the 
  final elite guards of Father Eye. This combat takes place 
  in one of two areas dependant on the alert status of the 
  trolls. For information on wasteland trolls, see Appendix 
  5: New Rules Items. 
   
  Encounter 9: Trap of the Eye: The PCs encounter 
  Father Eye’s pit trap. 
   
  Encounter 10: The Traitor’s Emissary: The PCs find 
  some papers of import relating to an agreement between 
  Father Eye and Rary. 
   
  Encounter 11: Father Eye: Finally, the PCs confront 
  Father Eye in his lair. 
   
  PREPARATION FOR PLAY 
  Before play commences the DM should review this 
  module carefully. Many of the monsters herein are 
  extremely dangerous and have many powerful abilities 
  that require careful adjudication. In addition the DM 
  should review the following sections: 
  • 
  Illumination 
  • 
  Duergar Tactics 
  • 
  High-Level Play 
   
  HIGH-LEVEL PLAY 
  At this level of play it is highly likely that the PCs will 
  have access to powerful spells. Many of these spells could 
  assist them in either getting closer to the mines quickly 
  or in gaining valuable information about the challenges 
  they will face. 
   
  Travel Spells: A significant part of the PCs’ journey 
  takes place through the arid hills of the Abbor-Alz. 
  However, if the PCs have access to such spells as teleport, 
  they can significantly cut down their travel time. Their 
  guide, the gnomish woman Shamil, can give them a 
  description of the sinkhole detailed in Encounter 1: 
  Sinkhole. Unfortunately, she has only been to the 
  location once and so for the purposes of teleporting the 
  spellcaster is deemed to have only seen the location once. 
   
  Shamil cannot accurately detail any location in 
  Underdark or in the mines of the duergar. While 
  imprisoned she was in a constant state of terror and sleep 
  deprivation and so was not paying lots of attention to her 
  surroundings. While escaping she was simply trying to 
  survive and did not take a lot of time studying the 
  passageways and chambers through which she fled. 
   
  Information Spells: Clever PCs will seek to learn 
  more about Father Eye and his minions. Use the notes 
  below to dispense this information. If the PCs use a spell 
  not listed below, improvise the information they gain 
  using the below as a guide. 
   
  Commune: This spell answers a number of questions 
  with yes-or-no answers. In general, give out completely 
  factual answers to any question given. For example, if the 
  PCs ask if Father Eye is a beholder, answer “yes.” (Do not 
  give out any other information regarding his exact status 
  at APLs 14 and 16 unless the PCs specifically ask if he is a 
  half-fiend. Answering “yes” to whether he is more 
  powerful than a normal beholder is a legitimate answer, 
  though.) 
   
  Contact Other Plane: Use the notes for commune as 
  guidance when answering questions asked through a 
  contact other plane. Remember however that these 
  answers will be more abrupt and evasive than those listed 
  above, as those answering resent such contact. Also, do 
  not forget to check to see if the PC suffers any ill effects 
  for casting this spell. 
   
  Discern Location: It is highly unlikely that this spell 
  locate find Father Eye. Remember, the caster must have 
  actually seen Father Eye or have an item he once owned. 
  However, if the casting of discern location follows 
  directly on from a successful scrying or greater scrying, 
  the PCs can be successful in locating Father Eye. 
   
  Divination: If the PCs cast this spell and ask any 
  general questions about the duergar mines or the threats 
  they will face, read the following: “A long walk through 
  
  CORS5-02 Mines of the Eye 
   
  Page 4 
  eternal dark you must take before breaching the dark 
  wall.” 
   
  If they ask specifically about Father Eye, read the 
  following: “His gaze is death. Beware the long fall.” 
  Using these two answers as examples answer any other 
  questions the PCs may pose. 
   
  Legend Lore: Unless the PCs gain detailed 
  knowledge from some other source, treat the PCs as only 
  knowing rumors relating to Father Eye. Thus, the casting 
  time for this spell would be 2d6 weeks and therefore 
  cannot be completed in time. If the PCs somehow get 
  such information and they ask about Father Eye, relate 
  the following: “Great avarice and evil waits in the dark. 
  Driven from its home, a dark compact has been entered 
  into that will forever change the face of the Flanaess.” 
   
  If the PCs ask about the Mines, relate the following: 
  “Cut long ago, the dark places of the hills yet teem with 
  the dark ones. Indefatigable in their purpose soon they 
  will seek a greater wealth.” 
   
  Use these notes for vision as well. 
   
  Scrying: At all APLs, Father Eye has a good Will 
  save, which may defeat this spell. At APLs 14 and 16, the 
  spellcaster must also beat his spell resistance. If the caster 
  is successful, he will locate Father Eye while he lurks 
  within his chambers. Father Eye is hanging motionless in 
  mid-air studying the patterned ceiling. 
   
  Use these notes for greater scrying as well. 
   
  ILLUMINATION 
  Much of the action within this module takes place deep 
  within the trackless wastes of the Underdark. As such, 
  illumination, or its lack, is of crucial importance to the 
  PCs. Before play commences the DM should review the 
  rules on illumination and their effects in combat. 
   
  For ease of reference these rules are summarized 
  below. 
   
  There are three basic levels of illumination: bright 
  light, shadowy illumination, and darkness. 
   
  Bright Light: All individuals with visual organs can 
  see clearly in areas of bright light. A creature cannot hide 
  in an area of bright light unless it is invisible or has cover. 
   
  Shadowy Illumination: In areas of shadowy 
  illumination individuals can see dimly. Individuals in 
  such areas have concealment. A creature in an area of 
  shadowy illumination can make a Hide check to conceal 
  itself. 
   
  Concealment gives the subject of a successful attack 
  a 20% miss chance. 
   
  Darkness: In areas of darkness, creatures without 
  darkvision are effectively blinded. 
   
  Blinded characters cannot see. A blinded character 
  takes a –2 penalty to Armor Class, loses his Dexterity 
  bonus to AC (if any), moves at half speed, and takes a –4 
  penalty on Search checks and on most Strength- and 
  Dexterity-based skill checks. All checks and activities 
  that rely on vision (such as reading and Spot checks) 
  automatically fail. All opponents are considered to have 
  total concealment (50% miss chance) to the blinded 
  character. 
   
  Low-light Vision: Characters with low-light vision 
  double the effective radius of low light and shadowy 
  illumination. 
   
  Darkvision: Characters with darkvision can see lit 
  areas normally as well as dark areas within 60 feet. It is 
  impossible to hide within 60 feet of a character with 
  darkvision unless the individual attempting to hide is 
  invisible or has cover. 
   
  DUERGAR TACTICS 
  Duergar are skilled warriors well versed in the art of 
  fighting underground, often preferring to strike from 
  ambush. While doughty warriors, they prefer hit-and-run 
  tactics, making use of their innate talents as much as 
  possible. 
   
  All duergar possess two spell-like abilities that they 
  rely on in combat. Invisibility allows a duergar to close 
  with opponents and to attack with the element of 
  surprise. Enlarge person gives a duergar greater size and 
  strength, allowing him to deal more damage in combat. 
  All duergar stat blocks include detailed information on 
  the affects of these two spells. 
   
  Duergar also possess darkvision out to a range of 120 
  feet. This allows them to lurk in the darkness beyond the 
  extent of an opponent’s vision. In such cases, duergar 
  continually harass interlopers with missile fire. Duergar 
  crossbowmen are trained to shoot and move in such 
  situations, making it harder for enemy spellcasters and 
  archers to keep track of them. 
   
  MAPS 
  Play within this adventure takes place over several 
  different maps. Maps are organized by subject and 
  appendix. Thus, Appendix 6 contains relevant Abbor-Alz 
  maps. Appendix 7 contains all required Underdark maps. 
  Finally, Appendix 8 contains all relevant maps relating to 
  the Mines of the Eye. 
   
  THE UNDERDARK 
  Appendix 7: Maps of Underdark depicts several typical 
  Underdark areas for use during this adventure. 
   
  In addition a copy of Shamil’s maps is provided so 
  that the DM may plot the PCs’ progress. If the players 
  wander off the areas detailed on the map the DM should 
  improvise a continuing network of caverns and tunnels. 
  Remember that the map provided by Shamil shows only 
  the areas which she explored. Feel free to include other 
  passageways and chambers as desired. 
   
  MINES OF THE EYE 
  There are three maps of the mines for use during this 
  adventure. 
   
  Mine Map 1 depicts Encounter 6: Dark Gate and its 
  surrounds. Use this map when the PCs reach this area. 
   
  Mine Map 2 depicts the general area in which the 
  PCs encounter the assassin detailed in Encounter 7: From 
  the Shadows. 
  
  CORS5-02 Mines of the Eye 
   
  Page 5 
   
  Mine Map 3 details the final set of encounters 
  around Father Eye’s inner chambers. Use this map for 
  Encounter 8: Trolls of the Wastes, Encounter 9: 
  Guardians of the Eye, Encounter 10: The Traitor’s 
  Emissary and Encounter 11: Father Eye. 
   
  FIGURES 
  It is recommended that the following miniatures are 
  available when playing this adventure. 
   
  � 4 × Destrachan (Aberrations; Encounter 3: Blind 
  Hunters). 
  � 2 × Mind Flayers (H; Encounter 4: Silent 
  Death). 
  � 6 × Duergar (Archfiends; Encounter 6: Dark 
  Gate). 
  � 1 × Dwarf Sergeant (Giants of Legend; 
  Encounter 6: Dark Gate). 
  � 1 × Nebin, Gnome Illusionist (Harbinger; 
  Encounter 6: Dark Gate). 
  � 1 × Dwarf Caver (Deathknell; Encounter 7: 
  From the Shadows). 
  � 10 × Human Commoner (Harbinger; Encounter 
  5: Escapees! and Encounter 7: From the 
  Shadows). 
  � 4 × Troll (Harbinger; Encounter 9: Trolls of the 
  Wastes). 
  � 1 × Stone Golem (Giants of Legend; Encounter 
  11: Father Eye). 
  � 1 × Beholder (Deathknell; Encounter 11: Father 
  Eye 
   
  INTRODUCTION 
  Read aloud or paraphrase the following: 
   
  A hot summer sun beats down on the courtyard of 
  Castle Karistyne. The shade of a spreading oak tree, its 
  roots fed by the same spring that waters the great castle 
  provides you with some relief from the heat of the 
  afternoon. Around you, warriors in azure and gold, the 
  colors of the famed Lady Karistyne, paladin and 
  wyrmslayer, pace the walls and five square towers of the 
  castle that bears her name. Behind looms the citadel 
  itself, its white granite stones shimmering in the sun, a 
  bastion of safety and peace in the wild hills of the Abbor-
  Alz. 
   
  Horns ring out from the gatehouse to welcome 
  home a returning patrol. As they march in good order 
  beneath the gate arch, the warriors, caked in dust, raise a 
  lively song that belies the weariness of their steps. 
   
  At this point allow the PCs to react and introduce 
  themselves in character. They might wonder why they 
  have come to Castle Karistyne. If the PCs have played any 
  of the previous adventures in the Blight on Bright Sands 
  series (COR5-06 Blood on Bright Sands or COR5-09 
  Gateway to the Bright Sands), they may already be 
  acquainted with the castle and its mistress. In this case, 
  having found the PCs to be competent and skilled, the 
  Lady Karistyne has called upon the services once more—
  asking them to attend her in her stronghold, but, 
  curiously without giving a reason why. 
   
  If only some or none of the PCs have played the 
  Blight on Bright Sands adventures, then they have heard, 
  in Hardby or Greyhawk City, that the Lady Karistyne is 
  looking for skilled war companies to undertake certain 
  tasks in the wilds of the Abbor-Alz. 
   
  Once the PCs have been introduced to each other 
  and their reasons for being in Castle Karistyne, proceed 
  to read aloud or paraphrase the following: 
   
  As the patrol files past, the voices echoing from the 
  walls, a young warrior in a tabard emblazoned with the 
  Sword and Bolts of the Lady Karistyne approaches and 
  clears his throat nervously. 
   
  “Sirs, the Lady would speak with you now … in the 
  Great Hall, if it please you.” 
   
  Allow the PCs to respond and, assuming they follow the 
  soldier into the great hall, read aloud or paraphrase the 
  following: 
   
  The Great Hall is easily one hundred feet long and forty 
  feet wide. Sunlight slants through three great stained-
  glass windows, casting patches of color across the 
  flagstones. In the centre of the opposite wall stands a 
  wide fireplace. Banners hang from the ceiling and the 
  walls are decked with trophies. Most imposing however, 
  is the collection of trophy heads mounted on the wall 
  behind the top table. Among the heads of manticores, 
  wyverns, hippogriffs and other more mundane animals, 
  three stand out: the heads of two blue dragons and one 
  red. 
   
  Karistyne is seated at the far end of the table, poring 
  over a map. She is dressed in white robes emblazoned 
  with her coat of arms—a golden sword surrounded by 
  an azure wave, flanked by two silver lightning bolts. Her 
  muddy blonde hair is tied back in a ponytail. Beside her 
  stands a hulking man in a leather jerkin, with black hair 
  and a close-cropped beard. He looks up and bids you 
  approach with a wave of his hand. 
   
  “Good sirs, thank you for your patience,” the lady 
  paladin says, fixing you with an unflinching gaze. 
  “Please be seated while I explain why I have summoned 
  you here so … enigmatically.” 
   
  As you take your seats, the door at the end of the 
  hall opens once more. Four people enter—two human, a 
  man and a woman and two half-olves, male and female. 
  From their hard looks and grim expressions, you can tell 
  that they are seasoned campaigners all. The man wears a 
  broadsword at his hip, the woman a longblade and 
  dagger. Both wear leather jerkins. The half-olves are 
  
  CORS5-02 Mines of the Eye 
   
  Page 6 
  dressed in loose pantaloons and green tunics. The 
  female bears a broach of a foaming wave upon her breast. 
   
  “I should introduce you,” says Karistyne. “This is the 
  Fellowship of the Sapphire Song, your companions in 
  this task.” 
   
   
  �Karistyne, female human Pal15—Heironeous, 
  Lady of Castle Karistyne. 
   
  Appearance: Karistyne is a soft-spoken woman in her 
  late thirties, of mixed blood, though with pronounced 
  Oeridian heritage. She is well built, with a tanned 
  complexion and blonde hair. When not expecting battle, 
  the lady of the Abbor-Alz favors white robes emblazoned 
  with her coat of arms—a golden sword surrounded by an 
  azure wave flanked by two silver lightning bolts. The 
  lightning bolts symbolize her devotion to Heironeous, 
  the Archpaladin. 
   
  Character: As a servant of Heironeous, Karistyne 
  views it as her sacred duty to drive evil from the Abbor-
  Alz and ensure the safety of the good folk of the hills. She 
  is renowned as a wyrmslayer and is rumored to have slain 
  a total of seven wyrms with the aid of her war company. 
   
  Though she does not raise her voice often, Karistyne 
  is intense and forceful, with seemingly inexhaustible 
  reserves of energy and willpower. She can sometimes 
  come across as quite arrogant in this assertion, and she 
  brooks no interference in achieving her goals. She detests 
  the Free City of Greyhawk, seeing the Oligarchy as weak 
  and corrupt. However, she has great respect for the 
  Mountaineer Militia of Greyhawk. 
   
  Karistyne is renowned for her tolerance and is a 
  friend to most good-aligned faiths. She believes herself to 
  be bound by ancient codes of hospitality. No one in need 
  is ever turned away from her castle gates, but if possible, 
  she tries to personally detect evil upon visiting guests 
  during an audience. Any bearing the taint of evil are 
  either sent away or detained at the lady’s pleasure. 
   
   
  �Aeron Marander, LG male human (Oeridian) Ftr 
  13, Seneschal of Castle Karistyne. 
   
  Appearance: Aeron is in his early thirties, though the 
  lines that years of sun, travel and many hard battles have 
  left make him look older. Of Oeridian blood and 
  Nyrondese birth, he wears his black hair and beard short 
  cropped. Heavily built and standing nearly six and a half 
  feet tall, Aeron cuts an impressive figure, especially when 
  clad in his magical full plate armor. A devoted follower of 
  Heironeous, he wields a great axe. 
   
  Character: Aeron is one of Karistyne’s oldest and 
  most loyal followers. A supremely competent seneschal, 
  he is also an able battle leader, capable of inspiring loyalty 
  and devotion in his men. Aeron is a no-nonsense man, 
  direct to the point of rudeness, for which he does not 
  apologies. Despite his appearance as a bruiser, Aeron is 
  well educated. But while he appreciates learning, he 
  values practical knowledge rather than arcane lore. 
  Equally, he values practical thinkers, rather than scholars, 
  but prefers both to boors and fools. Better to think your 
  way out of trouble, rather than cut your way out—though 
  he is well able to do either. 
   
  Read aloud or paraphrase the following: 
   
  Karistyne stands and paces as she speaks: 
   
  “Something is stirring in the Abbor-Alz. Many 
  disquieting rumors have reached us of late. Duergar—
  dark dwarves—have been seen oft in the hills south of 
  here. Their once-rare raids upon the Abbor-Alz hillfolk 
  have become more frequent. Hundreds of the hillfolk 
  have been carried off as slaves into Underdark. The 
  hillmen speak in awed tones of battles beneath the 
  Oerth. The Hardby Pass, never safe, has become so 
  perilous that even the boldest traders will not risk travel 
  to Ul Bakak. 
   
  “Events such as these would not normally be 
  worthy of note in this wilderlands, if it were not for 
  something we discovered several years ago. Some of my 
  people found the bodies of a Baklunish man and a Tiger 
  Nomad woman on the banks of the Storm Run. The 
  man, it appears was a mage named He Chak—an 
  apprentice to no less a personage than the Archmage 
  Rary, known justly as the Traitor. From papers we found 
  on his body, he had been sent by his master to liaise 
  with and spy upon someone he named “Father Eye,” the 
  ruler of a duergar hold in the hills called the Mines of 
  the Eye. 
   
  “Now, we know that the servants of the Traitor are 
  stirring to some unknown end in the Bright Lands. 
  Surely, given the connection between Rary and this 
  “Father Eye,” this sudden restlessness of the duergar is 
  more than mere happenstance. 
   
  “I want to know what is happening in the Mines of 
  the Eye, and I would like you to find out for me. Will 
  you help us?” 
   
  Allow the PCs to consider this and answer. If any of the 
  PCs waver or show doubt, Karistyne asks them to 
  consider what could happen to the surrounding realms if 
  the machinations of the Traitor are not foiled. She says 
  that if they consider themselves heroes, then they cannot 
  in good conscience stand by and allow evil to flourish. If 
  any of the PCs still refuse, she looks hurt and 
  disappointed and tells them that they can leave if they so 
  wish. 
   
  Assuming that the PCs do accept the mission, 
  Karystine introduces the bearded man as Aeron 
  Marander, her seneschal. Read aloud or paraphrase the 
  following: 
   
  Marander unfurls a map of the Abbor-Alz on the table 
  before you. 
   
  “As the lady has said, we need to know what is 
  happening in the Mines of the Eye; what the duergar are 
  doing, and why the Traitor is taking such an interest in 
  them. From what we know of the Mines, they are well 
  guarded, and gaining entry is unlikely to be an easy 
  
  CORS5-02 Mines of the Eye 
   
  Page 7 
  task—especially the inner chambers of this Father Eye. 
  However, we’ve devised a plan of attack that we believe 
  should work. 
   
  “You will enter the Mines via the tunnels and 
  passages that run beneath the hills. Your goal is to 
  discover what you can of the machinations of Father Eye 
  and the Traitor. This will be no easy task. The Inner 
  Mines are home to hundreds of duergar. You will have 
  some help, though. The Fellowship of the Sapphire Song 
  will provide a distraction for you which, if it works, 
  should draw the main duergar force out of the inner 
  chambers. It’s best that you remain ignorant of the exact 
  details of each other’s goals—lest any of you be captured 
  and tortured. It is enough for you to know that the 
  success of this enterprise depends on you winning 
  through to the inner mines and discovering what we 
  need to know. Do you have any questions?” 
   
  It’s likely that the PCs have questions at this point. The 
  answers to the most likely are shown below: 
   
  Q: What’s in it for us? 
   
  A: Marander: “If fighting the good fight is not 
  enough for you, then the dark dwur have plunder 
  aplenty to fill your pockets. 
   
  Q: How do we find the Mines? 
   
  A: Marander: “Each war company will have its own 
  guide, who will be able to lead you to where you need to 
  go. I will introduce them to you when we are finished 
  here.” 
   
  Q: What aid can you give us? 
   
  A: Marander: “Obviously we have some maps of the 
  hills. For the mines themselves, your guides are your 
  best bet. In addition, we have within the castle a number 
  of specialized artisans whose wares might interest you.” 
   
  (The PCs are able to purchase any item from Chapter 
  6 of the Players Handbook within the 200 gp limit for 
  Castle Karistyne.) 
   
  Q: How long do we have to perform this deed? 
   
  A: Marander: “The other war company will be in 
  position in three days. You need to be ready to act by 
  then. After that, matters will take as long as they take, as 
  the Archpaladin wills. I have gifted the Fellowship of 
  the Sapphire Song with a magical scroll containing a 
  sending spell. When they are ready to attack, they will 
  contact you.” 
   
  Q: When do we leave? 
   
  A: Marander: “Dusk this evening, at the earliest. We 
  know that the Traitor has eyes everywhere, and that 
  some of them watch this place, so it’s better that you slip 
  out under the cover of night. Once you are away from 
  the castle, you can travel by day.” 
   
  Q: What exactly are we looking for? 
   
  A: Marander: “Anything that can tell us more about 
  what is going on—papers, overheard conversations—
  any clues you can find.” 
   
  Q: What do you know of Father Eye? 
   
  A: Marander: “Nothing, except that he is not a 
  duergar. But he must wield great power to dominate the 
  dark dwur as he does.” 
   
  Neither Karistyne nor Marander offers coin. If the PCs 
  refuse to aid them otherwise, Aeron says they are free to 
  go and the adventure is over. 
   
  If the PCs have horses or other mounts, Aeron 
  advises the PCs to go on foot. Duergar scouts patrol the 
  Abbor-Alz, and it would be a colossal blunder for the plan 
  to be ruined because the duergar chanced upon the PCs’ 
  mounts and raised the alarm. The PCs could ride their 
  mounts only partway, walking the rest of the way, but 
  Aeron feels quite strongly that the risk of ruining the 
  plan far outweighs the convenience of taking mounts. 
  (Flying mounts are even more problematic, as Curadhal 
  cannot ride any flying beast, and keeps his eyes tightly 
  shut if forced to ride one—making him useless as a 
  guide.) 
   
   
  The Guide: Once the PCs have finished asking their 
  questions and purchased what equipment they need, 
  Aeron introduces them to their guide. Read aloud or 
  paraphrase the following: 
   
   
  �Shamil, female gnome War1: hp 6, see Appendix 
  1-5. 
   
  Appearance: Clad in a chain shirt, Shamil stands a 
  little over 3 feet in height. Her skin is darkly tanned and 
  her hair is fair. Her eyes are a deep blue. 
   
  Character: Shamil is a brave woman who has escaped 
  the clutches of the duergar because she was quick witted 
  enough to act as circumstances demanded. She does not 
  however like placing herself in physical danger and shies 
  away from combat wherever possible. She is a 
  knowledgeable guide to the portions of the Underdark 
  on her map; she does not want to wander from its course, 
  however, as she sees this as an unnecessary risk to the 
  mission. 
   
  Shamil’s Fate: It is highly likely that Shamil will be 
  slain during the party’s journey through the Underdark. 
  If this occurs the PCs will have to rely on her map to get 
  them to the mines. 
   
  The PCs most likely have questions for Shamil. Some of 
  the likely ones are listed below. 
   
  Q: How do we get to the mines? 
   
  A: I will guide you to a sinkhole buried two days or 
  so journey to the west. Once there we will have to 
  descend into Underdark. Through those tunnels we will 
  eventually come to the lower gate of the duergar. 
   
  Q: What dangers did you see in Underdark? 
  
  CORS5-02 Mines of the Eye 
   
  Page 8 
   
  A: Very little. I was very lucky. I know though that 
  the duergar are warring with enemies who lurk in the 
  halls of Underdark. 
   
  Q: How is the duergar gate defended? 
   
  A: The gate itself is a sturdy affair, with several locks 
  and bars keeping invaders out. The gate is set into a wall 
  that completely blocks off the passageway. This 
  passageway is studded with arrow slits. These are 
  guarded by elite warriors. 
   
  Q: How did you manage to escape? 
   
  A: 
  When 
  I 
  escaped 
  I 
  was 
  considerably 
  malnourished. This allowed me to squeeze through one 
  of the arrow slits. 
   
  Once the PCs have concluded any business they have at 
  Karistyne Castle proceed to Interlude 1: Through the 
  Hills. For more information regards Karistyne Castle, 
  refer to Karistyne Castle at a Glance. 
   
  INTERLUDE 1: 
  THROUGH THE HILLS 
  This interlude continues directly on from the 
  Introduction. Read aloud the following: 
   
  The cool of night has descended over the parched peaks 
  of the Abbor-Alz, giving much needed respite from 
  Pelor’s radiance. 
   
  With dusk, the preparations for your departure are 
  complete. For the main you wait quietly; checking your 
  gear or speaking softly to your companions. 
   
  After a few minutes, your patron joins you. Clad in 
  white robes, to your eyes she almost seems to shine as 
  the gloom gathers about her. 
   
  “My friends, you are about to embark on a 
  dangerous journey from which I fear not all of you will 
  return. My heart and resolve are strengthened by the 
  knowledge that brave souls yet stand between the 
  Traitor and his perfidious goals. While we yet draw 
  breath and remain vigilant he cannot succeed. Know 
  you that your deeds this night are being watched by 
  those greater than any present here. With their 
  guidance, and your strength, I am confident of success. 
  Will you join with me in prayer and fellowship?” 
   
  If one or more of the PCs give their assent, continue: 
   
  “Then gather around, friends, and I will beg the 
  Archpaladin to bless us this night with his divine 
  wisdom.” 
   
  Karistyne falls silent as she gathers herself in 
  moment of silent devotion. When she begins to speak 
  again, her voice is firmer and more joyous than before: 
   
  “Lord, bless these, your weapons, as they begin their 
  long journey. Keep your light about them when 
  darkness surrounds them, and give them the strength to 
  overcome their enemies. In battle make them pure of 
  heart and valorous of deed. In victory make them 
  merciful and give them the strength of conviction to 
  carry out your will.” 
   
  As she finishes the prayer, Karistyne motions to her 
  followers and they open a small sally port in the outer 
  wall. Beyond the walls, the Abbor-Alz are bathed in the 
  soft light of Celene. Naught is left to do but to shoulder 
  your packs and begin your journey. 
   
  A DC 10 Knowledge (religion) check indicates that the 
  PC knows that “the Archpaladin” is a title given to 
  Heironeous, the lawful good intermediate Oeridian god 
  of chivalry, justice, honor, war, daring, and valor. 
   
  The Journey: Use the information presented below to 
  improvise the PCs’ journey from Karistyne Castle to the 
  Sinkhole detailed in Encounter 1. The details of this 
  journey of course depend on the actions of the PCs. No 
  matter the party composition or base speed, the journey 
  takes the best part two days. The PCs arrives at the 
  sinkhole just as evening falls assuming they do not stop 
  for any extended period of time. 
   
  The random encounter table below lists several 
  random, but inconsequential, encounters that the DM 
  may utilize if he wishes to break up the journey from 
  Karistyne Castle to the sinkhole detailed in Encounter 1. 
  The DM should however not use all of the following. In 
  convention play these encounters would significantly 
  impact on game time as, they would reduce the player’s 
  available time in the Underdark and the Inner Mines. 
   
  D% 
  Random Encounter 
  01-18 
  A small rockslide blocks the way ahead. 
  Crossing it is safe, but time consuming. 
  19-44 
  Old tracks of a large group of humanoids that 
  passed through this area over a week ago. 
  45 
  A burnt-out campfire with ashes scattered 
  about. It is at least a week old. 
  46 
  A shattered arrow. 
  47 
  A small stream nestled deep in a rocky water 
  course. The water is fresh and relatively cool. 
  The PCs can refill their water skins. 
  48 
  A hippogriff passes high overhead. It does 
  not notice the PCs. 
  49 
  The PCs realize they are passing through a 
  steep, narrow valley perfect for an ambush. 
  Nothing befalls them, however. 
  50 
  A length of rope lies haphazardly at the 
  bottom of a cliff. Investigation reveals that 
  one end was cut. 
  51-76 
  The sounds of combat echo through the hills. 
  The PCs cannot find the combat before the 
  sounds quickly fade. 
  
  CORS5-02 Mines of the Eye 
   
  Page 9 
  77 
  The body of a slain hillman. Except for his 
  bloodstained clothes, the corpse has been 
  comprehensively 
  looted. 
  Animals 
  have 
  worried the corpse, indicating it has been 
  here for some time. Two arrows still protrude 
  from his back. 
  78 
  A single, tall pine tree spreads its branches 
  over a small pool, nestled against a sheer cliff. 
  If the PCs reach this area at night, several 
  small animals are drinking at the pool.  
  79 
  Birds nestle high in a pockmarked cliff. The 
  PCs hear the sounds of bird song long before 
  they reach this area. 
  80 
  A small cave is set at the base of a cliff. The 
  pathway passes right in front of the cave. The 
  cave is roughly ten feet wide and forty feet 
  long and unoccupied. At the rear of the cave 
  are a number of gnawed bones. Spoor and 
  animal tracks are scattered about the area. A 
  DC 10 Knowledge (nature) check identifies 
  these as belonging to a mountain lion. 
  81 
  A torn piece of cloth blows along the track in 
  a slight breeze. 
  82-100 
  Rocks clatter down from above, for no 
  apparent reason. 
   
  The Abbor-Alz: The Abbor-Alz lie in a great horseshoe of 
  rugged hills that buttress the margins of the Bright 
  Desert. In the main, this range consists of rocky and 
  granitic hills. However, in the west the hills rise to form a 
  small mountain range that links the Abbor-Alz to the 
  Cairn Hills to the north. In many places the hills are so 
  broken and rough that mounted travel or the movement 
  of large bodies of men is impossible. 
   
  Portions of the range are claimed by several powers, 
  most notably the Duchy of Urnst and the Domain of 
  Greyhawk. Small enclaves of dwarves and gnomes also 
  dwell amongst the rocky peaks, as do wild human 
  hillmen who drive off outsiders with little mercy. 
   
  Many predators also hunt amongst the peaks and 
  deep valleys of the hills. Hippogriff, ogres and hill giants 
  are frequently encountered, as are bandits, brigands, and 
  roving bands of humanoid raiders. 
   
  Once play opportunities have been exhausted in this 
  section, proceed to Encounter 1: Sinkhole. 
   
  ENCOUNTER 1: 
  SINKHOLE 
  This is the first encounter set in Underdark. Here, the 
  PCs are guided to a sinkhole that gives access to some of 
  the tunnels running beneath the Abbor-Alz. 
   
  Ahead of you a large sinkhole, perhaps twenty feet 
  across, lies at the centre of a small depression. There is 
  little vegetation around the area of collapse, although an 
  uprooted pine tree lies haphazardly across one part of 
  the collapsed area. 
   
  Assuming the PCs traveled on foot to this point the 
  journey to the sinkhole has taken roughly two days. In 
  this case, after the PCs enter Underdark, they are unable 
  to rest if they want to enter the mines during the 
  diversionary attack on the upper mines. If the PCs used 
  magic such as teleport to reach this place they are two 
  days ahead of the Sapphire Song. Thus, they can either 
  rest here, or rest later before they enter the duergar 
  mines. 
   
  Shamil relates to the PCs that the distance from the 
  sinkhole to the mines is about 25 miles. This is the only 
  way Shamil knows that the PCs can access the tunnels of 
  Underdark, if they wish to reach the Mines of the Eye 
  quickly. 
   
  The uprooted pine tree still holds enough strength 
  in its desiccated trunk to bear the weight of a rope and 
  rappelling PC. In total, the tree can hold 350 pounds of 
  weight. If more than 350 pounds of weight are supported 
  by the tree, the PCs hear the tree warping and cracking 
  after one round of climbing. Two rounds after the tree 
  starts cracking, the trunk shatters. Any PC still climbing 
  on the rope at that time falls to the cavern floor below. 
   
  The area around the sinkhole is generally safe—the 
  collapse is an ancient one. Although dry soil and small 
  rocks shift beneath a PC’s feet no further falls occur. 
   
  When a PC is in a position to see the cavern below 
  the sinkhole, read the following (adjusting the text to 
  account for the time of day): 
   
  Rays of sunlight illuminate some of the cavern below. 
  Beneath the sinkhole, the cave’s floor is covered in 
  rubble—no doubt created when the roof caved in. 
  Lichens, mosses, and fungi grow in profusion there. 
   
  The floor of the cavern is 80 feet below the level of the 
  sinkhole. 
   
  There are no foes in this area for the PCs to 
  encounter. Once all the PCs have reach the cavern floor 
  and have made any preparations they deem necessary, 
  they can begin their explorations. 
   
  ENCOUNTER 2: 
  UNDERDARK 
  A significant part of this adventure takes place in 
  Underdark. Certain characteristics of the tunnels, 
  passageways and chambers that the PCs journey through 
  are relatively standard. For the DM’s ease, these 
  characteristics are listed here. The DM should use these 
  in any given encounter area unless the description of that 
  area specifically states otherwise. 
   
  
  CORS5-02 Mines of the Eye 
   
  Page 10 
  CHARACTERISTIC OF UNDERDARK 
  Primary Passageways 
  Primary passageways are the largest passageways of 
  Underdark. They are also the most used, and it is here 
  that PCs are most likely to encounter other travelers. 
   
  Generally these corridors are between 20 and 30 feet 
  wide. Ceiling height varies between twenty and fifty feet. 
   
  Movement through these areas is generally 
  unimpeded by rubble or other obstructions. 
   
  The walls and ceiling of these areas are generally 
  unworked stone. Thus, the walls can be traversed with 
  DC 20 Climb checks. Moving across the ceilings requires 
  DC 25 Climb checks. 
   
  Secondary Passageways 
  Generally these corridors are between 10 and 20 feet 
  wide. Ceiling height varies between 15 and 40 feet. 
   
  There is a 30% chance that any given portion of this 
  type of tunnel is strewn with rubble and other detritus. 
  In these areas the passageway counts as difficult terrain. 
  Each square of movement in these tunnels costs 2 squares 
  of movement. Running and charging in these areas is 
  impossible. 
   
  The walls and ceiling of these areas are generally 
  unworked stone. Thus, the walls can be traversed with 
  DC 20 Climb checks. Moving across the ceilings requires 
  DC 25 Climb checks. 
   
  Tertiary Passageways 
  Tertiary passageways are little used by the denizens of 
  Underdark. Many of the larger predators cannot traverse 
  these areas though and so in some cases smaller creatures 
  lurk within. 
   
  Generally these corridors are between 5 and 10 feet 
  wide. Ceiling height varies between 8 and 25 feet. 
   
  These passageways are littered with rubble and 
  obstructions, and so count as difficult terrain. Each 
  square of movement in these tunnels costs 2 squares of 
  movement. Running and charging in these areas is 
  impossible. 
   
  The walls and ceiling of these areas are generally 
  unworked stone. Such walls can be traversed with DC 20 
  Climb checks. Moving across the ceilings requires DC 25 
  Climb checks. 
   
  Caverns 
  Many caverns and galleries exist in Underdark. A 
  cavern’s size is generally dependant on the size of the 
  largest passageways entering it. The ceilings of such 
  caverns are up to twice the maximum height of the 
  largest passageway’s ceiling height. The size of the cavern 
  varies enormously. 
   
  Many side caverns are accessible from the 
  passageways of Underdark. Generally these conform to 
  the size of the passageway from which they are 
  accessible. They are never however wider than twice the 
  width of the cavern from which they issue. 
   
  Travel 
  As well as having the services of a guide the PCs have 
  been given a copy of a map made by Shamil during her 
  escape. This map, while incomplete, gives a good 
  impression of the general area. It also provides valuable 
  insights into how to get to duergar-held tunnels. It is 
  presented as Player’s Handout 1. 
   
  However, the PCs are free to travel to the mines in 
  any way they see fit. They may take the quickest and most 
  direct route if they wish, or they may instead prefer to 
  wander through some of the less well traveled tunnels. 
  The exact route taken by the PCs is ultimately up to 
  them. 
   
  Guide 
  Initially Shamil leads the party through the Underdark. 
  However it is highly likely that at some point she will be 
  killed. In this juncture the PCs will be forced to follow 
  her map. 
   
  Encounters 
  Several encounters befall the PCs as they travel to 
  duergar mines. These encounters are: 
  • 
  Encounter 3: Blind Hunters 
  • 
  Encounter 4: Silent Death 
  • 
  Encounter 5: Escapees! 
   
  These encounters can take place in any order. Randomly 
  determine the order in which they occur by rolling a d6 
  before play commences: Several game hours should 
  elapse between encounters. 
   
  D6 
  Order 
  1-2 
  Encounter 3, Encounter 4, Encounter 5 
  3-4 
  Encounter 4, Encounter 5, Encounter 3 
  5-6 
  Encounter 5, Encounter 3, Encounter 4 
   
  Once the PCs have played through all of these 
  encounters continue to Interlude 2: Through Underdark. 
   
  ENCOUNTER 3: 
  BLIND HUNTERS 
  Location: A corridor. 
   
  Figures: Destrachan (2-4). 
   
  In this encounter the PCs may surprise, or be 
  surprised by, a pack of hunting destrachan. As the 
  encounter opens the destrachan are moving quietly down 
  a corridor in search of prey. If the combat map used has 
  multiple corridors, randomly determine down which 
  corridor the destrachan and PCs are moving. 
   
  If the destrachan become aware of the PCs before 
  the PCs become aware of the destrachan read the 
  following: 
   
  The tunnels of Underdark twist and turn as they lead 
  you deeper into a confusing network of galleries, 
  caverns, corridors and natural chambers. All is silent in 
  this dark, seemingly timeless and isolated world. 
  
  CORS5-02 Mines of the Eye 
   
  Page 11 
   
  Suddenly, and without any warning, a several large 
  creatures burst out of the darkness. Vaguely reptilian 
  there large, powerful body ends in a mostly featureless 
  head dominated by large ear structures and gaping, 
  toothless mouths. 
   
   
  If the PCs become aware of the destrachan before 
  the destrachan become aware of the PCs, read the 
  following: 
   
  The tunnels of Underdark twist and turn as they lead 
  you deeper into a confusing network of galleries, 
  caverns, corridors and natural chambers. All is silent in 
  this dark, seemingly timeless and isolated world. 
   
  Suddenly ahead of you, you hear a sound that you 
  immediately identify as being out of place: a barely 
  perceptible sound of a rock shifting under the weight of 
  someone or something lurking in the stygian darkness. 
   
  Allow the PCs to take whatever actions they deem 
  necessary. Assuming they hide or ready weapons and 
  spells continue: 
   
  Several large creatures are padding down the tunnel 
  towards you. Vaguely reptilian, their large, powerful 
  bodies end in a mostly featureless head dominated by 
  large ear structures and gaping, toothless mouths. They 
  do not appear to have noticed you yet. 
   
  APL 10 (EL 10) 
   
  �Destrachan (2): hp 60; see Appendix 1. 
   
  APL 12 (EL 12) 
   
  �Destrachan (4): hp 60; see Appendix 2. 
   
  APL 14 (EL 14) 
   
  �Advanced (Large) 16 HD Destrachan (4): hp 120; 
  see Appendix 3. 
   
  APL 16 (EL 16) 
   
  �Advanced (Huge) 20 HD Destrachan (4): hp 195; 
  see Appendix 4. 
   
  Tactics: The tactics of these creatures depends on 
  whether they are aware or unaware of the PCs when 
  combat breaks out. 
   
  Aware: Use these tactics if the destrachan become 
  aware of the PCs before the PCs become aware of the 
  destrachan. 
   
  If the destrachan are aware of the PCs they set up an 
  ambush, preferably using a section of the tunnel which 
  allows them to attack from multiple directions. They 
  prefer hit and run tactics, and seek to draw party 
  members away from the main group. 
   
  At almost all times they prefer to use their 
  destructive harmonic attacks instead of their claws. They 
  only change to using their claws when a foe is near death. 
  At the beginning of combat they attempt to use their 
  harmonic attacks to destroy a PC’s main weapon. Once 
  they have achieved this (or have failed twice), they 
  change their ability to cause damage to their foe. 
   
  Unaware: Use these tactics if the PCs become aware of 
  the destrachan before the destrachan become aware of 
  the PCs. 
   
  If the destrachans are surprised (even if the PCs are 
  too), their first instinct is to flee. If successful in this, they 
  start stalking the party with the goal of attacking them as 
  described above. If they are unable to flee, the 
  destrachans fight—but with an eye to breaking off the 
  combat as soon as possible. If severely injured while 
  doing this, they do not return. 
   
  Treasure: The destrachan carry no treasure. 
   
  ENCOUNTER 4: 
  SILENT DEATH 
  Location: A chamber. 
   
  Figures: Mind flayer (2). 
   
  In this encounter the PCs may surprise, or be 
  surprised by, a pair of mind flayers prowling Underdark, 
  hunting for victims. As the encounter opens, the mind 
  flayers are lurking in a passageway, awaiting passing prey. 
  Here they have contrived to set up an ambush. Whether 
  they have this ambush in place or not depends on 
  whether they become aware of the PCs before the PCs 
  become aware of them. 
   
  If the PCs become aware of the mind flayers before 
  the mind flayers become aware of the PCs read the 
  following: 
   
  Ahead of you the passageway widens out into a largish, 
  irregularly-shaped chamber roughly forty feet wide and 
  sixty feet long. The ceiling of this place is fifty feet high 
  in places. Lurking, almost indistinguishable from the 
  surrounding rock formations, to one side of the 
  passageway are two humanoid figures. The creatures’ 
  heads look like four-tentacled octopi. 
   
  If the mind flayers become aware of the PCs before the 
  PCs become aware of the mind flayers read the following: 
   
  Ahead of you the passageway widens out into a largish 
  irregularly-shaped chamber roughly forty foot in width 
  and sixty feet long. The ceiling of this place is in places 
  fifty feet high. Roughly in the centre of the cavern, 
  sprawled on the floor, is the body of a human male. He 
  appears to be dead or unconscious. He is dressed in 
  ragged clothes that you recognize as those worn by the 
  Flan tribes of the Bright Lands. 
   
  APL 10 (EL 10) 
   
  �Oobyl and Hrustrboad, Mind Flayers (2): hp 54; 
  see Appendix 1. 
   
  
  CORS5-02 Mines of the Eye 
   
  Page 12 
  APL 12 (EL 12) 
   
  � Hrustrboad, Mind Flayer Ftr1/Sor1 (1): hp 67; 
  see Appendix 2. 
   
  � Oobyl, Mind Flayer Mnk2 (1): hp 69; see 
  Appendix 2. 
   
  APL 14 (EL 14) 
   
  � Hrustrboad, Mind Flayer Ftr2/Sor2 (1): hp 80; 
  see Appendix 2. 
   
  � Oobyl, Mind Flayer Mnk2/Clr2—Ilsensine (1): 
  hp 84; see Appendix 2. 
   
  APL 16 (EL 16) 
   
  � Hrustrboad, Mind Flayer Ftr2/Sor4 (1): hp 87; 
  see Appendix 2. 
   
  � Oobyl, Mind Flayer Mnk2/Clr4—Ilsensine (1): 
  hp 99; see Appendix 2. 
   
  Tactics: The tactics of these creatures depends on 
  whether they are aware or unaware of the PCs when 
  combat breaks out. Note however that both mind flayers 
  are extremely intelligent and do not sacrifice their own 
  lives needlessly. If a mind flayer is reduced to less than 20 
  hp, it flees as soon as possible. Dependant on the tactical 
  situation, his companion may immediately follow suit, 
  unless of course he is about to subdue a victim. 
  Unaware: Use these tactics if the PCs become aware of 
  the mind flayers before the mind flayers become aware of 
  the PCs. 
   
  If the mind flayers are ambushed by the PCs they try 
  a couple of mind blasts, but flee if they don’t stun at least 
  half of the party. If their foes seem susceptible to these 
  attacks the mind flayers attempt to carry off several 
  victims (as described below). 
   
   
  Aware: Use these tactics if the mind flayers become 
  aware of the PCs before the PCs become aware of the 
  mind flayers. 
   
  In this situation, the mind flayers have set up an 
  ambush for the PCs. Oobyl uses his hat of disguise to 
  appear as a human nomad male lying face down in the 
  corridor. Hrustrboad lurks above in the darkness with 
  the aid of his cloak of elvenkind. Prior to setting this trap, 
  they pre-cast as many of their defensive spells as possible 
  on each other. 
   
  When a PC moves up to investigate the body Oobyl 
  uses his mind blast ability on that unfortunate while 
  Hrustrboad aims his own mind blast at his “rescuer’s” 
  companions. The mind flayers continue to attack until 
  they each have a stunned victim. They then use their 
  plane shift ability to escape the other PCs. Once safely 
  away they dine on their victims. Refer to the Monster 
  Manual for more information on mind flayer tactics but 
  modify these as necessary to take into account these 
  individuals’ equipment. 
   
  Treasure: The mind flayers carry several items of value: 
   
  APL 10: Magic: hat of disguise (150 gp), ring of 
  protection +1 (2) (167 gp), cloak of resistance +1 (83 gp), 
  cloak of elvenkind (208 gp), bracers of armor +1 (83 gp). 
   
  APL 12: Magic: hat of disguise (150 gp), ring of 
  protection +1 (2) (167 gp), cloak of resistance +1 (83 gp), 
  cloak of elvenkind (208 gp), bracers of armor +1 (83 gp). 
   
  APL 14: Magic: hat of disguise (150 gp), ring of 
  protection +1 (2) (167 gp), cloak of resistance +1 (83 gp), 
  cloak of elvenkind (208 gp), bracers of armor +1 (83 gp), 
  boots of speed (1000 gp), amulet of mighty fists +1 (500 
  gp), staff of fire (14,200 gp). 
   
  APL 16: Magic: hat of disguise (150 gp), ring of 
  protection +1 (2) (167 gp), cloak of resistance +1 (83 gp), 
  cloak of elvenkind (208 gp), bracers of armor +1 (83 gp), 
  boots of speed (1000 gp), amulet of mighty fists +1 (500 
  gp), staff of fire (14,200 gp). 
   
  Detect Magic Results: hat of disguise (faint illusion), 
  ring of protection +1 (faint abjuration), cloak of resistance 
  +1 (faint abjuration), cloak of elvenkind (faint illusion), 
  bracers of armor +1 (moderate conjuration), boots of 
  speed (moderate transmutation), amulet of mighty fists 
  +1 (faint evocation), staff of fire (moderate evocation). 
   
  Development: Once the PCs have defeated the mind 
  flayers, they are able to continue their explorations of 
  Underdark. If the PCs drove off the mind flayers (but 
  didn’t slay them), they do not return; there is easier prey 
  to be found elsewhere. 
   
  Plane Shift: PCs carried off by the mind flayers via 
  their plane shift ability are likely to be slain. If this occurs 
  their body cannot be recovered unless the PCs have some 
  way to track and retrieve it. 
   
  Either mind flayer fleeing the battle uses plane shift 
  to travel to the ethereal plane so that it can monitor its 
  foes while eating the brain of its victim. Note, due to the 
  limitations of plane shift, it is highly unlikely that any 
  transported PC has to contend with both mind flayers. 
   
  Any PC who is transported to the ethereal plane but 
  survives the ensuing combat wanders lost for some time. 
  Unless that individual possesses items or abilities that 
  enable return to the Prime Material plane his adventure 
  is over. However, he eventually finds his own way home. 
  Such individuals must spend an additional 6 TUs and 
  1,000 gp to simulate this wandering. 
   
  ENCOUNTER 5: 
  ESCAPEES! 
  Location: Any in Underdark. 
   
  Figures: Human commoner (3). 
  The PCs come across the bodies of several slaves who 
  escaped from the duergar mines during the confusion 
  brought about by the assault on the Upper Mines. 
   
  By the time the PCs reach this area the escapees have 
  been dead for at least an hour. Randomly determine the 
  cause of death and then refer to the relevant read-aloud 
  section: 
   
  D% 
  Cause of Death 
  01-51 
  Mind Flayers 
  
  CORS5-02 Mines of the Eye 
   
  Page 13 
  52-100 
  Destrachan 
   
  SLAIN BY MIND FLAYERS 
  Read aloud the following: 
   
  There are three human corpses scattered about the area. 
  All are dressed in a similar fashion, wearing little but 
  rags. All bear the signs of forced labor, malnutrition, and 
  frequent beatings. 
   
  However, it is the cause of death that really attracts 
  your attention: Each of the corpses has had the top of its 
  head peeled away. Its brain is missing. 
   
  An expended torch lies on the floor, not far from 
  one of the unfortunate’s out-stretched hands. 
   
  SLAIN BY DESTRACHAN 
  There are three human corpses scattered about the area. 
  All are dressed in a similar fashion, wearing little but 
  rags. All also bear the signs of forced labor, malnutrition, 
  and frequent beatings. 
   
  However, it is the cause of death that really attracts 
  your attention: Each of the corpses has been savaged by a 
  monster possessing huge jaws and great strength. 
   
  An expended torch lies on the floor, not far from 
  one of the unfortunate’s out-stretched hands 
   
  Treasure: There is no treasure here. 
   
  INTERLUDE 2: 
  THROUGH UNDERDARK 
  During this interlude the PCs travel deep into the maze 
  of tunnels that honeycomb the Abbor-Alz. In effect this 
  interlude begins when PCs leave the sinkhole chamber 
  in Encounter 1: Sinkhole, and finishes when they begin 
  Encounter 6: Dark Gate. 
   
  Describe to the PCs their journey in general terms. 
  Remember that the PCs should either be led by Shamil, 
  or at least user her map. 
   
  If time permits you may intersperse Encounters 2-5 
  with a selection of random encounters from the chart 
  below. The Dm should feel free to insert he deems 
  necessary. However, the DM should not allow these 
  encounters to overly slow down game play. 
   
  D% 
  Random Encounter 
  01-18 
  Sounds of mining or tapping coming from a 
  random direction (if applicable).  
  19-44 
  A patch of faintly luminescent fungi. 
  45 
  Small puddle of stagnant water. 
  46 
  Broken dagger hilt. 
  47 
  Stubbed-out torch. 
  48 
  A smoky smell hanging in the air. 
  49 
  A slight draft moving downward. 
  50 
  Deep fissures in the ceiling. Area appears 
  unstable. (It isn’t). 
  51-76 
  Bones or remains of a small humanoid (01-
  55% duergar, 56-85% derro, 85%-100 deep 
  gnome). No equipment. 
  77 
  Cracked hammer head. 
  78 
  Large patch of dried blood. Very old. 
  79 
  Corroded length of chain. 
  80 
  Small pile of stones erected as some kind of 
  waymarker or boundary stone. 
  81 
  Ashes from a camp fire. 
  82 
  Deep scratches on the wall as if from some 
  giant claw. 
  83-100 
  An area of (harmless) mold. 
   
  While some of these encounters may prompt the PCs to 
  search the area for more clues, there is nothing else to be 
  discovered. 
   
  Development: At the end of this interlude the PCs 
  discover Dark Gate. If the PCs reached the sinkhole in 
  Encounter 1: Sinkhole by magic, then they may rest here 
  before proceeding. However, if they traveled on foot to 
  the sinkhole, they do not have a chance to rest. Read the 
  text below as they approach this area. 
   
  As the PCs approach Dark Gate, or make 
  preparations to rest (see above) they are contacted via a 
  sending spell by the Sapphire Song. The sending spell is 
  directed at the party leader (or at an obviously good-
  aligned cleric or paladin). Read the following: 
   
  Suddenly you feel a consciousness touch your own. It is 
  Larrenden, a member of the Sapphire Song. “My friends, 
  we have been discovered and must start our attack now. 
  Hurry!” 
   
  If the PC wishes to respond, allow him to do so. Beyond a 
  quick reply, there is no time for other conversation. 
   
  ENCOUNTER 6: 
  DARK GATE 
  Location: Mines Map 1. 
   
  Figures: Duergar (6), Dwarf Sergeant (1) and Nebin, 
  Gnome Illusionist (1). 
   
  In this encounter the PCs have reached the outer 
  fringes of the duergars’ holdings. This entrance is heavily 
  fortified and the PCs must break through these defenses 
  in order to reach the mine’s interior. 
   
  The range at which the PCs become aware of the 
  duergar’s fortification varies, depending on the PC’s light 
  source and race. Individuals with darkvision become 
  aware of the wall while still 60 feet away. PCs with low-
  light vision notice it before those relying on a light 
  source. 
   
  The natural passageway which you have been following 
  suddenly widens out to over sixty feet in width while 
  the ceiling drops to only twenty feet in height. The floor 
  here is smoother than before and shows signs of being 
  worked. 
   
  Ahead of you a stone wall of obviously skilled 
  construction completely blocks any further progress. 
   
  The center of the wall is dominated by a single 
  stone gate. To either side of this, the walls are pierced by 
  
  CORS5-02 Mines of the Eye 
   
  Page 14 
  many arrow slits. A second row of arrow slits sits above 
  the first layer. 
   
  Directly in front of the wall hangs a shimmering 
  emerald barrier of obvious magical origin. It extends all 
  the way across the cavern. 
   
  All is quiet here. 
   
  This area is heavily fortified and is protected by a small 
  detachment of duergar guards. Due to the ongoing alert 
  in the upper mines, many of the guards have been called 
  away to bolster the defenses there. Only a small force 
  remains to guard this gate. 
   
  A successful DC 28 Spellcraft check enables a PC to 
  correctly identify the emerald barrier as that created by a 
  dimensional lock spell. This area has been heavily warded 
  by the duergar to prevent illithid hunting parties from 
  breaching their defenses. Much of the area is protected 
  by a dimensional lock spell added to an unhallow spell. 
  The unhallow spell is centered ten feet behind the gate; 
  thus, both effects extend twenty feet beyond the wall (the 
  wall is ten feet thick). Whilst in this area all the duergar 
  are protected by a magic circle against good. (This has not 
  been factored into their stat blocks). 
   
  SURPRISE? 
  It is unlikely that the PCs can surprise the duergar 
  manning this strongpoint. However, it is likely that the 
  alert duergar defenders spot the approach of the PCs. 
  Duergar possess darkvision out to a range of 120 feet 
  meaning that unless approaching PCs have some other 
  means of cover (or are invisible), the duergar 
  automatically spot them. 
   
  If the duergar spot the PCs, they take a series of 
  actions, beginning with quietly closing the doors to their 
  arrow slits (to prevent the spread of enemy spell effects). 
  The spellcasters begin to cast defensive spells, starting 
  with those of the longest duration first. Once the PCs get 
  within 60 feet of the gates, the defenders attack. The 
  fighters fire their crossbows while the spellcasters use 
  their most devastating offensive spells. 
   
  It is possible, however, that the PCs notice the 
  fortifications before the defenders notice the PCs. In this 
  case, the PCs are able to act first. Until the duergar 
  become aware of the PCs’ approach, they merely quietly 
  observe the tunnel. 
   
  For more information on the duergar tactics refer to 
  the Combat section below. 
   
  FEATURES OF DARK GATE 
  Hewn Stone Wall: This wall is well constructed and 
  solid. It is 10 feet thick and completely blocks the 
  corridor. In places where it is not pierced by an arrow slit 
  it is considered a solid barrier and thus blocks a spell’s 
  line of effect. In squares pierced by an arrow slit the wall 
  is not considered a solid object and thus does not block 
  line of effects. 
   
  � Hewn Stone Wall: 6 ft.; hardness 8; hp 1,080; AC 
  2; DC 50 Break; DC 25 Climb. 
   
  Arrow Slits: Arrow slits give individuals sheltering 
  behind them a high degree of cover. Thus they grant a +4 
  bonus to Reflex saves and a +8 bonus to AC against 
  attacks that originate or burst out from a point on the 
  other side of the cover. Small-sized characters can 
  squeeze through an arrow slit with a successful DC 30 
  Escape Artist check. Individuals of Tiny or smaller size 
  can automatically move through a square containing an 
  arrow slit as if they were moving through difficult 
  terrain. 
   
  There are two rows of arrow slits here, one above 
  another. The second set is reached by a stone stair and 
  walkway both of which are ten feet wide. 
   
  There are two arrow slits either side of the gate and a 
  further five arrow slits above it. 
   
  Stone Gate: This ten-foot wide gate is secured by two bars 
  and a good padlock. The padlock can only be accessed 
  from the inside; any attempt to pick the lock from the 
  outside automatically fails. PCs attempting to open the 
  gate with a knock spell require two such spells to open 
  the door. 
   
  The two bars can be raised by pulling up a large lever 
  to the left-hand side of the gateway. 
   
  Directly above the gate is a murder hole. Treat this as 
  an arrow slit. 
   
  � Stone Gate: 4 in.; hardness 8; hp 60; AC 8; DC 28 
  Break; DC 30 Open Lock. 
   
  Portcullis: The portcullis is a sturdy affair that allows 
  individuals with ranged or reach weapons to strike 
  through it. Individuals fighting from behind the 
  portcullis gain the benefits of cover (+2 on Reflex saves 
  and +4 to AC). 
   
  The portcullis can be raised by pulling up a small 
  lever to the left-hand side of the gateway. This lever is 
  located next to the one used to raise and lower the two 
  bars. 
   
  � Iron Portcullis: 2 in.; hardness 10; hp 60; AC 8; 
  DC 25 Lift; DC 28 Break. 
   
  Breaking through the Dark Gate: It is likely that the PCs 
  attempt to break through the gate (or its surrounding 
  walls) through the use of destructive spells. Some spells 
  like passwall or stone shape are obviously suited to this. 
  Chapter 9: Adventuring in the Player’s Handbook 
  contains extensive rules on breaking objects both with 
  weapons and with destructive spells. The DM should 
  refer to that chapter during play in this area. 
   
  Due to the duergar-constructed fortifications and the 
  warding spells sheltering the PCs’ opponents, this 
  encounter has a +1 EL. 
   
  COMBAT 
  APL 10 (EL 11) 
   
  �Duergar Ftr3 (6): hp 27; see Appendix 1. 
   
  �Duergar Clr5—Laduguer (1): hp 41; see Appendix 
  1. 
  
  CORS5-02 Mines of the Eye 
   
  Page 15 
   
  �Duergar Wiz (Evoker) 5 (1): hp 25; see Appendix 
  1. 
   
  APL 12 (EL 13) 
   
  �Duergar Ftr5 (6): hp 45; see Appendix 2. 
   
  �Duergar Clr7—Laduguer (1): hp 57; see Appendix 
  2. 
   
  �Duergar Wiz (Evoker) 7 (1): hp 35; see Appendix 
  2. 
   
  APL 14 (EL 15) 
   
  �Duergar Ftr7 (6): hp 62; see Appendix 3. 
   
  �Duergar Clr9—Laduguer (1): hp 73; see Appendix 
  3. 
   
  �Duergar Wiz (Evoker) 9 (1): hp 45; see Appendix 
  3. 
   
  APL 16 (EL 17) 
   
  �Duergar Ftr9 (6): hp 88; see Appendix 4. 
   
  �Duergar Clr11—Laduguer (1): hp 89; see 
  Appendix 4. 
   
  �Duergar Wiz (Evoker) 11 (1): hp 55; see Appendix 
  4. 
   
  Tactics: The tactics of these duergar depend on whether 
  they are aware or unaware of the PCs when combat 
  breaks out. The duergar here do not use their spell-like 
  abilities until melee combat ensues. 
   
  Aware: Use these tactics if the duergar become aware 
  of the PCs before the PCs become aware of the duergar. 
   
  Once they become aware of the PCs the duergar 
  warriors quietly close the door to the arrow slit chambers 
  to minimize the effects from enemy spells. They then 
  prepare to fire their heavy repeating crossbows at any 
  attackers. Once ranged combat begins the duergar shoot 
  as often as possible. At APLs 14 and 16, the duergar 
  possess the rapid shot feat, allowing an additional shot 
  every round in which they take a full attack. The 
  defenders keep up a steady missile fire until either the 
  PCs have broken down the stone gate or have in some 
  way breached the duergars’ defenses. If this occurs most 
  of the defending duergar move to engage any PCs 
  attempting to break down the portcullis or who have 
  already successfully breached the defenses. 
   
  At least one warrior and the spellcasters however 
  remain at their positions to attack any visible opponents 
  lingering beyond the wall. 
   
  Spellcasters spend the time before combat casting as 
  many defensive spells as possible. Once combat breaks 
  out they unleash their most violent and destructive spells 
  first. If a spellcaster casts a spell that gives their position 
  away (cone of cold, for example), they immediately 
  attempt to move to a different arrow slit, so that their 
  enemies have a harder time targeting them. (A duergar 
  wizard warded by lesser globe of invulnerability trusts to 
  this spell to keep him safe, instead.) 
   
  Unaware: Use these tactics if the PCs become aware 
  of the duergar before the duergar become aware of the 
  PCs. 
   
  In this instance the duergar do not have time to shut 
  the doors to their arrow slit chamber making them more 
  vulnerable to large area of affect spells. 
   
  In addition, the duergar spellcasters are not fully 
  protected and so spend the first couple of rounds 
  preparing their most powerful protective magic. 
   
  Obviously in this instance, the actions of the PCs 
  may force the duergar to deviate from this plan. 
   
  Treasure: The only treasure that the PCs find in this 
  location is that carried by the duergar. All of the suits of 
  armor and shields of the duergar are emblazoned with a 
  single great eye. 
   
  APL 10: Loot 824 gp; Coin 16 gp, Magic potion of 
  cure moderate wounds (7) (25 gp each), oil of magic 
  weapon (6) (4 gp each), potion of cure light wounds (4 
  gp), scroll of sanctuary (2 gp), scroll of silence (13 gp), 
  wand of command (25 gp), cloak of resistance +1 (83 gp), 
  ring of protection +1 (2) (167 gp each), wand of magic 
  missiles (25 gp), wand of glitterdust (38 gp), bracers of 
  armor +1 (83 gp). 
   
  APL 12: Loot 724 gp; Coin 24 gp, Magic potion of 
  cure moderate wounds (7) (25 gp each), oil of magic 
  weapon (6) (4 gp each), potion of cure light wounds (4 
  gp), scroll of sanctuary (2 gp), scroll of silence (13 gp), 
  wand of command (25 gp), cloak of resistance +1 (83 gp), 
  ring of protection +1 (2) (167 gp each), wand of magic 
  missiles (25 gp), wand of glitterdust (38 gp), bracers of 
  armor +1 (83 gp), amulet of natural armor +1 (8) (167 gp 
  each), potion of blur (25 gp), potion of protection from 
  arrows (magic) (25 gp). 
   
  APL 14: Loot 372 gp; Coin 36 gp, Magic potion of 
  cure moderate wounds (7) (25 gp each), oil of magic 
  weapon (6) (4 gp each), potion of cure light wounds (4 
  gp), scroll of sanctuary (2 gp), scroll of silence (13 gp), 
  wand of command (25 gp), ring of protection +1 (2) (167 
  gp each), wand of magic missiles (25 gp), wand of 
  glitterdust (38 gp), bracers of armor +2 (333 gp), amulet of 
  natural armor +1 (8) (167 gp each), potion of blur (25 gp), 
  potion of protection from arrows (magic) (25 gp), +1 
  breastplate (6) (113 gp), +1 heavy repeating crossbow (6) 
  (225 gp), cloak of resistance +2 (333 gp), ring of 
  counterspells (333 gp). 
   
  APL 16: Loot 31 gp; Coin 48 gp, Magic potion of cure 
  moderate wounds (7) (25 gp each), oil of magic weapon 
  (6) (4 gp each), potion of cure light wounds (4 gp), scroll 
  of sanctuary (2 gp), scroll of silence (13 gp), wand of 
  command (25 gp), ring of protection +1 (2) (167 gp each), 
  wand of magic missiles (25 gp), wand of glitterdust (38 
  gp), bracers of armor +2 (333 gp), amulet of natural armor 
  +1 (8) (167 gp each), potion of blur (25 gp), potion of 
  protection from arrows (magic) (25 gp), +1 breastplate (6) 
  (113 gp), +1 heavy repeating crossbow (8) (225 gp), cloak 
  of resistance +2 (333 gp), ring of counterspells (333 gp), 
  +1 heavy steel shield (6) (98 gp), +1 warhammer (6) (193 
  gp), brooch of shielding (6) (125 gp), periapt of Wisdom 
  +2 (333 gp), dusty rose ioun stone (417 gp), headband of 
  intellect +2 (333 gp). 
   
  Detect Magic Results: potion of cure moderate 
  wounds (faint conjuration), oil of magic weapon (faint 
  
  CORS5-02 Mines of the Eye 
   
  Page 16 
  transmutation), potion of cure light wounds (faint 
  conjuration), scroll of sanctuary (faint abjuration), scroll 
  of silence (faint illusion), wand of command (faint 
  enchantment), ring of protection +1 (faint abjuration), 
  wand of magic missiles faint evocation), wand of 
  glitterdust (faint conjuration), bracers of armor +2 
  (moderate conjuration), bracers of armor +2 (moderate 
  conjuration), amulet of natural armor +1 (faint 
  transmutation), potion of blur (faint illusion), potion of 
  protection from arrows (magic) (faint abjuration), +1 
  breastplate (faint abjuration), +1 heavy repeating 
  crossbow (faint evocation), cloak of resistance +2 (faint 
  abjuration), ring of counterspells (moderate evocation), 
  +1 heavy steel shield (faint abjuration), +1 warhammer 
  (faint evocation), brooch of shielding (faint abjuration), 
  periapt of Wisdom +2 (moderate transmutation), dusty 
  rose ioun stone (moderate abjuration), headband of 
  intellect +2 (moderate transmutation). 
   
  Development: The PCs must breach these defenses to 
  continue their assault on the duergar stronghold. If it 
  appears that the PCs are on the verge of breaking 
  through, the most severely wounded duergar attempts to 
  break away from combat to warn the rest of the complex 
  of this assault. Once the PCs have broken through 
  entirely, the surviving duergar attempt an ordered 
  withdrawal deeper into the mines. Any survivors appear 
  again in Encounter 9: Trolls of the Wastes. 
   
  Once the PCs defeat all the duergar here they may 
  continue deeper into the Inner Mines. Following the 
  corridor onwards, they come to a “T” junction. 
   
  To the right, the PCs hear the sounds of combat and 
  the clash of arms. If the PCs choose to go in this direction 
  they observe a large mustering chamber full of duergar 
  preparing to march off to the outer mines. Attacking here 
  is a foolish proposition, due to the sheer weight of 
  numbers of duergar. If the PCs consider attacking here, 
  the DM should make it clear that the battle would be too 
  costly, both in terms of time spent, and resources wasted. 
   
  If the PCs insist on continuing here, a solid mass of 
  duergar overwhelms them. There is no question of 
  victory—the PCs are quickly overwhelmed by weight of 
  numbers, captured, and used as slaves of Father Eye. The 
  PCs can escape, but at the cost of 13 TU. During their 
  escape, they are able to make off with treasure and 
  equipment equal to half of their total gp worth when 
  captured. They also carry the mark of the whips of the 
  Mines of the Eye on their backs. 
   
  The rest of the mines lie to the left of the “T” 
  junction. Once they proceed that way, continue to 
  Encounter 7: From the Shadows. 
   
  ENCOUNTER 7: 
  FROM THE SHADOWS 
  Location: Mines Map 2. 
   
  Figures: Dwarf Caver (1) and Human Commoner 
  (10). 
   
  In this encounter the PCs enter an area full of 
  recently released slaves. But hiding amongst them is a 
  highly skilled duergar assassin who plans to use the 
  confusion created by the slaves milling around to attack 
  the party. 
   
  In a bid to slow down the invaders, the assassin 
  released several score of slaves from their pens, but 
  locked them into this area. When several of them tried to 
  escape by unbarring the door, he slew them. The rest 
  now mill around, afraid and confused. 
   
  The door to this area is barred from the inside. Read 
  the following: 
   
  Further progress is barred by a firmly shut stone door. 
   
   
  � Barred Stone Door: 4 in.; hardness 8; hp 60; AC 9; 
  DC 28 Break. 
   
  Once the PCs have broken down the door, read the 
  following: 
   
  The door finally gives way before your assault. The 
  chamber beyond is quite large and is lit by a few 
  sputtering torches. 
   
  It is occupied by several score of ragged and 
  emaciated humans who have the look of slaves about 
  them. Immediately before the door lie two bodies. Both 
  are human males and both have been slain by single, 
  precise blows to their vital organs. 
   
  At the sight of you, the survivors surge forward, a 
  mix of hope, desperation and terror on their faces. 
   
  The PCs’ immediate dilemma is how to react to this 
  seething mass of humanity. Many of the slaves are 
  hysterical with fear of a “devil killer,” and reasoning with 
  them does little good for the first couple of minutes. If 
  the PCs allow them to, the majority immediately flee, 
  casting fearful looks behind them and screaming about 
  the killer. But ten of the slaves are either catatonic from 
  fear (because of their long incarceration) or have realized 
  that fleeing into the duergar mines means certain death. 
  These individuals linger in the room. Of the ten, six are 
  catatonic and four are lucid. 
   
  The catatonic slaves do nothing but stare into space. 
  PCs can lead them about; they are quite docile, but they 
  provide no information. 
   
  The lucid slaves have quite a lot of information they 
  can impart to the PCs if they are questioned: 
  � They have been enslaved here for between one 
  and four years. Some of the others have been 
  here so long that their minds have snapped. 
  Most are members of Flan tribes living in the 
  foothills of the Abbor-Alz. 
  � They are forced to do much of the menial labor 
  in the mines. 
  � They are normally kept in the slave pens. 
  � About an hour ago a single duergar warrior 
  came and unlocked them all. He then 
  disappeared. 
  � When some of the braver slaves tried to escape, 
  the duergar warrior appeared—literally out of 
  
  CORS5-02 Mines of the Eye 
   
  Page 17 
  thin air—and killed them. (This refers to the 
  dead slaves in front of the door). 
  � (If duergar escaped from Dark Gate). A short 
  while ago some duergar passed through this 
  area. They hammered on the door and the 
  warrior again appeared and let them through. 
  He then re-barred the door and disappeared. 
  � They have heard rumors that the duergar are led 
  by some terrible monster, but they have never 
  seen it. 
  � They just want to escape, but they realize that to 
  do so without the PCs would be suicide. 
   
  COMBAT 
  APL 10 (EL 10) 
   
  �Duergar Rgr2/Rog5/Ass1/Shd1 (1): hp 69; see 
  Appendix 1. 
   
  APL 12 (EL 12) 
   
  �Duergar Rgr2/Rog7/Ass1/Shd1 (1): hp 83; see 
  Appendix 2. 
   
  APL 14 (EL 14) 
   
  �Duergar Rgr2/Rog9/Ass1/Shd1 (1): hp 97; see 
  Appendix 3. 
   
  APL 16 (EL 16) 
   
  �Duergar Rgr2/Rog11/Ass1/Shd1 (1): hp 111; see 
  Appendix 4. 
   
  Tactics: The assassin here works alone. He is a supremely 
  skilled individual who delights in taunting and terrifying 
  his prey before killing them. He is gambling that the 
  presence of large numbers of noncombatants discourages 
  his foes from using any destructive area of affect spells. 
   
  He prefers to strike against those who appear to be 
  lightly protected; particularly those who he suspects have 
  magical methods of pinpointing his location. 
   
  The assassin employs hit and run tactics, using his 
  hide in plain sight and death attack to confound and 
  terrorize the party. He strikes to paralyze as he wants 
  prisoners to torture. If he is reduced below half hit 
  points, however, he begins to strike to kill. 
   
  Treasure: The only treasure here is that carried by the 
  duergar assassin. The studded leather armor of the 
  assassin is emblazoned with a single great eye. 
   
  APL 10: Magic: +1 studded leather armor (98 gp), +1 
  short sword (193 gp), ring of protection +1 (167 gp), cloak 
  of protection +1 (83 gp), potion of cure moderate wounds 
  (2) (25 gp each), slippers of spider climbing (400 gp). 
   
  APL 12: Magic: +1 studded leather armor (98 gp), +1 
  short sword (193 gp), ring of protection +1 (167 gp), cloak 
  of protection +1 (83 gp), potion of cure moderate wounds 
  (2) (25 gp each), slippers of spider climbing (400 gp). 
   
  APL 14: Magic: +1 studded leather armor (98 gp), +1 
  short sword (193 gp), ring of protection +1 (167 gp), cloak 
  of protection +3 (750 gp), potion of cure moderate 
  wounds (2) (25 gp each), slippers of spider climbing (400 
  gp), ring of shooting stars (4,167 gp). 
   
  APL 16: Magic: +2 studded leather armor (348 gp), +1 
  short sword (193 gp), ring of protection +1 (167 gp), cloak 
  of protection +3 (750 gp), potion of cure moderate 
  wounds (2) (25 gp each), slippers of spider climbing (400 
  gp), ring of shooting stars (4,167 gp), bag of holding (type 
  II) (417 gp). 
   
  Detect Magic Results: +1 studded leather armor 
  (faint abjuration), +1 short sword (faint evocation), ring of 
  protection +1 (faint abjuration), cloak of protection +1 
  (faint abjuration), potion of cure moderate wounds (2) 
  (faint conjuration), slippers of spider climbing (faint 
  transmutation), cloak of protection +1 (faint abjuration), 
  ring of shooting stars (strong evocation), +2 studded 
  leather armor (faint abjuration), bag of holding (type II) 
  (moderate conjuration). 
   
  Development: Once the PCs have dealt with the assassin 
  they are free to continue onwards. However, several 
  slaves have probably survived the battle. The more lucid 
  slaves realize they require the PCs’ aid to escape, and ask 
  for such. This could cause problems for any lawful good 
  individuals or those following a good-aligned god whose 
  areas of concern include protection. 
   
  After the PCs exit this area run them through 
  Interlude 3: Halls of the Gray Ones. 
   
  INTERLUDE 3: 
  HALLS OF THE GRAY ONES 
  During this interlude the PCs travel deeper into the 
  duergars’ stronghold. They do not encounter any serious 
  resistance whilst moving through this area; most of the 
  warriors are in the outer mines. Only women and 
  children are still in this area, most of whom have 
  barricaded themselves into their chambers. 
   
  Describe in general terms the journey deeper into 
  the mines. No combat should take place during this 
  interlude, and so a formal map is not provided. 
   
  The PCs can interact with some of the inhabitants of 
  the mines if they so choose. 
   
  FEATURES OF THE MINES 
  A significant part of this adventure takes place in the 
  duergars’ mines. Certain characteristics of the tunnels, 
  passageways and chambers that the PCs journey through 
  are relatively standard. For the DM’s ease these 
  characteristics are listed here. The DM should use these 
  in any given encounter area unless the description of that 
  an area specifically states otherwise. 
   
  Doors: All duergar rooms are protected by stone doors 
  fitted with a bar on the inside. 
   
  � Barred Stone Door: 4 in.; hardness 8; hp 60; AC 9; 
  DC 28 Break. 
   
  Walls: The walls of the inner mines are hewn from the 
  stone of the Abbor-Alz and are well finished. 
  
  CORS5-02 Mines of the Eye 
   
  Page 18 
   
  � Hewn Stone Wall: 6 ft.; hardness 8; hp 1,080; AC 
  2; DC 50 Break; DC 25 Climb. 
   
  Corridors: Corridors in the inner mines are rather larger 
  than those of the outer mines, due to Father Eye’s desire 
  to be able to travel about his domain so that he can keep 
  an eye on his minions. 
   
  Corridors are generally ten feet wide and ten feet 
  high. 
   
  Chambers: Chambers are of a variety of sizes. Treat them 
  as corridors in regard of physical characteristics except 
  size. 
   
  DUERGAR LIVING QUARTERS 
  These areas are used by a single family. In all cases the 
  PCs encounter only women and children. 
   
  �Duergar woman (1): hp 9; see Monster Manual. 
   
  �Duergar Children (1-2): Com1; hp 4. 
   
  Slaying these individuals is an easy task. PCs receive no 
  XP for this. In addition, slaying helpless creatures of any 
  alignment is an evil act, and should be noted as such on a 
  PC’s AR. 
   
  SLAVE PENS 
  These areas are used by the duergar to keep their slaves 
  secure when they are not working in the mines. In 
  general, the conditions in such areas are squalid. Straw, 
  body waste, scraps of clothes, bones and other 
  unidentifiable things are all found here. 
   
  These pens are unoccupied; the occupants are 
  detailed in Encounter 7: From the Shadows. 
   
  Development: After the PCs have had an opportunity to 
  explore several living quarters and slave pens continue on 
  to Encounter 8: Trap of the Eye telling them they travel 
  through many empty halls, corridors and chambers. 
   
  ENCOUNTER 8: 
  TROLLS OF THE WASTES 
  Location: Area 3; Mines Map 3. 
   
  Figures: Troll (4). 
  The PCs finally enter Father Eye’s inner chambers, but 
  must still contend with his final guardians before 
  winning through to his personal chambers. The guards 
  are obviously trolls, but are not of the type common 
  throughout the Flanaess. 
   
  If the trolls have been alerted to the presence of the 
  PCs, this encounter takes place in Area 1. If they have not 
  been alerted to the PCs’ presence, it takes place in Area 3. 
   
  If any of the duergar previously encountered 
  escaped the PCs’ assault, the trolls are aware of the PCs’ 
  approach and are lying in wait in Area 2. Any surviving 
  duergar from previous encounters have regrouped here 
  and join the trolls in this battle. 
   
  But if the PCs disposed of all their opponents the 
  trolls are unaware of the PCs’ presence. 
   
  AREA 1: THE MAIN CORRIDOR 
  Location: Area 1; Mines Map 3. 
   
  The exact circumstances of combat in this area 
  depend on whether the PCs surprise the trolls or the 
  trolls surprise the PCs. 
   
  Tactics: When alerted to the presence of intruders, 
  the wasteland trolls lurk out of sight in alcoves and side 
  corridors. When the first PC passes (or detects) the first 
  troll, it springs out to attack, followed a round later by the 
  others (and any duergar who have joined them). The 
  trolls wade into the PCs, while the duergar move to block 
  the exit, in an attempt to trap the PCs in with the trolls. 
   
  Individual trolls seek to get in amongst the party so 
  that they can use their great reach to advantage. They do 
  not fear warriors as they know their innate regeneration 
  abilities keep them relatively safe. Spellcasters are their 
  prime 
  targets, 
  however—particularly 
  those 
  who 
  demonstrate the ability to hurl potent offensive magic. 
   
  AREA 3: THE TROLLS’ CHAMBER 
  Location: Area 3; Mines Map 3. 
   
  Depending on the trolls’ state of alert this room may 
  or may not be occupied. The trolls are here if they are 
  unaware of the PCs. 
  If the trolls are unaware of the PCs’ approach they have 
  made no special preparations. Once the trolls notice the 
  PCs they charge their foe with reckless abandon. The 
  trolls do not fight well as a group, although each is a 
  formidable warrior in its own right. 
   
  Individual trolls seek to get in amongst the party so 
  that they can use their great reach to advantage. They do 
  not fear warriors as they know their innate regeneration 
  abilities keep them relatively safe. Spellcasters are their 
  prime 
  targets, 
  however—particularly 
  those 
  who 
  demonstrate the ability to hurl potent offensive magic. 
   
  Read the following aloud: 
   
  You have discovered a large room once luxuriously 
  furnished. Now, however it is a shambles. The marble 
  floor is pitted and coated with filth. Battered and 
  smashed furniture is heaped against the room’s walls 
  while the central area is relatively clear. Several small 
  piles of rubble dot the central area of the chamber. 
   
  The far wall is pierced by two archways that seem to 
  lead deeper into a suite of rooms that lies beyond. 
  Sounds of eating and argument emanate from within. 
   
   
  If the PCs do not encounter the trolls here read the 
  following: 
   
  You have discovered a large room once luxuriously 
  furnished. Now, however it is a shambles. Battered and 
  smashed furniture is heaped against the room’s walls 
  while the central area is relatively clear. Several small 
  piles of rubble dot the central area of the chamber. 
  
  CORS5-02 Mines of the Eye 
   
  Page 19 
   
  The far wall is pierced by two archways that seem to 
  lead deeper into a suite of rooms that lies beyond. 
   
  The trolls store some treasure here, which the PCs can 
  loot: 
   
  APL 10: Coin 50 gp. 
   
  APL 12: Coin 100 gp 
   
  APL 14: Coin 150 gp 
   
  APL 16: Coin 200 gp. 
   
  COMBAT 
  APL 10 (EL 10) 
   
  �Wasteland trolls, Bbn1 (3): hp 89, see Appendix 1. 
   
  APL 12 (EL 12) 
   
  �Wasteland trolls, Bbn2 (4): hp 100, see Appendix 
  2. 
   
  APL 14 (EL 14) 
   
  �Wasteland trolls, Bbn4 (4): hp 127, see Appendix 
  3. 
   
  APL 16 (EL 16) 
   
  �Wasteland trolls, Bbn6 (4): hp 164, see Appendix 
  4. 
   
  Treasure: The trolls each carry some treasure which the 
  PCs can loot. 
   
  APL 10: Loot: 29 gp. 
   
  APL 12: Magic: +1 breastplate (6) (113 gp each), 
  potion of shield of faith +2 (6) (4 gp each). 
   
  APL 14: +1 breastplate (6) (113 gp each), potion of 
  shield of faith +2 (6) (4 gp each). 
   
  APL 16: +1 breastplate (6) (113 gp each), potion of 
  shield of faith +4 (6) (50 gp each). 
   
  Detect 
  Magic 
  Results: 
  +1 
  breastplate 
  (faint 
  abjuration), potion of shield of faith +2 (faint abjuration), 
  potion of shield of faith +4 (moderate abjuration). 
   
  ENCOUNTER 9: 
  TRAP OF THE EYE 
  Location: Area 2; Mines Map 3. 
   
  Figures: None. 
   
  Having slain or otherwise avoided Father Eye’s troll 
  bodyguards in Encounter 8: Trolls of the Wastes, the PCs 
  reach the very doors of Father Eye’s private chamber. 
   
  Before they can confront the sinister leader of the 
  duergar they must defeat his final line of defenses. 
   
  This is the largest area you have yet discovered. It is a 
  place of luxury: a hallway roughly 120 feet long and 
  thirty feet wide. It is floored in brightly polished black 
  and white-veined green marble. 
   
  The walls are hidden by rich silken tapestries 
  embroidered with precious metals. White marble 
  columns stand along each wall, forming a processional 
  leading to a large ornate set of double doors. 
   
  The doors are flanked by two huge marble statues of 
  duergar warriors. These warriors wear full plate armor 
  and have massive warhammers at their hips. Their faces 
  are obscured by full helms. Both stand with their arms 
  above their heads, as if supporting the ceiling. 
   
  Another double door pierces the corner to your 
  right. Set midway along the opposite wall is another 
  (normal-sized) door. 
   
  The whole area is lit by several smokeless lamps 
  hung from the ceilings on great wrought-iron chains. 
   
  TRAP 
  This area is trapped, although the trap is less obvious than 
  perhaps the PCs are expecting. This area was set up so 
  that invaders would assume that either the statues were 
  trapped or that they would animate to attack any 
  interlopers. 
   
  In reality, it is the floor in front of the doors that is 
  trapped. A well-hidden trap extends in front of the doors 
  and the statues, out to a distance of 15 feet. Assuming a 
  PC has at least a 20-foot run up, he can clear the pit on a 
  successful DC 15 Jump check. (This DC is doubled if the 
  PC does not have a 20-foot run up). If a PC failed his 
  Jump check by 5 or less he can make a DC 15 Reflex 
  check to grab the far side of the pit as he falls. In this 
  situation, getting up requires a DC 15 Climb check and a 
  move action. 
   
  The pit automatically opens once the first individual 
  weighing more than 50 lbs. steps into the trapped area. 
  Individuals failing a DC 22 Reflex save falls to the bottom 
  of the pit. 
   
  Father Eye created this pit himself using his 
  disintegrate ray. As a consequence the walls of the pit are 
  extremely smooth. However over time those trapped 
  below have attempted to climb out and several parts of 
  the walls have had crude foot and hand holds cut into 
  them. These are little more than scrapes in the rock but 
  in places extend all the way up the pit. Climbing out is 
  hard, but not impossible, requiring the requisite amount 
  of successful DC 25 Climb checks. 
   
  To confuse invaders the duergar statues have both 
  been the subject of a Nystul’s magic aura spell. Each 
  statue now radiates moderate abjuration magic as if a 
  greater glyph of warding has been place upon it. 
   
  All APLs 
   
  �Well-Camouflaged Pit Trap: CR 8; mechanical; 
  location trigger; automatic reset [1 minute]; DC 22 Reflex 
  save avoids; 100 ft. deep (10d6, fall); Search DC 27; 
  Disable Device DC 24. 
   
  Once a PC has reached the bottom of the pit (by either 
  falling or climbing) read the following: 
   
  The bottom of the pit is made of hard, unforgiving stone. 
  Its walls are very smooth and must have been crafted 
  with magic of some sort. The pit is wider at its base than 
  at its top, being perhaps forty feet square. Against the far 
  wall, under the overhang, you can barely make out what 
  appears to be a pool of brackish, stagnant water. 
  
  CORS5-02 Mines of the Eye 
   
  Page 20 
   
  A successful DC 15 Search check indicates that the PC 
  has found an area of wall which has had hand- and foot-
  holds cut into it. 
   
  Treasure: There is no treasure to be found here. 
   
  Development: Play here depends on whether the PCs set 
  off the trap or not. If they set off the trap, Father Eye is 
  aware of their approach and takes appropriate 
  precautions (see Encounter 11: Father Eye for more 
  information). 
   
  If they do not set off the pit trap, they are able to 
  advance without alerting Father Eye. In this situation 
  make a note of how long the trap is disarmed (if it is 
  disarmed). When combat breaks out with Father Eye he 
  uses his telekinesis eye ray to maneuver individuals over 
  the pit hoping to drop them in. More information can be 
  found regarding this tactic in Encounter 11: Father Eye. 
   
  ENCOUNTER 10: 
  THE TRAITOR’S EMISSARY 
  This encounter area consists of two chambers normally 
  occupied by Rary’s emissary to Father Eye. Due to the 
  fighting, this area is currently unoccupied; Turav is 
  defending the outer mines and attempting to discover 
  who is assaulting his master’s ally. 
   
  AREA 4 
  Location: Area 1; Mines Map 3. 
   
  This area is the bedchamber of Turav, Rary’s 
  emissary to Father Eye. 
   
  This area is obviously a bedchamber. It is luxuriously 
  appointed, complete with a huge bed, large writing desk 
  and a crystal chandelier set in the centre of the ceiling. 
   
  Marble columns surround the room. The floor is of 
  dark-veined marble. 
   
  Beyond the fine furnishings there is little of interest 
  here. The desk contains some papers that the PCs should 
  be interested in. 
   
  These papers prove that Rary and Father Eye have 
  entered into a compact. In return for Rary’s aid in 
  destroying a predatory group of mind flayers and some of 
  his old beholder rivals, Father Eye has agreed to send an 
  expedition to Azak-Zil. This expedition has the goal of 
  securing and re-opening the mines. Rary believes that the 
  site contains mithral and thinaun purer than any found 
  in the Flanaess. He requires these for a ritual he is 
  preparing. 
   
  AREA 5 
  Location: Area 5; Mines Map 3. 
   
  This room is a library and study area. Read the 
  following: 
   
  This room is a library and study area. Bookcases cover 
  every available inch of wall space. In one corner is a 
  wrought-iron stand; it is empty. 
   
  Treasure: The bookcases hold a large number of books 
  relating to arcane and esoteric subjects. While fascinating 
  there are too many to check in detail. Many of them are 
  bulky and are of little value. The treasure total below 
  assumes that the PCs take only the choicest and most 
  portable items. 
   
  ALL APLs: Loot 100 gp. 
   
  ENCOUNTER 11: 
  FATHER EYE 
  Location: Area 6; Mines Map 3. 
   
  Figures: Beholder (1) and Stone Golem (1). 
   
  This chamber is the final encounter of this 
  adventure. Within, the PCs confront Father Eye and 
  discover his true nature. 
   
  The room beyond is certainly one of the most bizarre 
  you have ever seen. White columns line the walls and 
  the roof is painted with a representation of stars and 
  moons. 
   
  Directly in front of you stands a large human-
  shaped stone statue graven with a complex series of 
  runes inlaid with precious metals. 
   
  Behind the statue hovers a beholder, its huge 
  central eye firmly fixed upon you. 
   
  At APLs 14 and 16 add: 
   
  This beholder is of a different ilk to its kin. Its eyes glow 
  a fiendish dark red and its body is coated in a sheath of 
  fine scales. Small wickedly clawed hands protrude from 
  its head. 
   
  At APL 10 the runic guardian is not yet animated, 
  although a statue that can become the runic guardian is 
  present. 
   
  At APLs 10 and 12, the PCs enter the chamber while 
  Father Eye is awaiting news of the battle. Although he is 
  slightly more alert than he would normally be he has not 
  taken any particular precautions beyond those listed 
  below. 
   
  At APLs 14 and 16, the PCs enter the chamber an 
  assassination attempt has just been made on Father Eye. 
  Although he was initially awaiting word of the battle’s 
  developments, 
  a 
  good 
  outsider 
  (an 
  astral 
  deva 
  polymorphed into the form of a duergar) entered the 
  chamber and tried to slay him. Father Eye dispatched his 
  opponent, but was forced to use his blasphemy ability to 
  do so. (The astral deva failed its saving throw and was 
  banished to its home plane). Thus, during this combat 
  Father Eye continually rants and raves about angelic 
  assassins, which may confuse the PCs. 
   
  (At APLs 10 and 12 this event took place a day ago 
  and Father Eye fought off his assailant using his eye stalk 
  powers.) 
  
  CORS5-02 Mines of the Eye 
   
  Page 21 
   
  Aware/Unaware?: Father Eye is aware of the PCs’ 
  approach if he makes a successful Listen check while 
  they are on the opposite side of the door. If he becomes 
  aware of them, go to Aware, below. Depending on the 
  number of rounds the PCs take to bypass the pit, Father 
  Eye has some or all of the protective spells on his runic 
  guardian cast upon himself. 
   
  To hear the PCs on the opposite side of the pit, 
  Father Eye must make a Listen Check with a –7 
  circumstance 
  modifier 
  (due 
  to 
  distance 
  and 
  obstructions). The DC for the check is dependant on the 
  PCs actions (refer to the Player’s Handbook for more 
  information). 
   
  COMBAT 
  APL 10 (EL 13) 
   
  �Father Eye, beholder male; hp 93; see Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Father Eye, advanced 15 HD (Large) beholder 
  male; hp 135; see Appendix 2. 
   
  � Runic Guardian (1): hp 150; see Appendix 2 and 
  Appendix 5: New Rules Items. 
   
  APL 14 (EL 17) 
   
  �Father Eye, half-fiendish beholder male; hp 107; 
  see Appendix 3. 
   
  � Advanced 25 HD (Large) Runic Guardian (1): hp 
  210; see Appendix 3 and Appendix 5: New Rules Items. 
   
  APL 16 (EL 19) 
   
  � Father Eye, advanced 15 HD (Large) half-
  fiendish beholder male; hp 156; see Appendix 4. 
   
  � Advanced 25 HD (Large) Runic Guardian (1): hp 
  210; see Appendix 4 and Appendix 5: New Rules Items. 
   
  General Tactics: Father Eye is an old, extremely cunning, 
  and experienced combatant who has slain countless foes. 
  He is incredibly well-versed in tactics and should be run 
  as a very intelligent foe. 
   
  He delights in destroying or incapacitating foes with 
  his eye rays. He is quite specific over who he targets with 
  each type of ray. 
   
  Father Eye targets fighter types with the following 
  rays: charm monster, charm person, fear, inflict moderate 
  wounds, sleep, slow and telekinesis. These all require a 
  Will save and in the past Father Eye has observed that 
  fighter types often tend to fall under the effects of these 
  eyes. 
   
  Father Eye targets spellcasters and stealthy thief 
  types with the following rays: disintegrate, finger of 
  death and flesh to stone. All require a Fortitude save, 
  which Father Eye has observed these individuals often 
  fail. 
   
  Unless he appears to be on the verge of victory, 
  Father Eye does not leave his chamber, preferring instead 
  to bottle his foes up in the doorway. Similarly the runic 
  guardian stays within the room unless specifically 
  ordered to leave by Father Eye. If the runic guardian is 
  slain, Father Eye attempts to bring as many of his eyes to 
  bear on his foe as possible. His eye ray tactics are listed 
  above. If any foe gets past his guardian and into the room, 
  Father Eye targets that foe with as many effective eye rays 
  as possible. 
   
  Father Eye is not stupid. If the combat is going 
  against him and it seems that he may be slain, he 
  attempts to flee. 
   
  Aware: Use these tactics if Father Eye becomes 
  aware of the PCs before the PCs become aware of Father 
  Eye. 
   
  If Father Eye is aware of the PCs’ approach he directs 
  his runic guardian to begin casting defensive spells upon 
  his person (except at APL 10), in the following order: 
  protection from energy (fire), protection from energy 
  (electivity), resist energy (cold), mirror image and shield. 
   
  As soon as the PCs seem to be imminently breaking 
  in, Father Eye focuses his main eye on the door and 
  awaits them. At APL 16 he also activates his ring of 
  blinking at this time. 
   
  Initially Father Eye focuses his main eye on the 
  main door, bathing the whole area in an antimagic field. 
  He makes certain to keep the runic guardian in this area 
  and stays behind it so that he benefits from its guard 
  ability (and cover). The runic guardian attacks anyone 
  who enters the room. The DM should note that the runic 
  guardian’s 
  adamantine 
  damage 
  reduction 
  is 
  an 
  extraordinary ability, and as such is not affected by Father 
  Eye’s antimagic field. (This is covered in more depth in 
  the Monster Manual errata). 
   
  If Father Eye is injured during this time he shuts off 
  his main eye and activates the runic guardian’s shield 
  master ability while attacking with as many eye rays as 
  possible. 
   
  Unaware: Use these tactics if the PCs enter this area 
  before Father Eye becomes aware of their presence. 
   
  If Father Eye is unaware of the PCs approach the 
  PCs catch him off-guard. Thus, he has not instructed his 
  guardian to cast protective spells upon him. Instead he 
  immediately orders his minion to attack, and keeps the 
  doorway and his guardian in the area of affect of his 
  central eye. The DM should note that the runic 
  guardian’s 
  adamantine 
  damage 
  reduction 
  is 
  an 
  extraordinary ability and as such is not affected by Father 
  Eye’s antimagic field. 
   
  If any foe gets past his guardian and into the room, 
  Father Eye targets that foe with as many effective eye rays 
  as possible. 
   
  Treasure: Father Eye carries a small amount of treasure 
  upon his person in the form of a headband crafted from 
  cold iron. This headband is keyed to the runic guardian 
  and allows him to control it. 
   
  APL 10: Loot: 100 gp. 
   
  APL 12: Loot: 100 gp. 
   
  APL 14: Loot: 100 gp. 
   
  APL 16: Loot: 100 gp; Magic: ring of blinking (2,250 
  gp). 
  
  CORS5-02 Mines of the Eye 
   
  Page 22 
   
  Detect Magic Results: ring of blinking (moderate 
  transmutation.) 
   
  Development: Two secret doors are hidden in the roof of 
  this area. The first is Father Eye’s escape route and leads 
  to Underdark. The second opens into a small treasure 
  chamber. Once the PCs have finished the explorations of 
  the mines proceed to the Conclusion. 
   
  AREA 7: ESCAPE ROUTE 
  Location: Not shown on map. 
   
  A DC 25 Spot or Search check is required to find this 
  secret door. It leads to a long winding passageway that 
  slants sharply up and then downwards. 
   
  At the end of the passageway is another secret door 
  that opens into Underdark. This door requires another 
  DC 25 Spot or Search check to discover. 
   
  Next to this door is a lever, which, when pulled, 
  causes a cave-in that blocks the passageway. (If any PC is 
  caught in the passageway at this time, they are assumed 
  to be just beyond the collapsed area). 
   
  AREA 8: TREASURE CHAMBER 
  Location: Not shown on map. 
   
  This area contains some of Father Eye’s personal 
  treasures. Read or paraphrase the following: 
   
  This small chamber is only 10 feet wide by 10 feet long. 
  It is empty except for a shelf at its far end. Atop the shelf 
  are a small pile of metal-bound books. Below the books 
  are several sacks. 
   
  Treasure: Here can be found the personal writings of 
  Father Eye. The sacks contain a selection of jewels taken 
  from the duergar mines. 
   
  APL 10: Loot: 350 gp. 
   
  APL 12: Loot: 1,683 gp. 
   
  APL 14: Loot: 1,683 gp. 
   
  APL 16: Loot: 1,683 gp. 
   
  Any PC who wishes to keep one of these books (and who 
  pays 200 gp) gets the following AR entry. 
   
  �Writings of the Father: This PC has found and kept a 
  book written by the beholder, Father Eye. Its pages 
  contain information about his kin and the tunnels under 
  the Abbor-Alz. In addition, the book speaks of an 
  abandoned mine buried deep in the desert and infested 
  by undead. 
   
  A PC who peruses this work for 10 minutes gains a 
  +2 insight bonus on skill checks relating to beholders for 
  the next 10 minutes. In addition the information in this 
  book may be of use in the future. 
   
  Cost: 200 gp. 
   
  CONCLUSION 
  Once the PCs have finished the explorations of the mine 
  play through the conclusion. 
   
  Read the following: 
   
  You break out into the open, the clear sky over your 
  head instead of an oppressive weight of stone. 
  Underdark and its terrors are finally behind you. The 
  road home lies before you and the Mines of the Eye 
  behind. 
   
  Several days’ hard travel later and you gaze upon the 
  proud granite towers of Castle Karistyne, glinting in the 
  sunlight. As you draw near, horn blasts echo from the 
  walls and a small guard of horsemen ride out to escort 
  you into the courtyard. As you enter, the Lady Karistyne, 
  resplendent in her armor and a long gold-trimmed blue 
  cloak, salutes you from the battlements above the gate. 
   
  The lady descends to greet you in the courtyard: 
  “You have returned. What tidings from the Mines? Had 
  you success?” she asks eagerly. 
   
  The success of the mission depends on how the PCs 
  performed. The PCs should now relate to Karistyne all 
  that they saw and found in the Mines of the Eye. If time 
  is short play here can be truncated. 
   
  In either case, the PCs are feted by Karistyne and her 
  folk and treated to one of the prodigious feasts for which 
  the lady paladin is renowned. In the midst of the feasting, 
  Karistyne calls the PCs up one by one in front of the 
  assembled revelers and recounts each of their deeds. 
   
  If at any point the PCs mention Father Eye’s ranting 
  about angelic assassins, Karistyne tells the PCs the 
  following: 
   
  “Ah. That is what happened to that poor soul. One who 
  shares my intent to destroy Rary summoned such a 
  servant to slay Father Eye. We had hoped he had 
  succeeded but we now know he failed.” 
   
  If the PCs ask who this other individual is Karistyne says 
  nothing else but the following: 
   
  “One who has good cause to hate the Traitor. One who 
  has felt the treachery of one he once thought of as a 
  friend. He waits in the shadows, but soon he will emerge 
  to destroy his foe and when he does, I will be at his side.” 
   
  SUCCESS! 
  The PCs are deemed to be successful in their mission if 
  they either slay Father Eye or find Turav’s writings in 
  Area 4. 
   
  Turav’s writings prove that Rary and Father Eye have 
  entered into a compact and that Rary desires to obtain 
  deposits of purest mithral and thinaun said to lie at Azak-
  Zil. 
   
  If Father Eye himself was slain the expedition he 
  was planning fails, and Rary does not obtain these metals. 
   
  If the PCs were successful in either slaying Father 
  Eye or forcing him to flee, the PCs get access to the 
  following favor. In this instance it is assumed that once 
  their leader was dealt with, the duergar no longer resisted 
  the PCs, simply fleeing before them. In the subsequent 
  
  CORS5-02 Mines of the Eye 
   
  Page 23 
  lull, the PCs found several small caches of precious 
  metals. 
   
  � Precious Metals Found: During the assault on the 
  Mines of the Eye several small caches of precious metals 
  were found and carried away. The PC may in the future 
  purchase any one of the options listed below: 
   
  Adamantine: The PC may purchase any one metal 
  weapon or suit of armor listed in the Player’s Handbook 
  as an adamantine item. This favor may not be used to 
  upgrade an existing weapon. Alternatively, this favor may 
  be used to replace one part of a double weapon. 
   
  Mithral: The PC may purchase any one metal suit of 
  armor or shield listed in the Player’s Handbook as a 
  mithral item. This favor may not be used to upgrade an 
  existing weapon. 
   
  FAILURE 
  The PCs have failed in their mission if they did not either 
  slay Father Eye or recover Turav’s writings. If this 
  happens Karistyne discovers no information about Rary 
  and Father Eye’s pact. As a direct result of the PCs’ failure 
  the Sapphire Song were overwhelmed by duergar 
  reinforcements and they do not return. 
   
  The End 
   
  CAMPAIGN CONSEQUENCES 
  CORS5-02 Mines of the Eye is part of the Blight on 
  Bright Sands trilogy. As such events within this module 
  will directly relate to subsequent modules. If you ran this 
  module at Origins 2005 please email the answers to the 
  below questions to creighton@greyworks.fsworld.co.uk. 
  1. 
  Was Father Eye slain? 
  2. 
  Did the PCs find the Writings of the Father? 
  3. 
  Did the PCs slay any noncombatant duergar? 
  4. Did the PCs recover the writings of Turav? 
  
  CORS5-02 Mines of the Eye 
   
  Page 24 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 3: Blind Hunters 
  Slay or drive off the destrachan. 
  APL10 
  300 XP 
  APL 12 
  360 XP 
  APL 14 
  420 XP 
  APL 16 
  480 XP 
   
  Encounter 4: Silent Death 
  Slay or drive off the mind flayers. 
  APL10 
  300 XP 
  APL 12 
  360 XP 
  APL 14 
  420 XP 
  APL 16 
  480 XP 
   
  Encounter 6: Dark Gate 
  Defeat the duergar guards and gain access to the mines. 
  APL10 
  330 XP 
  APL 12 
  390 XP 
  APL 14 
  450 XP 
  APL 16 
  510 XP 
   
  Encounter 7: From the Shadows 
  Slay the duergar assassin 
  APL10 
  300 XP 
  APL 12 
  360 XP 
  APL 14 
  420 XP 
  APL 16 
  480 XP 
   
  Encounter 8: Trap of the Eye 
  “Experience” the pit trap 
  APL10 
  240 XP 
  APL 12 
  240 XP 
  APL 14 
  240 XP 
  APL 16 
  240 XP 
   
  Encounter 9: Trolls of the Wastes 
  Slay or drive off the mind flayers. 
  APL10 
  300 XP 
  APL 12 
  360 XP 
  APL 14 
  420 XP 
  APL 16 
  480 XP 
   
  Encounter 11: Father Eye 
  Slaying Father Eye 
  APL10 
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
  APL 16 
  570 XP 
   
  Discretionary roleplaying award 
  APL 10 
  540 XP 
  APL 12 
  630 XP 
  APL 14 
  720 XP 
  APL 16 
  810 XP 
   
  Total possible experience: 
  APL 10 
  2,700 XP 
  APL 12 
  3,150 XP 
  APL 14 
  3,600 XP 
  APL 16 
  4,050 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
  
  CORS5-02 Mines of the Eye 
   
  Page 25 
   
  Maximum Treasure 
   
  APL 10: 4,600 gp 
   
  APL 12: 6,600 gp 
   
  APL 14: 13,200 gp 
   
  APL16: 19,800 gp 
   
  Encounter 4: Silent Death 
   
  APL 10: Magic: hat of disguise (150 gp), ring of 
  protection +1 (2) (167 gp), cloak of resistance +1 (83 gp), 
  cloak of elvenkind (208 gp), bracers of armor +1 (83 gp). 
   
  APL 12: Magic: hat of disguise (150 gp), ring of 
  protection +1 (2) (167 gp), cloak of resistance +1 (83 gp), 
  cloak of elvenkind (208 gp), bracers of armor +1 (83 gp). 
   
  APL 14: Magic: hat of disguise (150 gp), ring of 
  protection +1 (2) (167 gp), cloak of resistance +1 (83 gp), 
  cloak of elvenkind (208 gp), bracers of armor +1 (83 gp), 
  boots of speed (1000 gp), amulet of mighty fists +1 (500 
  gp), staff of fire (14,200 gp). 
   
  APL 16: Magic: hat of disguise (150 gp), ring of 
  protection +1 (2) (167 gp), cloak of resistance +1 (83 gp), 
  cloak of elvenkind (208 gp), bracers of armor +1 (83 gp), 
  boots of speed (1000 gp), amulet of mighty fists +1 (500 
  gp), staff of fire (14,200 gp). 
   
  Encounter 6: Dark Gate 
   
  APL 10: Loot 824 gp; Coin 16 gp, Magic potion of 
  cure moderate wounds (7) (25 gp each), oil of magic 
  weapon (6) (4 gp each), potion of cure light wounds (4 
  gp), scroll of sanctuary (2 gp), scroll of silence (13 gp), 
  wand of command (25 gp), cloak of resistance +1 (83 gp), 
  ring of protection +1 (2) (167 gp each), wand of magic 
  missiles (25 gp), wand of glitterdust (38 gp), bracers of 
  armor +1 (83 gp). 
   
  APL 12: Loot 724 gp; Coin 24 gp, Magic potion of 
  cure moderate wounds (7) (25 gp each), oil of magic 
  weapon (6) (4 gp each), potion of cure light wounds (4 
  gp), scroll of sanctuary (2 gp), scroll of silence (13 gp), 
  wand of command (25 gp), cloak of resistance +1 (83 gp), 
  ring of protection +1 (2) (167 gp each), wand of magic 
  missiles (25 gp), wand of glitterdust (38 gp), bracers of 
  armor +1 (83 gp), amulet of natural armor +1 (8) (167 gp 
  each), potion of blur (25 gp), potion of protection from 
  arrows (magic) (25 gp). 
   
  APL 14: Loot 372 gp; Coin 36 gp, Magic potion of 
  cure moderate wounds (7) (25 gp each), oil of magic 
  weapon (6) (4 gp each), potion of cure light wounds (4 
  gp), scroll of sanctuary (2 gp), scroll of silence (13 gp), 
  wand of command (25 gp), ring of protection +1 (2) (167 
  gp each), wand of magic missiles (25 gp), wand of 
  glitterdust (38 gp), bracers of armor +2 (333 gp), amulet of 
  natural armor +1 (8) (167 gp each), potion of blur (25 gp), 
  potion of protection from arrows (magic) (25 gp), +1 
  breastplate (6) (113 gp), +1 heavy repeating crossbow (6) 
  (225 gp), cloak of resistance +2 (333 gp), ring of 
  counterspells (333 gp). 
   
  APL 16: Loot 31 gp; Coin 48 gp, Magic potion of cure 
  moderate wounds (7) (25 gp each), oil of magic weapon 
  (6) (4 gp each), potion of cure light wounds (4 gp), scroll 
  of sanctuary (2 gp), scroll of silence (13 gp), wand of 
  command (25 gp), ring of protection +1 (2) (167 gp each), 
  wand of magic missiles (25 gp), wand of glitterdust (38 
  gp), bracers of armor +2 (333 gp), amulet of natural armor 
  +1 (8) (167 gp each), potion of blur (25 gp), potion of 
  protection from arrows (magic) (25 gp), +1 breastplate (6) 
  (113 gp), +1 heavy repeating crossbow (8) (225 gp), cloak 
  of resistance +2 (333 gp), ring of counterspells (333 gp), 
  +1 heavy steel shield (6) (98 gp), +1 warhammer (6) (193 
  gp), brooch of shielding (6) (125 gp), periapt of Wisdom 
  +2 (333 gp), dusty rose ioun stone (417 gp), headband of 
  intellect +2 (333 gp). 
   
   
  Encounter 9: Trolls of the Wastes 
   
  APL 10: Loot: 29 gp. 
   
  APL 12: Magic: +1 breastplate (6) (113 gp each), 
  potion of shield of faith +2 (6) (4 gp each). 
   
  APL 14: +1 breastplate (6) (113 gp each), potion of 
  shield of faith +2 (6) (4 gp each). 
   
  APL 16: +1 breastplate (6) (113 gp each), potion of 
  shield of faith +4 (6) (50 gp each). 
   
  Area 3: The Trolls’ Chamber 
  APL 10: Coin 50 gp. 
   
  APL 12: Coin 100 gp 
   
  APL 14: Coin 150 gp 
   
  APL 16: Coin 200 gp. 
   
  Encounter 10: The Traitor’s Emissary 
  ALL APLs: Loot 100 gp. 
   
  Encounter 11: Father Eye 
   
  APL 10: Loot: 100 gp. 
   
  APL 12: Loot: 100 gp. 
   
  APL 14: Loot: 100 gp. 
   
  APL 16: Loot: 100 gp; Magic: ring of blinking (2,250 
  gp). 
   
  Detect Magic Results: ring of blinking (moderate 
  transmutation.) 
   
   
  Area 8: Treasure Chamber 
   
  APL 10: Loot: 350 gp. 
   
  APL 12: Loot 1,683 gp. 
   
  APL 14: Loot 1,683 gp. 
   
  APL 16: Loot 1,683 gp. 
   
  Any PC who wishes to keep one of these books (and who 
  pays 200 gp) gets the following AR entry. 
   
  �Writings of the Father: This PC has found and kept a 
  book written by the beholder, Father Eye. Its pages 
  contain information about his kin and the tunnels under 
  the Abbor-Alz. In addition, the book speaks of an 
  abandoned mine buried deep in the desert and infested 
  by undead. 
   
  A PC who peruses this work for 10 minutes gains a 
  +2 insight bonus on skill checks relating to beholders for 
  the next 10 minutes. In addition the information in this 
  book may be of use in the future. 
   
  Cost: 200 gp. 
   
  
  CORS5-02 Mines of the Eye 
   
  Page 26 
  Special 
  �Writings of the Father: This PC has found and kept a 
  book written by the beholder, Father Eye. Its pages 
  contain information about his kin and the tunnels under 
  the Abbor-Alz. In addition, the book speaks of an 
  abandoned mine buried deep in the desert and infested 
  by undead. 
   
  A PC who peruses this work for 10 minutes gains a 
  +2 insight bonus on skill checks relating to beholders for 
  the next 10 minutes. In addition the information in this 
  book may be of use in the future. 
   
  Cost: 200 gp. 
   
  � Precious Metals Found: During the assault on the 
  Mines of the Eye several small caches of precious metals 
  were found and carried away. The PC may in the future 
  purchase any one of the options listed below: 
   
  Adamantine: The PC may purchase any one metal 
  weapon or suit of armor listed in the Player’s Handbook 
  as an adamantine item. This favor may not be used to 
  upgrade an existing weapon. Alternatively, this favor may 
  be used to replace one part of a double weapon. 
   
  Mithral: The PC may purchase any one metal suit of 
  armor or shield listed in the Player’s Handbook as a 
  mithral item. This favor may not be used to upgrade an 
  existing weapon. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 10: 
  Wand of command (20 charges) (Adventure; 300 gp; 
  DMG). 
  Wand of glitterdust (5 charges) (Adventure; 450 gp; 
  DMG). 
  Hat of disguise (Any; 1,800 gp; DMG). 
  Cloak of elvenkind (Any; 2,500 gp; DMG). 
  Slippers of spider climbing (Core; 4,800 gp; DMG) 
  Writings of the Father (Adventure; 200 gp; see above). 
   
  APL 12: (all of APL 10 plus the following): 
   
  APL 14: (all of APLs 10-12 plus the following): 
  Bracers of armor +2 (Core; 4,000 gp; DMG). 
  Cloak of resistance +2 (Core; 4,000 gp; DMG). 
  Cloak of resistance +3 (Core; 9,000 gp; DMG). 
  Ring of counterspells (Core; 4,000 gp; DMG). 
  Ring of shooting stars (Adventure; 50,000 gp; DMG). 
  Boots of speed (Any; 12,000 gp; DMG). 
  Amulet of mighty fists +1 (Any; 6,000 gp; DMG). 
  Staff of fire (40 charges) (Adventure; 14,200 gp; DMG). 
   
  APL 16: (all of APLs 10-14 plus the following): 
  +2 studded leather armor (Any; 4,175 gp; DMG). 
  Bag of holding (type II) (Adventure; 5,000 gp; DMG). 
  Broach of shielding (Any; 1,500 gp; DMG). 
  Dusty rose ioun stone (Core; 5,000 gp; DMG). 
  Pearl of power (2nd level) (Any; 4,000 gp; DMG). 
  Ring of blinking (Core; 27,000 gp; DMG). 
  
  CORS5-02 Mines of the Eye 
   
  Page 27 
  APPENDIX 1: APL 10 
  INTRODUCTION 
  �Shamil, female gnome War 1: CR 1/2; Small 
  Humanoid; HD 1d8+5; hp 9; Init +0; AC 16, touch 11, 
  flat-footed 16; Base Atk +1; Grp –3; Atk +2 melee 
  (1d6/19-20, longsword); Full Atk +2 melee (1d6/19-20, 
  longsword); SQ Gnome traits; AL NG; SV Fort +4, Ref 
  +0, Will –1; Str 11, Dex 11, Con 14, Int 10, Wis 9, Cha 
  8. 
   
  Skills and Feats: Hide +3, Listen +1, Spot +1; 
  Toughness. 
   
  Possessions: Chain shirt, light wooden shield, 
  longsword. 
   
  ENCOUNTER 3: BLIND HUNTERS 
  �Destrachan: hp 60; see Monster Manual p. 49. 
   
  ENCOUNTER 4: SILENT DEATH 
  �Oobyl, Mind Flayer: hp 54; see Monster Manual p. 
  187. 
   
  Possessions: Hat of disguise, ring of protection +1, 
  cloak of resistance +1. 
   
  �Hrustrboad, Mind Flayer: hp 54; see Monster 
  Manual p. 187. 
   
  Possessions: cloak of elvenkind, bracers of armor 
  +1, ring of protection +1. 
   
  ENCOUNTER 6: DARK GATE 
  �Duergar Warrior (Crossbowman): male duergar Ftr 
  3: CR 4; Medium humanoid; HD 3d10+6; hp 27; Init 
  +2; Spd 20 ft.; AC 17, touch 12, flat-footed 15; Base Atk 
  +3; Grp +5; Atk +6 melee (1d8+2/×3, masterwork 
  warhammer) or +7 ranged (1d10/19-20, masterwork 
  heavy repeating crossbow); Full Atk +6 melee 
  (1d8+2/×3, masterwork warhammer) or +7 ranged 
  (1d10/19-20, masterwork heavy repeating crossbow); 
  SQ 
  Spell-like 
  abilities, 
  immunity 
  to 
  paralysis, 
  phantasms and poisons, +2 bonus on saving throws 
  against spells and spell-like abilities, light sensitivity, 
  darkvision 120 ft.; AL LE; SV Fort +5, Ref +3, Will +1; 
  Str 14, Dex 15, Con 15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +2, Jump +2, Listen +2, 
  Move Silently +5, Spot +2; Exotic Weapon Proficiency 
  (heavy repeating crossbow), Point Blank Shot, Precise 
  Shot, Weapon Focus (heavy repeating crossbow). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled, duergar are unable to see well and 
  suffer a –1 penalty on attack rolls, Search checks and 
  Spot checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently and a +1 racial bonus on Listen and Spot 
  checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: warhammer = 2d6, 
  heavy repeating crossbow not affected). Invisibility: 
  Duration 1 min./level. 
   
  Possessions: Masterwork chainmail, masterwork 
  warhammer, masterwork heavy repeating crossbow, 4 
  bolt cases (20 bolts total), potion of cure moderate 
  wounds, oil of magic weapon. 
   
  Power-Up Suite (Enlarge Person)—Init +1; AC 
  15, touch 10, flat-footed 14; Grp +10; Atk and Full Atk 
  +6 melee (2d6+3/×3, masterwork warhammer) or +5 
  ranged (1d10/19-20, masterwork heavy repeating 
  crossbow); Face/Reach 10 ft./10 ft.; SV Ref +2; Str 16, 
  Dex 13; Skills: Move Silently +4. 
   
  �Duergar Cleric: male duergar Clr 5—Laduguer: CR 
  6; Medium humanoid; HD 5d8+15; hp 41; Init –1; Spd 
  20 ft.; AC 21, touch 11, flat-footed 21; Base Atk +3; Grp 
  +4; Atk +5 melee (1d8+1/×3, masterwork warhammer) 
  or +2 ranged (1d8/19-20, light crossbow); Full Atk +5 
  melee (1d8+1/×3, masterwork warhammer) or +2 
  ranged (1d8/19-20, light crossbow); SA Spells, rebuke 
  undead; SQ Spell-like abilities, immunity to paralysis, 
  phantasms and poisons, +2 bonus on saving throws 
  against spells and spell-like abilities, light sensitivity, 
  darkvision 120 ft.; AL LE; SV Fort +8, Ref +1, Will +8; 
  Str 12, Dex 8, Con 16, Int 10, Wis 16, Cha 9. 
   
  Skills and Feats: Concentration +9, Diplomacy +1, 
  Knowledge (religion) +2, Listen +4, Move Silently –5, 
  Spellcraft +6, Spot +4; Combat Casting, Martial 
  Weapon Proficiency (warhammer). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled, duergar are unable to see well and 
  suffer a –1 penalty on attack rolls, Search checks and 
  Spot checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently and a +1 racial bonus on Listen and Spot 
  checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  
  CORS5-02 Mines of the Eye 
   
  Page 28 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (warhammer = 2d6, light crossbow not affected). 
  Invisibility: Duration 1 min./level. 
   
  Spells Prepared: (5/4+1/3+1/2+1; base DC = 13 + 
  spell level): 0—cure minor wounds, detect magic, 
  guidance, resistance, virtue; 1st—bane, bless, cause 
  fear, magic stoneD, shield of faith; 2nd—hold person 
  (2), owl’s wisdom, soften earth and stoneD; 3rd—cure 
  serious wounds, dispel magic, protection from energyD. 
   
  DDomain Spell. Domains: Earth (3 + Cha modifier 
  daily use, turn or destroy air elementals, rebuke, 
  command or bolster earth creatures as an evil cleric 
  rebukes 
  undead); 
  Protection 
  (protective 
  ward: 
  resistance bonus equal to cleric level on next saving 
  throw). 
   
  Possessions: Full plate, heavy steel shield, 
  masterwork warhammer, light crossbow, 10 bolts, 
  potion of cure light wounds, scroll of sanctuary, scroll 
  of silence, wand of command (20 charges), cloak of 
  resistance +1, ring of protection +1. 
   
  Power-Up Suite (Enlarge Person)—Init –2; AC 
  19, touch 9, flat-footed 19; Grp +9; Atk and Full Atk Atk 
  +5 melee (2d6+1/×3, masterwork warhammer) or +0 
  ranged (1d8/19-20, light crossbow); Face/Reach 10 
  ft./10 ft.; SV Ref +0; Str 14, Dex 6; Skills: Move Silently 
  –6. 
   
  �Duergar Wizard: male duergar Wiz (Evoker) 5: CR 
  6; Medium humanoid; HD 5d4+15; hp 25; Init +1; Spd 
  20 ft.; AC 13, touch 12, flat-footed 12; Base Atk +2, Grp 
  +1; Base Atk +1 melee (1d4-1/19-20, dagger); Full Atk 
  +1 melee (1d4-1/19-20, dagger); SA Spells; SQ Spell-
  like abilities, immunity to paralysis, phantasms and 
  poisons, +2 bonus on saving throws against spells and 
  spell-like abilities, light sensitivity, darkvision 120 ft., 
  summon familiar; AL LE; SV Fort +4, Ref +2, Will +4; 
  Str 8, Dex 13, Con 16, Int 16, Wis 10, Cha 8. 
   
  Skills and Feats: Concentration +11, Decipher 
  Script +10, Knowledge (arcana) +11, Knowledge 
  (dungeoneering) +11, Listen +1, Move Silently +5, 
  Spellcraft +13, Spot +1; Craft Wand, Scribe Scroll, Spell 
  Focus (Conjuration), Spell Focus (Evocation). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled, duergar are unable to see well and 
  suffer a –1 penalty on attack rolls, Search checks and 
  Spot checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently and a +1 racial bonus on Listen and Spot 
  checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (dagger = 1d6). Invisibility: Duration 1 min./level. 
   
  Memorized Spells: (5/5/4/3; base DC = 13 + spell 
  level): 0—acid splash, detect magic, flareE, lightE, ray of 
  frostE; 1st—burning handsE, color spray, expeditious 
  retreat, mage armor, shield; 2nd—fox’s cunning, 
  flaming sphereE, mirror image, web C; 3rd—stinking 
  cloudC, fireballE, wind wallE. 
   
  E: Evocation spell. DC = 14 + spell level. Barred 
  Schools: Enchantment, Necromancy. 
   
  C: Conjuration spell DC = 14 + spell level. 
   
  Possessions: Dagger, wand of magic missile (20 
  charges), ring of protection +1, wand of glitterdust (5 
  charges), bracers of armor +1, potion of cure moderate 
  wounds. 
   
  Power-Up Suite (Enlarge Person)—Init +0; AC 
  11, touch 10, flat-footed 11; Grp +6; Atk and Full Atk +1 
  melee (1d6/19-20, dagger); Face/Reach 10 ft./10 ft.; SV 
  Ref +1; Str 10, Dex 11; Skills: Move Silently +4. 
   
  ENCOUNTER 7:FROM THE SHADOWS 
   
  �Duergar Rogue: male duergar Rog 5/Rgr 2/Assassin 
  1/Shadowdancer 1: CR 10; Medium Humanoid; HD 
  5d6+15 plus 2d10+6 plus 1d6+3 plus 1d8+3; hp 69; Init 
  +3; Spd 30 ft.; AC 18, touch 14, flat-footed 18; Base Atk 
  +5; Grp +6; Atk +7 melee (1d6+2/19-20 plus poison [DC 
  18 Fort, 1d6 Str/1d6 Str], +1 short sword), +6 melee 
  (1d4+1/ 19-20, dagger) or +8 ranged (1d8/19-20, light 
  crossbow); Full Atk +7 melee (1d6+2/19-20 plus poison 
  [DC 18 Fort, 1d6 Str/1d6 Str], +1 short sword) or +5 
  melee (1d6+2/19-20 plus poison [DC 18 Fort, 1d6 
  Str/1d6 Str], +1 short sword) and +4 melee (1d4+1/ 19-
  20, dagger) or +8 ranged (1d8/19-20, light crossbow); 
  SA Sneak attack +4d6, favored enemy (human), combat 
  style (two-weapon combat), death attack, poison use; 
  SQ trapfinding, spell-like abilities, immunity to 
  paralysis, phantasms and poisons, +2 bonus on saving 
  throws against spells and spell-like abilities, light 
  sensitivity, darkvision 120 ft., evasion, trap sense +1, 
  uncanny dodge, wild empathy, spells, hide in plain 
  sight; AL LE; SV Fort +5, Ref +11, Will +4; Str 12, Dex 
  16, Con 16, Int 13, Wis 10, Cha 4. 
   
  Skills and Feats: Balance +6, Climb +7, Disable 
  Device +8, Disguise +1, Escape Artist +6, Hide +15, 
  Jump +9, Listen +8, Move Silently +19, Open Lock +8, 
  Perform (dance) +8, Search +4, Spot +7, Survival +5, 
  Tumble +14, Use Rope +7; Combat Reflexes, Dodge, 
  Iron Will, Mobility, Track. 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Favored Enemy (human) (Ex): +2 bonus on Bluff, 
  Listen, Sense Motive, Spot and Survival checks against 
  humans. +2 bonus on weapon damage rolls against 
  humans. 
   
  Combat Style (Two-Weapon Combat) (Ex): Has 
  Two-Weapon Fighting feat when wearing light or no 
  armor. 
  
  CORS5-02 Mines of the Eye 
   
  Page 29 
   
  Death Attack (Ex): If an assassin studies his victim 
  for 3 rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly either 
  paralyzing or killing the target (assassin’s choice). 
  While studying the victim, the assassin can undertake 
  other actions so long as his attention stays focused on 
  the target and the target does not detect the assassin or 
  recognize the assassin as an enemy. If the victim of 
  such an attack fails a Fortitude save (DC 10 + the 
  assassin’s class level + the assassin’s Int modifier) 
  against the kill effect, she dies. If the saving throw fails 
  against the paralysis effect, the victim is rendered 
  helpless and unable to act for 1d6 rounds plus 1 round 
  per level of the assassin. If the victim’s saving throw 
  succeeds, the attack is just a normal sneak attack. Once 
  the assassin has completed the 3 rounds of study, he 
  must make the death attack within the next 3 rounds. 
  If a death attack is attempted and fails (the victim 
  makes her save) or if the assassin does not launch the 
  attack within 3 rounds of completing the study, 3 new 
  rounds of study are required before he can attempt 
  another death attack. 
   
  Hide in Plain Sight (Su): A shadowdancer can use 
  the Hide skill even while being observed. As long as 
  she is within 10 feet of some sort of shadow, a 
  shadowdancer can hide herself from view in the open 
  without anything to actually hide behind. She cannot, 
  however, hide in her own shadow. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled, duergar are unable to see well and 
  suffer a –1 penalty on attack rolls, Search checks and 
  Spot checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently and a +1 racial bonus on Listen and Spot 
  checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (short sword = 1d8, dagger = 1d6, light not 
  affected). Invisibility: Duration 1 min./level. 
   
  Spells Known (1; base DC = 11 + spell level): 1st—
  disguise self, true strike. 
   
  Possessions: +1 studded leather armor, +1 short 
  sword, dagger, light crossbow, 10 bolts, vial of large 
  scorpion venom poison (3), ring of protection +1, cloak 
  of resistance +1, potion of cure moderate wounds (2), 
  slippers of spider climbing. 
   
  Power-Up Suite (Enlarge Person)—Init +2; AC 
  16, touch 12, flat-footed 17; Grp +11; Atk and Full Atk 
  +7 melee (1d8+3/19-20 plus poison [DC 18 Fort, 1d6 
  Str/1d6 Str], +1 short sword), +6 melee (1d6+2/ 19-20, 
  dagger) or +8 ranged (1d8/19-20, light crossbow);  
  Face/Reach 10 ft./10 ft.; SV Ref +10; Str 14, Dex 14; 
  Skills: Balance +5, Escape Artist +5, Hide +14, Move 
  Silently +18, Open Lock +7, Tumble +13, Use Rope +6. 
   
  ENCOUNTER 8: TROLLS OF THE 
  WASTES 
  �Wasteland Troll: hp 92; see Appendix 5. 
   
  Possessions: Masterwork breastplate. 
   
  ENCOUNTER 11: FATHER EYE 
  �Father Eye, male beholder: hp 93, see Monster 
  Manual p 26 
   
  
  CORS5-02 Mines of the Eye 
   
  Page 30 
  APPENDIX 2: APL 12 
  INTRODUCTION 
  �Shamil, female gnome War 1: CR 1/2; Small 
  humanoid (gnome); HD 1d8+5; hp 9; Init +0; AC 16, 
  touch 11, flat-footed 16; Base Atk +1; Grp –3; Atk +2 
  melee (1d6/19-20, longsword); Full Atk +2 melee 
  (1d6/19-20, longsword); SQ Gnome traits; AL NG; SV 
  Fort +4, Ref +0, Will –1; Str 11, Dex 11, Con 14, Int 10, 
  Wis 9, Cha 8. 
   
  Skills and Feats: Hide +3, Listen +1, Spot +1; 
  Toughness. 
   
  Possessions: Chain shirt, light wooden shield, 
  longsword. 
   
  ENCOUNTER 3: BLIND HUNTERS 
  �Destrachan: hp 60; see Monster Manual p. 49. 
   
  ENCOUNTER 4: SILENT DEATH 
  �Oobyl, Mind Flayer Mnk 2: CR 10; Medium 
  aberration; HD 8d8+8 plus 2d8+2; hp 69; Init +6; Spd 
  30 ft.; AC 16, touch 13, flat-footed 14; Base Atk +7; Grp 
  +12; Atk +10 melee (1d4+1, tentacle) or +9 melee 
  (1d6+1, unarmed strike); Full Atk +10 melee (1d4+1, 8 
  tentacles) or +9 melee (1d6+1, 2 unarmed strikes); SA 
  Mind blast, psionics, improved grab, extract, flurry of 
  blows (-1/-1), unarmed strike; SQ Spell resistance 25, 
  telepathy 100 ft., evasion; AL LE; SV Fort +7, Ref +8, 
  Will +13; Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 
  17. 
   
  Skills and Feats: Bluff +11, Concentration +13, 
  Diplomacy +7, Disguise +3 (+5 acting), Escape Artist +7, 
  Hide +11, Intimidate +9, Knowledge (dungeoneering) 
  +12, Listen +13, Move Silently +11, Sense Motive +7, 
  Spot +11, Tumble +7; Combat Casting, Combat 
  Reflexes, 
  Deflect 
  Arrows, 
  Improved 
  Grapple, 
  Improved Initiative, Improved Unarmed Strike, 
  Weapon Finesse, Weapon Focus (tentacle). 
   
  Mind Blast (Sp): This psionics attack is a cone 60 
  feet long. Anyone caught in this cone must succeed on 
  a DC 17 Will save or be stunned for 3d4 rounds. Mind 
  flayers often hunt using this power and then drag off 
  one or two of their stunned victims to feed upon. The 
  save DC is Charisma-based. This ability is equivalent of 
  a 4th-level spell. 
   
  Psionics (Sp): At will—charm monster (DC 17), 
  detect thoughts (DC 15), levitate, plane shift, 
  suggestion (DC 16). Effective caster level 8th. The save 
  DCs are Charisma-based. 
   
  Improved Grab (Ex): To use this ability a mind 
  flayer must hit a Small, Medium or Large creature with 
  its tentacle attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes 
  a hold and attached the tentacle to the opponent’s 
  head. A mind flayer can grab a Huge or larger creature 
  but only if it can somehow reach the foe’s head. If a 
  mind flayer begins its turn with at least one tentacle 
  attached, it can try to attach its remaining tentacles 
  with a single grapple check. The opponent can escape 
  with a single successful grapple check or an Escape 
  Artist check, but the mind flayer gets a +2 
  circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
   
  Extract (Ex): A mind flayer that begins its turn 
  with all four tentacles attached and that makes a 
  successful grapple check automatically extracts the 
  opponent’s brain, instantly killing that creature. This 
  power is useless against constructs, elementals, oozes, 
  plants, and undead. It is not instantly fatal to foes with 
  multiple heads, such as ettins and hydras. 
   
  Possessions: Hat of disguise, ring of protection +1, 
  cloak of resistance +1. 
   
  �Hrustrboad, Mind Flayer Ftr 1/Sor 1: CR 10; 
  Medium aberration; HD 8d8+8 plus 1d10+1 plus 
  1d4+1; hp 67; Init +6; Spd 30 ft.; AC 17, touch 13, flat-
  footed 15; Base Atk +7; Grp +8; Atk +10 melee (1d4+1, 
  tentacle); Full Atk +10 melee (1d4+1, 8 tentacles); SA 
  Mind blast, psionics, improved grab, extract; SQ Spell 
  resistance 25, telepathy 100 ft.; AL LE; SV Fort +5, Ref 
  +4, Will +11; Str 12, Dex 14, Con 12, Int 19, Wis 17, 
  Cha 17. 
   
  Skills and Feats: Bluff +11, Concentration +12, 
  Diplomacy +7, Disguise +3 (+5 acting), Hide +15, 
  Intimidate +10, Jump +5, Knowledge (dungeoneering) 
  +12, Knowledge (arcana) +7, Listen +12, Move Silently 
  +10, Sense Motive +7, Spellcraft +5, Spot +11, Swim +2; 
  Combat Casting, Improved Initiative, Weapon Finesse, 
  Weapon Focus (tentacle). 
   
  Mind Blast (Sp): This psionics attack is a cone 60 
  feet long. Anyone caught in this cone must succeed on 
  a DC 17 Will save or be stunned for 3d4 rounds. Mind 
  flayers often hunt using this power and then drag off 
  one or two of their stunned victims to feed upon. The 
  save DC is Charisma-based. This ability is equivalent of 
  a 4th-level spell. 
   
  Psionics (Sp): At will—charm monster (DC 17), 
  detect thoughts (DC 15), levitate, plane shift, 
  suggestion (DC 16). Effective caster level 8th. The save 
  DCs are Charisma-based. 
   
  Improved Grab (Ex): To use this ability a mind 
  flayer must hit a Small, Medium or Large creature with 
  its tentacle attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes 
  a hold and attached the tentacle to the opponent’s 
  head. A mind flayer can grab a Huge or larger creature 
  but only if it can somehow reach the foe’s head. If a 
  mind flayer begins its turn with at least one tentacle 
  attached, it can try to attach its remaining tentacles 
  with a single grapple check. The opponent can escape 
  with a single successful grapple check or an Escape 
  Artist check, but the mind flayer gets a +2 
  circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
  
  CORS5-02 Mines of the Eye 
   
  Page 31 
   
  Extract (Ex): A mind flayer that begins its turn 
  with all four tentacles attached and that makes a 
  successful grapple check automatically extracts the 
  opponent’s brain, instantly killing that creature. This 
  power is useless against constructs, elementals, oozes, 
  plants, and undead. It is not instantly fatal to foes with 
  multiple heads, such as ettins and hydras. 
   
  Spells Known (5/4; base DC = 13 + spell level): 0—
  dancing 
  lights, 
  detect 
  magic, 
  ghost 
  sound, 
  prestidigitation; 1st—mage armor, shield. 
   
  Possessions: cloak of elvenkind, bracers of armor 
  +1, ring of protection +1. 
   
  ENCOUNTER 6: DARK GATE 
  �Duergar Warrior (Crossbowman): male duergar Ftr 
  5: CR 6; Medium humanoid (dwarf); HD 5d10+10; hp 
  45; Init +3; Spd 20 ft.; AC 21, touch 13, flat-footed 18 
  (AC 19, touch 13, flat-footed 16 when using crossbow); 
  Base Atk +5; Grp +7; Atk +8 melee (1d8+2/×3, 
  masterwork warhammer) or +10 ranged (1d10+2/19-20, 
  masterwork heavy repeating crossbow); Full Atk +8 
  melee (1d8+2/×3, masterwork warhammer) or +10 
  ranged (1d10+2/19-20, masterwork heavy repeating 
  crossbow); SQ Spell-like abilities, immunity to 
  paralysis, phantasms and poisons, +2 bonus on saving 
  throws against spells and spell-like abilities, light 
  sensitivity, darkvision 120 ft.; AL LE; SV Fort +6, Ref 
  +4, Will +1; Str 14, Dex 16, Con 15, Int 12, Wis 10, Cha 
  4. 
   
  Skills and Feats: Climb +6, Jump +5, Listen +3, 
  Move Silently +10, Spot +2; Exotic Weapon Proficiency 
  (heavy repeating crossbow), Point Blank Shot, Precise 
  Shot, Weapon Focus (heavy repeating crossbow), 
  Weapon Specialization (repeating heavy crossbow). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled, duergar are unable to see well and 
  suffer a –1 penalty on attack rolls, Search checks and 
  Spot checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently and a +1 racial bonus on Listen and Spot 
  checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: warhammer = 2d6, 
  heavy repeating crossbow not affected). Invisibility: 
  Duration 1 min./level. 
   
  Possessions: Masterwork breastplate, heavy steel 
  shield, masterwork warhammer, masterwork heavy 
  repeating crossbow, 4 bolt cases (20 bolts total), potion 
  of cure moderate wounds, oil of magic weapon, amulet 
  of natural armor +1. 
   
  Power-Up Suite (Enlarge Person)—Init +2; AC 
  19, touch 11, flat-footed 13 (AC 17, touch 11, flat-footed 
  11 when using crossbow); Grp +12; Atk and Full Atk +8 
  melee (2d6+3/×3, masterwork warhammer) or +8 
  ranged (1d10+2/19-20, masterwork heavy repeating 
  crossbow); Face/Reach 10 ft./10 ft.; SV Ref +3; Str 16, 
  Dex 14; Skills: Move Silently +9. 
   
  �Duergar Cleric: male duergar Clr 7—Laduguer: CR 
  8; Medium humanoid (dwarf); HD 7d8+21; hp 57; Init 
  –1; Spd 20 ft.; AC 22, touch 10, flat-footed 22; Base Atk 
  +5; Grp +6; Atk +7 melee (1d8+1/×3, masterwork 
  warhammer) or +4 ranged (1d8/19-20, light crossbow); 
  Full Atk +7 melee (1d8+1/×3, masterwork warhammer) 
  or +4 ranged (1d8/19-20, light crossbow); SA Spells, 
  rebuke undead; SQ Spell-like abilities, immunity to 
  paralysis, phantasms and poisons, +2 bonus on saving 
  throws against spells and spell-like abilities, light 
  sensitivity, darkvision 120 ft.; AL LE; SV Fort +9, Ref 
  +4, Will +9; Str 12, Dex 8, Con 16, Int 10, Wis 16, Cha 9. 
   
  Skills and Feats: Concentration +11, Diplomacy 
  +0, Knowledge (religion) +6, Listen +4, Move Silently –
  4, Spellcraft +5, Spot +4; Combat Casting, Lightning 
  Reflexes, Martial Weapon Proficiency (warhammer). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled, duergar are unable to see well and 
  suffer a –1 penalty on attack rolls, Search checks and 
  Spot checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently and a +1 racial bonus on Listen and Spot 
  checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (warhammer = 2d6, light crossbow not affected). 
  Invisibility: Duration 1 min./level. 
   
  Spells Prepared: (6/5+1/4+1/3+1/1+1; base DC = 
  13 + spell level): 0—cure minor wounds, detect magic, 
  guidance, light, resistance, virtue; 1st—bane, bless, 
  cause fear, deathwatch, magic stoneD, shield of faith; 
  2nd—hold person (2), owl’s wisdom, soften earth and 
  stoneD, sound burst; 3rd—blindness/deafness, cure 
  serious wounds, dispel magic, protection from energyD; 
  4th—poison, spike stonesD. 
   
  DDomain Spell. Domains: Earth (3 + Cha modifier 
  daily use, turn or destroy air elementals, rebuke, 
  command or bolster earth creatures as an evil cleric 
  rebukes 
  undead); 
  Protection 
  (protective 
  ward: 
  
  CORS5-02 Mines of the Eye 
   
  Page 32 
  resistance bonus equal to cleric level on next saving 
  throw). 
   
  Possessions: +1 full plate, heavy steel shield, 
  masterwork warhammer, light crossbow, 10 bolts, 
  potion of cure light wounds, scroll of sanctuary, scroll 
  of silence, wand of command (20 charges), cloak of 
  resistance +1, ring of protection +1, amulet of natural 
  armor +1. 
   
  Power-Up Suite (Enlarge Person)—Init –2; AC 
  20, touch 8, flat-footed 20; Grp +11; Atk and Full Atk +7 
  melee (2d6+2/×3, masterwork warhammer) or +2 
  ranged (1d8/19-20, light crossbow); Face/Reach 10 
  ft./10 ft.; SV Ref +3; Str 14, Dex 6; Skills: Move Silently 
  –5. 
   
  �Duergar Wizard: male duergar Wiz (Evoker) 7: CR 
  8; Medium humanoid (dwarf); HD 7d4+21; hp 35; Init 
  +1; Spd 20 ft.; AC 14, touch 12, flat-footed 13; Base Atk 
  +3, Grp +2; Atk +2 melee (1d4-1/19-20, dagger); Full 
  Atk +2 melee (1d4-1/19-20, dagger); SA Spells; SQ 
  Spell-like abilities, immunity to paralysis, phantasms 
  and poisons, +2 bonus on saving throws against spells 
  and spell-like abilities, light sensitivity, darkvision 120 
  ft., summon familiar; AL LE; SV Fort +5, Ref +3, Will 
  +5; Str 8, Dex 13, Con 16, Int 16, Wis 10, Cha 8. 
   
  Skills and Feats: Concentration +14, Decipher 
  Script +7, Knowledge (arcana) +14, Knowledge 
  (dungeoneering) +14, Listen +2, Move Silently +5, 
  Spellcraft +16, Spot +2; Combat Casting, Craft Wand, 
  Scribe Scroll, Spell Focus (Conjuration), Spell Focus 
  (Evocation). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled, duergar are unable to see well and 
  suffer a –1 penalty on attack rolls, Search checks and 
  Spot checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently and a +1 racial bonus on Listen and Spot 
  checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (dagger = 1d6). Invisibility: Duration 1 min./level. 
   
  Memorized Spells: (5/6/5/4/2; base DC = 13 + 
  spell level): 0—acid splash, detect magic, flareE, lightE, 
  ray of frostE; 1st—burning handsE, color spray, 
  expeditious retreat, mage armor, magic missileE, shield; 
  2nd—fox’s cunning, flaming sphereE, mirror image, 
  scorching rayE, web C; 3rd—dispel magic, stinking 
  cloudC, fireballE, wind wallE; 4th—Evard’s black 
  tentaclesC, lesser globe of invulnerability. 
   
  E: Evocation spell DC = 14 + spell level. Barred 
  Schools: Enchantment, Necromancy. 
   
  C: Conjuration spell DC = 14 + spell level. 
   
  Possessions: Dagger, wand of magic missile (20 
  charges), ring of protection +1, wand of glitterdust (5 
  charges), bracers of armor +1, potion of cure moderate 
  wounds, potion of blur, potion of protection from 
  arrows (magic), amulet of natural armor +1. 
   
  Power-Up Suite (Enlarge Person)—Init +0; AC 
  12, touch 10, flat-footed 12; Grp +7; Atk and Full Atk +2 
  melee (1d6/19-20, dagger); Face/Reach 10 ft./10 ft.; SV 
  Ref +2; Str 10, Dex 11; Skills: Move Silently +4. 
   
  ENCOUNTER 7: FROM THE SHADOWS 
  �Duergar Rogue: male duergar Rog 7/Rgr 2/Assassin 
  1/Shadowdancer 1: CR 12; Medium humanoid (dwarf); 
  HD 7d6+21 plus 2d10+6 plus 1d6+3 plus 1d8+3; hp 83; 
  Init +3; Spd 30 ft.; AC 18, touch 14, flat-footed 18; Base 
  Atk +7/+2; Grp +8; Atk +9 melee (1d6+2/19-20 plus 
  poison [DC 18 Fort, 1d6 Str/1d6 Str], +1 short sword), 
  +8 melee (1d4+1/ 19-20, dagger) or +10 ranged (1d8/19-
  20, light crossbow); Full Atk +9/+4 melee (1d6+2/19-20 
  plus poison [DC 18 Fort, 1d6 Str/1d6 Str], +1 short 
  sword) or +7/+2 melee (1d6+2/19-20 plus poison [DC 
  18 Fort, 1d6 Str/1d6 Str], +1 short sword) and +6 melee 
  (1d4+1/ 19-20, dagger) or +10 ranged (1d8/19-20, light 
  crossbow); SA Sneak attack +5d6, favored enemy 
  (human), combat style (two-weapon combat), death 
  attack, poison use; SQ trapfinding, spell-like abilities, 
  immunity to paralysis, phantasms and poisons, +2 
  bonus on saving throws against spells and spell-like 
  abilities, light sensitivity, darkvision 120 ft., evasion, 
  trap sense +2, uncanny dodge, wild empathy, spells, 
  hide in plain sight; AL LE; SV Fort +5, Ref +11, Will +4; 
  Str 12, Dex 17, Con 16, Int 13, Wis 10, Cha 4. 
   
  Skills and Feats: Balance +8, Climb +9, Disable 
  Device +10, Disguise +1, Escape Artist +8, Hide +17, 
  Jump +11, Listen +8, Move Silently +21, Open Lock 
  +10, Perform (dance) +8, Search +4, Spot +7, Survival 
  +5, Tumble +16, Use Rope +7; Combat Reflexes, Dodge, 
  Iron Will, Mobility, Track 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Favored Enemy (human) (Ex): +2 bonus on Bluff, 
  Listen, Sense Motive, Spot and Survival checks against 
  humans. +2 bonus on weapon damage rolls against 
  humans. 
   
  Combat Style (Two-Weapon Combat) (Ex): Has 
  Two-Weapon Fighting feat when wearing light or no 
  armor. 
   
  Death Attack (Ex): If an assassin studies his victim 
  for 3 rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly either 
  paralyzing or killing the target (assassin’s choice). 
  While studying the victim, the assassin can undertake 
  other actions so long as his attention stays focused on 
  the target and the target does not detect the assassin or 
  recognize the assassin as an enemy. If the victim of 
  such an attack fails a Fortitude save (DC 10 + the 
  
  CORS5-02 Mines of the Eye 
   
  Page 33 
  assassin’s class level + the assassin’s Int modifier) 
  against the kill effect, she dies. If the saving throw fails 
  against the paralysis effect, the victim is rendered 
  helpless and unable to act for 1d6 rounds plus 1 round 
  per level of the assassin. If the victim’s saving throw 
  succeeds, the attack is just a normal sneak attack. Once 
  the assassin has completed the 3 rounds of study, he 
  must make the death attack within the next 3 rounds. 
  If a death attack is attempted and fails (the victim 
  makes her save) or if the assassin does not launch the 
  attack within 3 rounds of completing the study, 3 new 
  rounds of study are required before he can attempt 
  another death attack. 
   
  Hide in Plain Sight (Su): A shadowdancer can use 
  the Hide skill even while being observed. As long as 
  she is within 10 feet of some sort of shadow, a 
  shadowdancer can hide herself from view in the open 
  without anything to actually hide behind. She cannot, 
  however, hide in her own shadow. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled, duergar are unable to see well and 
  suffer a –1 penalty on attack rolls, Search checks and 
  Spot checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently and a +1 racial bonus on Listen and Spot 
  checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (short sword = 1d8, dagger = 1d6, light crossbow 
  not affected). Invisibility: Duration 1 min./level. 
   
  Spells Known (1; base DC = 11 + spell level): 1st—
  disguise self, true strike. 
   
  Possessions: +1 studded leather armor, +1 short 
  sword, dagger, light crossbow, 10 bolts, vial of large 
  scorpion venom poison (3), ring of protection +1, cloak 
  of resistance +1, potion of cure moderate wounds (2), 
  slippers of spider climbing. 
   
  Power-Up Suite (Enlarge Person)—Init +2; AC 
  16, touch 12, flat-footed 17; Grp +13; Atk +9 melee 
  (1d8+3/19-20 plus poison [DC 18 Fort, 1d6 Str/1d6 
  Str], +1 short sword), +8 melee (1d6+2/ 19-20, dagger) 
  or +8 ranged (1d8/19-20, light crossbow); Full Atk 
  +9/+4 melee (1d8+3/19-20 plus poison [DC 18 Fort, 
  1d6 Str/1d6 Str], +1 short sword) or +7/+2 melee 
  (1d8+3/19-20 plus poison [DC 18 Fort, 1d6 Str/1d6 
  Str], +1 short sword) and +6 melee (1d6+2/ 19-20, 
  dagger) or +8 ranged (1d8/19-20, light crossbow); 
  Face/Reach 10 ft./10 ft.; SV Ref +10; Str 14, Dex 15; 
  Skills: Balance +7, Escape Artist +7, Hide +16, Move 
  Silently +20, Open Lock +9, Tumble +15, Use Rope +6. 
   
  ENCOUNTER 8: TROLLS OF THE 
  WASTES 
  �Wasteland Troll Bbn 1: CR 8; Large giant; HD 
  8d8+56 plus 1d12+7; hp 111; Init +0; Spd 40 ft.; AC 23, 
  touch 9, flat-footed 23; Base Atk +7; Grp +18; Atk +14 
  melee (1d6+7, claw) or +13 melee (2d8+10, greatclub); 
  Full Atk +14 melee (1d6+7, 2 claws) and +9 melee 
  (1d8+3, bite) or +13/+8 (2d8+10, greatclub) and +9 
  melee (1d8+3, bite); Space/Reach 10 ft./10 ft.; SA Rend 
  2d6+9, rage 1/day; SQ Darkvision 90 ft., low-light 
  vision, light sensitivity, regeneration 5, scent, fast 
  movement; SV Fort +16, Ref +4, Will +4; Str 25, Dex 11, 
  Con 24, Int 5, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Listen +8, Spot +7; 
  Alertness, Weapon Focus (claw). 
   
  Languages: Giant. 
   
  Rend (Ex): If a wasteland troll hits with both claw 
  attacks, it latches onto its opponent’s body and tears 
  the flesh. This attack automatically deals an additional 
  2d6+9 points of damage. 
   
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –
  2 to AC for number of rounds equal to 3+ (new) 
  Constitution modifier. 
   
  Light Sensitivity (Ex): A wasteland troll is dazzled 
  by bright sunlight or the glare of a daylight spell. 
   
  In addition, a wasteland troll exposed to sunlight 
  or its equivalent is treated as though it was slowed: It 
  can take only a single move action or standar action 
  each turn, but not both (nor can it take full-round 
  actions). It also takes a –1 penalty on attack rolls, AC, 
  and Reflex saves, and moves at half its normal speed. 
   
  Regeneration (Ex): Acid or water deals normal 
  damage to a wasteland troll. If a troll loses a limb or 
  body part, the lost portion regrows in 3d6 minutes. The 
  creature can reattach the severed member instantly by 
  holding it to the stump. 
   
  Possessions: +1 breastplate, potion of shield of 
  faith +2. 
   
  Power-Up Suite (Rage)—hp 129; AC 21, touch 7, 
  flat-footed 21; Grp +11; Atk +16 melee (1d6+9, claw) or 
  +15 melee (2d8+12, greatclub); Full Atk +16 melee 
  (1d6+9, 2 claws) and +11 melee (1d8+5, bite) or +15/+10 
  (2d8+12, greatclub) and +11 melee (1d8+5, bite); SV 
  Fort +18, Ref +2, Will +4; Str 29, Con 28. 
   
  ENCOUNTER 11: FATHER EYE 
   
   
  �Father Eye: advanced 15 HD beholder male: CR 14; 
  Large aberration; HD 15d8+60; hp 135; Init +6; Spd 5 
  ft., fly 20 ft. (good); AC 27, touch 11, flat-footed 25; Base 
  Atk +9; Grp +13; Atk +11 ranged touch (variable effect, 
  eye ray) and +4 melee (2d4, bite); Full Atk +11 ranged 
  touch (variable effect, eye ray) and +4 melee (2d4, bite); 
  Space/Reach 10 ft./5 ft.; SA Eye rays; SQ All-around 
  vision, antimagic cone, darkvision 60 ft., flight; AL LE; 
  
  CORS5-02 Mines of the Eye 
   
  Page 34 
  SV Fort +11, Ref +7, Will +12; Str 10, Dex 14, Con 18, 
  Int 17, Wis 15, Cha 16. 
   
  Skills and Feats: Hide +16, Knowledge (arcana) 
  +21, Listen +22, Search +25, Spot +26, Survival +2 (+4 
  following tracks); AlertnessB, Flyby Attack, Great 
  Fortitude, 
  Improved 
  Natural 
  Armor, 
  Improved 
  Initiative, Iron Will, Weapon Focus (ray).  
   
  Eye Rays (Su): Each of a beholder’s small eyes can 
  produce a magical ray once per round as a free action. 
  During a single round, a creature can aim only three 
  eye rays at targets in any one 90-degree arc (up, 
  forward, backward, left, right, or down). The remaining 
  eyes must aim at targets in other arcs, or not at all. A 
  beholder can tilt and pan its body each round to 
  change which rays it can bring to bear in any given arc. 
   
  Each eye’s effect resembles a spell (caster level 
  13th), but follows the rules for a ray (see Aiming a Spell, 
  page 175 of the Player’s Handbook). Each eye ray has a 
  range of 150 feet and a save DC of 20. This save DC is 
  Charisma-based. 
   
  Charm Monster: The target must succeed on a 
  Will save or be affected as though by the spell. 
  Beholders use this ray to confuse the opposition 
  usually employing it early in a fight. The beholder 
  generally instructs a charmed target to either restrain a 
  comrade or step aside. 
   
  Charm Person: The target must succeed on a Will 
  save or be affected as though by the spell. The beholder 
  uses this ray in the same manner as the charm monster 
  ray. 
   
  Disintegrate: The target must succeed on a 
  Fortitude save or be affected as though by the spell. 
  The beholder likes to use this ray on any foe it 
  considers a real threat. 
   
  Fear: This works like the spell, except that it 
  targets one creature. The target must succeed on a Will 
  save or be affected as though by the spell. Beholders 
  like to use this ray against warriors and other powerful 
  creatures early in a fight, to break up the opposition. 
   
  Finger of Death: The target must succeed on a 
  Fortitude save or be slain as though by the spell. The 
  target takes 3d6+13 points of damage if its saving throw 
  succeeds. Beholders use this ray to eliminate 
  dangerous foes quickly. 
   
  Flesh to Stone: The target must succeed on a 
  Fortitude save or be affected as though by the spell. 
  Beholders like to aim this ray at enemy spellcasters. 
  They also like to use this ray on any creature whose 
  appearance they find interesting. (After the fight, the 
  beholder takes the statue to its lair as decoration). 
   
  Inflict Moderate Wounds: This spell works like 
  the spell, causing 2d8+10 points of damage (Will half). 
   
  Sleep: This works like the spell, except that it 
  affects one creature with any number of Hit Dice (Will 
  negates). Beholders like to use this ray against warriors 
  and other physically powerful creatures. They know 
  their foes can quickly awaken the sleepers, but they 
  also know that doing so takes time and can delay an 
  effective counterattack. 
   
  Slow: This works like the spell, except that it 
  affects one creature. The target can make a Will save to 
  negate the effect. Beholders often use this ray against 
  the same creature targeted by their disintegrate, flesh 
  to stone or finger of death ray. If one of the former rays 
  fails to eliminate the foe this ray might at least hamper 
  it. 
   
  Telekinesis: A beholder can move objects or 
  creatures that weigh up to 325 pounds, as though with 
  a telekinesis spell. Creatures can resist the effect with a 
  successful Will save. 
   
  Antimagic Cone (Su): A beholder’s central eye 
  continually produces a 150-foot cone of antimagic. This 
  functions just like antimagic field (caster level 13th). All 
  magical and supernatural powers and effects within the 
  cone are suppressed – even the beholder’s own eye 
  rays. Once each round, during its turn, the beholder 
  decides whether the antimagic cone is active or not 
  (the beholder deactivates the cone by shutting its 
  central eye). 
   
  All-Around 
  Vision 
  (Ex): 
  Beholders 
  are 
  exceptionally alert and circumspect. Their many eyes 
  give them a +4 racial bonus on Spot and Search checks, 
  and they can’t be flanked. 
   
  Flight (Ex): A beholder’s body is naturally 
  buoyant. This buoyancy allows it to fly at a speed of 20 
  feet. This buoyancy also grants it a permanent feather 
  fall effect (as the spell) with personal range. 
   
  �Runic Guardian: CR 10; Large construct; HD 
  17d10+30; hp 150; Init +1; Spd 30 ft.; AC 28, touch 10, 
  flat-footed 27; Base Atk +12; Grp +19; Atk +18 melee 
  (2d8+10 plus stunning strike, slam); Full Atk +18 melee 
  (2d8+10 plus stunning strike, 2 slams); Space/Reach 10 
  ft./ 10 ft.; SA Runic spells, stunning strike; SQ 
  construct traits, DR 10/adamantine, fast healing 10, 
  find master, guard, shield master, teleport without 
  error; AL N; SV Fort +5, Ref +6, Will +5; Str 24, Dex 13, 
  Con —, Int —, Wis 11, Cha 1. 
  Skills and Feats: 
  None. 
   
  Runic Spells (Sp): A runic guardian can hold up to 
  six spells. These spells must be cast into its body it is 
  created. One spell can be placed on the runic 
  guardian’s head, one on each limb, and one on its torso. 
  The table below gives hte maximum level of spell that 
  each of its body parts can hold. Alternatively, the entire 
  guardian can accomodate a single inscribed spell of 6th 
  or 7th level, but this covers its whole body. 
   
  Head: shield (CL 16th). 
   
  Arms: mirror image (CL 16th), resist energy (cold) 
  (CL 16th). 
   
  Legs: protection from energy (fire) (CL 16th), 
  protection from energy (electricity) (CL 16th). 
   
  Torso: break enchantment (CL 16th). This spell is 
  discharged if Father Eye is successfully subjected to a 
  hostile 
  enchantment,m 
  alteration, 
  curse 
  or 
  petrification effect. 
   
  Each of these spells is usable once per day as a 
  spell-like ability. The runic guardian discharges a spell 
  
  CORS5-02 Mines of the Eye 
   
  Page 35 
  either when directly commanded to do so or when a 
  predetermined situation arises. 
   
  Stunning Strike (Ex): Any creature hit by a runic 
  guardian’s slam attack must make a successful DC 25 
  Fortitude save or be stunned for one round. Creatures 
  immune to critical hits cannot be stunned. 
   
  Construct Traits: Immune to mind affecting 
  effects, poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any effect that 
  requires a Fortitude save unless it also works on 
  objects. Not subject to critical hits, non-lethal damage, 
  ability damage, ability drain, energy drain, or death 
  from massive damage. It cannot be raised, resurrected, 
  or heal itself, but may be “healed” through repair. 
   
  Fast Healing (Ex): A runic guardian regains lost 
  hit points at the rate of 10 per round. Fast healing does 
  not restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the runic guardian to 
  re-grow or reattach lost body parts. 
   
  Find Master (Su): The runic guardian can find the 
  piece of jewelry that connects it to its master and can 
  teleport to that spot when called. (Should the master 
  call the construct and then remove the jewelry, the 
  runic guardian finds only the jewelry upon its arrival.) 
  This ability functions even across planar boundaries. 
   
  Guard (Ex): The runic guardian blocks blows 
  when within 5 feet of its master, granting the master a 
  +4 deflection bonus to AC. 
   
  Shield Master (Sp): The runic guardian’s master, 
  when in possession of the keyed piece of jewelry, can 
  activate this defensive ability when within 150 feet of 
  the construct. Shield master transfers three fourths of 
  the damage that would otherwise be dealt to the master 
  to the runic guardian instead. This ability otherwise 
  functions like the shield other spell (caster level 25th), 
  except that it provides no AC or saving throw bonuses. 
   
  Teleport without Error (Sp): 1/day (The guardian 
  normally uses this to answer a call from its master. 
   
  
  CORS5-02 Mines of the Eye 
   
  Page 36 
  APPENDIX 3: APL 14 
  INTRODUCTION 
  �Shamil, female gnome War 1: CR 1/2; Small 
  humanoid (gnome); HD 1d8+5; hp 9; Init +0; AC 16, 
  touch 11, flat-footed 16; Base Atk +1; Grp –3; Atk +2 
  melee (1d6/19-20, longsword); Full Atk +2 melee 
  (1d6/19-20, longsword); SQ Gnome traits; AL NG; SV 
  Fort +4, Ref +0, Will –1; Str 11, Dex 11, Con 14, Int 10, 
  Wis 9, Cha 8. 
   
  Skills and Feats: Hide +3, Listen +1, Spot +1; 
  Toughness. 
   
  Possessions: Chain shirt, light wooden shield, 
  longsword. 
   
  ENCOUNTER 3: BLIND HUNTERS 
  �Advanced Destrachan: CR 10; Large aberration; HD 
  16d8+48; hp 120; Init +5; Spd 30 ft.; AC 19, touch 10, 
  flat-footed 18; Base Atk +9; Grp +17; Atk +13 melee 
  (1d8+5, claw); Full Atk +13 melee (1d8+5, 2 claws); 
  Space/Reach 10 ft./5 ft.; SA Destructive harmonics; SQ 
  Blindsight 100 ft., immunities, protection from sonics; 
  SV Fort +8, Ref +8, Will +15; Str 20, Dex 12, Con 16, Int 
  12, Wis 18, Cha 12. 
   
  Skills and Feats: Hide +16, Listen +33, Move 
  Silently +15, Survival +9; Ability Focus (destructive 
  harmonics), Dodge, Improved Initiative, Improved 
  Natural Armor, Improved Natural Attack (claw), 
  Lightning Reflexes. 
   
  Destructive Harmonics (Su): A destrachan can 
  blast sonic energy in a cone up to 80 feet long. It can 
  also use this attack to affect any creatures or objects 
  within a 30-foot radius. It can tune the harmonics of 
  this destructive power to affect different types of 
  targets. All save DCs are Charisma-based. 
   
  Flesh: Disrupting tissue and rending bone, this 
  attack deals 4d6 points of damage to all within the area 
  (Reflex DC 21 half ). 
   
  Nerves: A destrachan can focus its harmonics to 
  knock out foes rather than slay them. This attack deals 
  6d6 points of nonlethal damage to all within the area 
  (Reflex DC 21 half). 
   
  Material: When using this form of harmonics, a 
  destrachan chooses wood, stone, metal, or glass. All 
  objects made of that material within the area must 
  succeed on a DC 21 Fortitude save or shatter. Objects 
  (or portions of objects) that have up to 30 hit points are 
  potentially affected by this attack. 
   
  Blindsight (Ex): A destrachan can use hearing to 
  ascertain all foes within 100 feet as a sighted creature 
  would. 
   
  Immunities: Destrachans have immunity to gaze 
  attacks, visual effects, illusions, and other attack forms 
  that rely on sight. 
   
  Protection from Sonics (Ex): While they can be 
  affected by loud noises and sonic spells (such as ghost 
  sound or silence), destrachans are less vulnerable to 
  sonic attacks (+4 circumstance bonus on all saves) 
  because they can protect their ears. A destrachan 
  whose sense of hearing is impaired is effectively 
  blinded, and all targets are treated as having total 
  concealment. 
   
  Skills: A destrachan has a +10 racial bonus on 
  Listen checks. 
   
  Possessions: None. 
   
  ENCOUNTER 4: SILENT DEATH 
  �Oobyl, Mind Flayer Mnk 2/Clr 2—Ilsensine: CR 
  12; Medium aberration; HD 8d8+8 plus 2d8+2 plus 
  2d8+2; hp 84; Init +6; Spd 30 ft.; AC 16, touch 13, flat-
  footed 14; Base Atk +8; Grp +13; Atk +12 melee (1d4+2, 
  tentacle) or +11 melee (1d6+1, unarmed strike); Full 
  Atk +12 melee (1d4+2, 8 tentacles) or +11 melee 
  (1d6+2, 2 unarmed strikes); SA Mind blast, psionics, 
  improved grab, extract, flurry of blows (-1/-1), unarmed 
  strike; SQ Spell resistance 25, telepathy 100 ft., evasion, 
  rebuke undead; AL LE; SV Fort +10, Ref +10, Will +16; 
  Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 18. 
   
  Skills and Feats: Bluff +11, Concentration +15, 
  Diplomacy +7, Disguise +3 (+5 acting), Escape Artist +7, 
  Hide +11, Intimidate +9, Knowledge (dungeoneering) 
  +12, Knowledge (the planes) +9, Listen +13, Move 
  Silently +11, Sense Motive +7, Spellcraft +9, Spot +11, 
  Tumble +7; Combat Casting, Combat Reflexes, Deflect 
  Arrows, Improved Grapple, Improved Initiative, 
  Improved Unarmed Strike, Lighting Reflexes, Weapon 
  Finesse, Weapon Focus (tentacle). 
   
  Mind Blast (Sp): This psionics attack is a cone 60 
  feet long. Anyone caught in this cone must succeed on 
  a DC 18 Will save or be stunned for 3d4 rounds. Mind 
  flayers often hunt using this power and then drag off 
  one or two of their stunned victims to feed upon. The 
  save DC is Charisma-based. This ability is equivalent of 
  a 4th-level spell. 
   
  Psionics (Sp): At will—charm monster (DC 18), 
  detect thoughts (DC 16), levitate, plane shift, 
  suggestion (DC 17). Effective caster level 8th. The save 
  DCs are Charisma-based. 
   
  Improved Grab (Ex): To use this ability a mind 
  flayer must hit a Small, Medium or Large creature with 
  its tentacle attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes 
  a hold and attached the tentacle to the opponent’s 
  head. A mind flayer can grab a Huge or larger creature 
  but only if it can somehow reach the foe’s head. If a 
  mind flayer begins its turn with at least one tentacle 
  attached, it can try to attach its remaining tentacles 
  with a single grapple check. The opponent can escape 
  with a single successful grapple check or an Escape 
  Artist check, but the mind flayer gets a +2 
  circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
   
  Extract (Ex): A mind flayer that begins its turn 
  with all four tentacles attached and that makes a 
  successful grapple check automatically extracts the 
  opponent’s brain, instantly killing that creature. This 
  
  CORS5-02 Mines of the Eye 
   
  Page 37 
  power is useless against constructs, elementals, oozes, 
  plants, and undead. It is not instantly fatal to foes with 
  multiple heads, such as ettins and hydras. 
   
  Spells Memorized (4/3+1; base DC =13 + spell 
  level): 0—cure minor wounds, guidance, virtue (2); 
  1st—bless, comprehend languages, entropic shield, 
  protection from goodD, 
   
  DDomain Spell: Evil (cast evil spells at +1 caster 
  level), Knowledge (cast divination spells at +1 caster 
  level). 
   
  Possessions: Hat of disguise, ring of protection +1, 
  cloak of resistance +1, boots of speed, amulet of mighty 
  fists +1. 
   
  �Hrustrboad, Mind Flayer Ftr 2/Sor 2: CR 12; 
  Medium aberration; HD 8d8+8 plus 2d10+2 plus 
  2d4+2; hp 80; Init +6; Spd 30 ft.; AC 17, touch 13, flat-
  footed 15; Base Atk +9; Grp +14; Atk +12 melee (1d4+1, 
  tentacle); Full Atk +12 melee (1d4+1, 8 tentacles); SA 
  Mind blast, psionics, improved grab, extract; SQ Spell 
  resistance 25, telepathy 100 ft.; AL LE; SV Fort +6, Ref 
  +4, Will +12; Str 12, Dex 14, Con 12, Int 19, Wis 17, 
  Cha 18. 
   
  Skills and Feats: Bluff +11, Concentration +14, 
  Diplomacy +7, Disguise +3 (+5 acting), Hide +15, 
  Intimidate +10, Jump +6, Knowledge (dungeoneering) 
  +12, Knowledge (arcana) +11, Listen +12, Move 
  Silently +11, Sense Motive +7, Spellcraft +9, Spot +11, 
  Swim +2; Combat Casting, Improved Grapple, 
  Improved Initiative, Spell Penetration, Weapon 
  Finesse, Weapon Focus (tentacle). 
   
  Mind Blast (Sp): This psionics attack is a cone 60 
  feet long. Anyone caught in this cone must succeed on 
  a DC 17 Will save or be stunned for 3d4 rounds. Mind 
  flayers often hunt using this power and then drag off 
  one or two of their stunned victims to feed upon. The 
  save DC is Charisma-based. This ability is equivalent of 
  a 4th-level spell. 
   
  Psionics (Sp): At will—charm monster (DC 18), 
  detect thoughts (DC 16), levitate, plane shift, 
  suggestion (DC 17). Effective caster level 8th. The save 
  DCs are Charisma-based. 
   
  Improved Grab (Ex): To use this ability a mind 
  flayer must hit a Small, Medium or Large creature with 
  its tentacle attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes 
  a hold and attached the tentacle to the opponent’s 
  head. A mind flayer can grab a Huge or larger creature 
  but only if it can somehow reach the foe’s head. If a 
  mind flayer begins its turn with at least one tentacle 
  attached, it can try to attach its remaining tentacles 
  with a single grapple check. The opponent can escape 
  with a single successful grapple check or an Escape 
  Artist check, but the mind flayer gets a +2 
  circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
   
  Extract (Ex): A mind flayer that begins its turn 
  with all four tentacles attached and that makes a 
  successful grapple check automatically extracts the 
  opponent’s brain, instantly killing that creature. This 
  power is useless against constructs, elementals, oozes, 
  plants, and undead. It is not instantly fatal to foes with 
  multiple heads, such as ettins and hydras. 
   
  Spells Known (6/5; base DC = 13 + spell level): 0—
  dancing 
  lights, 
  detect 
  magic, 
  ghost 
  sound, 
  prestidigitation, touch of fatigue; 1st—mage armor, 
  shield. 
   
  Possessions: cloak of elvenkind, bracers of armor 
  +1, ring of protection +1, staff of fire (40 charges). 
   
  ENCOUNTER 6: DARK GATE 
  �Duergar Warrior (Crossbowman): male duergar Ftr 
  7: CR 8; Medium humanoid; HD 7d10+14; hp 62; Init 
  +3; Spd 20 ft.; AC 22, touch 13, flat-footed 19 (AC 20, 
  touch 13, flat-footed 17 when using crossbow); Base 
  Atk +7/+2; Grp +9; Atk +10 melee (1d8+2/×3, 
  masterwork warhammer) or +12 ranged (1d10+3/19-20, 
  +1 heavy repeating crossbow); Full Atk +10/+5 melee 
  (1d8+2/×3, masterwork warhammer) or +12/+7 ranged 
  (1d10+3/19-20, +1 heavy repeating crossbow); SQ 
  Spell-like abilities, immunity to paralysis, phantasms 
  and poisons, +2 bonus on saving throws against spells 
  and spell-like abilities, light sensitivity, darkvision 120 
  ft.; AL LE; SV Fort +7, Ref +7, Will +2; Str 14, Dex 16, 
  Con 15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +8, Jump +7, Listen +3, 
  Move Silently +14, Spot +2; Exotic Weapon Proficiency 
  (heavy repeating crossbow), Lightning Reflexes, Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (heavy repeating crossbow), Weapon Specialization 
  (repeating heavy crossbow). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled, duergar are unable to see well and 
  suffer a –1 penalty on attack rolls, Search checks and 
  Spot checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently and a +1 racial bonus on Listen and Spot 
  checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: warhammer = 2d6, 
  heavy repeating crossbow not affected). Invisibility: 
  Duration 1 min./level. 
   
  Possessions: +1 breastplate, heavy steel shield, 
  masterwork warhammer, +1 heavy repeating crossbow, 
  4 bolt cases (20 bolts total), potion of cure moderate 
  wounds, oil of magic weapon, amulet of natural armor 
  +1. 
  
  CORS5-02 Mines of the Eye 
   
  Page 38 
   
  Power-Up Suite (Enlarge Person)—Init +2; AC 
  20, touch 11, flat-footed 18 (AC 18, touch 11, flat-footed 
  16 when using crossbow); Grp +14; Atk +10 melee 
  (2d6+3/×3, masterwork warhammer) or +10 ranged 
  (1d10+3/19-20, +1 heavy repeating crossbow); Full Atk 
  +10/+5 melee (2d6+3/×3, masterwork warhammer) or 
  +10/+5 ranged (1d10+3/19-20, +1 heavy repeating 
  crossbow); Face/Reach 10 ft./10 ft.; SV Ref +6; Str 16, 
  Dex 14; Skills: Move Silently +13. 
   
  �Duergar Cleric: male duergar Clr 9—Laduguer: CR 
  10; Medium humanoid; HD 9d8+27; hp 73; Init –1; Spd 
  20 ft.; AC 23, touch 10, flat-footed 23; Base Atk +6/+1; 
  Grp +7; Atk +9 melee (1d8+1/×3, masterwork 
  warhammer) or +5 ranged (1d8/19-20, light crossbow); 
  Full 
  Atk 
  +9/+4 
  melee 
  (1d8+1/×3, 
  masterwork 
  warhammer) or +5 ranged (1d8/19-20, light crossbow); 
  SA Spells, rebuke undead; SQ Spell-like abilities, 
  immunity to paralysis, phantasms and poisons, +2 
  bonus on saving throws against spells and spell-like 
  abilities, light sensitivity, darkvision 120 ft.; AL LE; SV 
  Fort +11, Ref +6, Will +11; Str 12, Dex 8, Con 16, Int 10, 
  Wis 17, Cha 9. 
   
  Skills and Feats: Concentration +13, Diplomacy 
  +0, Knowledge (religion) +7, Listen +4, Move Silently –
  4, Spellcraft +6, Spot +4; Combat Casting, Lightning 
  Reflexes, 
  Weapon 
  Focus 
  (warhammer), 
  Martial 
  Weapon Proficiency (warhammer). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled, duergar are unable to see well and 
  suffer a –1 penalty on attack rolls, Search checks and 
  Spot checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently and a +1 racial bonus on Listen and Spot 
  checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (warhammer = 2d6, light crossbow not affected). 
  Invisibility: Duration 1 min./level. 
   
  Spells Prepared: (6/5+1/5+1/4+1/2+1/1+1; base 
  DC = 13 + spell level): 0—cure minor wounds, detect 
  magic, guidance, light, resistance, virtue; 1st—bane, 
  bless, cause fear, deathwatch, magic stoneD, shield of 
  faith; 2nd—hold person (2), owl’s wisdom, soften earth 
  and stoneD, sound burst (2); 3rd—blindness/deafness, 
  cure serious wounds, dispel magic, protection from 
  energyD, searing light; 4th—freedom of movement, 
  poison, spike stonesD; 5th—spell resistance, wall of 
  stoneD. 
   
  DDomain Spell. Domains: Earth (3 + Cha modifier 
  daily use, turn or destroy air elementals, rebuke, 
  command or bolster earth creatures as an evil cleric 
  rebukes 
  undead); 
  Protection 
  (protective 
  ward: 
  resistance bonus equal to cleric level on next saving 
  throw). 
   
  Possessions: +1 full plate, +1 heavy steel shield, 
  masterwork warhammer, light crossbow, 10 bolts, 
  potion of cure light wounds, scroll of sanctuary, scroll 
  of silence, wand of command (20 charges), cloak of 
  resistance +2, ring of protection +1, amulet of natural 
  armor +1. 
   
  Power-Up Suite (Enlarge Person)—Init –2; AC 
  23, touch 10, flat-footed 23; Grp +16; Atk +9 melee 
  (2d6+2/×3, masterwork warhammer) or +3 ranged 
  (1d8/19-20, light crossbow); Full Atk +9/+4 melee 
  (2d6+2/×3, masterwork warhammer) or +3 ranged 
  (1d8/19-20, light crossbow); Face/Reach 10 ft./10 ft.; 
  SV Ref +5; Str 14, Dex 6; Skills: Move Silently –5. 
   
  �Duergar Wizard: male duergar Wiz (Evoker) 9: CR 
  10; Medium humanoid; HD 9d4+27; hp 45; Init +1; Spd 
  20 ft.; AC 15, touch 12, flat-footed 14; Base Atk +4, Grp 
  +3; Atk +3 melee (1d4-1/19-20, dagger); Full Atk +3 
  melee (1d4-1/19-20, dagger); SA Spells; SQ Spell-like 
  abilities, immunity to paralysis, phantasms and 
  poisons, +2 bonus on saving throws against spells and 
  spell-like abilities, light sensitivity, darkvision 120 ft., 
  summon familiar; AL LE; SV Fort +6, Ref +6, Will +6; 
  Str 8, Dex 13, Con 16, Int 17, Wis 10, Cha 8. 
   
  Skills and Feats: Concentration +16, Decipher 
  Script +9, Knowledge (arcana) +16, Knowledge 
  (dungeoneering) +14, Listen +2, Move Silently +7, 
  Spellcraft +18, Spot +2; Combat Casting, Craft Wand, 
  Lightning Reflexes, Scribe Scroll, Spell Focus 
  (conjuration), Spell Focus (evocation). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled, duergar are unable to see well and 
  suffer a –1 penalty on attack rolls, Search checks and 
  Spot checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently and a +1 racial bonus on Listen and Spot 
  checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (dagger = 1d6). Invisibility: Duration 1 min./level. 
   
  Memorized Spells: (5/6/6/5/3/2; base DC = 13 + 
  spell level): 0—acid splash, detect magic, flareE, lightE, 
  ray of frostE; 1st—burning handsE, color spray, 
  
  CORS5-02 Mines of the Eye 
   
  Page 39 
  expeditious retreat, mage armor, magic missileE, shield; 
  2nd—fox’s cunning, flaming sphereE, mirror image, 
  scorching rayE (2), web 
  C; 3rd—dispel magic, 
  displacement, stinking cloudC, fireballE, wind wallE; 
  4th—Evard’s 
  black 
  tentaclesC, 
  lesser 
  globe 
  of 
  invulnerability, wall of iceE; 5th—baleful polymorph, 
  cone of coldE. 
   
  E: Evocation spell DC = 14 + spell level. Barred 
  Schools: Enchantment, Necromancy. 
   
  C: Conjuration spell DC = 14 + spell level. 
   
  Possessions: Dagger, wand of magic missile (20 
  charges), ring of protection +1, wand of glitterdust (5 
  charges), bracers of armor +2, potion of cure moderate 
  wounds, potion of blur, potion of protection from 
  arrows (magic), amulet of natural armor +1, ring of 
  counterspells (feeblemind). 
   
  Power-Up Suite (Enlarge Person)—Init +0; AC 
  15, touch 12, flat-footed 14; Grp +8; Atk and Full Atk +3 
  melee (1d6/19-20, dagger); Face/Reach 10 ft./10 ft.; SV 
  Ref +5; Str 10, Dex 11; Skills: Move Silently +6. 
   
  ENCOUNTER 7: FROM THE SHADOWS 
  �Duergar Rogue: male duergar Rog 9/Rgr 2/Assassin 
  1/Shadowdancer 1: CR 14; Medium Humanoid; HD 
  9d6+27 plus 2d10+6 plus 1d6+3 plus 1d8+3; hp 97; Init 
  +4; Spd 30 ft.; AC 19, touch 15, flat-footed 19; Base Atk 
  +8/+3; Grp +9; Atk +10 melee (1d6+2/19-20 plus poison 
  [DC 24 Fort, 1d6 Str/2d6 Str], +1 short sword), +9 
  melee (1d4+1/ 19-20, dagger) or +12 ranged (1d8/19-20, 
  light crossbow); Full Atk +10/+5 melee (1d6+2/19-20 
  plus poison [DC 24 Fort, 1d6 Str/2d6 Str], +1 short 
  sword) or +8/+3 melee (1d6+2/19-20 plus poison [DC 
  24 Fort, 1d6 Str/2d6 Str], +1 short sword) and +7 melee 
  (1d4+1/ 19-20, dagger) or +12 ranged (1d8/19-20, light 
  crossbow); SA Sneak attack +6d6, favored enemy 
  (human), combat style (two-weapon combat), death 
  attack, poison use; SQ trapfinding, spell-like abilities, 
  immunity to paralysis, phantasms and poisons, +2 
  bonus on saving throws against spells and spell-like 
  abilities, light sensitivity, darkvision 120 ft., evasion, 
  trap sense +3, improved uncanny dodge, wild empathy, 
  spells, hide in plain sight; AL LE; SV Fort +8, Ref +15, 
  Will +7; Str 12, Dex 18, Con 16, Int 13, Wis 10, Cha 4. 
   
  Skills and Feats: Balance +11, Climb +11, Disable 
  Device +13, Disguise +1, Escape Artist +11, Hide +20, 
  Jump +13, Listen +8, Move Silently +24, Open Lock 
  +13, Perform (dance) +9, Search +4, Spot +7, Survival 
  +5, Tumble +19, Use Rope +8; Combat Reflexes, Dodge, 
  Iron Will, Mobility, Spring Attack, Track. 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Favored Enemy (human) (Ex): +2 bonus on Bluff, 
  Listen, Sense Motive, Spot and Survival checks against 
  humans. +2 bonus on weapon damage rolls against 
  humans. 
   
  Combat Style (Two-Weapon Combat) (Ex): Has 
  Two-Weapon Fighting feat when wearing light or no 
  armor. 
   
  Death Attack (Ex): If an assassin studies his victim 
  for 3 rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly either 
  paralyzing or killing the target (assassin’s choice). 
  While studying the victim, the assassin can undertake 
  other actions so long as his attention stays focused on 
  the target and the target does not detect the assassin or 
  recognize the assassin as an enemy. If the victim of 
  such an attack fails a Fortitude save (DC 10 + the 
  assassin’s class level + the assassin’s Int modifier) 
  against the kill effect, she dies. If the saving throw fails 
  against the paralysis effect, the victim is rendered 
  helpless and unable to act for 1d6 rounds plus 1 round 
  per level of the assassin. If the victim’s saving throw 
  succeeds, the attack is just a normal sneak attack. Once 
  the assassin has completed the 3 rounds of study, he 
  must make the death attack within the next 3 rounds. 
  If a death attack is attempted and fails (the victim 
  makes her save) or if the assassin does not launch the 
  attack within 3 rounds of completing the study, 3 new 
  rounds of study are required before he can attempt 
  another death attack. 
   
  Hide in Plain Sight (Su): A shadowdancer can use 
  the Hide skill even while being observed. As long as 
  she is within 10 feet of some sort of shadow, a 
  shadowdancer can hide herself from view in the open 
  without anything to actually hide behind. She cannot, 
  however, hide in her own shadow. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled, duergar are unable to see well and 
  suffer a –1 penalty on attack rolls, Search checks and 
  Spot checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently and a +1 racial bonus on Listen and Spot 
  checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (short sword = 1d8, dagger = 1d6, not affected). 
  Invisibility: Duration 1 min./level. 
   
  Spells Known (1; base DC = 11 + spell level): 1st—
  disguise self, true strike. 
   
  Possessions: +1 studded leather armor, +1 short 
  sword, dagger, light crossbow, 10 bolts, vial of purple 
  worm poison (3), ring of protection +1, cloak of 
  resistance +3, potion of cure moderate wounds (2), 
  slippers of spider climbing, ring of shooting stars. 
   
  Power-Up Suite (Enlarge Person)—Init +3; AC 
  17, touch 13, flat-footed 18; Grp +14; Atk +10 melee 
  (1d8+3/19-20 plus poison [DC 24 Fort, 1d6 Str/2d6 
  Str], +1 short sword), +9 melee (1d6+2/ 19-20, dagger) 
  or +10 ranged (1d8/19-20, light crossbow); Full Atk 
  
  CORS5-02 Mines of the Eye 
   
  Page 40 
  +10/+5 melee (1d8+3/19-20 plus poison [DC 24 Fort, 
  1d6 Str/2d6 Str], +1 short sword) or +8/+3 melee 
  (1d8+3/19-20 plus poison [DC 24 Fort, 1d6 Str/2d6 
  Str], +1 short sword) and +7 melee (1d6+2/ 19-20, 
  dagger) or +10 ranged (1d8/19-20, light crossbow); 
  Face/Reach 10 ft./10 ft.; SV Ref +13; Str 14, Dex 16; 
  Skills: Balance +10, Escape Artist +10, Hide +19, Move 
  Silently +23, Open Lock +12, Tumble +18, Use Rope 
  +7. 
   
  ENCOUNTER 8: TROLLS OF THE 
  WASTES 
  �Wasteland Troll Bbn 3: CR 10; Large giant; HD 
  8d8+56 plus 3d12+21; hp 138; Init +0; Spd 40 ft.; AC 23, 
  touch 9, flat-footed 23; Base Atk +9; Grp +20; Atk +16 
  melee (1d6+7, claw) or +15melee (2d8+10, greatclub); 
  Full Atk +16 melee (1d6+7, 2 claws) and +11 melee 
  (1d8+3, bite) or +15/+10 (2d8+10, greatclub) and +11 
  melee (1d8+3, bite); Space/Reach 10 ft./10 ft.; SA Rend 
  2d6+9, rage 1/day; SQ Darkvision 90 ft., low-light 
  vision, light sensitivity, regeneration 5, scent, fast 
  movement, uncanny dodge, trap sense +1; SV Fort +17, 
  Ref +5, Will +5; Str 25, Dex 11, Con 24, Int 5, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Climb +6, Listen +8, Spot +7; 
  Alertness, Power Attack, Weapon Focus (claw). 
   
  Languages: Giant. 
   
  Rend (Ex): If a wasteland troll hits with both claw 
  attacks, it latches onto its opponent’s body and tears 
  the flesh. This attack automatically deals an additional 
  2d6+9 points of damage. 
   
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –
  2 to AC for number of rounds equal to 3+ (new) 
  Constitution modifier. 
   
  Light Sensitivity (Ex): A wasteland troll is dazzled 
  by bright sunlight or the glare of a daylight spell. 
   
  In addition, a wasteland troll exposed to sunlight 
  or its equivalent is treated as though it was slowed: It 
  can take only a single move action or standar action 
  each turn, but not both (nor can it take full-round 
  actions). It also takes a –1 penalty on attack rolls, AC, 
  and Reflex saves, and moves at half its normal speed. 
   
  Regeneration (Ex): Acid or water deals normal 
  damage to a wasteland troll. If a troll loses a limb or 
  body part, the lost portion regrows in 3d6 minutes. The 
  creature can reattach the severed member instantly by 
  holding it to the stump. 
   
  Possessions: +1 breastplate, potion of shield of 
  faith +2. 
   
  Power-Up Suite (Rage)—hp 160; AC 21, touch 7, 
  flat-footed 21; Grp +13; Atk +18 melee (1d6+9, claw) or 
  +17 melee (2d8+12, greatclub); Full Atk +18 melee 
  (1d6+9, 2 claws) and +13 melee (1d8+5, bite) or +17/+12 
  (2d8+12, greatclub) and +13 melee (1d8+5, bite); SV 
  Fort +19, Ref +2, Will +7; Str 29, Con 28. 
   
  ENCOUNTER 11: FATHER EYE 
  � Father Eye: half-fiendish beholder male: CR 16; 
  Large outsider; HD 11d8+55; hp 107; Init +8; Spd 5 ft., 
  fly 20 ft. (good); AC 29, touch 13, flat-footed 25; Base 
  Atk +8; Grp +14; Atk +9 ranged touch (variable effect, 
  eye ray) and +7 melee (2d4, bite) or +7 melee (1d8+2, 
  claw); Full Atk +14 ranged touch (variable effect, eye 
  ray) and +7 melee (2d4, bite) and +7 melee (1d8+2, 2 
  claws); Space/Reach 10 ft./5 ft.; SA Eye rays, spell-like 
  abilities; SQ All-around vision, antimagic cone, 
  darkvision 60 ft., flight, smite good, spell-like abilities, 
  immunity to poison, acid resistance 10, cold resistance 
  10, electricity resistance 10, fire resistance 10, DR 
  5/magic, spell resistance 21; AL LE; SV Fort +12, Ref 
  +11, Will +13; Str 14, Dex 18, Con 20, Int 21, Wis 15, 
  Cha 17. 
   
  Skills and Feats: Bluff +10, Concentration +12, 
  Decipher Script +12, Hide +18, Knowledge (arcana) 
  +19, Knowledge (dungeoneering) +12, Intimidate +12, 
  Listen +18, Search +19, Sense Motive +9, Spellcraft +14, 
  Spot +18, Survival +16 (+18 following tracks); 
  AlertnessB, Flyby Attack, Great Fortitude, Improved 
  Initiative, Iron Will. 
   
  Eye Rays (Su): Each of a beholder’s small eyes can 
  produce a magical ray once per round as a free action. 
  During a single round, a creature can aim only three 
  eye rays at targets in any one 90-degree arc (up, 
  forward, backward, left, right, or down). The remaining 
  eyes must aim at targets in other arcs, or not at all. A 
  beholder can tilt and pan its body each round to 
  change which rays it can bring to bear in any given arc. 
   
  Each eye’s effect resembles a spell (caster level 
  13th), but follows the rules for a ray (see Aiming a 
  Spell, page 175 of the Player’s Handbook). Each eye ray 
  has a range of 150 feet and a save DC of 18. This save 
  DC is Charisma-based. 
   
  Charm Monster: The target must succeed on a 
  Will save or be affected as though by the spell. 
  Beholders use this ray to confuse the opposition 
  usually employing it early in a fight. The beholder 
  generally instructs a charmed target to either restrain a 
  comrade or step aside. 
   
  Charm Person: The target must succeed on a Will 
  save or be affected as though by the spell. The beholder 
  uses this ray in the same manner as the charm monster 
  ray. 
   
  Disintegrate: The target must succeed on a 
  Fortitude save or be affected as though by the spell. 
  The beholder likes to use this ray on any foe it 
  considers a real threat. 
   
  Fear: This works like the spell, except that it 
  targets one creature. The target must succeed on a Will 
  save or be affected as though by the spell. Beholders 
  like to use this ray against warriors and other powerful 
  creatures early in a fight, to break up the opposition. 
   
  Finger of Death: The target must succeed on a 
  Fortitude save or be slain as though by the spell. The 
  target takes 3d6+13 points of damage if its saving throw 
  succeeds. Beholders use this ray to eliminate 
  dangerous foes quickly. 
  
  CORS5-02 Mines of the Eye 
   
  Page 41 
   
  Flesh to Stone: The target must succeed on a 
  Fortitude save or be affected as though by the spell. 
  Beholders like to aim this ray at enemy spellcasters. 
  They also like to use this ray on any creature whose 
  appearance they find interesting. (After the fight, the 
  beholder takes the statue to its lair as decoration). 
   
  Inflict Moderate Wounds: This spell works like 
  the spell, causing 2d8+10 points of damage (Will half). 
   
  Sleep: This works like the spell, except that it 
  affects one creature with any number of Hit Dice (Will 
  negates). Beholders like to use this ray against warriors 
  and other physically powerful creatures. They know 
  their foes can quickly awaken the sleepers, but they 
  also know that doing so takes time and can delay an 
  effective counterattack. 
   
  Slow: This works like the spell, except that it 
  affects one creature. The target can make a Will save to 
  negate the effect. Beholders often use this ray against 
  the same creature targeted by their disintegrate, flesh 
  to stone, or finger of death ray. If one of the former 
  rays fails to eliminate the foe this ray might at least 
  hamper it. 
   
  Telekinesis: A beholder can move objects or 
  creatures that weigh up to 325 pounds, as though with 
  a telekinesis spell. Creatures can resist the effect with a 
  successful Will save. 
   
  Antimagic Cone (Su): A beholder’s central eye 
  continually produces a 150-foot cone of antimagic. This 
  functions just like antimagic field (caster level 13th). 
  All magical and supernatural powers and effects within 
  the cone are suppressed—even the beholder’s own eye 
  rays. Once each round, during its turn, the beholder 
  decides whether the antimagic cone is active or not 
  (the beholder deactivates the cone by shutting its 
  central eye). 
   
  Smite Good (Su): Once per day Father Eye can 
  make a normal melee attack dealing an extra 11 hp of 
  damage. 
   
  Spell-Like Abilities: CL 11th; darkness 3/day, 
  desecrate, unholy blight (DC 17 Will save), poison (DC 
  17 Fortitude save) 3/day, contagion (DC 16 Fortitude 
  save), blasphemy (DC 20 Will save). 
   
  All-Around 
  Vision 
  (Ex): 
  Beholders 
  are 
  exceptionally alert and circumspect. Their many eyes 
  give them a +4 racial bonus on Spot and Search checks, 
  and they can’t be flanked. 
   
  Flight (Ex): A beholder’s body is naturally 
  buoyant. This buoyancy allows it to fly at a speed of 20 
  feet. This buoyancy also grants it a permanent feather 
  fall effect (as the spell) with personal range. 
   
  Possessions: Cold iron headband (controls runic 
  guardian). 
   
  � Advanced Runic Guardian: CR 12; Large construct; 
  HD 25d10+30; hp 210; Init +1; Spd 30 ft.; AC 28, touch 
  10, flat-footed 27; Base Atk +13/+8; Grp +20; Atk +19 
  melee (2d8+10 plus stunning strike, slam); Full Atk +19 
  melee (2d8+10 plus stunning strike, 2 slams) and +14 
  melee 
  (2d8+10 
  plus 
  stunning 
  strike, 
  slams); 
  Space/Reach 10 ft./ 10 ft.; SA Runic spells, stunning 
  strike; SQ construct traits, DR 10/adamantine, fast 
  healing 10, find master, guard, shield master, teleport 
  without error; AL N; SV Fort +6, Ref +7, Will +6; Str 24, 
  Dex 13, Con —, Int —, Wis 11, Cha 1. 
   
  Skills and Feats: None. 
   
  Runic Spells (Sp): A runic guardian can hold up to 
  six spells. These spells must be cast into its body it is 
  created. One spell can be placed on the runic 
  guardian’s head, one on each limb, and one on its torso. 
  The table below gives hte maximum level of spell that 
  each of its body parts can hold. Alternatively, the entire 
  guardian can accomodate a single inscribed spell of 6th 
  or 7th level, but this covers its whole body. 
   
  Head: shield (CL 16th) 
   
  Arms: mirror image (CL 16th), resist energy (cold) 
  (CL 16th) 
   
  Legs: protection from energy (fire) (CL 16th), 
  protection from energy (electricity) (CL 16th). 
   
  Torso: break enchantment (CL 16th). This spell is 
  discharged if Father Eye is successfully subjected to a 
  hostile 
  enchantment,m 
  alteration, 
  curse 
  or 
  petrification effect. 
   
   
  Each of these spells is usable once per day as a 
  spell-like ability. The runic guardian discharges a spell 
  either when directly commanded to do so or when a 
  predetermined situation arises. 
   
  Stunning Strike (Ex): Any creature hit by a runic 
  guardian’s slam attack must make a successful DC 25 
  Fortitude save or be stunned for one round. Creatures 
  immune to critical hits cannot be stunned. 
   
  Construct Traits: Immune to mind affecting 
  effects, poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any effect that 
  requires a Fortitude save unless it also works on 
  objects. Not subject to critical hits, non-lethal damage, 
  ability damage, ability drain, energy drain, or death 
  from massive damage. It cannot be raised, resurrected, 
  or heal itself, but may be “healed” through repair 
   
  Fast Healing (Ex): A runic guardian regains lost 
  hit points at the rate of 10 per round. Fast healing does 
  not restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the runic guardian to 
  re-grow or reattach lost body parts. 
   
  Find Master (Su): The runic guardian can find the 
  piece of jewelry that connects it to its master and can 
  teleport to that spot when called. (Should the master 
  call the construct and then remove the jewelry, the 
  runic guardian finds only the jewelry upon its arrival.) 
  This ability functions even across planar boundaries. 
   
  Guard (Ex): The runic guardian blocks blows 
  when within 5 feet of its master, granting the master a 
  +4 deflection bonus to AC. 
   
  Shield master (Sp): The runic guardian’s master, 
  when in possession of the keyed piece of jewelry, can 
  activate this defensive ability when within 150 feet of 
  the construct. Shield master transfers three fourths of 
  the damage that would otherwise be dealt to the master 
  to the runic guardian instead. This ability otherwise 
  functions like the shield other spell (caster level 25th), 
  except that it provides no AC or saving throw bonuses. 
  
  CORS5-02 Mines of the Eye 
   
  Page 42 
   
  Teleport without Error (Sp): 1/day (The guardian 
  normally uses this to answer a call from its master. 
   
  
  CORS5-02 Mines of the Eye 
   
  Page 43 
  APPENDIX 4: APL 16 
  INTRODUCTION 
  �Shamil, female gnome War 1: CR 1/2; Small 
  Humanoid; HD 1d8+5; hp 9; Init +0; AC 16, touch 11, 
  flat-footed 16; Base Atk +1; Grp –3; Atk +2 melee 
  (1d6/19-20, longsword); Full Atk +2 melee (1d6/19-20, 
  longsword); SQ Gnome traits; AL NG; SV Fort +4, Ref 
  +0, Will –1; Str 11, Dex 11, Con 14, Int 10, Wis 9, Cha 
  8. 
   
  Skills and Feats: Hide +3, Listen +1, Spot +1; 
  Toughness. 
   
  Possessions: Chain shirt, light wooden shield, 
  longsword. 
   
  ENCOUNTER 3: BLIND HUNTERS 
  �Advanced Destrachan: CR 12; Huge aberration; HD 
  20d8+100; hp 195; Init +5; Spd 30 ft.; AC 20, touch 10, 
  flat-footed 20; Base Atk +12; Grp +24; Atk +21 melee 
  (2d6+9, claw); Full Atk +21 melee (2d6+9, 2 claws); 
  Space/Reach 15 ft./10 ft.; SA Destructive harmonics; 
  SQ Blindsight 100 ft., immunities, protection from 
  sonics; SV Fort +11, Ref +8, Will +17; Str 28, Dex 10, 
  Con 21, Int 12, Wis 18, Cha 12. 
   
  Skills and Feats: Hide +20, Listen +33, Move 
  Silently +19, Survival +13; Ability Focus (destructive 
  harmonics), Dodge, Improved Initiative, Improved 
  Natural Armor, Improved Natural Attack (claw), 
  Lightning Reflexes, Weapon Focus (claw). 
   
  Destructive Harmonics (Su): A destrachan can 
  blast sonic energy in a cone up to 80 feet long. It can 
  also use this attack to affect any creatures or objects 
  within a 30-foot radius. It can tune the harmonics of 
  this destructive power to affect different types of 
  targets. All save DCs are Charisma-based. 
   
  Flesh: Disrupting tissue and rending bone, this 
  attack deals 4d6 points of damage to all within the area 
  (Reflex DC 21 half ). 
   
  Nerves: A destrachan can focus its harmonics to 
  knock out foes rather than slay them. This attack deals 
  6d6 points of nonlethal damage to all within the area 
  (Reflex DC 21 half). 
   
  Material: When using this form of harmonics, a 
  destrachan chooses wood, stone, metal, or glass. All 
  objects made of that material within the area must 
  succeed on a DC 21 Fortitude save or shatter. Objects 
  (or portions of objects) that have up to 30 hit points are 
  potentially affected by this attack. 
   
  Blindsight (Ex): A destrachan can use hearing to 
  ascertain all foes within 100 feet as a sighted creature 
  would. 
   
  Immunities: Destrachans have immunity to gaze 
  attacks, visual effects, illusions, and other attack forms 
  that rely on sight. 
   
  Protection from Sonics (Ex): While they can be 
  affected by loud noises and sonic spells (such as ghost 
  sound or silence), destrachans are less vulnerable to 
  sonic attacks (+4 circumstance bonus on all saves) 
  because they can protect their ears. A destrachan 
  whose sense of hearing is impaired is effectively 
  blinded, and all targets are treated as having total 
  concealment. 
   
  Skills: A destrachan has a +10 racial bonus on 
  Listen checks. 
   
  Possessions: None. 
   
  ENCOUNTER 4: SILENT DEATH 
  �Oobyl, Mind Flayer Mnk 2/Clr 4—Ilsensine: CR 
  14; Medium aberration; HD 8d8+8 plus 2d8+2 plus 
  4d8+4; hp 99; Init +6; Spd 30 ft.; AC 16, touch 13, flat-
  footed 14; Base Atk +10; Grp +15; Atk +14 melee 
  (1d4+2, tentacle) or +13 melee (1d6+1, unarmed strike); 
  Full Atk +14 melee (1d4+2, 8 tentacles) or +13 melee 
  (1d6+2, 2 unarmed strikes); SA Mind blast, psionics, 
  improved grab, extract, flurry of blows (-1/-1), unarmed 
  strike; SQ Spell resistance 25, telepathy 100 ft., evasion, 
  rebuke undead; AL LE; SV Fort +11, Ref +11, Will +17; 
  Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 18. 
   
  Skills and Feats: Bluff +11, Concentration +16, 
  Diplomacy +7, Disguise +3 (+5 acting), Escape Artist +7, 
  Hide +12, Intimidate +9, Knowledge (dungeoneering) 
  +12, Knowledge (the planes) +9, Knowledge (religion) 
  +9, Listen +13, Move Silently +12, Sense Motive +7, 
  Spellcraft +9, Spot +11, Tumble +11; Combat Casting, 
  Combat Reflexes, Deflect Arrows, Improved Grapple, 
  Improved Initiative, Improved Unarmed Strike, 
  Lighting Reflexes, Weapon Finesse, Weapon Focus 
  (tentacle). 
   
  Mind Blast (Sp): This psionics attack is a cone 60 
  feet long. Anyone caught in this cone must succeed on 
  a DC 18 Will save or be stunned for 3d4 rounds. Mind 
  flayers often hunt using this power and then drag off 
  one or two of their stunned victims to feed upon. The 
  save DC is Charisma-based. This ability is equivalent of 
  a 4th-level spell. 
   
  Psionics (Sp): At will—charm monster (DC 18), 
  detect thoughts (DC 16), levitate, plane shift, 
  suggestion (DC 17). Effective caster level 8th. The save 
  DCs are Charisma-based. 
   
  Improved Grab (Ex): To use this ability a mind 
  flayer must hit a Small, Medium or Large creature with 
  its tentacle attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes 
  a hold and attached the tentacle to the opponent’s 
  head. A mind flayer can grab a Huge or larger creature 
  but only if it can somehow reach the foe’s head. If a 
  mind flayer begins its turn with at least one tentacle 
  attached, it can try to attach its remaining tentacles 
  with a single grapple check. The opponent can escape 
  with a single successful grapple check or an Escape 
  Artist check, but the mind flayer gets a +2 
  circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
   
  Extract (Ex): A mind flayer that begins its turn 
  with all four tentacles attached and that makes a 
  successful grapple check automatically extracts the 
  
  CORS5-02 Mines of the Eye 
   
  Page 44 
  opponent’s brain, instantly killing that creature. This 
  power is useless against constructs, elementals, oozes, 
  plants, and undead. It is not instantly fatal to foes with 
  multiple heads, such as ettins and hydras. 
   
  Spells Memorized (5/4+1/3+1; base DC =13 + spell 
  level): 0—cure minor wounds, guidance, read magic, 
  virtue (2); 1st—bless, cure light wounds, comprehend 
  languages, entropic shield, protection from goodD; 2nd-
  aid, desecrateD, hold person (2). 
   
  DDomain Spell: Evil (cast evil spells at +1 caster 
  level), Knowledge (cast divination spells at +1 caster 
  level). 
   
  Possessions: Hat of disguise, ring of protection +1, 
  cloak of resistance +1, boots of speed, amulet of mighty 
  fists +1. 
   
  �Hrustrboad, Mind Flayer Ftr 2/Sor 4: CR 14; 
  Medium aberration; HD 8d8+8 plus 2d10+2 plus 
  4d4+4; hp 87; Init +6; Spd 30 ft.; AC 17, touch 13, flat-
  footed 15; Base Atk +10; Grp +15; Atk +13 melee 
  (1d4+1, tentacle); Full Atk +13 melee (1d4+1, 8 
  tentacles); SA Mind blast, psionics, improved grab, 
  extract; SQ Spell resistance 25, telepathy 100 ft.; AL LE; 
  SV Fort +7, Ref +5, Will +13; Str 12, Dex 14, Con 12, Int 
  19, Wis 17, Cha 18. 
   
  Skills and Feats: Bluff +13, Concentration +16, 
  Diplomacy +7, Disguise +3 (+5 acting), Hide +17, 
  Intimidate +11, Jump +6, Knowledge (dungeoneering) 
  +12, Knowledge (arcana) +11, Listen +12, Move 
  Silently +12, Sense Motive +7, Spellcraft +11, Spot +11, 
  Swim +2; Combat Casting, Improved Grapple, 
  Improved Initiative, Spell Penetration, Weapon 
  Finesse, Weapon Focus (tentacle). 
   
  Mind Blast (Sp): This psionics attack is a cone 60 
  feet long. Anyone caught in this cone must succeed on 
  a DC 17 Will save or be stunned for 3d4 rounds. Mind 
  flayers often hunt using this power and then drag off 
  one or two of their stunned victims to feed upon. The 
  save DC is Charisma-based. This ability is equivalent of 
  a 4th-level spell. 
   
  Psionics (Sp): At will—charm monster (DC 18), 
  detect thoughts (DC 16), levitate, plane shift, 
  suggestion (DC 17). Effective caster level 8th. The save 
  DCs are Charisma-based. 
   
  Improved Grab (Ex): To use this ability a mind 
  flayer must hit a Small, Medium or Large creature with 
  its tentacle attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes 
  a hold and attached the tentacle to the opponent’s 
  head. A mind flayer can grab a Huge or larger creature 
  but only if it can somehow reach the foe’s head. If a 
  mind flayer begins its turn with at least one tentacle 
  attached, it can try to attach its remaining tentacles 
  with a single grapple check. The opponent can escape 
  with a single successful grapple check or an Escape 
  Artist check, but the mind flayer gets a +2 
  circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
   
  Extract (Ex): A mind flayer that begins its turn 
  with all four tentacles attached and that makes a 
  successful grapple check automatically extracts the 
  opponent’s brain, instantly killing that creature. This 
  power is useless against constructs, elementals, oozes, 
  plants, and undead. It is not instantly fatal to foes with 
  multiple heads, such as ettins and hydras. 
   
  Spells Known (6/7/4; base DC = 13 + spell level): 
  0—dancing lights, daze, detect magic, ghost sound, 
  prestidigitation, touch of fatigue; 1st—mage armor, 
  shield, true strike; 2nd—mirror image. 
   
  Possessions: cloak of elvenkind, bracers of armor 
  +1, ring of protection +1, staff of fire (40 charges). 
   
  ENCOUNTER 6: DARK GATE 
  �Duergar Warrior (Crossbowman): male duergar Ftr 
  9: CR 10; Medium humanoid; HD 9d10+27; hp 88; Init 
  +3; Spd 20 ft.; AC 23, touch 13, flat-footed 20 (AC 21, 
  touch 13, flat-footed 18 when using crossbow); Base 
  Atk +9/+4; Grp +11; Atk +13 melee (1d8+3/×3, +1 
  warhammer) or +15 ranged (1d10+3/17-20, +1 heavy 
  repeating crossbow); Full Atk +13/+8 melee (1d8+3/×3, 
  +1 warhammer) or +15/+10 ranged (1d10+3/17-20, +1 
  heavy repeating crossbow); SQ Spell-like abilities, 
  immunity to paralysis, phantasms and poisons, +2 
  bonus on saving throws against spells and spell-like 
  abilities, light sensitivity, darkvision 120 ft.; AL LE; SV 
  Fort +9, Ref +8, Will +3; Str 14, Dex 16, Con 16, Int 12, 
  Wis 10, Cha 4. 
   
  Skills and Feats: Climb +6, Jump +4, Listen +5, 
  Move Silently +12, Spot +3; Exotic Weapon Proficiency 
  (heavy repeating crossbow), Greater Weapon Focus 
  (heavy repeating crossbow), Improved Critical (heavy 
  repeating crossbow), Lightning Reflexes, Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus (heavy 
  repeating crossbow), Weapon Specialization (repeating 
  heavy crossbow). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled, duergar are unable to see well and 
  suffer a –1 penalty on attack rolls, Search checks and 
  Spot checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently and a +1 racial bonus on Listen and Spot 
  checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: warhammer = 2d6, 
  heavy repeating crossbow not affected). Invisibility: 
  Duration 1 min./level. 
  
  CORS5-02 Mines of the Eye 
   
  Page 45 
   
  Possessions: +1 breastplate, +1 heavy steel shield, 
  +1 warhammer, +1 heavy repeating crossbow, 4 bolt 
  cases (20 bolts total), potion of cure moderate wounds, 
  oil of magic weapon, amulet of natural armor +1, 
  broach of shielding. 
   
  Power-Up Suite (Enlarge Person)—Init +2; AC 
  23, touch 13, flat-footed 20 (AC 21, touch 13, flat-footed 
  18 when using crossbow); Grp +16; Atk +13 melee 
  (2d6+4/×3, +1 warhammer) or +13 ranged (1d10+3/17-
  20, +1 heavy repeating crossbow); Full Atk +13/+8 
  melee (2d6+4/×3, +1 warhammer) or +13/+8 ranged 
  (1d10+3/17-20, 
  +1 
  heavy 
  repeating 
  crossbow); 
  Face/Reach 10 ft./10 ft.; SV Ref +6; Str 16, Dex 14; 
  Skills: Move Silently +11. 
   
  �Duergar Cleric: male duergar Clr 11—Laduguer: CR 
  12; Medium humanoid; HD 11d8+33; hp 89; Init –1; 
  Spd 20 ft.; AC 24, touch 11, flat-footed 24; Base Atk 
  +8/+3; Grp +9; Atk +11 melee (1d8+1/×3, masterwork 
  warhammer) or +7 ranged (1d8/19-20, light crossbow); 
  Full Atk +11/+6 melee (1d8+1/×3, masterwork 
  warhammer) or +7 ranged (1d8/19-20, light crossbow); 
  SA Spells, rebuke undead; SQ Spell-like abilities, 
  immunity to paralysis, phantasms and poisons, +2 
  bonus on saving throws against spells and spell-like 
  abilities, light sensitivity, darkvision 120 ft.; AL LE; SV 
  Fort +12, Ref +6, Will +13; Str 12, Dex 8, Con 16, Int 10, 
  Wis 19, Cha 9. 
   
  Skills and Feats: Concentration +15, Diplomacy 
  +0, Knowledge (religion) +7, Listen +4, Move Silently –
  4, Spellcraft +8, Spot +4; Combat Casting, Lightning 
  Reflexes, 
  Weapon 
  Focus 
  (warhammer), 
  Martial 
  Weapon Proficiency (warhammer). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled, duergar are unable to see well and 
  suffer a –1 penalty on attack rolls, Search checks and 
  Spot checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently and a +1 racial bonus on Listen and Spot 
  checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (warhammer = 2d6, light crossbow not affected). 
  Invisibility: Duration 1 min./level. 
   
  Spells Prepared: (6/5+1/5+1/5+1/4+1/2+1/1+1; 
  base DC = 14 + spell level): 0—cure minor wounds, 
  detect magic, guidance, light, resistance, virtue; 1st—
  bane, bless, cause fear, deathwatch, magic stoneD, 
  shield of faith; 2nd—hold person (2), owl’s wisdom, 
  soften earth and stoneD, sound burst (2); 3rd—
  blindness/deafness, cure serious wounds, dispel magic, 
  protection from energyD, searing light (2); 4th—cure 
  critical wounds (2), freedom of movement, poison, 
  spike stonesD; 5th—flame strike, spell resistance, wall 
  of stoneD; 6th—harm, stoneskinD. 
   
  DDomain Spell. Domains: Earth (3 + Cha modifier 
  daily use, turn or destroy air elementals, rebuke, 
  command or bolster earth creatures as an evil cleric 
  rebukes 
  undead); 
  Protection 
  (protective 
  ward: 
  resistance bonus equal to cleric level on next saving 
  throw). 
   
  Possessions: +1 full plate, +1 heavy steel shield, 
  masterwork warhammer, light crossbow, 10 bolts, 
  potion of cure light wounds, scroll of sanctuary, scroll 
  of silence, wand of command (20 charges), cloak of 
  resistance +2, ring of protection +1, amulet of natural 
  armor +1, periapt of Wisdom +2, dusty rose ioun stone. 
   
  Power-Up Suite (Enlarge Person)—Init –2; AC 
  22, touch 9, flat-footed 22; Grp +15; Atk +11 melee 
  (2d6+2/×3, masterwork warhammer) or +5 ranged 
  (1d8/19-20, light crossbow); Full Atk +11/+6 melee 
  (2d6+2/×3, masterwork warhammer) or +5 ranged 
  (1d8/19-20, light crossbow); Face/Reach 10 ft./10 ft.; 
  SV Ref +5; Str 14, Dex 6; Skills: Move Silently –5. 
   
  �Duergar Wizard: male duergar Wiz (Evoker) 11: CR 
  12 Medium humanoid; HD 11d4+33; hp 55; Init +1; 
  Spd 20 ft.; AC 15, touch 12, flat-footed 14; Base Atk +5, 
  Grp +4; Base Atk +4 melee (1d4-1/19-20, dagger); Full 
  Atk +4 melee (1d4-1/19-20, dagger); SA Spells; SQ 
  Spell-like abilities, immunity to paralysis, phantasms 
  and poisons, +2 bonus on saving throws against spells 
  and spell-like abilities, light sensitivity, darkvision 120 
  ft., summon familiar, contingency effect (fly); AL LE; 
  SV Fort +6, Ref +6, Will +7; Str 8, Dex 13, Con 16, Int 
  18, Wis 10, Cha 8. 
   
  Skills and Feats: Concentration +18, Decipher 
  Script +11, Knowledge (arcana) +18, Knowledge 
  (dungeoneering) +16, Listen +3, Move Silently +7, 
  Spellcraft +20, Spot +3; Combat Casting, Craft Wand, 
  Heighten Spell, Lightning Reflexes, Scribe Scroll, 
  Spell Focus (conjuration), Spell Focus (evocation). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled, duergar are unable to see well and 
  suffer a –1 penalty on attack rolls, Search checks and 
  Spot checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently and a +1 racial bonus on Listen and Spot 
  checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  
  CORS5-02 Mines of the Eye 
   
  Page 46 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (dagger = 1d6). Invisibility: Duration 1 min./level. 
   
  Memorized Spells: (5/6/6/6/4/3/2; base DC = 13 + 
  spell level): 0—acid splash, detect magic, flareE, lightE, 
  ray of frostE; 1st—burning handsE, color spray, 
  expeditious retreat, mage armor, magic missileE, shield; 
  2nd—flaming sphereE, mirror image, resist energy, 
  scorching rayE (2), web 
  C; 3rd—dispel magic, 
  displacement, stinking cloudC, fireballE (2), wind wallE; 
  4th—dimension door, lesser globe of invulnerability, 
  ice stormE, wall of iceE; 5th—baleful polymorph, cone 
  of coldE, Heightened Evard’s black tentaclesC; 6th—
  chain lightningE, Otiluke’s freezing sphereE. 
   
  E: Evocation spell DC = 15 + spell level. Barred 
  Schools: Enchantment, Necromancy. 
   
  C: Conjuration spell DC = 15 + spell level. 
   
  Contingency Effect: Fly; when struck by an effect 
  that denies the wizard his mobility, i.e. hold person. 
   
  Possessions: Dagger, wand of magic missile (20 
  charges), ring of protection +1, wand of glitterdust (5 
  charges), bracers of armor +2, potion of cure moderate 
  wounds, potion of blur, potion of protection from 
  arrows (magic), amulet of natural armor +1, ring of 
  counterspells (feeblemind), pearl of power (2nd level), 
  headband of intellect +2. 
   
  Power-Up Suite (Enlarge Person)—Init +0; AC 
  13, touch 10, flat-footed 13; Grp +9; Atk and Full Atk +3 
  melee (1d6/19-20, dagger); Full Atk +3 melee (1d6/19-
  20, dagger); Face/Reach 10 ft./10 ft.; SV Ref +5; Str 10, 
  Dex 11; Skills: Move Silently +6. 
   
  ENCOUNTER 7: FROM THE SHADOWS 
  �Duergar 
  Rogue: 
  male 
  duergar 
  Rog 
  11/Rgr 
  2/Assassin 1/Shadowdancer 1: CR 16; Medium 
  Humanoid; HD 11d6+33 plus 2d10+6 plus 1d6+3 plus 
  1d8+3; hp 111; Init +4; Spd 30 ft.; AC 20, touch 15, flat-
  footed 20; Base Atk +10/+5; Grp +11; Atk +12 melee 
  (1d6+2/19-20 plus poison [DC 24 Fort, 1d6 Str/2d6 
  Str], +1 short sword), +11 melee (1d4+1/ 19-20, dagger) 
  or +14 ranged (1d8/19-20, light crossbow); Full Atk 
  +12/+7 melee (1d6+2/19-20 plus poison [DC 24 Fort, 
  1d6 Str/2d6 Str], +1 short sword) or +10/+5 melee 
  (1d6+2/19-20 plus poison [DC 24 Fort, 1d6 Str/2d6 
  Str], +1 short sword) and +9 melee (1d4+1/ 19-20, 
  dagger) or +14 ranged (1d8/19-20, light crossbow); SA 
  Sneak attack +7d6, favored enemy (human), combat 
  style (two-weapon combat), death attack, poison use; 
  SQ trapfinding, spell-like abilities, immunity to 
  paralysis, phantasms and poisons, +2 bonus on saving 
  throws against spells and spell-like abilities, light 
  sensitivity, darkvision 120 ft., improved evasion, trap 
  sense +3, improved uncanny dodge, wild empathy, 
  spells, hide in plain sight; AL LE; SV Fort +10, Ref +16, 
  Will +7; Str 12, Dex 18, Con 16, Int 13, Wis 10, Cha 4. 
   
  Skills and Feats: Balance +13, Climb +13, Disable 
  Device +15, Disguise +1, Escape Artist +13, Hide +22, 
  Jump +15, Listen +8, Move Silently +26, Open Lock 
  +15, Perform (dance) +9, Search +4, Spot +7, Survival 
  +5, Tumble +21, Use Rope +8; Combat Reflexes, Dodge, 
  Great Fortitude, Iron Will, Mobility, Spring Attack, 
  Track. 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Favored Enemy (human) (Ex): +2 bonus on Bluff, 
  Listen, Sense Motive, Spot and Survival checks against 
  humans. +2 bonus on weapon damage rolls against 
  humans. 
   
  Combat Style (Two-Weapon Combat) (Ex): Has 
  Two-Weapon Fighting feat when wearing light or no 
  armor. 
   
  Death Attack (Ex): If an assassin studies his victim 
  for 3 rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly either 
  paralyzing or killing the target (assassin’s choice). 
  While studying the victim, the assassin can undertake 
  other actions so long as his attention stays focused on 
  the target and the target does not detect the assassin or 
  recognize the assassin as an enemy. If the victim of 
  such an attack fails a Fortitude save (DC 10 + the 
  assassin’s class level + the assassin’s Int modifier) 
  against the kill effect, she dies. If the saving throw fails 
  against the paralysis effect, the victim is rendered 
  helpless and unable to act for 1d6 rounds plus 1 round 
  per level of the assassin. If the victim’s saving throw 
  succeeds, the attack is just a normal sneak attack. Once 
  the assassin has completed the 3 rounds of study, he 
  must make the death attack within the next 3 rounds. 
  If a death attack is attempted and fails (the victim 
  makes her save) or if the assassin does not launch the 
  attack within 3 rounds of completing the study, 3 new 
  rounds of study are required before he can attempt 
  another death attack. 
   
  Hide in Plain Sight (Su): A shadowdancer can use 
  the Hide skill even while being observed. As long as 
  she is within 10 feet of some sort of shadow, a 
  shadowdancer can hide herself from view in the open 
  without anything to actually hide behind. She cannot, 
  however, hide in her own shadow. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled, duergar are unable to see well and 
  suffer a –1 penalty on attack rolls, Search checks and 
  Spot checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently and a +1 racial bonus on Listen and Spot 
  checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  
  CORS5-02 Mines of the Eye 
   
  Page 47 
  large (short sword = 1d8, dagger = 1d6, light crossbow 
  not affected). Invisibility: Duration 1 min./level. 
   
  Spells Known (1; base DC = 11 + spell level): 1st—
  disguise self, true strike. 
   
  Possessions: +2 studded leather armor, +1 short 
  sword, dagger, light crossbow, 10 bolts, vial of purple 
  worm poison (3), ring of protection +1, cloak of 
  resistance +3, potion of cure moderate wounds (2), 
  slippers of spider climbing, ring of shooting stars, bag 
  of holding (type II). 
   
  Power-Up Suite (Enlarge Person)—Init +3; AC 
  18, touch 13, flat-footed 19; Grp +16; Atk +12 melee 
  (1d8+3/19-20 plus poison [DC 24 Fort, 1d6 Str/2d6 
  Str], +1 short sword), +11 melee (1d6+2/ 19-20, dagger) 
  or +12 ranged (1d8/19-20, light crossbow); Full Atk 
  +12/+7 melee (1d8+3/19-20 plus poison [DC 24 Fort, 
  1d6 Str/2d6 Str], +1 short sword) or +10/+5 melee 
  (1d8+3/19-20 plus poison [DC 24 Fort, 1d6 Str/2d6 
  Str], +1 short sword) and +9 melee (1d6+2/ 19-20, 
  dagger) or +12 ranged (1d8/19-20, light crossbow); 
  Face/Reach 10 ft./10 ft.; SV Ref +15; Str 14, Dex 16; 
  Skills: Balance +12, Escape Artist +12, Hide +21, Move 
  Silently +25, Open Lock +14, Tumble +20, Use Rope 
  +7. 
  ENCOUNTER 8: TROLLS OF THE 
  WASTES 
  �Wasteland Troll Bbn 5: CR 13; Large giant; HD 
  8d8+56 plus 5d12+35; hp 165; Init +0; Spd 40 ft.; AC 23, 
  touch 9, flat-footed 23; Base Atk +11; Grp +23; Atk +19 
  melee (1d6+8, claw) or +18 melee (2d8+11, greatclub); 
  Full Atk +19 melee (1d6+8, 2 claws) and +14 melee 
  (1d8+4, bite) or +18/+13 (2d8+11, greatclub) and +14 
  melee (1d8+4, bite); Space/Reach 10 ft./10 ft.; SA Rend 
  2d6+10, rage 2/day; SQ Darkvision 90 ft., low-light 
  vision, light sensitivity, regeneration 5, scent, fast 
  movement, improved uncanny dodge, trap sense +1; 
  SV Fort +18, Ref +5, Will +5; Str 26, Dex 11, Con 24, Int 
  5, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +11, Listen +8, Spot +7; 
  Alertness, Power Attack, Weapon Focus (claw). 
   
  Languages: Giant. 
   
  Rend (Ex): If a wasteland troll hits with both claw 
  attacks, it latches onto its opponent’s body and tears 
  the flesh. This attack automatically deals an additional 
  2d6+9 points of damage. 
   
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –
  2 to AC for number of rounds equal to 3+ (new) 
  Constitution modifier. 
   
  Light Sensitivity (Ex): A wasteland troll is dazzled 
  by bright sunlight or the glare of a daylight spell. 
   
  In addition, a wasteland troll exposed to sunlight 
  or its equivalent is treated as though it was slowed: It 
  can take only a single move action or standar action 
  each turn, but not both (nor can it take full-round 
  actions). It also takes a –1 penalty on attack rolls, AC, 
  and Reflex saves, and moves at half its normal speed. 
   
  Regeneration (Ex): Acid or water deals normal 
  damage to a wasteland troll. If a troll loses a limb or 
  body part, the lost portion regrows in 3d6 minutes. The 
  creature can reattach the severed member instantly by 
  holding it to the stump. 
   
  Possessions: +1 breastplate, potion of shield of 
  faith +2. 
   
  Power-Up Suite (Rage)—hp 191; AC 21, touch 7, 
  flat-footed 21; Grp +16; Atk +21 melee (1d6+10, claw) 
  or +20 melee (2d8+13, greatclub); Full Atk +21 melee 
  (1d6+10, 2 claws) and +16 melee (1d8+6, bite) or 
  +20/+15 (2d8+13, greatclub) and +16 melee (1d8+4, 
  bite); SV Fort +20, Ref +5, Will +7; Str 30, Con 28. 
   
  ENCOUNTER 11: FATHER EYE 
  � Father Eye: half-fiendish beholder male: CR 18; 
  Large Outsider; HD 16d8+80; hp 156; Init +8; Spd 5 ft., 
  fly 20 ft. (good); AC 29, touch 13, flat-footed 25; Base 
  Atk +16; Grp +24; Atk +19 ranged touch (variable 
  effect, eye ray) and +12 melee (2d4, bite) or +12 melee 
  (1d8+2, claw); Full Atk +19 ranged touch (variable 
  effect, eye ray) and +12 melee (2d4, bite) and +12 melee 
  (1d8+2, 2 claws); Space/Reach 10 ft./5 ft.; SA Eye rays, 
  spell-like abilities; SQ All-around vision, antimagic 
  cone, darkvision 60 ft., flight, smite good, spell-like 
  abilities, immunity to poison, acid resistance 10, cold 
  resistance 10, electricity resistance 10, fire resistance 
  10, DR 10/magic, spell resistance 25; AL LE; SV Fort 
  +15, Ref +14, Will +16; Str 14, Dex 18, Con 21, Int 21, 
  Wis 15, Cha 19. 
   
  Skills and Feats: Bluff +15, Concentration +17, 
  Decipher Script +17, Hide +22, Knowledge (arcana) 
  +24, Knowledge (dungeoneering) +17, Intimidate +17, 
  Listen +22, Search +24, Sense Motive +14, Spellcraft 
  +19, Spot +22, Survival +20 (+18 following tracks), Use 
  Magic Device +8; Ability Focus (disintegrate), Ability 
  Focus (telekinesis), AlertnessB, Flyby Attack, Great 
  Fortitude, Improved Initiative, Iron Will. 
   
  Eye Rays (Su): Each of a beholder’s small eyes can 
  produce a magical ray once per round as a free action. 
  During a single round, a creature can aim only three 
  eye rays at targets in any one 90-degree arc (up, 
  forward, backward, left, right, or down). The remaining 
  eyes must aim at targets in other arcs, or not at all. A 
  beholder can tilt and pan its body each round to 
  change which rays it can bring to bear in any given arc. 
   
  Each eye’s effect resembles a spell (caster level 
  13th), but follows the rules for a ray (see Aiming a 
  Spell, page 175 of the Player’s Handbook). Each eye ray 
  has a range of 150 feet and a save DC of 22. For the 
  telekinesis and disintegrate eye stalks the DC is 24 
  because of Father Eye’s Ability Focus feats. This save 
  DC is Charisma-based. 
   
  Charm Monster: The target must succeed on a 
  Will save or be affected as though by the spell. 
  Beholders use this ray to confuse the opposition 
  usually employing it early in a fight. The beholder 
  generally instructs a charmed target to either restrain a 
  comrade or step aside. 
   
  Charm Person: The target must succeed on a Will 
  save or be affected as though by the spell. The beholder 
  
  CORS5-02 Mines of the Eye 
   
  Page 48 
  uses this ray in the same manner as the charm monster 
  ray. 
   
  Disintegrate: The target must succeed on a 
  Fortitude save or be affected as though by the spell. 
  The beholder likes to use this ray on any foe it 
  considers a real threat. 
   
  Fear: This works like the spell, except that it 
  targets one creature. The target must succeed on a Will 
  save or be affected as though by the spell. Beholders 
  like to use this ray against warriors and other powerful 
  creatures early in a fight, to break up the opposition. 
   
  Finger of Death: The target must succeed on a 
  Fortitude save or be slain as though by the spell. The 
  target takes 3d6+13 points of damage if its saving throw 
  succeeds. Beholders use this ray to eliminate 
  dangerous foes quickly. 
   
  Flesh to Stone: The target must succeed on a 
  Fortitude save or be affected as though by the spell. 
  Beholders like to aim this ray at enemy spellcasters. 
  They also like to use this ray on any creature whose 
  appearance they find interesting. (After the fight, the 
  beholder takes the statue to its lair as decoration). 
   
  Inflict Moderate Wounds: This spell works like 
  the spell, causing 2d8+10 points of damage (Will half). 
   
  Sleep: This works like the spell, except that it 
  affects one creature with any number of Hit Dice (Will 
  negates). Beholders like to use this ray against warriors 
  and other physically powerful creatures. They know 
  their foes can quickly awaken the sleepers, but they 
  also know that doing so takes time and can delay an 
  effective counterattack. 
   
  Slow: This works like the spell, except that it 
  affects one creature. The target can make a Will save to 
  negate the effect. Beholders often use this ray against 
  the same creature targeted by their disintegrate, flesh 
  to stone, or finger of death ray. If one of the former 
  rays fails to eliminate the foe this ray might at least 
  hamper it. 
   
  Telekinesis: A beholder can move objects or 
  creatures that weigh up to 325 pounds, as though with 
  a telekinesis spell. Creatures can resist the effect with a 
  successful Will save. 
   
  Antimagic Cone (Su): A beholder’s central eye 
  continually produces a 150-foot cone of antimagic. This 
  functions just like antimagic field (caster level 13th). 
  All magical and supernatural powers and effects within 
  the cone are suppressed—even the beholder’s own eye 
  rays. Once each round, during its turn, the beholder 
  decides whether the antimagic cone is active or not 
  (the beholder deactivates the cone by shutting its 
  central eye). 
   
  Smite Good (Su): Once per day Father Eye can 
  make a normal melee attack dealing an extra 16 hp of 
  damage. 
   
  Spell-Like Abilities: CL 16th; darkness 3/day, 
  desecrate, unholy blight (DC 18 Will save), poison (DC 
  18 Fortitude save) 3/day, contagion (DC 17 Fortitude 
  save), blasphemy (DC 21 Will save), unholy aura (DC 
  22 Fortitude save), unhallow, horrid wilting (DC 22 
  Fortitude save). 
   
  All-Around 
  Vision 
  (Ex): 
  Beholders 
  are 
  exceptionally alert and circumspect. Their many eyes 
  give them a +4 racial bonus on Spot and Search checks, 
  and they can’t be flanked. 
   
  Flight (Ex): A beholder’s body is naturally 
  buoyant. This buoyancy allows it to fly at a speed of 20 
  feet. This buoyancy also grants it a permanent feather 
  fall effect (as the spell) with personal range. 
   
  Possessions: Cold iron headband (controls runic 
  guardian), ring of blinking. 
   
  � Advanced Runic Guardian: CR 12; Large construct; 
  HD 25d10+30; hp 210; Init +1; Spd 30 ft.; AC 28, touch 
  10, flat-footed 27; Base Atk +13/+8; Grp +20; Atk +19 
  melee (2d8+10 plus stunning strike, slam); Full Atk +19 
  melee (2d8+10 plus stunning strike, 2 slams) and +14 
  melee 
  (2d8+10 
  plus 
  stunning 
  strike, 
  slams); 
  Space/Reach 10 ft./ 10 ft.; SA Runic spells, stunning 
  strike; SQ construct traits, DR 10/adamantine, fast 
  healing 10, find master, guard, shield master, teleport 
  without error; AL N; SV Fort +6, Ref +7, Will +6; Str 24, 
  Dex 13, Con —, Int —, Wis 11, Cha 1. 
   
  Skills and Feats: None. 
   
  Runic Spells (Sp): A runic guardian can hold up to 
  six spells. These spells must be cast into its body it is 
  created. One spell can be placed on the runic 
  guardian’s head, one on each limb, and one on its torso. 
  The table below gives hte maximum level of spell that 
  each of its body parts can hold. Alternatively, the entire 
  guardian can accomodate a single inscribed spell of 6th 
  or 7th level, but this covers its whole body. 
   
  Head: shield (CL 16th) 
   
  Arms: mirror image (CL 16th), resist energy (cold) 
  (CL 16th) 
   
  Legs: protection from energy (fire) (CL 16th), 
  protection from energy (electricity) (CL 16th). 
   
  Torso: break enchantment (CL 16th). This spell is 
  discharged if Father Eye is successfully subjected to a 
  hostile 
  enchantment,m 
  alteration, 
  curse 
  or 
  petrification effect. 
   
   
  Each of these spells is usable once per day as a 
  spell-like ability. The runic guardian discharges a spell 
  either when directly commanded to do so or when a 
  predetermined situation arises. 
   
  Stunning Strike (Ex): Any creature hit by a runic 
  guardian’s slam attack must make a successful DC 25 
  Fortitude save or be stunned for one round. Creatures 
  immune to critical hits cannot be stunned. 
   
  Construct Traits: Immune to mind affecting 
  effects, poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any effect that 
  requires a Fortitude save unless it also works on 
  objects. Not subject to critical hits, non-lethal damage, 
  ability damage, ability drain, energy drain, or death 
  from massive damage. It cannot be raised, resurrected, 
  or heal itself, but may be “healed” through repair 
   
  Fast Healing (Ex): A runic guardian regains lost 
  hit points at the rate of 10 per round. Fast healing does 
  not restore hit points lost from starvation, thirst, or 
  
  CORS5-02 Mines of the Eye 
   
  Page 49 
  suffocation, and it does not allow the runic guardian to 
  re-grow or reattach lost body parts. 
   
  Find Master (Su): The runic guardian can find the 
  piece of jewelry that connects it to its master and can 
  teleport to that spot when called. (Should the master 
  call the construct and then remove the jewelry, the 
  runic guardian finds only the jewelry upon its arrival.) 
  This ability functions even across planar boundaries. 
   
  Guard (Ex): The runic guardian blocks blows 
  when within 5 feet of its master, granting the master a 
  +4 deflection bonus to AC. 
   
  Shield master (Sp): The runic guardian’s master, 
  when in possession of the keyed piece of jewelry, can 
  activate this defensive ability when within 150 feet of 
  the construct. Shield master transfers three fourths of 
  the damage that would otherwise be dealt to the master 
  to the runic guardian instead. This ability otherwise 
  functions like the shield other spell (caster level 25th), 
  except that it provides no AC or saving throw bonuses. 
   
  Teleport without Error (Sp): 1/day (The guardian 
  normally uses this to answer a call from its master. 
   
  
  CORS5-02 Mines of the Eye 
   
  Page 50 
  APPENDIX 5: NEW RULE ITEMS 
  WASTELAND TROLL 
  Originally presented in Sandstorm. 
   
  Large Giant 
  Hit Dice: 8d8+56 (92 hp) 
  Initiative: +0 
  Speed: 30 ft. (6 squares) 
  AC: 17 (-1 size, +8 natural), touch 9, flat-footed 17 
  Base Attack/Grapple: +6/+17 
  Attacks: Claw +13 melee (1d6+7) or greatclub +12 
  melee (2d8+10) 
  Full Attack: 2 claws +13 melee (1d6+7) and bite +8 
  melee (1d8+3) or greatclub +12/+7 (2d8+10) and bite +8 
  melee (1d8+3) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Rend 2d6+10 
  Special Qualities: Darkvision 90 ft., light sensitivity, 
  low-light vision, regeneration 5, scent 
  Saves: Fort +14, Ref +4, Will +4 
  Abilities: Str 25, Dex 11, Con 24, Int 5, Wis 10, Cha 8 
  Skills: Listen +8, Spot +7 
  Feats: Alertness, Iron Will, Weapon Focus (claw) 
   
  Climate/Terrain: Warm hills and mountains 
  Organization: Solitary or tomb (2-4) 
  Challenge Rating: 7 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: By character class 
  Level Adjustment: +5 
   
  Larger, more powerful versions of the common troll, 
  wasteland trolls prowl the mountains and badlands of 
  the deserts. The bane of caravans and nomads, they 
  fearlessly attack anything that might be edible. 
   
  Wasteland trolls differ from ordinary trolls chiefly 
  in that sunlight dazzles their eyes and makes them 
  sluggish. Otherwise, they are just as ravenous and 
  brutal as other varieties. Whenever possible, they set 
  up their lairs near settlements, then prey upon the 
  inhabitants night after night until they have devoured 
  every living creature. Because they hunt under the 
  cover of darkness, their prey might not even realize the 
  nature of the threat until it’s too late. 
   
  Unlike ordinary trolls, wasteland trolls are not 
  agile, though they make up for this lack with sheer 
  strength. They walk upright but dangle their arms at 
  their sides—often dragging their greatclubs along the 
  ground behind them. 
   
  An average wasteland troll stands just over 10 feet 
  tall and weighs over 600 pounds. Females are virtually 
  indistinguishable from males. 
   
  Wasteland trolls speak Giant. 
   
  Combat 
  Wasteland trolls are no more subtle about combat than 
  their more common relatives. They charge opponents 
  with no regard for their own safety—or, for that 
  matter, combat tactics. Though vulnerable to fire, they 
  merely seek to avoid it and continue attacking. 
   
  Light Sensitivity (Ex): A wasteland troll is dazzled 
  by bright sunlight or the glare of a daylight spell. 
   
  In addition, a wasteland troll exposed to sunlight 
  or its equivalent is treated as though it was slowed: It 
  can take only a single move action or standar action 
  each turn, but not both (nor can it take full-round 
  actions). It also takes a –1 penalty on attack rolls, AC, 
  and Reflex saves, and moves at half its normal speed. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a wasteland troll. 
   
  If a wasteland troll loses a limb or body part, the 
  lost portion regrows in 3d6 minutes. The creature can 
  reattach the severed member instantly by holding it to 
  the stump. 
   
  Rend: If a wasteland troll hits with both claw 
  attacks, it latches onto the opponent’s body and tears 
  the flesh. This attack automatically deals 2d6+10 points 
  of damage. 
   
  RUNIC GUARDIAN 
  As presented in Monster Manual 2 
   
  Large Construct 
  Hit Dice: 17d10+30 (123 hp) 
  Initiative: +1 
  Speed: 30 ft 
  Armor Class: 28 (-1 Size, +1 Dex, +18 natural), touch 10, 
  flat-footed 27 
  Base Attack/Grapple: +12/+19 
  Attack: Slam +18 melee (2d8+10 plus stunning strike) 
  Full Attack: 2 Slams +18 melee (2d8+10 plus stunning 
  strike) 
  Space/Reach: 10 ft/10 ft 
  Special Attacks: Runic spells, stunning strike 
  Special Qualities: Construct traits, DR 10/adamantine, 
  Fast healing 10, Find master, Guard, Shield Master, 
  Teleport without Error 
  Saves: Fort +5; Ref +6; Will +5 
  Abilities: Str 24, Dex 13, Con -, Int -, Wis 11, Cha 1. 
  Skills: — 
  Feats: — 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 10 
  Treasure: None 
  Alignment: Always Neutral 
  Advancement: 18-25 HD (Large); 26-51 HD (Huge) 
   
  Runic Spells (Sp): A runic guardian can hold up to six 
  spells. These spells must be cast into its body it is 
  created. One spell can be placed on the runic 
  guardian’s head, one on each limb, and one on its torso. 
  The table below gives hte maximum level of spell that 
  each of its body parts can hold. Alternatively, the entire 
  guardian can accomodate a single inscribed spellof 6th 
  or 7th level, but this covers its whole body. 
  
  CORS5-02 Mines of the Eye 
   
  Page 51 
   
  Body Part Highest Level Spell . 
  Head 
   
  1st 
  Each Arm 
  2nd 
  Each Leg 3rd 
  Torso 
   
  5th 
   
  Each of these spells is usable once per day as a spell-like 
  ability. The runic guardian discharges a spell either 
  when directly commanded to do soor when a 
  predetermined situation arises. 
   
  Stunning Strike (Ex): Any creature hit by a runic 
  guardian’s slam attack must make a successful 
  Fortitude save (DC 25) or be stunned for one round. 
  Creatures immune to critical hits cannot be stunned. 
   
  Construct Traits: Immune to mind affecting 
  effects, poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any effect that 
  requires a Fortitude save unless it also works on 
  objects. Not subject to critical hits, non-lethal damage, 
  ability damage, ability drain, energy drain, or death 
  from massive damage. It cannot be raised, resurrected, 
  or heal itself, but may be “healed” through repair 
   
  Fast Healing (Ex): A runic guardian regains lost 
  hit points at the rate of 10 per round. Fast healing does 
  not restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the runic guardian to 
  regrow or reattach lost body parts. 
   
  Find Master (Su): The runic guardian can find the 
  piece of jewelry that connects it to its master and can 
  teleport to that spot when called. (Should the master 
  call the construct and then remove the jewelry, the 
  runic guardian finds only the jewelry upon its arrival.) 
  This ability functions even across planar boundaries. 
   
   
  Guard (Ex): The runic guardian blocks blows 
  when within 5’ of its master, granting the master a +4 
  deflection bonus to AC. 
   
  Shield master (Sp): The runic guardian’s master, 
  when in possession of teh keyed piece of jewelry, can 
  activate this defensive ability when within 150’ of the 
  construct. Shield master transfers three fourths of the 
  damage that would otherwise be dealt to the master to 
  the runic guardian instead. This ability otherwise 
  functions like the shield other spell (caster level 25th), 
  except that it provides no AC or saving throw bonuses. 
   
  Teleport without Error (Sp): 1/day (The guardian 
  normally uses this to answer a call from its master. 
   
  Runic guardians are constructs similar to shield 
  guardians (see the Monster Manual), but with far 
  superior physical and magical capabilities. Runic 
  guardians are especially popular among dwarves and 
  giants, though spellcasters of all races find them useful. 
   
  A runic guardian is a massive, human-shaped 
  figure made of stone, steel, and lead. Its hands and 
  arms are constructed of hollow stone and filled with 
  lead for a more deadly punch. Carved, magic runes 
  inlaid with precious metals adorn its head, limbs, and 
  torso. Whenever a runic guardian casts a spell, these 
  runes flare up into a variety of brilliant colors. 
   
  A runic guardian serves one master that is 
  designated at the time of its creation, and no other. The 
  construct is keyed to a specific, unique piece of jewelry 
  (normally a ring or amulet) worn by its master and 
  made at the time of creation. The master can use this 
  piece of jewelry to call the runic guardian to his or her 
  side from any distance, or even from another plane. A 
  runic guardian knows whether or not the bearer of its 
  jewelry is really its master, and it slays any pretenders 
  outright. 
   
  COMBAT 
  In battle, a runic guardian protects its master by casting 
  predetermined defensive spells upon him or her, then 
  pounding away at foes with its leaden fists. Runic 
  guardians equipped with offensive spells use them 
  only when directly commanded to do so. A runic 
  guardian is instantly aware of its master’s death, 
  whether or not it was present at the time. When the 
  master’s death occurs, the construct immediately goes 
  on a rampage, attacking all creatures within sight. 
  Possession of its jewelry in such a circumstance gains 
  the bearer neither control over the construct nor safety 
  from its attacks. The runic guardian does not stop until 
  destroyed. 
  
  CORS5-02 Mines of the Eye 
   
  Page 52 
  APPENDIX 6: THE ABBOR-ALZ 
  Karistyne Castle 
  Mines of the Eye
  Sinkhole 
  30 miles 
  
  CORS5-02 Mines of the Eye 
   
  Page 53 
  Primary Passage 
  Sink-
  hole 
   
  The 
  Mines
   
   
   
   
  Underdark 
  Chamber [Not to scale or size] 
  Tertiary Passage 
  Secondary Passage 
   
  N 
  APPENDIX 7: UNDERDARK MAPS 
  SHAMIL’S ROUGH AREA MAP 
   
  
  CORS5-02 Mines of the Eye 
   
  Page 54 
  APPENDIX 8: MINES OF THE EYE MAPS 
  MINES PLAYMAT 1 (MAP 1): [ENC0UNTER 6: DARK GATE] 
   
   
   
   
   
   
   
   
   
   
  
  CORS5-02 Mines of the Eye 
   
  Page 55 
  MINES PLAYMAT 2: (MAPS 2 AND 3) [ENC0UNTER 7 AND 8] 
   
   
  
  CORS5-02 Mines of the Eye 
   
  Page 56 
  KARISTYNE CASTLE AT A GLANCE 
  �Karistyne Castle (small castle): Conventional; AL 
  LG; 200 gp; Assets 1,740 gp; Population Mixed (human 
  78, half-elf 7, elf 2.) 
   
  Authority Figures: Karistyne (LG human female 
  Pal15—Heironeous). 
   
  Important Characters: Aaron Marander (LG 
  human male Ftr13 Caralin Arvendis (LG half-elf male 
  Ftr3/Clr7– Labelas Enoreth); Helena Stanmaer (LG 
  human 
  female 
  Clr12–Fharlanghn); 
  Shianne 
  Stormhanded (LG female human Wiz(E)15; Gasharin 
  Hefloranis (LG elf male Ftr9; Ambara (LG human 
  female). 
   
  Faiths: Fharlanghn, Heironeous, Labelas Enoreth. 
   
  Karistyne’s Castle sits upon a great plateau nestled 
  below some of the highest peaks of the Abbor Alz. This 
  well-fortified and defended five-towered castle is home 
  to the paladin Karistyne and her loyal companions. 
   
  In addition to the plethora of highly skilled 
  adventurers who make the castle their home, the castle 
  is well defended. Forty well-equipped and motivated 
  men-at-arms are to be found here along with almost 
  two dozen specialists. 
   
  Karistyne herself is an extremely devout follower 
  of Heironeous. She believes it is her duty to root out 
  and destroy any and all evil creatures lairing in the 
  Abbor-Alz. In this she has generally been very 
  successful. No fewer than seven dragons have fallen 
  before the combined might of Karistyne and her 
  comrades. As a result, they are generally considered to 
  be incredibly wealthy and extremely well-equipped. 
   
  Rulership and Law: Karistyne rules her castle and the 
  territory within a 10-mile radius of it. Technically, this 
  part of the Abbor-Alz falls into that territory claimed 
  by the Free City of Greyhawk. However, a tacit 
  agreement exists between the paladin and the 
  Mountaineer Militia granting the lands to her, in 
  return for her aid against the denizens of the Abbor 
  Alz. 
   
  Trade and Commerce: The folk of Karistyne’s Castle do 
  not partake in any industry; they are too busy 
  defending their home and slaying evil creatures. Much 
  trade is carried on with the hillmen of Marstefel. From 
  them, the garrison gets fresh meat and a powerful local 
  wine made from bitter berries. Most other trade goods 
  come here by way of the Duchy of Urnst or the 
  Domain of Greyhawk. Historically, no trade is carried 
  out with the denizens of the Bright Desert; with the 
  rise to power of Rary the Traitor this is doubly true. 
   
  Rumors and Whispers: Generally the inhabitants of 
  Karistyne Castle are well disciplined and do not engage 
  in idle gossiping. However, several of the guards claim 
  to have seen a great winged beast flying high above the 
  citadel on moonless nights. A few others (if sufficiently 
  in their cups) may speak of seeing a mysterious cloaked 
  stranger in earnest conversation with Karistyne. No 
  one has seen this person enter or leave the castle; 
  magic is suspected. Rumors also circulate amongst the 
  garrison of alliance with Hardby. 
   
  NPC Spellcasting: Although Karistyne is a relatively 
  small settlement, PCs can call upon spell casting 
  services not normally found in a place of this size. The 
  PCs can call upon either Caralin Arvendis, Helena 
  Stanmaer or Shianne Stormhanded to cast spells on 
  their behalf. In these instances all applicable normal 
  rules from the LIVING GREYHAWK Campaign 
  Sourcebook and the Player’s Handbook apply. 
  
  CORS5-02 Mines of the Eye 
   
  Page 57 
  Primary Passage 
  Sink-
  hole 
   
  The 
  Mines
   
   
   
   
  Underdark 
  Chamber [Not to scale or size] 
  Tertiary Passage 
  Secondary Passage 
   
  N 
  PLAYER’S HANDOUT 1: SHAMIL’S MAP OF UNDERDARK 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/CORS5-02 Mines of the Eye (High Level) (3E).pdf