
the Maze of Cherno
A D&D 3.5 Megadungeon for characters levels 1-5
by Peter Seckler
email: Peter@the-never.net
"The dwarven elementalist Cherno was always known as an unconventional innovator and genius. His obsession with precious metals and mining lead him to make fantastic journeys to mines across the known world.. and beyond. Late in life, he began to explore the Elemental Plane of Earth, where he was rumored to have forged strange alliances with great elemental lords.
During one of these epic journeys, Cherno became lost between dimensions, and eventually found himself in a previously uncharted otherworldly place called the Far Realms. There, Cherno was quickly overwhelmed by alien creatures of madness and chaos. Although he is said to have defeated the creatures that attacked him, the dwarf was rumored to have become infected with a form of creeping insanity.
When Cherno returned, he was not himself, and he was not alone. An alien-possessed Cherno began constructing the Maze--a hidden underground fortress deep in the mountains. He soon began seeking supporters and followers in the dark places beneath the mountains.
Soon, Cherno had amassed a small mercenary group of mostly-dwarven outcasts, lead by Duergar officers. This force was dubbed the Darkjewel Legion, and they immediately set about seizing all of the available mines and elemental resources in the land. The Darkjewel Legion under the command of Cherno the mad may have indeed mastered the raw power of many elemental servants, but now their forces were augmented by alien parasites and chaos-creatures from the Far Realms.
Then, just as suddenly as they appeared, the Darkjewel Legion unexpectedly retreated back into it's hidden lair in the mountains. A few dwarven mercenaries deserted, telling tales of how their leader had completely been absorbed by the alien presence that had infected him in the Far Realm. Cherno was never heard from again. A few Duergar officers and die-hard supporters of the Darkjewel legion still carry his banner, but the only thing left now is the Maze.
And now, a few years later, someone's turned up an entrance to the Maze..."
Throughout the dungeon, the walls and floor are damp and cool, but not wet or slippery.
Walls: Unless otherwise noted, all straight walls are common gray masonry.
Break DC 35, Hrdness 8, hp: 90 climb DC 15
“cavern” type walls (any rough looking or uneven walls) are rough hewn brownish grey stone.
Break DC 50, hardness 8, 540 hp, climb DC 22.
Floors: The floors are standard flagstone.
Doors: Unless otherwise noted, all doors are standard simple-wooden soors: hardness: 5, hp: 10
Break DC: stuck 13, Locked: 15
Dungeon Profile:

Using this adventure with Xathyl's Redoubt:
The DM may wish to use this adventure with Xathyl's Redoubt. In that case, the level fits in adjacent to Level 1 of this dungeon, witha cave that appears just off of the staircase heading to the surface. Instead of the Standard Dungeon Profile (above) please use the following profile: 
Using this Adventure with Gate of The Devourer
The DM may wish to use this adventure with Gate of the Devourer. In that case, the Gate fits in adjacent to Level 2 of this dungeon, with a cave entrance from Level 2, and a hidden staircase that links from level 3 (in area #41). Instead of the Standard Dungeon Profile (above) please use the following profile:

Level 1 (EL 1-3)
Wandering Monsters
Wandering monster checks occur once every hour (or so) spent in the dungeon. Roll d20. On a 1-5, a wandering monster will appear.
1) Skeletal Owl bear (see area 2)
2) Meenlock (see area 14 or 17)
3) Stone Spike (free roaming, from area 6)
4) Skitiir, Pseudonatural lg monstrous spider (see area 10)
5) Meenlock (see area 14 or 17)
6) Munggrub the Rogue (see area 9)

Room Entries
1) Entry Room
There is nothing of note in this room. There are a few wisps of dried mud and a scattering of dirt. The door to the north is stuck (break DC 13 to open)
2) Old Sculpture, and Skeletal Guardian
Standing in the center of the room is a large hulking skeletal figure- it has a beaklike skull and a pair of heavy clawed hands. It stands hunched over, and does not animate to attack unless someone actually crosses the threshold into the room.
The western half of the room is covered in what looks like an ancient bas relief that has been mortared into the wall. There are several small piles of dirt and dried mud on the floor.
EL 2 Skeletal Owlbear!
NE Lg Undead
Init +6 ; Senses dark vision 60’ Listen +0, Spot +0
Languages none
AC 13, touch 11, flat-footed 11
hp 32 (5 HD)
Immune: undead immunities, immune to cold, mind affecting affects, poison, sleep, paralysis, stunning, disease, death effects
Fort +1, Ref +3, Will +4
Spd 30 ft.
Melee 2 claws +6/+6 (1d6+5damage) Bite +1 (1d8+2)
Space 10 ft; Reach 5 ft
Base Atk +2; Grp +11
Abilities Str 21, Dex 14, Con -, Int -, Wis 10, Cha 1
SQ DR 5/bludgeoning
Feats Improved init
The entire west wall is taken up by a crumbling and severely damaged triptych bas relief depicting a group of dwarven warriors in chariots and ancient looking armor crashing against a force of strange otherworldly monsters with multiple tentacles and bulging eyes that seem to be rising up from the earth. The bas relief shows a smoking volcano in the background. You can’t be sure which volcano the picture depicts. The bas relief is irremovable (without destroying it) and attempts to mess with it, always damage it somehow.
3) Devil’s Guardroom
In the southeast corner lurk a pair of fleshy looking creatures- vaguely humanoid, but a shapeless mass below the waist. They surge towards any who enter the room with low moans. The devils have no treasure, and are merely carrying out the last orders given to them. They will not leave this room.
EL 3 Lemure Devils (2)
LE Medium Outsiders (baatezu, evil, extra planar, lawful)
Init +0; Senses dark vision 60’ Listen +0, Spot +0
Languages none (understands infernal)
AC 14, touch 10, flat-footed 14
hp 9, 9 (2 HD); DR 5/good or silver
Immune fire, poison, mind affecting effects
Resist acid 10, cold 10
Fort +3 Ref +3, Will +3
Spd 20 ft.
Melee 2 claws +2/+2 (1d4/1d4 damage)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +2
Abilities Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5
SQ see above.L
4) Wasps Nest
The door is stuck shut, (break DC 16). Player characters will hear an occasional fluttering buzzing sound from within. Once it is open PCs will soon realize the door had been glued closed with some kind of built up papery cruft that sticks to it, and makes opening the door difficult.
Once inside, you quickly realize that the entire room is strewn from ceiling to floor with weird sprayed grayish papery buildup, and there are a pair of paper-encrusted forms on the floor in the shape of sprawled bodies.
Oh, and it gets worse, the wasp here..hanging upside down from the ceiling, directly above the door. And it talks with a high-pitched chittering voice. “intruderzzzz! Grzzvrx hungerrrzz!”
Grzzvrx
EL 3 Pseudonatural Giant Wasp
Large outsider
Init +1; Senses dark vision 60‘; Listen +1, Spot +9
Languages common
AC 14, touch 10, flat-footed 13
hp 32 (5d8+10 HD)
Resist Acid resistance 5, electricity resistance 5; SR 13
Fort +6, Ref +2, Will +2
Spd 20 ft./ Fly 60‘
Melee sting +6 (1d3+6 damage + poison)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +11
Atk Options Alternate Form: other creatures receive -1 morale penalty to attack, Tr+2 ue Strike
Special actions: transform, poison sting (DC 14 fort, 1d6 Dex/1d6 Dex)
Abilities Str 18, Dex 12, Con 14, Int 3, Wis 13, Cha 11
SQ dark vision 60’, resistances, spell resistance, alternate form, poison DC 14
Skills Spot +9, Survival +1
True Strike (Su): 1/day as the spell
Grrzvrrx always transforms into it’s pseudo natural form (a bizarre tentacled membranous wasplike form covered with thousands of filthy cilia) as it’s first action, and then casting true strike.. before dropping down and attempting to sting as many times as it can. If it has even a single round to prepare it will have already transformed.
The room is encrusted with paper like secretions from the giant wasp and the two victims- a dwarf and a human (mummified in paper-wrappings from the wasp) are former adventurers. The dwarf carries a sack filled with 100gp. The rest of his gear is ruined. The other corpse has an intact vial of Alchemists Fire still clutched in each hand, and a third one on his belt.
Grrzvrrx was summoned by Khambash on the 4th level. He is “just now becoming aware.” He is intelligent, but just barely. Grrzvrrx does not patrol beyond the doorway.
5) The Murky Pool
The door to the east is stuck (DC 13).
This room has a tile floor- irregular bluish gray and green ceramic tiles are arranged in a rough pattern. The tiles are broken in a few places, and covered in growths of mold in others.
The center of this room is dominated by a brackish pool-about 12’ on a side, and which looks fairly deep and filled with scummy water. There are buckets and pitchers scattered around the pool, and a few hooks are set on the wall.
Probing the pool may reveal that it is some 10’ deep. An old statue seems to have been toppled and thrown into the water, but it’s hard to see because the water is so filthy.
(If players decide to go into the water to check it out, take note of spot Dcs (DC 26) and precautions before they go in. They will not know they are being attacked).
EL 1 Leech Swarm
N Fine Vermin (aquatic, swarm)
Init +0; Senses dark vision 60’, lowlight vision Listen +1, Spot +1
AC 18, touch 18, flat-footed 18
hp 7 (2d8-2 HD)
Immune immune to weapon damage
Fort +2, Ref +0, Will +1
Spd swim 10 ft.
Melee (swarm 1d6+blood drain)
Space 10 ft; Reach 0 ft
Base Atk +1; Grp --
Atk Options swarm
Special Actions swarm, anesthetize, blood drain, disease, distraction
Abilities Str 1, Dex 11, Con 8, Int --, Wis 12, Cha 2
SQ immune to weapon damage, swarm traits, lowlight vision
Skills Hide +16, swim +
Anesthetize (Ex): Must spot creature (DC 26) to know it is being attacked.
Blood Drain (Ex): take 1 point con drain per round of contact with the swarm.
Disease (Ex): Fort save DC 15 or contract Red ache (see DMG pg 292)
Distraction (Ex): Any creature that notices the leeches and begins its turn with leeches in its square is nauseated for 1 round (DC 10 fort save), Concentation DC 20 to cast from within the swarm.
Treasure: At the bottom of the pool there is indeed an old statue of a human female form. It is broken into three pieces, and each piece weighs around 200 lbs. However, if a searcher looks carefully (DC 15 search check), he may find a finely wrought gold bracelet worth 100 gp.
6) Seal of Aym
This room has an unusual circular stone seal depicting a complex runic pattern dominating the central floor area. A stone tablet engraved in dwarven runes is affixed to the south wall.
Dwarves and those who read dwarven will be able to read the stone tablet. It explains that this circle is dedicated to an ancient dwarven queen known as Aym. Binders will immediately recognize the seal as Aym’s as well.
Any non-binder or non-dwarf who steps inside the circle of the seal on the floor triggers a summoning spell; magical energies begin to swirl around the room, and within 1 round, a hostile stone spike will be summoned. The stone spike is not constrained by the summoning circle and will indeed pursue any adventurers that it sees.
Binders (of any race) and dwarves who step into the circle for the first time they will be gifted with a handful of 1d6+2 copper coins that seems to rain down upon them. If they try to experiment with getting more coins, nothing happens.
EL 2 Stone Spike
N Medium Elemental (earth)
Init -1; Senses dark vision 60’ Listen +6, Spot +4
Languages Terran, dwarven
AC 18, touch 10, flat-footed 18
hp 25 (3d8+25 HD)
Immune poison, sleep, paralyis, stunning, critical hits, flanking
Fort +7, Ref +1, Will +1
Spd 20 ft.
Melee 2 slams +6/+6 (1d8+4 damage/1d8+4)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +6
Atk Options Power Attack (+2)
Special Actions Power Attack
Abilities Str 18, Dex 8, Con 19, Int 4, Wis 11, Cha 11
SQ Elemental traits
Feats Power Attack
Skills Listen +6, Spot +4
If the stone spike is defeated, it crumbles to pieces, revealing a polished agate heart worth 275 gp. This will only happen the first time the stone spike is defeated. If the Pcs attempt to summon a second stone spike later, it will not have the agate heart.
Careful searchers who examine the stone tablet on the south wall may detect a secret door (DC 20 search check).
7) Candle-Covered Shrine
The south wall of this room contains a shallow alcove with a raised stone platform. Standing on the platform is a squat idol made of clay which depicts a fat one-eyed female figure clutching a pair of angry serpents. The stubby remains of 10 or so wax candles are encrusted here in front of the idol. The rest of the idol is covered with dwarven and terran runes.
8) Elemental Wolverine’s Burrow
The entire floor of this room has had the flagstones uprooted and tossed aside, revealing bare stone and dirt underneath. Most of the rubble is piled along the east wall, where a small cavelike entrance is noted.
An earth element wolverine with glittering gemlike eyes (captured long ago, and warped in Cherno’s elemental forge) guards this post. The wolverine generally remains in the eastern half of the room, where it has amassed the pile of rocks and rubble in front of it‘s narrow burrow entrance (8A). It lurks at the mouth of it’s earthen burrow and automatically attacks anyone not bearing the elemental symbol of earth in some way (most of Cherno’s forces have it arcane marked on the palm of their hand) as they pass through. It rages immediately after taking any damage. It especially enjoys phasing through the floor and leaping up to attack.
Elemental wolverine CR 3
N Medium Outsider
Init +2; Senses low light vision, scent, tremorsense; Listen +6 Spot +6
AC 16 (14 when raging), touch 11, flat-footed 15
hp 28 (3d8+15 HD); +6 hp when raging.
Immune immune to sleep, paralysis, poison, stunning, critical hits
Fort +7, Ref +5, Will +2
Spd 30 ft., burrow 20‘, climb 10‘
Melee Claw/Claw/Bite +5/+5/+0 (1d4+2, 1d4+2, 1d6+1 damage)
Melee (Raged): claw/claw/bite +7/+7/+2 (1d4+4/1d4+4/1d6+3)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Options Rage! Burrow
Special Actions Tremorsense
Abilities Str 16, Dex 13, Con 19, Int 2, Wis 12, Cha 10
SQ lowlight vision, scent
Feats Alertness, Toughness, Track
Skills Climb +10, Listen +6, Spot +6
Rage (Ex): This creature rages immediately after taking damage. It can not voluntarily end its rage. +4 str/con, -2 AC
Earth Mastery (Ex): an earth element creature gains +1 to attack and damage if both it and it’s victim are touching the ground. (If an opponent is airborne, it suffers -4 attack/damage)
Burrow (Ex): an earth element creature can glide through rock, stone, and dirt (any sort of earth except metal) like a xorn. When it phases into the earth, it is impossible to target.
Back in the creature’s burrow, there are a pair of bodies- the hapless victims who came through the area previously.
Body #1) A withered human corpse clad in a serviceable suit of half-plate here is wearing a ragged backpack that contains 3 flasks of acid, 1900 gp, and a locked box. (The box is locked with a superior lock). The corpse has the key to the box on a keyring hanging from his belt. Inside the box is 210 gp.
Body #2) A second small-sized gnomish corpse is still wearing an intact suit of banded mail. It has an intact and serviceable healer’skit hanging from it’s shoulder, and a pair of flasks of acid on it‘s belt.
9) Munggrub’s Room
Note that the door to the north is locked as well as trapped. The entrance to the south is trapped as well by a pit trap.
The North Door:
The door is locked. There is an unusual ornate door handle here in the shape of a leering dwarven face. (The handle is the nose).
Attempting to open the door without unlocking it or disabling the trap sets off the trap.
Poison Needle Trap: CR 1: mechanical trap; touch trigger; manual reset; Atk +8 ranged (damage 1 plus greenblood oil); Search DC 22; Disable Device DC 20
The South Entrance:
Directly in front of the south entrance, barely discernable in the dark, is a large straw mat.
Camoflauged Pit Trap: CR: 1: mechanical trap; location trigger; manual reset; DC 20 Reflex Save avoids; 10’ deep (1d6, fall damage); Search DC 20; Disable DC 20
Inside the room: There is a rumpled bed, a nightstand, an old empty tankard (which looks to have been used recently), a table with three chairs, and a squat wooden chest, locked with an average lock (DC 25 to open). The chest is quite heavy.
Inside the chest is a variety of dwarf sized clothing, a spare suit of (dwarf-sized) leather armor, and sizable coffer containing 7,000 copper pieces.
50% of the time (the GM should check beforehand) Munggrub (dwarven rogue 2/warrior 1) is hiding within.
Munggrub Brallok
Male dwarf rogue 2/warrior 1
LE med humanoid (dwarf)
Init +2; Senses dark vision 60‘; Listen +1, Spot +1
Languages common, dwarven
AC 14 (15 when dodging), touch 12, flat-footed 12 (+2 armor, +2 Dex,)
hp 20 (1d6+2d8+3 HD)
Fort +3, Ref +5, Will +1
Spd 20 ft.
Melee MW battle-axe +4 (1d8+1damage)
Ranged MW Light Crossbow +5 (1d8+1 damage)
Base Atk +2 ; Grp +3
Atk Options Sneak Attack +1d6
Special Actions Will attempt to hide before players arrive in room, then sneak attack.
Combat Gear MW battle-axe, light crossbow, leather armor
Abilities Str 13, Dex 14 Con 13, Int 11, Wis 12, Cha 5
SQ stonecunning, trap finding, evasion
Feats Combat Reflexes, Dodge
Skills Climb +7, Craft Trap +4, Hide +8, Jump -1, Tumble +6
Possessions MW Battleaxe, MW Light Crossbow, leather armor, 20 +1 crossbow bolts, 2 potions of cure light wounds. 120 gp, gold ring worth 100 gp.
Rogue Abilities:
Sneak Attack (Ex): +1d6
Evasion, Trapfinding.
Munggrub spends about half his time here in his room. He knows how to get back and forth past the elemental wolverine in area 8, and avoids the owl bear skeleton in area 2.
10) Spider Lair
The south east corner of the room is covered in thick, ropy, webbing, evidence of some obviously monstrous creature. An intelligent, pseudonatural spider called Skitiir is here around 30% of the time. Otherwise it’s out roaming the level, searching for food.
Bound in the webbing are several blood-drained human corpses. None of them have any treasure.
It knows to avoid the wasp in area 5, but it can often be seen scuttling across the ceilings and walls of this level.
Skitiir
EL 2 Pseudonatural Monstrous Spider, Large
Large outsider
Init +3; Senses dark vision 60‘; Listen +0, Spot +0
Languages common
AC 14, touch 12, flat-footed 11
hp 22 (4d8+4 HD)
Resist Acid resistance 5, electricity resistance 5; SR 14
Fort +5, Ref +4, Will +1
Spd 30 ft./ climb 20‘
Melee bite +4 (1d8+3 damage + poison)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +9
Atk Options Alternate Form: other creatures receive -1 morale penalty to attack
Special actions: transform, poison sting (DC 13 fort, 1d6 Str/1d6 Str)
Abilities Str 15, Dex 17, Con 12, Int 3, Wis 10, Cha 2
SQ dark vision 60’, resistances, spell resistance, alternate form, poison DC 13
Skills Climb +11, Hide +3, Jump +2, Spot +4
True Strike (Su): 1/day as the spell.
Skitiir uses true strike at first opportunity, bites, and then transforms last.
If he thinks that he is in danger and he can avoid combat, he will.
11) Slogwater Gap
The flagstone flooring you have been traveling on suddenly ends, as you approach the entrance of a largish 30’x30’ room. The room is completely filled with brackish, scummy water, with tiny bits of debris and trash thrown in. By the look of things, the water-level in the room seems to change from time to time, because there’s sort of a scummy line along the wall where the water has left it’s mark. It seems to have receeded a few inches from that.
It smells terrible, the water is dark and dirty, and there is a constant buzzing of mosquitos in this room. From where you can stand at the edge of the room, you can see several exits out.
The water is only around 3’ deep. It isn’t opaque black, but it is just filthy enough that you wouldn’t want to drink it. Player characters could conceivably wade their way through to cross the room, or climb (DC 15). If they wade, they are (secretly) attacked by giant leeches. Note that they will not realize this immediately, so take note of spot checks. See below.
Drinking the unboiled or unpurified water transfers Red Ache (see DMG 292) unless the drinker makes a DC 15 Fortitude save.
Giant Leeches (3)
N Small Vermin (Aquatic)
Init +1; blind sight 10’, scent; Listen +XX, Spot +XX
AC 12, touch 12, flat-footed 11
hp 4 (1d8 HD)
Immune Immune to mind affecting effects (Vermin traits)
Fort +2, Ref +1, Will -1
Spd 10 ft
Melee Bite +2 (1 plus blood drain)
Base Atk +0 ; Grp +6
Atk Options anesthetize, disease (red ache DC 15 Fortitude)
Special Actions roll hide when players enter the water! Players get spot checks when attacked.
Abilities Str 6, Dex 12, Con 11, Int -, Wis 8, Cha 2
SQ blind sight, scent,
Feats weapon finesse (bite)
Skills Hide +9, Swim +6
Anesthetize (Ex): Players won’t know they are being attacked unless they successfully spot the creature.
There is nothing of value in the water.
12) Hall of the Xorn
This widened out hallway is permanently lit by hanging braziers that flare up as soon as anyone enters the room.
Along the north wall is an elaborate, colorful painting. The painting depicts a repeating pattern of strange three-legged creatures bearing a parade of assorted gemstones. They seem to be crawling directly up out of the ground at the western edge of the painting, clutching an already cut gemstone, and bearing it down towards a seated stone figure (like a stone giant or simply a gigantic stony humanoid figure).
Once 1 or more players get to the end of the painting, roll reflex saves. The Pit trap will take up to 4 PCs if they are standing on the breakaway part of the floor.
There are four doors along the south wall, and each one bears a Terran symbol: from left to right: copper, silver, gold, platinum.
None of the doors are locked or stuck. The copper door leads to room #13. The silver door leads to a hallway. The gold door leads to #14. The platinum door leads to #15.
If characters venture to the eastern side of the room, they encounter a slide trap. A 10x10 section of floor gives way and spills up to 4 characters onto a greased, spiraling slide down to level 3. (DC 20 reflex save avoids, see below). Player characters are deposited in room #39 (dropping the last 10’ out of the ceiling of room #39 and directly into the pit in room 39. The fall causes 1d6 damage, and enrages the swarm of snakes that occupy the pit. Please allow a SECOND reflex DC save 18 for half damage from the fall!)
Slide Trap CR1; mechanical; location trigger; automatic reset; DC 20 reflex save avoids; otherwise deposits players in room #39 (save again DC 18 for 10‘ drop). Search DC 21; Disable DC 21
13) Empty Cell
This room seems to have been arranged as a sort of prison cell. The front part of the chamber is set with rigid iron bars from floor to ceiling. The door is left singing open, and has no built in lock (it looks as if it were secured with an external padlock type of lock).
Inside the cell is some scattered moldering straw, a filthy-smelling (but empty) bucket, and an old discarded blanket.
14) Wretched Mound
This room looks like it once was some sort of office- a smashed desk and chair are piled near the door. Papers and assorted wooden debris are strewn about. In the southern end of the room is a large mound of grayish yellow claw, and several stacked cobblestones and pieces of flagstone.
(Hidden in the mound is a secret door (DC 20 to search), which leads to a tiny crawlspace, barely large enough for a small-sized creature to worm his way through. The crawlspace leads to a similar hidden entrance in area 15 and 16.)
Hiding in the room (Spot DC 26) is a Meenlock, see below.
Meenlock CR 3
LE Tiny Aberration
Init +1; Senses dark vision 60’; Listen +5, Spot +4
Aura fear aura (range 30‘ radius burst, Will save DC 14 or catctonic for 1d4+4 rounds)- as free action
Languages telepathy!
AC 13, touch 13, flat-footed 12
hp 18 (4d8)
Fort +1, Ref +2, Will +5
Spd 20 ft.
Melee 2 claws +5/+5 (1d2-2+paralysis)
Base Atk +3; Grp +-7
Atk Options Paralyze (Fort DC 14 or paralyzed for 3d6 rounds)
Special Actions Meenlock Transformation (after 1d6 hours of torture, victim becomes a Meenlock), Dimension Door (once every two rounds- distance 60’, no additional weight), Fear aura, Rend Mind(Will save DC 14 or take 1d4 Wis damage) 1/four rounds.
Abilities Str 6, Dex 13, Con 10, Int 11, Wis 12, Cha 15
SQ dark vision, dimension door, telepathy 30’
Feats Track, Weapon Finesse (claws), Multiattack
Skills Hide +16, Listen +5, Move Silent +8, Spot +4
Fear Aura (Su): as a free action, a meenlock can produce a 30' radius burst fear effect centered on itself. Any creature in that area that fails a DC 14 will save becomes catatonic for 1d4+4 rounds. Any creature that successfuly saves will be unaffected again by that meenlocks fear aura for 24 hours.
Paralysis (Ex): Any creature hit by a Meenlock's claw attack must make a fortitude save or be paralyzed for 3d6 rounds.
Rend Mind (Su): A meenlock can project thoughts and suggestions into the mind of a single creature within 300'. The target of this mind-affecting phantasm must make a DC 14 will save or take 1d4 points of Wisdom damage. A meenlock can only use this ability once every 1d4 rounds.
Dimension Door (Su): Once every 2 rounds, a Meenlock can produce an effect like a dimension door spell, except limited to a range of 60' and no additional weight can be carried.
Telepathy (Ex): A meenlock can communicate (usually only malevolently) with any creature within 300' using telepathy.
15) Destroyed Flagstone
This room is mostly empty except for a few pieces of burned wood, that look to have once been furniture. The (mostly burned) wood has been piled in the center of the room. The door looks to have once been barred, but the bar is standing up in the corner. The flagstone flooring in the southern half of the room looks to have been torn up and uprooted. Several flat pieces of flagstone are piled in the western corner, and there is about a 10x10’ area of open dirt and natural cave floor.
(There is a secret trap door hidden in the natural area of the torn up floor (Search DC 20) which leads to a tiny crawlspace, barely large enough for a small-sized creature to worm his way through. The crawlspace leads to a similar hidden entrance in area 14 and 16.)
16) Partially Collapsed Storeroom
This largish room looks to have once been some sort of store-room. There are two empty sets of shelves on both walls, and a tipped over shelf in the center of the room. You can also see some smashed barrels, broken glass, and a pair of empty crates in the room. At the very southeastern edge of the room, the walls and part of the ceiling look to have partially collapsed, spilling rubble, broken rock , and wet clay almost 20’ into the room. A path through the rubble seems to have been cleared out to a partially open door on the north wall.
17) Filthy Chamber
The door to this room is partially open. Inside, the room is filled with decaying filth and rubbish. A pair of bound dwarves corpses lay collapsed on the floor, their bodies blackened with decay. They look to have been tortured.
(Hiding in the room behind a pile of rubbish (Spot DC 26) is a Meenlock, see below. It probably doesn’t attack the player unless it encounters a lone character or possibly a duo of weak or injured looking characters. Instead it attempts to follow any party, perhaps taunting them telepathically.)
If possible it tries to lead the party towards area 14, where another Meenlock is hiding.
Meenlock CR 3
LE Tiny Aberration
Init +1; Senses dark vision 60’; Listen +5, Spot +4
Aura fear aura (range 30‘ radius burst, Will save DC 14 or catctonic for 1d4+4 rounds)- as free action
Languages telepathy!
AC 13, touch 13, flat-footed 12
hp 18 (4d8)
Fort +1, Ref +2, Will +5
Spd 20 ft.
Melee 2 claws +5/+5 (1d2-2+paralysis)
Base Atk +3; Grp +-7
Atk Options Paralyze (Fort DC 14 or paralyzed for 3d6 rounds)
Special Actions Meenlock Transformation (after 1d6 hours of torture, victim becomes a Meenlock), Dimension Door (once every two rounds- distance 60’, no additional weight), Fear aura, Rend Mind(Will save DC 14 or take 1d4 Wis damage) 1/four rounds.
Abilities Str 6, Dex 13, Con 10, Int 11, Wis 12, Cha 15
SQ dark vision, dimension door, telepathy 30’
Feats Track, Weapon Finesse (claws), Multiattack
Skills Hide +16, Listen +5, Move Silent +8, Spot +4
Fear Aura (Su): as a free action, a meenlock can produce a 30' radius burst fear effect centered on itself. Any creature in that area that fails a DC 14 will save becomes catatonic for 1d4+4 rounds. Any creature that successfuly saves will be unaffected again by that meenlocks fear aura for 24 hours.
Paralysis (Ex): Any creature hit by a Meenlock's claw attack must make a fortitude save or be paralyzed for 3d6 rounds.
Rend Mind (Su): A meenlock can project thoughts and suggestions into the mind of a single creature within 300'. The target of this mind-affecting phantasm must make a DC 14 will save or take 1d4 points of Wisdom damage. A meenlock can only use this ability once every 1d4 rounds.
Dimension Door (Su): Once every 2 rounds, a Meenlock can produce an effect like a dimension door spell, except limited to a range of 60' and no additional weight can be carried.
Telepathy (Ex): A meenlock can communicate (usually only malevolently) with any creature within 300' using telepathy.
Level 2 (EL 2-4)
Wandering Monsters
Wandering monster checks occur once every hour spent in the dungeon. Roll d20. On a 1-5, a wandering monster will appear.
1) Meenlock (see area 17)
2) Murkov, the hooded dwarf (see area 25)
3) 1-2 Small Earth elementals (see area 26)
4) 1d3+2 Dwarf Warriors (see area 33)
5) Skitiir, Pseudonatural lg monstrous spider (see area 10)
6) Crystarak (see area 22- Crystarak has no ghoul glyphs prepared when found wandering)

Important Note!
This level can also be linked to a completely seperate dungeon known as The Gate of the Devourer (which contains encounters suitable for characters of level 2-5). If you wish to use the linked dungeon with the Maze of Cherno, please use this alternate map (see below). Notice the linkages in the southwestern corner. This cavern goes off the map, and twists around for some 200' of nondescript passageways before stopping at area #1 of the Gate of the Devourer. If the PCs choose to explore this route, the Dm should let them know that this passage looks to be of new construction, and they should get the idea that they are leaving the Maze of Cherno for a separate area.
Alternate Map
18) Domed Chamber
This spacious circular chamber is dimly lit from above by a flickering magical brazier. The ceiling here soars to about 30’ high in the very center, to around 12’ high at the edges. The interior of the dome is plastered and trimmed with bronze fittings and sturdy wooden beams. The triangular sections that rise to the center of the dome are decorated with a series of elemental symbols of earth (symbols for various minerals and gemstones) and flaking classic-style paintings of dwarves and humans bearing huge gemstones.
The floor here is made up of smooth hex-shaped ceramic tiles in dark grey and crème-colored stone.
Passages lead off from this chamber in every direction, and there is an octagon-shaped wooden reinforced door to the northeast.
(The door, if tried, is not locked or stuck and swings open readily).
19) Chapel of the Stone
The northernmost half of this largish chamber has a raised stone dais of black basaltic rock, upon which stands a massive chunk of grey stone- a boulder about 20‘ long, and 10‘ high. A series of brass poles (now pitted and rusty) support a roped off area around the giant boulder.
The floor is tiled with square flagstones, perfectly cut and fitted, and seemingly ancient.
(If tested, the boulder radiates faint elemental magic. There is nothing really special about it other than that it was brought in from the elemental plane of earth).
20) Curtained Room
This massive room has a few scattered benches that look to be in poor repair in the northernmost section of the room. To the south, a hanging pole supports a scrappy looking black backdrop curtain that runs from wall to wall. The curtain looks to have several torn areas.
(There is a secret door in this room-on the east wall, just in front of the curtained area-- DC 20 to search it out).
21) Secret Meeting Room
The walls of this room are covered with thick patches of velvety black and purple fungus- almost mossy in areas.
The fungus isn’t poisonous, but it does have noticeable sound-dampening qualities. Noise made in this room is automatically reduced to the sound of a low murmur, and cannot be heard very far.
Inside are a table and 4 chairs. One chair has been bolted ot the floor and features locking shackles on the armrests.
22) The Hall of Shields
This long hall is decorated with the shields and banners of 16 dwarven clans, with each shield mounted on the wall along with a mounted dwarves battleaxe. The western wall has a aged painting that depicts the likeness of a powerful looking dwarven queen, standing atop a hoard of gold coins.
(At this point, allow a DC 18 spot check. A deathlock called Crystarak is lurking in the room, and will attack as soon as possible.; Once the players arrive he begins casting Summon Monster from the shadows as a full round action.)
Crystarak CR 3
Deathlock, Medium Undead
Init +6; Senses Darkvision 60’ Listen +7, Spot +7
Languages common, dwarves, abyssal, infernal
AC 13, touch 12, flat-footed 11
hp 19 (3d12 HD)
Immune undead immunities- mind affecting spells, paralysis, poison, stun, critical hits,
Fort +1, Ref +3, Will +4
Spd 30’
Melee Bite +1 (1d4 damage)
Melee Heavy Mace +2 (1d8 damage)
Base Atk +1; Grp +1
Atk Options spell-like abilities
Combat Gear MW Heavy Mace
Spell-Like Abilities (CL 3):
at will: detect magic, inflict minor wounds (DC 13), read magic
3/day: cause fear (DC 13), magic missile, summon monster I
2/day: Death Knell (DC 14), Ghoul Glyph (see below)
Abilities Str 11, Dex 15, Con --, Int 14, Wis 13, Cha 14
SQ Turn Resistance +2
Feats Combat Casting, Improved Initiative
Skills concentration +6 (+10 to cast on the defensive), Hide +8, Knowledge Arcana +8, Listen +7, Spell craft +8, Spot +7
Possessions 12,000 copper pieces.
Ghoul Glyph (as shown in Libris Mortis, pg 66)
Necromancy
Level: Sorcerer/Wizard: 2
Components: V,S,M
Casting Time: 1 minute
range: touch
Effect: Only 1 glyph per 5' square is possible.
Duration: permanent until discharged
Saving Throw: Fortitude, partial
SR: yes
Once created, a glyph is permanent until discharged.
When activated, the glyph paralyzes it's first victim for 1d6+2 rounds. There is no save for this effect. Additionally, if the subject fails a fortitude saving throw, the paralyzed victim exudes a carrion stench that causes retching and nausea in a 10' radius. All those in the radiu s must also make saves or take a -2 penalty on attacks,weapon damage, saves, skill checks, and ability checks until the paralysis ends.
The Ghoul Glyph effecst any creature that moves to within 2' of it. Unaffected (not triggered) by such things as probing though it can be dispelled. Read Magic identifies a ghoul glyph with a DC 13 spellcraft check. A rogue can search for and disable a ghoul glyph with a DC 27.
(see Crystarak’s Scorpion, below)
Crystarak stands in the corner, in front of two “Ghoul Glyph” warded squares in the eastern end of the room, and begins by casting Summon Monster I as a full round action (on the defensive). The idea is that, anyone who rushes to attack him, will trigger the ghoul glyphs. He hopefully finishes his summon, bringing forth a Fiendish Monstrous Scorpion, then using his cause fear, and magic missiles.
Treasure: Behind Crystarak, in the corner is a wooden chest filled with 12,000 copper coins. The large steel shields of the dwarven clans here are worth about 5 gold each- all of them are very old (-2 hardness and half hit points each). The axes are worth about 5gp each.
Crystarak was once a dwarven sorcerer who joined up with Cherno, and was sent on many missions on the elemental plane of earth. Near the end of his career, he was trapped alive in a hardening sphere of elemental clay and tortured by gargoyles. Over time he was consumed by madness, and when he eventually died, the elemental energies preserved his body, even as the clay orb he was trapped in was cast into the negative material plane by the malevolent gargoyles.
Cherno eventually recovered the body of Crystarak, but by that time, he had become the twisted undead creature he is today.
Currently, Crystarak appears as a desiccated dwarf, covered with mangled flesh and warped grey and white skin. His body is bloated but his arms and legs are spindly and thin. He is clad in a clay-encrusted dark red and black cloak and a dull crimson robe. His eyes glow with a feral anger.
In the painting, the dwarves queen appears to have strangled a large serpent in one of her hands. In her other hand she seems to be holding a golden goblet. She wears a crown on her head, and has a haughty expression. PCs who examine the painting closely may be able to find a secret door that leads to area 21 (Search DC 20).
(DC 20 Knowledge History: allow dwarf characters a +4 on the roll.
Any Binder will recognize this as the Dwarf Queen (Vestige) known as Aym.)
Fiendish Small Scorpion
NE Small magical beast (extra planar)
Init +0; Senses dark vision 60’, tremor sense, Listen +0, Spot +4
Languages: understands abyssal
AC 14, touch 11, flat-footed 14
hp 6 (1d8+2 HD)
Resist resist cold 5, resist fire 5; SR 6
Fort +4, Ref +0, Will +0
Spd 30 ft.
Melee 2 Claws+Sting +1/+1/-4 (1d3-1/1d3-1)(1d3-1+poison)
Base Atk +0; Grp -4
Atk Options sting, constrict
Abilities Str 9, Dex 10, Con 14, Int 3, Wis 10, Cha 2
SQ dark vision 60’, tremor sense, cold resist 5, fire resist 5
Feats Weapon Finesse(b)
Skills Climb +3, Hide +8, Spot +4
Constrict (Ex)
A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex)
To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better
Poison (Ex)
Fort DC 12, 1d2/1d2 Con damage
23) Abandoned Campsite
There is a pile of hay in the far western end of this room, and several handfuls of it look to have been gathered into small pallets to be used as bedding. An empty sack can be seen laying on the floor here, and there is a broken hand-drum near the door. The drum looks as if were struck by something heavy, and an attempt has already been made to repair it. However, the skin is slashed and useless. There is nothing else of value or interest in this room.
24) The Guardian Viper
This largish hallway is made of alternating reddish brown and tan hex-shaped tiles.
At the northern end of the hallway, a large coiled creature- a brown and gold-colored serpent the size of a small horse lays coiled. It’s eyes are open and glow strongly- casting a powerful spotlight beam wherever it looks.
Guardian Viper
N Large Magical Beast (augmented animal)
Init +7; Senses Blindsense 60‘, dark vision, low light vision, scent; Listen +11, Spot +12
AC 15, touch 12, flat-footed 12
hp 13 (3d8 HD)
Immune: Immune to Sleep, including magical sleep
Fort +3, Ref +6, Will +4; +2 racial Bonus on saves vs. mind-affecting spells or abilities
Spd 20’ climb, 20’ swim, 20’ move
Melee Bite +4 (1d4+poison)
Space 10 ft; Reach 5 ft
Base Atk +2; Grp +6
Atk Options Poison! Fort DC 11, 1d6 Con/1d6 Con
Abilities Str 10, Dex 17, Con 11, Int 1, Wis 16, Cha 2
SQ Scent, illuminated eyes,
Feats weapon finesse, improved initiative, blind-fighting
Skills Balance +11, Climb +11, Hide +8, Listen +11, Spot +12, Swim +8
Hook The massive serpent scans the room patiently, it’s glowing eyes emitting a cone of light.
Illuminated Eyes (Ex): a guardian creature’s eyes emit a 60’ Radius of Light when they are open.
Poison (Ex): Fort DC 11, 1d6/1d6 Con
The guardian Viper is located at the northern end of the room, and attacks anyone who approaches the west, north, or eastern exits of the room. It will hiss threateningly at anyone from the southernmost entrance as well, but it will not leave the northern area unless attacked first (by missile weapons or spells).
25) The Long Hallway
This long wide hallway stretches off into the darkness and seems to be unlit. The floor here is made up of smooth grey and black stone tiles. Characters with dark vision will see an armored dwarf immediately, standing just at the edge of their dark vision (40’ away).
(For those characters without dark vision, allow for a listen/spot check immediately- an armored dwarf called Murkov is hiding (poorly) in the shadows, about halfway down the passage. (Spot check 9, listen Check 7), and attempts to mind blast from surprise.)
After the initial mind blast, the dwarf follows that up with arrows, before closing in with his flail and a second mind blast. It is loath to use more than two mind blasts (reducing the host dwarf to Int 5)
Murkov (Cerebral-Hood Infested dwarf fighter)
Male dwarf fighter 3
NE Medium Dwarf (subtype)
Init +2; Senses Blindsight 60‘, dark vision 60‘; Listen +1, Spot +1
Languages (understands dwarven and common- cannot speak. Cerebral Hood has telepathy 100‘)
AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex,)
hp 27 (3d10+6 hd)
Immune doesn’t eat or breathe, immune to gases, inhaled diseases or poisons.
Fort +6, Ref +4, Will +3
Spd 20 ft. (dwarven step)
Melee MW flail +6 (1d8+2 damage)
Ranged MW shortbow +6 (1d6 /x3 damage)
Base Atk +3; Grp +5
Atk Options improved sunder, +2 disarm with flail.
Special Actions special actions; special action feats]
Combat Gear breastplate, heavy steel shield, masterwork flail, masterwork short bow
Special: Cerebral Symbiont (see below)
Feats Power Attack, Improved Sunder, Endurance, Die Hard
Skills Jump +2
Possessions everything in combat gear (above), Cloak of Resistance +1 (already added into saves), Plus a Jeweled gold and bloodstone armband worth 550 gp
Hook: The hooded dwarf fighter stumbles into view whirling his flail. His head seems to be covered in a slick leathery hood that covers his entire face (no eyeholes or nose holes are visible), leaving only his beard hanging from the bottom. He seems crazed and hostile, but makes no sound except choking, muffled grunts.
Mouth Tube (Ex): The hood has extended its feeding tube down Murkov’s throat, and now sustains him. Murkov is effectively immune to gases, inhaled diseases or poisons. Unfortunately, this also prevents Murkov from using potions.
Blind sight (Ex): Murkov is effectively blinded by the hood, but can discern objects and enemies within 60’ in all directions. Beyond that range, he cannot target his bow or mind blast powers.
Mind Blast (Su): The cerebral hood (see Fiend folio pg 216) that has engulfed Murkov gives him a Mindblast power. 60’ cone. Will save DC 17 or be stunned for 1d4 rounds. Each time the hood uses this power, it deals another intelligence point of damage to the host.
Note: Directly attacking the symbiotic hood is possible: the hood is AC 16 and has 9hp. Melee attacks provoke an attack of opportunity from the host.
The door to the north is marked with an elemental symbol (of earth, DC 10 knowledge Arcana check). It is unlocked and unstuck.
The set of double doors to the east are decorated with a pair of rusting brass panels. The panels depict a pair of one-eyed humanoids armed with clubs standing in front of some crudely drawn mountains. The double doors are stuck (Break DC 13), but not locked.
26) Stone Altar (EL 3)
The door seems to open up into a rough-hewn natural stone room with a raised stone rock formation in the center of the room that looks like a stone-carved closed fist. Strange black-glass crystals jut out of the central rock formation at odd angles, and a sheer face of the stone formation facing the door (the back of the “fist”) has been cut off flat. Inscribed on the flat surface, inlaid with glittering crystals is an elemental symbol. Atop the stone formation are a pair of candles (used) as well as a small collection of polished stones- an assortment of agates and onyx.
Knowledge Planes or Knowledge Arcana DC 10 check to know that symbol is for ‘elemental earth‘.
Trap: Touching the gems on the altar sets off an inflict light wounds trap:
CR2; magic device; touch trigger; automatic reset; spell effect inflict light wounds as 1st level cleric (1d8+1), DC 11 Will save for half damage. Search DC 26. Disable DC 26.
Lurking in the room (submerged in the earth and stone, and camouflaged against the natural stone of the walls) are a pair of small earth elementals. They immediately attack anyone who touches the altar, or takes anything from this room.
Small Earth Elementals CR 1 (2 elementals)
N Small Elemental (earth, extra planar)
Init -1 ; Senses dark vision 60’ Listen +3, Spot +2
Languages Terran
AC 17, touch 10, flat-footed 17
hp 11 (2d8+2 ea)
Immune poison, sleep, paralysis, stun, critical hits, flanking
Fort +4, Ref -1, Will +0
Spd 20 ft.
Melee Slam +5 (1d6+4 damage)(+1 more if Earth Mastery applies)
Base Atk +1; Grp +0
Atk Options Push (Ex)- bull rush as no AoO, Earth Mastery applies, Power Attack
Special Actions Earth Glide
Combat Gear gear
Abilities Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 13
SQ elemental traits, dark vision 60’, earth glide, earth mastery
Feats Power Attack
Skills Listen +3, Spot +2
Hook a small, vaguely humanoid figure with glittering gemlike eyes emerges from the stone. It swings boulder like fists and glides through the stone towards you!
Earth Mastery (Ex) +1 to hit and damage if both the elemental and it’s target are touching the ground.
Push (Ex): Earth elementals can bull rush without provoking AoO. Earth Mastery bonus applies.
Earth Glide (Ex): Earth elementals can glide through stone dirt or earth except metal as easily as a fish through water.
27) Trophy Room
This stale-smelling room contains a number of taxidermied trophies. The walls are decorated with the preserved and mounted heads of a variety of monstrously large creatures. You can see a giant snake head, a large horned bull’s head (identified on the mounting plate as a “minotaur”), a gargoyle-like head, and a number of normal beasts like a lion, a dark purple tiger-like head, and a massive owl’s head. Standing in the room, mounted in an “action pose” is a stuffed Krenshar, it’s face-skin pulled back in a terrifying grimace. (It’s inscription reads “Krenshar cat”).
An ancient-looking wooden humanoid figure, battered and chipped as if by battle, stands nearby in another unlikely “action pose”. The inscription on his pedastal reads “Guardian Construct”.
None of the trophies animate or do anything out of the ordinary. They are just trophies.
The double doors to the west are stuck (break DC 13), but not otherwise locked.
The door to the north is stuck (break DC 13) but not otherwise locked.
The door to the east is hanging open.
28) More Trophies
An ancient looking weapon rack stands in the center of the room, and seems to hold a variety of mundane dwarven weapons (a rusty battle-axe, a pitted morningstar, a decrepit heavy crossbow missing it’s string..). There is also an assortment of primitive looking weaponry and shields mounted on the walls- feather-covered cloaks, torn leather capes, and crude goblin weapons and shields by the looks of them. A rusty battered gong stands in the corner. Nearby is a small chest.
Hiding in the room (DC 13) is a Necrosis Carnex- an undead creature made up of the sewn together corpses of three dwarves. It has 4 legs and four arms, and moves like an eerie, fleshy spider, with one lolling dwarven head sewn on in the middle. Black iron bands, inscribed with necrotic runes and sigils are bound around it’s ghastly flesh.
It scuttles out to attack at the first opportunity.
Necrosis Carnex CR 3
NE Medium Undead
Init +3; Senses Darkvision 60’; Listen +5, Spot +4
Aura Malign 30’. See below.
Languages languages
AC 21, touch 17, flat-footed 18; Mobility
hp 26 (4d12 HD)
Immune undead immunities
Fort +3, Ref +4, Will +5
Weakness Vulnerability to Good (+50% extra damage)
Spd 40 ft
Melee Necrotic Touch +5 (1d6+2 damage) See below.
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +3
Atk Options Necrotic Touch
Special Actions Unholy Burst (see below)
Abilities Str 12, Dex 17, Con --, Int 3, Wis 12, Cha 7
SQ Undead Traits
Feats Great Fortitude, Mobility, Weapon Finesse
Skills Jump +5, Listen +5, Spot +4
Malign Aura (Su): living creatures take a -2 penalty on attacks and saving throws within 30’.
Vulnerability to Good (Ex): +50% extra damage from good aligned weapons and spells.
Necrotic Touch (Su): 1d6+2 damage to living creatures (melee touch). Undead creatures are healed.
Unholy Burst (Ex): When destroyed, the Necrosis Carnex explodes in a 30’ radius spread that deals 1d6+2 to all creatures in the area.
The cold iron bands that bind the creature together are worth 200 gp. Inside the chest are 900 silver pieces, and a red-green spinel gemstone (worth 100 gp).
29) Wall Basin
This room is empty except for am expansive fountain (not functioning) connected to the east wall. The fountain depicts some simple dwarven patterns of a interlocking hexagonal shapes.
There is no water in the basin, and nothing else of interest in this room.
30) Ruined Library
This room has a ragged woven carpet on the floor and a pair of sturdy book-cases. Most of the books are gone, and there are scattered papers and old books laying around everywhere. Many of the books seem to have been destroyed by some corrosive substance, and there are flecks of corrosion found on individual pages and on the walls as if a large acid-explosion went off here.
The library has been looted of all valuable books of significance, but still holds poetry, history and literature material.
Searching the room, players may discover a few interesting old books. For every 10 minutes spent searching (keep track with wandering monster checks), players may make a DC 15 Search check to find 2d6 gp worth of valuable poetry, literature or history. Once they have discovered 100+ gp of such material, any further checks turn up nothing else of value.
31) Excavated Room
This spacious, open, hollowed-out area looks to have been burrowed in recent times. The walls are rough hewn stone and rock, and the floor is barely even. There is a broken pickaxe handle laying in a corner and a couple of burlap sacks, but nothing else of interest in the room.
32) Empty Room
This room has a broken door. The hinges still look serviceable, but the frame looks to have been sundered completely aside, as if by some massively powerful creature. Inside there is nothing except for the sundered remains of a reinforced door, a smashed potion flask, and a few piles of scattered straw.
33) Evil Dwarf Barracks (EL 4)
The door to this room is neither locked, nor stuck. Here, a secondary group of Darkjewel Legion soldiers have established a base. From this location, they make regular forays deeper into the dungeon, and try to guard against invasions.
There are 8 straw pallets (arranged against the north and south walls of the room), and a single large footlocker at the far end of the room. This room still holds a largish wooden hopper which contains both firewood and coal. A brass brazier on a tripod near the front of the room is kept lit at all times. There is a large keg of water in the back of the room as well. A banner of Cherno's Darkjewel Legion hangs on the north wall.
The dwarves attack immediately to defend their treasure (and lives). They are wary of tricksters. They are allied to the Duergar in area #40.
Dwarf Warriors (8)
Male dwarf warrior 1
LE Medium Humanoid (dwarf)
Init +0; Senses darkvision 60’; Listen +2, Spot +2
Languages dwarf, common
AC 16, touch 10, flat-footed 16
hp 6 (1d8+2 HD)
Fort +4, Ref +0, Will -1; +2 saves vs. poisons, spells, spellike effects
Spd 20 ft.
Melee dwarven waraxe +3 (1d10+1 /x3)
Ranged shortbow +1 (1d6/x3)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Combat Gear dwarf waraxe, short bows, 20 arrows each, scale mail, heavy steel shields
Abilities Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6
SQ dwarf traits, stone cunning, darkvision.
Feats Weapon Focus (Dwarf Waraxe)
Skills Appraise +2, Craft (Smithing) +2, Craft (stonemason) +2, Listen +2, Spot +2
Possessions Combat gear listed above, backpacks, 4 days iron rations, 1 waterskin.
Treasure: At the bottom of the hopper, there are 5 sacks. (The sacks contain 3000 silver pieces each- a grand total of 15,000 silver pieces). The footlocker contains an extra two weeks of iron rations.
Level 3 (EL 3-5)
Wandering Monsters
Wandering monster checks occur once every hour spent in the dungeon. Roll d20. On a 1-5, a wandering monster will appear.
1) Zaziil (Half Fiend Windrazor) (See area #41)
2) Kreether (see area #34)
3) Gluxx and Swugg (mephits) (see area #44)
4) Duergar Guards (see area #40)
5) Gruun (see area #37)
6) Oghbrohm (otyugh) (see area #46)

Important Note: If you plan to use this dungeon with the Gate of the Devourer, there should be a secret door in area #41 (on the west wall). This leads to a long passage ending in a staircase down to level 3 of the Gate of the Devourer. See this alternate map:

34) Coin-Filled Room
This room is literally filled with coins- copper pieces spilled in piles on the floor. There is some 24,000 copper pieces here. Charging is impossible in this room, and characters must move at half spped or make a DC 12 balance check to avoid falling prone.
Hidden amongst the coins if anyone takes the time to look is a wand of false life (CL 3rd) with 33 charges left.
During Cherno’s invasion of the far realms, he ran across a group of mind-flayers, destroying several, and plundering their technology. Although he survived his initial encounter with them, the mind-flayers have sworn revenge, and sent several illithids to track him down. Kreether is a Saltor, a type of degenerate chimpanzee-like creature native to the mind-flayer realm. This mind-flayer slave has been altered by the degenerate technology of the illithid into a Voidmind, and has several extra abilities.
Unfortunately, Kreether has become separated from the flayers it arrived with, and wandered up to the third level, where it has been hunting dwarves.
Voidmind Saltor (see Lords of Madness pg 156, Voidmind Template is in MMIII)
Kreether
Voidmind Saltor (EL 4)
NE Small Aberration
Init +4; Senses Darkvision 60’; Listen +5, Spot +5
Languages Undercommon
AC 21, touch 15, flat-footed 17
hp 37 (5d8+15 HD); DR 5/Magic
Immune acid, mind affecting spells and abilities, ability damage, ability drain, energy drain
SR 15
Fort +7, Ref +5, Will +5
Spd 30 ft., climb 30‘
Melee handaxe +8 (1d4+3damage)
Melee Tentacle +8 (1d4+4 damage)
Melee Bite +3 (1d6+2 damage)
Space 5 ft; Reach 5 ft (10’ reach with psionic tentacle)
Base Atk +3; Grp +4(w/ tentacle)
Atk Options Weapon Finesse, Alertness
Special Actions Psionics, screech, void mind abilities, extra tentacle (see below).
Combat Gear handaxe
Spell-Like Abilities (CL 3) 3/day: Blur, Magic Missile
1/day: Haste (self only)
Abilities Str 16, Dex 19, Con 16, Int 11, Wis 12, Cha 9
SQ darkvision 60’
Feats Weapon Finesse, Alertness, Combat Reflexes, Great Fortitude
Skills Climb +13, Jump +9, Listen +5, Spot +5, Tumble +6
Possessions Handaxe, leather harness.
Hook: The baboon like creature, has several wormlike tentacles hanging from beneath its chin, and one long powerful looking tentacle sprouting from it’s forehead.It’s matted fur is greenish brown and has large blue-black eyes. In one hand it clutches a handaxe.
Cone of Slime (Su): 1/day as a standard action. Reflex DC 14; 20’ cone; 5d6 acid damage. In addition any creature that takes damage takes a -2 on Will save, and is stunned for 1d4+1 rounds.
Improved Grab (Ex): small or smaller creatures only. Grapples do not provoke AoO. +4 to grapple.
Constrict (Su): With a successful grapple check (1d4+1 damage)
Screech (Su): 1/hour: DC 14; 20’ cone; 2d8 sonic damage+stun
Sentient Tentacle (Ex): Tentacle attacks of its own volition, not hindering other combat abilities.
35) Crystarak’s Study (EL 4)
The doors into this room are locked (DC 20 pick lock, Break DC 15)
This high-ceilinged room is carpeted with ornate rugs, and paneled with wood. There is a desk against the east wall, and a series of shelves lining the north and south walls. In the center of the room is a small table with 4 chairs. A skeletal figure hangs from a stand in the south end of the room.
Note: The skeletal figure is just a model Crystarak was using in his research of necromancy.
(Immediately allow for a DC 21 spot check as players enter the room. Crystarak’s pet necrophidius is wrapped around a beam just above the north door frame. It drops on a random member of the party, and attempts to sneak attack.
Advanced Necrophidius
N Med construct
Init +4; Senses darkvision 60’, lowlight vision; Listen +0, Spot +0
Languages Understands Common
AC 21, touch 14, flat-footed 17
hp 50 (5d10+20)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects, etc.
Fort +1, Ref +5, Will +1
Spd 30 ft., 10‘ climb
Melee Bite +5 (1d6+2+paralysis)
Space 5 ft; Reach 5 ft
Base Atk +3 (+XX Race, +XX Class); Grp +5
Abilities Str 14, Dex 18, Con -, Int -, Wis 11, Cha 12
SQ construct qualities
Skills Climb +10, Hide +12, Move Silent +12
Hook The massive skeletal snake has a befanged humanoid skull for a head. It’s bulbous wet yellow eyes glitter with malevolence.
Dance of Death (Su): All who see the Dance of Death must make a DC 12 will save or Dazed for as long as the Necrophidius continues dancing. Counts as a gaze attack (Pcs can avert their eyes). The Necrophidius can move it’s full move while dancing.
Paralysis (Su): A creature bitten by a Necrophidius must make a DC 12 Will save or be paralyzed for 10 minutes.
Sneak Attack (Su): Anytime a necrophidius target is denied a dex bonus, the creature deals an extra +3d6 as a sneak attack.
The desk is locked (DC24 lock). Inside is small coffer containing 400 gp, as well as an arcane scroll of Magic Weapon, Darkvision, and Whispering Wind.
36) Volcanic Throne
The door is unlocked and unstuck. Inside, there is a gleaming chunk of black volcanic stone carved out in the form of a throne. The seat of the throne is decorated with a black leather pad and a series of sleek black and purple furs.
(Those with Knowledge Dungeoneering may make a DC 15 check to recognize the furs as displacer beast). There is nothing else of interest in the room.
37) The Beast in the Shadows
(The door here is locked, DC 22 to open, DC 15 to break down)
The area here is dark, but you can see the edges of a threadbare rug.. (Gruun is here some 75% of the time. If Gruun is indeed present, players should make spot checks to detect Gruun lurking in the corner- DC 15).
The room itself is bare except for scattered bones and a few discarded bits of armor. Most of the rubbish has been pushed into the corners, and there is a threadbare oval-shaped rug on the floor in the center of the room. The ruins of a smashed treasure chest are in the northeast corner of the room. Gruun cares little for treasure, and has simply pushed it out of the way.
Gruun
Yugoloth, Canoloth CR 5
NE Medium Outsider (extra planar, evil, yugoloth)
Init +4; Senses Blindsight 40’, telepathy 100’ Listen +12, Spot +12
Languages draconic, abyssal, infernal
AC 18, touch 10, flat-footed 18
hp 51 (6d8+24) DR 5/good
Immune gaze attacks, visual attacks, sight-based illusions, poison, acid
Resist cold:10, fire:10, electricity:10; SR 18
Fort +9, Ref +5, Will +8
Spd 50 ft.
Melee tongue +11 (1d4+4 damage + paralysis); bite +8 (2d6+2 damage)
Space 5 ft; Reach 20 ft w/ tongue!
Base Atk +6 ; Grp +10
Atk Options Improved Grab, weapon focus (tongue)
Spell-Like Abilities (CL 5): cause Fear, desecrate, detect good, detect magic.
Abilities Str 19, Dex 10, Con 19, Int 5, Wis 17, Cha 12
SQ Blindsight, DR 5/good, immunities, resistances, SR 18, telepathy
Feats Multiattack, improved initiative, Track, Weapon Focus (tongue)
Skills Hide +5, Intimidate +10, Jump +21, Listen +12, Move Silent+4, Spot +12
Hook The massive armored canine snarls and flicks it huge barbed tonue inside it’s double-jawed mouth. Eyeless, it sniffs and snorts as it shifts it s bulk and rakes the ground with its heavy claws.
Improved Grab (Ex) (must hit with tongue attack first- can then pull medium or smaller victm close enough to bite in the same round.)
Paralysis (Ex): DC 17 Fort save or be paralyzed for 1d6+2 minutes
Summon Yugoloth (Ex): 1/day: Mezzoloth or 1d3 more canoloths: 40%
Blind sight (Ex): can ascertain foes within 40’ as long as there is sound. Beyond that, treat everything as having concealment.
Treasure: The smashed treasure chest in the northeast corner contains 1,000 silver pieces.
38) Mosaic Floor
This octagon shaped room is unique in that it has a tile mosaic floor decorated with a stylized recurrent pattern of interlocking spirals. The tiles are chipped and worn in places, and there is a large bloodstain on the floor that kind of ruins the effect.
39) The Viper Pit (EL 3)
The central area of this room is a shallow 10’ deep pit, some 18’ in diameter. Anyone being dropped into this room from above (see area 12) will be dropped directly into the pit.
The pit is filled with swarming vipers, who will become automatically enraged as soon as anyone drops in on them.
Viper Swarm CR 3
N Tiny Animal (swarm)
Init +2 ; Senses lowlight vision, scent; Listen +7, Spot +7
AC 16, touch 12, flat-footed 14
Hp 27 (5d8+5)
Immune critical hits, flanking, ½ damage from slashing and piercing
Fort +5, Ref +6, Will +2
Weakness Hive mind (see below)
Spd 10 ft.
Melee swarm (1d6+poison)
Abilities Str 1, Dex 15, Con 12, Int 1, Wis 12, Cha 2
SQ swarm, hive-mind, lowlight vision, scent
Skills Balance +10, Climb +12, Hide +8, Listen +7, Spot +7
Hook hook
Poison (Ex): Fort DC 13, Con damage1d4/1d4
Hive Mind (Ex): this swarm is susceptible to mind-affecting spells.
Scent (Ex): This swarm can pinpoint opponents by scent.
40) Duergar Guards (EL 3)
This area is pitch black, and even the torch sconces have been removed. The central area here is sparsely furnished with a pair of stone benches and a weapons rack. A tattered banner of Cherno's Darkjewel Legion is hanging on the north wall. A lever here raises and lowers the porticullis gate to the south.
A pair of Duergar guards loyal to the Darkjewel Legion stand here. At the first sign of trouble they use their invisibility to set up surprise attacks.
Duergar Guards
Male Dwarf Warrior 1
LE medium humanoid (dwarf)
Init +0; Senses darkvision 120'; Listen +3, Spot +2
Languages common, dwarf,
AC 17, touch 10, flat-footed 17
hp 9, 11 (1d8+5 HD)
Immune paralysis, phantasms, poison
Fort +4, Ref +0, Will -1; +2 save vs spells, spellike abilities:
Weakness Light sensitivity: dazzled by bright sunlight or within the area of a daylight spell.
Spd 20 ft.
Melee Warhammer +2 (1d8+1 damage /x3)
Ranged Lt. Crossbow +1 (1d8 damage /19-20)
Base Atk +1 ; Grp +2
Combat Gear chainmail, warhammer, light crossbow, 20 bolts each, heavy shield
Spell-Like Abilities (CL 3) 1/day enlarge person, invisibility.
Abilities Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4
SQ duergar traits, darkvision 60'
Feats Toughness
Skills Appraise +2, Craft Blacksmithing +2, Craft stone +2, Listen +3, Spot +2, move silent -4, +5 Jump*
Possessions (all combat gear as above, plus treasure, as listed below). One of the Duergar is wearing a ring of Jumping (+5 Jump)
Treasure: The Duergar have a footlocker that contains 100 gp, some assorted mining tools, and some dried mushrooms.
40A) Porticullis Gate: (normally lowered): hardness 10, hp: 60, Break DC 25
41) The Twisting Pattern (EL 3)
This massive arena-like room seems completely empty at first, but then as your eyes adjust to the light, you'll soon notice the 30' high vaulted ceilings, and an intricate twisting pattern inscribed on the floor, worked in mosaic tiles, and stretching some 80 feet across. Worked within the pattern are no less than four obvious magical circles, and the elemental symbols for water, air, earth and fire surrounding a wheel-like shape of some kind, bristling with spiralling tentacles.
PCs with Knowledge:Planes can make an immediate check (DC 18) to notice that this is some kind of summoning chamber, or possibly a planar workroom of some sort. It has patterns that would help a spellcaster setup gate type spells to many of the outer and inner planes, as well as magical circles that might be used to contain a summoned creature.
All PCs shuld make a Listen check (DC 17) to notice the weird batlike half-fiend windrazor, Zaziil, clinging to the ceiling (in an area roughly west of the center of the chamber.) It attempts to ambush using a series of flyby attacks.
Zaziil CR 3
Half-fiend Windrazor fighter 1
CE Small outsider (extraplanar)
Init +2; Senses darkvision 60', keen senses; Listen +6, Spot +6
Languages Auran, Abyssal
AC 18, touch 15 flat-footed 16;
hp 18 (2d8+1d10+3 HD); DR 5/magic
Immune poison
Resist resist acid 10, resist cold 10, resist electricity 10, resist fire 10; SR 12
Fort +6, Ref +7, Will +4
Spd 10 ft., 10' climb, 40' fly (good),; flyby attack
Melee 2 claws +6 each (1d4+3/19-20) and bite +1 (1d6+2/19-20)
Base Atk +2; Grp +1
Atk Options fearsome critical, rend 2d4+4
Combat Gear leather armor,
Spell-Like Abilities (CL 2) Darkness 3/day
Abilities Str 17, Dex 19, Con 13, Int 12, Wis 12, Cha 8
Feats Flyby attack, imp. critical claws, imp. critical bite, power attack, cleave
Skills balance+4, climb+16, hide+6, Know:Planes +4, Listen +6, Move silent +7, Spot +6, Survival +6, Tumble +7
Possessions: combat gear above
Hook A gangly creature, all gawky limbs and flaps of leathery skin, drifts through the air. It wears dark leather armor, and seems to be wearing a few pieces of strange jewlery. At the tips of its wings are short, sharp bony blades. It's elongated skull boasts knobby, hornlike protrusions, and it's mouth is full of long sharp teeth.
Keen Senses (Ex): Sees 4x as well as a human in shadowy illumination
Rend (Ex): If a windrazor hits with both claw attacks, it then rends for an additional 2d4+2
Fearsome Critical (Ex): Whenever a Windrazor scores a critical hit, all creatures within 10' must make a DC 9 will save or be shaken.
Skills: Windrazors have a +8 racial bonus to climb and can take on climb even when rushed or threatened.
Treasure: Attached to the ceiling with a tanglefoot bag is a large heavy sack that belongs to Zaziil. It contains 1500 silver pieces and a divine scroll of Doom. (the tanglefoot bag is non-recoverable)
42) Empty Reservoir
This largish octagon-shaped room features an empty pool, about 4’ deep. The bottom is filled with about an inch or so of filthy, brackish, foul-smelling water. There are a series of buckets laying around the room, and a couple of them have been thrown into the much at the bottom of the pool. There is a 50% chance that the mephits from area #44 are here. playing in the muck.
43) Barrels
This room contains a large collection of barrels, which seem to have been used for the collection and storage of water. Only a couple of the barrels are full. The rest are empty. At least one has been hacked to pieces with an axe.
44) Sludge (EL 5)
An overpowering odor of stench and filth greets your nostrils as you approach. There is a puddle of thick blackish ooze pooled over by the northeast corner of the room. Small pieces of smashed barrels and assorted wooden debris are strewn about the area as well.
There is a 50% chance that a pair of ooze mephits are hiding in this room (Hide DC 20). They came through the twisting Pattern to the north and have not figured out a way to return yet. They are hesitant to openly attack any groups larger than 3 or so, but they are greedy for treasure. They have already collected 2 scrolls and a potion.
"Gluxx" and "Swugg"
Ooze Mephits (2) CR 3
N Small Outsider(extraplanar, water)
Init +0; Senses darkvision 60'; Listen +6, Spot +6
Languages Aquan, common
AC 16, touch 11, flat-footed 16
hp 19 (3d8+6 HD); fast healing 2; DR 5/magic
Fort +4, Ref +3, Will +3
Spd 30 ft., 40' fly (average), 30' swim
Melee 2 Claws +6/+6 (1d3+2/1d3+2)
Base Atk +3; Grp +1
Atk Options Power attack (for 3); breath weapon
Spell-Like Abilities (CL 3): 1/hour: Melf's Acid Arrow, 1/day stinking cloud (DC 15 as 6th caster)
Abilities Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15
SQ DR 5/magic, darkvision, fast healing, spell like abilities
Feats toughness, power attack
Skills bluff+8, escape artist+6, hide+10, listen+6, diplomacy+4, disguise+2, move silent+6, spot+6, swim+10, use rope+0
Possessions: Potion of Resist (Acid) 10, Arcane Scroll of know direction, erase, and knock, Arcane scroll of disguise self, and false life
Hook: This loathsome winged creature resembles a halfling composed of muck and filth. It has a terribly offensive odor.
Breath Weapon (Su): 10' cone of caustic acid; damage: 1d4, reflex dc 13 half. Secondary effect is -4 penalty to AC, and a -2 to attacks for 3 rounds.
Fast Healing (Ex) as long as the mephit is standing in contact with water or mud, he regenerates 2 hp per round.
These mephits are allied to the Otyugh called Oghbrohm in area #46.
45) Main Reservoir
This room contains a large pool of open water (about 6’ deep, if probed) which looks to be fairly pure. There are a variety of wooden buckets piled nearby.
The water here radiates faint magic, the results of a permanent purify spell that keeps the water safe to drink. Efforts to poison, spoil , or corrupt the water here are unsuccessful as long as the water remains in the basin. This effect also repels the Mephits in area 44, who are nonetheless drawn to be close to the area (but not actually in the water).
46) Oghbrohm's Debris Pit
The far end of this room is piled high with mounds of wet sludge, smashed refuse, assorted carrion, and random debris. It all looks wet and smells overpoweringly awful. Hundreds of bloated nasty flies buzz around the area.
One of the mounds at the rear of the room is actually Oghbrohn the Otyugh (hiding, DC 17). Oghbrohm is reclusive and not immediately hostile, but if roused, he rather enjoys conversations with strangers who don't immediately attack him. (most strangers are shocked to discover he can talk at all). He is frighteningly dull, though. He refuses to help the party or move under any circumstances, but can suggest that they avoid the Twisting Pattern to the North. He often walks the halls of the 3rd level looking for debris to drag back to his lair.
Oghbrohm CR 5
(advanced Otyugh)
Large Aberration
Init +2 ; Senses darkvision 60', scent; Listen +6, Spot +6
Languages common
AC 19, touch 11, flat-footed 17
hp 59 (8d8+19 HD)
Fort +5, Ref +4, Will +8
Spd 20ft.
Melee 2 tentacles +9/+9 (1d6+2/1d6+2) bite +0 (1d4+2 damage)(weapon focus tentacle)
Space 10 ft; Reach 10 ft, 15' with tentacle!
Base Atk +6; Grp +12
Special Actions Improved Grab, Constrict
Abilities Str 15, Dex 14, Con 15, Int 4, Wis 12, Cha 4
SQ darkvision, scent
Feats alertness, weapon focus (tentacle), toughness
Skills Hide +7, Listen +6, Spot +6
Hook One of the mounds shifts and maneuvers for a second, finally opening up a wide, toothy maw complete with a lolling tongue.A vinelike stalk rises above it's disgusting body and stares around the room. A pair of powerful muscular tentacles lash at it's sides.
And then it speaks in an overstuffed, sleepy voice...
Constrict (ex) Automatically deals tentacle damage with a successful grapple check.
Disease (ex) filth fever, bite Fort DC 16, incubation period 1d3 days, dam: 1d3 dex, 1d3 con.
Improved Grab (ex): Starts grapple as free action with tentacle hit.
Treasure: Although he is loathe to share this information with the party, Oghbrohm has managed to drag a few valuable treasures back to his lair. Hidden in one of the mounds of filth is a large chest containing 30,000 copper pieces, as well as an arcane scroll of enlarge person, hypnotic pattern, and protection from arrows. A second arcane scroll contains see invisibility, and nondetection.
Level 4 (EL 4-6)
Wandering Monsters
Wandering monster checks occur once every hour spent in the dungeon. Roll d20. On a 1-5, a wandering monster will appear.
1) Ambush Drake (see area #51)
2) 1d3+1 Thoqqua (see area #60)
3) 1d3 Pseudonatural Medium Monstrous Spider (see area #47)
4) 1d4+2 dwarf Warriors (see area #54)
5) Sharlok, pseudonatural gargoyle (see area #49)
6) Gray Ooze (see area #67)

Note:
If you plan to use this dungeon with Gate of the Devourer, there is a secret door in
47) Khambash The Mad (EL 6)
This area smells strongly of acrid chemicals, and strange unknown spices. A series of hanging lanterns light up the area.
There are several rows of shelves, most of whioch hold various clear, sealed jars filled with some kind of viscuous brine. Many of the jars contain various preserved insects, animals and vermin. Some of the larger ones contain larger beasts, and in several jars there is only a piece of a fragmented beast- such as a hacked off scorpionoid stinger, or a disembodied tentacle or pseudopod. The deteriorated carcass of a massive scorpion is strapped to a huge 8x8 tilting work-table.
Khambash the Mad (CR 6)
Male Human Wizard 5 Alienist 1
CE Medium Humanoid (human)
Init +1; Listen +1, Spot +1 (alertness)
Languages common, abyssal, infernal, terran, undercommon
AC 18, touch 12, flat-footed 16 (+1 amulet of NA, +1 ring of protection, +4 mage armor, +2 Dex)
hp 27 (6d4+12 HD)
Fort +4, Ref +3, Will +6
Spd 30 ft.
Melee dagger +1 (1d4-1 damage)
Ranged spell touch +3
Base Atk +2; Grp +1
Combat Gear +1 ring of protection, +1 ring of natural armor, +2 cloak of resistance, wand of invisibility (with 12 charges)
Spells (CL 6th, +2 melee touch, +4 ranged touch):
Zero-level Conjuror spells prepared: 5 (4+1) per day
acid splash, detect magic, read magic, daze, mage hand
First-level Conjuror spells: 5 (3+1+1) per day
obscuring mist, burning handsx2, expeditious retreat, summon monster I
Second-level Conjuror spells: 5 (3+1+1) per day
bears endurance, summon swarm, web, summon monster II, spider climb
Third-level Conjuror spells: 4 (2+1+1) per day
summon monster III, summon monster III, haste, empowered ray of enfeeblement.
Abilities Str 10, Dex 14, Con 12, Int 18, Wis 9, Cha 14
Feats spell focus: conjuration, greater spell focus, conjuration, augment spell focus, empower spell.
Skills concentration +10, decipher script +13, knowledge dungeoneering +13, knowledge planes +13, knowledge arcana +13, spellcraft +13, Listen +2, Spot +2,
Possessions: (all gear listed above, plus 2 potions of cure moderate wounds, and a silver belt-clasp in the shape of a demons face, worth 200 gp).
Spellbook All spells prepared
Hook: This thin, dissipated human has a strangely obsessed look on his hollow face. He is wearing grey and green robes that are stained with blood as well as other unidentifiable substances.
Summon Alien: Summon Monster spells are used to summon pseudonatural creatures.
Khambash always has Mage Armor already cast.
In the event of combat, Khambash begins by using his wand of invisibility on himself and then heading down to area #48. From there he casts his summon monster III spell and summons 1d3 medium pseudonatural spiders. After he does this, he squeezes into the circular tunnel and heads to the area #49 where he hides out invisibly, after alerting Sharlok, (the pseudonatural gargoyle that lurks there), and buffing it with bears endurance.
Sample augmented medium pseudonatural spiders are included here for convenience!
Medium Pseudonatural Monstrous Spider
Medium Outsider (augmented)
Init +3; Senses darkvision 60'; temorsense 60'; Spot +4
Languages understands common
AC 14, touch 13, flat-footed 11
hp 15 (2d8+6 HD)
Resist acid/electricity resistance: 5; SR 12
Fort +6, Ref +3, Will +0
Spd 30 ft., climb 20'
Melee bite +4 (1d6+2+poison)
Base Atk +1; Grp +1
Atk Options Weapon finesse, web
Abilities Str 15, Dex 17, Con 16, Int 3, Wis 10, Cha 2
SQ pseudonatural form, true strike, web
Feats weapon finesse
Skills climb+11, hide+7, jump+2, spot+4
Pseudonatural form (Su) enemies are -1 to hit a creature while in pseudonatural form.
True Strike (Su): Once per day, a pseudonatural creature gets a +20 to hit.
48) Partially Excavated Room
This room looks to have been dug out recently. The walls are rough-hewn and have not yet been plastered. Piles of sand and raw materials such as wooden beams and a few stacks of flagstone have been left here. There are mounds of dirt heaped up in the northwest and southeast corners, as well as several piles of recently excavated dirt and rocks piled against the west wall. It looks damp.
There is a 5’ diameter hole in the southwest corner which looks to have been bored out by some sort of powerful creature or machine.
49) Sharlok the Gargoyle (EL 5)
This strange cramped cavern has a stalagtite covered ceiling and a weird gallery of natural limestone formations along the east wall. The north wall seems to be smooth and striated, and the floor here is slightly uneven.
(Note: if Sharlok has not been encountered yet, he'll be in 'frozen' form in this area. When he attacks, he'll first transform into his pseudonatural form, and then true strike (combined with a power attack) The 'stone statue' described here is Sharlok.)
A stone statue of a winged humanoid with a monstrous, sharklike face seems to be squatting in the center of the cavern.
Sharlok (Pseudonatural gargoyle) CR 5
CE Medium Outsider
Init +2; Senses darkvision 60'; Listen +4, Spot +4
Languages common, terran
AC 16, touch 12, flat-footed 14; freeze
hp 34 (4d8+16 HD); DR 10/magic
Resist acid/electricity resistance 5; SR: 14
Fort +5, Ref +6, Will +4
Spd 40 ft., fly 60'
Melee 2 claws +6/+6 (1d4+2/1d4+2); bite (1d6+1); gore (1d6+1)
Base Atk +4; Grp +6
Atk Options multiattack, power attack
Special Actions freeze, pseudonatural form, true strike
Abilities Str 15, Dex 14, Con 18, Int 6, Wis 1, Cha 7
SQ darkvision, pseudonatural form, true strike, flight, etc
Featsmultiattack, power attack
Skills Hide +7, Listen +4, Spot +4
Hook: A surprisingly ugly stone statue of a winged humanoid with a monstrous, sharklike face squats here in this disused cavern..Freeze (Ex): When in 'statue' mode, an observer must make a DC 20 spot check to notice the gargoyle is really alive.
Pseudonatural Form (Su): Sharlok's pseudonatural form is monstrous indeed- his arms become massive a crab-clawlike, and his arms become ropy and tentacle-like. Lamprey-like mouths appear at the end of each his clawlike hands. His eyes extend on eyestalks and he glistens with silvery slime. When in pseudonatural form, creatures take a -1 morale penalty to hit Sharlok.
True Strike (Su) As a pseudonatural creature, 1/day Sharlok can true strike for +20. He'll usually co,mbine this a full BAB Power Attack.
50) The Icy Pool (EL 2)
This area is lit by shadowy illumination. as players approach, even their normal light sources are automatically dimmed (as if by magic) until you are all in an area of shadowy illumination.
A strange shallow pool of water (not more than 2 or 3 inches deep and very clear) is located here, surrounded by on all sides by strange and fantastic mushrooms of every shape and color. Some of them are even glowing with an eerie phosphorescent light! These glowing mushrooms seem to provide the light in this area. The pool itself gives off a strong coldness.. and the water is icy and heavily mineralized.
(Note- a small Vasuthants is lurking in the room- DC 19 spot).
Anyone who drinks the water from this room gains a 1-time per lifetime random effect. Drinking multiple times from the pool has no additional effect, even if the character leaves and comes back, years later.
1) Character gains access to the ray of frost spell 1/day, cast as a sorcerer of the same level. Must have a minimum 10 charisma to use this spell.
2) Character's hair turns bright blue with a strange white streak.
3) Character is healed 2d8 hit points, and regains 1d3 spells if they have already been cast.
4) Character suddenly becomes younger by 1d6+2 years.
5) Character suddenly gains the ability to speak Sylvan if he could not already speak it. If he can already speak Sylvan, he soses that language permanently, until it is relearned.
6) Character gains +1 natural armor from growing fine white scales over his body.
7) Character suddenly ages 1d20+4 years.
8) poison, fortitude save DC 15. (1d6 strength/1d6 dex)
9) Character permanently loses 2 hit points.
10) Character permanently loses 1 point of constitution.
Unless the players are very observant, a hiding Vasuthant is lurking in the room. It will attack as soon as the player characters seem vulnerable, preferring to grapple a small sized opponent.
Vasuthants CR 2
CE Small Undead
Init +3 ; Senses blindsight, darkvision, Listen +4, Spot +5
Aura light suppressing aura (range 60')
AC 17, touch 14, flat-footed 14
hp 17 (2d12+4 HD)
Immune acid, cold, light
Resist resist fire 5, resist electricity 5, turn resistance +2
Fort +0, Ref +3, Will +4
Spd 30' perfect; flyby attack
Melee slam +2 (1d4), plus enervating crush (against small opponents)
Base Atk +1; Grp +1
Atk Options Improved grab, improved grapple
Special Actions Reality Distortion 3/day reroll any dice
Abilities Str 10, Dex 16, Con -, Int 4, Wis 12, Cha 14
SQ blindsight, darkvision, trap light, unholy toughness, immune to light,
Feats flyby attack, improved grapple
Skills hide +9, listen +4, spot+5
51) Hungry Prowler (EL 5)
Here in this cavern, a collapsed section of loose earth is riddled with circular 1-foot bore-holes. Small piles of fine sand are scattered throughout the room as well, and there is one large pile of loose dirt in a sizable mound located here. A couple of spare shovels and mining picks are lying in the dirt. The walls show signs of rough mining that was done a long time ago.
Note: Lurking in the room is an Ambush Drake. DC 26 Spot.
Init +6; Senses darkvision 60', lowlight vision, scent; Listen +12, Spot +12
Languages common, draconic
AC 18, touch 12, flat-footed 16
hp 73 (7d12+28 HD)
Immune magic sleep, paralysis
SR 16
Fort +9, Ref +7, Will +5
Spd 40 ft., fly 30 (poor)
Melee Bite +10 (1d8+3+poison); Claws +8/+8 (1d6+1/1d6+1) ; Multiattack
Ranged breath weapon 30' cone (slow for 7 rounds); Will Save DC: 17
Base Atk +7; Grp +10
Atk Options multiattack, breath weapon, poison- fort dc 17 1d6/1d6 Dex
Special Actions telepathic link (with other ambush drakes)
Abilities Str 16, Dex 15, Con 18, Int 7, Wis 10, Cha 9
SQ everything covered above
Feats multiattack, improved init, alertness
Skills hide +16, Listen +12, spot +12, Move Silent +12
Hook: The beast strikes out of nowhere.-- a clearly dragonlike creature with strange lupine features that replace the felinoid attributes of more common dragons. It's scales range in coloration from copper to a rust-mottled iron-grey. It has elongated jaws and powerful, muscular build, but it's wings are stunted and small.
Breath Weapon (Su) 30' cone slow - 7 rounds, will dc 17
Poison (Ex) fort dc 17, dex 1d6/1d6
Telepathic Link (ex): with other ambush drakes within 30'
Treasure: Hidden in the dirt pile is a chest containing 300 gp
52) Geode Alcove (EL 3)
At the very end of this long narrow cavern passage is a strange shallow alcove-- it seems to be a cupola of weird spiky pink and purple rock crystals, that glitter strangely.
Note: The alcove is trapped, and as soon as someone approaches with 20 feet, it sets off an alarm spell (which can be heard for 60') as well as an acid arrow spell, targetting a random party member.
Trap: Acid Arrow Trap: CR 3; magic device; proximity trigger (alarm); automatic reset; Atk +2 ranged touch; spell effect (acid arrow, 3rd-level wizard, 2d4 acid/round for 2 rounds); Search DC 27; Disable Device DC 27.
Treasure: Although most of the crystals in the alcove are worthless and crumble at the touch, there are three large amethysts worth 200 gp each.
53) Targuk's Officers Quarters (EL 5)
This area is being used as the private quarters of the Darkjewel Commander, a Duergar known as Baron Targuk. Targuk is responsible for the reopening of Cherno's fortress, and he hopes to get the elemental matrix working again-- his eventual dream is to get the elemental matrix (in area #71) working again, re-open a portal to the Far Realms, and reunite with the other half of the Darkjewel Legion. Baron Targuk leads the non-duergar dwarves but does not respect them, and won't especially be swayed by threats to them. His true loyalties lie with the Duergar only.
Baron Targuk CR 5
male Duergar Knight 4
LE Medium Humanoid (Dwarf)
Init +1; Senses darkvision 120'; Listen +1, Spot +1
Languages dwarf, common
AC 18, touch 11, flat-footed 18 (+8 (+1 half-plate armor), +1Dex)
hp 47 (4 HD)
Immune paralysis, phantasms, magic/alchemical poisons
Fort +3, Ref +2, Will +4; +2 racial bonus on saves vs. poison, +2 racial bonus on saves vs. spells / spell-like abilities
Weakness -2 attacks, saves, checks, in Bright Light
Spd 20ft.
Melee MW Dire Flail (EITHER +8 or +4/+0) (1d8+2/1d8+2 damage)
Ranged +1 shortbow +6 (1d6+1 damage)
Base Atk +4; Grp +6
Atk Options double attack, knights challenge, armor mastery, bulwark of defense
Combat Gear +1 half plate, +1 shortbow, MW Dire Flail,
Spell-Like Abilities (CL 4) Enlarge and invisibility each 1/day
Abilities Str 15, Dex 13, Con 14, Int 8, Wis 10, Cha 12
SQ dwarf traits, as above
Feats Exotic weapon (Dire flail), Weapon Focus: Dire Flail
Skills Initimidate +8, Listen +1, spot +1
Possessions as combat gear above, plus 2 potions of cure moderate wounds, jewelled helmet worth 450 gold pieces. Targuk also carries a key to the locked bedroom (area #69).
Hook This heavily armored dwarf is wearing ornate half-plate adorned with strange crystal shapes. His face is covered by a face-concealing full-helm, which is in turn adorned with several pointed amethysts. In his hands he carries a dangerous looking dire flail.
Knights Challenge(Ex) +1 morale bonus on attacks, damage, must be within 2 levels.
Bulwark of Defense (Ex): all squares around him are treated as difficult terrain.
Shield Block (Ex): +1 (Targuk is not currently carrying a shield)
Armor Mastery (Ex): move as in light armor while wearing medium armor.
54) Hostile Dwarf Encampment (EL 5)
Eight dwarves from Cherno's infamous Darkjewel Legion have taken over this secret area and are using it as their base. One wall is hung with the dark purple banner of the Darkjewel Legion, and most of the original decorations and furnishings of this room have been stripped down and removed. A pair of benches have been pushed up against the walls, and there is an empty weapon rack against one wall. 8 neatly formed blanket-roll pallets have been set up in the far end of the room.Dwarf Warrior CR 1/2 (8)
Male Dwarf warrior 1
NE Medium Humanoid (Dwarf)
Init +0; Senses darkvision 60'; Listen +2, Spot +2
Languages common, dwarf
AC 16, touch 10, flat-footed 16
hp 6 (1d8+2 HD)
Fort +4, Ref +0, Will -1; +2 save vs poison, +2 save vs spells and magic
Spd 20ft.
Melee Dwarven waraxe +3 melee (1d10+1/×3) (weapon focus: Waraxe)
Ranged shortbow +1 ranged (1d6/×3)
Base Atk +1; Grp +2 (+6 to resist being grappled)
Combat Gear dwarf waraxe, scale mail, heavy shield, shortbow, 20 arrows
Abilities Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6
SQ darkvision 60', dwarf traits
Feats Weapon Focus (Waraxe)
Skills Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, Spot +2
55) Dwarf Armory
This armory is filled with eight suits of studded leather armor arranged on stands, and around 20 helmets lined up on a pair of facing shelves. Several sets of crossed shortspears (20 spears in all) are affixed to the walls, as well as 6 heavy sheilds.
56) The Four Pillars
The single door to the west is locked (DC 20 to unlock, DC 15 to break down).
Overall, this room looks to have been mostly undisturbed.
Standing in each corner of this square room there is a pillar made of polished black stone, inscribed with elemental runes. (The runes are written in Terran and Ignan).
The north west pillar stands for earth. The northeast pillar stands for fire. The southwest pillar stands for magma. The southeast pillar stands for ash.
(Secret door: Behind the south east pillar there is a secret panel that opens a door into a secret passage beyond. DC 20 search check to locate the secret door).
57) The Rusted Guardian (EL 4)
Advanced Pulverizer CR 4
N Medium Construct
Init +0; Senses darkvision 60'; blindsight 40'; Listen -1, Spot -1
AC 21, touch 10 flat-footed 21;
hp 27 (5d10 HD)
Immune construct immunities
Fort +1, Ref +1, Will +0
Weakness Unreliable (see below)
Spd 40ft.
Melee weapon +9/+9 (1d6+5/1d6+5 damage)
Base Atk +3; Grp +8
Atk Options sonic shriek
Special Actions (unreliable)
Abilities Str 21, Dex 11, Con -, Int -, Wis 9, Cha 4
SQ blindsight 40', construct traits, unreliable
[Hook hook]
Sonic Shriek (Ex) 1/round as a standard action the pulverizer can loose a cone of sonic energy 30' long. Everything in the cone takes 1d8 sonic damage and must save (Fort DC 13) or be stunned for one round.
Unreliable (Ex) Each round, can only react on a d20 roll of 11 or better.


(Secret door: At the far end of the east wall, hidden in the stone frieze, there is a lever that opens a door into a secret passage beyond. DC 20 search check to locate the secret door). 58) Chained Gates
This room is dark but hums with an obvious, yet almost inaudible crackling hum.
A set of wrought iron gates set into the stone walls of this room divides it roughly in half. The gates are latched shut and padlocked with a strange oversized ornate lock of strange design. On the far side of the gates, there is a set of stairs leading up and away. The hum seems to come from the entire metal gate- not just the lock itself. Players who search for traps (or indeed simply test the gate by tossing an object at it) will see a violent display of arcing electricity, and know that there is an obvious trap here. PCs with trap sense will know that the trap must be disarmed at the padlock. Touching the gate in any way (without first disarming the trap) causes 2d4 electricity damage, with a reflex DC for half.
The lock itself seems to be made of some weird coppery material, and set with small hematites in a rotating pattern. This trap requires a DC 23 Disarm traps check. However, a failed roll can be obviously tested merely by listening for the hum to stop, or tossing an object at the gate. Once disarmed, the lock will automatically unlock, and the gate will open. The path beyond is an alternate exit to the surface, which ends in a secret door hidden in a glade of ancient gnarled trees.
59) Chapel of the Earth Reaver
This cathedral-like chamber is outfitted lavishly with pillars of pink and grey granite shaped like oblong crystals, and ornate collumns of flecked orange stone sculpted into the forms of gigantic muscular dwarves, who seem to hold the ceiling aloft on their brawny shoulders. At the far end of the room is a primitive but striking statue of a strange winged boar- it looks to be ancient, and even seems to glitter slightly- the effect of assorted gem-cutting dust that is regularly sacrificed here. The statue is adorned with a series of copper and electrum chains and polished agates- around 1d10+10 gems wirth 10-60 gp each can usually be found here, as well as 1d3+2 metal chains (each worth 10-40 gp).
This room is actually a temple dedicated to Erdun, the Stoneboar, also known as the Earth Reaver. Erdun is a fairly ancient dwarven elemental god of stone and earth. There are very few temples to him, many of them tended by only a lone druid.
But this one seems to be in use, as evidenced by the clean surroundings.
60) Cavern Bulwark (EL 4)
This massive open cavern has a 40’ high narrow cavern ceiling, along with walls of rough-hewn stone and several stubborn rock formations that make the floor uneven. A section of cave has been mined out to the west which seems to break into a finished passage. To the south there is a finished fortress wall set up with a row of crossbow-slots about 20’ up. A massive set of reinforced oaken double doors (about 10’tall and 5’ wide) stand in the center of the fortress wall.
These Thoqqua are not immediately hostile, unless approached within 10'. At that point they will feel threatened and attack.
Thoqqua (2) CR 2
N Medium Elemental (earth)
Init +1; Senses darkvision60' tremorsense 60'; Listen +5, Spot +2
Languages terran
AC 18, touch 11, flat-footed 17; Burn (Ex)
hp 16 (3d8+3 HD)
Immune fire, poison, sleep, paralysis, critical hits, stunning
Fort +4, Ref +2, Will +2
Weakness cold vulnerability
Spd 30ft, 20' burrow
Melee Slam +4 (1d6+3 +2d6 fire damage)
Base Atk +2; Grp +4
Atk Options Spring-charge, Burn
Special Actions Burrow
Abilities Str 15, Dex 13, Con 13, Int 6, Wis 10, Cha 12
SQ Darkvision 60 ft., elemental traits, immunity to fire,
tremorsense 60 ft., vulnerability to cold
Feats Alertness, track
Skills Listen +5, Move Silent +3, Survival +3
61) Shrine of Zunail
This small abandoned shrine is dedicated to the mischievous fire spirit known as Zunail. Known to be a chaotic god, he is not commonly revered by dwarves, (but nonetheless, the shrine contains polished stone lintels inscribed with dwarven runes that say "Praise to the Eternal Flame of Zunail". The stubs of hundreds of wax candles are placed all around this room, seemingly on almost every available surface.
There is also a strange chamber here- the size and shape of a lrge metal iron maiden, but with a grated floor and a firepit underneath. The remains of the few coals in the firepit are long-dormant.
62) The Yawning Chamber (EL 4)
A low moaning wind always seems to blow through this chamber from north to south.
Note: If the players came through the double doors to the north, go immediately to the pit trap!
This massive fortified chamber looks to have seen recent use. The floor here is uneven flagstone, with small rivulets of water from an unknown source pooling between the stones. The walls are decorated with more tattered banners, and there is a massive skull nearly 5' across) in the corner. The skull is vaguely humanoid, with a massive underjaw- certain PCs might be able to recognize as belonging to an unknown type of giant.
Camoflauged (collapsing floor) Wide-Mouthed Spiked Pit Trap: CR: 4: mechanical trap; location trigger; manual reset; Wide enough so that the first 2 characters to enter the area will fall in. DC 20 Reflex Save avoids; 20’ deep (2d6, fall damage); 1d4 spikes per target. Each spike is +10 melee attack, and does 1d4+2 damage; Search DC 18; Disable DC 25
63) Abandoned Storeroom
This area contains only a few stacks of loose flagstones and some wooden planks. A small pile of empty wooden crates is all that is left of a store of rations that used to be here.
64) Strange Mosaic
A strange spiralling pattern is represented in green and blue mosaic tiles here on the floor. An eye is clearly depicted at the centr of the spiral. The passageway leading east is blocked by a heavy iron porticullis gate.
65) Cherno Lives! EL 7
This small tiled chamber seems to be full of assorted debris and trash, including a collapsed bookcase. However, the most prominent feature is a seemingly dead tentacle-faced humanoid figure that is laying sprawled halfway into the northern passage. The body is clad in a set of strange dark purple robes, which seem to be made out of a slick leathery material. It's dessicated flesh is a sickening mottled mauve, shading to purple and bright pink. Still wrapped around one of the creature's withered hands is the strap of a backpack that is spilling silver coins.
Lurking near the destroyed bookcase is a weird silvery mass of amorphous claws and stalks rising from a protoplasmic body. It lurches to attack anyone who enters the room, hopefully the first person to mess with it's previous victim, the mind flayer laying dead on the floor here.
Chaos Beast CR 7
Cn Medium Outsider (chaotic, extraplanar)
Init +5; Senses darkvision 60'; Listen +11, Spot +11
AC 16 (17 when dodging), touch 11 (12 when dodging), flat-footed 15; immunity to transformation; Dodge, Mobility
hp 44 (8d8+8 HD)
Immune immunity to transformation, critical hits
SR 15
Fort +7, Ref +7, Will +6
Spd 20ft.
Melee 2 claws +10/+10 (1d3+2/1d3+2 damage + corporeal instability)
Base Atk +8; Grp +10
Abilities Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
SQ immune to critical hits and transformations, darkvision 60', SR 15
Feats improved initiative, dodge, mobility
Skills Climb +13, Escape Artist +12, Hide +12, Jump +9, Listen +11, Search +11, Spot +11, Survival +0, Tumble+14, Use Rope +1
This creature is all that is left of Cherno after his battle with the mind-flayers- he has become completely transformed into chaos-plasm. Once this creature is killed, it transforms slowly back to the form of an elderly red-haired dwarf before losing control and shapeshifting into a formless pool of colored protoplasm that eventually swells and breaks open, spilling noxious liquid and twisted bone fragments in all directions.
66) Gatewheel
This room contains a large, heavy wheel apparatus with an attached lever. The wheel drags up a heavy length of reinforced chain, which goes into a hole in the floor-- and slowly raises and lowers the nearby porticullis gate in area 64. It requires a strength check of 12 to raise the porticullis gate, and a 10 to disengage the lever, which will cause the gate to come down.
67) Kitchens
There are two large ovens here- each one connected to an overhead apparatus that draws the smoke away via a system of tubes. Aside from the ovens there are a pair of huge kitchen worktables and a long rack full of kitchen implements. A series of pots and pans are hung on the wall as well. The floor looks slick with water- as if a puddle has gathered there.
Note: That's no puddle! That's a Gray Ooze!
Gray Ooze CR 4
N Medium Ooze
Init -5; Senses blindsight 60'
AC 5, touch 5, flat-footed 5
hp 31 (3d10+15 HD)
Immune cold, fire, mind affecting attacks, critical hits, flanking, (ooze traits)
Fort +6, Ref -4, Will -4
Spd 10 ft.
Melee slam +3 (1d6+1+1d6 acid)
Base Atk +2; Grp +3
Atk Options improved grab, constrict 1d6+1, acid
Special Actions transparency
Abilities Str 12, Dex 1, Con 21, Int -, Wis 1, Cha 1
Hook What seemed to be just a puddle of water is in fact a slimy horror that suddenly moves and flows towards your group!
Acid(Ex) armor or clothing dissolves or becomes useless unless the wearer makes a DC 16 reflex save. Wooden or metal weapons also dissolve unless they make a DC 16 reflex save
Improved Grab (Ex) on slam hit, it can start a grapple as a free action. If it wins, it can constrict.
Constrict (Ex) Automatically deals slam damage and acid damage with a successful grapple check. clothing and armor take a -4 save on the DC 16 reflex save toavoid being dissolved when constricted.
Transparent (Ex) Must make a DC 15 to initially spot a gray ooze.
68) Kitchen Storerooms
This room has a pair of large worktables stacked high with metal bowls and sacks of what seem to be large heavy mushrooms and potatoes. The shelves are filled with various pots and pans, sacks of mouldy flour, and a collection of favorite dwarven culinary supplies such as pickles, a wheel of hard cheese, maple syrup (in a small keg) and several wine bottles containing assorted vingears.
69) The Master Bedroom EL 5
Inside is a richly furnished bedroom with wood panelling and an expensive-looking floor made of polished ceramic tiles. Several ornate rugs cover the floor, and there is a sturdy looking dwarven bed off to one side. Across from the bed is a desk filled with several ledgers and tomes of magical theory.
Exactly 2 rounds after the door is opened, a large elemental will emerge from it's place phased into in the wall to attack all intruders. This elemental will pursue anyone it can see and fights to the death.
Earth Elemental CR 5
Neutral Large elemental (earth, extraplanar)
Init -1 ; Senses darkvision 60'; Listen +6, Spot +5
Languages terran
AC 18, touch 8, flat-footed 18
hp 68 (8d8+32 HD); DR 5/-
Immune flanking, critical hits, poison, sleep, paralysis, stuns
Fort +10, Ref +1, Will +2
Spd 20 ft.
Melee 2 slams +12/+12 (+13/+13 when earth master applies): 2d8+7/2d8+7 (2d8+8 when EM applies)
Space 10 ft; Reach 10 ft
Base Atk +6; Grp +17
Atk Options power attack, cleave, great cleave
Special Actions push, earth mastery
Abilities Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11
SQ elemental, dr 5/-, earth glide, darkvision 60'
Feats Cleave, great cleave, power attack
Skills listen +6, spot +5
Hook Like a walking jumble of earth and stone-- this creature pulls itself free from the wall and aggressively advances, it's two clublike arms swinging at its sides.
Earth Mastery (Ex) +1 attack and damage if both it and it's foe are touching the ground. -4 on airborne or waterborne opponents.
Push (ex) an earth elemental can start a bull rush without provoking an AoO. Earth Mastery bonus also applies to opposed strength checks.
(The 10 tomes on the desk are worth around 200 gold if kept together and sold as a set, or they can be individually sold for 15gp each. One of the expensive rugs is in good repair and worth around 80 gp).
On the desk here is Cherno's final ledger. Most of the pages are ripped out and gone, but the final entry remains. He talks about "Shutting down the elemental vortex". On the other side of the page is an incantation that will stabilize the elemental matrix in area #71. Anyone (even a non-caster) can read the incantation.
Reading the other tomes does not provide any special insight into Cherno's madness or his operations.
70) Destroyed Library (EL 3)
(Secret door: on the east wall is a false bookcase that swings open to reveal a secret passage beyond. DC 20 search check to locate the secret door).
The door here is laying in the hallway- splintered in pieces and torn off it's hinges (one hinge seems to have remained on the wall, attached to a small chunk of splintered wood.
Inside, the room is in shambles. Overturned bookshelves and spilled books are scattered around the area. Torn and partially burned pages are thrown around the room. This area was obviously once a library of some sort, but now seems to have been the scene of a frightful and destructive battle.
Laying under a pile of torn and shredded books is the obviously lifeless corpse of a withered mind-flayer clad in orchid-colored robes. The dessicated looking humanoid looks to have been torn apart by something beastly, and amber spatters and stains are spilled out along the torn pages that cover it's body.
Unfortunately one of the destroyed books contained a self-activating burning hands spell-trap. It activates as soon as any PC approaches the body in the center of the library, with a cone beginning from the center point of the library and centered on the triggering character.
Burning Hands Trap: CR: 3: magic device; proximity trigger; automatic reset; Spell effect - burning hands as if cast by a 5th level wizard. 5d4 damage; DC 11 Reflex save for half. Search DC 26; Disable DC 26
Characters who search through this room may (DC 20 search) find a scroll with an incantation on it. This scroll will stabilize the Elemental Matrix in area #71.
All of the other books here are destroyed, and it would be fairly useless to try and salvage anything useful out of this collection.
71) Elemental Matrix
This room crackles and hums with primordial power! The floor is an uneven maze of strange crystals and fingerlike protrusions of stone that resemble the teeth of an unearthly demon. Tiny crackles of lightning seem to generate spontaneously from the crystals and then slip down into a swirling vortex of energy in the center of the room. From time to time the center of the room seems to ripple and turn into a yawning black hole that reveals a place of endlessly pouring sand and sometimes.. weird jelly-like tentacles seem to reach through the opening for a moment before collapsing. Then the center of the room shimmers and seems normal again.. for a moment.
It is possible to stand safely at the edges of the room without getting injured. There is a fairly obvious "danger zone" the further you go in, but players who do not approach will not be in danger.
Approaching the vortex in the center of the room is dangerous, though: PC's who attempt to go very far into the room will find themselves suddenly buffeted by electrical shocks that affect everything within the central 30' diameter burst of the room for 2d4 electrical damage. (DC 14 reflex save to take half damage).
The unstable planar portal at the center of the room can be entered after surviving this electrical barrage. Doing so is not advisable- it randomly deposits the character onto another plane. (Roll 1d8, see the following table:
1) Character is deposited into the Far Realm, where he is immediately attacked by a chaos beast in single combat. (See area #65 for example stats). If he survives this encounter, he is spit back out into the room.
2) Character is deposited into a hot zone (the inside of a volcano) located on the Elemental plane of fire, where he immediately begins taking 10-100 points of fire damage every round. If he survives 10 rounds (and he probably won't but who knows?) he magically develops fire resistance 10, and escapes the volcano. Unfortunately, he can never leave the Plane of Fire unless he undergoes a quest for the fire god Zunail.
3) Character is deposited into an endless sandy desert of the Elemental plane of Earth where he wanders for an eternity. He is never heard from again.
4) Character is grabbed by thousands of hooked tentacles and taken to the Far Realm. One year later, a doppelganger version of the character will spontaneously appear in this spot and attempt to track down and murder any surviving mmebers of the party that was with this character when he was taken.
5) Character is dropped off in a domain of the Elemental Plane of Earth ruled by dao djinn. He is treated as an honored guest for a period of a year and a day, (but not allowed to leave the confines of the genies palace). At the end of this time, he is returned safely to his home.
6) Character is deposited into a massive hollow geode zone on the Elemental Plane of Earth, where he is entombed for an eternity unless he has a way to burrow through rock and "not breathe". There is no air inside the geode.
7) Character finds himself on the banks of filthy river located in Hell, where he is immediately enslaved by a cadre of bone devils. How he escapes from Hell (or if he ever does) is something the player should discuss with the DM.
8) Character is teleported 1d100 miles away in a random location. He arrives safely, but will have no memory of the last 1d20 days of his life.
If more than one character attempts to enter the Vortex, make a seperate roll for each one unless they are physically bound together (Both holding hands, for example)
If the characters have located the incantation from areas #69 or #70 they can attempt to shut it down. Reading the incantation causes the matrix to suddenly feedback (targeting the incantation reader with a 5d6 lightning bolt- DC 15 for half damage). But there is no skill roll required. Once the incantation is read, the matrix is shut down.
However, once shut down, the matrix can still be restarted again by any character (good or bad) who knows the proper spell.
Afterword:
This is the kind of dungeon adventure I used to create when I was in high school. Although this is a bit small (only 4 levels, as opposed to the canonical "no less than 12" that Gygax talks about in the 1e DMG) it could easily be linked up to a larger dungeon complex.
I was careful to set up multiple pathways and niche areas throughout the dungeon. It's ok to have areas that the players never find or bother exploring! That way, each delve is unique. A dungeon like this is meant to be re-usable with multiple groups- even the same group could explore it at different times. The DM should come up with some way to decide if certain 'cleared' rooms get repopulated and how. It's acceptable not to repopulate them at all!
The dungeon itself was built procedurally- I drew the maps first, taking care to tuck certain areas out of the way where they might not be encountered and to allow for multiple pathing. The contents of the rooms (whether each room contained an encounter or not) was determined by a random table I set up. I actually rolled for each room so that I had a complete list that said which rooms had encounters, which were majorly detailed, and which were minorly detailed-- before I had written any room descriptions at all. At that point, I chose a few rooms at random on each level, and came up with completely random encounters and descriptions. I continued on this until they started to suggest a pattern (dwarven and elemental themes). One of the first ones I did was the Deathlock, Crystarak.
By the time I had finished about 10 rooms I had this idea about dwarves, the Far Realms, planar invaders and an elemental expedition gone horribly awry. At that point I started paying a lot more attention to what creatures and encounters I was putting in. This dungeon tells a few different stories actually-- It tells about how Cherno opened an unstable planar gateway which lead to several elemental planes as well as the Far Realms. It tells the tale of a group of dwarven mercenaries called the Lost Legion who came back to recover Cherno's legacy. An independent sorcerer is researching the far realms and creating pseudonatural creatures (a wasp, a spider and a gargoyle!) which are running rampant in certain areas of the dungeon.
On the 4th level (and the 3rd) you may even encounter the traces of a group of vengeful illithids from the far realms that came back to destroy Cherno (but were themselves defeated when Cherno finally transformed permanently into a Chaos Beast). On the 1st level, you will note that a group of meenlocks have infested a section of the tunnels. Throughout the dungeon there are a few "planar escapee" denizens that came through the elemental matrix.
At the end of the adventure, there is a planar gateway that PCs are not supposed to try and get into. But I've been at enough games where people want to find out what happens, so I put a little table in there. Hah. If it seems harsh, please feel free to change it to your liking.
The most important story, of course- is the one about the players and their adventures and explorations in the Maze (and beyond!) I hope your gaming group has fun with this!
-- Peter
Appendix II - Encounter Templates
Name CR XX
Gender race class XXlevel
AL Size creaturetype [(subtype)]
Init +XX (+XX Dex, misc. mods); Senses [special senses;] Listen +XX, Spot +XX
[Aura aura (range, DC XX)]
Languages languages
AC XX, touch XX, flat-footed XX (+XX armor, +XX Dex, +XX size, misc. mods)[; defenses][; AC feats]
hp XX (XX HD (+XX Race, +XX Class))[; fast healing XX][; DR XX/XX]
[Immune immunities]
[Resist resistances; SR XX]
Fort +XX, Ref +XX, Will +XX (Race F+XX, R+XX, W+XX; Class F+XX, R+XX, W+XX; Con +XX, Dex +XX, Wis +XX)[; save modifiers]
[Weakness XX]
Spd XX ft.[; speed feats]
Melee weapon +XX (damage) (+XX BAB, +XX Str, +XX size, +XX weapon quality, +XX feat)
Ranged weapon +XX (damage) (+XX BAB, +XX Dex, +XX size, +XX weapon quality, +XX feat)[; ranged atk feats]
[Space XX ft; Reach XX ft]
Base Atk +XX (+XX Race, +XX Class); Grp +XX
[Atk Options options; atk options feats]
[Special Actions special actions; special action feats]
Combat Gear gear
[Spells (CL XX, +XX melee touch, +XX ranged touch)]
[Spell-Like Abilities (CL XX)]
Abilities Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
[SQ special qualities]
Feats Feat XX level, Feat XX level, Feat XX level, Feat XX level
Skills Skill +XX, Skill +XX, Skill +XX, Skill +XX, Skill +XX
Possessions money derived from DMG tables for NPC wealth-item cost gp, item cost gp, item cost gp, item cost gp, item cost gp, XX gp remaining wealth in coins
[Spellbook All spells prepared plus XX]
[Hook hook]
[Ability (Type) description]