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White Plume Mountain

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The adventure introduces the volcano White Plume Mountain and three legendary weapons featured within.

The adventure is about a party of 4 7th-level characters exploring White Plume Mountain, home to the wizard Keraptis, to locate and remove up to three legacy weapons.

The characters might face traps, puzzles, and battles against monsters like the green hag and her toad familiar as they navigate the dungeon's challenges.

Weapons of Legacy not only offers rules for creating

weapons whose powers increase with their wielders


abilities, but it also provides a whole book of such weap-
ons, each with fully detailed statistics. Legacy weapons
are a convenient way to ensure that your characters
dont constantly have to trade up weapons to get items
WHITE PLUME commensurate with their power.
White Plume Mountain is a D&D adventure for four
MOUNTAIN 7th-level player characters (PCs) that utilizes the new
material in Weapons of Legacy. The first version of this
A Short Adventure for Four 7th- adventure was written by Lawrence Schick. Later,
Bruce Cordell updated the original dungeon in Return
Level Player Characters Featuring to White Plume Mountain. Now designers Andy Collins,
Material from Weapons of Legacy Gwendolyn F.M. Kestrel, and James Wyatt have
updated and expanded the adventure again, casting the
three signature weapons as legacy weapons.
CREDITS The main action takes place within the volcano
known as White Plume Mountain, home of the ancient
Original Design: Lawrence Schick
wizard Keraptis and his minions. The PCs may attempt
3rd Edition Andy Collins, Gwendolyn F.M.
to locate and remove one, two, or all three of the legacy
Developers: Kestrel, and James Wyatt
weapons.
Editing: Penny Williams
As always, feel free to adapt the material presented
Typesetting: Nancy Walker
here as you see fit to make it work with your campaign.
Cartography: Rob Lazzaretti
Design Manager:
Web Production
Christopher Perkins
Bart Carroll PREPARATION
Web Development: Mark A. Jindra You (the DM) need the D&D core rulebooksthe
Graphic Design: Sean Glenn, Cynthia Fliege Players Handbook, the Dungeon Masters Guide, a n d
and Jen Page the Monster Manual, as well as Weapons of Legacy
to run this adventure. The scenario also draws on
Based on the original D UNGEONS & DRAGONS game by E. material from Stormwrack and Planar Handbook.
Gary Gygax and Dave Arneson and on the new edition of the The information presented here utilizes the D&D
DUNGEONS & DRAGONS game designed by Jonathan Tweet, v.3.5 rules.
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. The adventure is designed for a party of four 7th-level
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned characters. A party of five of six 6th-level characters
by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the should be able to handle the challenges within, and a
Coast, Inc. All Wizards characters, character names, and the distinctive likenesses
thereof are trademarks owned by Wizards of the Coast, Inc. trio of 8th-level PCs might be able to succeed. Charac-
ters below 6th level are likely to find the challenges
This material is protected under the copyright laws of the United
States of America. Any reproduction or unauthorized use of the inside the mountain too great, while those above 8th
material or artwork contained herein is prohibited level may have too many abilities and resources to find
without the express written permission of
Wizards of the Coast, Inc. a proper challenge.
Like the original adventure, this version of White
2005 Wizards of the Coast, Inc.
All rights reserved. Plume Mountain challenges both the tactical abilities of
Made in the U.S.A. the PCs and the mental abilities of the players. If your
This product is a work of fiction. players are unused to hackproof dilemmas, they may
Any similarity to actual people, organizations, places, find this adventure frustrating. However, those who
or events is purely coincidental.
know how to use their wits should find it an intriguing
This Wizards of the Coast game product contains no Open Game Content. balance of action and problem-solving.
No portion of this work may be reproduced in any form without
written permission. To learn more about the Open Gaming License When describing the various environments to your
and the d20 System License, players, be careful not to give them information or
please visit www.wizards.com/d20.
insights that their characters would not normally have.
For more DUNGEONS & DRAGONS articles, adventures, and information, Provide clear descriptions as appropriate, and answer
visit www.wizards.com/dnd
questions as befits the characters perceptions, but dont
1
give away hints that they havent asked for (or dont The occasional disappearance of those who stray too
deserve). close to it reinforces this belief.
A typical party should be able to complete any of the Thirteen hundred years ago, the wizard Keraptis
three parts in a single forayand by extension, in a was searching for a suitable haven in which he could
single session of play. In fact, the guardian near the indulge his eccentricities without fear of interfer-
entrance (see area 2) encourages such behavior. Each of ence. He visited White Plume Mountain, going
the adventures segments provides a series of chal- closer than most dared to, and discovered the system
lenges, ending in a tougher-than-normal battle against a of old lava-tubes that riddled the cone and the under-
potent foe guarding one of the three legacy weapons lying strata. With a little alteration, he thought, this
gathered by Keraptis. place would be perfect for his purposes. The area
To get started, print out the adventure, including the already had a bad reputation, and he could think of a
maps. Read through the scenario at least once to famil- few ways to make it worse. So taking with him his
iarize yourself with the situation, threats, and major fanatically loyal company of renegade gnomes, he
NPCs (particularly their motivations). Text that appears disappeared below White Plume Mountain and
in shaded boxes is player information that you can read vanished from the knowledge of men. Today, the
aloud or paraphrase at the proper times. Statistics are once-feared name of Keraptis is little known even to
given for creatures not in the Monster Manual, and refer- learned scholars.
ences to that book are provided for the more standard Several weeks ago, three highly valued magic
monsters. weapons with the cryptic names Wave, Whelm, and
B l a c k r a z o r disappeared from the vaults of their
ADVENTURE owners in the midst of the city of Greyhawk (or an
appropriate metropolis in your world). Rewards
BACKGROUND were posted, servants were hanged, and even the
White Plume Mountain has always been a place of sanctuary of the Thieves Guild was violated in the
superstitious awe to the neighboring villagers. People frantic search for the priceless arms, but not a single
travel many miles to gaze upon this natural wonder, clue turned up until the weapons former owners
though few are willing to approach it closely, since it is (all wealthy collectors) each received a copy of a
reputed to be the haunt of various demons and devils. strange note:

2
Search ye far or search ye near, adventure hooks and thrusts the characters directly into
Youll find no trace of the three the dungeon. If you prefer a more nuanced approach,
Unless you follow instructions clear, feel free to introduce the scenario more gradually using
For the weapons abide with me. the information provided in the Adventure Background
above. You might set up a meeting between the PCs and
North past forest, farm, and furrow their employer, add some Knowledge or Gather Infor-
You must go to reach the feathered mound. mation checks to track down their destination, include
Then down away from the sun youll burrow a few wilderness encounters during the overland trip to
Forget life, forget light, forget sound. the mountain, and so on. Or you can just cut to the chase
by reading the information in the Beginning the Adven-
To rescue Wave, you must do battle ture section to the players when your game session
With the Beast in the Boiling Bubble. begins, replacing names as appropriate. Its your call.
Crost cavern vast, where chain-links rattle
Lies Whelm, past waterspouts double. ABOUT THE MOUNTAIN
Standing alone in a vast area of dismal moors and
Blackrazor yet remains to be won
tangled thickets is White Plume Mountain, an almost
Underneath inverted ziggurat.
perfectly conical volcanic hill formed millennia ago
That garnered, think not that youre done,
from the slow leakage of lava. About 1,000 yards in
For now youll find you are caught.
diameter at the base, the peak rises about 800 feet above
the surrounding land. The white plume that gives the
I care not, former owners brave,
mountain its name and fame is a continuous geyser that
What heroes you seek to hire.
spouts from the very summit. The spray shoots 300 feet
Though mighty, each shall be my slave
into the air, then trails off to the east under the prevail-
Or vanish into the fire.
ing winds like a great white feather. The water from the
geyser collects in numerous depressions downslope
K
that eventually merge, creating a sizeable stream.
The nearest village, Yellowreach, lies about 5 miles
White Plume Mountain has tentatively been identified
from the mountain along the Yellow Flow River (so
as the feathered mound mentioned in the poem.
named for the sulfurous deposits along its banks). The
Sages further agree that the K signature refers to
village can supply the partys basic needsrations,
Keraptis, but most insist that the writer must be an
lantern oil, and inexpensive potions and scrolls
imposter. After all, who can believe the note really
between forays, but any item costing more than 200 gp
comes from the magician of legend after 1,300 years?
is unavailable here. The villagers know of the mountain
The former owners of Wave, Whelm, and Blackrazor
and its surroundings, as well as details of the only
have each outfitted a group of intrepid heroes to take up
entrance (see Beginning the Adventure, below), but
the challenge. The PCs are one of those groupsthe
they generally give the area a wide berth. Any adven-
others are far enough behind that they wont factor into
turers bold enough to set out for White Plume Moun-
this adventure unless you want to create rival groups of
tain are regarded as either very brave or very foolhardy.
NPC adventurers.
Steam vents pierce the mountainside in various

ADVENTURE SYNOPSIS spots, but none of them is large enough to allow entry.
The only possible entrance to the volcanic cone is a cave
The characters are hired by one of the three collectors on the south slope. This cavern, known as the Wizards
from whom the legacy weapons have been stolen. To Mouth, is about 8 feet in diameter and 40 feet long.
retrieve the desired item, they must penetrate White Near the ceiling at the far end is a long, horizontal
Plume Mountain, locate the weapon, defeat its crevice about 1 foot wide. Periodically, air is sucked into
guardians, and make their way safely back out with it. If this crack at great speed, creating a loud whistling
desired, they can also try to retrieve the other legacy sound and snuffing out torches. After a few moments,
weapons as well. the rush of air slows down, stops for about 2 seconds,
and then the air rushes out again in a great blast of
ADVENTURE HOOKS steam. The steam is not hot enough to scald anyone, but
it does make the cave uncomfortable, like a very hot
In the style of classic D&D adventures, White Plume
sauna interrupted by blasts of cold air.
Mountain dispenses with any complicated research or
3
pqqqqrs

Search ye far or search ye near,


Youll find no trace of the three
Unless you follow instructions clear,
For the weapons abide with me.

North past forest, farm, and furrow


You must go to reach the feathered mound.
Then down away from the sun youll burrow
Forget life, forget light, forget sound.

To rescue Wave, you must do battle


With the Beast in the Boiling Bubble.
Crost cavern vast, where chain-links rattle
Lies Whelm, past waterspouts double.

Blackrazor yet remains to be won


Underneath inverted ziggurat.
That garnered, think not that youre done,
For now youll find you are caught.

I care not, former owners brave,


What heroes you seek to hire.
Though mighty, each shall be my slave
Or vanish into the fire.

pqqqqrs
4
STANDARD DUNGEON FEATURES Lighting
Unless otherwise noted in an area description, all All the rooms and corridors are dark. Most inhabitants
sections of the mountains interior share the following have darkvision or a similar ability that allows them to
characteristics. operate effectively in darkness.

5
+2. Invisible creatures standing in the water can easily
be pinpointed by the visible swirls and eddies they
create, though they still benefit from total concealment.
The water is tainted as well. Anyone who swims or
becomes submerged in it is exposed to blinding sick-
ness (Fort DC 16; incubation 1d3 days; 1d4 Str; a victim
who takes 2 or more points of Str damage from the
disease must make another Fortitude save or be perma-
nently blinded). Though this hazard isnt likely to
impact the characters on their first foray, the effects
might well kick in by the second or third time the party
enters the dungeon.

BEGINNING THE
ADVENTURE
Before beginning play, choose which of the three weap-
ons is due back to the PCs employer (see below). The
characters are perfectly free to keep the others, should
they locate them. (Its best if the weapon to be returned
is the one least likely to be claimed by a PC.)
When the PCs are ready to start exploring White
Plume Mountain, provide the players with a copy of the
note that the owners received (page 4), then read or para-
phrase the information below. This text takes the char-
acters through their hiring and into the cave described
Temperature in About the Mountain, above. If you wish to play out
The ambient temperature is approximately 75 degrees their journey, stop reading at the appropriate points.
Fahrenheit, and the air is humid. Neither of these
When Riikan Dack, a wealthy collector of rare art
conditions is likely to have any game effect.
objects, hired you to recover a weapon stolen from
Walls and Ceilings his vault, he offered your group 10,000 gpa
All ceilings are 10 feet high. The rooms and corridors reward sizable enough to dissuade you from asking
have been carved out ofor in some cases, seemingly too many questions. He showed you the boastful
melted throughsolid rock. Scaling any wall requires a note left by the thiefsupposedly an ancient
DC 20 Climb check, or a DC 25 Climb check if the wizard named Keraptisand told you that his
room is filled with water (see below) due to the slipper- sources had pinpointed your destination (the
iness of the mildew and algae. feathered mound named in the note) as a volcanic
peak called White Plume Mountain.
Doors Days later, you found yourselves scaling the
Each door inside the mountain is 8 feet square and south slope of the mountain. You soon located an
made of ironbound oak. Swollen from the general entry tunnel leading into the rock and emerged in
dampness, all the doors are somewhat difficult to open. a cave that actually seemed to breathe, exhaling a
Door: Hardness 5, hp 20, Break DC 23; Strength DC large cloud of steam and then slowly inhaling
8 and a move action required to open. again, like a man breathing on a cold day.
Inside, the cavern floor was covered with
Flooding
muckobviously a byproduct of the condensation
Murky, standing water covered with floating patches of
dripping from the walls and ceiling. Hidden
algae fills several chambers (including areas 1, 2, 5, 9, 10,
beneath this mud, near the back of the cavern, you
18, 19, and 20), to a depth of at least 1 foot. In these
discovered a simple trapdoor set with an iron ring.
areas, each 5 feet traversed costs 2 squares of movement.
And now, below the opening, a square vertical shaft
The water also makes it easier to hear people moving
beckons.
about, increasing the DC for Move Silently checks by

6
7
WHITE PLUME symbol activates whenever any creature passes under it,
unless that creature has spoken the password (the
MOUNTAIN ENTRANCE answer to the corresponding riddle; see below). The
This section details the section of the White Plume protection offered by the password remains in effect
Mountain interior just beyond the entrance cavern. until the creature moves more than 60 feet from the
symbol. Because the gynosphinx guardian is attuned to
ENTRY these symbols, she is immune to their effects and cant
Characters are likely to pass through this area multiple trigger them. See the descriptions of the four passage-
times during their exploration of the dungeon beneath ways for the specific traps.
White Plume Mountain. Unless they slay the guardian Since the PCs are likely to enter via the south passage
in area 2, they must deal with her anew each time. when they first penetrate White Plume Mountain, they
will probably be affected by the symbol trap there (see
1. SPIRAL STAIRCASE South Passage, below) before they can reach Etrusca.
This staircase leads from the entrance cavern down into Creature: The gynosphinx Etrusca guards this
the dungeon proper. intersection because of a poorly worded bargain with
Keraptis. Though she bears no love for the wizard, she
A rusty metal staircase spirals down into warm,
has faithfully carried out her service to him for many
humid darkness. The stairs seems to vibrate
long years.
slightly, as if in tune with some inaudible subter-
Gynosphinx: hp 52; see Monster Manual, page 233.
ranean rumbling.
Tactics: Etrusca has darkvision, low-light vision,
and +17 modifiers on Listen and Spot, so she is reason-
Despite its weathered appearance, the staircase is stable. ably good at detecting intruders. If her natural abilities
The foul air is breathable, and torches and lanterns burn fail, the activation of her symbol of stunning in the south
fitfully, giving off lots of smoke. The walls are damp and corridor (see South Passage, below) alerts her to any
spotted with green and white patches of fungus and unauthorized presence.
algae. Murky water covers the floor (see Standard The gynosphinx prefers to deal peacefully with
Dungeon Features). intruders, so she does not initiate hostilities against the
PCs. As soon as she detects anyone approaching, she
2. SPHINX GUARDIAN (EL 9) presents her offer: Any group that can answer her
The junction of the passageways inside the mountain is riddle may pass safely. If the PCs accept this offer, she
guarded by Etrusca, an unhappy gynosphinx, and four asks which passage they wish to takewest, north, or
magical traps that help to protect her. Any character east. Their choice determines which riddle she gives
who comes within 10 feet of her from any direction them. Etrusca knows that each passage gives access to
triggers the symbol spell in the appropriate corridor one of the three weapons of legacy, but she does not
(see Traps, below). know which one leads to which weapon.
A bedraggled creature rests on a 2-foot-high pile of The three riddles are given below, with the answers
bones that fills the intersection. The creatures in parentheses. Coincidentally, each riddle also hints at
body looks like that of a mangy lion, and great, tat- a threat that lies in the same direction.
tered wings lie folded at its sides. A female
humanoid face peers out from beneath the tangled West Passage
mat of hair that covers its head. I have a mouth but never speak.
I have a bed but never sleep.
I run smoother than any rhyme.
Murky water covers the floor to a depth of 1 foot (see I love to fall but cannot climb.
Standard Dungeon Features), but the pile of bones (Answer: A river.)
gives the gynosphinx a dry perch. Entering this 10-foot-
by-10-foot area costs an extra square of movement due North Passage
to the height and slightly unsteady footing. Round she is, yet flat as a board,
Traps: Inscribed on the ceiling of each passage, 10 Altar of the Lupine Lords,
feet from the junction where Etrusca sits, is a symbol Jewel on black velvet, pearl in the sea,
spell. Each is visible and legible from a distance of 60 Unchanged but eerchanging, eternally.
feet, assuming the characters can see that far. Each (Answer: The moon.)

8
East Passage Symbol of Stunning Trap: CR 8; spell; spell trig-
My creator wants me not, ger; automatic reset; spell effect (symbol of stunning,
And much in dread will I be bought. 15th-level wizard, stuns for 1d6 rounds, DC 22 Will save
My cold embrace is fiercely fought, negates); multiple targets (all within 60 ft.); Search DC
Most all who need me know it not. 32, Disable Device DC 32.
(Answer: A coffin.)
West Passage
If the characters provide the correct answer to the This corridor is equipped with a symbol of insanity.
riddle, Etrusca asks each person in the party to repeat it, Symbol of Insanity Trap: CR 9; spell; spell trig-
because the answer is also the password that prevents ger; automatic reset; spell effect (symbol of insanity, 15th-
the corresponding symbol from triggering. Only then level wizard, permanently confuses as insanity, DC 22
does she allow them to pass. She does not under any Will save negates); multiple targets (all within 60 ft.);
circumstances tell the characters that the answer Search DC 33, Disable Device DC 33.
protects them from the symbol because characters who North Passage
dont know the purpose of the answer will likely trigger A symbol of sleep protects this corridor. Affected crea-
the symbol on their return. tures cant be awakened by any nonmagical means, and
If attacked, Etrusca fights back to the best of her abil- unless pulled from the water, they immediately begin
ity, but she makes her offer to the PCs while doing so. to drown. (Treat this situation as if they had failed to
As soon as they agree, she stops fighting. If reduced to hold their breath.)
fewer than 25 hp, Etrusca retreats (preferably down the Symbol of Sleep Trap: CR 6; spell; spell trigger;
north corridor to the dry landing at area 14), then automatic reset; spell effect (symbol of sleep, 15th-level
returns after the PCs move on. She offers no aid to any wizard, causes creatures of 10 HD or below to fall into a
PCs affected by the symbols. catatonic slumber for 3d6x10 minutes, DC 22 Will save
Development: Assuming that the PCs answered negates); multiple targets (all within 60 ft.); Search DC
the riddle rather than fighting Etrusca or sneaking past 30, Disable Device DC 30.
her, the gynosphinx asks any character who returns to
her post for the answer to the riddle again to prevent East Passage
the symbol from triggering. This technique is Etruscas The passage leading east has a symbol of pain. The effects
way of punishing anyone who attacks her after of this symbol last for 1 hour after the affected creatures
correctly answering a riddle. move farther than 60 feet from the symbol (Fortitude
Furthermore, if the PCs chased the gynosphinx off DC 22 negates).
rather than answering a riddle, she scribes a symbol of Symbol of Pain Trap: CR 6; spell; spell trigger;
death (as the spell, but Fort DC 22 negates) directly automatic reset; spell effect (symbol of pain, 15th-level
above the intersection, hoping to wreak vengeance wizard, causes creatures to suffer wracking pains that
upon her attackers when they return. impose a 4 penalty on attack rolls, skill checks, and
Ad Hoc XP Adjustment: Each time the PCs ability checks, DC 22 Will save negates); multiple
correctly answer a riddle, award them one-third of the targets (all within 60 ft.); Search DC 30, Disable Device
XP they would gain for defeating the gynosphinx (CR DC 30.
8). If they later defeat her in combat, grant them only
the remainder (two-thirds if theyve answered one PART 1: WHELM
riddle, one-third if theyve answered two, and none if
The eastern corridor leads into the section of the
theyve already answered all three).
dungeon that houses Whelm, the legendary dwarven
Award XP for defeating or surviving each symbol
warhammer.
spell as normal for traps (CR 9 for symbol of death or
symbol of insanity, CR 8 for symbol of stunning, and CR 6 3. GREEN SLIME (EL 4)
for symbol of pain or symbol of sleep).
The waterlogged corridor stretches on ahead. The
South Passage
walls and ceiling are covered with a patchwork of
This passage is the PCs most likely entry into the area
algae and lichen.
on their first visit. The corridor is protected by a
symbol of stunning. Activation of this symbol gives
Etrusca time to offer her bargain before intruders can On the ceiling of the passageway, in the spot indicated
attack her. on the map, is a 30-foot-long patch of green slime. It

9
drops from the ceiling when it detects movement
Beyond the door is a 30-foot-square room. Above
below it.
the muddy floor, nine silvery globes hang sus-
Green Slime: CR 4; contact deals 1d6 points of
pended by wires from the ceiling.
Con damage to creatures and 2d6 points of damage to
objects; see Dungeon Masters Guide, page 76.
On the first round of contact, a creature can scrape The door leading into this room magically slams shut
off the slime with a full-round action, though doing so and locks 5 rounds after it is opened. Once it has closed
most likely destroys the object used to remove it. On in this manner, it can be opened only from the inside
subsequent rounds, the slime must be frozen, burnt, or with the proper key. The door can be destroyed
cut away. Sunlight, a remove disease spell, or any effect through mundane means, though it is magically treated
that deals cold or fire damage destroys a patch of green for durability, and it automatically heals itself each
slime. Cutting away flesh to which the slime is clinging round (see statistics below). A permanent Nystuls magic
requires a DC 20 Heal check and deals 1d6 points of aura renders its magic undetectable.
damage per point of Constitution damage already taken Door: Hardness 10, hp 40, break DC 43; Strength
by the victim, but this method does not destroy the DC 8 and a move action required to open; heals 10
slime. points of damage per round; permanent Nystuls magic
aura.
4. THE CHAMBER OF GLOBES Nine silvered glass globes, each about 2 feet in diam-
(EL VARIABLE) eter, hang suspended from the ceiling by adamantine
A short flight of steps leads up out of the water to an wires (hardness 20, hp 2) at a height of 7 feet from the
unlocked wooden door. Like the other doors in White floor. Except for Globe 6 (see below), shaking reveals
Plume Mountain, this one is damp, and the wood is that each globe contains one or more items. Inspection
swollen, making it difficult to open. with detect magic or scrying spells fails because the inte-
Once the door is open, read or paraphrase the follow- riors of the globes are covered with a thin coating of
ing text. leaded paint.

10
Globes (9): Hardness 1, hp 5. Spellcraft check reveals it to be illusiona fact that
might seem to support its story. Nevertheless, the ring
The Globes speaks falsely. Once someone puts it on or takes it from
A good hard crack with a weapon shatters any globe, the room, the ring loses all its magic and cant even talk.
dropping its contents into the 2-inch-thick layer of mud The rings story is a basic loyalty and intelligence test
that covers the floor. Recovering an item from the for the PCs. Will the party members cut each others
muck requires a successful DC 10 Search check. throats over the ring?
Though each globe contains a key, only one is the Globe 9: The sphere contains a collection of gems
real key to the door of this room. Some globes also worth 600 gp (2 100-gp pearls, 4 50-gp turquoises, and a
contain creatures and/or magic items. 200-gp ruby), plus a false key.
For reference purposes, the globes are numbered
sequentially in a clockwise spiral, from #1 in the north- 5. A PRIME CHOICE (EL 7)
west corner to #9 in the center. No numbers or mark- A short flight of steps leads up out of the water to an
ings of any sort appear on the surfaces of the globes. unlocked wooden door that is damp and swollen, like
Globe 1 (EL 5): This globe contains two shadows, the others in this area. Once the door is open, read or
300 worthless lead pieces, and a false key. The shadows paraphrase the following text.
are magically trapped within the globe but attack
immediately upon release. Five large, corpselike figures stand lined up against
Shadows (2): hp 19 each; see Monster Manual, page 221. the far wall. Each has a different number carved
Globe 2: This globe contains a potion of eagles splen- into the flesh of its chest. At the sound of the door
dor and a false key. opening, one of the figures turns its head and
Globe 3 (EL 5): The sphere holds an angry air speaks. One of us does not belong with the others,
elemental, an amulet of natural armor +1, a strand of it says. If you can pick out the interloper, we will
prayer beads with 2 beads of blessing, and a false key. allow you passage. If you pick the wrong one, we
Large Air Elemental: hp 60; see Monster Manual, page 96. will kill you. You have 1 minute, and one guess.
Globe 4: Inside this globe are a potion of fly and a
false key. The five corpselike figures resemble flesh golems,
Globe 5: This globe contains eleven worthless glass though only one actually is. The numbers inscribed
gems (Appraise DC 10) and a false key. upon them are 5, 7, 9, 11, and 13. The speaking figure
Globe 6 (EL 4): A gray ooze fills the entire globe. (the one bearing the number 5) talks by means of a
Unlike the other globes, this one does not rattle, but it magic mouth spell (Spellcraft DC 21 to identify the
feels heavier than the rest if lifted. Floating amid the effect).
ooze are five pieces of jewelry (each apparently worth Allow the players to discuss the puzzle amongst
50 gp, though a DC 10 Appraise check reveals all five as themselves for 60 seconds of real time before answer-
fakes) and a false key. ing, but the first answer given to the golems is bind-
Gray Ooze: hp 31; see Monster Manual, page 202. ing. The number that does not belong is 9; all the others
Globe 7: This sphere contains a wand of hold monster are prime numbers.
(1 charge) and a false key. Creature: The figure bearing the number 9 is a
Globe 8: This globe contains a magic ring and the flesh golem. If the allotted time elapses, or if the char-
real key. acters answer incorrectly, attack any of the figures, or
Upon release, the ring speaks to the entire party tele- attempt to pass through the room without answering, it
pathically, delivering the following message. Stop animates and attacks. If they answer correctly, it opens
before you pick me up. I function as a ring of invisibility the far door and stands aside peacefully.
but will also grant my wearer one wish spell each year. Flesh Golem: hp 79; see Monster Manual, page 135.
My only drawbacks are that I permanently consume 1 Tre a s u re: Number 9 is the only real golem. The
hit point per year, and I can have only one wearer. Once other four stitched corpses were to become flesh
I am removed from the finger of the one who wears me, golems, but the crafting required to bring them to life
all my powers are lost. But if you would take me, you is not yet complete. The bodies have been assembled
must put me on before you depart, because I can leave and prepared with the necessary unguents and bind-
this room only while worn. So you must decide right ings (see Construction, Monster Manual, page 135). For
now who will wear me permanently. someone with the Craft Construct feat and the appro-
While the PCs are in the room, detect magic reveals a priate spells, the bodies would be quite valuable. Each
moderate magical aura on the ring, and a DC 18 flesh golem body recovered intact and undamaged is
11
worth 1,000 gp to someone interested in crafting
golemsmost commonly powerful, evil spellcasters.
To anyone else, theyre worthlessand possibly even
sacrilegious.
Ad Hoc XP Adjustment: If the PCs provide the
correct answer, award XP as if they had defeated a CR 5
opponent.

6. THE GATE (EL 4)


A portcullis blocks the corridor at this point.

A short flight of stairs leads up to a dry corridor


blocked by a rusted metal portcullis.

Creature: The portcullis is actually a mimic. Any


creature taking hold of it (for instance, to lift it) imme-
diately becomes stuck unless it succeeds on a grapple
check (opposed by the mimics +13 grapple bonus).
Mimic: 52 hp, see Monster Manual, page 186.
Treasure: Engulfed in the mimics body is some
treasure it gained from a previous victim, including a
flask of oil, a vial of holy water, a sunrod, a metal scroll
tube containing a divine scroll of remove disease and
neutralize poison, and a flask of alchemists fire.

7. PLATFORM ROOM (EL 6)


This chamber requires the characters to negotiate an
unusual bridge over a lethal boiling mud pit.

Beyond the door is a ledgea short extension of


rock placed high on the wall of an enormous natu-
ral cavern. Far below, a vast mud pit boils and
bubbles. A series of wooden disks, each suspended
from the ceiling by a massive steel chain, forms a
set of stepping stones that lead across the cave to
another ledge on the far side.

The ceiling averages 50 feet above the level of the plat-


form. About 50 feet below the ledge is a deep pool of
boiling mud.

The Disks
Each wooden disk is about 4 feet in diameter and hangs
about 3 feet from its nearest neighbors. Each is
attached to its chain by a giant ring fixed in its center.
The disks swing freely and tilt when any weight is
placed upon them. The disks and chains, as well as the
walls of the cavern, are covered with a wet, slippery
scum of algae that live on the water and nutrients
spewed up from the geysers. This coating gives off a
feeble phosphorescent glow (the equivalent of shad-
owy illumination) that provides dim light throughout
the room.

12
Characters can cross the cavern by stepping (or Disk (Geyser A) Damage
leaping) from one disk to the next. Moving safely 2, 3 5d6
1, 4 3d6
from one disk to another requires a DC 14 Jump 5 1d6
check. A running jump (which cuts all target
numbers by one-half) is impossible except to reach Disk (Geyser B) Damage
the first disk. 7, 8 5d6
The PCs can rope together to improve their chances 6, 9 3d6
of crossing safely, but if someone attached to a charac-
ter on a disk falls, the character on the disk must make Remember that a balancing or climbing character who
a DC 15 Balance check or fall also. The DC of this check takes damage must succeed on another check (against
increases by +2 for each fallen character in the string. the same DC) or fall.
Consult the table below to determine the result of Ad Hoc XP Adjustment: Successfully crossing
Jump checks in the cavern. the room is the equivalent of a CR 6 encounter, and
characters should receive experience points accord-
Check Result ingly.
14+ Success. The character has landed safely in the

1213
middle of the next disk.
Partial Success. The character has landed on the
8. CTENMIIRS LAIR (EL 8)
disk, but it is wobbling dangerously. The character This chamber is the resting place of the dwarf vampire
must now succeed on a DC 15 Balance check (+5 Ctenmiir, the current wielder of Whelm.
modifier for a slick surface included) or slide off
(treat as a result of 1011). The flagstone floor of this shadowy chamber is dry
1011 Marginal Success. The character didnt clear the and dusty.
gap but can grab onto the edge of the target disk
with a DC 15 Reflex save. If he succeeds, he can
pull himself up with a move action and a DC 20 A permanent darkness spell cloaks this room in shadowy
Climb check (+5 modifier for a slick surface illumination.
included). If the save fails, or if the Climb check Creature: The dwarf fighter Ctenmiir was already
fails by 5 or more, the character falls (treat as a
the wielder of Whelm when he and his companions
result of 9 or below).
9 or below Failure. The character misses the next disk entirely encountered a powerful vampire. Ctenmiir fell in
and falls into the mud below unless secured by a battle, but his companions escaped, taking the hammer
rope to an outcropping or another character (see with them. Eventually, they sold it to a collector of rare
above). The fall deals 1d6 points of lethal damage weapons. Ctenmiir, on the other hand, rose as a
and 2d3 points of nonlethal damage (just like
vampire and remained in his masters service for many
falling into water), but the character then takes
10d6 points of fire damage per round of immer- years. When Keraptis slew the master vampire, the
sion in the hot mud. dwarf pledged allegiance to the wizard. Now reunited
with Whelm, Ctenmiir is fanatically loyal to Keraptis.
The Geysers Ctenmiir appears as an unnaturally pale dwarf, wear-
The slippery platforms arent the only threat this cavern ing full plate armor and wielding a warhammer.
has to offer. Points A and B mark the locations of hot Ctenmiir: hp 39; see statistics block below.
mud geysers. Geyser A spouts on every fifth round Tactics: Ctenmiir awakens if intruders enter the
(round 5, 10, 15, and so forth), while Geyser B spouts on chamber above his coffin. He immediately assumes
every third round (round 3, 6, 9, 12, and so forth). Make gaseous form and slips into the room through cracks in
sure to track the passage of game time, starting with the the floor (Spot DC 24 to notice the cloud). After solidi-
round the door is opened. fying, he attacks mercilessly, smashing foes with two-
When a geyser erupts, it creates a 10-foot-wide handed warhammer strikes and occasionally adding an
cylinder of boiling hot mud that reaches to the roof of energy-draining slam attack against poorly armored
the cavern. Any character directly in the path of this PCs. Ctenmiir cant use his children of the night ability
mud takes 10d6 points of damage. A creature holding because no appropriate creatures exist nearby. If
onto a disk or chain is only spattered with mud, and reduced below 10 hp, Ctenmiir assumes gaseous form
the damage dealt depends on the disk to which the and floats into area 7 to regain hit points.
creature is clinging, as given on the table below. In Treasure: Ctenmiir carries his most valuable posses-
either case, a successful DC 15 Reflex save halves the sions on his person. In his coffin, which lies under some
damage. loose stones in the floor (Search DC 15 to locate), he has
placed his other treasuresprimarily items that he has
13
no use for, including two potions of cure serious wounds, a Atk Options Cleave, Combat Reflexes, Spring Attack
wand of cure light wounds (22 charges), and an arcane scroll Special Atk Blood drain, create spawn, dominate
of magic mouth, dispel magic, and summon monster III. The (range 30 feet; Will DC 14 negates)
coffin also holds a tattered journal that Ctenmiir kept Combat Gear 2 potions of shield of faith +3
during his life. Anyone perusing it can find a reference to Spell-Like Abilities (CL 5th):
the hammer he wields, and an hour of reading is the At willsense giants
equivalent of a successful DC 15 Knowledge (history) Abilities Str 23, Dex 18, Con , Int 12, Wis 14, Cha 12
check made to research the weapon (see the description SQ alternate form, gaseous form, spider climb,
of Whelm in the Appendix). turn resistance +4
Feats AlertnessB, Blind-FightB, Combat ReflexesB,
CTENMIIR CR 8 Dodge, Improved InitiativeB, Lightning ReflexesB,
Male dwarf vampire fighter 6
Mobility, Power AttackB, Spring Attack, Weapon
CE Medium undead (augmented humanoid, dwarf)
Focus (warhammer)B, Weapon Specialization
Init +8; Senses Listen +12, Spot +12
(warhammer) B
Languages Common, Dwarven
Skills Bluff +9, Hide +5, Intimidate +10, Listen +12,
AC 26, touch 11, flat-footed 25; Dodge Move Silently +5, Ride +13, Sense Motive +10,
hp 39 (6 HD); fast healing 5; DR 10/silver and magic Spot +12
Immune ability drain, critical hits, energy drain, Possessions combat gear plus Whelm, +1 full plate.
mind-affecting effects, nonlethal damage, paral-
Blood Drain (Ex): Ctenmiir can suck blood from a
ysis, poison, sleep effects, stunning
living victim with his fangs by making a
Resist cold 10, electricity 10; turn resistance +4
successful grapple check. If he pins the foe, he
Fort +5, Ref +8, Will +4
drains blood, dealing 1d4 points of Constitution
Weakness vampire weaknesses (see Monster Manual,
drain each round the pin is maintained. On
page 253)
each such successful attack, Ctenmiir gains 5
Speed 20 ft. (4 squares); climb 15 ft. (as spider climb) temporary hit points.
Melee Whelm +13/+8 (1d8+12) or reate Spawn (Su): A humanoid or monstrous
Whelm +13/+8 (1d8+9) and humanoid slain by Ctenmiirs energy drain or
slam +6 (1d6+3 plus energy drain 2 negative levels) blood drain attack rises 1d4 days later as a
Space 5 ft.; Reach 5 ft. vampire or vampire spawn. See the vampire
Base Atk +6; Grp +12
14 entry in the Monster Manual for details.
Alternate Form (Su): Ctenmiir can assume the 10. WATERY ROOM (EL 7)
shape of a bat, dire bat, wolf, or dire wolf as a As with area 9, the appearance of this chamber is
standard action. This ability is similar to a p o l y- deceiving.
morph spell cast by a 12th-level character, except
that Ctenmiir does not regain hit points for The hallway opens into a large, water-filled cham-
changing form and must choose from among ber. On the opposite side, a flight of wide stairs
the forms mentioned here. While in his alternate leads up out of the water and out through an arched
form, Ctenmiir loses his natural slam attack and opening. On the east wall is a closed door.
dominate ability, but he gains the natural weap-
ons and extraordinary special attacks of his new The stairs lead up out of the water and open directly
form. He can remain in that form until he into a corridor. The halls beyond this point are free of
assumes another or until the next sunrise. the brackish water that fills the passages in the previous
Fast Healing (Ex): Ctenmiir heals 5 points of sections of the dungeon. The closed door gives access to
damage each round so long as he has at least area 10D (below).
1 hit point. If reduced to 0 hit points in
combat, he automatically assumes gaseous 10A. Ledge
form and attempts to escape. He must reach A narrow ledge runs around the western side of the
his coffin home within 2 hours or be utterly room at the same level as the hallway leading in.
destroyed. Any additional damage dealt to Because both the ledge and the rest of the floor (area
Ctenmiir while he is in gaseous form has no 10B) are concealed under the opaque water, the dropoff
effect. Once at rest in his coffin, Ctenmiir is cannot be detected without probing. A little more than
helpless. He regains 1 hit point after 1 hour, halfway up the west wall, the ledge has a 10-foot gap,
then is no longer helpless and resumes heal- which is also concealed by the water.
ing at the rate of 5 hit points per round.
10B. Main Floor
Gaseous Form (Su): As a standard action, Ctenmiir
Most of the rooms floor is 15 feet below the ledge. The
can assume gaseous form at will as the spell
chambers two inhabitant lurk in this area, gaining total
(caster level 5th), but he can remain gaseous
concealment from the foul water, which is tainted like
indefinitely and has a fly speed of 20 feet with
that in the rest of this section of the complex (see Stan-
perfect maneuverability.
dard Dungeon Features).
Creatures: A sea hag dwells in the water with her
PART 2: WAVE peta chuul transformed and disfigured by the
The northern corridor leads into the section of the implantation of an illithid tadpole. In actuality, the line
dungeon that houses the legendary trident called Wave. between pet and master is not too distinctboth are
roughly equal in intelligence, and the slime chuul is
9. POOL (EL 2) clearly stronger.
Sea Hag: hp 19; see Monster Manual, page 144.
A large, circular alcove about 10 feet in diameter Uchuulon: hp 71; see Stormwrack, page 163, and statis-
extends out from the right side of the hallway. Its tics block (below).
floor is covered in the same brackish, calf-deep Tactics: As soon as they detect intruders entering the
water as the corridor. room, the hag and the uchuulon move into position to
attack. The uchuulon waits near the center of the
This entire area is actually a 20-foot-deep pit, though its room, while the hag emerges from the water near the
true nature is entirely concealed by the foul, dank stairs at the north end, where she stands in full view of
water that fills it to the same level as the corridor. Any the PCs, hoping to weaken them with her horrific
character probing ahead can easily discover the pit appearance and possibly daze one or more with her evil
with a successful DC 10 Search check. Otherwise, eye. By staying far away, she hopes to bait some of the
anyone moving into the alcove must succeed on a DC PCs into charging her, which sends them plunging
20 Reflex save or immediately fall into the pit. Any into the deep water that fills most of the room and
character submerged in the water is exposed to blind- leaves them open to attacks from the uchuulon waiting
ing sickness (see Standard Dungeon Features) and below the surface.
must succeed on a DC 10 Swim check to avoid sinking The hag certainly knows that she is weaker and less
to the bottom. hardy than the chuul, so she tries to avoid melee. She

15
jumps into deep water if the characters get too close and Amphibious (Ex): Although uchuulons are aquatic,
uses her fast swim speed to evade them as long as they can survive indefinitely on land.
possible. The uchuulon, meanwhile, relishes close Constrict (Ex): An uchuulon deals 3d6+4 points of
combat. It uses its paralytic tentacles to drown as many damage with a successful grapple check.
characters as possible before feasting on them. Improved Grab (Ex): To use this ability, an uchuu-
lon must hit with a claw attack. It can then
UCHUULON (SLIME CHUUL) CR 6 attempt to start a grapple as a free action with-
CE Large aberration (aquatic) out provoking attacks of opportunity. If it wins
Init +5; Senses darkvision 60 ft., Listen +10, Spot +10 the grapple check, it establishes a hold and can
AC 20, touch 12, flat-footed 19 constrict, or on its next turn, transfer a grabbed
hp 71 (11 HD) character to its tentacles.
Immune poison Paralytic Tentacles (Ex): An uchuulon can transfer
Resist 50% chance to negate critical hits; SR 16 grabbed targets from a claw to its tentacles as a
Fort +5, Ref +4, Will +8 move action. The tentacles grapple with the
same strength as the claw but deal no damage.
Speed 20 ft. (4 squares), swim 20 ft.
However, they exude a paralytic secretion.
Melee claw +11 (2d6+4) or
Anyone held in the tentacles must succeed on a
Melee 2 claws +11 (2d6+4)
DC 17 Fortitude save each round on the uchuu-
Space 10 ft.; Reach 5 ft.
lons turn or be paralyzed for 6 rounds. While
Base Atk +8; Grp +16
held in the tentacles, paralyzed or not, a target
Atk Options constrict 3d6+4, improved grab,
automatically takes 1d8+2 points of damage
Blind-Fight, Combat Reflexes
each round from the creatures mandibles.
Special Actions paralytic tentacles
Protective Slime (Ex): The uchuulon exudes a
Abilities Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 3 transparent mucous that provides a +2
SQ amphibious deflection bonus to its Armor Class. The
Feats Alertness, Blind-Fight, Combat Reflexes, slime suspends and protects the uchuulons
Improved Initiative vital organs as well and has a 50% chance of
Skills Hide +11, Jump +2, Listen +10, Spot +10, Swim +12 negating any critical hit made against the
creature.

16
10C. Hidden Chamber Burket: hp 34; see area 12 for statistics.
The opening leading to this area is a 5-foot-diameter Tactics: As soon as a character enters the last 10 feet of
circle in the floor of the room. Like the other features the spinning portion, Burket fires a flaming arrow into
of this chamber, it is completely concealed by the the cylinder, igniting the oil, which burns for 2 rounds,
water. This small area is where the rooms inhabitants dealing 1d6 points of fire damage per round to each
rest and eat. character within. He then pulls a shutter over the arrow
Treasure: The accumulated treasure of the rooms slit, warns his werewolf lover Snarla of the intruders,
inhabitants is scattered about this chamber. Their and moves to defend the door into area 12.
hoard consists of a mithral shirt and a few heaps of
coins and jewelry (330 gp, 750 sp, and a fine coral ring 12. GUARDPOST (EL 7)
worth 95 gp). This chamber serves as a guardpost from which Burket
can watch over the spinning section of corridor (area 11).
10D. Empty Room
The door to this chamber is positioned with its base at This room is furnished with a plain wooden table
the same level as the hallway entrance and the ledge surrounded by benches. A large candle gutters on
marked A. the table, casting dancing shadows on a large book
lying open beside it. Another door leads out of the
11. SPINNING PASSAGE (EL 4) room on the opposite side.
When the PCs get to a point about 40 feet from this
area, read or paraphrase the following aloud. Other than the candle (which provides shadowy illumi-
The passageway extends about 40 feet, then nar- nation in a single square), the room contains no light
rows into a cylindrical tunnel that seems to be spin- sources. Snarla prefers the darkness, and Burket has
ning slowly. gotten used to moving around in here without light.
Creatures: Burket (a human fighter of limited
intellect but unquenchable loyalty) and his lover Snarla
When the characters are close enough to see through to (a werewolf sorcerer) dwell in this chamber and the one
the end of the spinning tunnel, read or paraphrase the beyond (area 13). Burket is the latest in a series of para-
following additional text. mours that Snarla has brought to the mountain to make
The surfaces of the round tunnel ahead seem to be her service here more palatable.
coated with some glistening, wet substance. An In addition to fighting off interlopers, the two are
open space beyond the spinning tunnel section is charged with ensuring that the uchuulon and the sea
visible, but the passage seems to end there. hag in area 10 remain well fed. Neither of them has
been past the doors in area 14, so they do not know
what lies beyond them.
Any character who makes a successful DC 15 Spot Burket: hp 34; see statistics block below.
check notices a small arrow slit in the wall at the end of Snarla: hp 30; see statistics block below.
the hallway. Tactics: Burket fights with his bastard sword, protect-
The spinning cylinder is greased with a slippery, flam- ing Snarla as best he can so that she can cast spells
mable oil that makes traversing the passage extremely unhindered. Snarla fights in human form until she
difficult. As a move action, a character can attempt a DC becomes desperate. If Burket is killed or she is caught
17 Balance check to move at half speed through the in a very bad situation, she changes to her hybrid form.
tunnel, or accept a 5 penalty on the check to move at If she can, she also drinks her potion of rage, which gives
full speed. Failure by less than 5 points indicates that the her 6 hit points, a +1 bonus on melee attack rolls (and
character makes no forward progress with that action; on damage rolls with her claws), a +1 bonus on Will
failure by 5 or more means the character slips and falls. saves, and a 2 penalty to her AC for 5 rounds. In hybrid
A character who falls in the tunnel while carrying a form, she cannot cast spells, but she can use her wand,
lit torch ignites the oil, which deals 1d6 points of fire which is more effective than her natural weapons. She
damage to each character within the spinning cylinder does not use her animal form at all.
at the time. The oil burns for 2 rounds, dealing the same Treasure: In addition to the gear that Burket and
damage to those within the second round. Snarla carry, the book that lies open on the table has
Creatures: No creatures dwell within the spinning some value in the right market. The volume is a tome of
tunnel, but Burket, the guard in area 12, watches it local history that is of little interest to most, but serious
through the arrow slit at the end of the hallway. scholars or book dealers will pay 20 gp for it.
17
The book may be of interest to the characters for another 1st (7/day)magic missile, shield, slide (DC 13)
reason, though. Its pages contain a passing reference to the 0 (6/day)detect magic, flare (DC 13), light, mage
trident Wave, which lies in area 17. A character who peruses the hand, prestidigitation, read magic
book after discovering the trident finds the passage after 1d3 Abilities Str 8, Dex 14, Con 12, Int 13, Wis 12, Cha 15
hours of research and learns the items history as if she had SQ wolf empathy
made a successful DC 15 Knowledge (history) check. See the Feats Combat Casting, Improved Initiative, Iron
description of Wave in the Appendix for the specific informa- WillB, Persuasive, TrackB, Weapon Focus (bite)
tion gained. Learning any more history of the weapon is up to Skills Bluff +11, Concentration +6 (+10 casting
the adventurer who wishes to unlock its legacy powers. defensively), Diplomacy +6, Disguise +4 (+6
acting), Hide +4, Intimidate +6, Listen +6, Move
BURKET CR 4 Silently +4, Spot +4
Male human fighter 4
Possessions combat gear plus ring of protection +1
CE Medium humanoid (human)
Hook True to her name, Snarla snarls a lot, what-
Init +1; Senses Listen +2, Spot +4
ever form she is in.
Languages Common
Alternate Form (Su): Snarla can shift into animal
AC 20, touch 10, flat-footed 20
form as though using the polymorph spell on
hp 34 (4 HD)
herself, though her gear is not affected, she does
Fort +6, Ref +2, Will +2
not regain hit points for changing form, and she
Spd 20 ft. (4 squares) can assume only the form of a wolf. She can also
Melee masterwork bastard sword +7 (1d10+7/1920) or assume a bipedal humanoid form with prehensile
Ranged masterwork composite longbow (+3 Str hands and wolflike features. Changing to or from
bonus) +6 (1d8+3/x3) animal or hybrid form is a standard action. When
Base Atk +4; Grp +7 slain, she reverts to her human form, although
Atk Options Power Attack (2 points included in she remains dead. Separated body parts retain
bastard sword attack), Cleave, Point Blank Shot their animal forms, however. As a natural lycan-
Abilities Str 16, Dex 13, Con 14, Int 8, Wis 12, Cha 10 thrope, Snarla has full control over this power.
Feats CleaveB, Exotic Weapon Proficiency (bastard Wolf Empathy (Ex): In any form, Snarla can commu-
sword)B, Point Blank Shot B, Power Attack, nicate and empathize with normal or dire wolves.
Weapon Focus (bastard sword), Weapon Doing so gives her a +4 racial bonus on checks
Specialization (bastard sword) when influencing the animals attitude and allows
Skills Intimidate +6, Jump 8, Listen +2, Spot +4 the communication of simple concepts and (if
Possessions masterwork half-plate, +1 heavy steel shield, the animal is friendly) commands such as
masterwork bastard sword, masterwork compos- friend, foe, flee, and attack.
ite longbow (+3 Str bonus) with 20 arrows
Hook Oh, never mind. How about I just kill you? Snarla (Hybrid Form) CR 6
Female human werewolf sorcerer 4
SNARLA (HUMAN FORM) CR 6 CE Medium humanoid (shapechanger)
Female human werewolf sorcerer 4 Init +8; Senses low-light vision, scent, Listen +6, Spot +4
CE Medium humanoid (shapechanger) Languages Common, Giant
Init +6; Senses low-light vision, scent, Listen +6, Spot +4 AC 17, touch 15, flat-footed 13
Languages Common, Giant hp 30 (6 HD); damage reduction 10/silver
AC 15, touch 13, flat-footed 13 Fort +7, Ref +8, Will +7
hp 30 (6 HD) Spd 30 ft. (6 squares)
Fort +5, Ref +6, Will +7 Melee claw +3 (1d4) or
Spd 30 ft. (6 squares) Melee 2 claws +3 (1d4) and
Base Atk +3; Grp +2 Melee bite 1 (1d6)
Special Actions alternate form Base Atk +3; Grp +4
Combat Gear potion of rage, wand of scorching ray (+5 Atk Options curse of lycanthropy
ranged touch; 4d6 fire; 30 charges) Special Actions alternate form
Sorcerer Spells Known (CL 4th): Combat Gear potion of rage, wand of scorching ray (+7
2nd (4/day)Melfs acid arrow (+5 ranged touch) ranged touch; 4d6 fire; 30 charges)

18
Abilities Str 10, Dex 18, Con 16, Int 13, Wis 12, Cha 15 lack of creature comforts in the dungeons beneath
SQ wolf empathy White Plume Mountain. This room is the result.
Feats Combat Casting, Improved Initiative, Iron
WillB, Persuasive, TrackB, Weapon Focus (bite) In stark contrast to the outer chamber, this brightly
Skills Bluff +11, Concentration +8 (+12 casting defen- lit room is exquisitely decorated. The floor is cov-
sively), Diplomacy +6, Disguise +4 (+6 acting), ered with fine woven rugs, and the ceiling bears an
Hide +6, Intimidate +6, Listen +6, Move Silently +6, intricate mosaic depicting a summer sky dotted
Spot +4 with fleecy clouds. Lush tapestries and shimmering
Possessions combat gear plus ring of protection +1 curtains mask the walls, giving the room a warmth
Hook True to her name, Snarla snarls a lot, what- and comfort unlike the rest of the dungeon. In the
ever form she is in. corner opposite the door stands a large bed, lavishly
covered with fine blankets and cushions. Beside
Alternate Form (Su): Snarla can shift into animal or
the bed is a low table set with a buffet of cakes,
human form as though using the polymorph spell on
nuts, and sweets. Across the room sits an oaken
herself, though her gear is not affected, she does not
chest bound in brass.
regain hit points for changing form, and she can
assume only the form of a wolf or human. Changing
to or from animal or human form is a standard To Snarlas eternal frustration, the beauty of the room is
action. When slain, she reverts to her human form, a permanent image (caster level 18th) laid over a plain
although she remains dead. Separated body parts stone room furnished with an old straw tick and lit with
retain their animal forms, however. As a natural a continual flame spell at each corner. The chest is real,
lycanthrope, Snarla has full control over this power. but the only food here is a daily plate of trail rations.
Curse of Lycanthropy (Su): Any humanoid or giant Anyone interacting with the furnishings in any way
hit by Snarlas bite attack in animal or hybrid can attempt a DC 21 Will save to disbelieve the illusion,
form must succeed on a DC 15 Fortitude save or with success revealing the reality of the nearly bare room.
contract lycanthropy. If the victims size is not Snarla has long since made her saving throw, and she now
within one size category of Snarlas, it cannot lives here in discomfort that is not assuaged in the least by
contract lycanthropy from her. the transparent figments overlaid upon the chamber.
Wolf Empathy (Ex): In any form, Snarla can commu- Trap: The chest in the northwest corner is the only
nicate and empathize with normal or dire wolves. object in the room that is as it appears. It is warded with
Doing so gives her a +4 racial bonus on checks a fire trap spell that Snarla cast from a scroll.
when influencing the animals attitude and allows Fire Trap: CR 5; no attack roll necessary (1d4+7 fire in
the communication of simple concepts and (if the a 5-foot radius); DC 16 Reflex save half; Search DC 29;
animal is friendly) commands such as friend, Disable Device DC 29.
foe, flee, and attack. Treasure: The chest contains a collection of odd
unguents and ointments in fine stone jars (worth 300
13. SNARLAS SANCTUM (EL 5) gp), seven small gemstones (worth 75 gp each), and a
Near the start of her service to Keraptis, Snarla made silver necklace (worth 675 gp). Not coincidentally,
the mistake of complaining to the archmage about the these items are the raw materials required to perform
pqqqqrs
SLIDE You slide the subject along the ground for a distance of
Transmutation 5 feet in any direction. If the creature is flying or other-
Level: Sorcerer/Wizard 1 wise not on the ground, it moves parallel to the ground.
Components: V You cant slide the subject into a space that is occupied
Casting Time: 1 standard action by an ally, an enemy, or a solid object. If you attempt to
Range: Close (25 ft. + 5 ft./2 levels) do so, the spell automatically ends. You can slide the
Target: One creature subject fast enough to clear small gaps in the ground,
Duration: Instantaneous such as narrow pits. You cannot slide it up or down, but
Saving Throw: Will negates you can slide it over the edge of a cliff or the like.
Spell Resistance: Yes This movement does not provoke attacks of
opportunity.
This spell is taken from the Miniatures Handbook.
pqqqqrs
19
the legacy ritual Mastery over the Sea, which unlocks map) and is heated nearly to boiling as it comes into
the least legacy abilities of the trident Wave. Snarla has close proximity to the magma beneath the mountain.
been researching Wave and knows that it is hidden The heat causes the water to churn wildly, and that
somewhere in the mountain, and she hopes to claim its constant action has carved out this tall cavern over the
magical secrets for herself. course of many years.

14. FLANGED DOORS 16. STEAM TUBE


This section of hallway is blocked by three iron doors, Water flows out from the water pocket near the top of
though only one is visible at a time. the eastern side of the cavern at the point marked B on
the map. From there, it cascades down hundreds of feet
The passage ahead is blocked by a large iron door though a series of lava tubes. Some 800 feet below, it
that appears quite thick and strong. strikes molten rock and turns instantly to steam, which
rises up through more lava tubes to the top of the
The three iron doors are spaced 10 feet apart in this volcanic cone, forming the continuous geyser of steam
section of hallway. The north side of each one is that gives White Plume Mountain its name.
flanged to prevent any force applied from that direc-
tion from opening it. These are in fact emergency 17. LEDGE
doors intended to prevent the boiling lake (area 15) This chamber looks out onto the boiling lake (area 15).
from flooding the dungeon if the magical bubble in
This area is uncomfortably hot. Though the rela-
area 17 should burst.
tively narrow passage seems to open out into a
The doors are tightly stuck, and each one requires a
weird, wide cavern filled with flickering light, the
DC 21 Strength check to open from either direction.
corridor actually continues about 30 feet more
Handles on the north sides of the doors give characters a
before opening out into some kind of dome. Its
means to pull them open, but the doors are no less stuck.
walls and ceiling are not formed of stone; they
Iron Doors: 1 inch thick, hardness 10; 30 hp; AC 5;
appear to be made of luminous water that arches
break DC 21; Strength DC 21 to open.
upward and meets overhead. The hazy images
15. BOILING LAKE visible through these watery walls suggest that the
This lake is actually an underground pocket of water floor of this area is actually a ledge in the middle of
heated by the activity of the volcano. Water flows into a gigantic, water-filled cave. Perhaps these strange
the cavern from the west (at the point marked A on the water-walls are all that prevents the water from
pouring in to flood the dungeon beyond.

This stone ledge juts out over the middle of the boiling
lake, about 50 feet below the ceiling of the cavern and
100 feet above its floor. The naturally luminous water of
the lake provides enough light for the PCs to see
normally throughout the area.
A magical membrane of semisolid water forms a
tunnel and dome that rest atop the ledge, butas the
flanged doors at area 14 attestit offers only scant
protection against the fury of the boiling flood beyond.
The membrane has burst before, and it will certainly do
so againperhaps within seconds of the PCs arrival in
this room.
The membrane is soft, resilient, and hot to the touch.
Area spells or intentional attacks can easily puncture it,
sending scalding water rushing to fill the available space.
Membrane Wall: Hardness 3, 3 hit points per 5-
foot-square section.
If a character is foolish enough to puncture the
membrane with a melee weapon, he takes 1d6 points of
fire damage from the initial spray of hot water (Reflex DC
20
18 half), as does every other creature within 5 feet of the action without provoking attacks of opportunity. If
puncture. After the first spray, the water flows in quickly it wins the grapple check, it establishes a hold and
as pressure on the outside of the dome squeezes the air can constrict.
out and collapses the membrane. In 1d4+1 rounds, the
membrane collapses completely, and hot water fills the PART 3: BLACKRAZOR
hall as far as the first flanged door in area 14.
The western corridor leading away from Etruscas
Any character immersed in the water of the boiling
guardpost gives access to this section of the dungeon.
lake takes 10d6 points of damage per round of contact.
Creature: The membrane dome is the nest of a 18. CONCEALED PIT (EL 2)
Huge monstrous crab that guards the legacy weapon Read or paraphrase the following aloud when the PCs
Wave. The creature stays at least 5 feet from every wall start down this corridor.
of the dome if it possibly can while fighting hard to
repel any and all intruders. The waterlogged corridor stretches ahead. Patches
Huge Monstrous Crab: hp 107; see Stormwrack, page of algae and lichen decorate the walls and ceiling.
142, and statistics block below.
Tre a s u re : On the floor at the north end of the Murky water covers the floor of this corridor to a depth
dome, surrounded by the bones of the monstrous of 1 foot (see Standard Dungeon Features).
crabs previous meals, is a long, shallow chest. The Trap: The shallow water conceals a 10-foot-long, 10-
legacy trident Wave lies within it, as well as a wand of foot-deep, open pit. Any character probing ahead can
ice storm (17 charges) and three large gems (a pair of easily discover the pit with a successful DC 10 Search
emeralds worth 1,000 gp each and a perfect emerald check. Otherwise, anyone moving into the alcove must
worth 5,000 gp). succeed on a DC 20 Reflex save or immediately fall into
the pit. A character submerged in the water is exposed
ADVANCED HUGE MONSTROUS CRAB CR 8 to blinding sickness (see Standard Dungeon Features)
N Huge vermin (aquatic)
and must succeed on a DC 10 Swim check to avoid sink-
Init +0; Senses darkvision 60 ft., low-light vision,
ing to the bottom. Since this open pit trap cannot be
scent, Listen +0, Spot +4
disabled, characters must figure out a way to cross it,
AC 22, touch 8, flat-footed 22 either by swimming (which exposes them to the blind-
hp 107 (16 HD) ing sickness) or by some more exotic method.
Immune mind-affecting effects Watery Pit Trap: CR 2; mechanical; location trigger; no
Fort +12, Ref +5, Will +5 reset required; DC 20 Reflex save avoids; no damage,
Spd 30 ft. (6 squares) but potential drowning and blinding sickness (see
Melee claw +18 (2d6+8) or above); Search DC 10; Disable Device N/A.
Melee 2 claws +18 (2d6+8) Treasure: Any character who makes a successful
Space 15 ft.; Reach 15 ft. DC 10 Search check while examining the bottom of the
Base Atk +12; Grp +32 pit finds a rotting corpse wearing a rusted suit of full
Atk Options constrict 4d6+8, improved grab plate armor. A pouch hanging from the corpses belt
still holds 22 gp and a potion of cure moderate wounds.
Abilities Str 26, Dex 11, Con 14, Int , Wis 11, Cha 2
SQ amphibious 19. HEAT TRAP (EL 5)
Feats ToughnessB This section of corridor is an elaborate trap.
Skills Hide 4, Spot +4
Amphibious (Ex): Although an advanced Huge The walls of this water-filled corridor are lined with
monstrous crab is aquatic, it can survive indefi- 6-foot-square, copper-colored metal plates.
nitely on land.
Constrict (Ex): An advanced Huge monstrous crab Murky water covers the floor of this corridor to a depth
deals damage equal to twice its normal claw of 1 foot (see Standard Dungeon Features).
damage plus its Strength bonus on a successful Trap: Any metal object passing between the plates on
grapple check. either side of the corridor becomes superheated. Anyone
Improved Grab (Ex): To use this ability, an advanced who moves between the plates while carrying or wearing
Huge monstrous crab must hit with a claw attack. metal items feels extreme discomfort as his gear heats up,
It can then attempt to start a grapple as a free but he takes no damage during the first round.

21
At the start of the second consecutive round spent Murky water fills this chamber to a depth of 1 foot (see
between the metal plates, anyone carrying a metal Standard Dungeon Features). A successful DC 20
object takes 1d6 points of fire damage (Fort DC 20 half). Search check reveals a secret door in the southeast
Each round thereafter, the damage dealt increases by corner that leads to another waterlogged chamber
1d6, up to a maximum of 4d6. Thus, a character carrying this one occupied.
metal objects takes 2d6 points of fire damage at the start Creatures: A pack of three ghouls led by a ghast
of the third round, 3d6 points at the start of the fourth lurks behind the secret door.
round, and 4d6 points at the start of the fifth and each Ghouls (3): hp 13 each; Listen +4 (including the adjust-
subsequent round. The metal items suffer no ill effects ment for sneaking in shallow water); see Monster
from this extreme heat. Manual, page 119.
Anyone wearing metal armor takes twice the Ghast: hp 29; Listen +4 (including the adjustment for
amount that a character merely carrying a metal item sneaking in shallow water); see Monster Manual, page 119.
doesthat is, 2d6 points the second round, 4d6 the Tactics: If the ghouls hear anyone splashing about in
third, 6d6 the fourth, and 8d6 the fifth and subsequent the main chamber, they immediately move to attack,
rounds. Furthermore, starting on the third round, any expecting their prey to be weakened (and possibly
character wearing metal armor must succeed on a DC unarmed and unarmored) from the heat trap in area 19.
15 Reflex save every round or actually burst into flame Any turned ghoul or ghast retreats back through the
from the extreme heat (assuming he wears any flam- secret door if possible rather than heading toward the
mable clothing), taking an additional 1d6 points of fire heat trap.
damage that round and every round thereafter until Treasure: Scattered about under the water that fills
the fire is put out (see Catching on Fire, Dungeon the secret chamber is the ghouls treasure hoard (412 sp,
Masters Guide, page 303). Dousing the flames in the 208 gp, 32 pp, and a potion of lesser restoration). One man-
water that fills the lower part of the corridor extin- hour of work (and a DC 15 Search check) locates half of
guishes the fire but does not reduce the damage dealt the coinage; a DC 25 Search check finds the remainder
by the characters metal armor or equipment. Further- and the potion.
more, this level of contact with the water also exposes
the character to blinding sickness (see Standard 21. DRY STAIRS
Dungeon Features). This area leads to a dry section of the dungeon.
Characters can remove their metal armor and gear
A short flight of stairs leads up out of the water to a
and drag it through the water to avoid damage. Metal
dry landing.
gear inside a bag of holding or similar extradimensional
space is unaffected by the trap, but the items burn
through a cloth sack or a rope at the start of the second The ghouls from area 20 pursue characters who flee in
round between the plates, or through a leather pack at this direction, but the undead creatures arent willing to
the start of the third round. go through the door onto the landing.
Each pair of plates is considered a separate trap for the
purpose of disabling it. Anyone attacking or disabling a 22. FRICTIONLESS ROOM (EL 6)
plate is considered to have spent that round between the This chamber presents several dangers.
plates and is thus subject to the appropriate damage.
The door opens into the eastern end of a long, 20-
Heat Trap: CR 5; magic device; location trigger; auto- foot-wide chamber. On the same wall at the oppo-
matic reset; cumulative fire damage each round starting
site end of the room is another door.
on second round; Fort DC 20 half; Search DC 20;
Disable Device DC 25.
Metal Plates: Hardness 10, 100 hp. Dealing 5 or This chamber appears to be 20 feet wide and 80 feet
more points of cold damage to a given plate in a single long, with a 20-foot-high ceiling and a door at the far
round deactivates it for 1 round. The plates cant be end of the north wall. However, the illusory west wall
removed from the walls. hides another 10 feet of length.
Three specific hazards work together to increase the
20. GHOUL AMBUSH! (EL 5) danger level of this room. The harpy concealed at the
far end (area 22C) sings her captivating song to lure PCs
Stairs lead up from the far side of this waterlogged toward her, which causes one or more to fall into the
room. first pit (area 22A). Those who decide to jump over the
pit land on the frictionless floor (area 22B) and slide
22
into the second pit (area 22A). Each of these hazards is ring at the start of his turn. Changing direction is
described in its own section, below. possible only by pushing off from a wall, so a sliding
character almost certainly triggers the second pit trap
22A. Pit Trap (see area 22A).
Each point marked A denotes a 10-foot-wide, 10-foot-
deep pit trap with poison-smeared blades covering the 22C. Hidden Chamber
bottom. A cunningly fitted trapdoor, which is triggered The apparent far wall is actually an illusionthe room
by the weight of a Small or larger creature, conceals the extends another 10 feet. Behind this illusory wall, in
pit from view. A standing character saves normally to area 22C, lives a sadistic harpy.
avoid falling in, but any character who slides onto it Creature: The harpy roosts on a ledge near the ceil-
prone because he has fallen on the frictionless floor (see ing in the southwest corner of area 22C. She knows
area 22B) takes a 5 penalty on the save. about the illusory wall and can thus see through it
Poisoned Blade Pit Trap: CR 3; mechanical; location trig- normally. She wears a brooch of shielding with 31 hp of
ger; automatic reset; DC 25 Reflex save avoids; 10 ft. deep protection left.
(1d6, fall); pit blades (Atk +10 melee, 1d4 blades per target, Harpy: hp 31; see Monster Manual, page 150.
each dealing 1d4+1 slashing damage plus poison); poison Tactics: The harpy begins her captivating song as soon
(giant wasp poison; injury, DC 18 Fortitude save resists, as at least one character enters the room. Every creature
1d6 Dex/1d6 Dex); Search DC 25; Disable Device DC 25. within a 300-foot spread (which extends around
corners) must then succeed on a DC 16 Will save or
22B. Slippery Floor become captivated. A captivated creature walks in the
The section of floor marked B is nearly frictionless. direction of the song, taking the most direct route avail-
Anyone setting foot in this section of the room must ablein this case, into the eastern pit. As soon as the
make a DC 20 Balance check each round to remain pit is discovered, every other affected character may
standing on the unbelievably slippery floor. Even a attempt a new save against the song because of the
character who makes a successful check is slowly dangerous route required.
propelled toward the far end of the room by his own The harpy continues her captivating song as long as at
momentum. least one character appears affected. Upon determining
A character who lands on this surface after jumping that she can gain no further benefit from it, she emerges
over the first pit automatically slides at a rate equal to from her hiding place and attacks any vulnerable targets
his land speed each round, with the movement occur- (such as characters climbing out of pits or lying prone).

23
Balancing characters also make good targets, since a check (or a DC 10 Profession [sailor] check by anyone
balancing character is considered flat-footed unless he trained in that skill). Once aboard, a character must
has at least 5 ranks of Balance, and a character damaged succeed on a DC 5 Balance check at the start of each
while balancing must succeed on another Balance check turn to avoid tipping the raft over. Anyone who has
against the same DC to remain standing. fallen into the water can exit into the surrounding
Treasure: Behind the illusory wall is a scattering of room with a DC 10 Swim check; otherwise he is swept
bones and treasure, including 149 sp, 29 gp, 3 pp, and a along with the current.
divine scroll of cure serious wounds and water breathing. The water flows briskly, moving at a speed of 30 feet
per round. An occupied raft moves at the start of its
23. AIRBORNE STREAM riders turn, after he makes the required Balance check.
The most exotic feature of this room is a stream of water Barring complications, it takes 7 rounds to travel from
elevated above the floor. area 23 to area 24 in this manner.
Wary characters may try to avoid the obvious mode
A stream of water runs through the far side of this room,
of transport. Other options are certainly possible,
but instead of cascading along quietly through a trough including swimming, water walking, or even flight. The
in the floor, it hangs suspended in midair a couple of
DM must adjudicate these attempts as appropriate to
feet above the ground. The water enters and leaves the
the situation. Anyone traveling without disturbing the
room through two narrow tunnels, each about 6 feet in
water, however, doesnt alert the inhabitants of area 24.
diameter, and runs roughly west to east. Several rectan-
gular platforms lean up against the near wall. 24. RIVER ATTACK (EL 8)
The airborne stream emerges into this room. Read or
The water fills the entry and exit tunnels to about the paraphrase the following when the characters enter this
halfway point, allowing plenty of clearance for raft- chamber.
riders (see below).
Eight rectangular rafts, each about 5 feet long and 2 The stream emerges into a brightly lit room that
feet wide, lean up against the south wall. Each is large shows signs of occupation. Scattered about the
enough for a single Medium character or two Small floor are five bedrolls, plus packs, clothing, bits of
characters to ride. food on tin plates, and various other items indicat-
Getting the raft into the stream and climbing on ing very recent habitation. A pair of rafts leans
board requires a move action and a DC 12 Dexterity against one wall.

24
The rafts are similar to those in area 23. The light comes Attack to good measure throughout the fight to move
from everburning torches placed at regular intervals into a flanking position and then back to safety. He uses
beneath the floating river. Combat Expertise only when faced with foes that are
A locked secret door in the south wall (see area 25) particularly easy to hit, or as a delaying tactic. Sir Bluto
leads to the corridor south of area 23. Sir Bluto (see fights until it seems he may not win, then falls back,
below) keeps the only key. He intends to use the allowing his minions to cover him, while he opens the
passage for a quick escape if need be. secret door and escapes down the passageway beyond.
Creatures: Sir Bluto Sans Pite, a fighter/rogue, was Treasure: The valuables owned by these villains are
once a respected Knight of the Realm before his indict- described in the Possessions entries of their stat blocks,
ment in the River of Blood mass murder case. After below. The room also holds a months worth of rations
escaping from the Royal Prison, this knight-turned- for five people. They get their water from the stream,
fugitive traveled to White Plume Mountain in search of which magically replenishes itself.
riches. Instead, he ran into the minions of Keraptis and
wound up in the evil wizards service. Secretly, Sir Bluto SIR BLUTO SANS PITE CR 6
plots against Keraptis and plans to take the entire Male human fighter 4/rogue 2
compound for himself one day. NE Medium humanoid (human)
Sir Bluto leads a team of four 1st-level human rogues. Init +2; Senses Listen +8, Spot 1
In addition to their normal weaponry, two of these Languages Celestial, Common
rogues are armed with nets, and the other two have AC 22, touch 11, flat-footed 21; Dodge, Mobility
longspears. hp 39 (6 HD)
Anyone who succeeds on a DC 15 Knowledge (local) Resist evasion
or Knowledge (nobility and royalty) check recognizes Fort +5, Ref +6, Will +0
Sir Bluto and remembers that a reward of 1,000 gold
Spd 30 ft. (6 squares)
pieces has been offered for his returndead or alive.
Melee masterwork longsword +10 (1d8+3/1920)
Sir Bluto Sans Pite: hp 39; see statistics block below.
Base Atk +5; Grp +8
Rogues (4): hp 11; see statistics block below.
Atk Options Combat Expertise (take 2 penalty on
Tactics: If any characters enter this room by raft or by
attack roll for +2 bonus to AC), Improved Feint
swimming the floating stream, the occupants get 2
(use move action and Bluff check to render oppo-
rounds of warning from the disturbance of the
nent flat-footed), sneak attack +1d6, Spring Attack
currents, allowing them to move into position. If all the
(move total of 30 feet before and after attack),
characters use another means (such as flying through
Whirlwind Attack (make one longsword attack
the upper part of the stream tunnel), they have no time
against each adjacent enemy as full-round action)
to prepare.
Assuming they are prepared, the two rogues toss nets Abilities Str 16, Dex 14, Con 12, Int 13, Wis 8, Cha 10
over the first characters to enter the room (preferably SQ trapfinding
armored PCs). They arent proficient with nets, so each Feats Combat Expertise, DodgeB, Improved Feint,
takes a 4 penalty on the attack roll, but since they need MobilityB, Spring AttackB, Weapon Focus
only hit a touch AC, great skill isnt really necessary. The (longsword), Whirlwind Attack
rogues hold onto the trailing ropes from the nets, ensur- Skills Bluff +9, Diplomacy +5, Disguise +0 (+2
ing that any creature hit is automatically pulled from her acting), Handle Animal +7, Intimidate +9, Jump
raft at the start of her next turn. A character removed +10, Listen +8, Ride +4
from a raft in this manner falls prone on the floor. The Possessions +1 full plate armor, heavy steel shield,
other two rogues use their longspears against any raft- masterwork longsword, boots of striding and spring-
riders not hit by nets, attempting to upset their balance. ing, key to area 25, 117 gp
Once close combat begins, all four rogues drop their Hook Youll never take me alive, fools!
held weapons and draw rapiers. They endeavor to flank
the PCs if possible, using Tumble to move into position. ROGUES (4) CR 2
Sir Bluto prefers to challenge the toughest-looking Male human rogue 2
member of the party. When he is adjacent to a single NE Medium humanoid (human)
enemy, he uses Improved Feint to render his foe flat- Init +6; Senses Listen +6, Spot +6
footed so that he can deal sneak attack damage. When Languages Common
adjacent to more than one foe, he uses Whirlwind AC 15, touch 12, flat-footed 13
Attack to strike at all nearby enemies. He uses Spring hp 11 (2 HD)
25
Resist evasion hallway ringing the chamber. The only access to any
Fort +2, Ref +5, Will +1 given terrace is a chute between it and the one above.
Spd 30 ft. (6 squares) These access points are marked with the lowercase
Melee masterwork rapier +4 (1d6+1/1820) or letters b, c, d, and e on the map.
Melee masterwork longspear +2 (1d8+1/x3) or Terrace Wall: Hardness 20, 360 hp per 5-foot
Ranged Touch masterwork net +0 (no damage) section; break DC 66.
Base Atk +1; Grp +2 If the characters somehow manage to breach one
Atk Options sneak attack +1d6 of the walls holding back water, the emergency
drains on that level immediately activate, siphoning
Abilities Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10
most of the water into underground tanks. Only
SQ trapfinding
about a third of the water pours through the damaged
Feats Improved Initiative, Weapon Finesse
wall, briefly filling the area above the bottom level to
Skills Balance +4, Climb +6, Hide +7, Jump +8, Listen +6, Move
a depth of about 5 feet. During the next few minutes,
Silently +7, Open Lock +7, Spot +6, Tumble +9
this water drains into the same storage tanks through
Possessions masterwork studded leather armor, masterwork net
small wall drains.
or masterwork longspear, masterwork rapier, 50 gp
Hook Its like stabbing ducks on a pond, boss! 26A. Empty Terrace
This level contains neither creatures nor points of inter-
25. SECRET PASSAGE est. At the point marked b is a chute that leads down to
This secret passageway leads from the corridor south of terrace 26B.
area 23 to area 25.
26B. Ocean Terrace
A narrow, dusty tunnel stretches onward into This level is entirely filled with water. Any character
darkness. wishing to navigate it must hold his breath or have
some special ability to survive underwater. See
This 5-foot-wide hallway can be accessed only via the Underwater Combat on page 93 in the Dungeon
locked secret doors in area 24 and in the hallway south Masters Guide for information about how to handle
combat on this level.
of area 23 (Search DC 25 to find; Open Lock DC 25 to
At the point marked c is a sealed chute that leads
open). Sir Bluto carries the only key; none of his goons
down to terrace 26C. To open the chute, a character
know the door exists.
must first throw a lever next to its door to drain the
26. TERRACES OF DOOM water from this level into the subterranean holding
(EL 6 PER TERRACE) tanksa process requiring 5 rounds. About 10 minutes
This room offers a wide variety of challenges. after the lever is thrown, it resets, sealing the chute and
refilling the terrace with water.
Unseen light sources illuminate a vast chamber. A Creatures: Two hammerclaws (see Stormwrack,
set of ledges ringing the room creates a stairstep page 152) lurk in this area. A hammerclaw is a 10-foot-
effect, with wide ledges leading down into a central long, lobsterlike, aquatic predator that uses a sonic
area about 40 feet below. Strange creatures roam pulse to stun its prey. It has a shell mottled in shades of
around each ledge. pale purple, blue eyes on stalks, and oversized claws.
Hammerclaws are vicious and cunning, and they often
This enormous room is constructed as a set of concen- employ surprisingly intelligent tactics. When the PCs
tric, rectangular terraces descending in 10-foot incre- arrive, the creatures are in randomly determined
ments to a floor 40 feet below the entrance. The top corners of the terrace, but they quickly move to attack
level (26A) is bare and featureless, but each additional intruders.
step holds hungry creatures bent on devouring the PCs. Hammerclaws (2): hp 54 each; see Stormwrack, page
Two of the terraces (26B and 26D) are filled to the brim 152, and statistics block below.
with water, like gigantic tanks. A door leads out from Tactics: As soon as a hammerclaw comes within 30
the far wall of the bottom level (26E). feet of at least one PC, it uses its sonic pulse in an
Each terrace is surrounded by a 6-inch-thick wall and attempt to stun that character. It doesnt close to melee
ceiling made of magically treated iron that has been unless its prey appears stunned or unconscious. Any
rendered transparent. This arrangement effectively hammerclaw reduced to 20 or fewer hp flees combat.
turns each terrace into a 10-foot-wide, 10-foot-high
26
HAMMERCLAW CR 4
NE Large magical beast (aquatic)
Init +4; Senses darkvision 60 ft., Listen +6, Spot +6
AC 19, touch 10, flat-footed 19
hp 54 (6 HD)
Resist sonic 10
Fort +8, Ref +5, Will +5
Spd 20 ft. (4 squares), swim 20 ft.
Melee claw +10 (1d6+4) or
Melee 2 claws +10 (1d6+4)
Space 10 ft.; Reach 10 ft.
Base Atk +6; Grp +14
Atk Options constrict 2d6+4, improved grab
Special Actions sonic pulse
Abilities Str 19, Dex 10, Con 17, Int 4, Wis 12, Cha 8
SQ amphibious
Feats Alertness, Improved Initiative, Iron Will
Skills Hide +7 (+11 in rocky areas), Jump +8, Listen
+6, Spot +6, Swim +12
Amphibious (Ex): Although the hammerclaw is
aquatic, it can survive indefinitely on land.
Constrict (Ex): A hammerclaw deals 2d6+4 points
of damage when it wins a grapple check.
Improved Grab (Ex): To use this ability, a hammer- managed to grapple a character makes another
claw must hit an opponent of its own size or successful grapple check, it pulls its victim 25 feet
smaller with a claw attack. It can then attempt to away from the rest of the group as a standard action,
start a grapple as a free action without provoking potentially allowing another scorpion to take its place.
attacks of opportunity. If it wins the grapple The scorpions fight to the death.
check, it establishes a hold and can constrict.
Sonic Pulse (Su): A hammerclaw can create a 26D. Watery Doom Terrace
deadly cone of sonic energy by snapping its The water in this level is only 8 feet deep, so the char-
great claw. This cone has a range of 30 feet. Any acters need not be able to breathe water to move
creature within the area takes 4d6 points of through it (though that ability would certainly help).
sonic damage and is stunned for 1d4 rounds. A Any character who has already fallen victim to the scor-
DC 16 Fortitude save negates the stun and pions poison is now less capable of holding her breath
halves the damage. because of her lowered Constitution.
At the point marked e is a sealed chute that leads
26C. Desert Terrace down to terrace 26E. A lever next to the chute door
A thin layer of sand covers the floor of this arid level, functions exactly like the lever in terrace 26B
and desiccated bones lie scattered about. At the point (above).
marked d is a chute that leads down to terrace 26D. Creatures: Two sea cats swim through this terrace.
Creatures: Three Large monstrous scorpions roam They attack on sight, moving about the terrace to
this terrace. Though they are not terribly dangerous surround intruders. A sea cat that is reduced to 20 or
individually, this encounter could quickly become fewer hit points flees from combat.
deadly if any scorpion succeeds in separating a charac- Sea Cats (2): hp 51 each; see Monster Manual, page 220.
ter from the rest of the group (see Tactics, below).
Large Monstrous Scorpions (3): hp 32 each; see Monster 26E. Center Terrace
Manual, page 287. The bottom level is completely covered by a transparent
Tactics: As soon as any character sets foot on this ceiling of the same magically treated iron that encases
level, the scorpions move to surround the intruders the upper levels, so that flying visitors cannot bypass
and attack from all directions. If a scorpion that has the rest of the terraces to get here. Read or paraphrase
the following when the PCs arrive.
27
The mist is actually a mind fog effect. Any character
This terrace is littered with gnawed bones, and
entering the hall must succeed on a DC 17 Will save
deep grooves in its stone walls bear silent testi-
or take a 10 penalty on Wisdom checks and Will
mony to the wrath of some beast that resented its
saves for as long as he remains in the corridor and for
confinement.
2d6 rounds thereafter. Dont tell the players the
results of their saving throwssimply record the
Several small drains are set into the floor of this success or failure of each character and apply the
terrace, and in the far wall is a reinforced wooden door. penalty when appropriate (such as when a character
Anyone inspecting it can easily determine that it is makes a Listen check at the door, or a Spot or Sense
locked from both sides (Open Lock DC 30), so what- Motive check while interacting with the rooms
ever lurks beyond it is trapped there. No key exists for inhabitant; see below).
this door. Like the door from area 26, the one leading into this
Creatures: Two manticores live on this terrace. room is locked from both sides (Open Lock DC 30). The
The low ceiling prevents them from using their wings sound of characters working at the door warns Qesnef
to gain their customary advantage over attackers, but of their approach if he makes a successful Listen check
they remain deadly foes nevertheless. They watch (Listen +10), but he is already in his false identity
intruders moving around the upper levels and move (Fenseq the halfling) when they enter, whether he has
into position to unleash volleys of tail spikes as soon as heard them or not. Once the PCs open the door, read or
the first character drops downs the chute from terrace paraphrase the following text.
26D. Since they cannot escape this level, the manticores
fight to the death. This illuminated chamber is quite luxurious. Over-
Manticores (2): hp 57 each; see Monster Manual, head is a 15-foot-high, vaulted ceiling decorated
page 179. with scrollwork and mosaics. Thick rugs and cush-
Ad Hoc XP Adjustment: Reduce the XP award for ions are strewn about the floor, and tapestries cover
defeating the manticores by 25% to reflect their lack of the walls. A sumptuous divan, fully 12 feet long and
mobility. 5 feet deep, dominates the center of the room, and a
6-foot-tall hookah stands in the corner.
27. LAIR OF QESNEF (EL 8)
This chamber is the lair of another powerful minion of A greatsword sized for a Large creature hangs above the
Keraptis. door, out of sight until someone who has already
entered looks back. Dont specifically point out the
A thin mist fills the hallway. Though it doesnt
unusual size of the furnishings to the players, but alert
obstruct vision, it creates a rather eerie atmosphere.
PCs should find it odd.

28
Creature: Qesnef the ogre mage has been living worth 2,500 gp and weighs about 30 lbs. (DC 12
here since he lost a wager with Keraptis, and he spends Appraise check to identify).
most of his time trying to figure out a way to pay back In a mahogany case underneath the divan is the
the wizard for this indignity. Currently, Qesnef appears greatsword known as Blackrazor (see Appendix for a
as a well-to-do halfling. While in this form, he has the description). Qesnef is a bit afraid of this weapon and
following adjusted statistics. prefers not to touch it at all.
Ogre Mage: hp 37; AC 19, touch 9, flat-footed 19; see
Monster Manual, page 200. DEPARTURE (EL 8)
Qesnef as Halfling: Spd 20 ft., AC 17, touch 12, flat-
If the PCs manage to obtain all three of the stolen
footed 16; Grp 2; Atk none; Space/Reach 5 ft./5 ft.; SV
legacy weapons, Keraptis sends one of his most trusted
Fort +4, Ref +2; Str 8, Dex 12, Con 10.
servants (an invisible efreeti named Xonxin) to meet
Tactics: Qesnef claims to be a halfling warrior named
them on their way out of the mountain. Since Etrusca is
Fenseq who has been held for ransom by the horrible
no longer here, she cannot ask the PCs to repeat the
wizard Keraptis for several months. Though the ogre
answer to her last riddle, so they are vulnerable to the
mages Bluff modifier is only +3, and his Disguise modi-
symbol in the corridor from which they are approach-
fier (with the +10 bonus from polymorph) is +13, hes
ing (and any other symbols they may trigger during the
counting on the mind fog effect in the corridor to help
encounter).
him put over his ruse. A detect evil spell reveals a faint
Read or paraphrase the following when the charac-
evil aura emanating from Qesnef.
ters approach area 2 for the final time.
If possible, Qesnef would prefer to avoid combat.
Hes perfectly willing to accompany the characters out The pile of bones that previously blocked this now-
of the dungeon, since doing so would end his confine- familiar intersection has been scattered about so
ment. (Keraptis wasnt specific enough with his that only a few blackened fragments poke up out of
commands; he specified only that the ogre mage could the water. Among these pieces stands a robed
not leave of his own volition.) If given the opportunity, humanoid figure, its face concealed beneath a shad-
Qesnef might use his charm person ability against an owy hood.
unwary PC, but he does so only if he thinks he may Not thinking of leaving, are you? the figure
need an extra friend. says in a deep, rich voice. Youve been so very
If his false identity is discovered, Qesnef immedi- entertaining that I just couldnt think of letting you
ately turns invisible and slips away to a safe corner go, especially carrying those little collectors items
(Move Silently +3, including a +2 bonus for the thick of mine. And since youve eliminated all of their
carpets). On the next round, he uses his slippers of spider guardians, youll simply have to stay and take their
climbing to move to the ceiling. Once there, he uses his places. Ill have to ask you to leave all of your ridicu-
darkness spell-like ability to sow confusion among the lous weapons behind and let my servant Xonxin
characters, moving as needed between uses. (Qesnef escort you to the Indoctrination Center. Ill be most
cant see in magical darkness any better than the PCs disappointed if you cause trouble and force Xonxin
can, but he figures itll keep them guessing.) to eliminate you. Dont worryyoull like it here.
After a few rounds, he dismisses his polymorph effect,
resumes his normal form, and retrieves his greatsword.
The figure is actually a permanent image created by the
Only then does he actually attack the characters, either
efreeti, who can cause it to move up to 40 feet in any
using cone of cold against a group or delivering a
direction from the center of the intersection.
greatsword attack against a single (flat-footed) enemy.
Traps: The four symbols created by the gynosphinx
If reduced to 10 or fewer hp, Qesnef assumes gaseous
are still present, though Xonxin is attuned to them and
form and, while still cloaked in darkness, slips inside
thus immune.
his great hookah. Then he simply waits until the PCs
Creature: In place of Etrusca, an efreeti named
leave his chamber before returning to physical form.
Xonxin now stands, invisibly, at the crossroads.
Treasure: Qesnef always wears his +1 mithral chain
Efreeti: hp 65; see Monster Manual, page 115.
shirt (magically treated to resize for any humanoid form
Tactics: Xonxin prefers to wait until the party has
automatically; treat as +2 mithral armor for value) and
been affected by one or more of Etruscas symbols (and
slippers of spider climbing. His Large greatsword hangs
preferably wasted some resources attacking the perma-
above the door when not in use. The various furnish-
nent image) before initiating combat. Once the fight
ings in the room are of good quality, but they have no
begins, he tries to divide the party with a wall of fire,
special value except for one of the tapestries, which is
29
then uses his scorching ray (+13 ranged touch) and melee weapon, characters can unlock its special abilities by
attacks against foes within range. Xonxin also likes to researching its history (a process that requires successful
use pyrotechnics on a fire source (such as a wall of fire) to Knowledge [history] checks of varying DCs) and
create a smoke cloud. completing certain rituals. The required checks and ritu-
Xonxin fights until reduced to 15 or fewer hp, then als are described in each weapons entry. Consult Weap-
assumes gaseous form and blends with the smoke cloud ons of Legacy for details on how to use this information.
created by his pyrotechnics (rendering him effectively If you dont have Weapons of Legacy, you can simply
invisible). He doesnt pursue the party; he simply treat each as a +1 weapon with a strange special charac-
reports back to Keraptis. teristic (noted in the description as an omen) and use
the weapons histories to add flavor to your game.
CONCLUDING THE BLACKRAZOR, SWORD OF SOULS
ADVENTURE Blackrazor is a greatsword that appears to be forged from
If the PCs are defeated, or for some reason decide to an unknown alloy of steel. It is sheathed in a black scab-
comply with the request to go to the Indoctrination bard decorated with pieces of cut obsidian.
Center, Xonxin appears in his true form, ensures that No n legacy Game Statistics: +1 greatsword; Cost
they are unarmed, and leads them into a hidden section of 2,350 gp.
the mountain to meet Keraptis. Play out the journey and Omen: When held, Blackrazor shines like a piece of
the establishment of their servitude by ear, using your the night sky filled with stars. Its wielder hears faint
imagination and making it up as you go. Feel free to make whispers whenever it delivers the killing stroke to a
the ramifications of this situation difficult on the party, living creature.
but dont make it automatically fatal. Perhaps the brain- History
washing Keraptis performs doesnt quite take on one of No living being can positively identify the material
the PCs, who can then find a way to free his comrades. Or from which Blackrazor was crafted because the sword
maybe a new group of PCs must be dispatched to rescue comes from another reality, now long dead, whose
White Plume Mountains new inhabitants from their physical laws varied from those defining the multiverse
captivity. Whatever you decide, make sure the ensuing known to todays sages and planewalkers. In the dying
adventures are entertaining and interesting. days of that reality, the wizard Keraptis brought the
On the other hand, if the characters manage to escape weapon out of its native multiverse into his own
White Plume Mountain with the legacy weapon they (Knowledge [history] DC 15).
were hired to recover, their employer rewards them In truth, Blackrazors current form is not its true
with a chest containing 10,000 gold pieces. Any addi- shape. Originally, the greatsword was a living crea-
tional treasures they recoverincluding the other two turea native of the strange multiverse Keraptis
legacy weaponsare theirs to keep. visited. Through a strange ritual practiced by the
denizens of that dimension, Keraptis bent first the
FURTHER ADVENTURES entitys will, and then its form, until he had the weapon
Characters who steal from Keraptis draw the ire of this he desired (Knowledge [history] DC 20; Domi-
mighty and nigh-immortal wizard. Exactly what results nating the Blade ritual; see below).
derive from this antipathy are up to you as DM to The rulers of B l a c k r a z o rs home dimension were
decide. However, since Keraptis prizes the three legacy powerful beings who controlled all known planes of
weapons (though for what purpose or reason is existence within their multiverse. Order was absolute
anyones guess), he might well come looking for them entropy and decay of all kinds had been virtually elimi-
again, either via minions or personally. nated. But despite the power these rulers wielded, their
control eventually faltered, allowing horrible creatures

APPENDIX: THE LEGACY to pour forth from forbidden realms into their multi-
verse and poison all of reality (Knowledge [history ]
WEAPONS OF WHITE DC 25; Opening the Soul ritual; see below).
In its original state, Blackrazor was not a living being;
PLUME MOUNTAIN it was a powerful undead creature similar to an atropal
Each of the special weapons found in White Plume (see Epic Level Handbook). In fact, the entity known as
Mountain was created using the rules presented in Blackrazor should never have existedeither in our
Weapons of Legacy. Though each begins play as a +1 reality or its own. It was one of the first horrid creatures
30
to invade that long-lost multiverse, and the rulers of Table A1: Blackrazor
that dimension were all too eager to eliminate any Wielder Attack Fort Save Hit Point
Level Penalty Penalty Loss Ego Abilities
evidence that their control was not as absolute as they 5th 3 Sentience,
would have wished. Thus, they granted Keraptis the least
knowledge to bend the entity into its current form as 6th 1 3 Mental
payment for taking it away from their realm forever ward +1
(Knowledge [history] DC 30; Ex i le of the 7th 1 2 4 +2
greatsword
Damned ritual; see below). 8th 2 8 Sentience,
minor
Legacy Rituals 9th 2 9 Detect life
The following three rituals are required to unlock all 10th 2 9 Souldrink-
the abilities of Blackrazor. ing 1/day
Dominating the Bl a d e : You must anoint B l a c k- 11th 12 Sentience,
razor with special oils to stir its spirit to life temporar- major
12th 2 13 +3
ily, then defeat it in a contest of will. To do so, you must greatsword
meditate uninterrupted for 1 minute while holding the 13th 15 Souldrinking
blade, then make a successful DC 15 Concentration 3/day
check. You cant take 10 on this check, nor can you 14th 2 15 Mental
benefit from any skill modifiers except those derived ward +3
15th 3 15
from your own ranks, ability scores, and feats. If you 16th 2 15 Haste 10
fail, you gain one negative level; if you fail by 5 or more rounds/day
(or the ritual is interrupted), you gain one negative 17th 19 Souldrinking
level and must immediately repeat the contest. Any (automatic)
failure ruins the materials used to anoint the blade. 18th 3 21 +3 vicious
greatsword
Removing the negative levels 24 hours later requires a 19th 21 Mental ward
DC 15 Fortitude save. C o s t : 1,500 gp. Feat Granted: Least +5
Legacy (Blackrazor). 20th 4 23 +5 vicious
Opening the Soul: While wielding Blackrazor, greatsword
you must gain at least two negative levels from a single
undead foe whose CR equals or exceeds your level. You Ex i le of the Damned: You must travel to the
may not remove these negative levels through any Negative Energy Plane and perform an 8-hour rite to
means other than by succeeding on a Fortitude save as attune Blackrazor to the life-numbing forces of that
normal. Cost: 13,000 gp. Feat Granted: Lesser Legacy plane. Cost: 40,000 gp. Feat Granted: Greater Legacy
(Blackrazor). (Blackrazor).

31
Wielder Requirements Souldrinking (Su ) : When a hit from Blackrazor
Fighters and barbarians are the most likely characters to wield reduces a living opponent to 0 or fewer hit points (even
Blackrazor, though its siren song has tempted men and women 10 or below), you may activate a death knell effect
of all professions, from back-alley rogue to noble paladin. Its targeted on that creature as a swift action. The Will save
wielder requirements are almost ridiculously simple to meet DC is 12 + either Blackrazors Charisma modifier or
a character need not even be proficient with the blade to yours, whichever is higher. If the creature fails its save
unlock its powers. and dies from this effect, its sucked into Blackrazor. Any
creature slain in this manner cant be raised from the
Blackrazor Wielder Requirements dead by any magic less powerful than miracle, true resur-
Base attack bonus +3 rection, or wish.
If you mistakenly use this ability on an undead crea-
Legacy Item Abilities ture, it counts as one daily use of the ability, but instead
All the following are legacy item abilities of Blackrazor. of the normal effects, you gain a negative level (the
Sentience (Ex): Blackrazors malign spirit slowly Fortitude save to remove this negative level 24 hours
awakens as its wielder grows in power. later is 12 + Blackrazors Charisma modifier) and the
Sentience, Least: When you attain 5th level, Blackrazors undead creature gains 5 temporary hit points. If a nega-
malign spirit begins to awaken, and the greatsword tive level bestowed by Blackrazor would cause your total
becomes an intelligent item (Intelligence 13, Wisdom negative levels to equal or exceed your Hit Dice, you die
10, Charisma 13). Its Ego score begins at 3 and increases and your soul is sucked into the blade as if you had been
as noted on Table A1: Blackrazor. A personality slain by its death knell effect.
conflict occurs any time the wielder attempts to use a You may use this ability once per day at 10th level, or
melee weapon other than Blackrazoreven against three times per day at 13th level. When you attain 17th
undead enemies. Blackrazors alignment is chaotic level, this effect automatically occurs whenever an
neutral, and it communicates via empathy. Its primary opponent is reduced to 0 or fewer hit points by the
emotion is a hungry longing, typically directed at weapon. It requires no activation, and you cant prevent
powerful living creatures. The greatsword can hear and it from occurring, even when using the weapon against
see to a range of 60 feet. undead creatures. The benefits gained from multiple
Sentience, Minor: When you attain 8th level, Blackra- uses of this ability dont stackeach later use simply
zors Intelligence and Charisma scores each improve to replaces any previous effect.
16. It can now communicate telepathically, and it Haste (Sp): Beginning at 16th level, you may func-
speaks Abyssal, Common, Draconic, and Giant. It can tion as though affected by a haste spell (caster level 10th)
hear to a range of 60 feet and see to the same range for up to 10 rounds each day. Activating or ending this
using darkvision. effect is a free action, and the duration of the haste effect
Sentience, Major: When you attain 11th level, the need not be consecutive rounds.
weapons sentience is fully awakened. Its Intelligence
and Charisma scores each improve to 18, and it gains WAVE
the ability to speak Infernal in addition to its other Wave is a trident whose head is forged of steel with a
languages. It can hear to a range of 120 feet and see to distinctive blue-green sheen. The wooden haft is intri-
the same range using darkvision, and it has blindsense cately carved with fish, twining seaweed, and similar
with a range of 120 feet. aquatic motifs.
Mental Ward (Su): While wielding Blackrazor, you No n legacy Game Statistics: +1 trident; Cost
gain a bonus on saving throws against mind-affecting 2,315 gp.
effects. When you attain 6th level, this bonus is +1, but Omen: Anyone who clutches Wave constantly hears a
it improves to +3 at 14th level and to +5 at 19th level. sound like that of distant waves washing against some
Detect Life (Sp): While holding Blackrazor, you unseen shore. With a round of concentration, the
can detect the presence of living creatures three times wielder can sense the distance and direction to the
per day by speaking the command word. This ability nearest body of water of at least pond size.
functions like the detect undead spell (caster level 5th),
except that it reveals only the presence or absence of History
living creatures (along with their number and strength According to legend, the trident Wave was forged by
of their auras, in later rounds). Lingering auras of living giants who were imprisoned on the desolate island
creatures are not detected. called Thunderforge by agents of an ocean deity
commonly called the Sea Queen. The first hero to wield
32
it was the half-giant Dravenda, said to be the daughter Table A2: Wave
of the Sea Queen herself, who used it in rebellion Wielder Attack Will Save Hit Point
Level Penalty Penalty Loss Abilities
against her mothers servants and paid for her insolence
5th Warning
with her life (Knowledge [history] DC 15). 6th 1
Dravenda used Wave in her epic battle with an enor- 7th 1 2
mous crab that was supposedly another of the Sea 8th 2 Water breathing
Queens offspring (and thus Dravendas own half- 9th 2
10th 2 Awakened
brother). Dravenda fought bravely, but she grew weaker
intelligence
and weaker as the battle raged on. Finally, while held in 11th +2 trident
the crabs huge claw, she managed to hurl her trident 12th 2
into a gap in the creatures adamantine plating, killing it 13th Underwater
instantly. Dravenda died in battle the next day, and her vision
14th 2
kin buried Wave with her (Knowledge [history] DC
15th 3 Aquatic allies
20; Mastery over the Sea ritual; see below). 16th 2 +3 trident
Shortly after Dravendas death, the notorious wizard 17th Fish command
Keraptis encountered the imprisoned giants of Thun- 18th 3 +4 trident
derforge Island and agreed to help them win their free- 19th Dehydrate
20th 4 +5 trident
dom. In return for the magical aid he provided, the
giants exhumed Wave from Dravendas tomb and gave
it to him. Keraptis carried the weapon with him in his unknown, but Elthan and Wave both disappeared.
travels before he eventually settled in the mysterious Decades later, the trident reappeared in the possession
volcano known as White Plume Mountain and disap- of a wealthy collector (Knowledge [history] DC 30;
peared from history. Reve rence to the Sea Queen ritual; see below).
Some one hundred years ago, a group of powerful
Legacy Rituals
heroes calling themselves the Brotherhood of the Tome
Three rituals are required to unlock all the abilities
entered the dungeons of White Plume Mountain, fought
of Wave.
the monsters still living there, and returned in triumph
Ma s t e ry over the Sea: You must defeat a creature
with Wave and assorted other treasures. A ranger named
with the aquatic subtype whose Challenge Rating equals
Elthan claimed W a v e as his own and carried it during his or exceeds your character level. (The crab in area 17
later adventures, long after the Brotherhood of the Tome
could qualify. If the characters defeat it and retrieve Wave
had been disbanded. Eventually, Elthan retired from the from the chest in that room, one of them must pay the
adventuring life and married, but tragedy struck on his
cost within one day of the crabs death to gain the bonus
wedding day. Shortly after Elthan and his bride boarded
feat.) Cost: 1,500 gp. Feat Granted: Least Legacy (W a v e).
the Asterian for their honeymoon journey, a sudden storm
Raise the Asterian: You must find the wreck of
struck and the ship foundered. Elthan survived thanks to
the sailing ship Asterian and bring its figurehead above
Waves magic, but his new bride drownedalthough
the surface of the water. Cost: 13,000 gp. Feat Granted:
legend says that her spirit somehow joined with the
Lesser Legacy (Wave).
figurehead of the ship (Knowledge [history] DC 25;
Reverence to the Sea Queen: You must travel to
Raise the Asterian ritual; see below).
the temple of the Sea Queen on Thunderforge Island
Elthan blamed the Sea Queen for his wifes death and and perform an 8-hour rite in reverence to the deity and
swore an oath of vengeance on the deity. His quest for
the host of sea spirits who serve her. Cost: 40,000 gp. Feat
revenge brought him at last to Thunderforge Island, the
Granted: Greater Legacy (Wave).
birthplace of Wave, where he confronted an avatar of the
pqqqqrs
WHO IS THIS SEA QUEEN?
The Sea Queen described here is a generic sea deity Umberlee is an obvious choice. In the E BERRON
who is important in Waves history. You can easily Campaign Setting, use the Devourer. In any
replace her with another ocean deity, such as one of campaign, Eadro, Blibdoolpoolp, and Sekolah are
those presented on page 49 of Stormwrack, if also good choices, though you might wish to tweak
desired. In a Greyhawk campaign, you might use Waves abilities to reflect a racial flavor if it is
Procan; in the FORGOTTEN REALMS Campaign Setting, connected with any of those deities.
Sea pqqqqrs
Queen herself. The results of that confrontation are
33
Table A3: Whelm Underwater Vision (Su): When you attain 13th
Wielder Attack Reflex Save Hit Point level, you can see underwater five times farther than
Level Penalty Penalty Loss Ego Abilities
5th Sense giants
the prevailing water and light conditions would
6th 1 +1 giant bane normally allow, as if you were wearing a helm of under-
warhammer water action. You can also ignore the miss chance when
7th 1 2 attacking an invisible creature that is in water.
8th 2 Locate object Aquatic Allies (Sp): At 15th level, you gain the
9th 2 Sense
goblinoids
ability to call aquatic creatures to your aid as if you had
10th 2 Intelligent cast a summon natures ally spell (caster level 11th). Once
legacy per day, when you hold Wave above your head and call
11th 14 +1 giant and out for aid, you can summon an elasmosaurus
goblinoid bane (dinosaur), a Large water elemental, an adult tojanida,
warhammer
12th 2 14
or an orca whale.
13th 15 +2 giant and If you are using Stormwrack, you can also use this abil-
goblinoid bane ity to summon a single ichthyosaur (dinosaur) or Large
warhammer monstrous crab.
14th 2 15 Fish Command (Sp): At 17th level, you can charm
15th 3 15
16th 2 16 +3 giant and
monsters with the aquatic subtype as if using the charm
goblinoid bane monster spell (caster level 15th). This ability lets you
warhammer communicate with any charmed creature telepathically.
Any creature that makes its saving throw is free of your
Wielder Requirements control, but it does not approach within 10 feet of the
Most wielders of Wave are clerics or druids devoted to trident. This ability is usable three times per day. The
deities of the sea. Rangers and fighters who follow such saving throw DC is 16, or 14 + your Charisma modifier,
a deity may also find Wave an attractive weapon. whichever is higher.
Dehydrate (Sp): At 19th level, you can use horrid
Wave Wielder Requirements wilting as the spell (caster level 15th) once per day by
Base attack bonus +2 pointing Wave in the direction of the targets. The save
Any neutral alignment (NG, LN, N, CN, or NE) DC is 22, or 18 + your Charisma modifier, whichever is
higher.
Legacy Item Abilities
All the following are legacy item abilities of Wave. WHELM
Warning (Su): While wielding Wave, you can detect Whelm is a plain, unadorned warhammer with a haft
creatures with the aquatic subtype within 60 feet. Activat- made from the golden wood of the gingko tree. When
ing this ability requires you to concentrate as a standard the weapon is wielded, its steel head glows with a soft,
action. When you use Wave to attack aquatic creatures, silver-black light.
you ignore any damage reduction they possesses. Nonlegacy Game Statistics: +1 warhammer;
Water Breathing (Su): Beginning at 8th level, Cost 2,312 gp.
you can breathe water freely while holding Wave, as if Omen: Whelm glows more brightly when you
you were continually affected by the water breathing endeavor to assess items of valuethe more valuable
spell (caster level 10th). the item, the brighter the glow. This effect grants you a
Awakened Intelligence (Su): At 10th level, you +2 bonus on Appraise checks.
stir Waves dormant intellect to wakefulness, and it
gains the ability to communicate with you telepathi- History
cally. Wave speaks Aquan, Common, Draconic, and The hammer known as Whelm appeared most recently
Kuo-Toan, and it can see to a range of 60 feet using dark- about twenty years ago in a dwarven community beset
vision and hear to the same range. It has Int 16, Wis 10, by ogres, though no report of its creation by those
Cha 16, and an Ego score of 10. dwarves exists. Wielded by a dedicated dwarf soldier
When you attain 11th level and unlock Waves first named Ctenmiir, the weapon proved quite powerful
lesser ability, its Ego score increases to 12. When you against the clans enemies. Ctenmiir later left his ances-
attain 17th level and unlock its greater abilities, its Ego tral home to become an adventurer, and he and the
increases to 14. weapon promptly disappeared from sight (Knowl-
edge [history] DC 15).
34
Long ago, Dagnal Mightyhammer was a skilled weapon were interred together in a single grave. At the
weaponsmith of the Dankil clan. She labored at a time time, many said that the three had shared one spirit,
when her clan had suffered grievous losses from a large and that Dagnal and Traubon had put so much of them-
band of vicious trolls. When her husband and shield- selves into the weapon that it had become much more
mate, Traubon, decided to lead a counterattack against than just steel and wood (Knowledge [history] DC
the trolls, Dagnal created a mighty warhammer (which 25; Against the Goblins ritual; see below).
had no name at the time), putting all her love for her
husband, her commitment to her clan, and her devo- Legacy Rituals
tion to Moradin into it. Traubon and his warriors Two rituals are required to unlock all the abilities of
proved victorious, and Dagnals weapon was much Whelm.
praised. (Knowledge [history] DC 20; Against Against the Giants: You must knowingly and
the Giants ritual; see below). willingly enter an encounter with a creature of the
In the years of prosperity that followed, Dagnal giant type in which the EL exceeds your party level by
imbued the warhammer with the ability to sense gems, 14 points. The ogre mage encounter (area 27) in White
gold, and other riches, so that it might become a valu- Plume Mountain fulfills this qualification. Cost: 1,500 gp;
able tool in both wartime and peacetime. Many years Feat Granted: Least Legacy (Whelm).
later, the dwarves were threatened by hordes of goblins Against the Goblins: You must seek out a group
led by bugbears. Dagnal, now an old woman, again of goblinoid marauders with 30 or more Hit Dice
sought to improve her masterpiece so that it might help collectively and permanently end their foul existence.
vanquish the current threat. Traubon, though he was As part of this act, you must defeat in personal combat a
old and in less-than-perfect health, insisted on going hostile creature with the goblinoid subtype and a CR
out with the vanguard of the counterattack. The that equals or exceeds your character level. Cost: 13,000
dwarves were again victorious, but Traubon was gp; Feat Granted: Lesser Legacy (Whelm).
mortally wounded in the fight. The weapon was Wielder Requirements
returned to the clan with its owner for burial. Over- Whelm is a quintessentially dwarven weapon. Barbar-
come by grief, Dagnal threw herself on her husbands ians, fighters, and rangers are the most likely to benefit
corpse and promptly died. The two dwarves and the

35
from its abilities, though militant clerics, especially of
Moradin, can also be effective wielders.

Whelm Wielder Requirements


Dwarf
Base attack bonus +3
Weapon proficiency (warhammer)

Legacy Item Abilities


All the following are legacy item abilities of Whelm.
Sense Giants (Sp): Beginning at 6th level, you can
detect any creature with the giant type within 60 feet, as
if using the detect evil spell (caster level 5th).
Locate Object (Sp): Three times per day on
command, you can use locate object as the spell.
Sense Goblinoids (Sp): At 8th level, you gain the
ability to detect any creature with the goblinoid revising White Plume Mountain, she decided to strive for
subtype within 60 feet, as if using the detect evil spell better balance in area 5, which had at first offered an
(caster level 5th). inappropriately high Challenge Rating (because all five
Intelligent Legacy (Su): When you attain 10th flesh golems would attack players who chose incor-
level, Whelms sentience awakens (see Intelligent rectly) and reward (because the correct golem didnt
Items, Dungeon Masters Guide, page 268), and it gains the just open the door for PCs; it also became their servant).
ability to communicate with you telepathically. Whelm She then added some staircases to raise areas 5 and 4
speaks Common, plus Dwarven, Giant, and Goblin, and above the hallways level of standing water. In addition,
it can see to a range of 60 feet using darkvision and hear Gwendolyn transformed the anachronistic turnstile
to the same range. It has Intelligence 16, Wisdom 16, (area 6), which had been universally despised for its
and Charisma 10, and its Ego score is as given on Table arbitrariness, into the far more dungeon-appropriate
A3: Whelm. mimic portcullis.

James Wyatt
ABOUT THE AUTHORS James worked on Part 2, home of the crab and fishy
The following three designers Developed Lawrence trident called Wave. Figuring that no one would fall for
Schicks classic White Plume Mountain adventure for the sexy kelpies that had originally inhabited area 10,
D&D v.3.5. he chose to recast that encounter as a more straight-up
fight with some nasty surprises. (Besides, the kelpies in
Andy Collins Fiend Folio are CR 10.) He found it particularly interest-
Andy worked on Part 3, the section containing every ing that in D&D v.3.5, its no longer necessary to create
nostalgic D&D fans favorite weapon: Blackrazor. Andy such arbitrary rules as, No one could walk through the
remembers a fateful moment while playing White spinning cylinder in area 11, or to give a monstrous
Plume Mountain at the age of 12his party drowned the vermin a magic ring to make it immune to mind-affect-
various air-breathing critters in the inverted ziggurat ing effects. At the same time, James admits to a tiny
room (area 26), and he has wondered ever since if pang of nostalgia for the days when Burkets statistics
anyone ever actually fought them. (Now your players (area 12) could be summarized as, AC: 4; 4th-level
will!) He also enjoyed allowing the gynosphinx (area 2) fighter; HP: 18; +1 to hit, +3 damage. He adds, I know
to make full use of her symbol spell-like abilities to I played the original, because my copy of it has a secret
ensure that PCs who refuse to play along with the riddle door marked between areas 5 and 12. But I have virtu-
game will regret that choice. ally no memory of itI couldnt even say for sure
Gwendolyn Kestrel whether I played it or ran it. I would have been 11 years
Gwendolyn handled Part 1, the section containing old at the time!
Whelm, the giant and goblinoid bane warhammer. When

36
INTRODUCTION
White Plume Mountain was one of the classic DUNGEONS
& DRAGONS adventures from the early days of first
edition, and I remember my times exploring this
dangerous mountain. Now that you have access to it in
the newest edition of D&D, new generations of players

OUTSIDE THE have the chance at those same thrills. As a Dungeon


Master, you might wish to use White Plume Mountain as
MOUNTAIN IS JUST the centerpiece for a campaign, or at least for an

AS DANGEROUS
extended setting for your heroes to explore. To do this,
youll look to the Great Swamp that surrounds White
AS INSIDE Plume Mountain, and perhaps to the mountains farther
away, for additional quests and encounters to challenge
your heroes.
A White Plume Mountain The AD&D 2nd Edition adventure Return to White
Web Enhancement Plume Mountain introduced additional material into the
region surrounding the mountain itself, including a
CREDITS new weapon and the Witch of the Fens, Thingizzard.
Here below you will find Frostrazor, the fourth legacy
Design: Robert Wiese weapon, and Thingizzard, converted to D&D 3.5.
Editing: Miranda Horner Additionally, consider using Dragotha the Undead
Typesetting: Nancy Walker Dragon (a dracolich) as a threat to be introduced now
Cattographer Mike Schley and battled later; he was introduced in the online
Web Production: Bart Carroll
adventure Dragothas Lair. With these three, you can
Web Development: Mark A. Jindra
Graphic Design: Sean Glenn, Cynthia Fliege provide weeks of fun (or headache) for your players.
& Jen Page
FROSTRAZOR
Based on the original D UNGEONS & DRAGONS game by E. Frostrazor is greatsword forged of a single piece of
Gary Gygax and Dave Arneson and on the new edition of the
unknown translucent white crystal. The white steel hilt
DUNGEONS & DRAGONS game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. is carved in an icicle motif. Its sheath is formed of the
skin of a white dragon and decorated with the claws and
D&D, DUNGEONS & DRAGONS, DUNGEON MASTER, RPGA, EBERRON and FORGOTTEN REALMS
teeth of the beast.
are registered trademarks owned by Wizards of the Coast, Inc. The L IVING GREYHAWK, Nonlegacy Game Statistics: +1 greatsword; Cost
LIVING FORCE and the d20 logo are trademarks owned by Wizards of the Coast, Inc. All
Wizards characters, character names, and the distinctive likenesses thereof are trade- 2,350 gp.
marks owned by Wizards of the Coast, Inc. Omen: When drawn, Frostrazor freezes over with ice.
This material is protected under the copyright laws of the United When it scores a critical hit, it makes a sound like ice
States of America. Any reproduction or unauthorized use of the cracking.
material or artwork contained herein is prohibited
without the express written permission of
Wizards of the Coast, Inc. HISTORY
2006 Wizards of the Coast, Inc. In ages past, a great wizard battled against forces from
All rights reserved. the Elemental Plane of Fire. To best these foes, he lured
Made in the U.S.A.
an ancient wyrm white dragon to a cavern of ice in the
This product is a work of fiction. far north, where he killed it by causing a mammoth
Any similarity to actual people, organizations, places,
or events is purely coincidental. icicle to spear the creature all the way through. Acting
This Wizards of the Coast game product contains no Open Game Content.
quickly, the wizard began to incant a ritual even as the
No portion of this work may be reproduced in any form without dragons blood was oozing over the icy instrument of its
written permission. To learn more about the Open Gaming License
and the d20 System License,
destruction. When finished, this wizard held a crystal
please visit www.wizards.com/d20. sword. This he gave to his general because its icy prop-
For more DUNGEONS & DRAGONS articles, adventures, and information, erties would instantly destroy any fire-based creature.
visit www.wizards.com/dnd The general immediately turned on the wizard and
1
2
stabbed him through the heart, for he secretly served underneath the cavern. You must bathe yourself in
the efreet pasha that was the enemy of the wizard. those waters at the same time, and survive with at least
(DC 15) half your hit points remaining. Cost: 12,500 gp. Feat
This general faded into history, and so did Frostrazor Granted: Lesser Legacy (Frostrazor).
for more than 1,000 years. A few hundred years ago, an Vengeance of Garice: You must find and slay a
adventurer of mediocre talent called Merathal found it direct descendant of the ancient white wyrm dragon
and discovered its powers upon thrusting it through that the items creator originally killed; this dragon
the heart of a foe. (DC 20; Piercing the Heart) must be at least 800 years old. When this is completed,
Merathal was consumed by lust for power after this, you must bathe Frostrazor in the creatures blood and
and he slew many a friend as well as enemy trying to complete an 8-hour long ritual. Cost: 40,500 gp. Feat
unlock more hidden powers in the sword. All his efforts Granted: Greater Legacy (Frostrazor).
failed, and he was driven from civilization. He
wandered for years, frustrated by his inability to gain WIELDER REQUIREMENTS
more powers. Finally, he learned how the sword was Frostrazor always seeks powerful warriors, particularly
created, then made the journey to the cavern where the those from cold climates, to carry it into battle. Its
wizard had fashioned it in the blood of the ancient wielder requirement is not one that nonwarriors
white wyrm. Finding nothing of use and falling into a usually meet.
deep, dark despair, Merathal threw himself into the FROSTRAZOR WIELDER REQUIREMENTS
freezing waters of the arctic sea under the great wyrms Improved Critical (greatsword)
resting place. However, he did not drown, and when he
LEGACY ITEM ABILITIES
climbed back out of the water, he found himself hold-
All the following are legacy item abilities of Frostrazor.
ing a shard of ice instead of a sword. (DC 25; Bathing
Implanted Sh a rd : When Frostrazors wielder
in the Waters of Origin)
scores a critical hit against a foe that is subject to critical
Merathal passed into history as well, and the sword
hits, a small sliver of the sword breaks off and implants
passed from hand to hand. About one hundred years
itself in the wound. Each subsequent round, the shard
ago, it fell into the hands of Garice Dragonslayer, a great
deals 1 point of damage as it burrows deeper into the
hero. Garice carried the sword for three years, taking on
host. Removing the shard takes 1 full-round action per
greater and more powerful dragons in her quest to rid
round that the shard has been implanted in the victim.
the world of all dragons. As she did so, she discovered
Thus, if the shard has been in the victim for 3 rounds,
the powers of Frostrazor. She became foolhardy, and this
the victim or anyone else assisting the victim must take
led to her downfall. She engaged a great white wyrm
3 full-round actions to remove it.
called Vixnaldnysa in battle, a child of the original
Frostrazor can implant three shards at a time. A
dragon whose blood helped create F r o s t r a z o r. The
shards energy returns to Frostrazor when its victim dies
dragon recognized the sword due to its own research
or when it is removed from the victimeven if the
into the past and became enraged. Though it was griev-
shard is somehow destroyed.
ously injured, it slew Garice and consumed her. The
En fe ebling Sh a rd (Sp): When a shard is
sword was lost again until it surfaced in the hands of an
implanted in a victim, the wielder of Frostrazor may
adventurer who traveled to White Plume Mountain but
cause a ray of enfeeblement spell effect as a swift action to
did not return. (DC 30; Vengeance of Garice)
affect that victim. This ability can be used once per day
LEGACY RITUALS at 6th level, and three times per day at 10th level.
Three rituals are required to unlock all the abilities of Additionally, it can be activated every time the wielder
Frostrazor. scores a critical hit against any foe. Caster level 6th.
Piercing the Heart: You must kill a foe with a Wi nter Warding (Sp): Frostrazor can be
single blow by stabbing Frostrazor through the foes heart. commanded to bestow a resist energy (cold) spell upon its
While the foe bleeds over the sword, you must incant a 1- wielder once per day. Caster level 8th.
hour ritual that draws the blood into the sword. Cost: True Form Revealed: Frostrazors true form is
2,500 gp. Feat Granted: Least Legacy (Frostrazor). that of a single crystal of magically enchanted ice. This
Bathing in the Waters of Origin: You must form is revealed once the wielder reaches 11th level and
take Frostrazor to the icy cavern where it was created and performs the lesser legacy ritual.
bathe it for an hour in the freezing waters that you find
3
an enervation effect as a swift action. The enervation
affects a victim with an implanted shard at the wielders
choosing. This ability can be used twice per day, plus
one additional time every time the wielder scores a crit-
ical hit against any foe. Caster level 10th.
Chill of the North (Sp): Three times per day,
Frostrazors wielder can command the sword to cover an
area with an ice storm effect. Caster level 12th.
Death Shard (Sp): If Frostrazor has implanted a shard
in a victim, the wielder can activate a finger of death effect in
that victim as a swift action. This ability can be used once
per day, plus one additional time every time the wielder
scores a critical hit against any foe. Caster level 14th.

Table 11: Frostrazor


Personal Costs
Wielder Attack Save Hit Point
Level Penalty Penalty Loss Abilities
5th Implanted shard
6th 1 Enfeebling shard
1/day
7th 1 2 +2 greatsword
8th 2 Winter warding
1/day
9th 2
10th 2 Enfeebling shard
3/day
11th True form revealed
12th 2 +3 greatsword
13th
14th 2
15th 3 Wounding shard
16th 2 Life-stealing shard
17th
18th 3 Chill of the north
3/day
19th
20th 4 Death shard

DRAGOTHA
THE DRACOLICH
Dragotha the Undead Dragon lairs in a deep cave at the
far edge of the Great Swamp. Dragotha is a very tough
foe, and your heroes might not be able to best him even
after acquiring Keraptiss legacy weapons. However, he
has vast treasures (add as much as you want) and may be
a tempting target. In all likelihood, youll have your
Wounding Shard: When the wielder reaches
heroes wanting to come back in a few levels after facing
15th level, the implanted shards do 1 point of damage
this horror.
per round and deal 1 point of Constitution damage per
round as well. This damage is automatic and lasts as DRAGOTHA CR 23
long as the shard is implanted. Male wyrm black dracolich (augmented black
Life-Stealing Sh a rd (Sp): If Frostrazor has wyrm)
implanted a shard in a victim, the wielder can activate CE Gargantuan undead (water)
4
Init +4; Senses blindsense 60 ft., darkvision 120 ft., Feats Cleave, Eschew Materials, Extend Spell, Flyby
keen senses; Listen +41, Spot +41 Attack, Hover, Improved Critical (bite), Im-
Aura frightful presence (330 ft., DC 32) proved Initiative, Improved Natural Attack
Languages Draconic (bite), Multiattack, Power Attack, Quicken Spell-
Like Ability (darkness), Wingover
AC 41, touch 6, flat-footed 41
Skills Concentration +37, Knowledge (arcana) +41,
(4 size, +35 natural)
Knowledge (local) +41, Knowledge (nature)
hp 221 (34 HD); DR 20/magic, 5/bludgeoning
+41,Knowledge (religion) +41, Listen +41,
Immune acid; undead immunities
Search +41, Sense Motive +41, Spot +41, Use
SR 29
Magic Device +42
Fort , Ref +19, Will +23
Possessions hat of disguise, pearl of power (2nd-
Speed 60 ft. (12 squares), fly 200 ft. (clumsy), swim level spells), decanter of endless water, dust of
60 ft.; Flyby Attack, Hover, Wingover tracelessness (13 uses), gauntlets of swimming
Melee bite +42 (4d6+12 plus 1d6 cold plus paralysis) and climbing, Hewards handy haversack, incan-
and descent blue sphere ioun stone, vibrant purple
2 claws each +42 (2d8+6 plus 1d6 cold plus prism ioun stone, scarlet and blue sphere ioun
paralysis) and stone, pink and green sphere ioun stone, diamond
2 wings each +42 (2d6+6 plus 1d6 cold plus worth 2,000 gp, 3-ft. statue of a rampant dragon
paralysis) and carved from a ruby worth 5,000 gp, 5,000 gp in
tail slap +40 (2d8+18 plus 1d6 cold plus paralysis) gems, 7,433 rare coins (worth 52,000 gp total to
Space 20 ft.; Reach 15 ft. (20 ft. with bite) collectors, worth 6,303 gp on the street)
Base Atk +34; Grp +58
Hook I will burn you to your bones, and your
Atk Options Cleave, Power Attack; tail sweep
bones will serve me.
Special Actions breath weapon, paralyzing gaze,
paralyzing touch Frightful Presence (Ex) Dragotha can inspire terror
Sorcerer Spells Known (CL 13th): by charging, attacking, or flying overhead.
6th (4/day)greater dispel magic, summon Creatures within 330 feet of the dragon that
monster VI have 34 HD or fewer must attempt a DC 32 Will
5th (7/day)baleful polymorph (DC 20), feeble- save. Success indicates that the target is
mind (DC 20), mirage arcana (DC 20) immune to Dragothas frightful presence for 24
4th (7/day)animate dead, dimension door, hours. On a failure, creatures with 4 or fewer
lesser globe of invulnerability, wall of ice (DC 19) HD become panicked for 4d6 rounds. Those
3rd (7/day)displacement (DC 18), haste, light- with 5 or more HD become shaken for 4d6
ning bolt (DC 18), wind wall rounds.
2nd (7/day)blur, glitterdust (DC 17), resist Tail Sweep (Ex) Half-circle 30 ft. in diameter; Small
energy, scorching ray (ranged touch +30), see or smaller opponents take 2d6+18 points of
invisibility bludgeoning damage plus 1d6 points of cold
1st (8/day)expeditious retreat, mage armor, damage (Reflex DC 32 half ).
magic missile, ray of enfeeblement (ranged touch Breath Weapon (Su) 120-ft. line, once every 1d4
+30), shield rounds, damage 22d4 acid, Reflex DC 32 half.
0 (6/day)acid splash (ranged touch +30), Paralyzing Gaze (Su) Fear, range 40 feet. A creature
dancing lights, detect magic, ghost sound (DC 15), that meets Dragothas gaze must succeed on a
mage hand, message, prestidigitation, ray of frost DC 32 Fortitude save or be paralyzed with fear
(ranged touch +30), read magic for 2d6 rounds. Whether or not the save is
Spell-Like Abilities (CL 13th): successful, that creature cannot be affected
3/daydarkness (radius 110 ft., quickened by again by Dragothas gaze for 24 hours. This is a
feat), insect plague mind-affecting fear effect. The save DC is
1/dayplant growth Charisma-based.
1/3 dayscontrol undead (CL 15th, DC 22) Paralyzing Touch (Su) A creature struck by any of
Dragothas natural attacks must succeed on a
Abilities Str 35, Dex 10, Con , Int 18, Wis 19, Cha 20
DC 32 Fortitude save or be paralyzed for 2d6
SQ corrupt water, frightful presence, invulnerabil-
rounds. A successful save does not confer
ity, undead traits, water breathing
immunity on subsequent attacks.
5
Corrupt Water (Sp) Once per day Dragotha can stag- Combat Gear wand of ice storm (50 charges), wand of
nate 10 cubic feet of water, making it become magic missile (9th, 50 charges), 10 potions of cure
still, foul, and unable to support animal life. The serious wounds, 10 potions of cure moderate wounds
ability spoils liquids containing water. Magic Wizard Spells Prepared (CL 11th):
items (such as potions) and items in a creatures 6thgreater dispel magic, empowered ice storm,
possession must succeed on a Will save (DC 32) repulsion (DC 22)
or become fouled. This ability is the equivalent of 5thbaleful polymorph (DC 21), cone of cold
a 1st-level spell. Its range is 330 feet. (DC 21), dominate person (2) (DC 21)
Invulnerability (Su) If Dragotha is slain, his spirit 4 t h animate dead, bestow curse (DC 21), Evards
immediately returns to his phylactery. If no black tentacles, hallucinatory terrain (DC 20)
dragon-type corpse lies within 90 feet for his spirit 3rddispel magic, displacement (DC 19), light-
to possess, Dragotha is trapped in the phylactery ning bolt (2) (DC 19), ray of exhaustion (ranged
until such a timeif everthat a corpse becomes touch +17; DC 20), suggestion (DC 19)
available. Dragotha is difficult to destroy. If his 2ndcommand undead (DC 19), ghoul touch
spirit is currently contained in his phylactery, (melee touch +18; DC 19), glitterdust (DC 18),
destroying that item when a suitable corpse is not mirror image, protection from arrows, scorching
within range effectively destroys him. Likewise, an ray (ranged touch +17)
active Dragotha is unable to attempt further 1stcharm person (DC 17), chill touch (melee
possessions if his phylactery is destroyed. The fate touch +18; DC 18), expeditious retreat, obscuring
of a disembodied dracolich spiritthat is, a spirit mist, ray of enfeeblement (ranged touch +17), shield
with no body or phylacteryis unknown. 0acid splash (ranged touch +17), detect magic,
Water Breathing (Ex) Dragotha can breathe underwater mage hand, prestidigtiation
indefinitely and can freely use its breath weapon, Spell-Like Abilities (CL 9th):
spells, and other abilities while submerged. At willdancing lights, disguise self, ghost sound
(DC 12), invisibility, pass without trace, tongues,
THINGIZZARD, water breathing

WITCH OF THE FENS Abilities Str 19, Dex 16, Con 12, Int 22, Wis 13, Cha 14
SQ familiar, mimicry, share spells
Thingizzard lives in the heart of the Great Swamp, and Feats AlertnessB (if familiar within 5 ft.), Blind-
she is known throughout the region for her prowess Fight, Brew Potion, Craft Wand, Co m b a t
with potions. She is also a powerful wizard and not one Casting, Empower Spell, Great Fortitude, Point
to mess with lightly. In addition to serving as a foe or Blank Shot, Precise Shot, Scribe Scroll, Spell
ally of your heroes while they are in the area, she could Focus (necromancy)
be in possession of the sword Frostrazor, and she might Skills Concentration +13, Craft (alchemy) +12,
even have unlocked its least legacy abilities. Hide +9, Knowledge (arcana) +19, Knowledge
(local) +14, Knowledge (nature) +14, Listen +8,
THINGIZZARD CR 12 Spellcraft +16, Spot +8, Swim +12 (+20 special
Female green hag wizard 11 swim actions or avoid hazard)
CE Medium monstrous humanoid Possessions combat gear plus hand of glory, head-
Init +6; Senses darkvision 60 ft.; Listen +8, Spot +8 band of intellect +6, gloves of Dexterity +4, ring of
Languages Common, Giant, empathic link protection +4, bracers of armor +6, cloak of resist-
AC 34, touch 17, flat-footed 31 ance +3, ring of wizardry II, ring of wizardry I,
(+3 Dex, +6 armor, +4 deflection, +11 natural) wand of bulls strength (50 charges)
hp 90 (20 HD) Spellbook spells prepared plus 0all in Players
SR 18 Handbook; 1stalarm, mage armor, magic
Fort +10, Ref +15, Will +19 missile, unseen servant, ventriloquism; 2ndalter
self, blur, bulls strength, invisibility, rope trick, see
Speed 30 ft. (6 squares), swim 30 ft. invisibility, spectral hand, Tashas hideous laugh-
Melee 2 claws +18 (1d4+4) ter; 3rdhaste, heroism, nondetection, sleet
Base Atk +14; Grp +18 storm, tongues, vampiric touch, water breathing;
Atk Options Blind-Fight, Point Blank Shot, Precise 4thdimension door, Leomunds secure shelter,
Shot, Strength damage phantasmal killer, polymorph, remove curse;
6
Init +1; Senses low-light vision; Listen +9, Spot +9
Languages empathic link, speak with master,
speak with amphibians
AC 21, touch 15, flat-footed 20
(+4 size, +1 Dex, +6 natural)
hp 45 (11 HD)
Resist improved evasion; SR 16
Fort +6, Ref +10, Will +17
Speed 5 ft. (1 square)
Melee
Space 1 ft.; Reach 0 ft.
Base Atk +14; Grp 3
Atk Options deliver touch spells
Abilities Str 1, Dex 12, Con 11, Int 11, Wis 14, Cha 4
SQ amphibious
Feats Alertness
Skills Concentration +12, Craft (alchemy) +6, Hide
+19, Knowledge (arcana) +13, Knowledge (local)
+8, Knowledge (nature) +8, Listen +9, Spellcraft
+10, Spot +9

5thdream, mirage arcana, persistent image, ABOUT THE AUTHOR


teleport, wall of force; 6thBigbys forceful hand, Robert Wiese entered the gaming hobby through
permanent image, programmed image, true the Boy Scouts and progressed from green recruit to
seeing, veil head of the most powerful gaming fan organization in
Hook Taste my potions, if you dare. the world. He served as head of the RPGA Network for
almost seven years, overseeing the creation of the
Strength Damage (Su) A green hag can can weaken LIVING GREYHAWK and LIVING FORCE campaigns,
a foe by making a special touch attack. The among other achievements. Eventually, he returned to
opponent must succeed on a DC 16 Fortitude private life in Reno, Nevada, where he spends as much
save or take 2d4 points of Strength damage. time as possible with his wife, new son Owen, and
The save DC is Charisma-based. many pets.
Mimicry (Ex) A green hag can imitate the sounds
He is still involved in writing, organizing conven-
of almost any animal found near its lair.
tions, and playing, and he models proteins for the
TOAD FAMILIAR CR Biochemistry Department of the University of
N Diminutive magical beast (augmented animal) Nevada, Reno.

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