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    Canonfire :: View topic - Descent conversion (work in progress)
    Canonfire Forum Index -> Greyhawk- D&D 3.0e/3.5e/d20/Pathfinder
    Descent conversion (work in progress)
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    Apprentice Greytalker

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    Mon May 09, 2005 2:13 pm  
    Descent conversion (work in progress)

    3.5 Descent into the Depths of the Earth
    (Converted by Jeff Wrbelis)

    A few notes: This is a Greyhawk module, and with sticking to the stats presented in the original adventures, the characteristics scores for Drow encountered are calculated using G. Gygax’s ability score ranges listed under the drow entry at the back of each adventure. In addition, for those who wish to keep the Greyhawk drow much closer to the original, the additional level-based spells from the first edition stats are also included. 3.5 DM’s who want to keep the stats lower powered to the 3.5 monster Manual should simply disregard the bonus class/gender based spells original Greyhawk drow possess (with the exception of the ‘All Drow’ spells, which have remained unchanged). These include the following:

    All drow, 1/day: Dancing Lights, Darkness, Faerie Fire

    Any drow with 4 or more class levels, 1/day: Detect Magic, Detect good (Know Alignment was dropped in 3.0), Levitate

    Female Drow only, 1/day: Clairaudience/Clairvoyance, Discern Lies, Dispel magic, Suggestion

    These spells are cast as a sorcerer of the drow’s total class level, or as a sorcerer at the minimum level required to use the spell in question.

    Ability Scores: The average ability score for Greyhawk drow females and males are listed below (rounded down). These are before any adjustment for character levels.

    Female: Str 11, Dex 17, Con 10, Int 15, Wis 13, Cha 14
    Male: Str 8, Dex 17, Con 10, Int 14, Wis 10, Cha 12

    Racial Abilities: +2 to Will saves vs spells & spell-like abilities, +2 to Enchantment magic saves, immune to magical Sleep, Darkvision 120’, Spell Resistance: 11+ class levels. +2 racial bonuses to listen, search and spot checks. Coming within 5’ of a secret door entitles the drow to a free spot check. Greyhawk drow are very stealthy (according to their original write up), gaining a +4 racial bonus to hide and move silently checks. Drow struck with bright light (such as sunlight, or a Daylight spell) are blinded for 1 round, and remained dazzled as long as they stay within the area of the illumination. Although there is no official rule for it, female drow might gain a +5 racial bonus to their intimidate checks vs. male drow, at your discretion (this would go a ways to countering the high intimidation score male fighters have, without neutering them against other males).

    Greyhawk drow weapons, Cloak and boots: Greyhawk drow weapons receive their magic-like pluses from the weird radiations of the drow homeland, as well as their mixture of adamantine alloy. As noted in the module, these items irreversibly rot when exposed to sunlight (Faerzress weapons from the Realms have borrowed upon this). Though fine weapons, Greyhawk drow arms are not always necessarily masterwork quality, nor do their magic-like abilities require them to be. Drow cloaks grant a +5 competence bonus to hide checks. Drow boots grant a +5 competence bonus to move silently checks. The bonuses for cloak and boots, as well as armor check penalty, have already been added to drow skill totals. All drow, unless otherwise noted, are assumed to be wearing the boots and cloak their race is noted for (for some hefty Hide/move silent mods for these elves). Greyhawk drow wear a fine mesh of black elven chain mail armor, similar to that found in the 3.5 DMG (does not impeded the drow’s normal 30’ movement speed, has an arcane spell failure of 20%, Max Dex bonus +4, armor check pent: -2, light armor, weighs 20 lbs). The armor check penalty for this chain mail has been added to the skill rank totals. All Greyhawk drow receive proficiency in the shortsword, hand crossbow (exotic weapon) and either dart or javelin as bonus weapon proficiencies. Drow hand crossbows are of the Small variety. Greyhawk Drow knockout poison requires a primary and secondary DC 15 Fort save or unconscious for 2d4 hours. Drow carry 1d4-1 doses each, and each dose is sufficient to cover 1 shortsword or 1 dagger, or 10 hand crossbow bolts.

    No special prestige classes have been added to any of the higher level drow the pc’s may encounter (feel free to add them), though a few have modified ability scores above the norm. Multi-class creatures have been given their flat levels in the appropriate *classes, with no xp calculation from the conversion book. (I.e. a 5th ftr/7th level wiz 1st edition drow is exactly that in this module, not a recalculated 9th level character). Where bonus spells appear (or 1st edition spells had their levels altered) I substituted or added spells that would be useful for the drow’s assigned duties. Encounter levels have been estimated, using the guide on page 49 of the 3.5 DMG. However, when the table was obviously wrong, an estimate of true EL has been provided. Fore example, Encounter Area 4 (Gargoyle Lair) features 15 of the flying beasts. According to the EL table, that’s a level 19 encounter (a bit over-rated, IMHO). I felt it wanted an EL 11 encounter.

    [*In fact, I am thinking of offering “Hardcore” and “Balanced” versions of some of these encounters. “Hardcore” would be the literal interpretations of Monsters with character classes ( a first Edition Cleric6/Assassin6 Kuo Toa would be a monster with 12 Character levels), and the “Balanced” version of the creature would be a 3rd level fighter with another 3 levels of Rogue (making it much closer to the 7th level character power level in the original.]

    Full melee attacks are listed, accounting for Str, magic, two weapon fighting, weapon finesse, weapon focus, and modifiers to Finesse while using shield in off hand. Weapon Specialization and off hand damage mods are already factored in as well. Masterwork bucklers (in the absence of rules clarification) still provide the -1 to hit weight penalty listed in the buckler description, but their quality prevents the additional -1 penalty (since they are masterwork) that a normal bucker’s armor check penalty forces on a person using weapon finesse.

    Kuo-Toan: There are a few differences between 1st ed. and 3.5 Kuo-Toan. Lightning generated by Kuo-Toan whips has been halved in power from 1st edition, but the requirements to generate the bolt have been lessened, as well as their frequency increased, so the module sticks with 3.5 for this effect. However, some other abilities of the 1st edition Kuo-Toan were also completely deleted. Fish Empathy, 75 % improbability water elemental creatures will attack them if a whip is near, Magic Missiles inflict but 1 hp/missile, Immunity to Illusion, Blindsight within 10’ (due to air vibrations). Spells which generally affect only humanoid-type creatures (charm person, hold person, sleep) have no effect on these creatures. While most of these dropped abilities are minor, a few together warrant an additional +1 CR above what is listed in the 3.5 monster manual. All encounters in this conversion assume each Greyhawk Kuo-Toa has these missing abilities and the CR will reflect this in the monster write-ups and CR levels.

    Svirfneblin Weapons:

    Gas Darts: When one of these darts strikes it is constructed so as to compact and break a
    small glass bead containing a gas. Any creature struck on its front parts must save Fort DC 18, or this puff of gas has reached the creature’s system; it will be stunned on the next round and slowed for the 4 rounds following that. (The effect duration was converted to 3.5 to keep in spirit with melee durations…otherwise, these darts would stun you for TEN 3.5 edition rounds)

    Acid Darts: A hit splashes acid which eats a small hole in armor in 1 round (Ref DC 18, or permanently lose 1 AC from the armor’s armor value…make a separate save for EACH dart, effects are cumulative), plus 2-8 acid damage to creature. A successful save negates the armor damage, but the acid still inflicts 2-8 hit points of damage.

    Greyhawk Deep-Gnome Racial Notes: Greyhawk Svirfnebli communicate with each other by a form of racial empathy when outside their own domains (i.e. they have no need to speak, thus endangering their location). All of these small creatures can converse with speaking creatures from the Earth Elemental Plane, and it is 90% unlikely that any such creature will harm a Svirfneblin, although the Deep Gnome might have to pay a heavy bribe in precious metal and gems to so escape.

    Note that a Greyhawk Svirfneblin of 6th level is likely to be able to summon an earth elemental with a Will DC 12 check. The type of earth elemental which can be summoned is found on this table (d20):

    19-20 Summoning fails
    16-18 Xorn, Average (7 HD)
    11-15 Large earth elemental (8 HD)
    7-10 Huge earth elemental (12 HD)
    2-6 Xorn, Elder (15 HD)
    1 Huge Elder Earth Elemental (24 HD)

    Elemental summoning can be attempted once per day. Summoned elementals must be paid in fine gems by the summoner, a commodity the deep gnomes are loath to give up. Note that unlike XP for defeating monsters from Summon Monster spells or the like, full XP should be given for any of these elementals, as the ability to summon such creatures is not a part of the deep-gnome CR.

    Stonecunning: This ability grants deep gnomes a +2 racial bonus on Search checks to notice unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

    Original Tournament Characters
    Below are listed the original characters that were available. Their Skill Modifiers are listed with armor and encumbrance already factored in. I have placed their physical skill totals without equipment/encumbrance in brackets [+] when there is a difference. I did not list class feats that are automatic (normal armor, shield and martial/simple weapons feats that various classes get automatically). Some of these appeared in Against the Giants and some in Descent into the Depths of the Earth.

    Beek Gwenders of Croodle, Male Half-Elf 9th Level Ranger; HD 9d8 +36; hp 81; Init +3; Spd 30 ft.; AC 23, FF: 20, T: 13; Full Atk: +14/+9 Melee +1 Longsword (1d8+5/17-20/x2); or +15/+15 Ranged (+16/+16 if point blank) Crossbow of Speed & +2 Bolts (1d10+3/19-20/x2, Rng 120' )/Grp +13; STR 18, DEX 17, CON 18, INT 14, WIS 16, CHA 16
    SV: Fort +10 (+12 vs. Poisons), Ref +9, Will +6;
    SA/SQ: +2 racial bonus on saves vs. enchantment spells or effects., Animal Companion, Archery Combat Style, Elven Blood, Evasion, Favored Enemy (Giant) +4, Favored Enemy (Monstrous Humanoid) +2, Immunity to sleep spells and similar magical effects, Low-Light Vision, Swift Tracker, Two Weapon Fighting Combat Style, Wild Empathy +14, Woodland Stride; AL: CG;
    Feats: Combat Expertise (to -5), Endurance, Improved Critical (Longsword), Point Blank Shot, Rapid Reload (Heavy Crossbow), Rapid Shot (not added in crossbow stats above), Track, Two Weapon Fighting.
    Skills: Climb +12 [+14], Diplomacy +5, Gather Information +5, Handle Animal +8, Heal +11, Hide +9 [+11], Jump +7 [+9], Knowledge (Nature) +9, Listen +16, Move Silently +13 [+15], Ride +5, Search +13, Spot +9, Survival +11, Swim +3 [+7], Use Rope +8
    Possessions: +1 Longsword, +1Crossbow of Speed, 30 +2 Bolts , +2 Chain Shirt, +2 Heavy Metal Shield, Scarab +2 vs. Poison (Fort Saves), Dust of Appearance (5 pinches), *Dust of Sneezing & Choking (5 pinches), 3 Potions of Cure Serious Wounds, 4 flasks of Oil, 21 days worth of trail rations, backpack, 2 Wine skins (Filled), 12 gp.
    Spells: (DC: 13 + Spell Level)
    1 (2): Pass without Trace, Speak with Animals
    2 (1): Spike Growth

    Notes: Beek has no animal companion for this adventure, nor does he have a light weapon for two-weapon fighting. Better borrow one…
    *Dust of Sneezing and Choking: This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20- foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 2d6 points of CON damage immediately. In addition, those failing a second DC 15 Fortitude save 1 minute later are dealt 1d6 points of CON damage. Those who succeed on either saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds.

    Fonkin Hoddypeak, Male High Elf 5th Level Fighter/8th Level Wizard; HD 5d10+8d4+26; HP 78; Init +8; Spd 20 ft.; AC 20, FF: 20, T:12; Full Atk +15/+10 Melee (+2 Longsword 1d8+5/19-20/x2)/Grp +11; AL: CG
    STR 17, DEX 18, CON 14, INT 15, WIS 9, CHA 16
    SV: Fort +8, Ref +7, Will +8
    SA/SQ: +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Immunity to magic sleep effects., Low-Light Vision, Summon Familiar
    Feats: Combat Expertise, Combat Reflexes, Empower Spell, Extend Spell, Improved Initiative, Iron Will, Power Attack, Scribe Scroll, Weapon Focus (Longsword)
    Skills: Balance -2 [+4], Climb +5 [+11], Concentration +15, Escape Artist -2 [+4], Handle Animal +8, *Hide +8 [+4}, Intimidate +9, Jump -4 [+8], Knowledge (Arcana) +12, Listen +1, **Move Silent +8 [+4], Ride +9, Search +4, Spellcraft +13, Spot +1,
    Swim -4 [+8]
    Possessions: **Boots of Elvenkind, *Cloak of Elvenkind, +2 Longsword, Ring of Protection +2, Ring of Regeneration, Scroll (Continual Flame, Hold Monster), +2 Splint Mail, 2 Large Sacks, 2 flasks of wine, 3 Oil Flasks, 14 days Trail Rations,
    2 Potions of Cure Serious Wounds, Spell book (with the below listed spells), 10 gp

    Spell Book: (DC: 12 + Spell Level)
    0 (4): Read Magic (DM’s discretion if all are available)
    1 (5): Charm Person, Magic Missile, Sleep
    2 (4): Knock, Minor Image, Web
    3 (3): Fireball, Slow, Summon Monster III
    4 (2): Ice Storm, Polymorph




    Frush O’ Suggill, Male 14th Level Fighter; HD 14d10+42; HP 123; Init +6; Spd 20 ft.; AC 28, FF: 27, T:11;
    Full Atk +22/+17/+12 Melee +3 Spear (1d8+11/19-20/x2) or +18/+13/+8 Melee +1 Battleaxe (1d8+4/20/x3); Ranged +21 +3 Spear (1d8+7/19-20/x3)/Grapple +17; AL: LG; STR 17, DEX 14, CON 17, INT 11, WIS 10, CHA 13
    SV: Fort +12, Ref +8, Will +6
    SA/SQ: None.
    Feats: Blind Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Greater Weapon Focus (Spear), Greater Weapon Specialization (Spear), Improved Critical (Spear), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (Spear), Weapon Specialization (Spear)
    Skills: Climb +12 [+18], Escape Artist -4 [+2], Handle Animal +7, Hide -4 [+2}, Intimidate +8, Jump -2 [+10], Move Silent -4 [+2], Ride +13, Swim -2 [+10]
    Possessions: +1 Battleaxe, +2 Full Plate; +5 Heavy Metal Shield, +3 Spear, 4 Potions of Invisibility; 2 Potions of Cure Serious Wounds, 1 Potion of Cure Light Wounds, 2 Water skins; Torches (x5); 2 Large Sacks, Rope (Hempen/50 Ft.), 14 Days Rations. 14 gp


    Encounter Area D3 (EL Variable):
    (Male Contingent: ten 3rd level fighters, two 4th level fighters, one 6th level fighter, one Ftr5th/Wiz7th)
    (Female Contingent: Eight 2nd level fighters, two 3rd level fighters, one 6th Cleric of Lolth, one 9th Cleric of Lolth)

    Drow Male Contingent: ten 3rd level male drow fighters
    CR 4 ea.; HD 3d10; hp 21; Init +7; Spd 30ft.; Face/Reach: 5’/5’ ; AC 20, T: 14, FF: 17; Full Atk +1 Shortsword (1d6) +7 melee or 2 at +5/+5 melee +1 Shortsword (d6) & +1 Dagger (offhand 1d4-1); hand crossbow +6 ranged (1d3 + poison)/ Grapple: +2; Str 8, Dex 17, Con 10, Int 14, Wis 10, Cha 12; AL CE ;
    Saves: Fort +3, Ref +4, Will +1 (+3 vs. spells, +5 vs. enchantment magic);
    SA/SQ: SR 14, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
    Feats: Improved initiative, Rapid Reload (hand crossbow, free action), Two-weapon fighting, Weapon Finesse
    Skills: Climb +1, Handle Animal +5, Hide +10, Intimidate +7, Jump +0, Listen +2, Move Silently +10, Ride +1, Spot +2
    Possessions: +1 Shortsword, +1 Dagger, +1 Elven Chain mail, Hand Crossbow, masterwork buckler, 10 poisoned bolts
    Spell-like abilities: (as 3rd level sorcerer, DC: 11 + spell level): Darkness, Dancing Lights, Faerie Fire

    Drow Male Leaders: two 4th level fighters
    CR 5 ea.; HD 4d10; hp 26; Init +8; Spd 30ft.; Face/Reach: 5’/5’ ; AC 22, T: 16, FF: 18; Full Atk 1 at +10 melee +2 Shortsword (1d6+1) or 2 at +8/+7 +2 Shortsword (1d6+1) & +2 Dagger (offhand 1d4); javelin +3 ranged (1d6-1 + poison)/Grapple: +3; Str 8, Dex 18, Con 10, Int 14, Wis 10, Cha 12; AL CE ;
    Saves: Fort +4, Ref +5, Will +1 (+3 vs. spells, +5 vs. enchantment magic);
    SA/SQ: SR 15, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
    Feats: Improved initiative, Rapid Reload (hand crossbow, free action), Two-weapon fighting, Weapon Finesse, Weapon Focus (shortsword)
    Skills: Climb +3, Handle Animal +5, Hide +11, Intimidate +8, Jump +0, Listen +2, Move Silently +11, Ride +3, Spot +2
    Possessions: +2 Shortsword, +2 Dagger, +2 Elven Chain mail, Hand Crossbow, masterwork buckler, 3 poisoned javelins
    Spell-like abilities: (as 4th level sorcerer, DC: 11 + spell level): Darkness, Dancing Lights, Faerie Fire, Detect Good, Detect magic, Levitate




    Drow Male Commander: 6th level fighter
    CR 7 ; HD 6d10; hp 37; Init +8; Spd 30ft.; Face/Reach: 5’/5’ ; AC 25, T: 20, FF: 21; Full Atk 2 at +14/+9 melee +4 Shortsword (1d6+5) or 3 at +12/+7/+9 or +4 Shortsword (x2) (1d6+5) & +2 Dagger (offhand 1d4); hand crossbow +10 ranged 1d3 + poison,)/Grapple: +5; Str 8, Dex 19, Con 10, Int 14, Wis 10, Cha 12; AL CE ;
    Saves: Fort +5, Ref +5, Will +2 (+4 vs. spells, +6 vs. enchantment magic);
    SA/SQ: SR 17, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
    Feats: Combat Expertise, Improved initiative, Rapid Reload (hand crossbow, free action), Two-weapon fighting, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (Short Sword)
    Skills: Climb +3, Handle Animal +5, Hide +11, Intimidate +10, Jump +5, Listen +2, Move Silently +11, Ride +3, Spot +2
    Possessions: +4 Shortsword, +2 Dagger, +3 Elven Chain mail, +3 masterwork buckler, Hand Crossbow, 10 poisoned bolts
    Spell-like abilities: (as 6th level sorcerer, DC: 11 + spell level): Darkness, Dancing Lights, Faerie Fire, Detect Good, Detect magic, Levitate


    Drow Male Noble Liaison: 5th level fighter/7th level mage
    CR 13 ; HD 5d10 + 7d4; hp 49; Init +8; Spd 30ft.; Face/Reach: 5’/5’ ; AC 24, T: 18, FF: 19; Full Atk 2 at +15/+10 melee Shortsword (1d6+3) or 3 at +13/+8/+12 +2 +2 Shortsword (x2) (1d6+3) & +2 Dagger (offhand 1d4+1); hand crossbow +12 ranged (1d3 + poison)/Grapple: +7; Str 8, Dex 19, Con 10, Int 16, Wis 10, Cha 12; AL CE ;
    Saves: Fort +6, Ref +7, Will +6 (+8 vs. spells, +10 vs. enchantment magic);
    SA/SQ: SR 23, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
    Feats: Combat Casting,, Improved Critical (shortsword), Improved initiative, Spell Focus (Evocation), Two-weapon defense, Two-weapon fighting, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (Short Sword)
    Skills: Climb +5, Concentration +12, Hide +11, Intimidate +9, Jump +5, Knowledge (arcane) +9, Listen +3, Move Silently +11, Ride +5, Spellcraft +11, Spot +3
    Possessions: +2 Shortsword, +2 Dagger, +4 Elven Chain mail, Rope of Entanglement, Hand Crossbow, 10 poisoned bolts
    Spell-like abilities: (as 12th level sorcerer, DC: 11 + spell level): Darkness, Dancing Lights, Faerie Fire, Detect Good, Detect magic, Levitate
    Spells Prepared: (4/5/4/3/1); save DC = 13+ spell level (*14 for evocation):
    0 – Detect Magic, Detect Poison, Message (x2)
    1st – *Magic Missile (x2), Sleep, Ray of Enfeeblement, Ventriloquism
    2nd – Mirror Image (1d4+2), Protection from Arrows, See Invisibility, Spider Climb
    3rd – Dispel Magic, *Lightning Bolt, Slow
    4th – *Ice Storm









    Drow Female Contingent: eight 2nd level female drow fighters,
    CR 3 ea.; HD 2d10; hp 15; Init +7; Spd 30ft.; Face/Reach: 5’/5’ ; AC 21, T: 15, FF: 18; Full Atk 1 at +5 melee +1 Shortsword (1d6+1) or 2 at +3/+3 +1 Shortsword (1d6+1) & +1 Dagger (offhand 1d4+1); +5 ranged (hand crossbow) (1d3+poison)/Grapple: +2; Str 11, Dex 16, Con 10, Int 15, Wis 13, Cha 14; AL CE ;
    Saves: Fort +3, Ref +3, Will +1 (+3 vs. spells, +5 vs. enchantment magic);
    SA/SQ: SR 13, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
    Feats: Improved initiative, Two-weapon fighting, Weapon Finesse
    Skills: Climb +2, Handle Animal +3, Hide +10, Intimidate +7, Jump +3, Listen +3, Move Silently +10, Ride +1, Spot +3
    Possessions: +1 Shortsword, +1 Dagger, +1 Elven Chain mail, +1 masterwork buckler, Hand Crossbow, 10 poison bolts
    Spell-like abilities: (as 2nd level sorcerer, DC: 12 + spell level): Darkness, Dancing Lights, Faerie Fire, Clairaudience/Clairvoyance, Discern Lies, Dispel magic, Suggestion

    Drow Female Contingent: two 3rd level fighters
    CR 4 ea.; HD 3d10; hp 21; Init +7; Spd 30ft.; Face/Reach: 5’/5’ ; AC 21, T: 15, FF: 18; Full Atk 1 at +7 melee +1 Shortsword (1d6+1) or 2 at +5/+4 +1 Shortsword (1d6+1) & +1 Dagger (offhand 1d4+1); +3 ranged (javelins) (1d6 + poison)/Grapple: +3; Str 11, Dex 16, Con 10, Int 15, Wis 13, Cha 14; AL CE ;
    Saves: Fort +3, Ref +4, Will +2 (+4 vs. spells, +6 vs. enchantment magic);
    SA/SQ: SR 14, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
    Feats: Improved initiative, Two-weapon fighting, Weapon Finesse, Weapon Focus (shortsword)
    Skills: Climb +4, Handle Animal +3, Hide +10, Intimidate +8, Jump +3, Listen +3, Move Silently +10, Ride +2, Spot +3
    Possessions: +1 Shortsword, +1 Dagger, +1 Elven Chain mail, +1 masterwork buckler, 3 poisoned javelins
    Spell-like abilities: (as 3rd level sorcerer, DC: 12 + spell level): Darkness, Dancing Lights, Faerie Fire, Clairaudience/Clairvoyance, Discern Lies, Dispel magic, Suggestion

    Drow Female Contingent Canon: one 6th level Cleric of Lolth (Domains chosen: Destruction/Evil)
    CR 7; HD 6d8; hp 30; Init +6; Spd 30ft.; Face/Reach: 5’/5’ ; AC 23, T: 18, FF: 21; Full Atk 1 at +5 melee +1 Heavy Mace (1d8+1); +6 ranged touch (Staff-sling**)/Grapple: +4; Str 11, Dex 15, Con 10, Int 15, Wis 17, Cha 14; AL CE ;
    Saves: Fort +5, Ref +4, Will +8 (+10 vs. spells, +12 vs. enchantment magic);
    SA/SQ: SR 17, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, Light weakness, Rebuke Undead
    Feats: Combat Casting, Improved initiative, Exotic Weapon (Staff-sling)
    Skills: Concentration +9, Diplomacy +8, Heal +7, Hide +9, Intimidate +2, Knowledge (Religion) +11, Listen +5, Move Silently +9, Spellcraft +10, Spot +5
    Possessions: +1 Heavy Mace, +3 Elven Chain mail, +3 masterwork buckler, Staff-sling**, 3 glass globes***
    Spell-like abilities: (as 6th level sorcerer, DC: 12 + spell level): Clairaudience/Clairvoyance, Darkness, Dancing Lights, Detect Good, Detect Magic, Discern Lies, Dispel magic, Faerie Fire, Levitate, Suggestion

    Spells Prepared: (5/4+1/4+1/3+1; save DC = 13 + spell level):
    0 – Detect poison, Guidance, Mending, Read Magic, Resistance
    1st – Bane, Cause Fear, Cure Light Wounds (x2), *Inflict Light Wounds
    2nd – Hold Person (x2), *Desecrate, Resist Energy (she chooses fire if uncertain), Silence
    3rd – Animate Dead, Invisibility Purge, *Magic Circle against Good, Remove Disease

    *Domain Spell.
    *Sling-staff: Cost: 10gp, Dmg: ---, Crit: ---, Range: 30’ (30’ min., Max. 90’, no hit penalties out to 60’), Wt: 4 lbs., Type: B
    *** Glass Globes, Ranged touch attack: Luminous irritant; 10’ diameter burst. Those in the burst are automatically illuminated, such that they suffer a loss of 1d4 armor class until the luminous material is washed off, or 20-50 minutes have elapsed. In addition, everyone within the cloud’s burst area must make a Reflex save, DC 18, or be both blinded (-2 AC, -4 search, Str and Dex checks, no Dex to ac, foes gain total concealment) and dazed (no actions, but no ac pen) for 1d4+6 turns, due to scratching furiously. If the ranged touch attack misses, use the grenade missiles rules.


    Drow Female Contingent Evil High Priestess Vlondril: 9th level Cleric of Lolth (Domains chosen: Destruction/Trickery)
    CR 10; HD 9d8+9; hp 53; Init +7; Spd 30ft/Fly 30 ft. (Good); Face/Reach: 5’/5’ ; AC 26, T: 20, FF: 23; Full Atk 2 at +10/+5 melee +4 Heavy Mace (1d8+4)/Grapple: +6; Str 11, Dex 17, Con 12, Int 15, Wis 18, Cha 14; AL CE;
    Saves: Fort +9, Ref +6, Will +10 (+12 vs. spells, +14 vs. enchantment magic)
    SA/SQ: SR 20, Darkvision 120’, immune to Sleep, save bonuses. Elf abilities, light weakness, Rebuke Undead
    Feats: Combat Casting, Improved initiative, Great Fortitude, Spell Penetration
    Skills: Concentration +12, Diplomacy +8, Heal +7, Hide +10, Intimidate +2, Knowledge (Religion) +14, Listen +5, Move Silently +10, Spellcraft +14, Spot +5
    Possessions: +4 Heavy Mace, +4 Elven Chain mail, +3 masterwork buckler, Lurker Cloak**
    Spell-like abilities: (as 9th level sorcerer, DC: 12 + spell level): Clairaudience/Clairvoyance, Darkness, Dancing Lights, Detect Good, Detect Magic, Discern Lies, Dispel magic, Faerie Fire, Levitate, Suggestion

    Spells Prepared: (6/5+1/5+1/4+1/4+1/1+1; save DC = 14 + spell level):
    0 – Detect poison, Guidance (x2), Mending, Read Magic, Resistance
    1st – Bless, Cause Fear (x2), Cure Light Wounds (x2), *Disguise Self, Protection from Good
    2nd – Augury (x2), Hold Person (x2), *Invisibility, Silence
    3rd – Deeper Darkness, *Nondetection, Prayer, Remove Disease, Speak with Dead
    4th – *Confusion, Cure Critical Wounds, Freedom of Movement, Poison, Tongues
    5th – Cure Light Wounds, Mass, *Inflict Light Wounds, Mass
    *Domain Spell.
    **Lurker Cloak: This cloak allows the user to assume the form of a small Lurker Above (detailed in the City of the Spider Queen web enhancement). The wearer’s wing span becomes 2’ longer than his height, and he may levitate up or down 20’ per round, fly at 30’/round with Good maneuverability and takes half damage from bludgeoning weapons while in this form. When attached to a ceiling in rocky areas with little vegetation, the user gains a +12 bonus to Hide checks. The user’s armor class remains unchanged. The wearer is effectively too small to make a real Lurker Above’s special Smother or Constrict attacks. Changing to Lurker form is a standard action.

    ENCOUNTER ARTEA M12 (EL 10)
    (2 Mind Flayers, 12 Wererats, 1 male drow expert (merchant), two poison needle traps)

    Poison needled traps, 1 per coffer (CR 6): Attack +8 ranged (1 hp + Wyvern Poison DC 17 2d6 Con Primary, 2d6 Con secondary); Search DC 22, Disable DC 20

    Two Mind Flayers
    CR 8 ea.; HD 8d8+8; hp 43 & 38; Init +6; Spd 30ft.; Face/Reach: 5’/5’ ; AC 15, T: 12, FF: 13; Full Atk 4 Tentacles +8 (1d4+1)/Grapple: +7; Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17; AL LE;
    Saves: Fort +3, Ref +4, Will +9;
    SA/SQ: Mind Blast (60’ cone, DC 17 Will or stunned 3d4 rds.), Psionics, Improved Grab, Extract, SR 25, telepathy 100’
    Feats: Combat casting, Improved Initiative, Weapon Finesse
    Skills: Bluff +11, Concentration +11, Diplomacy +7, Disguise +3 (+5 acting), Hide +10, Intimidate +9, Knowledge (Local) +12, Listen +11, Move Silently +10, Sense Motive +7, Spot +11
    Possessions: See text.
    Mind Blast: 60’ cone, DC 17 Will or stunned 3d4 rds.
    Psionics: (at will): Charm Monster (DC 17), Detect Thoughts (DC 15), Levitate, Plane Shift, Suggestion (DC 16)
    Improved Grab: On a successful tentacle attack, the Mind Flayer may start a free grapple. If it wins one tentacle is attached. Any round a Mind Flayer starts with one tentacle attached, it may try a single grapple check to get all its tentacles attached. An opponent may try a grapple or escape artist check to break free, but the Mind Flayer gets +2 circumstance bonus for each attached tentacle at the beginning of the victim’s round. Only, Small, Medium or Large foes may be attacked with the tentacles, though Huge or larger foes can be attacked this way if the Mind Flayer can somehow reach their head.
    Extract: Any round a Mind Flayer has all 4 tentacles attached, he may attempt to make a successful grapple and automatically extract the victim’s brain.

    Twelve Wererats (1st level warriors, presented in Hybrid Form)
    CR 2 ea.; HD 2d8+3; hp 12; Init +3; Spd 30 ft.; Face/Reach: 5’/5’; AC 16, T: 13, FF: 13; Full Atk +6 melee +1 Shortswords (1d6+2) and -1 melee Bite (1d6+disease)/Grapple: +2; Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8; AL LE;
    Saves: Fort +6, Ref +5, Will +4;
    SA/SQ: Alternate form, *Curse of Lycanthropy, Damage reduction 10/silver, **Disease, Low-light vision, Rat empathy, Scent
    Feats: Alertness, Dodge, Iron Will, Weapon Finesse
    Skills: Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot +4, Swim +9
    Possessions: +1 Shortsword and See text.
    * Bite inflicts Lycanthropy on failed Fort DC 12 save;
    ** Disease: Filth Fever; Fort DC 12, Incubation 1d3 days, damage 1d3 Dex, 1d3 Con.








    Male Drow Level 1 Expert (Merchant)
    CR 1; HD 1d6; hp 3; Init +3; Spd 30ft.; Face/Reach: 5’/5’; AC 13, T: 13, FF: 10; Full Atk Fist -1 melee/Grapple: -1;
    Str 8, Dex 17, Con 10, Int 14, Wis 10, Cha 12; AL CE;
    Saves: Fort +0, Ref +3, Will +2;
    SA/SQ: SR 12, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
    Feats: Diligent (+2 Appraise/Decipher Script Checks)
    Skills: Appraise +8, Bluff +5, Decipher Script +8, Diplomacy +5, Forgery +6, Gather Information +5, Hide +7, Knowledge (Underdark Geography) +6, Move Silently +7, Sense Motive +4
    Possessions: See text.

    KEY-TO THE CAVERNS AND WARRENS OF THE TROGLODYTES

    DM’S NOTE: Although many of these encounters are fairly low level, DM’s should bear in mind that many of these caverns are fairly close to others, and what might appear to be a fairly easy encounter can turn into a series of ever-enlarging battles, should the characters fail to take the appropriate caution.

    1) Entrance to Grand Cavern
    B) (EL 4) Three bugbear sentries
    CR 2 ea.; HD 3d8+3; hp 16; Init +1; Spd 30ft.; Face/Reach: 5’/5’; AC 19, T: 11, FF: 18; Full Atk Heavy masterwork morningstar +6 Melee (1d8+4) or +5 Ranged (Masterwork throwing spear 1d8+2)/Grapple: +4; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9; AL CE;
    Saves: Fort +2, Ref +4, Will +1;
    SA/SQ: Darkvision 60’, Scent
    Feats: Alertness, Weapon Focus (Morningstar)
    Skills: Climb +0, Hide +2, Listen +4, Move Silently +4, Spot +4
    Possessions: Ring mail jacket (acts as studded leather), heavy wood shield, masterwork heavy morningstar, two heavy throwing spears. In the original text, these ‘Heavy’ morningstars were listed as giving a damage bonus of +2.


    D) (EL 3) One 2nd level male drow fighter
    CR 3; HD 2d10; hp 15; Init +7; Spd 30ft.; Face/Reach: 5’/5’ ; AC 20, T: 14, FF: 18; Full Atk 1 at +4 melee +1 Shortsword (1d6) or 2 at +2/+2 +1 Shortsword (1d6) & +1 Dagger (offhand 1d4); + hand crossbow 5 ranged (1d3+poison)/Grapple: +2;
    Str 8, Dex 15, Con 10, Int 14, Wis 10, Cha 12; AL CE;
    Saves: Fort +3, Ref +2, Will +0 (+2 vs. spells, +4 vs. enchantment magic);
    SA/SQ: SR 13, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
    Feats: Improved initiative, Two-weapon fighting, Weapon Finesse
    Skills: Climb +2, Handle Animal +3, Hide +9, Intimidate +7, Jump +3, Listen +3, Move Silently +9, Ride +1, Spot +3
    Possessions: +1 Shortsword, +1 Dagger, +1 Elven Chain mail, +1 masterwork buckler, Hand Crossbow, 10 poison bolts
    Spell-like abilities: (as 2nd level sorcerer, DC: 11 + spell level): Darkness, Dancing Lights, Faerie Fire

    2) South Gallery (EL 2) 14 Piercers
    CR 1/6; HD 1d8; hp 4; Init -3; Spd 5 ft./Climb 5 ft.; Face/Reach: 2.5’x2.5’/0’; AC 16, T: 7, FF: 19; Full Atk Slam +2 Melee (1d6)/Grapple: +2; Str 10, Dex 4, Con 11, Int --, Wis 10, Cha 9; AL N;
    Saves: Fort +2, Ref -3, Will +0;
    SA/SQ: Acid (underbelly causes 1d6 acid if it touches flesh), Darkvision 60’, Improved Critical (19-20), Vermin (Immune to mind-influencing spells or affects)
    Feats: N/A
    Skills: Hide +4 (+19 with natural stone background), Listen +13, Spot +3

    3) Glittering Cave (EL 7) One Trapper
    CR 7; HD 12d8+48; hp 102; Init +5; Spd 10 ft.; Face/Reach: 15’x15’/10’; AC 16, T: 9, FF: 15; Full Atk Slam +17 Melee (2d4+15)/Grapple: +27; Str 30, Dex 12, Con 19, Int 14, Wis 15, Cha 14; AL N;
    Saves: Fort +8, Ref +5, Will +10;
    SA/SQ: Darkvision 60’, Immune to blunt attacks, Fire and cold; Smother (Slam allows free grapple check against target (No attack of opportunity). Success means the foe is wrapped up. Wrapped foes must hold their breath the following round or start to take suffocation damage. Each round, the wrapped victim takes slam damage automatically. An successful opposed grapple or escape artist check will break the hold. Wrapped creatures many only fight with tiny weapons, and only if the tiny weapon was in hand when the grapple occurred. Wrapped foes take full damage from any attacks aimed at the trapper.
    Feats: Alertness, Blind Fighting, Improved Initiative
    Skills: Hide +20 (+24 against stone background), Listen +12, Move Silently +12, Spot +12
    Possessions: See text.








    4) Side Cavern (EL 11) 15 Gargoyles
    CR 4 ea.; HD 4d8+19; hp 37; Init +2; Spd 40 ft./Fly 60 ft. (average); Face/Reach: 5’/5’; AC 16, T: 12, FF: 14; Full Atk two claws +6 Melee (1d4+2) & one bite +4 melee (1d6+1) & one gore +4 melee (1d6+1)/Grapple: +6;
    Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7; AL CE;
    Saves: Fort +5, Ref +6, Will +4;
    SA/SQ: Damage Reduction 10/magic, Darkvision 60’, Freeze (Spot DC 20 to notice its alive)
    Feats: Multiattack, Toughness
    Skills: Hide +7 (+15 against stone background), Listen +4, Spot +4
    Possessions: See text.

    5) Spur Cavern (EL 12) One Purple Worm (“very large”)
    CR 12; HD 16d10+112; hp 265; Init -2; Spd 20 ft./Burrow 20 ft./Swim 20 ft.; Face/Reach: 20’/15’; AC 19, T: 4, FF: 19;
    Full Atk Bite +25 Melee (2d8+12) & Sting +20 melee(2d6+6+poison)/Grapple: +40;
    Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8; AL N;
    Saves: Fort +17, Ref +8, Will +4;
    SA/SQ: Improved Grab, Poison*, Swallow Whole**, Tremorsense 60’
    Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting)
    Skills: Listen +18, Swim +20
    Possessions: See text.
    * DC 25 Fort, Initial 1d6 Str, Secondary 2d6 Str
    ** Grapple check after grab. If successful, swallowed opponents suffer 2d8+12 crushing damage, and 8 pts. Of acid damage each round. Light slashing/piercing weapon that deals 25 hp to AC 17 gizzard cuts a way free. Gizzard can hold 8 medium sized creatures.

    6) Cave (EL 13)
    Four male 2nd level fighters, one male 4th level fighter, eight female 3rd level fighters, one female 8th level fighter, one Nightmare

    Drow Males: four 2nd level male drow fighters,
    CR 3 ea.; HD 2d10; hp 15; Init +7; Spd 30ft.; Face/Reach: 5’/5’ ; AC 19, T: 14, FF: 16; Full Atk 1 at +4 melee or 2 at +3/+3 +1 Shortsword (1d6) or +1 Shortsword (1d6) & +1 Dagger (offhand 1d4); +5 ranged (hand crossbow) (1d3)/Grapple: +1;
    Str 8, Dex 17, Con 10, Int 14, Wis 10, Cha 12; AL CE ;
    Saves: Fort +3, Ref +3, Will +0 (+2 vs. spells, +4 vs. enchantment magic);
    SA/SQ: SR 13, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
    Feats: Improved initiative, Two-weapon fighting, Weapon Finesse
    Skills: Climb +1, Handle Animal +3, Hide +10, Intimidate +7, Jump +3, Listen +3, Move Silently +10, Ride +1, Spot +3
    Possessions: +1 Shortsword, +1 Dagger, +1 Elven Chain mail, Hand Crossbow, 10 bolts
    Spell-like abilities: (as 2nd level sorcerer, DC: 12 + spell level): Darkness, Dancing Lights, Faerie Fire, , Suggestion

    Drow Male Commander: 4th level fighter
    CR 5 ea.; HD 4d10; hp 26; Init +8; Spd 30ft.; Face/Reach: 5’/5’ ; AC 22, T: 16, FF: 18; Full Atk 1 at +10 melee or 2 at +8/+6 +2 Shortsword (1d6+1) or +2 Shortsword (1d6+1) & +1 Dagger (offhand 1d4); +7 ranged (hand crossbow) (1d3 + poison) Grapple: +3; Str 8, Dex 18, Con 10, Int 14, Wis 10, Cha 12; AL CE ;
    Saves: Fort +4, Ref +5, Will +1 (+3 vs. spells, +5 vs. enchantment magic);
    SA/SQ: SR 15, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
    Feats: Improved initiative, Rapid Reload (hand crossbow, free action), Two-weapon fighting, Weapon Finesse, Weapon Focus (shortsword)
    Skills: Climb +3, Handle Animal +5, Hide +11, Intimidate +8, Jump +0, Listen +2, Move Silently +11, Ride +3, Spot +2
    Possessions: +2 Shortsword, +1 Dagger, +2 Elven Chain mail, masterwork buckler, Hand Crossbow, 10 poison bolts
    Spell-like abilities: (as 4th level sorcerer, DC: 11 + spell level): Darkness, Dancing Lights, Faerie Fire, Detect Good, Detect magic, Levitate


    Drow Female Fighters: eight 3rd level female drow fighters
    CR 4 ea.; HD 3d10; hp 21; Init +8; Spd 30ft.; Face/Reach: 5’/5’ ; AC 20, T: 14, FF: 17; Full Atk 1 at +8 melee or 2 at +6/+6 +1 Shortsword (1d6+1) or +1 Shortsword (1d6+1) & +1 Dagger (offhand 1d4+1); four have+7 ranged (hand crossbow) (1d3)and four have +3 ranged (javelins)(1d6)/Grapple: +3;
    Str 10, Dex 18, Con 10, Int 15, Wis 13, Cha 14; AL CE;
    Saves: Fort +3, Ref +5, Will +2 (+4 vs. spells, +6 vs. enchantment magic);
    SA/SQ: SR 14, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
    Feats: Improved initiative, Rapid Reload (hand crossbow, free action), Two-weapon fighting, Weapon Finesse
    Skills: Climb +2, Handle Animal +5, Hide +11, Intimidate +8, Jump +1, Listen +2, Move Silently +11, Ride +2, Spot +2
    Possessions: +1 Shortsword, +1 Dagger, +1 Elven Chain mail, Hand Crossbow, 10 bolts
    Spell-like abilities: (as 3rd level sorcerer, DC: 12 + spell level): Darkness, Dancing Lights, Faerie Fire, Clairaudience/Clairvoyance, Discern Lies, Dispel magic, Suggestion






    Drow Feale Commander: 6th level fighter
    CR 7 ; HD 6d10; hp 37; Init +8; Spd 30ft.; Face/Reach: 5’/5’ ; AC 23, T: 18, FF: 19; Full Atk 2 at +13/+8 melee or 3 at +11/+6/+8 +2 Shortsword (1d6+4) or +2 Shortsword (x2) (1d6+4) & +2 Dagger (offhand 1d4+2); or 1 death lance charge attack at +9 (+’s for charging added)(1d8+1+1d6 negative energy +Enervation)/Grapple: +6; Str 10, Dex 19, Con 10, Int 15, Wis 13, Cha 14; AL CE ;
    Saves: Fort +5, Ref +5, Will +3 (+5 vs. spells, +7 vs. enchantment magic);
    SA/SQ: SR 17, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
    Feats: Improved initiative, Mounted Combat, Ride-by Attack Two-weapon fighting, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (Short Sword)
    Skills: Climb +3, Handle Animal +4, Hide +11, Intimidate +10, Jump +4, Listen +2, Move Silently +11, Ride +5, Spot +2
    Possessions: Death Lance (*Death Spear, Lesser, see below)+2 Shortsword, +2 Dagger, +2 Elven Chain mail, +2 masterwork buckler, Nightmare Mount
    Spell-like abilities: (as 6th level sorcerer, DC: 12 + spell level): Clairaudience/Clairvoyance, Darkness, Dancing Lights, Detect Good, Detect magic, Discern Lies, Dispel magic, Faerie Fire, Levitate, Suggestion

    * Lesser Death Spears (From City of the Spider-Queen) ar +1 Long spears that inflict an Enervation spell, as well as +1d6 of negative energy damage, on a successful hit. This Spear currently holds 6 charges.


    Nightmare Mount
    CR 5; HD 6d8+18; hp 45; Init +6; Spd 40 ft./fly 90 ft. (Good); Face/Reach: 10’/5’; AC 24, T: 11, FF: 22; Full Atk 2 hooves +9 melss (1d8 +4 +1d4 fire), 1 bite +4 melee (1d8+2)/Grapple: +14; Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12; AL NE;
    Saves: Fort +8, Ref +7, Will +6;
    SA/SQ: Astral Projection, Darkvision 60’, Etherealness, Flaming Hooves, Smoke (15’ cone, usable once each round as free action, all within must save vs. DC 16 Fort or take -2 to attack/damage until 1d6 minutes after leaving the cone. The smoke a Nightmare gives off provides 50% concealment to foes 5’-9’’ away, and total concealment to foes at 10’ or greater
    Feats: Alertness, Improved initiative, Run
    Skills: Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the Planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks)
    Possessions: See text.


    7) Sunken Cave (EL 15)

    Asberdies the Lich: CR 22; HD 20d12; hp 130; Init +8; Spd 30ft.; Face/Reach: 5’/5’; AC 22, T: 17, FF: 18; Full Atk Touch attack +10/+5 (1d8+5, Will DC 20 for half, + DC 20 Fort save or *permanent paralysis)/Grapple: +10; Str 10, Dex 18, Con ---, Int 22, Wis 14, Cha 10; (the base stats were taken from the DMG for Wizard (except Dex. To keep closer to the module Lich’s AC) and then modified by both level and the Lich template in the monster manual) AL NE;
    Saves: Fort +6, Ref +10, Will +14;
    SA/SQ: Damage Reduction 15/bludgeoning and magic, Darkvision 60’, **Fear Aura, Immune to cold, electricity, polymorph and mind-affecting effects, Paralyzing Touch, Turn Resistance +4, Undead traits
    Feats: Combat Casting, Craft Staff, Craft Wondrous Item, Empower Spell, Extend Spell, Greater Spell Focus (Evocation), Improved Counterspell, Improved Initiative, Maximize Spell, Quicken Spell, Silent Spell, Spell Focus (Evocation)
    Skills: Concentration +23, Craft (Alchemy) +27, Decipher Script +19, Diplomacy +2, Gather Information +2, Hide +12, Knowledge (Arcana) +29, Knowledge (Geography) +13, Knowledge (History) +14, Knowledge (Local) +13, Knowledge (Nobility and Royalty) +13, Knowledge (The Planes) +16, Listen +10, Move Silently +12, Search +14, Sense Motive +10, Spellcraft +31, Spot +10
    Possessions: +3 Ring of Protection, See text.
    * Permanently paralyzed foes appear dead (DC 20 Spot or DC 15 Heal to notice life). The affect cannot be dispelled, but Remove Paralysis or magic the can remove a curse will cancel the effect.

    **Fear Aura (60’ rad.): Creatures under 5 HD must Will DC 20 save or be affected as if by Fear spell. Save = 24hr. immunity.

    Spells Prepared: (4/6/6/5/5/5/5/4/4/4); save DC = 16 (18 for Evocation) + spell level):
    0 – Detect Magic, Read Magic, Mage Hand, Open/Close
    1st – Burning Hands, Charm Person, Magic Missile (x2), Ray of Enfeeblement, Ventriloquism
    2nd – Invisibility, Mirror Image, Resist Energy, See Invisibility, Web (x2)
    3rd – Dispel Magic, Fireball, Fly, Lightning Bolt, Major Image
    4th – Bestow Curse, Confusion, Charm Monster, Dimension Door, Polymorph
    5th – Cloud Kill, Cone of Cold, Hold Monster, Teleport, Wall of Force
    6th – Flesh to Stone, Globe of Invulnerability, Repulsion, Shadow Walk, Summon Monster VI
    7th – Hold Person-Mass, Limited Wish, Mordenkainen’s Sword, Reverse Gravity
    8th – Bigby’s Clenched Fist, Charm Monster-Mass, Otto’s Irresistible Dance, Monster Summoning VII
    9th – Meteor Swarm, Power Word: Kill, Prismatic Sphere, Time Stop






    8) Side Cavern (EL 12) 23 Gargoyles
    CR 4 ea.; HD 4d8+19; hp 37; Init +2; Spd 40 ft./Fly 60 ft. (average); Face/Reach: 5’/5’; AC 16, T: 12, FF: 14; Full Atk two claws +6 Melee (1d4+2) & one bite +4 melee (1d6+1) & one gore +4 melee (1d6+1)/Grapple: +6;
    Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7; AL CE;
    Saves: Fort +5, Ref +6, Will +4;
    SA/SQ: Damage Reduction 10/magic, Darkvision 60’, Freeze (Spot DC 20 to notice its alive)
    Feats: Multiattack, Toughness
    Skills: Hide +7 (+15 against stone background), Listen +4, Spot +4
    Possessions: See text.

    9) Cavern Stable (EL 9) 6 pack lizards
    CR 3; HD 8d8+40; hp 76; Init +1; Spd 30 ft./climb 30ft.; Face/Reach: 10’/ 5’; AC 15, T: 10, FF: 15; Full Atk Bite +12 melee (2d6+10)/Grapple: +16; Str 25, Dex 13, Con 21, Int 2, Wis 12, Cha 2; AL N;
    Saves: Fort +11, Ref +7, Will +3;
    SA/SQ: --
    Feats: --
    Skills: Move Silently +5, Spot +4
    Possessions: See text.

    10-13) COMPLEX OF LOW CAVES (EL Variable)

    10) (EL 10) 32 Ghouls
    CR 1 ea.; HD 2d12; hp 13; Init +2; Spd 30 ft.; Face/Reach: 5’/5’; AC 14, T: 12, FF: 12; Full Atk Bite +2 melee (1d6+1+paralysis), 2 claws +0 melee (1d3+paralysis)/Grapple: +2; Str 13, Dex 15, Con ---, Int 13, Wis 14, Cha 12; AL CE;
    Saves: Fort +0, Ref +2, Will +5;
    SA/SQ: Darkvision 60’, Ghoul fever, paralysis, undead traits, +2 turn resistance
    Feats: Multiattack
    Skills: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7
    Possessions: See text.
    Ghoul Fever: DC 12 Fort, incubation: 1 day, damage 1d3 Con, 1d3 Dex
    Paralysis: Fort DC 12 or paralyzed 1d4+1 rounds. Elves are immune.

    11) (EL 6) 4 Ghasts
    CR 3 ea.; HD 4d12+3; hp 29; Init +3; Spd 30 ft.; Face/Reach: 5’/5’; AC 17, T: 12, FF: 14; Full Atk Bite +5 melee (1d8+3+paralysis), 2 claws +3 melee (1d4+1+paralysis)/Grapple: +2; Str 17, Dex 17, Con ---, Int 13, Wis 14, Cha 16; AL CE;
    Saves: Fort +1, Ref +4, Will +6;
    SA/SQ: Darkvision 60’, Ghoul fever, paralysis, stench, undead traits, +2 turn resistance
    Feats: Multiattack, Toughness
    Skills: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8
    Possessions: See text.
    Ghoul Fever: DC 15 Fort, incubation: 1 day, damage 1d3 Con, 1d3 Dex
    Paralysis: Fort DC 15 or paralyzed 1d4+1 rounds. Elves are NOT immune.
    Stench: Creatures within 10’ DC 15 Fort or sickened 1d6+4 minutes. Successful save = 24 hr. immunity from same Ghast’s stench. Delay or neutralize poison removes the effect (and this won’t affect creatures immune to poison at all)

    12) (EL 5) 2 Ghasts
    Same stats as 11)

    13) (EL 6) 4 Ghasts
    Same stats as 11)


    14) Giant Slug (EL 6) One Giant Slug
    CR 6; HD 12d8+12; hp 87; Init +0; Spd 20 ft./Burrow 10 ft.; Face/Reach: 20’/ 10’; AC 16, T: 8, FF: 16; Full Atk Bite +11 melee (2d6+6)/Grapple: +19; Str 19, Dex 10, Con 12, Int -, Wis 10, Cha 2; AL N;
    Saves: Fort +9, Ref +4, Will +4;
    SA/SQ: Blindsight 60’, Immune to Blunt, Spit acid, Vermin traits (not affected by mind-affecting spells/powers). Giant slugs are susceptible to salt, taking 1d8 damage per pound of salt it contacts.
    Feats: ---
    Skills: Listen +10
    Possessions: See text.
    Acid: 5’x5’x40’ stream, 4d6 damage, Reflex DC17 for ½ damage. Immune to own acid or other slug’s acid.








    15) 100’ High Shelf (EL 7) Two Hieracosphinx
    CR 5 ea.; HD 9d10+18; hp 67 ea.; Init +2; Spd 30 ft./Fly 90ft. (poor); Face/Reach: 10’/5’; AC 19, T: 11, FF: 17; Full Atk Bite +13 melee (1d10+5), 2 claws +8 melee(1d6+2), may rake with each back claw (1d6+2) at +13 melee when pouncing
    Grapple: +18; Str 21, Dex 14, Con 15, Int 6, Wis 15, Cha 10; AL CE;
    Saves: Fort +8, Ref +8, Will +5;
    SA/SQ: Darkvision 60’, Low-light vision, Pounce, Rake
    Feats: Alertness, Cleave, Flyby Attack, Power Attack (to +9)
    Skills: Listen +10, Spot +14
    Possessions: See text.

    16-18) Troll Caves (EL Variable)

    16) (EL 13) 10 trolls
    CR 5 ea.; HD 6d8+36; hp 63 ea.; Init +2; Spd 30 ft.; Face/Reach: 10’/10’; AC 16, T: 11, FF: 14; Full Atk 2 Claws +9 melee(1d6+6), bite +4 melee (1d6+3), automatically rends for 2d6+9 if both claws hit/Grapple: +14; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6; AL CE;
    Saves: Fort +11, Ref +4, Will +3;
    SA/SQ: Darkvision 60’, Low-light vision, *Regenerate 5, Rend, Scent
    Feats: Alertness, Iron Will, Track
    Skills: Listen +5, Spot +6
    Possessions: See text.
    *Fire and acid deal normal damage. Lost limbs re-grow in 1d6 minutes. Severed limbs reattach when held to stump.

    17) (EL 14) 16 trolls
    Same stats as the trolls in Area 16.

    18) (EL 15) 18 trolls
    Same stats as the trolls in Area 16.

    19-23) Cave Warren (EL variable)
    The bugbears in these areas have been equipped with the equivalent of chain shirts and masterwork morningstars.

    19) (EL 5) 8 bugbears
    CR 2 ea.; HD 3d8+3; hp 16; Init +1; Spd 30ft.; Face/Reach: 5’/5’; AC 18, T: 11, FF: 17; Full Atk Masterwork morningstar +6 Melee (1d8+2)/Grapple: +4; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9; AL CE;
    Saves: Fort +2, Ref +4, Will +1;
    SA/SQ: Darkvision 60’, Scent
    Feats: Alertness, Weapon Focus (Morningstar)
    Skills: Climb +2, Hide +3, Listen +4, Move Silently +5, Spot +4
    Possessions: Ring mail jacket (acts as studded leather), light wood shield, masterwork morningstar.

    20) (EL 5) 8 bugbears
    Same stats as Area 19.

    21) (EL 5) 8 bugbears
    Same stats as Area 19.

    22) (EL 6) 12 bugbears
    Same stats as Area 19.

    23) (EL 6) 14 bugbears
    Same stats as Area 19.

    19) Huge Cave (EL Variable) 10 bugbear warriors, 45 female bugbears, 62 young bugbears
    10 bugbears, Same stats as Area 19.
    45 female bugbears (based loosely on hobgoblins) CR 1/2; HD 1+1; hp 5; Init +; Spd ft.; Face/Reach: / ; AC 14, T: 11, FF: 13; Full Atk Bite +1 melee (1d4+1)/Grapple: +2; Str 13, Dex 12, Con 13, Int 10, Wis 10, Cha 9; AL CE;
    Saves: Fort +1, Ref +2, Will +0;
    SA/SQ: Darkvision 60’
    Feats: Alertness
    Skills: Climb +1, Hide +1, Listen +2, Move Silently +5, Spot +2
    Possessions: No armor or weapons & See text.







    62 young (based loosely on goblin stats)
    CR 1/4; HD 1; hp 4; Init +1; Spd 30 ft.; Face/Reach: 5’/ 5’; AC 14, T: 11, FF: 13; Full Atk Bite +0 melee (1d3)/Grapple: 0+; Str 10, Dex 13, Con 10, Int 10, Wis 9, Cha 9; AL CE;
    Saves: Fort +0, Ref +2, Will +-1;
    SA/SQ: Darkvision
    Feats: Alertness
    Skills: Climb +0, Hide +1, Listen +1, Move Silently +5, Spot +1
    Possessions: None & See Text.

    25) Chief’s Den (EL 6) Grubblik the chief, his son, 2 large females (fight as males), one spider.

    Grubblik the chief (4th level warrior)
    CR 5; HD 7d8+14; hp 49; Init +5; Spd 30ft.; Face/Reach: 5’/5’; AC 20, T: 11, FF: 19; Full Atk Masterwork morningstar +12/+7 Melee (1d8+4)/Grapple: +10; Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 12; AL CE;
    Saves: Fort +7, Ref +5, Will +5;
    SA/SQ: Darkvision 60’, Scent
    Feats: Alertness, Weapon Focus (Morningstar), Improved Initiative, Iron Will
    Skills: Climb +1, Hide +1, Intimidate +8, Jump +4, Listen +4, Move Silently +3, Spot +4, Swim +3
    Possessions: Chain Shirt, Heavy steel shield, masterwork morningstar.

    Bruzblid the chief’s son (3rd level warrior)
    CR 4; HD 6d8+12; hp 42; Init +5; Spd 30ft.; Face/Reach: 5’/5’; AC 19, T: 11, FF: 18; Full Atk Masterwork morningstar +10 (1d8+3)/Grapple: +10; Str 17, Dex 12, Con 14, Int 10, Wis 11, Cha 12; AL CE;
    Saves: Fort +6, Ref +5, Will +2;
    SA/SQ: Darkvision 60’, Scent
    Feats: Alertness, Weapon Focus (Morningstar), Improved Initiative, Power Attack (to +5)
    Skills: Climb +1, Hide +2, Intimidate +7, Jump +3, Listen +4, Move Silently +4, Spot +4, Swim +2
    Possessions: Chain Shirt, Light steel shield, masterwork morningstar.

    2 large females
    CR 2 ea.; HD 3d8+3; hp 16; Init +1; Spd 30ft.; Face/Reach: 5’/5’; AC 18, T: 11, FF: 17; Full Atk Masterwork morningstar +6 Melee (1d8+2)/Grapple: +4; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9; AL CE;
    Saves: Fort +2, Ref +4, Will +1;
    SA/SQ: Darkvision 60’, Scent
    Feats: Alertness, Weapon Focus (Morningstar)
    Skills: Climb +2, Hide +3, Listen +4, Move Silently +5, Spot +4
    Possessions: Ring mail jacket (acts as studded leather), light wood shield, masterwork morningstar.

    Hidden tiny spider (Hidden in lid, roll Hide Check vs. searchers Spot check)
    CR 1/4; HD 1/2d8; hp 2; Init +3; Spd 20 ft./Climb 10 ft.; Face/Reach: 6”/0’; AC 15, T: 15, FF: 12; Full Atk Bite +5 melee (1d4-3+poison/Grapple: -12; Str 3, Dex 17, Con 10, Int --, Wis 10, Cha 2; AL N;
    Saves: Fort +2, Ref +3, Will +0;
    SA/SQ: Darkvision 60’, *Poison, Tremorsense 60’, Vermin traits (immune to mind-affecting effects)
    Feats: Weapon Finesse
    Skills: Climb +11, Hide +15, Jump -4, Spot +4
    Possessions: See text.
    *The poison on this little vermin is exceedingly deadly for its size, requiring a DC 18 Fort save or the victim suffers 1d6 Con for both primary and secondary (1 min later) damage.

    26) (EL 6) 12 bugbears
    Same stats as Area 19.

    27) (EL Sub-Chief’s Cave
    Ruddik the Sub-chief (4th level warrior)
    CR 5; HD 7d8+7; hp 42; Init +5; Spd 30ft.; Face/Reach: 5’/5’; AC 20, T: 11, FF: 19; Full Atk Masterwork morningstar +11/+6 Melee (1d8+4)/Grapple: +9; Str 17, Dex 12, Con 13, Int 10, Wis 12, Cha 12; AL CE;
    Saves: Fort +6, Ref +5, Will +5;
    SA/SQ: Darkvision 60’, Scent
    Feats: Alertness, Weapon Focus (Morningstar), Improved Initiative, Iron Will
    Skills: Climb +0, Hide +1, Intimidate +8, Jump +3, Listen +4, Move Silently +3, Spot +4, Swim +2
    Possessions: Chain Shirt, Heavy steel shield, masterwork morningstar.

    The Sub-chief’s two personal guards (2nd level bugbear warriors)
    CR 3 ea.; HD 5d8+5; hp 31 ea.; Init +1; Spd 30ft.; Face/Reach: 5’/5’; AC 19, T: 11, FF: 18; Full Atk Masterwork morningstar +6 Melee (1d8+2)/Grapple: +4; Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 9; AL CE;
    Saves: Fort +2, Ref +4, Will +1;
    SA/SQ: Darkvision 60’, Scent
    Feats: Alertness, Weapon Focus (Morningstar), Power Attack (to +4)
    Skills: Climb +2, Hide +3, Listen +4, Move Silently +5, Spot +4
    Possessions: Scale mail jacket (acts as studded leather), heavy steel shield, masterwork morningstar.

    28-30) (EL variable) Troglodyte Caves

    T= Unit Den (EL 1) 1 male, 1 female and 2 hatchlings:

    Trog Male CR 1; HD 2d8+4; hp 13; Init -1; Spd 30 ft.; Face/Reach: 5’/5’; AC 15, T: 9, FF: 15; Full Atk Club +2 melee and claw -1 melee (1d4) and bite -1 melee (1d4); or: 2 claws +1 melee (1d4) and bite -1 melee (1d4);/Grapple: +1;
    Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10; AL CE;
    Saves: Fort +5, Ref -1, Will +0;
    SA/SQ: Camouflage, Darkvision 90’, Stench,
    Feats: Multiattack, Weapon Focus (Stone Club)
    Skills: Hide +5 (+13 in rocky/underground settings), Listen +3
    Possessions: Stone club

    Trog Female CR 1/2; HD 1d8+2; hp 6; Init -1; Spd 30 ft.; Face/Reach: 5’/5’; AC 15, T: 9, FF: 15; Full Atk 2 claws +1 melee (1d4) and bite -1 melee (1d4)/Grapple: +0; Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10; AL CE;
    Saves: Fort +4, Ref -1, Will +0;
    SA/SQ: Camouflage, Darkvision 90’, Stench,
    Feats: Multiattack
    Skills: Hide +5 (+13 in rocky/underground settings), Listen +3
    Possessions: None

    Trog Hatchling CR 1/4; HD 1d8; hp 4; Init -1; Spd 30 ft.; Face/Reach: 5’/5’; AC 15, T: 9, FF: 15; Full Atk 2 claws +1 melee (1d4-1) and bite -2 melee (1d4-1)/Grapple: -1; Str 9, Dex 9, Con 11, Int 8, Wis 9, Cha 10; AL CE;
    Saves: Fort +2, Ref -1, Will -1;
    SA/SQ: Camouflage, Darkvision 90’, Stench,
    Feats: Multiattack
    Skills: Hide +5 (+13 in rocky/underground settings), Listen +2
    Possessions: None

    All Trogs have Stench: All living non-trogs within 30’ must save vs. Fort DC 13 or be sickened (-2 to all attacks, damage, saves, skill and ability checks) for ten rounds. A save = 24 hr. immunity to that trog’s stench. Delay Poison or Neutralize Poison will remove the effect immediately. Creatures immune to poison are unaffected and those with poison resistance get whatever bonus is applicable to their poison saves.

    28) Long Cave (EL 7) 36 Male Trogs
    Young Trog Male CR 1; HD 2d8+4; hp 13; Init -1; Spd 30 ft.; Face/Reach: 5’/5’; AC 15, T: 9, FF: 15; Full Atk Battleaxe +1 melee (1d8) and claw -1 melee (1d4) and bite -1 melee (1d4); or: 2 claws +1 melee (1d4) and bite -1 melee (1d4); Javelin +2 ranged (1d6)/Grapple: +1; Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10; AL CE;
    Saves: Fort +5, Ref -1, Will +0;
    SA/SQ: Camouflage, Darkvision 90’, Stench,
    Feats: Multiattack, Weapon Focus (Javelin)
    Skills: Hide +5 (+13 in rocky/underground settings), Listen +3
    Possessions: Steel battleaxe, 1 masterwork javelin

    29) Gen Leaders (EL 5) (four 1st level Trog warriors, two 2nd level Trog warriors)
    Four Trog Male 1st level warriors CR 2 ea.; HD 3d8+9; hp 26; Init +3; Spd 30 ft.; Face/Reach: 5’/5’; AC 15, T: 9, FF: 15; Full Atk Great Axe +4 melee (1d12+3) and bite +2 melee (1d4+1); or: 2 claws +4 melee (1d4+2) and bite +0 melee (1d4+1); Javelin +4 ranged (1d6+2)/Grapple: +4; Str 14, Dex 9, Con 16, Int 8, Wis 10, Cha 10; AL CE;
    Saves: Fort +7, Ref -1, Will +0;
    SA/SQ: Camouflage, Darkvision 90’, Stench,
    Feats: Improved initiative, Multiattack, Weapon Focus (Great Axe)
    Skills: Hide +5 (+13 in rocky/underground settings), Intimidate +5, Listen +3
    Possessions: Steel bardiche (treat as Great Axe)

    Two ‘Elder’ Trog Male 2nd level warriors CR 3 ea.; HD 4d8+12; hp 33; Init +3; Spd 30 ft.; Face/Reach: 5’/5’; AC 15, T: 9, FF: 15; Full Atk Great Axe +6 melee (1d12+4) and bite +3 melee (1d4+1); or: 2 claws +6 melee (1d4+3) and bite +4 melee (1d4+1); Javelin +6 ranged (1d6+3)/Grapple: +6; Str 16, Dex 9, Con 16, Int 8, Wis 10, Cha 10; AL CE;
    Saves: Fort +8, Ref -1, Will +0;
    SA/SQ: Camouflage, Darkvision 90’, Stench,
    Feats: Improved initiative, Multiattack, Weapon Focus (Great Axe)
    Skills: Hide +5 (+13 in rocky/underground settings), Intimidate +6, Listen +3
    Possessions: Steel bardiche (Great Axe)

    30) Communal Cave (EL 1) 8 female Trogs
    Stats are the same as females in ‘T’ above.




    31) Eastern Cavern (EL variable) Shrieker and Violet Fungus
    1d4 Shriekers CR 1 ea.; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; Face/Reach: 5’/0’; AC 8, T: 5, FF: 8; Full Atk N/A/Grapple: -4; Str -, Dex -, Con 13, Int -, Wis 2, Cha 1; AL N;
    Saves: Fort +4, Ref --, Will -4;
    SA/SQ: Low-light vision, Plant Traits, Shriek
    Feats: N/A
    Skills: N/A
    Possessions: See text.
    Shriek: Movement or light source within 10’ causes the shirker to emit a piercing sound for 1d3 rds.

    1d4 Violet Fungus CR 3 ea.; HD 2d8+6; hp 15; Init -1; Spd 10 ft.; Face/Reach: 5’/10’; AC 13, T: 9, FF: 13; Full Atk 4 tentacles +3 melee (1d6+2 + poison)/Grapple: +3; Str 14, Dex 8, Con 16, Int -, Wis 11, Cha 9; AL N;
    Saves: Fort +6, Ref -1, Will +0;
    SA/SQ: Low-light vision, Plant Traits, Poison
    Feats: N/A
    Skills: N/A
    Possessions: See text.
    Poison: Injury/Fort DC 14 or suffer 1d4 Con and 1d4 Str initial, 1d4 Con and 1d4 Str secondary

    32-35) Trolls Dens (EL variable) (Scent Check DC 10 to smell troll-stench over the reek of Fungus for areas 33-35)

    32) Chief’s Den (EL 11) Chief and five consorts
    The Chief, 2nd Level Troll Fighter CR 7; HD 6d8+48 + 2d10+16; hp 106; Init +6; Spd 30 ft.; Face/Reach: 10’/10’; AC 16, T: 11, FF: 14; Full Atk 2 Claws +13 melee(1d6+8), bite +8 melee (1d6+4), automatically rends for 2d6+12 if both claws hit
    Grapple: +18; Str 26, Dex 14, Con 26, Int 6, Wis 10, Cha 12; AL CE;
    Saves: Fort +14, Ref +4, Will +4;
    SA/SQ: Darkvision 60’, Low-light vision, *Regenerate 5, Rend, Scent
    Feats: Alertness, Cleave, Improved Initiative, Iron Will, Power Attack (to +6), Track
    Skills: Intimidate +6, Jump +8, Listen +6, Spot +6
    Possessions: See text.
    *Fire and acid deal normal damage. Lost limbs re-grow in 1d6 minutes. Severed limbs reattach when held to stump.

    Five 1st level Female Troll Fighters CR 6 ea.; HD 6d8+36 + 1d10+6; hp 79 ea.; Init +6; Spd 30 ft.; Face/Reach: 10’/10’; AC 16, T: 11, FF: 14; Full Atk 2 Claws +11 melee(1d6+7), bite +6 melee (1d6+3), automatically rends for 2d6+10 if both claws hit
    Grapple: +16; Str 24, Dex 14, Con 23, Int 6, Wis 9, Cha 10; AL CE;
    Saves: Fort +13, Ref +4, Will +3;
    SA/SQ: Darkvision 60’, Low-light vision, *Regenerate 5, Rend, Scent
    Feats: Alertness, Improved Initiative, Iron Will, Power Attack (to +5), Track
    Skills: Intimidate +5, Listen +5, Spot +6
    Possessions: See text.
    *Fire and acid deal normal damage. Lost limbs re-grow in 1d6 minutes. Severed limbs reattach when held to stump.

    33) (EL 12) Eight Trolls
    CR 5 ea.; HD 6d8+36; hp 63 ea.; Init +2; Spd 30 ft.; Face/Reach: 10’/10’; AC 16, T: 11, FF: 14; Full Atk 2 Claws +9 melee(1d6+6), bite +4 melee (1d6+3), automatically rends for 2d6+9 if both claws hit./Grapple: +14; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6; AL CE;
    Saves: Fort +11, Ref +4, Will +3;
    SA/SQ: Darkvision 60’, Low-light vision, *Regenerate 5, Rend, Scent
    Feats: Alertness, Iron Will, Track
    Skills: Listen +5, Spot +6
    Possessions: See text.
    *Fire and acid deal normal damage. Lost limbs re-grow in 1d6 minutes. Severed limbs reattach when held to stump.

    34) (EL 13) Ten Trolls
    Same stats as the trolls in Area 33.

    35) (EL 13) Ten Trolls
    Same stats as the trolls in Area 33.

    36-38) Additional Troglodyte Warren (EL variable)

    T= Unit Den (EL 1) 1 male, 1 female and 2 hatchlings, see Area 28-30 for stats.

    36) Guard’s Quarters (EL 6)
    Four large Trog Male 1st level warriors CR 2 ea.; HD 3d8+9; hp 26; Init +3; Spd 30 ft.; Face/Reach: 5’/5’; AC 15, T: 9, FF: 15; Full Atk Battleaxe +4 melee (1d8+2) and bite +2 melee (1d4+1); or: 2 claws +4 melee (1d4+2) and bite +0 melee (1d4+1); Javelin +5 ranged (1d6+2)/Grapple: +4; Str 14, Dex 9, Con 16, Int 8, Wis 10, Cha 10; AL CE;
    Saves: Fort +7, Ref -1, Will +0;
    SA/SQ: Camouflage, Darkvision 90’, Stench,
    Feats: Improved Initiative, Multiattack, Weapon Focus (Battleaxe)
    Skills: Hide +5 (+13 in rocky/underground settings), Intimidate +5, Listen +3
    Possessions: Metal Battleaxe, one masterwork javelin

    37) Guard’s Quarters #2 (EL 6)
    4 large trogs (same stats as Area 36)

    38) Trog Chieftain’s Lair (EL 4)
    The Chief, Trog Male 4th level warrior CR 5; HD 6d8+18; hp 48; Init +3; Spd 30 ft.; Face/Reach: 5’/5’; AC 15, T: 9, FF: 15; Full Atk +2 Bastard Sword +10 melee (1d10+5) and bite +6 melee (1d4+3); or: 2 claws +8 melee (1d4+3) and bite +6 melee (1d4+3); Masterwork javelin +9 ranged (1d6+2) or Javelin of Lighting (5d6, Reflex DC 14 for half)/Grapple: +8; Str 17, Dex 9, Con 16, Int 8, Wis 12, Cha 12; AL CE;
    Saves: Fort +10, Ref +0, Will +2;
    SA/SQ: Camouflage, Darkvision 90’, Stench, magic javelins
    Feats: Exotic Weapon (Bastard Sword), Improved initiative, Multiattack, Exotic Weapon (Reach Flail), *Spirited Charge
    Skills: Climb +4, Hide +5 (+13 in rocky/underground settings), Intimidate +7, Listen +3
    Possessions: +2 Bastard Sword, four masterwork javelins, two Javelins of Lightening (roll 1d6, on 1-2, his first cast is a Javelin of Lightning, as he does not know the difference yet), access to two-handed flail, see below; also: See text.

    *When mounted on his wyvern and wielding the two handed flail from Area #39, the trog chief’s close empathy with his mount grant him a bonus feat equivalent to Spirited Charge, such that his flail will inflict double damage when his mount performs a Flyby attack. With such a charge, the Trog Chief gets one attack, at +11, and inflicts 2d10+6 damage.
    The chief does not gain any of the other feats that normally are required for Spirited Charge. Thus he may not block damage to his mount, as with Mounted Combat, and he must ready his action to strike when the wyvern does its Flyby attack (i.e. the wyvern is in charge in mid-air, as the chief does not have the ride-by attack feat).



    39) Side Gallery (EL 7) Two Wyverns
    CR 6 ea.; HD 7d12+14; hp 59; Init +1; Spd 20 ft./ fly 60 ft.; Face/Reach: 10’/5’; AC 18, T: 10, FF: 17; Full Atk Sting +10 (1d6+4 + poison) and Bite +8 melee (2d8+4) and 2 Wings +8 melee (1d8+2) and 2 Talons +8 melee (2d6+4)/Grapple: +15;
    Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9; AL N;
    Saves: Fort +7, Ref +6, Will +6;
    SA/SQ: Darkvision 60’, Improved Grab, Immunity to sleep and paralysis, Low-light vision, Poison, Scent
    Feats: Ability Focus (poison), Alertness, Flyby attack, Multiattack
    Skills: Hide +7, Listen +13, Move Silently +11, Spot +16
    Possessions: *Masterwork Heavy ‘huge’ (Reach) Flail & see text.
    Poison: DC 17 Fort, Initial & Secondary 2d6 Con each.

    *This masterwork Huge Reach Heavy Flail is a unique weapon belonging to the Trog Chief. It weighs 13 lbs. and has a reach of 10’ and inflicts 1d10 points of damage.





    Journey to the Shrine:
    Encounter Area W-27

    Thoopshib Kuo-Toan 13th level Monk (“Monitor”)
    CR 16; HD 15d8+45; hp 113; Init +8; Spd 70 ft.; Face/Reach: 5’/5’; AC 25, T: 15, FF: 25; Full Atk +17/+12 (+17/+17/+17/+11 Flurry of Blows) 2d6+5 (Crit: 19-20)/Gpl: +18; ; Str 20, Dex 18, Con 16, Int 13, Wis 16, Cha 8; AL CE;
    Saves: Fort +13, Ref +12, Will +11 (13 vs. Enchantment);
    SA/SQ: Monk Abilities: Abundant Step (Dimension Door 6th level), Diamond Body (immune to poisons), Diamond Soul (SR 23), Flurry of Blows, Improved Evasion, Ki Strike (Magic and Chaotic), Improved Trip, Purity of Body (immune to normal diseases), Slow Fall (60’), Still Mind (+2 vs mind & enchantment), Stunning Fist (Fort DC 19, 3/day), Wholeness of Body: heal 26 hp/day; Kuo-Toa Abilities: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Cleave, Combat Reflexes, Great Fortitude, Improved Critical (Unarmed Strike), Improved Initiative, Improved Unarmed Strike, Negotiator, Power Attack (to +9), Weapon Focus (Unarmed Strike).
    Skills: Balance +16, Climb +17, Diplomacy +15, Escape Artist +12, Hide +10, Jump +33, Listen +8, Move Silently +22, Search +12, Sense Motive +19, Spot +21
    Possessions: See text.

    Note: Obviously, Thooshib’s chaotic alignment now pretty much prevents him from ever gaining new monk levels. Use of the Necklace mentioned in the module, combined with Abundant Step, can make this a truly deadly encounter…

    Giant Gar (from Dragon Magazine #321, P. 60)
    CR 5; HD 5d8+25; hp 50; Init +2; Spd 60 ft.; Face/Reach: 15’/10’; AC 19, T: 10, FF: 17; Full Atk +8 Melee (2d6+10)
    Mad Archmage of the Oerth Journal

    Joined: Dec 09, 2002
    Posts: 342
    From: Ohio

    Send private message
    Mon May 09, 2005 3:57 pm  

    WOW. you went all out on this! Have you considered making it into a pdf for download. If you need help I could get it uploaded to the site for you.
    But overall, damn, nice job man.
    _________________
    Cheerz,
    -Rick "Duicarthan" Miller
    Editor-in-Chief, Oerth Journal
    http://www.oerthjournal.com http://www.greyhawkonline.com/duicarthan
    Apprentice Greytalker

    Joined: May 03, 2005
    Posts: 8


    Send private message
    Mon May 09, 2005 5:54 pm  
    Dang it got cut off some....heres the rest so far:

    /Grapple: +18; Str 24, Dex 14, Con 20, Int 1, Wis 10, Cha 1; AL N;
    Saves: Fort +9, Ref +6, Will +1;
    SA/SQ: Improved Grab, Swallow Whole, Low-light Vision
    Feats: Alertness, Toughness
    Skills: Listen +2, Spot +6, Swim +19
    Possessions: None

    Improved Grab/Swallow Whole: If the Gar hits with its bite attack, it may start a grapple with a free action (No Attack of Opportunity against the Gar). If it manages to win the first grapple check, it may launch another one the following round. If successful, the Gar swallows the victim if it is smaller than the Gar. Swallowed victims take 1d8+3 bludgeoning damage and 4 pts of Acid damage each round. A light slashing weapon that inflicts 10 hp of damage vs. AC 14 will allow a victim to escape, but then muscular contraction closes the hole. A new victim must cut his own way out. A Gar can swallow 2 M, 8 S, 32 Tiny or 128 Diminutive or smaller creatures.

    Encounter Area A2-31
    Deep-Gnome Prospectors (EL

    5 Deep Gnome 3rd Level Fighters
    CR 4; HD 3d10+6; hp 27; Init +5; Spd 20 ft.; Face/Reach: 5’/5’; AC 21*, T: 16, FF: 15; Full Atk +6 Melee (1d6/x4); Dart +5 Ranged (1d3+Special)/Grapple: -1; Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4; AL N;
    Saves: Fort +6, Ref +4, Will +3;
    SA/SQ: Darkvision 120’, +1 racial bonus on attack rolls against kobolds and goblinoids, Stonecunning, SR: 14, Nondetection (A svirfneblin has continuous nondetection ability as the spell (caster level equal to class levels).
    Feats: *Dodge, Improved Initiative, Stealthy, Toughness, Weapon Focus: Heavy Pick
    Skills: Climb +6, Hide +9 (improves to +11 when underground), Jump +2, Listen +2, Move Silent +3
    Possessions: 7 Stun Gas darts, Masterwork Heavy Pick, Masterwork Dagger, Leather jacket with Mithril rings (Mithril Chain Shirt), 1 mineral curative tablet (heal 4 hp per tablet)
    Spell-like abilities (as Sorcerer of total class levels), 1/day: Blindness/Deafness (DC 13), Blur, Disguise Self

    2 Deep Gnome 4th Level Fighters
    CR 5; HD 4d10+7; hp 34; Init +5; Spd 20 ft.; Face/Reach: 5’/5’; AC 22*, T: 16, FF: 15; Full Atk +7 Melee (1d6/x4); Dart +7 Ranged (1d3+Special)/Grapple: +0; Str 11, Dex 14, Con 12, Int 10, Wis 11, Cha 4; AL N;
    Saves: Fort +7, Ref +5, Will +3;
    SA/SQ: Darkvision 120’, +1 racial bonus on attack rolls against kobolds and goblinoids, Stonecunning, SR: 15, Nondetection (A svirfneblin has continuous nondetection ability as the spell (caster level equal to class levels).
    Feats: *Dodge, Improved Initiative, Quickdraw, Stealthy, Toughness, Weapon Focus: Heavy Pick
    Skills: Climb +7, Hide +10 (+12 when underground), Jump +3, Listen +2, Move Silent +4
    Possessions: 3 Acid darts, Masterwork Heavy Pick, Masterwork Dagger, Leather jacket with Mithril rings (Mithril Chain Shirt), 1 mineral curative tablet (heal 4 hp per tablet)
    Spell-like abilities (as Sorcerer of total class levels), 1/day: Blindness/Deafness (DC 13), Blur, Disguise Self

    Trosli Garnetgetter, Deep Gnome 5th level Fighter
    CR 6; HD 5d10+8; hp 40; Init +5; Spd ft.; Face/Reach: 5’/5’; Spd 20 ft.; Face/Reach: 5’/5’; AC 23*, T: 16, FF: 15; Full Atk +9 Melee (1d6/x4); Dart +9 Ranged (1d3+1+Special)/Grapple: +2; Str 12, Dex 16, Con 12, Int 12, Wis 14, Cha 10; AL N;
    Saves: Fort +7, Ref +6, Will +5;
    SA/SQ: SR: 16, Nondetection (A svirfneblin has continuous nondetection ability as the spell (caster level equal to class levels). +1 racial bonus on attack rolls against kobolds and goblinoids.
    Feats: *Dodge, Improved Initiative, Quickdraw, Stealthy, Toughness, Weapon Focus: Heavy Pick
    Skills: Climb +9, Hide +11 (+13 when underground), Intimidate +3, Jump +4, Listen +2, Move Silent +5
    Possessions: 3 Acid Darts, 6 Obscuring Gas rocks, 4 Stun Gas rocks, Masterwork Heavy Pick, Masterwork Dagger, Leather Jack with Mithril Rings (Mithril Chain Shirt), 12 mineral curative tablets (heal 4 hp per tablet)
    Obscuring Gas Rocks: These rocks instantly burst in a 15’ diameter, and acts as Obscuring Mist spell for 10 rounds.
    Stun Gas Rocks: These rocks act as the normal deep-gnome stun gas darts, but they burst in a 15’ radius and last for five rounds. They can be dispersed exactly as the Obscuring Gas rocks above (see the Obscuring Mist spell).
    Spell-like abilities (as Sorcerer of total class levels), 1/day: Blindness/Deafness (DC 15), Blur, Disguise Self,
    Summon Earth Elemental: This ability, normally reserved for 6th+ level deep gnomes is granted to Trosli due to his noble lineage.


    Shrine of the Kuo-Toa

    Notes about Kuo-Toa patrols: Kuo-Toan guards that wield a shield will have adhesive applied. Any time a foe makes an unsuccessful attack against the shield-user, they must make a Reflex DC 14 save or the weapon sticks to the shield and is automatically yanked from the weapon-wielder’s hand. Locked gauntlets and such probably result in both creatures taking penalties as if grappled. Pulling a glued weapon free is a DC 20 Strength check.

    Nets: A net is used to entangle enemies. When a Kuo-Toa throws a net, it makes a ranged touch attack against the target. A net’s maximum range is 10 feet. If hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If the Kuo-Toa controls the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of the Kuo-Toa (Small to Large). A net must be folded to be thrown effectively. The first time thrown in a fight, the attacker makes a normal ranged touch attack roll. After the net is unfolded, there is a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.

    Harpoon (Sword & Fist) 1d10/Crit 20/x2, Range Inc. 30’. If a harpoon hits its target, the victim must make a Reflex DC 10+ damage received or become impaled. If impaled, the target can move at only half speed, and cannot charge or run. If the Kuo-Toa controls the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows (30’ max). If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell. Removing a harpoon requires both hands and a full-round action, and inflict damage equal to the damage the initial attack caused (if the Kuo Toan inflicted 10 damage, the victim takes another 10 when he removes the harpoon).

    A. Apartments (three to six Kuo-Toa Pilgrims)
    CR 3; HD 2d8+2; hp 11; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Bite +3 Melee (1d4+1);Grapple: +3; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +3, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude
    Skills: Craft (any one) +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9
    Possessions: Unarmed, See text.

    B. Barracks (EL variable based on creatures present: 32, 24 or 16 normal Kuo-Toa led by a Sergeant)

    Kuo-Toa Sergeant (2nd level Warrior) CR 4; HD 4d8+4; hp 25; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Dagger +6 Melee (1d4+2) and Bite +1 Melee (1d4+1); Harpoon +6 Ranged (1d10+2)/Grapple: +6; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +6, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude, Improved Initiative
    Skills: Climb +7, Craft (any one) +4, Escape Artist +8, Intimidate +4,Jump +7, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +14
    Possessions: Dagger and harpoon

    32, 24 or 16 normal Kuo-Toa, CR 3; HD 2d8+2; hp 11; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 18 or 16, T: 10, FF: 18 or 16; Full Atk Short Spear +3 Melee (1d6+1) and Bite -2 melee (1d4);Grapple: +3; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +3, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude
    Skills: Craft (any one) +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9
    Possessions: 50% with dagger, spear, and shield, 50% with dagger, net, and spear


    BF. Female Guard Barracks (EL 8)
    16 female Kuo-Toa, CR 3; HD 2d8+2; hp 11; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Dagger +4 Melee (1d4+1) and Bite -2 melee (1d4); Short Bow +2 Ranged (1d6+1)/Grapple: +3; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +2, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude
    Skills: Craft (any one) +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9
    Possessions: Dagger & Short Bow, 20 arrows

    2 female Kuo-Toa 1st Level warrior Sergeants, CR 3; HD 3d8+3; hp 20; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Short Spear +4 Melee (1d4+1) and Bite -1 melee (1d4); Grapple: +4; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +5, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude
    Skills: Climb +4, Craft (any 1) +4, Escape Artist +8, Intimidate +2 Listen +7, Move Silently +3, Search +8, Spot +11, Swim +12
    Possessions: Dagger, Short Spear, Shield


    C. Common Areas (EL Variable)
    1-8 Kuo-Toa pilgrims, CR 3 ea.; HD 2d8+2; hp 11; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Bite +3 Melee (1d4+1);Grapple: +3; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +3, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude
    Skills: Craft (any one) +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9
    Possessions: Unarmed, See text.

    M. Monitor (EL 7)
    7th Level Kuo-Toan Monk CR 10; HD 9d8+18; hp 62; Init +5; Spd 40 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 22*, T: 16*, FF: 20; Full Atk +10/+5 Melee (Flurry of Blows:+10/+10/+5) (1d8+2); Grapple: +9; Str 14, Dex 13, Con 14, Int 14, Wis 16, Cha 8; AL LE;
    Saves: Fort +9, Ref +9, Will +11;
    SA/SQ: Monk: Evasion, Flurry of Blows, Ki Strike, Purity of Body, Slow Fall (30), Stunning Fist, Improved Disarm, Still Mind, Wholeness of Body: 14 hp/day; Kuo-Toan: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Combat Expertise (to -7), Combat Reflexes, *Dodge, Great Fortitude, Improved Initiative, Weapon Focus (Unarmed Strike)
    Skills: Balance +11, Climb +9, Craft (any one) +5, Concentration +7, Escape Artist +14, Hide +11, Jump +14, Knowledge: Local +5, Listen +15, Move Silently +11, Search +6, Sense Motive +7, Spot +17;
    Possessions: See text.

    2.) Leeches (similar to a swarm, walking in this area will produce 1 hp of damage regardless of AC each melee round, Spot DC 20 to notice leech sucking attack). There are unlimited numbers of leeches here, for purposes of constant attack.



    5) Guard Post (EL 6) (Note: Queen of the Spiders listed the leaders here as both 3 HD…Shrine of the Kuo-Toa listed one of 3rd and the other as a 4th…I went with QotS for saving space)
    8 Kuo-Toa, CR 3 ea.; HD 2d8+2; hp 11; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 18 & 16, T: 10, FF: 18 & 16; Full Atk Spear +4 Melee (1d4+1) and Bite -2 melee (1d4); Grapple: +3; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +2, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude
    Skills: Craft (any one) +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9
    Possessions: 4 have Spear, Dagger and Shield, 4 have Dagger, Net and Spear

    2 Kuo-Toa 1st Level warrior leaders, CR 3 ea.; HD 3d8+3; hp 20; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Dagger +4 Melee (1d4+1) and Bite -1 melee (1d4); Harpoon +4 Ranged (1d10+1)/Grapple: +4; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +5, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude
    Skills: Climb +4, Craft (any 1) +4, Escape Artist +8, Intimidate +2 Listen +7, Move Silently +3, Search +8, Spot +11, Swim +12
    Possessions: Harpoon and Dagger


    6) Palace of the Priest Prince (EL 9) (Note: As in 5) above, Queen of the Spiders listed the leaders here as both 3 HD…Shrine of the Kuo-Toa listed one of 3rd and the other as a 4th…I went with QotS for saving space. However, I DID follow Shrine in making the Herald a true 6th level fighter, not merely 6 HD as in QotS)

    Kuo-Toa Herald (6th level Fighter) CR 9; HD 6d10+2d8+27; hp 74; Init +5; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 17, T: 11, FF: 16; Full Atk Dagger +11/+5 Melee (1d4+3) and Bite +6 melee (1d4+1); Harpoon +13 Ranged (1d10+3); Gpl: +9; Str 16, Dex 12, Con 16, Int 14, Wis 16, Cha 10; AL NE;
    Saves: Fort +10, Ref +8, Will +10;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Combat Expertise (to +6), Combat Reflexes, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point Blank Shot, Toughness, Weapon Focus (Harpoon)
    Skills: Climb +12, Craft (any one) +4, Diplomacy +4, Escape Artist +9, Gather Information +3, Handle Animal +5, Intimidate +9, Listen +8, Move Silently +4, Ride +9, Search +9, Spot +12, Swim +11;
    Possessions: Harpoon and Dagger, Shell Horn

    8 Kuo-Toa, CR 3 ea.; HD 2d8+2; hp 11; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 18 & 16, T: 10, FF: 18 & 16; Full Atk Spear +4 Melee (1d4+1) and Bite -2 melee (1d4); Grapple: +3; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +2, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude
    Skills: Craft (any one) +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9
    Possessions: 4 have Spear, Dagger and Shield, 4 have Dagger, Net and Spear

    2 Kuo-Toa 1st Level warrior leaders, CR 3 ea.; HD 3d8+3; hp 20; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Dagger +4 Melee (1d4+1) and Bite -1 melee (1d4);Harpoon +4 Ranged(1d10+1)/Grapple: +4; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +5, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude
    Skills: Climb +4, Craft (any 1) +4, Escape Artist +8, Intimidate +2 Listen +7, Move Silently +3, Search +8, Spot +11, Swim +12
    Possessions: Harpoon and Dagger


    7) THRONE ROOM OF’VA-GUULGH (EL 16 Hardcore, El 13 Balanced)

    Six Kuo-Toan 6th Cleric /*1st Rogue /5th Assassins (Hardcore): CR 15 ea.; HD 8d8+6d6+28; hp 89 ea.; Init +6; Spd 20 ft. (Swim 50 ft.; Face/Reach: 5’/5’; AC 18, T: 12, FF: 18; Full Atk Dagger +11/+5 Melee (1d4+2); Harpoon +10 Ranged (1d10+2)/Grapple: +11; Str 14, Dex 14, Con 14, Int 14, Wis 16, Cha 8; AL ;
    Saves: Fort +10, Ref +13, Will +12;
    SA/SQ: Class: +2 save against poisons, Death Attack (DC 17), Improved Uncanny Dodge, Poison Use, Rebuke Undead 2/day, Sneak Attack +4d6, Spontaneous casting, Trap-finding; Kuo-Toan: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Combat Casting, Combat Expertise, Great Fortitude, Improved Initiative, Stealthy
    Skills: Climb +9, Concentration +13, Disguise +4, Escape Artist +15, Heal +7, Hide +19, Intimidate +6, Knowledge: Kuo-Toan Religion, Listen +13, Move Silently +16, Search +11, Spellcraft +8, Spot +14;
    Possessions: Dagger, Harpoon, Garrote

    [* I had to add a level of Rogue to make it possible for the Clerics to have enough Move/Hide skill points to take the assassin prestige class, so I lowered the assassin level to 5th instead of 6th]

    Spells Prepared (Evil & Water): (5/4+1/4+1/3+1; Save DC = 13 + spell level):
    Cleric
    0: Detect Magic, Detect Poison, Mending, Purify Food and Drink, Read Magic
    1: *Obscuring Mist, Cure Light Wounds, Obscuring Mist, Remove Fear
    2: *Fog Cloud, Hold Person (x2), Resist Energy (Fire), Silence, Zone of Truth
    3: *Magic Circle against Good, Blindness/Deafness, Deeper Darkness, Dispel Magic
    *Domain Spell.

    Assassin 3/2; save DC = 12 + spell level
    1: Disguise Self, Ghost Sound, True Strike
    2: Invisibility, Spider Climb


    Six Kuo-Toan 3rd level Rogue/5th level Clerics (balanced); CR 11 ea.; HD (3d6)+(7d8)+20; hp 64; Init +4; Spd 30 ft.; AC 16 (FF: 16, T: 10); Full Atk Dagger +7 Melee (1d8+2); Harpoon +7 Ranged (1d10+2)/Grp +7; AL: NE; STR 14, DEX 10, CON 14, INT 13, WIS 14, CHA 8
    SV: Fort +9, Ref +7, Will +10;
    SA: Class: Evasion, Rebuke Undead, 2/day, Sneak Attack +2d6, Spontaneous casting, Trap Sense +1, Trapfinding; Kuo Toan: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude, Improved Initiative, Stealthy
    Skills: Balance +8, Climb +8, Concentration +13, Escape Artist +8, Gather Information +5, Hide +10, Intimidate +5, Jump +10, Knowledge (Arcana) +2, Knowledge (Religion) +5, Listen +7, Move Silently +13, Search +14, Spellcraft +5, Spot +17, Swim +10, Tumble +8
    Possessions: Dagger, Harpoon, Garrote
    Spells Prepared (Evil & Water): (5/4+1/3+1/1+1; Save DC = 12 + spell level):
    Cleric
    0: Detect Magic, Detect Poison, Mending, Purify Food and Drink, Read Magic
    1: *Obscuring Mist, Cure Light Wounds, Obscuring Mist, Remove Fear
    2: *Fog Cloud, Hold Person, Resist Energy (Fire), Silence, Zone of Truth
    3: *Magic Circle against Good, Deeper Darkness
    *Domain Spell.


    8) Prince & Guards (EL 15)
    Two Kuo-Toa Guards (4th level Warriors) CR 5; HD 6d8+6; hp 36; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Spear +9 Melee (1d8+2) and Bite +3 Melee (1d4+1)/Grapple: +8; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +7, Ref +4, Will +6;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude, Improved Initiative, Weapon Focus (Spear)
    Skills: Climb +9, Craft (any one) +4, Escape Artist +8, Intimidate +6,Jump +9, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +16
    Possessions: I listed spear just in case the DM wishes to arm these guards. The text says they are unarmed, assuming natural attacks.

    Va-Guulgh the Mighty (Hardcore)
    10th Level Cleric/5th Level Rogue/5th Level Assassin; CR 24; HD (11d8)+(10d6)+66; hp 159; Init +8; Spd 30 ft.; AC 24*, FF: 23, T: *18); Full Atk +2 Trident of Submission +23/+18/13 Melee (1d8+7+3d6 Str, Crit x2/20)/Grp +15; AL: NE;
    SV: Fort +17, Ref +21, Will +21; STR 20, DEX 18, CON 16, INT 16, WIS 18, CHA 10
    SA: Class: Evasion, Rebuke Undead, 3/day, Sneak Attack +3d6, Spontaneous casting, Trap Sense +1, Trapfinding, Uncanny Dodge, Kuo-Toan: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Combat Casting, Combat Expertise, *Dodge, Great Fortitude, Improved Initiative, Iron Will, Weapon Focus (Trident);
    Skills: Balance +12, Concentration +21, Diplomacy +6, Disguise +5, Escape Artist +12, Heal +14, Hide +26, Knowledge (Arcana) +15, Knowledge (Religion) +15, Listen +9, Move Silently +24, Search +17, Spellcraft +13, Spot +21, Swim +13, Tumble +16, Use Magic Device +18;
    Possessions: +2 Trident of Submission*, Boots of Speed, +3 Ring of Protecton (adds to saves as well)

    *Any foe struck by this make Fort DC 23 or suffer the effects of a Symbol of Weakness (3d6 Str loss).

    Cleric Spells (Water & Evil Domains): (6/5+1/5+1/4+1/4+1/3+1; DC: 14+ Spell levels
    0: Detect Magic, Detect Poison, Guidance, Mending, Purify Food & Drink, Read Magic
    1: *Obscuring Mist, Command, Cure Lt. Wounds, Prot. From Good, Prot. From Evil, Shield of Faith
    2: *Fog Cloud, Hold Person, Resist Energy (Fire), Silence, Spiritual Weapon, Zone of Truth
    3: *Magic Circle against Good, Deeper Darkness, Dispel Magic, Invisibility Purge, Prayer
    4: *Unholy Blight, Air Walk, Divination, Divine Power, Tongues
    5: *Ice Storm, Plane Shift, Symbol of Pain, True Seeing
    *Domain Spell.

    Assassin 3/2; save DC = 13 + spell level
    1: Disguise Self, Ghost Sound, True Strike
    2: Invisibility, Spider Climb


    Va-Guulgh the Mighty (Balanced) (These stasts assume he had retrieved his magic items)
    9th Level Cleric/5th Level Rogue; CR 17; HD (11d8)+(5d6)+48; hp 118; Init +8; Spd 30 ft.; AC 24*, FF: 23, T: *18); Full Atk +2 Trident of Submission +18/+13/+8 Melee (1d8+6+3d6 Str, Crit x2/20)/Grp +13; AL: NE;
    SV: Fort +13, Ref +17, Will +19; STR 18, DEX 18, CON 16, INT 16, WIS 18, CHA 10
    SA: Evasion, Rebuke Undead, 3/day, Sneak Attack +3d6, Spontaneous casting, Trap Sense +1, Trapfinding, Uncanny Dodge; Kuo-Toan: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, *Dodge, Great Fortitude, Improved Initiative, Iron Will, Weapon Focus (Trident);
    Skills Concentration +15, Diplomacy +6, Disguise +5, Escape Artist +12, Heal +14, Hide +21, Knowledge (Arcana) +15, Knowledge (Religion) +15, Listen +9, Move Silently +17, Search +17, Spellcraft +13, Spot +18, Swim +12, Tumble +8, Use Magic Device +10;
    Possessions: +2 Trident of Submission*, Boots of Speed, +3 Ring of Protecton (adds to saves as well)

    *Any foe struck by this make Fort DC 23 or suffer the effects of a Symbol of Weakness (3d6 Str loss).

    Cleric Spells (Water & Evil Domains): (6/5+1/5+1/4+1/3+1/2+1; DC: 14+ Spell levels
    0: Detect Magic, Detect Poison, Guidance, Mending, Purify Food & Drink, Read Magic
    1: *Obscuring Mist, Command, Cure Lt. Wounds, Prot. From Good, Prot. From Evil, Shield of Faith
    2: *Fog Cloud, Hold Person, Resist Energy (Fire), Silence, Spiritual Weapon, Zone of Truth
    3: *Magic Circle against Good, Deeper Darkness, Dispel Magic, Invisibility Purge, Prayer
    4: *Unholy Blight, Air Walk, Divine Power, Tongues
    5: *Ice Storm, Plane Shift, True Seeing
    *Domain Spell

    Assassin 3/2; save DC = 13 + spell level
    1: Disguise Self, Ghost Sound, True Strike
    2: Invisibility, Spider Climb

    9)
    Apprentice Greytalker

    Joined: Feb 18, 2002
    Posts: 59
    From: Baltimore, MD, USA

    Send private message
    Fri Aug 05, 2005 7:39 am  

    Jeff

    This is great. Did you ever get it turned into PDF and posted to Canonfire as Rick suggested? I could really use the rest of this - whatever you have. :)

    Great job!

    BTW - for Drow to get their special spells back, they did add a feat in FR Underdark called Drow Noble - they would take that and get the special 4th level spells. You have to be 4th or higher level to qualify, and a Drow. I was planning to use that for all the Drow in D1-3.

    ROB
    Apprentice Greytalker

    Joined: May 03, 2005
    Posts: 8


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    Sat Sep 10, 2005 1:45 pm  

    I woork on it when i get spare time...lately I've been doing a lot of the module tournament PC's that were used by playtesters.

    Here's what I've added since the last post:


    9) Passage to the Slave Quarters (EL8)

    Kuo-Toa Sergeant (4th level Fighter) CR 9; HD 4d10+2d8+21; hp 52; Init +5; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 17, T: 11, FF: 16; Full Atk Dagger +9 Melee (1d4+3) and Bite +4 melee (1d4+1); Harpoon +11 Ranged (1d10+3); Gpl: +7; Str 16, Dex 12, Con 16, Int 14, Wis 16, Cha 10; AL NE;
    Saves: Fort +9, Ref +7, Will +9;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Combat Expertise (to +6), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point Blank Shot, Toughness, Weapon Focus (Harpoon)
    Skills: Climb +12, Craft (any one) +4, Diplomacy +4, Escape Artist +9, Gather Information +3, Handle Animal +5, Intimidate +5, Listen +8, Move Silently +4, Ride +5, Search +9, Spot +12, Swim +11;

    Four Kuo-Toa 2nd level Warriors CR 4; HD 4d8+4; hp 25; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Dagger +6 Melee (1d4+2) and Bite +1 Melee (1d4+1); Net +4 Ranged or Spear +6 (1d8+2)/Grapple: +6; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +6, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude, Improved Initiative
    Skills: Climb +7, Craft (any one) +4, Escape Artist +8, Intimidate +4,Jump +7, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +14
    Possessions: (Warriors) Dagger, net and spear, (Sergeant) dagger & harpoon, door keys

    The western slave quarters holds:

    3 Gnolls: CR: 1 ea., HD 2d8+2, HP: 11, Init +0; Spd 30'; Face/Reach: 5’/5’, AC 11, T:10, FF: 11, Atk Melee +3 with whatever weapon they can find/Grapple:+3, Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8; AL CE;
    Saves: Fort +4, Ref +0, Will +0
    SA/SQ: Darkvision 60 ft
    Skills: Listen +2, Spot +3
    Feats: Power Attack.

    2 Hobgoblins: CR ½; HD 1d8+2; hp 6; Init +1; Spd 30 ft.; Face/Reach: 5’/5’, AC 11, T:10, FF: 11; Atk Melee +2 with whatever weapon they can find/Grapple:+2,AL LE;
    Saves: Fort +4, Ref +1, Will -1; Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8..
    SA/SQ: Darkvision 60 ft.;
    Feats: Alertness
    Skills: Hide +3, Listen +2, Move Silently +3, Spot +2

    1 half-orc,, 2 lizardmen, 9 orcs and 6 trogs. The eastern chamber contains 2 dwarves, 3 Deep Gnomes, and 21 humans (one of whom is a 7th level paladin:

    [Paladin Prisoner: :Male Human Paladin 7; CR 7; HD 7d10+21; hp 60; Init +7; Spd 30'; AC 13, T:13, FF: 10; Full Atk +7/+2; (fists: 1d2+3)/Grapple: +10/+5; STR 17, DEX 17, CON 17, INT 14, WIS 16, CHA 15; AL: LG
    Saves: Fort +10, Ref +7, Will +7;
    SA/SQ: Aura of Courage, Aura of Good, Divine Grace, Divine Health, Lay on Hands 14 hp/day, Remove Disease 1/week, Smite Evil 2/day, Special Mount, Turn Undead 5/day (turn level 4) (turn damage 2d6+6);
    Skills: Concentration +13, Craft (Weaponsmithing) +7, Diplomacy +11, Handle Animal +5, Heal +13, Knowledge (Religion) +7, Ride +13, Sense Motive +5
    Feats: Blind-Fight, Improved Initiative, Martial Weapon Proficiency, Negotiator, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Longsword).
    Possessions: None.
    Spells: Paladin - PER DAY: 1: 2]
    Cells:
    2 Bugbears

    2 Trolls CR 5 ea.; HD 6d8+36; hp 63 ea.; Init +2; Spd 30 ft.; Face/Reach: 10’/10’; AC 16, T: 11, FF: 14; Full Atk 2 Claws +9 melee(1d6+6), bite +4 melee (1d6+3), automatically rends for 2d6+9 if both claws hit./Grapple: +14; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6; AL CE;
    Saves: Fort +11, Ref +4, Will +3;
    SA/SQ: Darkvision 60’, Low-light vision, *Regenerate 5, Rend, Scent
    Feats: Alertness, Iron Will, Track
    Skills: Listen +5, Spot +6
    Possessions: None.
    *Fire and acid deal normal damage. Lost limbs re-grow in 1d6 minutes. Severed limbs reattach when held to stump.

    1 Male Drow Level 1 Expert (Merchant)
    CR 1; HD 1d6; hp 3; Init +3; Spd 30ft.; Face/Reach: 5’/5’; AC 13, T: 13, FF: 10; Full Atk Fist -1 melee/Grapple: -1;
    Str 8, Dex 17, Con 10, Int 14, Wis 10, Cha 12; AL CE;
    Saves: Fort +0, Ref +3, Will +2;
    SA/SQ: SR 12, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
    Feats: Diligent (+2 Appraise/Decipher Script Checks)
    Skills: Appraise +8, Bluff +5, Decipher Script +8, Diplomacy +5, Forgery +6, Gather Information +5, Hide +7, Knowledge (Underdark Geography) +6, Move Silently +7, Sense Motive +4
    Possessions: House Clan pin, See text.

    10-11: nil

    12. Fighting Instruction Rooms

    East Room: Kuo-Toa Fighters (5th level Fighter) CR 8; HD 5d10+2d8+21; hp 62; Init +5; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 17 (or 16), T: 11, FF: 16 (15); Full Atk Short Spear +11 Melee (1d6+5) and Bite +5 melee (1d4+1); Net +8 Ranged touch; Gpl: +10;
    Str 16, Dex 12, Con 16, Int 14, Wis 16, Cha 10; AL NE;
    Saves: Fort +9, Ref +7, Will +9;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Combat Expertise (to +5), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point Blank Shot, Toughness, Weapon Focus (Spear), Weapon Specialization (Spear)
    Skills: Climb +13, Craft (any one) +4, Diplomacy +4, Escape Artist +9, Gather Information +3, Handle Animal +5, Intimidate +6, Listen +8, Move Silently +4, Ride +6, Search +9, Spot +12, Swim +12;
    Possessions: 1 with net and spear, 1 with shield and spear.


    Four Kuo-Toa 2nd level Warriors CR 4; HD 4d8+4; hp 25; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16 (or 15), T: 10, FF: 16 (or 15); Full Atk Short Spear +6 Melee (1d4+2) and Bite +1 Melee (1d4+1); Net +4 Ranged or Spear +6 (1d8+2)/Grapple: +6; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +6, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude, Improved Initiative
    Skills: Climb +7, Craft (any one) +4, Escape Artist +8, Intimidate +4,Jump +7, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +14
    Possessions: 2 with net and spear, 2 with shield and spear.

    13. Nil.

    14. Breeding Pool
    11 Kuo-Toa 2nd level Warriors CR 4; HD 4d8+4; hp 25 (33); Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16 (14), T: 10, FF: 16 (14); Full Atk* Bite +6 Melee (1d4+2)/Grapple: +6; Str 14 (18), Dex 10, Con 13 (17), Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +6, Ref +3, Will +5 (+7);
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude, Improved Initiative
    Skills: Climb +7, Craft (any one) +4, Escape Artist +8, Intimidate +4,Jump +7, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +14
    Possessions: None.

    *While in the breeding chamber, these male Kuo-Toa will become enraged (as the barbarian ability Rage, gaining +4 Str, +4 Con, +2 Will and -2 AC, and the ability lasts as long as they perceive a threat).

    4 Kuo-Toa females, CR 3 ea.; HD 2d8+2; hp 11; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Bite +3 Melee (1d4+1) (they will flee, however);Grapple: +3; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +3, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude
    Skills: Craft (any one) +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9
    Possessions: Unarmed, See text.

    15. Offerings pool

    Original characters:

    Fonkin Hoddypeak, Male High Elf Fighter 5th/ Wizard 8th; HD 5d10+8d4+26; HP 78; Init +8; Spd 20 ft.; AC 20, FF: 20, T:12; Full Atk +15/+10 Melee (+2 Longsword 1d8+5/19-20/x2)/Grp +11; AL: CG
    STR 17, DEX 18, CON 14, INT 15, WIS 9, CHA 16
    SV: Fort +8, Ref +7, Will +8
    SA/SQ: +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Immunity to magic sleep effects., Low-Light Vision, Summon Familiar
    Feats: Combat Expertise, Combat Reflexes, Empower Spell, Extend Spell, Improved Initiative, Iron Will, Power Attack, Scribe Scroll, Weapon Focus (Longsword)
    Skills: Balance -2 [+4], Climb +5 [+11], Concentration +15, Escape Artist -2 [+4], Handle Animal +8, *Hide +8 [+4}, Intimidate +9, Jump -4 [+8], Knowledge (Arcana) +12, Listen +1, **Move Silent +8 [+4], Ride +9, Search +4, Spellcraft +13, Spot +1,
    Swim -4 [+8]
    Possessions: **Boots of Elvenkind, *Cloak of Elvenkind, 6 Javelins of lightning, +2 Longsword, Ring of Protection +2, Ring of Regeneration, Scroll (Continual Flame, Hold Monster), +2 Splint Mail, 2 Potions of Cure Serious Wounds, 2 Large Sacks, 2 flasks of wine, 3 Oil Flasks, 14 days Trail Rations, Spell book (with the below listed spells), 10 gp

    Spell Book: (DC: 12 + Spell Level)
    0 (4): Read Magic (DM’s discretion if all are available)
    1 (5): Charm Person, Magic Missile, Sleep
    2 (4): Knock, Minor Image, Web
    3 (3): Fireball, Slow, Summon Monster III
    4 (2): Ice Storm, Polymorph


    Beek Gwenders of Croodle: Male Half-Elf Ranger 9th; HD 9d8 +36; hp 93; Init +3, Spd 20ft; AC: 23, FF: 21, T:12;
    Full Atk Melee +14/+9 (+1 Longsword 1d8+5 19-20/x2) or +15/+15/+10 Ranged +1 Light Crossbow and +2 bolts (1d8+3 19-20/x2 ); AL: CG; STR 18, DEX 17, CON 18, INT 14, WIS 16, CHA 16, SV: Fort +10 (+12 vs. Poison), Ref +9, Will +6;
    SA: +2 racial bonus on saving throws against enchantment spells or effects., Animal Companion (Ex), Archery Combat Style, Elven Blood, Favored Enemy (Giant) +4, Favored Enemy (Monstrous Humanoid) +2, Immunity to sleep spells and similar magical effects., Swift Tracker, Wild Empathy +12, Woodland Stride; Low-Light Vision,
    Feats: Armor Proficiency (Medium), Blind-Fight, Combat Expertise (to -5), Rapid Reload [Archery Combat Style = Rapid Shot, Many Shot in light or no armor]
    Skills: Balance -2 [+3], Concentration +4, Climb +7 [+12], Diplomacy +5, Escape Artist +0 [+5], Gather Information +5, Hide +10 [+15], Jump +5 [+10], Listen +16, Move Silently +6 [+11], Ride +7, Search +3, Spot +16, Survival +15, Swim +2 [+12], Use Rope +11;
    Possessions: 30 +2 Bolts, +2 Chainmail, +1 Light Crossbow of Speed, 5 Dust of Appearance, 5 *Dust of Sneezing & Choking, +1 Longsword, 3 Potions of Cure Serious Wounds, +2 Heavy Metal Shield, +2 Scarab vs. Poison, 1 Backpack, 1 Quiver, 21 Rations (Trail/Per Day), 4 Oil (1 Pt. Flask), 2 Waterskin (Filled), 12 gp.

    Spells per Day: (0/2/1 DC:13+spell level)
    Ranger – Choose from list:
    Level 1: Alarm, Animal Messenger, Calm Animals, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Pass without Trace, Read Magic, Resist Energy, Speak with Animals, Summon Nature's Ally I
    Level 2: Barkskin, Bear's Endurance, Cat's Grace, Cure Light Wounds, Hold Animal, Owl's Wisdom, Protection from Energy, Snare, Speak with Plants, Spike Growth, Summon Nature's Ally II, Wind Wall
    Notes: Beek has no animal companion for this adventure, nor does he have a light weapon for two-weapon fighting. Better borrow one…
    *Dust of Sneezing & Choking: This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20- foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 2d6 points of CON damage immediately. In addition, those failing a second DC 15 Fortitude save 1 minute later are dealt 1d6 points of CON damage. Those who succeed on either saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds

    Fnast Dringle Wood Elf Fighter 4th/ Wizard 8th; HD 4d10+8d4+36; hp 83; Init +5, Spd 20ft; AC: 24, FF: 23, T:11;
    Full Atk Melee +13/+8 (+1 Longsword 1d8+6 19-20/x2) or +11/+6 Ranged (Comp. Short Bow, Point Blank and +1 Arrows, 1d6+2; 19-20/x2 ); AL: LG; STR 16, DEX 12, CON 17, INT 13, WIS 11, CHA 12, SV: Fort +9, Ref +6, Will +7;
    SA: +2 racial bonus on saving throws against enchantment spells or effects., Immunity to sleep spells and similar magical effects., Low-Light Vision, Summon Familiar
    Feats: Combat Casting, Combat Expertise, Extend Spell, Improved Initiative, Lightning Reflexes, Point Blank Shot, Precise Shot, Weapon Focus (Longsword), Weapon Specialization (Longsword)
    Skills: Balance -4 [+1], Climb +4 [+9], Concentration +14, Descipher Script +2, Diplomacy +1, Escape Artist -4 [+1], Gather Information +1, Handle Animal +2, Hide +1 [+1], Jump -2 [+9], Knowledge (Arcana) +7, Listen +2, Move Silently +1, Ride +2, Search +3, Spot +2, Swim -3 [+7], Use Rope +1;
    Possessions: +1 Longsword, Boots of Elvenkind, Cloak of Elvenkind, Elemental Gem (Reddish Orange), +2 Heavy Steel Shield, +2 Mithral Half Plate (Races of the Wild p.168, normally Elvin Medium Armor AC +7, Arcane Fail 30%, Dex. +2, Check Pen -5, 20 ft.) 5 +1 Arrows, 1 Scroll (Antimagic Field, (only vs. Petrifaction), 1 Scroll (Magic Circle against Evil), 3 Potion of Bull's Strength, 3 Potion of Cure Serious Wounds, 1 Potion of Invisibility, Composite Shortbow, Arrows (20), Backpack, 3 Oil (1 Pt. Flask), 1 Outfit (Explorer's), 2 Wineskin (Filled)
    Mule: 8 Oil (1 Pt. Flask), 8 weeks Trail Rations, 4 Waterskin (Filled), 2 Wineskin (Filled)

    Spell Book: (45% Failure in armor) 0/2/1 DC:13+spell level
    0 (4): Light
    1 (5): Charm Person, Magic Missile (x2)
    2 (3): Invisibility, Pyrotechnics, Web
    3 (3): Clairaudience/Clairvoyance, Fireball, Haste
    4 (2): Charm Monster, Wall of Ice

    Keak Breedbate of Nithe, Male Gnome Fighter 5th /Rogue 10th, HD 5d10+10d6+30; hp 95; Init +8; Spd 20 ft. (40 ft. hasted); Face/Reach: 5’/5’; AC 18 (19 hasted), T: 18 (19 hasted), FF: 14; Full Atk +17/+12/+7 (+18/+13/+8 hasted) (+2 Shortsword: 1d6+5)/Gpl: +11/+6/+1; Str 16, Dex 18, Con 15, Int 14, Wis 13, Cha 12; AL N; Saves: Fort +9, Ref +12, Will +7;
    SA/SQ: Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
    +1 racial bonus on attack rolls against kobolds and goblinoids (goblins, hobgoblins and bugbears), +2 racial bonus on saving throws against illusions, +4 Dodge bonus to Armor Class against monsters of the giant type, Evasion, Improved Uncanny Dodge (can't be flanked except by a rogue of 14 level), Sneak Attack +5d6, Speak with Animals (burrowing mammal only, duration 1 minute)., Trap Sense +3, Trap finding; Low-Light Vision;
    Innate Spell-like abilities (1/day), DC 11: Speak with Animals, Dancing Lights, Ghost Sound, Prestidigitation
    Feats: Combat Expertise, Combat Reflexes, Dodge, Improved Critical (Short Sword), Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Focus (Short Sword), Whirlwind Attack
    Skills: Balance +15, Climb +16, Decipher Script +15, Disable Device +16, Escape Artist +15, Handle Animal +3, Hide +16, Jump +5, Listen +16, Move Silently +15, Open Lock +15, Ride +6, Search +15, Sleight of Hand +15, Spot +1, Swim +7, Tumble +15, Use Rope +4;
    Possessions: Boots of Speed, Ring of Protection +3, +2 Short Sword, Scroll (Stoneskin), 3 Potion of Cure Serious Wounds, Backpack, 2 Waterskins (Filled), 1 Dagger, 3 Oil Flask (1 Pt.), Small Explorer's Outfit, 21 Trail Rations, 4 Large Sacks


    Darge Blonke, Male Gray Elf Fighter 7th, HD 7d10+14; HP 57; Init +7, Spd 20ft; AC 23, FF: 22, T: 11, Full Atk: Melee +14/+9 Longsword (1d8+8 19-20/x2), or Ranged +12/+7 Composite Longbow and +2 Arrows (1d8+6 20/x3); SA: +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Immunity to magic sleep effects.; Low-Light Vision, AL: CG; SV: Fort +7, Ref +5, Will +3; STR 18, DEX 17, CON 15, INT 13, WIS 13, CHA 16
    Feats: Blind-Fight, Combat Expertise (to -5), Combat Reflexes, Dodge, Improved Initiative, Weapon Focus (Longsword), Weapon Specialization (Longsword)
    Skills: Balance -3 [+3], Climb +0 [+6], Handle Animal +9, Heal +1, Intimidate +10, Jump -2 [+10], Listen +3, Move Silent -3 [+3], Ride +11, Search +3, Spot +3, Swim -5 [+7], Use Rope +3;
    Possessions: +2 Longsword (Detects Evil, Metal & Gems. Int 6 Ego 9), 20 +2 Arrows, Ring of Invisibility, 5 Dust of Disappearance, +1 Full Plate, +1 Heavy Steel Shield , 3 Potions of Cure Serious Wounds, 1 Composite Longbow STR 18, 1 Backpack, 2 Holy Water (Flask ), 2 Waterskin (Filled), 1 Quiver, Mule: 8 Oil (1 Pt. Flask), 2 Saddlebags, 56 Rations (Trail/Per Day), Saddle (Pack),

    Frush O’ Suggill, Male Human Fighter 14th; HD 14d10+42; HP 123; Init +6; Spd 20 ft.; AC 28, FF: 27, T:11;
    Full Atk +22/+17/+12 Melee +3 Spear (1d8+11/19-20/x2) or +18/+13/+8 Melee +1 Battleaxe (1d8+4/20/x3); Ranged +21 +3 Spear (1d8+7/19-20/x3)/Grapple +17; AL: LG; STR 17, DEX 14, CON 17, INT 11, WIS 10, CHA 13
    SV: Fort +12, Ref +8, Will +6
    SA/SQ: None.
    Feats: Blind Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Greater Weapon Focus (Spear), Greater Weapon Specialization (Spear), Improved Critical (Spear), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (Spear), Weapon Specialization (Spear)
    Skills: Climb +12 [+18], Escape Artist -4 [+2], Handle Animal +7, Hide -4 [+2}, Intimidate +8, Jump -2 [+10], Move Silent -4 [+2], Ride +13, Swim -2 [+10]
    Possessions: +1 Battleaxe, +2 Full Plate; +5 Heavy Metal Shield, +3 Spear, 4 Potions of Invisibility; 2 Potions of Cure Serious Wounds, 1 Potion of Cure Light Wounds, 2 Water skins; Torches (x5); 2 Large Sacks, Rope (Hempen/50 Ft.), 14 Days Rations. 14 gp

    Yet to be added:
    Gleep Wurp Huamn Wizard 12th
    Cloyer Bulse Human Thief 13th
    Roaky Swerked Human Cleric 12th
    Flerd Trantle Human Cleric 9th
    Redmod Dumple Dwarf Fighter 9th
    Faffle Dwe’o-mercraeft Human Wizard 9th
    Ycore Rixie Gray Elf Fighter 7th/Wizard 11th
    Shab Heanling Half-Elf Thief 12th
    Fage the Kexy Grey Elf Cleric 7th
    Philotomy Jurament Human Paladin 10th
    Black Hand of Oblivion

    Joined: Feb 16, 2003
    Posts: 3835
    From: So. Cal

    Send private message
    Thu Sep 15, 2005 6:37 pm  

    Yes!!! Definitely make this available as a pdf download!!!
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    Apprentice Greytalker

    Joined: May 03, 2005
    Posts: 8


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    Wed Jul 25, 2007 10:18 pm  
    Been a while but back at it

    15. Offerings pool

    8 Kuo-Toa, CR 3 ea.; HD 2d8+2; hp 11; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 18 & 16, T: 10, FF: 18 & 16; Full Atk Spear +4 Melee (1d4+1) and Bite -2 melee (1d4); Grapple: +3; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +2, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude
    Skills: Craft (any one) +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9
    Possessions: 4 have Spear, Dagger and Shield, 4 have Dagger, Net and Spear

    2 Kuo-Toa 1st Level warrior leaders, CR 3 ea.; HD 3d8+3; hp 20; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Dagger +4 Melee (1d4+1) and Bite -1 melee (1d4); Harpoon +4 Ranged (1d10+1)/Grapple: +4; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +5, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude
    Skills: Climb +4, Craft (any 1) +4, Escape Artist +8, Intimidate +2 Listen +7, Move Silently +3, Search +8, Spot +11, Swim +12
    Possessions: Harpoon and Dagger

    4 Kuo-Toa Archers, CR 3 ea.; HD 2d8+2; hp 11; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 18 & 16; Full Atk Dagger +4 Melee (1d4+1) and Bite -2 melee (1d4) or Shortbow +3 Ranged (1d6); Grapple: +3; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +2, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude
    Skills: Craft (any one) +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9
    Possessions: Short Bow, 20 arrows, Dagger


    16. Fingerling pool

    Four Kuo-Toa Female 2nd level Warriors CR 4; HD 4d8+4; hp 25; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16 (or 15), T: 10, FF: 16 (or 15); Full Atk Short Spear or Dagger +6 Melee (1d4+2 or 1d4+2) and Bite +1 Melee (1d4+1); Net +4 Ranged or Thrown Spear +6 (1d8+2)/Grapple: +6; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +6, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude, Improved Initiative
    Skills: Climb +7, Craft (any one) +4, Escape Artist +8, Intimidate +4,Jump +7, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +14
    Possessions: Dagger, net and spear.

    17. Royal Spawning Pool

    Six Kuo-Toa Female Guards (4th level Warriors) CR 5; HD 6d8+6; hp 36; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Spear +9 Melee (1d8+2+*Poison) and Bite +3 Melee (1d4+1)/Grapple: +8; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +7, Ref +4, Will +6;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude, Improved Initiative, Weapon Focus (Spear)
    Skills: Climb +9, Craft (any one) +4, Escape Artist +8, Intimidate +6,Jump +9, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +16
    Possessions: Shield, Dagger and *Poisoned Spear (single-use, DC 15 Fort or Paralyzed 2-8 days (QotS).

    18. Fingerlings, non-combatants.

    19. Guard Room

    Four Kuo-Toa Female Guards (4th level Warriors) CR 5; HD 6d8+6; hp 36; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Spear +9 Melee (1d8+2+*Poison) and Bite +3 Melee (1d4+1)/Grapple: +8; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +7, Ref +4, Will +6;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude, Improved Initiative, Weapon Focus (Spear)
    Skills: Climb +9, Craft (any one) +4, Escape Artist +8, Intimidate +6,Jump +9, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +16
    Possessions: Shield, Dagger and *Poisoned Spear (single-use, DC 15 Fort or Paralyzed 2-8 days (QotS).

    20. Seraglio

    Six female non-combatant concubines.

    21. Common Pool

    Thirteen male, three female normal Kuo-Toa CR 3; HD 2d8+2; hp 11; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Bite +3 Melee (1d4+1);Grapple: +3; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +3, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude
    Skills: Craft (any one) +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9
    Possessions: Unarmed but savage, See text.

    22. Officers’ Quarters

    East Section:

    Kuo-Toa Captain (10th level Fighter) CR 13; HD 10d10+2d8+39; hp 106; Init +5; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 17 (19 w/dagger + Shield), T: 11, FF: 16; Full Atk Spear +16/+10 Melee (1d8+6/*19-20/x3) and Bite +10 melee (1d4+1); Harpoon +15 Ranged (1d10+3); Gpl: +13; Str 17, Dex 12, Con 16, Int 14, Wis 16, Cha 10; AL NE;
    Saves: Fort +12, Ref +9, Will +11;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Combat Expertise (to +6), Combat Reflexes, Great Fortitude, *Improved Critical (Spear), Improved Initiative, Iron Will, Lightning Reflexes, Toughness, Weapon Specialization (Spear), Weapon Focus (Spear)
    Skills: Climb +12, Craft (any one) +4, Diplomacy +4, Escape Artist +9, Gather Information +3, Handle Animal +5, Intimidate +9, Listen +8, Move Silently +4, Ride +9, Search +9, Spot +12, Swim +11;
    Possessions: Spear, Harpoon and two Daggers, Heavy Shield

    West Section:

    Two Kuo-Toa Lieutenants (8th level Fighters) CR 11; HD 8d10+2d8+30; hp 86 ea; Init +5; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 18 (or 16), T: 11, FF: 16 (15); Full Atk Short Spear +14/+9 Melee (1d6+6) and Bite +8 melee (1d4+1); Net +9 Ranged touch; Gpl: +13;
    Str 17, Dex 12, Con 16, Int 14, Wis 16, Cha 10; AL NE;
    Saves: Fort +11, Ref +8, Will +10;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Combat Expertise (to +5), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Toughness, Weapon Focus (Spear), Weapon Specialization (Spear)
    Skills: Climb +13, Craft (any one) +4, Diplomacy +4, Escape Artist +9, Gather Information +3, Handle Animal +5, Intimidate +6, Listen +8, Move Silently +4, Ride +6, Search +9, Spot +12, Swim +12;
    Possessions: Net, short spear, dagger and heavy shield

    23. Sergeants’ Quarters

    One 6th level Warrior CR 8; HD 8d8+8; hp 47; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 17, T: 10, FF: 16; Full Atk Short Spear +10 Melee (1d6+4) and Bite +4 Melee (1d4+1)/Grapple: +9; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +8, Ref +5, Will +7;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude, Improved Initiative, Weapon Focus (Short Spear), Weapon Specialization (Short Spear)
    Skills: Climb +9, Craft (any one) +4, Escape Artist +8, Intimidate +8,Jump +9, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +18
    Possessions: Light Shield, Net, Dagger and Short Spear

    Two 5th level Warriors CR 7; HD 7d8+7; hp 42; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 17, T: 10, FF: 16; Full Atk Short Spear +10 Melee (1d6+2) and Bite +4 Melee (1d4+1)/Grapple: +9; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +7, Ref +4, Will +6;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude, Improved Initiative, Weapon Focus (Spear)
    Skills: Climb +9, Craft (any one) +4, Escape Artist +8, Intimidate +8,Jump +9, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +18
    Possessions: Light Shield, Net, Dagger and Short Spear

    Four 4th level Warriors CR 6; HD 6d8+6; hp 36; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 17, T: 10, FF: 16; Full Atk Short Spear +9 Melee (1d8+2) and Bite +3 Melee (1d4+1)/Grapple: +8; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +7, Ref +4, Will +6;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude, Improved Initiative, Weapon Focus (Spear)
    Skills: Climb +9, Craft (any one) +4, Escape Artist +8, Intimidate +6,Jump +9, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +16
    Possessions: Light Shield, Net, Dagger and Short Spear

    Five 3rd level Warriors CR 5; HD 5d8+5; hp 31; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Dagger +7 Melee (1d4+2) and Bite +2 Melee (1d4+1); Harpoon +5 Ranged (1d10+2)/Grapple: +6; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +5, Ref +4, Will +4;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude, Improved Initiative
    Skills: Climb +7, Craft (any one) +4, Escape Artist +8, Intimidate +1,Jump +7, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +14
    Possessions: Light Shield, Net, Dagger and Short Spear

    24. Female Guard Quarters

    Sixteen 4th level Female Warriors CR 6; HD 6d8+6; hp 36; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 17, T: 10, FF: 16; Full Atk Short Spear +9 Melee (1d8+2) and Bite +3 Melee (1d4+1)/Grapple: +8; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +7, Ref +4, Will +6;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude, Improved Initiative, Weapon Focus (Spear)
    Skills: Climb +9, Craft (any one) +4, Escape Artist +8, Intimidate +6,Jump +9, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +16
    Possessions: Light Shield, Dagger and Short Spear

    25. Nil

    26. Nil

    27. Monitors’ Quarters

    Six “Monitor” 7th Level Kuo-Toan Monks CR 10; HD 9d8+18; hp 62; Init +5; Spd 40 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 22*, T: 16*, FF: 20; Full Atk +10/+5 Melee (Flurry of Blows:+10/+10/+5) (1d8+2); Grapple: +9; Str 14, Dex 13, Con 14, Int 14, Wis 16, Cha 8; AL LE;
    Saves: Fort +9, Ref +9, Will +11;
    SA/SQ: Monk: Evasion, Flurry of Blows, Ki Strike, Purity of Body, Slow Fall (30), Stunning Fist, Improved Disarm, Still Mind, Wholeness of Body: 14 hp/day; Kuo-Toan: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Combat Expertise (to -7), Combat Reflexes, *Dodge, Great Fortitude, Improved Initiative, Weapon Focus (Unarmed Strike)
    Skills: Balance +11, Climb +9, Craft (any one) +5, Concentration +7, Escape Artist +14, Hide +11, Jump +14, Knowledge: Local +5, Listen +15, Move Silently +11, Search +6, Sense Motive +7, Spot +17;
    Possessions: See text.

    28. Nil

    29.

    Spectre (Max. HP) CR 7; HD 7d12, HP 84.; Init +7; Spd 40 ft./Fly 80 ft. (Perfect); Face/Reach: 10’/10’; AC 15, T: 15, FF: 13; Full Atk Incorpeal Touch +6 melee(1d8+energy drain)
    Grapple: +3; Str --, Dex 16, Con --, Int 14, Wis 14, Cha 15; AL LE;
    Saves: Fort +2, Ref +5, Will +7
    *SA/SQ: Create Spawn, Darkvision 60’, Energy Drain, Incorporeal Traits, +2 Turn Resistance, Unnatural Aura, Sunlight powerlessness
    Feats: Alertness, Blind-Fight, Improved Initiative
    Skills: Hide +13, Intimidate +12, Knowledge (Religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 follow tracks)
    Possessions: See text.

    *Creatures hit by the Spectre suffer two negative levels (DC 15 to remove), and each level gives the Spectre 5 temp. hp. Creatures slain by this attack become Specters under their creator’s control in 1d4 rds. Animals can sense the Spectre’s unnatural aura at 30’, and will not willingly approach (or become panicked if forced). Spectres caught in real sunlight can only take partial actions and may not attack.

    30. Guard Post
    Eight female Kuo-Toa 2nd level Warriors CR 4; HD 4d8+4; hp 25; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16 (or 15), T: 10, FF: 16 (or 15); Full Atk dagger +6 Melee (1d4+2) and Bite +1 Melee (1d4+1); short bow +4 Ranged (1d6)/Grapple: +6; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +6, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude, Improved Initiative
    Skills: Climb +7, Craft (any one) +4, Escape Artist +8, Intimidate +4,Jump +7, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +14
    Possessions: dagger, short bow, quiver + 20 arrows.


    Two female 3rd level Warriors CR 5; HD 5d8+5; hp 31; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 17, T: 10, FF: 17; Full Atk Short Spear +7 Melee (1d6+2) or Dagger +7 Melee (1d4+2) and Bite +2 Melee (1d4+1); Harpoon /Grapple: +6; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +5, Ref +4, Will +4;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude, Improved Initiative
    Skills: Climb +7, Craft (any one) +4, Escape Artist +8, Intimidate +1,Jump +7, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +14
    Possessions: Light Shield, Dagger and Short Spear

    31. Guard Post
    8 Kuo-Toa, CR 3 ea.; HD 2d8+2; hp 11; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 18 & 16, T: 10, FF: 18 & 16; Full Atk Spear +4 Melee (1d4+1) and Bite -2 melee (1d4); Grapple: +3; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +2, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude
    Skills: Craft (any one) +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9
    Possessions: 4 have Spear, Dagger and Shield, 4 have Dagger, Net and Spear

    2 Kuo-Toa 1st Level warrior leaders, CR 3 ea.; HD 3d8+3; hp 20; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Dagger +4 Melee (1d4+1) and Bite -1 melee (1d4); Harpoon +4 Ranged (1d10+1)/Grapple: +4; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +5, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude
    Skills: Climb +4, Craft (any 1) +4, Escape Artist +8, Intimidate +2 Listen +7, Move Silently +3, Search +8, Spot +11, Swim +12
    Possessions: Harpoon and Dagger

    32. Guard Post
    8 Kuo-Toa, CR 3 ea.; HD 2d8+2; hp 11; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 18 & 16, T: 10, FF: 18 & 16; Full Atk Spear +4 Melee (1d4+1) and Bite -2 melee (1d4); Grapple: +3; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +2, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude
    Skills: Craft (any one) +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9
    Possessions: 4 have Spear, Dagger and Large Shield, 4 have Dagger, Net and Spear

    Two Kuo-Toa 1st Level warrior leaders, CR 3 ea.; HD 3d8+3; hp 20; Init +0; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16, T: 10, FF: 16; Full Atk Dagger +4 Melee (1d4+1) and Bite -1 melee (1d4); Harpoon +4 Ranged (1d10+1)/Grapple: +4; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +5, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude
    Skills: Climb +4, Craft (any 1) +4, Escape Artist +8, Intimidate +2 Listen +7, Move Silently +3, Search +8, Spot +11, Swim +12
    Possessions: Harpoon and Dagger

    Two female Archer Kuo-Toa 2nd level Warriors CR 4; HD 4d8+4; hp 25; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 16 (or 15), T: 10, FF: 16 (or 15); Full Atk dagger +6 Melee (1d4+2) and Bite +1 Melee (1d4+1); short bow +4 Ranged (1d6)/Grapple: +6; Str 14, Dex 10, Con 13, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +6, Ref +3, Will +5;
    SA/SQ: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Great Fortitude, Improved Initiative
    Skills: Climb +7, Craft (any one) +4, Escape Artist +8, Intimidate +4,Jump +7, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +14
    Possessions: dagger, short bow, quiver + 20 arrows.

    33. QUARTERS OF THE “WHIPS” (+ the 3 ‘W’’s nearby)

    Six Kuo-Toan 3rd Fighter/2nd Rogue/1st Assassins CR 9; HD 2d8+3d10+3d6+16; hp 56 ea.; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 18, T: 10, FF: 18; Full Atk Longsword +7 melee (1d8+2) and Bite +2 Melee (1d4+1);Grapple: +8; Str 13, Dex 10, Con 14, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +5, Ref +9, Will +6;
    SA/SQ: Class: +1 saves vs. poison (irrelevant), Death Attack (DC 13), Evasion, Poison Use, Sneak Attack (+2d6), Trap finding, Uncanny Dodge Race: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Initiative, Exotic Weapon (Net), Weapon Focus (Longsword)
    Skills: Climb +9, Craft (any one) +4, Disguise +3, Escape Artist +8, Hide +8, Intimidate +7, Jump +11, Listen +7, Move Silently +11, Search +8, Spot +11, Swim +9, Tumble +8
    Possessions: Garrote, Longsword, Net & Large Shield
    Spells:
    Assassin 2/ 1 per day; save DC = 12
    1: Disguise Self or True Strike

    (‘W’) Three Kuo-Toan 4th Fighter/2nd Rogue/2nd Assassins CR 11; HD 2d8+4d10+4d6+20; hp 67 ea.; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 18, T: 10, FF: 18; Full Atk Sneak Attack (+2d6), Longsword +10/+5 melee (1d8+3) and Bite +5 Melee (1d4+1);Grapple: +10; Str 14, Dex 10, Con 14, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +6, Ref +10, Will +6;
    SA/SQ: Class: +1 saves vs. poison (irrelevant), Death Attack (DC 14), Evasion, Poison Use, Sneak Attack (+2d6), Trap finding, Uncanny Dodge Race: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Initiative, Exotic Weapon (Net), Power Attack (to -8/+8), Weapon Focus (Longsword)
    Skills: Climb +10, Craft (any one) +4, Disguise +3, Escape Artist +8, Hide +12, Intimidate +10, Jump +11, Listen +7, Move Silently +13, Search +8, Spot +11, Swim +9, Tumble +8
    Possessions: Garrote, Longsword, Net & Large Shield
    Spells:
    Assassin 3/ 2 per day; save DC = 12
    1: Disguise Self , Obscuring Mist, True Strike


    34. Chamber of the Chief Whip

    Quolp-Ool, Kuo-Toan 4th Fighter/2nd Rogue/8th Assassin CR 17; HD 2d8+4d10+10d6+32; hp 102.; Init +4; Spd 20 ft., Swim 50 ft.; Face/Reach: 5’/5’; AC 18, T: 10, FF: 18; Full Atk Sneak Attack (+5d6), +2 Short sword +16/+11/+6 melee (1d8+6/Crit. 17-20) and Bite +8 Melee (1d4+1); +15 Ranged +2 Dagger (1d4+4);Grapple: +15; Str 14, Dex 11, Con 14, Int 13, Wis 14, Cha 8; AL NE;
    Saves: Fort +8, Ref +13, Will +8;
    SA/SQ: Class: +4 saves vs. poison (irrelevant), Death Attack (DC 19), Evasion, Hide in Plain Sight, Improved Uncanny Dodge (12th level rogue or above), Poison Use, Sneak Attack (+5d6), Trap finding, Uncanny Dodge Race: Blindsight within 10’, Fish Empathy, humanoid-only spell immunities, Immunity to Illusion, Immune to Poison & Paralysis, Keen Sight (See invisible or ethereal), Magic Missiles inflict but 1 hp/missile, Resist Electricity: 10, 75 % improbability water elemental creatures will attack them if a whip is near, Light Blindness
    Feats: Alertness, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Critical (Short Sword), Improved Initiative, Exotic Weapon (Net), Power Attack (to -13/+13), Weapon Focus (Short sword), Weapon Specialization (Short sword)
    Skills: Climb +11, Craft (any one) +4, Disguise +15, Escape Artist +8, Hide +17, Intimidate +11, Jump +12, Listen +7, Move Silently +17, Search +8, Spot +11, Swim +9, Tumble +19
    Possessions: Garrote, +2 Drow Short Sword, +2 Dagger, Large Wooden Shield, Ring of Invisibility,
    Spells:
    Assassin
    4 per day DC = 12/1st: Disguise Self, Feather Fall, Obscuring Mist, True Strike
    3 per day DC = 13/2nd: Cat’s Grace, Darkness, Pass without Trace, Spider Climb
    3 per day DC = 14/4th : Deep Slumber, Misdirection, Non-detection


    35. Locked Room
    Drow Female Fighter: 9th level fighter
    CR ; HD 9d10+18; hp 72; Init +8; Spd 30ft.; Face/Reach: 5’/5’ ; AC 23, T: 18, FF: 19; Full Atk +12/+7 (+13/+8 Melee, 1d6+2, Crit. 17-20 if she gets a normal short sword); Ranged +13/Grapple: +12; Str 16, Dex 18, Con 15, Int 16, Wis 13, Cha 17; AL CE ;
    Saves: Fort +8, Ref +9, Will +6 (+7 vs. spells, +9 vs. enchantment magic);
    SA/SQ: SR 20, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
    Feats: Improved initiative, Mounted Combat, Ride-by Attack Two-weapon fighting, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (Short Sword)
    Skills: Climb +15, Handle Animal +15, Hide +8, Intimidate +15, Jump +15, Listen +3, Move Silently +8, Ride +18, Spot +3
    Possessions:
    Spell-like abilities: (as 9th level sorcerer, DC: 13 + spell level): Clairaudience/Clairvoyance, Darkness, Dancing Lights, Detect Good, Detect magic, Discern Lies, Dispel magic, Faerie Fire, Levitate, Suggestion




    Vault of the Drow

    ENCOUNTER AREA Q249
    Twenty-Two 2nd level male drow fighters,
    CR 3 ea.; HD 2d10; hp 15; Init +6; Spd 30ft.; Face/Reach: 5’/5’ ; AC 20, T: 14, FF: 18; Full Atk 1 at +4 melee or 2 at +3/+3 +1 Shortsword (1d6) or +1 Shortsword (1d6) & +1 Dagger (offhand 1d4); +5 ranged (hand crossbow) (1d3). Four of the wall-guards have 10’ reach military forks that inflict +4 melee 2d4-1/20(x3) as a Ranseur/Grapple: +1;
    Str 8, Dex 15, Con 10, Int 14, Wis 10, Cha 12; AL CE ;
    Saves: Fort +3, Ref +3, Will +0 (+2 vs. spells, +4 vs. enchantment magic);
    SA/SQ: SR 13, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
    Feats: Improved initiative, Two-weapon fighting, Weapon Finesse
    Skills: Climb +1, Handle Animal +3, Hide +10, Intimidate +7, Jump +3, Listen +3, Move Silently +10, Ride +1, Spot +3
    Possessions: +1 Buckler, +1 Shortsword, +1 Dagger, +1 Elven Chain mail, Hand Crossbow, 10 bolts
    Spell-like abilities: (as 2nd level sorcerer, DC: 12 + spell level): Darkness, Dancing Lights, Faerie Fire, Suggestion

    Three Drow Male Commanders: 5th level fighters
    CR 6.; HD 5d10; hp 32; Init +8; Spd 30ft.; Face/Reach: 5’/5’ ; AC 23, T: 16, FF: 20; Full Atk 1 at +12 melee or 2 at +10/+10 +2 Shortsword (1d6+2) or +2 Shortsword (1d6+2) & +2 Dagger (offhand 1d4+2); +8 ranged (Atlatl (1d6 + poison);/Grapple: +5; Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 12; AL CE ;
    Saves: Fort +4, Ref +5, Will +1 (+3 vs. spells, +5 vs. enchantment magic);
    SA/SQ: SR 16, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
    Feats: Improved initiative, Rapid Reload (hand crossbow, free action), Two-weapon fighting, Weapon Finesse, Weapon Focus (shortsword)
    Skills: Climb +5, Handle Animal +5, Hide +11, Intimidate +8, Jump +0, Listen +2, Move Silently +11, Ride +5, Spot +2
    Possessions: +2 Shortsword, +1 Dagger, +2 Elven Chain mail, +2 buckler, Atlatl + three poison javelins
    Spell-like abilities: (as 5th level sorcerer, DC: 11 + spell level): Darkness, Dancing Lights, Faerie Fire, Detect Good, Detect magic, Levitate

    Drow Male Leader: 6th level fighter/7th level Wizard
    CR 14 ; HD 6d10 + 7d4; hp 55; Init +8; Spd 30ft./60’ Fly (good); Face/Reach: 5’/5’ ; AC 24, T: 18, FF: 20; Full Atk two at +15/+10 melee Shortsword (1d6+3) or three at +13/+8/+12 melee +2 Shortsword (x2) (1d6+4) and +2 Dagger (offhand 1d4+2); hand crossbow +12 ranged (1d3 + poison)/Grapple: +7; Str 10, Dex 17, Con 10, Int 16, Wis 10, Cha 12; AL CE ;
    Saves: Fort +7, Ref +7, Will +7 (+9 vs. spells, +12 vs. enchantment magic);
    SA/SQ: SR 24, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
    Feats: Combat Casting, Combat Expertise, Improved Critical (shortsword), Improved initiative, Spell Focus (Evocation), Two-weapon defense, Two-weapon fighting, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (Short Sword)
    Skills: Climb +7, Concentration +12, Hide +11, Intimidate +9, Jump +5, Knowledge (arcane) +9, Listen +3, Move Silently +11, Ride +8, Spellcraft +11, Spot +3
    Possessions: +2 Shortsword, +3 Dagger, +3 Elven Chain mail, +2 buckler, **Staff of Viscid Globs (48 charges.), Wings of Flying(Bat-wigned)
    Spell-like abilities: (as 13th level sorcerer, DC: 11 + spell level): Darkness, Dancing Lights, Faerie Fire, Detect Good, Detect magic, Levitate
    Spells Prepared: (4/5/4/3/1); save DC = 13 + spell level (*14 + for evocation):
    0 – Detect Magic, Detect Poison, Message (x2)
    1st – *Burning Hands, Charm Person, Comprehend Languages, *Magic Missile, Ray of Enfeeblement
    2nd – Blindness/Deafness, Mirror Image (1d4+2), Protection from Arrows, Web
    3rd – Dispel Magic, *Fireball, Hold Person
    4th – *Wall of Fire

    **Staff of Viscid Globs: When you attack with a viscid glob, you make a ranged touch attack (100’+10’level) against the target. If you miss, the glob might strike a nearby square or creature (see Missing with a Thrown Weapon, PH 158). Once you have established the direction of the miss, roll 1d4 to determine the number of squares away from the target square that the glob lands. A Medium or smaller creature struck by the glob must make a successful Reflex (DC 15+ caster stat) save or be instantly stuck in place for one hour/level of staff wielder. A stuck creature can speak but is otherwise limited to purely mental actions (such as casting spells with no somatic or material components) and attempts to free itself by means of a Strength check or Escape Artist check (DC 15+ caster stat)) made as a full-round action.

    A Large or larger creature stuck in the goo can’t move from the spot where it is glued, but it can otherwise act normally. The glob dissipates when the spell duration expires. Until then, it remains sticky, and any creature touching it (for example, a creature attempting to pull out an ally) must make a successful Reflex save or become stuck itself. A creature stuck by such secondary contact is not trapped as thoroughly as a creature targeted by the glob, however, so the DC of the Strength check or Escape Artist check required to get free is DC 12. NOTE: This was originally a Wand, however 3.5 limits spell levels for wands to 4th level. Viscid Glob is a 5th level spell from the Spell Compendium.

    The Vault of the Drow module wand was far more powerful: “Range is 60’. Each blob covers an area of 4 square feet with a gummy substance which adheres various things together hands to items they hold, arms to shields, and members to bodies. That is, whatever is struck and globed will permanently stick to any other such object, but the substance is dissolved by alcohol such as that in wine. The blob bond is generally far stronger than the substances it holds together, so that an exceptionally strong creature might actually tear itself apart trying to get free if it exerts sufficient effort—a saving throw applies for any creature with intelligence between 2 and 6, those with 7 or better need not do so, for they are intelligent enough to stop self-destructive action.”


    ENCOUNTER AREA R247

    Silussa the Succubus, CR 7; HD 6d8+6; hp 40; Init +1; Spd 30 ft., Fly 50 ft. (Avg.); Face/Reach: 5’/5’; AC 20, T: 11, FF: 19; Full Atk two claws +7 melee (1d6+1) Grapple: +7; Str 13, Dex 10, Con 13, Int 16, Wis 14, Cha 26; AL CE;
    Saves: Fort +6, Ref +6, Will +7;
    SA/SQ: Damage Reduction 10/cold iron or good, darkvision 60’, Energy Draining kiss (1 negative level, acts as Suggestion Will save DC 21 or another kiss), immunity to electricity and poison, resistance 10 to Acid/Cold/Fire, SR 18, telepathy 100’, tongues.
    Feats: Dodge, Mobility, Persuasive
    Skills: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17 (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (Underdark) +12, Listen +19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 tracking), Use Rope +1 (+3 with bindings)
    Possessions: Nil.
    Spell Like Abilities (Caster level 12th):
    At will: Charm Monster (DC 22), Detect Good, Detect Thoughts (DC 20), ethereal jaunt (self + 50 lbs. of objects), polymorph (humanoid form only, unlimited time), suggestion (DC 21), greater teleport (self + 50 lbs. of objects). Succubuses have permanent Tongues ability.
    1/day: Summon 1 Vrock (30% chance). Silussa will not use this ability, per the text.

    Belgos, vampiric drow 10th level fighter.
    CR 13; HD 10d12; hp 70; Init +9; Spd 30ft.; Face/Reach: 5’/5’ ; AC 23*, T: 17*, FF: 17; Full Atk Slam +15/+10 melee (1d8+5+ Energy Drain and 1d8+5)/Grapple: +15; Str 20, Dex 20, Con -, Int 16, Wis 14, Cha 17; AL CE ;
    Saves: Fort +7, Ref +10, Will +7 (+9 vs. spells, +11 vs. enchantment magic);
    SA/SQ: SR 21, Darkvision 120’, immune to Sleep, Magic save bonuses. Elf abilities, light weakness
    Vampire abilities: Alter Form (normal/dire bat/wolf), Blood Drain, Children of the Night, Create Spawn, Damage Reduction 10/Silver and Magic, Dominate (Will DC 18), Energy Drain (2 levels), Fast Healing 5, Gaseous Form, Resist Cold/Electricity 10, Spider Climb, Turn Resistance +4, Undead Traits
    Feats: Alertness, Combat Expertise, *Dodge, Improved initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (Short Sword)
    Skills: Bluff + 11, Climb +18, Handle Animal +15, Hide +17, Intimidate +12, Jump +18, Listen +11, Move Silently +17, Ride +19, Search +11, Spot +11
    Possessions: Ring of Protection +1. Belgos carries no weapons or armor.
    Spell-like abilities: (as 10th level sorcerer, DC: 13 + spell level): Darkness, Detect Good, Detect magic, Faerie Fire, Levitate

    If Silussa is attacked, Belgos becomes enraged (as the barbarian rage ability), gaining a +2 to hit and damage (+17/+12 slam, 1d8 +7 per blow). He has no Con and cannot gain extra hp from rage. While in his rage, Belgos cannot be turned, and is 75% likely to strike aside any holy symbol as noted in the text.

    Rat Swarm

    Bat Swarms

    Deep Gnome 3rd Level Fighter
    CR 4; HD 3d10+6; hp 27 (10 currently); Init +5; Spd 20 ft.; Face/Reach: 5’/5’; AC 21* (12 currently), T: 16, FF: 15; Full Atk +6 Melee (1d6/x4); Dart +5 Ranged (1d3+Special)/Grapple: -1; Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4; AL N;
    Saves: Fort +6, Ref +4, Will +3;
    SA/SQ: Darkvision 120’, +1 racial bonus on attack rolls against kobolds and goblinoids, Stonecunning, SR: 14, Nondetection (A svirfneblin has continuous nondetection ability as the spell (caster level equal to class levels).
    Feats: *Dodge, Improved Initiative, Stealthy, Toughness, Weapon Focus: Heavy Pick
    Skills: Climb +6, Hide +9 (improves to +11 when underground), Jump +2, Listen +2, Move Silent +3
    Possessions: 7 Stun Gas darts, Masterwork Heavy Pick, Masterwork Dagger, Leather jacket with Mithril rings (Mithril Chain Shirt), 1 mineral curative tablet (heal 4 hp per tablet)
    Spell-like abilities (as Sorcerer of total class levels), 1/day: Blindness/Deafness (DC 13), Blur, Disguise Self
    Apprentice Greytalker

    Joined: May 03, 2005
    Posts: 8


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    Tue Aug 07, 2007 6:28 pm  

    ENCOUNTER AREA U248

    Seven Large Monstrous Spiders CR 2; HD 4d8+4; hp 22; Init +3; Spd 30 ft./Climb 20 ft.; Face/Reach: 10’/5’ ; AC 14, T: 12, FF: 11; Full Atk Bite +4 melee (1d8+3+poison)/Gpl: +9;
    STR 15, DEX 17, CON 12, INT -, WIS 10, CHA 2; AL TN;
    Saves: Fort +5, Ref +4, Will +1;
    SA/SQ: Darkvision 60’, Poison Fort DC 12 (1d4 STR primary/secondary), Web-casting (Large or smaller targets, 8/day, acts as net attack with range 50’ (10’ increments, Escape Artist DC 12 or STR check DC 16 to break), lay web sheets (DC 20 to spot or target stumbles into sheet), Tremorsense 60’ (or more if on web sheet), Vermin traits (immune to mind affecting)
    Feats: -
    Skills: Climb +11, Hide +3 (+11 in webs), Jump +2, Move Silent +3 (+11 in webs), Spot +4

    One Huge Monstrous Spider CR 5; HD 8d8+16; hp 52; Init +3; Spd 30 ft./Climb 20 ft.; Face/Reach: 15’/10’ ; AC 16, T: 11, FF: 13; Full Atk Bite +9 melee (2d6+6+poison)/Gpl: +18;
    STR 19, DEX 17, CON 14, INT -, WIS 10, CHA 2; AL TN;
    Saves: Fort +8, Ref +5, Will +2;
    SA/SQ: Darkvision 60’, Poison Fort DC 16 (1d8 STR primary/secondary), Web-casting (Large or smaller targets, 8/day, acts as net attack with range 50’ (10’ increments, Escape Artist DC 16 or STR check DC 20 to break), lay web sheets (DC 20 to spot or target stumbles into sheet), Tremorsense 60’ (or more if on web sheet), Vermin traits (immune to mind affecting)
    Feats: -
    Skills: Climb +12, Hide -1 (+7 in webs), Jump +4, Move Silent -1 (+7 in webs), Spot +4

    NOTE: DM’s may wish to use the Widowmaker spider from Drow of the Underdark as the nest queen, included here, as it more closely matches a black widow as described in the module:
    One Widowmaker, Large Monstrous Spider CR 11*; HD 13d8+78; hp 136; Init +7; Spd 30 ft./Climb 20 ft.; Face/Reach: 10’/5’ ; AC 14, T: 12, FF: 11; Full Atk Bite +14 melee (1d8+7+poison)/Gpl: +18;
    STR 20, DEX 17, CON 22, INT -, WIS 14, CHA 7; AL TN;
    Saves: Fort +14, Ref +7, Will +6;
    SA/SQ: Darkvision 60’, Poison Fort DC 22 (1d6 STR + 1d6 DEX primary/2d6 DEX secondary), Web-casting (Large or smaller targets, 8/day, acts as net attack with range 50’ (10’ increments, Escape Artist DC 16 or STR check DC 20 to break), lay web sheets (DC 20 to spot or target stumbles into sheet), Tremorsense 60’ (or more if on web sheet), Vermin traits (immune to mind affecting), Blood Drain (if a Widowmaker Grappels and successfully pins an opponent, the opponent takes 1d4 CON each round the pin is maintained), Improved Grab
    Feats: Improved Initiative, Weapon Focus: Bite
    Skills: Climb +13, Hide -1 (+11 in webs), Jump +15, Listen +2, Move Silent +11, Spot +10

    (*This monster also has the web abilities of a normal Large Monstrous Spider, so it’s CR is 1 higher than the normal Widowmaker).



    VAULT KEY:

    B. (Series of Bugbear Caves):

    I.
    Chieftain Bugbear (4th level warrior)
    CR 5; HD 7d8+14; hp 49; Init +5; Spd 30ft.; Face/Reach: 5’/5’; AC 18, T: 11, FF: 17; Full Atk Large Masterwork bardiche +12/+7 Melee (2d8+6/x3)/Grapple: +10;
    Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 12; AL CE;
    Saves: Fort +7, Ref +5, Will +5;
    SA/SQ: Darkvision 60’, Scent
    Feats: Alertness, Weapon Focus (bardiche), Improved Initiative, Iron Will
    Skills: Climb +1, Hide +1, Intimidate +8, Jump +4, Listen +4, Move Silently +3, Spot +4, Swim +3
    Possessions: Chain Shirt, Large Masterwork bardiche

    Two Subchiefs (3rd level warriors)
    CR 5; HD 7d8+7; hp 42; Init +5; Spd 30ft.; Face/Reach: 5’/5’; AC 20, T: 11, FF: 19; Full Atk Masterwork morningstar +11/+6 Melee (1d8+4)/Grapple: +9; Str 17, Dex 12, Con 13, Int 10, Wis 12, Cha 12; AL CE;
    Saves: Fort +6, Ref +5, Will +5;
    SA/SQ: Darkvision 60’, Scent
    Feats: Alertness, Weapon Focus (Morningstar), Improved Initiative, Iron Will
    Skills: Climb +0, Hide +1, Intimidate +8, Jump +3, Listen +4, Move Silently +3, Spot +4, Swim +2
    Possessions: Chain Shirt, Heavy steel shield, masterwork morningstar.

    Forty-One Male Bugbears CR 2 ea.; HD 3d8+3; hp 16; Init +1; Spd 30ft.; Face/Reach: 5’/5’; AC 18, T: 11, FF: 17; Full Atk Masterwork Morningstar +6 Melee (1d8+2)/Grapple: +4;
    Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9; AL CE;
    Saves: Fort +2, Ref +4, Will +1;
    SA/SQ: Darkvision 60’, Scent
    Feats: Alertness, Weapon Focus (Morningstar)
    Skills: Climb +2, Hide +3, Listen +4, Move Silently +5, Spot +4
    Possessions: Ring mail jacket (acts as studded leather), light wood shield, masterwork Morningstar, two spears.

    Thirty-two Female Bugbears (based loosely on hobgoblins) CR 1/2; HD 1+1; hp 5; Init +; Spd ft.; Face/Reach: / ; AC 14, T: 11, FF: 13; Full Atk Bite +1 melee (1d4+1)/Grapple: +2;
    Str 13, Dex 12, Con 13, Int 10, Wis 10, Cha 9; AL CE;
    Saves: Fort +1, Ref +2, Will +0;
    SA/SQ: Darkvision 60’
    Feats: Alertness
    Skills: Climb +1, Hide +1, Listen +2, Move Silently +5, Spot +2
    Possessions: No armor or weapons & See text.

    Thirty-seven young Bugbears (based loosely on goblin stats)
    CR 1/4; HD 1; hp 4; Init +1; Spd 30 ft.; Face/Reach: 5’/ 5’; AC 14, T: 11, FF: 13; Full Atk Bite +0 melee (1d3)/Grapple: 0+; Str 10, Dex 13, Con 10, Int 10, Wis 9, Cha 9; AL CE;
    Saves: Fort +0, Ref +2, Will +-1;
    SA/SQ: Darkvision
    Feats: Alertness
    Skills: Climb +0, Hide +1, Listen +1, Move Silently +5, Spot +1
    Possessions: None & See Text.


    II.
    Chieftain Bugbear (4th level warrior)
    CR 5; HD 7d8+14; hp 49; Init +5; Spd 30ft.; Face/Reach: 5’/5’; AC 18, T: 11, FF: 17; Full Atk Large Masterwork Heavy Flail +12/+7 Melee (1d12+6/Crit 19-20/x3)/Grapple: +10;
    Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 12; AL CE;
    Saves: Fort +7, Ref +5, Will +5;
    SA/SQ: Darkvision 60’, Scent
    Feats: Alertness, Weapon Focus (Heavy Flail), Improved Initiative, Iron Will
    Skills: Climb +1, Hide +1, Intimidate +8, Jump +4, Listen +4, Move Silently +3, Spot +4, Swim +3
    Possessions: Chain Shirt, Large Masterwork bardiche

    Two ‘assistants (Subchiefs) (as above I.)
    Thirty-nine Males (as above I.)
    Fourty-two females (as above I.)
    Thirty-one young (as above in I.)

    III.
    Bugbear Hetman (6th level warrior)
    CR 7; HD 9d8+18; hp 62; Init +5; Spd 20 ft.; Face/Reach: 5’/5’; AC 20, T: 10, FF: 20; Full Atk Large +2 Heavy Mace +16/+11 Melee (2d6+9/x2)/Grapple: +13;
    Str 20, Dex 12, Con 14, Int 10, Wis 12, Cha 15; AL CE;
    Saves: Fort +8, Ref +6, Will +4;
    SA/SQ: Darkvision 60’, Leadership, Scent
    Feats: Alertness, Weapon Focus (Large Heavy Mace), Improved Initiative, Leadership
    Skills: Hide -5; Intimidate +9, Jump +4, Listen +3, Move Silently +2, Spot +2
    Possessions: Gauntlets of Ogre Power, Half-Plate, +2 Heavy Mace

    Twelve ‘hand-picked’ Bugbear Guards Warrior 1st
    CR 2 ea.; HD 4d8+8; hp 29 ea.; Init +1; Spd 30ft.; Face/Reach: 5’/5’; AC 18, T: 11, FF: 17; Full Atk Masterwork Morningstar +7 Melee (1d8+2) or +7 ranged Heavy Crossbow with +3 bolts (1d10+3/19-20/x2)/Grapple: +5;
    Str 15, Dex 12, Con 14, Int 10, Wis 10, Cha 9; AL CE;
    Saves: Fort +5, Ref +4, Will +1;
    SA/SQ: Darkvision 60’, Scent
    Feats: Alertness, Weapon Focus (Morningstar)
    Skills: Climb +2, Hide +3, Intimidate +1, Listen +4, Move Silently +5, Spot +4
    Possessions: Ring mail jacket (acts as studded leather), light wood shield, masterwork Morningstar, Heavy Crossbow, six +3 Bolts.

    Six Males (as above in I.)
    Twenty females (as above in I.)
    Sixteen young (as above in I.)

    lV.:
    Chieftain Bugbear (4th level warrior)
    CR 5; HD 7d8+14; hp 49; Init +5; Spd 30ft.; Face/Reach: 5’/5’; AC 19, T: 11, FF: 18; Full Atk Large Masterwork Warhammer +12/+7 Melee (2d6+6/20/x3) or +8 Ranged Large Masterwork Warhammer (-4 pen., full round, 10’ inc.x2 crit)/Grapple: +10;
    Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 12; AL CE;
    Saves: Fort +7, Ref +5, Will +5;
    SA/SQ: Darkvision 60’, Scent
    Feats: Alertness, Weapon Focus (Warhammer), Improved Initiative, Iron Will
    Skills: Climb -1, Hide +1, Intimidate +8, Jump +2, Listen +4, Move Silently +1, Spot +4, Swim +1
    Possessions: Masterwork Breast Plate, two Large Masterwork warhammers

    Two Subchiefs (as above I.)
    Forty-seven Males (as above I.)
    Thirty-eight females (as above I.)
    Thirty young (as above in I.)

    V.
    Chieftain Bugbear (4th level warrior)
    CR 5; HD 7d8+14; hp 49; Init +5; Spd 30ft.; Face/Reach: 5’/5’; AC 19, T: 11, FF: 18; Full Atk Large Masterwork Two-handed Sword +12/+7 Melee (3d6+6/19-20/x2)/Grapple: +10;
    Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 12; AL CE;
    Saves: Fort +7, Ref +5, Will +5;
    SA/SQ: Darkvision 60’, Scent
    Feats: Alertness, Weapon Focus (Two-handed Sword), Improved Initiative, Iron Will
    Skills: Climb -1, Hide +1, Intimidate +8, Jump +2, Listen +4, Move Silently +1, Spot +4, Swim +1
    Possessions: Masterwork Breast Plate, Large Masterwork Two-handed Sword

    Two ‘Assistants’ (Subchiefs) (as above I.)
    Forty-four Males (as above I.)
    Thirty-six females (as above I.)
    Twenty-seven young (as above in I.)
    Novice

    Joined: Jun 17, 2007
    Posts: 3


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    Sat Aug 18, 2007 5:05 am  

    Thank you very much... Your time and effort is appreciated greatly.
    Novice

    Joined: Apr 03, 2008
    Posts: 1


    Send private message
    Thu Apr 03, 2008 5:45 am  

    Wow, this is exactly what I was looking for. Very much appreciated, indeed!
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