TOTAL XP=18900 XP/Person = 6300 Room SFslates: XP=700 Door (north, 1 from west): wooden, good, stuck, trapped [trap: spiked pit trap (60 ft. deep) (CR4) (Find/Disable DC 27)] Hidden Treasure (Search DC 27) 1,200 gold coins (1200 gp) potion: love (150 gp) scroll (arcane) - Tenser's floating disk (l1, cl1) (25 gp) scroll (divine) - undetectable alignment (l2, cl3) - detect chaos (l1, cl1) (175 gp) Room outside entrance: XP=2100 Door (south, 2 from west): wooden, strong, stuck Monsters CR 7 (2) Boulders Hardness of 8 Animated Object, Huge Huge Construct 8d10+40 (84 hp) –1 20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels 13 (–2 size, –1 Dex, +6 natural), touch 7, flat-footed 13 +6/+19 Slam +9 melee (2d6+7) Slam +9 melee (2d6+7) 15 ft./10 ft. (long) 15 ft./15 ft. (tall) See text Construct traits, darkvision 60 ft., low-light vision; also see text Fort +2, Ref +1, Will –3 Str 20, Dex 8, Con —, Int —, Wis 1, Cha 1 — — Any Solitary 5 None Always neutral — — Treasure 60 gold coins (60 gp) gemstone - rhodochrosite (4 gp) Room MFEntrance: XP=6300 Door (south, 3 from west): wooden, strong, stuck Monsters CR 10 (12) Chairs Hardness of 5 Animated Object, Small Small Construct 1d10+10 (15 hp) Hit Dice: +1 Initiative: 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels Speed: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13 Armor Class: +0/–4 Base Attack/Grapple: Slam +1 melee (1d4) Attack: Slam +1 melee (1d4) Full Attack: 5 ft./5 ft. Space/Reach: See text Special Attacks: Construct traits, darkvision 60 ft., low-light vision; also see text Special Qualities: Fort +0, Ref +1, Will –5 Saves: Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1 Abilities: — Skills: — Feats: Any Environment: Pair Organization: 1 Challenge Rating: None Treasure: Always neutral Alignment: — Advancement: — Level Adjustment: Animated objects come in all sizes, shapes, and colors. They owe their existence as creatures to spells such as animate objects or similar supernatural abilities. COMBAT Animated objects fight only as directed by the animator. They follow orders without question and to the best of their abilities. Since they do not need to breathe and never tire, they can be extremely capable minions. Improved Speed (Ex): The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along. Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed. Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed. Treasure 100 gold coins (100 gp) scroll (arcane) - see invisibility (l2, cl3) - blindness/deafness (l2, cl3) (300 gp) Features anvil brazier mosaic Room MFspoted: XP=2100 Door (west, 2 from north): wooden, good, locked Monsters (3) CR 7 MIMIC Large Aberration (Shapechanger) Hit Dice: 7d8+21 (52 hp) Initiative: +1 Speed: 10 ft. (2 squares) Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 15 Base Attack/Grapple: +5/+13 Attack: Slam +9 melee (1d8+4) Full Attack: 2 slams +9 melee (1d8+4) Space/Reach: 10 ft./10 ft. Special Attacks: Adhesive, crush Special Qualities: Darkvision 60 ft., immunity to acid, mimic shape Saves: Fort +5, Ref +5, Will +6 Abilities: Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10 Skills: Climb +9, Disguise +13, Listen +8, Spot +8 Feats: Alertness, Lightning Reflexes, Weapon Focus (slam) Environment: Underground Organization: Solitary Challenge Rating: 4 Treasure: 1/10th coins; 50% goods; 50% items Alignment: Usually neutral Advancement: 8–10 HD (Large); 11–21 HD (Huge) Level Adjustment: — A mimic can have almost any dimensions, but usually is not more than 10 feet long. A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 4,500 pounds. Mimics speak Common. COMBAT A mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party. Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off. Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. Crush (Ex): A mimic deals 1d8+4 points of damage with a successful grapple check. Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late. Skills: A mimic has a +8 racial bonus on Disguise checks. Treasure 144 platinum coins (1440 gp) eyepatch with mock eye of sapphire and moonstone (1800 gp) gemstone - citrine (80 gp) Room MFSLATTED: XP=2100 Door (east, 3 from north): (concealed) wooden, strong, locked, behind tapestry Monsters CR 7 RUGS (6) Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment: Animated Object, Medium Medium Construct 2d10+20 (31 hp) +0 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels 14 (+4 natural), touch 10, flat-footed 14 +1/+2 Slam +2 melee (1d6+1) Slam +2 melee (1d6+1) 5 ft./5 ft. See text Construct traits, darkvision 60 ft., low-light vision; also see text Fort +0, Ref +0, Will –5 Str 12, Dex 10, Con —, Int —, Wis 1, Cha 1 — — Any Solitary 2 None Always neutral — — COMBAT Animated objects fight only as directed by the animator. They follow orders without question and to the best of their abilities. Since they do not need to breathe and never tire, they can be extremely capable minions. An animated object can have one or more of the following special abilities, depending on its form. Blind (Ex): A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent’s head, causing that creature to be blinded until removed. Constrict (Ex): A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself. An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it. Treasure 220 gold coins (220 gp) Room SFSPOTTED: XP=2100 Door (north, 4 from west): wooden, strong, free Monsters CR 7 (1) FLESH GOLEM Large Construct Hit Dice: 9d10+30 (79 hp) Initiative: –1 Speed: 30 ft. (6 squares) Armor Class: 18 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18 Base Attack/Grapple: +6/+15 Attack: Slam +10 melee (2d8+5) Full Attack: 2 slams +10 melee (2d8+5) Space/Reach: 10 ft./10 ft. Special Attacks: Berserk Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision Saves: Fort +3, Ref +2, Will +3 Abilities: Str 21, Dex 9, Con —, Int —, Wis 11, Cha 1 Skills: — Feats: — Environment: Any Organization: Solitary or gang (2–4) Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 10–18 HD (Large); 19–27 HD (Huge) Level Adjustment: — A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. No natural animal willingly tracks a flesh golem. The golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. It stands 8 feet tall and weighs almost 500 pounds. A flesh golem golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body. Combat Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%. Immunity to Magic (Ex): A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw. A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem golem gets no saving throw against attacks that deal electricity damage. Construction The pieces of a flesh golem must come from normal human corpses that have not decayed significantly. Assembly requires a minimum of six different bodies—one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required. Note that creating a flesh golem requires casting a spell with the evil descriptor. Assembling the body requires a DC 13 Craft (leatherworking) check or a DC 13 Heal check. CL 8th; Craft Construct, animate dead, bull’s strength, geas/quest, limited wish, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP. Treasure 320 platinum coins (3200 gp) a 6-sided die, 1" cube, of beaten gold stamped with holes for the pips (60 gp) a book with steel-edged, beaten-gold covers, embossed and painted in fine, intricate repeating pattern borders, having as a central scene a warrior with a long sword battling a dragon, which he is grasping by the throat (200 gp) jeweled gold crown (2000 gp) wand of Melf's acid arrow (46 charges) (4500 gp) Room SFSPOTTED: XP=1400 Door (south, 1 from west): (concealed) false wall, free Monsters CR 6 (4) Animated Object, Large Large Construct 4d10+30 (52 hp) Hit Dice: +0 Initiative: 20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels Speed: 14 (–1 size, +5 natural), touch 9, flat-footed 14 Armor Class: Base Attack/Grapple: +3/+10 Slam +5 melee (1d8+4) Attack: Slam +5 melee (1d8+4) Full Attack: 10 ft./5 ft. (long) Space/Reach: 10 ft./10 ft. (tall) See text Special Attacks: Construct traits, darkvision 60 ft., low-light vision; also see text Special Qualities: Saves: Fort +1, Ref +1, Will –4 Abilities: Str 16, Dex 10, Con —, Int —, Wis 1, Cha 1 Skills: — Feats: — Environment: Any Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: — Animated objects come in all sizes, shapes, and colors. They owe their existence as creatures to spells such as animate objects or similar supernatural abilities. COMBAT Animated objects fight only as directed by the animator. They follow orders without question and to the best of their abilities. Since they do not need to breathe and never tire, they can be extremely capable minions. An animated object can have one or more of the following special abilities, depending on its form. Blind (Ex): A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent’s head, causing that creature to be blinded until removed. Constrict (Ex): A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself. An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it. Hardness (Ex): An animated object has the same hardness it had before it was animated. Improved Speed (Ex): The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along. Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed. Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed. Trample (Ex): An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object’s slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object’s HD + object’s Str modifier) to halve the damage. Treasure 250 gold coins (250 gp) gemstone - alexandrite (700 gp) gemstone - obsidian (10 gp) Room SFENTRANCE: NOTHING TOPFLOORLAB: XP=2100 FLESH GOLEM (1) CR 7 Large Construct Hit Dice: 9d10+30 (79 hp) Initiative: –1 Speed: 30 ft. (6 squares) Armor Class: 18 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18 Base Attack/Grapple: +6/+15 Attack: Slam +10 melee (2d8+5) Full Attack: 2 slams +10 melee (2d8+5) Space/Reach: 10 ft./10 ft. Special Attacks: Berserk Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision Saves: Fort +3, Ref +2, Will +3 Abilities: Str 21, Dex 9, Con —, Int —, Wis 11, Cha 1 Skills: — Feats: — Environment: Any Organization: Solitary or gang (2–4) Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 10–18 HD (Large); 19–27 HD (Huge) Level Adjustment: — A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. No natural animal willingly tracks a flesh golem. The golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. It stands 8 feet tall and weighs almost 500 pounds. A flesh golem golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body. Combat Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%. Immunity to Magic (Ex): A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw. A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem golem gets no saving throw against attacks that deal electricity damage. Construction The pieces of a flesh golem must come from normal human corpses that have not decayed significantly. Assembly requires a minimum of six different bodies—one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required. Note that creating a flesh golem requires casting a spell with the evil descriptor. Assembling the body requires a DC 13 Craft (leatherworking) check or a DC 13 Heal check. CL 8th; Craft Construct, animate dead, bull’s strength, geas/quest, limited wish, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.