House Of Stone Upper Floor Rooms

Tower A

Is Haunted by Tenebrius Norman. He Haunts the tower guarding the orb of Indulgence-Distract with sex/tempt with riches and the Orb of Love.

Room A1

Stairs - Up to the next level.
When anyone tries to step on a stair leading to the 2nd level a ball of lightning will form above the shoulders of the headless statues. The faces are twisted in a rictus that looks like a person being tortured by electricity. They will continue to bounce around from char to char for the duration
Chained Haunt of Ball Lightning- CR-11
Notice-16-20
Reset-1 Day
Caster Level 11, HP 45 (persistent),
Attacks-3
Save DC - 10+Spell level+2=16 -School evocation [air, electricity]
Duration 11 rounds
Saving Throw Reflex negates; Spell Resistance yes
You create 3 globes of lightning that fly towards the characters closest to the statues at the time the effects manifests. These globes fly at a rate of 20 feet per round and have perfect maneuverability. Wind does not affect a flying sphere's course.
If a globe enters a space with a creature, it stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates the damage. Creatures wearing metal armor take a –4 penalty on this saving throw.
Each globe moves toward a different character each round These globes have no mass and cannot push aside unwilling creatures or move solid objects. A ball lightning globe winks out if it takes 15 HP of damage from any physical weapon. It is immune to spells.
Central sarcophagus - This a much larger than man sized  tomb. It is made of unadorned marble covered with a lordly looking red satin cloth fringed with round balls of silver velvet. On top of this cloth are the remains of a fine dinner for one. There is a gold wine caraf, and crystal wine glass, a gold plate on a mother of pearl charger. The flatware is gold. The remains of food is still clinging to them.
The items may be removed from the sarcophagus revealing the chiseled text "Nickadeemus Norman - All for Love" and the stone cover can be removed. Inside is a corpse curled up in the fetal position. The underside of the stone cover is streaked with marks from the fingers and feet of Nick condemned  to death inside it.
Pillars each of these is made of the same white stone as the house. An eye of the house will appear and begin looking around if the party stays in this room for more than 10 minutes.
3 Statues stand in the corners of this room. They have the bodies of normal formaly dressed men, but they are all headless. It looks like the heads have been knocked of intentionally.
Tapestries - They are all the same. Purple Velvet cloth hemmed with cloth of gold along the borders.

Room A2

The chandelier from the center of this room colors the entire area with it's purple light. When anyone steps on the stairway going up, the light in the chandelier flashes down to the floor to each of the 6 points of the star pattern on the floor. These then begin to sparkle.
Chained Haunt - Wandering Star Motes - CR11
Notice-16-20
Reset-1 Day
Caster Level 11, HP 45 (persistent),
Attacks-3
Save DC - 10+Spell level+2=16 -School evocation [air, electricity] School illusion (pattern) [light, mind-affecting]; Level bard 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M (a sprinkle of flash powder)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature and special; see text
Duration 11 rounds and then the effect is gone. Only a dispel magic will remove the effect before then
Saving Throw Will negates; see text; Spell Resistance yes
You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will save. If the target fails its save, it is dazed for 1 round and must make another save on its next turn or be dazed again for 1 round. The target must continue making Will saves each round. While the target is dazed, his attention is rivited to a voice saying "if you pass up the stairs, you will die a hideous death..." over and over again. If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be dazed. Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet. A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends.
The oddly shaped columns in this room are the white house stone, but it has grey veins running through it. The red squares in the corners are  4'x4'x4' cages painted crimson. Each of them has a skeleton chained inside. They are otherwise empty.
The 4 statues are all women. Each of them is beautiful in a different way as each is the feminine idealization of the seasons of the year. Each has a lustful expression on her face and is in a provocative stance (pelvis extended, bent over, legs spread wide, holding her quim).

Room A3

The chained haunt in this room was instructed to keep folks out of the rooms above by blocking the stairs up. The forceful hand seems to grow out of the protruding red globe in the center of the N. Wall. The strong magic from the Orb of Indulgence in room A5 can be felt by any magic user who has a moment to stop and feel the aura.
The hand wil appera when the haunt perceves that any character has approached withing 20' of the top of the stairs.

Chained Haunt - Bigbys Forceful Hand - CR13
School evocation [force]; Level sorcerer/wizard 6
Notice-17-20
Reset-1 Day
Caster Level 14, HP 52 (persistent),
Attacks-1
Save DC - 10+Spell level+2=16 -School evocation [air, electricity] School illusion (pattern) [light, mind-affecting]; Level bard 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, F (a soft glove)
Range medium (240')
Effect 10-ft. hand
Duration 14 rounds
HP 67
Saving Throw none; Spell Resistance yes
Forceful hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The forceful hand gets one bull rush attack per round. Its CMB for bull rush is 21. This attack does not provoke an attack of opportunity. It will always try to force the person in the lead up the stairs back down again.
An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and is AC 20 (–1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.
The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys it.
Directing the spell to a new target is a move action. Forceful hand prevents the opponent from moving closer to you without first succeeding on a bull rush attack, moving both the forceful hand and the target closer to you. The forceful hand can instead be directed to interpose itself, as interposing hand does.

Room A4

Witchfire Coven - 3 Witchfires and one Green Hag
Green Witch 1 - HP 124      Witch 2 - HP 109       Witch 3 - HP 154
Green Hag 4 - HP 66
Witchfire CR 9
XP 6,400
CE Medium undead (incorporeal)
Init +10; Senses darkvision 60 ft.; Perception +16
Defense
AC 24, touch 24, flat-footed 17 (+7 deflection, +6 Dex, +1 dodge)
hp 115 (10d8+70)
Fort +10, Ref +11, Will +10
Defensive Abilities incorporeal, witchflame, Immune fire, undead traits
Offense
Speed fly 50 ft. (perfect)
Melee incorporeal touch +13 (8d6 fire plus witchflame)
Ranged witchflame bolt +13 (8d6 fire plus witchflame)
Spell-Like Abilities (CL 9th; concentration +16)
At will—dancing lights, disguise self, ghost sound (DC 17), invisibility, pyrotechnics (DC 19), ray of enfeeblement (DC 18)
1/day—summon (level 4, 2 will-o'-wisps 50%)
Statistics
Str —, Dex 22, Con —, Int 17, Wis 16, Cha 25
Base Atk +7; CMB +13; CMD 31
Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Skills Bluff +17, Fly +14, Intimidate +20, Knowledge (any two) +13, Perception +16, Sense Motive +16, Stealth +19
Languages Auran, Common, Giant
SQ sound mimicry (animal noises)
Ecology
Environment any swamps or woodlands
Organization solitary or coven (3 witchfires and hags—see below)
Treasure standard
Special Abilities
Witchflame (Su) Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a DC 22 Will save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. This effect persists for 10 minutes. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell—the effective caster level of the witchflame is equal to the witchfire's HD (CL 10th for most witchfires). Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a DC 22 Will save or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature. A bolt of witchflame has a range of 60 feet with no range increment. The save DCs are Charisma-based.
The women were obviously female Normans in life, although the grotesque undead energy that births them makes them appear young and attractive and wreathes their insubstantial bodies in a powerful aura of sickly green flame, a ghostly fire referred to as "witchflame" in local legends.
Witchfire Covens
This is a hag coven that includes a witchfire. It gains the following additional coven spell-like abilities: 3/day—blight, create undead, fire storm (DC 21), nightmare (DC 18), waves of exhaustion (DC 20). All abilities function at CL 9th, and save DCs are based on a Charisma score of 16. The use of these abilities functions identically to other coven abilities. Such covens must have at least one living hag, as covens of three witchfires gain no coven-related abilities.

Green Hag CR 5
XP 1,600
CE Medium monstrous humanoid
Init +1; Senses darkvision 90 ft.; Perception +15
Defense
AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
hp 58 (9d10+9)
Fort +6, Ref +7, Will +7
SR 16
Offense
Speed 30 ft., swim 30 ft.
Melee 2 claws +13 (1d4+4 plus weakness)
Spell-Like Abilities (CL 9th)
Constant—pass without trace, tongues, water breathing
At will—alter self, dancing lights, ghost sound (DC 12), invisibility, pyrotechnics (DC 14), tree shape, whispering wind
Statistics
Str 19, Dex 12, Con 12, Int 15, Wis 13, Cha 14
Base Atk +9; CMB +13; CMD 24
Feats Alertness, Blind-Fight, Combat Casting, Deceitful, Great Fortitude
Skills Bluff +13, Disguise +13, Knowledge (arcana) +11, Perception +15, Sense Motive +9, Stealth +13, Swim +18
Languages Aklo, Common, Giant
SQ mimicry
Ecology
Environment temperate marshes
Organization solitary or coven (3 hags of any kind)
Treasure standard
Special Abilities
Weakness (Su) A green hag's claws sap strength from those she strikes. Each time a green hag hits a foe with her claw attack, the victim takes 2 points of Strength damage unless he resists the weakness with a DC 16 Fortitude save. Alternatively, a green hag can attempt to inflict even greater weakness on a foe by making a touch attack—this variant requires a standard action, and cannot be attempted in the same round the hag makes claw attacks. The opponent touched must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.
Mimicry (Ex) she uses disguise self to assume the forms of a living but bound alluring young maiden.
This green hag stands 5'6" tall and weighs just under 140 pounds.

Room A5

Orb of Indulgence is on a pedestal in the center of the room.
This is a glass orb about 4" around and looking much like a snow globe. It has a stand on the bottom that looks like ivory but is really polished and carve human bone. There is an perfect 3d image inside the globe that initially looks like a nude beautiful woman lying on a couch being fanned by two men who's leering faces indicate what the would prefer to be doing. Golden flacks seem to float around the figures slowly.

  1. The seduction. A nude beautiful woman stretches luxuriously while lying on her back on a fur covered couch being fanned by two men who's leering faces indicate what the would prefer to be doing. Golden flacks seem to float around the figures slowly.  Once per hour, roll 1d6; when a 1 is rolled the cursed character feels a strong urge to rest. If they don't rest, the cursed one takes a -1 to Con. The effect is removed when the person sleeps for at least 4 hours. If this is not satisfied, the -1 will happen every hour. She is Denana Normad.
  2. The Harem. A man lounges on satin pillows surrounded by beautiful silk billows of brightly colored fabric. Around him are 3 women dressed only in elaborate jewelry . One is feeding the man grapes, one is sitting on his crotch and the other is kissing his toes. Tiny rubys are floating around them. Once per hour, roll 1d6; when a 1 is rolled the cursed character feels a strong urge for sex and will do anything to satisfy the itch. Masturbation works. If this is not satisfied, the -1 will happen every hour. Lassan Normad.
  3. The Drink. A drunken man sits at a table covered with gold plates and jewel covered goblets. The goblets are on their sides and the place are pushed away. Empty bottles, gnawed bones and bits of food in front of him of all tell of a mighty feast. The man is reaching for a quart sized  trophy cup filled with dark red wine. Once per hour, roll 1d6; when a 1 is rolled the cursed character craves alcohol in large quantities. They must drink until a ability score is reduced by 1. Determine which with a d3 roll for 1-Wisdom, 2-Intellegence, 3-Dexterity. If this is not satisfied, the -1 will happen every hour. Dinkem Norman
  4. The Drug. An androgynous, dreamy visaged person in toga like robes is sitting in a gazebo  on top of a grassy hill gazing down into a beautiful garden the size of a castle. The person looks to be inhaling smoke emitting from the mouth of an elaborately carved figurine of a chromatic dragon that is carved from a rainbow diamond about 4" in diameter. Inside the dragon is a small piece of charcoal with something sprinkled over it. The smoke coming from the pipe wraps around the head of the smoker and assumes the shapes of creatures of delight found only in ones fondest dreams. Tiny cherubs of azure blue float about the scene. A cursed person desires a drug; any drug (not alcohol. If not taken the cursed one will become confused as the spell for a hour. If this is not satisfied, the -1 will happen every hour. Husker Norman.
When the globe is moved, the scene will change to one of the statues in this room. (1d4)
Who ever touches it craves what ever vice is pictured. Every hour, roll 1d6 secretly to see if the cursed one begins craving whatever was in the globe when it was touched. If a 1 is rolled, the person must satisfy the craving. This will stop when a -6 to any score is indicated. Indulging the craving removes the minus points but does not remove the curse.

The orb is guarded by a skeletal horror hanging from a scaffold just to the side of the stairs up. It is a Gallowdead and will free itself by convulsively jerking itself off of the scaffold and attack anyone attempting to enter the room. It will not follow the party downstairs.
Gallowdead
This skeletal horror staggers under the weight of the massive hook and chain impaling the bones of its midsection.
Gallowdead CR 16
XP 76,800
CE Medium undead
Init +8; Senses darkvision 60 ft.; Perception +3
Aura whispers (30 ft., DC 27)
Defense
AC 31, touch 15, flat-footed 26 (+4 Dex, +1 dodge, +16 natural)
hp 228 (24d8+120)
Fort +13, Ref +12, Will +17
Defensive Abilities channel resistance +6; DR 10/bludgeoning; Immune cold, undead traits
Offense
Speed 30 ft.
Melee spiked chain +26/+21/+16/+11 (2d4+10/19–20 plus chains of the dead) or
2 claws +25 (2d8+7)
Special Attack chains of the dead
Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain)
Statistics
Str 24, Dex 19, Con —, Int 11, Wis 16, Cha 21
Base Atk +18; CMB +25; CMD 40
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Dodge, Improved Critical (spiked chain), Improved Initiative, Improved Vital Strike, Lunge, Power Attack, Step Up, Vital Strike, Weapon Focus (spiked chain)
Skills Climb +34, Escape Artist +28, Intimidate +32, Swim +31
Languages Common
Ecology
Environment any
Organization solitary, pair, or plague (3–18)
Treasure standard
Special Abilities
Aura of Whispers (Su) A gallowdead constantly whispers vile secrets and blasphemous chants. Any creature within 30 feet of a gallowdead must succeed at a DC 27 Will save or be shaken for 1d4 rounds. Already shaken creatures that fail this saving throw become nauseated by the secrets revealed. Each round, an affected creature can make a new Will save to recover from the effect—once a creature recovers from a gallowdead's whispers, it is immune to this ability for 24 hours. Each overlapping whisper aura from additional gallowdead increases the save DC by 2. This is a language-based sonic effect. The save DC is Charisma-based.
Chains of the Dead (Su) When a gallowdead uses its spiked chain, the first attack that hits a foe during the gallowdead's turn deals an extra 12d6 points of negative energy damage (Will DC 27 half). This has no effect on undead creatures. In addition, the gallowdead can make a free combat maneuver check against its target with a +4 racial bonus. If the check succeeds, the target becomes grappled, but the gallowdead doesn't gain the grappled condition. The gallowdead can make a free combat maneuver check each round to maintain its grip on the victim, but can't take any special grapple actions against the victim except the move special action. When grappling a victim in this way, the gallowdead can't attack with its spiked chain. The save DC is Charisma-based.

Room A6

When the door is opened, snow begins flowing out of the room from the snowstorm effect of the creatures inside. This rooms is protected by 3 beautiful, ghostly women.
Blue 1 HP 115     Blue 2 HP 109     Blue 3 HP 121

Yuki-Onna CR 8
XP 4,800
LE Medium undead (cold, incorporeal)
Init +8; Senses darkvision 60 ft.; Perception +17
Aura snowstorm (200 ft.)
Defense
AC 21, touch 21, flat-footed 16 (+6 deflection, +4 Dex, +1 dodge)
hp 94 (9d8+54)
Fort +9, Ref +7, Will +11
Defensive Abilities incorporeal; Immune cold, undead traits
Weaknesses vulnerable to fire, snow dependency
Offense
Speed fly 30 ft. (perfect)
Melee 2 touches +10 (4d6 cold plus chilling touch)
Special Attacks chilling touch, fascinating gaze
Spell-Like Abilities (CL 10th; concentration +16)
Constant—blur
3/day—cone of cold (DC 21), eyebite (comatose and panicked only, DC 22), ice storm
Statistics
Str —, Dex 18, Con —, Int 17, Wis 21, Cha 22
Base Atk +6; CMB +10; CMD 27
Feats Combat Casting, Dodge, Improved Initiative, Mobility, Spring Attack
Skills Bluff +15, Fly +12, Intimidate +18, Perception +17, Sense Motive +17,Spellcraft +15, Stealth +16, Survival +14
Languages Common
Ecology
Environment any cold
Organization solitary
Treasure standard
Special Abilities
Chilling Touch (Su) A yuki-onna's touch causes 4d6 cold damage. Whenever a creature takes cold damage in this manner, it must make a DC 20 Fortitude save to avoid being staggered by the supernatural cold for 1 round. This duration stacks. The save DC is Charisma-based.
Fascinating Gaze (Su) Fascinated for 1d4 rounds, 30 feet, Will DC 20 negates. The save DC is Charisma-based.
Snow Dependency (Ex) A yuki-onna is staggered if she is ever in an area without snow while her snowstorm aura is suppressed or otherwise not functioning.
Snowstorm (Su) A yuki-onna is surrounded by whirling blasts of snow, even in areas that wouldn't allow for such weather, that comprise a 200-foot-radius spread. Within this area, the snowfall and wind gusts cause a –4 penalty on Perception checks and ranged attacks. The wind itself blows in a clockwise rotation around the yuki-onna, and functions as severe wind (Core Rulebook 439). A yuki-onna is unaffected by snowstorms or blizzards of any kind. Any effect that causes these winds to drop below severe (such as control weather or control winds) cancels the snowstorm effect entirely.
A yuki-onna is the restless spirit of a woman who froze to death in the snow and was never given a proper burial.
When a yuki-onna is destroyed, her body melts as though ice, leaving only a small pool of water in its stead. A yuki-onna is 5-1/2 feet tall.
They will gladly attack anyone entering to seek their own peace and prevent anyone from possessing the Orb of Indulgence.


Room A7

The only thing in this room is 3 green skinned womens dead bodies. Each has a matching diamond ring worth 2K gp.

Room A8

Allip - AC 14     Init +5=
Red Hit points
1=27 2=26 3=35 4=30 5=19
Green Hit points =37 =27 =39 =29 =33

This room has been made just like the other room (A7)guarding the Orb.


Room A9

Something is wildly wrong in this room. From outside you head a mindless muttering that isn't any known language spoken from dozens of mouths.  It is like the house has gone crazy. There are all kinds of appendages waving around in this room. None of them are doing anything but moving around spastically and randomly. There are arms and legs and waving about on the floor. The ceiling is covered with 24 eyes all moving in different directions and 9 ass holes that open and close in the most disgusting way. The walls are full of arms, legs, noses, and lips on the walls. The lips are murmuring nonsense sylables.
There are the remains of the furnicture of this room (a small table, corner cabinets and a low table), but they have all been knocked down and smashed by the wild arms and legs flailing around.
As long as none of these appendages are damaged, they will take no notice of those passing through to the spiral stairs in the center of the room. If anyone damages any of the house parts in this room, they will all attack!
Arm - Its not really an arm at all, just a stone psudopod. - Slam: BAB 8, AC 16,  Touch: 10 HD (2d12+2) 15 HP, Dam: 2d6+2  only one per 5' area can appear any 1 round
Leg - Slam: BAB 8, AC 16,  Touch: 10 HD (2d12+4) 17 HP, 2d8+2   only one per 5' area can appear any 1 round
Lips - These grow on the floor suddenly and will attempt to grab a character and hold them so they can be hit by another appendage. BAB 4, AC 12, Touch 10, HD (2d8+2) HP 10, Damage: 1d4, 1 per 10' of floor will form. CMB 20 CMD 20. The mouth will try to grab a character:--- attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature.
Asshole - These grow on the ceiling. A spicture will form and a Wax Rock stone shard will be "spit" at someone. This is as an arrow. BAB 6, AC 12, Touch 10, HD (2d6+2), HP 8 Damage: 1d8. It shits stone spikes! I love it!
It may be that the characters in the HOS are killing off the appendages. In that event the house will try to kill everyone at one time. A crack in the floor begins where each character is standing and then begins joining the small cracks into one giant one. The crack in the ground opens fully in 2 rounds forming itself into a 6' deep V shaped opening in the floor that slams shut after 30s second. Any character trapped in the pit takes 5d12 crushing damage.

Room A10

Nickadeemus Norman is the Guardian of the Orb of Love. He will appear the instant anyone steps onto the floor of this room from the stairs. He looks like a crazy old man with arthritus twisted hands and knees. His face is ravaged with age and his mouth moves with anger but is silent. Until then the room looks empty unless his spirit can be seen.
Chained Haunt of Prysmatic Spray - CR-11
Notice-18-20
Reset-1 Day
Caster Level 17, HP 66 (persistent),
Attacks-1
Save DC - 10+7+2=19 -School evocation [air, electricity]
Prismatic Spray
School evocation; Level sorcerer/wizard 7
Casting Time 1 standard action
Range 60 ft.
Area cone-shaped burst
Saving Throw see text; Spell Resistance yes
This spell causes seven shimmering, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.
1d8 Color of Beam
1 Red 20 points fire damage (Reflex half)
2 Orange 40 points acid damage (Reflex half)
3 Yellow 80 points electricity damage (Reflex half)
4 Green Poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*
5 Blue Flesh to stone (Fortitude negates)
6 Indigo Insane, as insanity spell (Will negates)
7 Violet Sent to another plane (Will negates)
8 Struck by two rays Roll twice more, ignoring any “8” results
* See poisons


Room A11

Contains the Orb of Love Guarded by the Nightwalker
The ceiling in this top room is 25' high. The stairs end at the floor so a person has to kneel and scoot forward until standing up.
There is a identical globe of glass on each of the 6 pedestals in each corner of this 6 sided room. On the N. one is the Orb of Love. It contains a fist sized ruby carved in the shape of a heart. Each of the other orbs also contain an item within the glass. Lifting any of the orbs except the Orb of Love will set off the explosive trap in the pedestal. Locate DC 18  Disarm DC 25  If tripped it will do 6d12 damage to all within the room and an addition 2d12 to those in 10'.
It stands on a crystal pedestal 5' high.
A poem is inscribed under the globe with the heart. Read this poem and hand it to them when done.
From Lisim for his Beatrice as he displays his heart before her

We lay down in the graveyard, hinged there.
Emerald moss growing thickly in the chiseled letters.
You’re explaining how trees actually breathe.
Green in the names and trees went up to join gray in the sky.
Then the gray-green sky came down in breaths to my lips and sipped me.
And I Swooned into darkness again

Nightwalker
This towering, night-black giant has demonic features, including a huge pair of ram-like horns. Its arms end in massive blades.
Nightwalker CR 16
XP 76,800
CE Huge undead (extraplanar, nightshade)
Init +2; Senses darksense, darkvision 60 ft., detect magic, low-light vision; Perception +29
Aura desecrating aura (30 ft.)
Defense
AC 31, touch 10, flat-footed 29 (+2 Dex, +21 natural, –2 size)
hp 241 (21d8+147)
Fort +14, Ref +11, Will +19
DR 15/good and silver; Immune cold, undead traits; SR 27
Weaknesses light aversion
Offense
Speed 40 ft.
Melee 2 claws +28 (3d6+15/19–20 plus 4d6 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks channel energy (8d6, DC 29, 8/day), fear gaze, swift sundering
Spell-Like Abilities (CL 16th; concentration +21)
Constant—air walk, detect magic, magic fang
At will—contagion (DC 19), deeper darkness, greater dispel magic, unholy blight (DC 19)
3/day—confusion (DC 19), haste, hold monster (DC 20), invisibility, quickened unholy blight (DC 19)
1/day—cone of cold (DC 20), finger of death (DC 22), plane shift (DC 22), summon (level 7, 4 greater shadows)
Statistics
Str 35, Dex 14, Con —, Int 20, Wis 21, Cha 21
Base Atk +15; CMB +29; CMD 41
Feats Combat Expertise, Command Undead, Greater Sunder, Greater Vital Strike, Improved Critical (claws), Improved Disarm, Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (unholy blight), Vital Strike
Skills Intimidate +29, Knowledge (arcana) +29, Knowledge (planes) +26, Knowledge (religion) +29, Perception +29, Sense Motive +29, Spellcraft +29, Stealth +18 (+26 in darkness), Swim +33; Racial Modifiers +8 Stealth in dim light and darkness
Languages Abyssal, Common, Infernal; telepathy 100 ft.
Ecology
Environment any (Negative Energy Plane)
Organization solitary, pair, or gang (3–4)
Treasure standard
Special Abilities
Fear Gaze (Su) Cower in fear for 1 round, 30 feet, Will DC 25 negates. This is a mind-affecting fear effect. The save DC is Charisma-based.
Swift Sundering (Su) A nightwalker can make a sunder attempt as a swift action with one of its claws.
This creature looks like a cross between a devil and its shadow. It looks insubstancial but still reflects glints of light from what looks like coal black armor. It's face is a cruel twisting of the features folks have come to recognize in the Norman family. It has head hair like the hairs of a flys leg in a windows peak. Its face looks elongated and its chin comes to a sharp point. Two black horns curve back from the side of its head and curve around to come out about 1' from under its arms. It is  20 feet tall and weighs 5,000 pounds.

You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, you deal damage to the item normally. Damage that exceeds the object's Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition (see Conditions). If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.


B Tower

Room B1

This room is entirely intact. Although things are dusty, they have not been destroyed or even moved. Any character (like a Paladin) who is particularly sensitive to evil or good will immediately sense emanations of Goodness coming from the room. Directly behind the door inside the room is a Magic Circle Against Evil. It has protected this room from the undead or other evil entering. As well, there is a Permanent Protection from Evil cast on all the large items in the room.
The only outstanding thing the party will see first is writing painted in a fine feminine hand in common tongue on the W. Wall that says "In the Dominion of Orbs, when song becomes silence and the Seal of Omens fails, the Wand of Miracles shall be restored"

If a good person enters the room, motes of light begin to come together very slowly as if this act is requiring an enormous amount of effort. The motes seem to move like feathers blown on the wind where puffs of air moves them toward the center of the space where there is an open space. This process will take more than a minute. It is not menacing; it is beautiful. This gives the party time to do things, but they will be powerless to stop the progression.
The figure that is formed of the sparks is made of brilliant white light in the form of a slender woman with long hair combed back over the head revealing a pronounced high forehead and widows peak. She is dressed in a white wedding dress.  She smiles and it is the Smile of the Beyond. Ask the party if they smile back. Those that do feel a great goodness and satisfaction.

If this is the first time the party has encountered her she will perform the following pantomime:
She stands still for a moment and appears to sob then brushes invisible tears from her face.
 She tosses her hair and her body shakes as if to shake off the sadness.
Once again she passes her hands in front of the writing on the wall this time indicating "song becomes silence and the Seal of Omens". 
Then using her hands indicates a flat horizontal surface (the alter in front of the Seal of Omens).
She holds up a finger then places an object on that horizontal surface 8 times.
She turns to the writing again and passes her hand across the "Wand of Miracles shall be restored".
She turns around once then mimics great surprise.
She leans forward and mimes picking up something long and thin in both hands.
She cradles it in her left arm and points down with her right in time with a stepping motion as if going down stairs.
She takes the imaginary wand from her left hand and holds it in her right passing it from side to side until she stops and begins making a pointing motion.
She then holds her hands as if in prayer raises her eyes up and begins to slowly come apart into the tiny motes of light that she was before.
Once they again fill the area over the chest they begin one by one to flare deep blue and disappear.

If the party has encounted her they will not see that part of her mime again. However anyone entering the room who has not yet seen the Orbs in room B16 will see following mime:
The shade of Beatrice holds up 3 finger on her right hand and 4 fingers on her left hand. Then the walks to the door in the S and mimes opening it. She then spins 90deg. to the right and mimes walking. Then another 90deg turn to the right and she mimes climbing stairs. She then turns to the right 90deg again and walks forward. She opens another door and walks. She mimes touching the Top right (she floats to the ceiling), then lower left the lower right then top left (floating up again) of a 10' spot on the E. wall.

In the bookcase they will find this letter written in a shakey but legable hand in green ink. (Print this out for the players).

"To Beatrice
I am so happy! At last I have someone who may understand me to write about what I feel without fear! You asked me what I thought about my new surroundings as a new commer so I am sending them to you.

Nestled into a hollow, the hard winds blow over the village leaving it calm in the midst of even violent weather. Although the rain is plentiful, it is good for the crops and has carved itself several rivulets that flow merrily into a large pond at north end of town. Several of the families have taken up aquaculture and are breeding several varieties of fish there. Some areas are designated "swimming holes" and are reserved for recreation. The area of the hollow not occupied is cultivated with nut and fruit trees. The trees that have failed are turned into a fragrant firewood that hugs the hollow like a cloud of incense. Some families have taken to breeding a semi-flightless bird called butterhens. They happily feed on small pellets of food made from a combination of ground nuts, leaves and fish meal that their keepers scatter through the orchards. The trees get the benefit of their guano and the village enjoys the delicate flavor of the birds. The birds understand that they are protected from predators (other than the villagers) inside the hollow and seldom venture onto the flat land above. Many of the homes there were built hundreds of years ago. These homes were made from the mine rock and require no real maintenance. However, the rock is a poor insulator compared to lumber and tend to be very drafty. The wooden homes are deemed more comfortable and casual but are still prized as ancestral heirlooms. These are owned by the more influential families.

Above the hollow is tillable, fertile land that is good for farming almost any crop. Many families live in the hollow but walk up the hill to the flat land to their family land plots. The crops are varied, but are mostly barely enhanced varieties of plants that are native to the area. The folk living in the hollow are jealous of their good fortune and seek to keep their place hidden as much as practical. For this reason the crops are not laid out in square patches that tend to be intermixed into maze like patterns that look like random variations from above. This is really strange but has a beautiful effect to the lands the crops cover.

I am not going to try to derscribe this horrible house that will never be my home. I can only stand it when I think of you.
With love - Nameo
"
Beatrice used to live in B1. Among the items there will be found the following poem: (Print it out and hand it to the players)
"To Nameo Normad in Everlasting Love from Beatrice Norman"

Room B2

The well in this room glows brightly blue. The water itself is glowing with a varient light spell (Lvl 4) with a permanence cast on the basin. There is nothing in the well.
 A Blue Water Naga is a guard of this place and will try to deter any strangers from going into the 2nd floor. She will attack weaker parties that try to get past her, but will let stronger parties off with a warning.
The pictures to the N. and S. on the east wall have been slashed and burnt to be unrecognizable.

Water Naga CR 7
XP 3,200
N Large aberration (aquatic)
Init +6; Senses darkvision 60 ft.; Perception +17
Defense
AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 76 (8d8+40)
Fort +7, Ref +10, Will +9
Offense
Speed 30 ft., swim 50 ft.
Melee bite +10 (2d6+5 plus poison), tail slap +5 (1d8+2)
Space 10 ft.; Reach 5 ft.
Spells Known (CL 7th; concentration +11)
3rd (5/day)—protection from energy, suggestion (DC 17)
2nd (7/day)—acid arrow, invisibility, mirror image
1st (7/day)—expeditious retreat, magic missile, obscuring mist, shield, true strike
0 (at will)—acid splash, daze (DC 14), detect magic, light, mage hand, open/close, read magic
Statistics
Str 20, Dex 23, Con 20, Int 11, Wis 17, Cha 18
Base Atk +6; CMB +12; CMD 28 (can't be tripped)
Feats Combat Casting, Eschew MaterialsB, Lightning Reflexes, Skill Focus (Perception), Skill Focus (Stealth)
Skills Bluff +8, Knowledge (local) +4, Perception +17, Spellcraft +11, Stealth +16, Swim +13
Languages Aquan, Common
SQ amphibious
Ecology
Environment temperate water
Organization solitary, pair, or nest (3–4)
Treasure standard
Special Abilities

Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 saves.

Spells A water naga casts spells as a 7th-level sorcerer.

With mottled scales of blue and green, water nagas' serpentine beauty belies their deadliness. Although doubtlessly intelligent, these nagas have more in common with normal snakes than most of their kind, preferring to be left to their own devices and lashing out at any creatures that would disturb them. A typical water naga measures 10 feet long and weighs 250 pounds.

Where many nagas claim particular lairs as their homes, water nagas typically have a number of retreats, migrating from one to the next with the changing of the seasons. These nagas keep elaborate summer and winter lairs, with several favored shelters positioned between these so they can make a circuit of familiar rivers and coasts throughout the year. Fiercely territorial when it comes to their lairs, water nagas typically attack any that intrude upon their sanctuaries, only bothering to question interlopers once such creatures have been weakened by poison, if at all.

As their yearly treks make many water nagas especially well traveled, those who live near the serpents' lairs— usually lizardfolk, fey, and human tribes—often court the snake creatures' good graces with offerings of rich local delicacies, hoping to learn of nearby lands and pass on their own stories to distant neighbors. Enjoying flattery, exciting tales, and the adoration of those they see as lesser creatures, most water nagas take pride in their roles as travelers. However, while rarely malicious, they quickly grow bored of repetitive, mundane anecdotes and often embellish the stories they've heard with their own fictions—caring little for the repercussions such misleading tales might cause for their listeners. The congeniality of some water nagas does not extend to the entire race, and many unwary souls, even those with only the best intentions, face these serpentine creatures' deadly bite.

Room B3

3 Bloody Bones are locked in this room.
The door to B1 is locked, but this is hidden The only sign that this is locked is a tiny keyhole in the wall to the right of the door. This lock is DC 24 to open. THey may wish they didn't open it!
The floor of this room is red with fresh blood. It is a slippery surface (acrobatics -5). When the door is opened there are 2 of the bloodybones sitting on the sofa by the fire and one is on the bed.

XP 4,800
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +16
Aura nauseating aura (20 ft., DC 19)
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 91 (14d8+28)
Fort +8, Ref +8, Will +10
Defensive Abilities channel resistance +2; DR 10/magic or silver; Immune cold, undead traits
Speed 30 ft.
Melee 2 slams +15 (1d8+4) or entrails lash +14 (1d4+4 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with entrails lash)
Special Attacks strangulation, vomit gore
Str 19, Dex 14, Con —, Int 12, Wis 12, Cha 14
Base Atk +10; CMB +14 (+18 grapple); CMD 26
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Improved Natural Attack (slam), Lightning Reflexes, Power Attack, Weapon Focus (slam) Skills Acrobatics +13, Climb +18, Escape Artist +14, Intimidate +17, Perception +16, Stealth +17
Languages Common, Infernal
Environment any land
Organization solitary or gang (2–4)
Treasure standard
Nauseating Aura (Su) A rawbones emanates a sickening aura that reeks of death in a 20-foot radius. Any creature that comes within that area must succeed on DC 19 Fortitude save or become nauseated for as long as they remain within the area a 1 minute after leaving the area. A creature that makes a successful save is immune to the nauseating aura of that rawbones for one day. The save DC is Charisma-based.

Strangulation (Ex) When a rawbones hits an opponent of up to one size larger with its entrails lash, it can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it succeeds on its grapple check, it establishes a hold and deals 1d4 points of strangulation damage per round in addition to normal damage to the grappled opponent each round that the hold is maintained.

Vomit Gore (Su) Three times per day, a rawbones can spit a blast of blood and gore in a 20-foot cone that deals 7d6 points of damage (DC 19 Reflex save for half). The save DC is Charisma-based.
A rawbones is an undead creature that comes into being when a tortured person rises from the grave. Rawbones are commonly found in ancient dungeons that hold old torture chambers and prison cells. Some are also found haunting the local cemeteries where a tortured person was laid to rest. While disgusting in appearance, there is something in the magic (or evil) of a rawbones that keeps it looking ‘fresher’ that most of its other undead kin. Like many undead, rawbones despise the living and seek to harm such creatures whenever they can. A rawbones is generally a solitary creature though it is possible more than one could be encountered together (e.g., an ancient dungeon where a mass torture/execution took place or a mass grave where tortured and broken bodies where laid to rest). A rawbones stands 6 to 6-1/2 feet tall and weighs roughly 140 pounds.
Its bones are stained red with fresh blood which seems to continually weep from the creature’s body. Bits of flesh and muscle fall away from it as it moves about and its entrails often drag the ground behind it or are wrapped around the creature’s forearms. A rawbones speaks Common and at least one other language. A rawbones attacks primarily with its powerful fists, but it has other weapons at its disposal. It can vomit forth a horrifying spray of blood and gore or use its entrails as a ranged weapon which it loops around an opponent’s neck in an attempt to strangle it. While battling its foes, it attempts to keep them within range of its nauseating aura. A rawbones’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
One of these pitiful souls was a high level mage. His possessions are sparse but valuable.
staff of necromancy (37 charges) (74,740 gp)
Spellbook:
0th -- all cantrips.
1st -- enlarge person; feather fall; identify; mage armor; magic missile; magic weapon; protection from chaos/evil/good/law
2nd -- alter self; bull's strength; hideous laughter; invisibility; rope trick; scorching ray
3rd -- deep slumber; dispel magic; fireball; fly; gentle repose; haste
4th -- charm monster; dimension door; globe of invulnerability, lesser; polymorph; summon monster IV; wall of ice
5th -- baleful polymorph; break enchantment; dominate person; teleport; transmute rock to mud; wall of force
6th -- contingency; dispel magic, greater; flesh to stone; true seeing

Room B4

There is funny smell that is strong and noticable as soon as the party enters the room. It  is an obscure opium laced inscense smell that will begin to affect the party in 4 rounds.
This room has not been plundered. Although there isn't anything outside of normal worthless personal items for a middle age man in here, there are 4 drawers in the bookcases.
Drawer 3 contains the following behind a poison lock   
large silver cloak pin, griffon design (919.5 gp) (Not yet found)   
oaken staff, shod with meteoric iron, and smoky quartz gems set in the head (1,410.9 gp)  

In the W. Shelf    silver chalice with eye agate gems (61.8 gp)   
Put in the shelf like a book is a small painting of Pan in a mythical Forest (530 gp) Says "Boya" on the back.   
In the second drawer are gauntlet of rust (11,500 gp) Thread pattern of a rust monster on wrist band of gauntlets.
Hidden behind rotting books is a Spell book with platinum book bindings, encrusted with alabaster and an amethyst locking clasp (DC 24 to unlock)(2,142.5 gp) and spell book of Ablasten the mage

1st
Cause Fear
Chill Touch
Grease
Ice Dagger
Ray of Enfeeblement
2nd
Command Undead
Blindness/Deafness
False Life
Spectral Hand
3rd level
Howling Agony
Catatonia
Ray of Exhaustion

Room B5

This room is guarded by 6 Silver statues that are standing motionless next to each of the doors. When anyone enters a voice says "This far and no further!". When any other door is opened the statues animate and attack. There is a faint line on the floor which is the activation zone of the voice effect - Ghost sound, permanency, contingency is part of this magic effect. When a door is opened, the statues on either side of the door will attack. Every other round after that the statues in closet proximity to the door that was opened will attack. DM Option - if this encounter looks to strong or wimpy, either make them all attack at once, or delay their activation

Silver Guardian

This silver statue appears  with its shining visage carved with exquisite detail into an eerie replica of a human face.

Silver Guardian CR 6

XP 1,400
N Medium construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 19, touch 9, flat-footed 19 (–1 Dex, +10 natural)
hp 44 (6d10+20)
Fort +2, Ref +1, Will +2
Defensive Abilities conductivity, heat shimmer; DR 5/adamantine; Immune construct traits, electricity, fire; SR 17

OFFENSE

Speed 20 ft.
Melee 2 slams +12 (1d8+4 plus 1d6 fire)
Special Attacks heat, molten destruction

STATISTICS

Str 18, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +8; CMB +12; CMD 21

SPECIAL ABILITIES

Conductivity (Ex)

A magical attack that deals electricity damage speeds up a silver guardian (as the haste spell) for 1d4 rounds. A silver guardian gets no saving throw against electricity effects.

Heat (Ex)

A silver guardian’s body generates intense heat, dealing 1d6 points of fire damage whenever it hits in melee, or in each round it grapples. Creatures attacking a silver guardian with unarmed strikes or natural weapons are also subject to the golden guardian’s heat.

Molten Destruction (Ex)

When reduced to 0 hit points, a silver superheats and instantly melts into a pile of molten silver. All creatures within a 10-foot-radius spread take 4d6 points of fire damage; a DC 14 Reflex save halves the damage. The save DC is Constitution-based. Once cooled, there is 0lbs of silver remaining.

Heat Shimmer (Ex)

The intense heat radiating from a golden guardian’s body creates a wavering shimmer in the air that makes the construct difficult to see clearly. This functions as a blur spell (CL 8th), except it cannot be dispelled.


Room B6

The room has a swarm of bats that have become trapped in this room. The window in the S is missing the glass and is just a hole in the stone of the house that has been partially healed over, but still allows wind, fog and confusion in addition to the swarm of bats.
There is a large mirror (normal!) in the middle of the W. wall.

Bat Swarm

Hundreds of high-pitched squeaks fill the air as a mass of small, carnivorous bats surges forth, all of them hungry for blood.
Bat Swarm CR 2
XP 600
N Diminutive animal (swarm)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +15
Defense
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 13 (3d8)
Fort +3, Ref +7, Will +3
Defensive Abilities swarm traits; Immune weapon damage
Offense
Speed 5 ft., fly 40 ft. (good)
Melee swarm (1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11), wounding
Statistics
Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4
Base Atk +2; CMB —; CMD
Feats Lightning Reflexes, Skill Focus (Perception)
Skills Fly +12, Perception +15; Racial Modifiers +4 Perception when using blindsense
SQ swarm traits
Ecology
Environment any temperate or tropical
Organization solitary, pair, flight (3–6 swarms), or colony (11–20 swarms)
Treasure none
Special Features
Wounding (Ex) Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Bat swarms dwell in large caves, ruins, or even city sewers—anywhere they can find darkness to hide in during the day and a supply of food to feast upon at night. They are only encountered outside in a group at dawn or dusk, or when they have been startled and forced to flee their lairs.

The room is intact, but looks like it's been looted. Everything is on the floor, the couch is overturned and ripped up. The bed is slashed and the corner shelf has been torn down. There are 2 dessicated bodies in the SE corner  They looked like they were embracing and kissing when they died. There is nothing of value here.

Room B7

Also been vandalized as room B6. The only interesting thing outside of the normal worthless connections of clothes and personal grooming items is a desicated body lying next to the bed face down. It is the body of a very old man who died of fright. His hands and arms are frozen in places as if holding the bedclothes over his nose and mouth.

Room B8

Secret door can be seen and opens on DC 24.
This Contract Devil was placed here to disguise the Treasure room beyond in Room B9. It is a distraction guardian.

Devil, Contract


With rust-colored skin and a jutting crown of ridge-like horns, this muscular devil is draped in lengthy contracts.
Contract Devil CR 10
XP 9,600
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +11; Senses darkvision 60 ft., see in darkness; Perception +26
Defense
AC 25, touch 18, flat-footed 17 (+7 Dex, +1 dodge, +7 natural)
hp 136 (13d10+65)
Fort +9, Ref +15, Will +16
DR 10/good; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10; SR 21
Offense
Speed 30 ft.
Melee binding contract (whip) +20/+15/+10 (1d4+7 plus bleed), gore +11 (2d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with binding contract)
Special Attacks binding contract, bleed (1d6), impale (2d8+4)
Spell-Like Abilities (CL 13th; concentration +19)
Constant—tongues
At will—bestow curse (DC 20), detect thoughts (DC 18), dimension door, erase, identify, major image (DC 19), produce flame, sending
3/day—arcane eye, break enchantment, greater teleport (self plus 50 lbs. of objects only), hold person (DC 18), locate creature, mage's private sanctum, scorching ray, silence (DC 18), vision
1/day—contact other plane, delayed blast fireball (DC 23), dismissal (DC 21), plane shift (DC 23), summon (level 4, 1d6 bearded devils or 1 bone devil 50%), symbol of pain (DC 21)
Statistics
Str 17, Dex 25, Con 20, Int 24, Wis 23, Cha 22
Base Atk +13; CMB +16; CMD 34
Feats Alertness, Deceitful, Dodge, Improved Initiative, Iron Will, Mobility, Persuasive
Skills Bluff +26, Diplomacy +26, Disguise +8, Intimidate +26, Knowledge (arcana) +23, Knowledge (nobility) +23, Knowledge (planes) +23, Knowledge (religion) +23, Linguistics +20, Perception +26, Profession (scribe) +19, Sense Motive +26, Sleight of Hand +20, Spellcraft +20
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon; telepathy 100 ft., tongues
SQ infernal contract, infernal investment
Ecology
Environment any (Hell)
Organization solitary, pair, or court (2–12)
Treasure standard
Special Abilities
Binding Contract (Su) All contract devils carry numerous lengthy contracts draped over their horns or within their numerous carrying cases. They can wield these contracts like whips, but deal lethal damage regardless of the armor bonus of their target. A contract devil modifies attack and damage rolls when using a binding contract by its Intelligence modifier, not its Strength modifier (this equates to a +7 bonus for most contract devils). Wounds created by a binding contract resemble horrifically deep paper cuts and cause 1d6 points of bleed damage. A contract devil can use its binding contract to disarm and trip foes as if the contract were a whip. If it is itself disarmed of the contract, the devil can rearm itself with a new contract as an immediate action.
Impale (Ex) As a swift action, a contract devil can impale an opponent grappled by its binding contract, dealing 2d8+4 points of piercing damage.
Infernal Contract (Su) As a full-round action, a contract devil can produce an infernal contract for a single living mortal creature. This contract can grant a wide range of abilities and effects, as detailed on the following page. To receive any of these bonuses, however, the mortal must sign its true name to the document of its own free will. Upon doing so, that mortal's soul is sworn to the contract devil, condemning the soul to an eternity of servitude in Hell rather than whatever fate would naturally befall it upon the mortal's death. Breaking a contract with a contract devil is difficult and dangerous (see the next page); as long as the infernal contract remains in effect, the victim cannot be restored to life after death save by a miracle or a wish. If a mortal is restored to life in this way, the contract devil immediately senses the development—it not only knows which soul has been restored to life, but also gains the benefits of a discern location spell targeted on the character or creature that restored the damned soul to life.

Infernal Investment (Su) As a subclause of all infernal contracts, a contract devil can use greater scrying at will upon any creature it has a contract with. The target creature always fails its save against the devil's scrying attempt—this ability otherwise functions at caster level 20th.

A contract devil, also a called phistophilus, always appears handsome and confident, its chiseled features housing a perpetually smug grin. Contract devils have red skin and black hair and stand near 6-1/2 feet in height, not counting their horns. The thicket of horns around a contract devil's body increases its height to 7 feet and its weight to 350 pounds.

They exist to keep track of the damned, to manage Hell's endless ordinances, and, when time and opportunity permit, to coax mortals into damnation. Most phistophiluses spend their eternities in the various courts of Hell's nine layers, particularly in the maze-like fortress-libraries where all infernal laws and oaths are recorded. Occasionally they serve similar roles on the Material Plane when summoned by particularly desperate, arrogant, or foolish mortals.

When one of the souls damned by a contract devil is restored to life (typically via powerful magic like a wish or miracle), the phistophilus immediately notices the transgression. Usually, the contract devil recruits the aid of more powerful allies to track down and punish such transgressors and to collect the escaped soul as quickly as possible.

Infernal Contracts

While numerous types of infernal contracts exist, the following two are those most often offered to mortals by contract devils.

Evil Wishes: Upon signing this contract, a mortal is granted three wishes, as per the spell. It must use these wishes within 24 hours of signing the contract—if it does not, the wishes are wasted but it remains bound to the contract nevertheless. While the mortal chooses the intention of the wishes, the contract devil decides upon the specifics, allowing for its own diabolical interpretation of the results should the mortal imprecisely phrase a wish.

Infernal Slave: A mortal can negotiate with a contract devil for the lifelong service of a devil. The mortal chooses any type of devil (except for a contract devil) of a CR equal to or less than its own character level at the time of the bargain. Upon signing the contract, the mortal's infernal slave appears and is bound to do the mortal no harm and follow its orders for as long as it lives. Although the devil must obey its master's commands, many devils delight in corrupting the intentions of these orders in all manner of cruel or mischievous ways.

Breaking an Infernal Contract

An agreement with a contract devil can only be broken in two ways. When a contract is signed, a second copy manifests; one copy is retained by the devil and the other is given to the mortal. Mortals are free to do whatever they please with the lengthy, obviously evil documents, while contract devils typically keep active contracts with them at all times. Should both copies of a contract be destroyed, any effects caused by the contract are canceled or reversed and the mortal's soul goes to its normal place of rest after death and can be resurrected as normal. Merely absconding with both copies of the contract is not enough to break the contract—as long as both copies exist, the signer's soul remains forever damned.

Alternatively, a second mortal might be allowed to adopt the terms of a contract—with its soul replacing that of the original contract signer after death. The mortal who seeks to pay the debt of another must contact the contract devil who holds the relevant contract. The contract devil has a choice of whether or not to allow one mortal to pay another's debt, but values religious and good-aligned souls over others. Shrewd manipulators, contract devils often only agree to allow one mortal to pay another's debt in return for some service or proof of worth. If a contract devil agrees to accept another soul in payment, the original contract signer retains all of the benefits of the contract, but is released from damnation and may be resurrected as normal. The new signer, however, receives no benefits, cannot be returned to life upon dying, and spends an eternity in Hell after death.

Room B9

Secret door can be seen and opens on DC 25.
Evil magic item. Demon Armor
Demon Armor
Aura strong necromancy [evil]; CL 13th
Slot armor; Price 52,260 gp; Weight 50 lbs.
Description
This plate armor is fashioned to make the wearer appear to be a demon. The helmet is shaped to look like a horned demon head, and its wearer looks out of the open, tooth-filled mouth. This +4 full plate allows the wearer to make claw attacks that deal 1d10 points of damage, strike as +1 weapons, and afflict the target as if she had been struck by a contagion spell (Fortitude DC 14 negates). Use of contagion requires a normal melee attack with the claws. The “claws” are built into the armor's vambraces and gauntlets, and cannot be disarmed.
A suit of demon armor is infused with evil, and as a result it bestows one negative level on any nonevil creature wearing it. This negative level persists as long as the armor is worn and disappears when the armor is removed. The negative level cannot be overcome in any way (including restoration spells) while the armor is worn.

Room B10

A pair of penanggalen.
A large vat (about 40 gal)of foul vinegar sits on each of the tables next to the beds.

Penanggalen - Dourwen Normad CR 5
Human penanggalen witch 5
NE Medium undead (augmented humanoid)
Init +4; Senses darkvision 60 ft.; Perception +16
Defense
AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
hp 35 (5d6+15); fast healing 5
Fort +4, Ref +5, Will +7
Defensive Abilities channel resistance +4; DR 5/silver and slashing; Immune undead traits; Resist cold 10, fire 10
Weaknesses light sensitivity, penanggalen weaknesses
Offense
Speed fly 60 ft. (good)
Melee bite +6 (1d6+4 plus disease), slam +6 (1d4+4 plus grab and wither)
Special Attacks blood drain (1d4 Constitution), create spawn, disease (filth fever, DC 15), hexes (cackle, evil eye, misfortune)
Witch Spells Prepared (CL 5th; concentration +8)
3rd—stinking cloud (DC 16)
2nd—glitterdust (DC 15), hold person (DC 16), see invisibility
1st—charm person (DC 15), command (DC 15), mage armor, obscuring mist
0 (at will)—bleed (DC 13), dancing lights, detect magic, read magic, touch of fatigue (DC 13)
Patron Plague
Statistics
Str 18, Dex 18, Con —, Int 17, Wis 16, Cha 16
Base Atk +2; CMB +6 (+10 grapple); CMD 21
Feats Dodge, Eschew Materials, Spell Focus (enchantment)
Skills Bluff +11, Fly +16, Knowledge (arcana) +19, Knowledge (nature) +7, Perception +16, Sense Motive +14, Spellcraft +11,
Stealth +17, Use Magic Device +11; Racial Modifiers +8 Bluff, +8 Fly, +8 Knowledge (arcana), +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Draconic, Gnoll, Infernal
SQ separate, witch's familiar (centipede)
Penanggalen - Dankidan Normad CR 5
Human penanggalen Mage 7
NE Medium undead (augmented humanoid)
Init +4; Senses darkvision 60 ft.; Perception +16
Defense
AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
hp 41 (5d6+15); fast healing 5
Fort +4, Ref +5, Will +7
Defensive Abilities channel resistance +4; DR 5/silver and slashing; Immune undead traits; Resist cold 10, fire 10
Weaknesses light sensitivity, penanggalen weaknesses
Offense
Speed fly 60 ft. (good)
Melee bite +6 (1d6+4 plus disease), slam +6 (1d4+4 plus grab and wither)
Special Attacks blood drain (1d4 Constitution), create spawn, disease (filth fever, DC 15), hexes (cackle, evil eye, misfortune)
Witch Spells Prepared (CL 5th; concentration +8)
3rd—stinking cloud (DC 16), Prot. From Energy (DC16)
2nd—glitterdust (DC 15), hold person (DC 16), see invisibility
1st—charm person (DC 15), command (DC 15), mage armor, obscuring mist
0 (at will)—bleed (DC 13), dancing lights, detect magic, read magic, touch of fatigue (DC 13)
Patron Plague
Statistics
Str 18, Dex 18, Con —, Int 17, Wis 16, Cha 16
Base Atk +2; CMB +6 (+10 grapple); CMD 21
Feats Dodge, Eschew Materials, Spell Focus (enchantment)
Skills Bluff +11, Fly +16, Knowledge (arcana) +19, Knowledge (nature) +7, Perception +16, Sense Motive +14, Spellcraft +11,
Stealth +17, Use Magic Device +11; Racial Modifiers +8 Bluff, +8 Fly, +8 Knowledge (arcana), +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Draconic, Gnoll, Infernal
SQ separate, witch's familiar (centipede)
Hexes A penanggalen witch can use one of her hexes at will on any creature within 30 feet. Using a hex is a standard action (unless otherwise noted) that does not provoke an attack of opportunity. Save DCs are Intelligence-based.
Cackle Hex (Su)
As a move action, the penanggalen may cackle. Any creature within 30 feet that is under the effects of the penanggalen's evil eye or misfortune hex has the duration of that hex extended by 1 round.
Evil Eye Hex (Su)
This hex causes the target creature to take a –2 penalty on one of the following (penanggalen's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This effect lasts for 6 rounds, or only 1 round if the target succeeds at a DC 15 Will save. This is a mind-affecting effect.
Misfortune Hex (Su)
This hex causes a creature to suffer grave misfortune for 1 round. Whenever the target makes an ability check, attack roll, saving throw, or skill check during this time, it must roll twice and take the worse result. A DC 15 Will save negates this effect. A creature may only be targeted by this hex once per day.
The hideous penanggalen is one of the most horrific vampiric monstrosities. By day, a penanggalen appears to be a normal humanoid, but at night or when provoked, the creature's head rips free from the rest of her body, coils of viscera and entrails dangling from her throat as she launches into the air, seeking blood to sate her unholy thirst.
Similar to a lich, a creature works toward becoming a penanggalen. More than one such transformation ritual exists, but all require heinous acts that symbolize the casting aside of kindness, benevolence, and any semblance of feelings other than cruelty. Many of these rituals call for the repeated consumption of blood, bile, tears, and other fluids drawn from captured and tortured innocents. A penanggalen keeps a vat of vinegar in her lair. When returning from a night of feeding, a penanggalen's organs are swollen with blood. In order to fit back into her body, the penanggalen must soak for 1 hour in this vat of vinegar. Once reduced, a penanggalen slides back into her body. If a penanggalen is slain away from her body, the body rapidly deteriorates into foul-smelling grit.
They have gathered a hoard of jewelry and gems from other corpses and keep them in boxes under their beds.

West bed - East bed -
    angel's skin (101.9 gp)
    blue opal (1,463.9 gp)
    carey plume agate (63.5 gp)
    clear topaz (674.5 gp)
    diopside (brown) (7.4 gp)
    eye agate (8.1 gp)
    howlite (gray to white, absorbs liquid VERY easily
 - this makes it easily dyed a different color) (46.1 gp)
    moonstone (pink) (97.8 gp)
    onyx (layers of various shades of red, pink, orange/brown and honey yellow) (136.4 gp)
    purple fluorite (crystals are like intertwined blocks) (11.2 gp)
    rhodochrosite (11.4 gp)
    sarbossa (11.7 gp)
    sardonyx (white) (52.9 gp)
    shandon (112.1 gp)
    sunstone (yellow) (8.6 gp)
    thuparlial (8.9 gp)
    ulvaen (83.7 gp)

    amethyst (purple crystals) (104.6 gp)
    boulder opal (brown) (655.9 gp)
    demantoid (green garnet) (46.9 gp)
    disthene (11.2 gp)
    elbaite (orange tourmaline) (63.3 gp)
    eye agate (6.4 gp)
    girasol (blue opal) (748.8 gp)
    gold sheen obsidian (56.2 gp)
    gray spodumene (51.6 gp)
    leopard agate (9.4 gp)
    obsidian (black) (14 gp)
    oolite (9.2 gp)
    satin spar (gypsum) (12.2 gp)
    silkstone (9.9 gp)
    sodalite (royal to navy blue) (67.7 gp)
    sphene (383.5 gp)

Room B11

This was a Norman teenagers bedroom. The picture on the W wall is of a finely dressed man and woman who look normal except for the widows peak and the weak chin on the woman. In the bottom of the frame is a small metal plate with "From Father and Mother who will always be watching. " They are the Bhutta located in B13. There is a fireplace in the NW corner .
There is an oval shaped trunk in the middle of the E. wall that looks like it was made from a whiskey keg. The is a sack of 121PP in the bottom. But when it is opened (not trapped or locked) the Jumping Jellies will jump out! It is like an explosion of them coming out all at one time like the spring snake out of the joke tin. There are 60 of them. They will jump out at 3 different initative points in 2 rounds, so 10 will be jumping out at init 25, 20 and 15 each round. There is nothing else of value in this room although it is intact. There is a lot of mundane stuff, but nothing valuable.

Jumping Jelly

CR 2

XP 600
N Small ooze
Init +0; Senses blindsight 60 ft.; Perception -5

DEFENSE

AC 14, touch 10, flat-footed 14 (+4 natural)
hp 12 (2d8+3)
Fort +4, Ref +1, Will -4
Immune ooze traits

OFFENSE

Speed 20 ft., climb 20 ft.
Melee 4 tendrils +2 (1d4 plus 1d4 acid)
Space 5 ft.; Reach 10 ft.
Special Attacks acid

STATISTICS

Str 11, Dex 10, Con 17, Int --, Wis 1, Cha 1
Base Atk +2; CMB +2; CMD 12 (can't be tripped)
Skills Climb +8

SPECIAL ABILITIES

Acid (Ex)

A jumping jelly secretes a deadly acid that quickly dissolves organic matter but does not harm metal or stone. They typically lie hidden in a container then leap toward any noise they hear. Any melee hit deals acid damage. Non-metal armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 14 Reflex save. A wooden weapon that strikes a jumping jelly dissolves immediately unless it succeeds on a DC 14 Reflex save. The save DCs are Constitution-based.


ECOLOGY

Environment underground
Organization solitary
Treasure incidental

A jumping jelly, like most oozes, is a creature that lives off of flesh as their food.

A jumping jelly looks like a pale pink quivering pile of goo with four short slimy tendrils jutting from the bottom of its blobish form. The creature's body is rather thick and resilient (hence the natural armor bonus, usually unheard of for ooze creatures). Its tendrils are a bit darker in color than its main body. Shoots of dark blue and black through its body give the appearance of veins.

Room B12

This room has no light source and is pitch black. It is infected with 16 shadows! The stairway leads down to B2.
Init=18 - HP=21        Init=6 - HP=16        Init=13 - HP=24        Init=18 - HP=17        Init=19 - HP=12        Init=19 - HP=16
Init=10 - HP=21        Init=11 - HP=21        Init=5 - HP=21        Init=18 - HP=21        Init=15 - HP=21        Init=11 - HP=23

Shadows

Barely seen out of the corner of the eye, this wisp of shadow is vaguely humanoid in outline and writhes with unholy life.
Shadow CR 3
XP 800
CE Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8
Defense
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
hp 19 (3d8+6)
Fort +3, Ref +3, Will +4
Defensive Abilities incorporeal, channel resistance +2; Immune undead traits
Offense
Speed fly 40 ft. (good)
Melee incorporeal touch +4 (1d6 Strength damage)
Special Attacks create spawn
Statistics
Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +2; CMB +4; CMD 17
Feats Dodge, Skill Focus (Perception)
Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light)
Ecology
Environment any
Organization solitary, pair, gang (3–6), or swarm (7–12)
Treasure standard
Special Abilities
Create Spawn (Su) A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds.
Strength Damage (Su) A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
The sinister shadow skirts the border between the gloom of darkness and the harsh truth of light. The shadow prefers to haunt ruins where civilization has moved on, where it hunts living creatures foolish enough to stumble into its territory. The shadow is an undead horror, and as such has no goals or outwardly visible motivations other than to sap life and vitality from living beings.

Room B13

This was the bedroom of one of the major branches of the Norman family. Their fate was the same as the other in the house when the Event occurred: they became powerful undead -Tarket and Denea Norman.
Red 1 - Tarket - 14d8+84=167         Rde 2Denea - 14d8+84=160
When the party enters they will Veil themselves as lambs that have been tortured so that their hoves are facing backwards. They will pretend to not be able to rise and bleet piteously. If they are about to be discovered or when the party get close they will strike out.

Bhuta

This ghostly apparition floats in the air on backward-facing feet. Its hands end in sharp talons, and its eyes glow with blue fire.
Bhuta CR 11
XP 12,800
NE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft., scent; Perception +13
Defense
AC 25, touch 25, flat-footed 17 (+7 deflection, +7 Dex, +1 dodge)
hp 147 (14d8+84)
Fort +10, Ref +11, Will +10
Defensive Abilities incorporeal, channel resistance +4; Immune undead traits
Weaknesses cold iron
Offense
Speed fly 30 ft. (perfect)
Melee 2 incorporeal claws +17 (5d8 plus bleed)
Special Attacks bleed (1d8), blood drain (1d6 Constitution)
Spell-Like Abilities (CL 11th; concentration +17)
At will—animal trance (DC 18), speak with animals, veil (self only, as animal with backward feet; DC 22)
3/day—charm animal (DC 17)
1/day—magic jar (animals only, DC 21)
Statistics
Str —, Dex 25, Con —, Int 11, Wis 8, Cha 22
Base Atk +10; CMB +17; CMD 35
Feats Animal Affinity, Dodge, Flyby Attack, Iron Will, Lunge, Mobility, Stealthy
Skills Bluff +16, Escape Artist +9, Fly +15, Handle Animal +14, Knowledge (nature) +8, Perception +13, Ride +9, Sense Motive +13, Stealth +24
Languages Common
Ecology
Environment any above ground natural area
Organization solitary or with a group of animals
Treasure none
Special Abilities
Blood Drain (Su) As a standard action, a bhuta can suck blood from an adjacent opponent that is taking bleed damage. The target takes 1d6 points of Constitution damage (Fort DC 23 for half). The bhuta heals 5 hit points when it drains blood.

Cold Iron Weakness (Su) A cold iron weapon is considered to be magical when used against a bhuta. A magic cold iron weapon always functions as a ghost touch weapon when used against a bhuta.

A bhuta is a ghostlike undead creature born of horrible death or murder in a natural setting. It is a manifestation of rage at the injustice of a death that interrupted important business or unsated desires. Doomed to haunt the area of their death within several miles of the site of its demise, a bhuta turns to the local fauna as tools for its vengeance.

A bhuta can appear in a variety of animalistic forms by using its veil ability, but its natural appearance is that of a bestial humanoid phantom that floats a foot above the ground as it moves. While bhutas are incorporeal, the touch of their claws creates horrific, bleeding wounds. A bhuta's feet point backward. To disguise its nature, a bhuta can appear solid, manifesting in long robes that help disguise the fact that it floats and has strange feet. By means of its magic jar spell-like ability, a bhuta can also possess living animals to use as its minions; an animal possessed by a bhuta casts no shadow, and therefore prefers to lurk in heavily canopied or thicketed areas, waiting for the right time to strike out and attack intruders.

Animals find themselves attracted to bhutas, which use their spell-like abilities to manipulate such victims toward evil and deceptive ends. Bhutas generally avoid influencing animal companions or domesticated animals, for changes in behavior among such creatures can easily arouse suspicion and reveal a bhuta's presence and influence.

A bhuta might have tasks it wishes to complete from its previous existence as a living creature, or it might work against those who slew its living form. This link to its past life is vague and compulsive rather than clear, unlike that of a ghost.

Bhutas who have no specific target for retribution still seek to trouble those living in or near their domains, coaxing passersby into accepting them as traveling companions and using their influence over animals as a testament to their benevolence. When invited to join a group, a bhuta can journey outside its normal territory. However, a bhuta's hunger for living blood usually drives it to attack its companions before it wanders far.

Room B14

Directly in front of the window in the N. wall there is a black bubble of energy that is a "time dam spell" that creates a barrier against the passage of time. Anything inside the black sphere become immune to the passage of time. Inside this spehere is one of the most evil of the Normans. It is Banik Norman who volunteered to enter it on the chance of meeting the future and battling for the family as he had been cursed and was going to die in a day or two. He used his ring of invisibility before the spell was cast and is still so when the sphere is dismissed. This is done when anything corporeal enters the room. He will always get a surprise round.
Also with him is the pole used to pull down the stairs in the ceiling of room B15 that provides the only access to the levels in section E. It is 11' long and has a tiny iron hook at the end which fits into the hole in the ceiling. Denor Norman considers the tower above to be his private area and has hidden it well!

If the orbs are disturbed, the sphere will be dispelled releasing Banik. He will use his ring of invisibility to follow the party, waiting for a chance to attack them when they are at their weakest by looking for a individual or a small group. If the party stays together  he will follow them out of the dungeon if necessary.

In his fury he will begin attacking the areas living in revenge. He will leave a note after several attacks saying "Whoever stole the sacred orbs will cause death and destruction to all those around them until they are returned to the Stone House."

His attacks take the form of undead creatures he has infected with plague. This includes Plague Zombies, Plague Horses and even smaller creatures like Plague Crows and Plague Rats.

Evil Priest
Banik Norman, male human Clr12:  CR 12; AL CE;
Size M (5 ft., 8 in. tall); HD 12d8+24; hp 84; Init +1 (+1 Dex); Spd 30 ft.;
AC 11 (+1 Dex);
Attack +11/+6 melee, or +10/+5 ranged;
SV Fort +10, Ref +5, Will +12;
Str 14, Dex 12, Con 15, Int 13, Wis 18, Cha 16.

Skills and feats:  Craft (Blacksmithing) +7, Heal +16, Hide +1, Knowledge (Arcana) +18, Knowledge (Planes) +3, Knowledge (History) +15, Knowledge (Religion) +12, Listen +4, Move Silently +1, Spot +4; Craft Wand, Extend Spell, Forge Ring, Improved Turning, Persuasive, Skill Focus (Knowledge (Arcana)).
Possessions:  27,000 gp  in gear - Has 2 magic rings he made.
Ring of Undead Controlling
Ring of Undead Controlling: They let the user control up to 26 HD of undead per day, as the control undead spell. At dawn each day, the wearer loses control of any undead still under his sway. Armor or a shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armor.
Ring of Greater Invisibility - School illusion - Like invisibility, except that it doesn't end if the subject attacks.

Cleric Domains:  Destruction, War.
Destruction Domain
: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Destructive Aura (Su)
: At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
Death Domain Spells:
1st—cause fear, 2nd—death knell, 3rd—animate dead, 4th—death ward, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—wail of the banshee.
Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Death's Embrace (Ex)
: At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
Cleric Spells Per Day:  6/6+1/5+1/5+1/4+1/3+1/2+1
Slay Living - Poison - Wall of Blindness/Deafness - Inflict Moderate Wounds, Mass - Harm

Room B15

Thisa room is empty as it is really a hallway 10' across. It is lit by an elaborate chandileer in the center of the room. The carpet is brilliant red, plush and with pile 1.5" thick that muffles all sound of footprints. It is also an area where the house can not detect the movement of the party.
In the center if this area is a trap door in the ceiling. The only way to get to section E is to find a tiny hole in the ceiling, insert a hook into it and pull down. This can only be done with a long pole or a spell allowing the person to fly up to the spot to find it. There used to be a pole crafted for this purpose, but it is in the black globe around the mage in room B14. The only way this hole will be seen is if a player specifically states they are searching the ceiling. The roll to spot it is a DC 15 once it's being looked for. The hidden stairs are weighted so it is easy to pull down and push up.

Room B16

This room is lit by a brilliant red light that comes from what looks like an oversized ruby. If this ruby is destroyed the demons will be instantly returned to their home plane. It is a magical red crystal quartz stone that is very bright. There is a mirror in the center of the S. wall. The only other things in the room are two glass balls resting on ivory colored pedestals made of dinosaur bones.
Pedestal A-Orb of Desire - Lawful Neutral - The Note is "Me"
At first this item looks a lot like a small marble encased in a clear glass globe about 12" around.
Pedestal B - Orb of the Urge - Chaotic Neutral - Inside is a figurine 4" high made of crude clay depicting a fertility goddess with accentuated bust and ass.

There are 7 Alu Demons guarding them. The Demon have been tasked with preventing anyone from touching the orbs so they will guard them closely. The moment the door is opened, 1 of the demons will jump through the mirror in the s. and return in 2 rounds with the 2 Kalavakus demons.  3 from pedestal B will spring to attack anyone coming in the door. 3 from pedestal A will join the attack in the second round if no one has approached their position.

Alu Demon - 7

This shapely female humanoid has dark hair, dark eyes, and a pair of small black horns just above her eyes. Small, black,  leathery wings protrude from her shoulders.
XP 800
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 120 ft.; Perception +15
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 45 (6d10+12)
Fort +6, Ref +6, Will +4
DR 5/cold iron or good; Immune electricity, poison; Resist
acid 10, cold 10, fire 10; SR 16
Speed 30 ft., fly 50 ft. (average)
Melee longsword +9/+4 (1d8+3/19–20) or 2 claws +9 (1d6+3
plus vampiric touch)
Spell-Like Abilities (CL 8th)
3/day—charm person (DC 14), detect thoughts (DC 15),
disguise self, suggestion (DC 16);
1/day—dimension door
Str 17, Dex 15, Con 15, Int 15, Wis 15, Cha 16
Base Atk +6; CMB +9; CMD 21
Feats Blind-Fight, Cleave, Power Attack
Skills Bluff +11, Diplomacy +12, Escape Artist +11, Fly +6,
Intimidate +12, Knowledge (planes) +11, Perception +15,
Stealth +11, Survival +11; Racial Modifiers +4 Perception
Languages Abyssal, Common; telepathy 100 ft.
Gear longsword
Environment any (Abyss)
Organization solitary
Treasure standard
Vampiric Touch (Su) An alu-demon gains temporary hit points equal to the damage dealt each time she successfully hits with a claw attack. She cannot gain more than her target’s current hit points + the target’s Con score (which is enough to kill the target). The temporary hit points disappear in one hour.
The alu-demon is the female demonic offspring of a succubus and human. Though part demon, not all alu-demons are inherently evil (although good-aligned alu-demons are extremely rare). The typical aludemon has black or brown hair and dark green, brown, or black eyes. Alu-demons are always female.
Alu-demons are often sent to the Material Plane to seduce mortals.
When on such missions they typically arrange their flowing hair so it hides their horns and also fold their wings against their backs (and tuck them under their robe, shirt, or whatever garment of clothing one happens to be wearing at the time). Alu-demons attack with weapons (preferring longswords or maces) or with claws. The alu-demon mixes in her spell-like abilities regardless of the method of attack utilized.

Demons, Kalavakus - 2 One on each orb

This muscular, violet demon walks upon elephantine feet. Large, razor-sharp horns cover its body.
Kalavakus CR 10
XP 9,600
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +24
Defense
AC 25, touch 11, flat-footed 24 (+1 Dex, +14 natural)
hp 125 (10d10+70)
Fort +10, Ref +8, Will +10
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 21
Offense
Speed 30 ft.
Melee bite +16 (1d6+6), 2 claws +16 (1d8+6), gore +16 (2d6+6)
Special Attacks enslave soul, horns, powerful charge (gore, 4d6+12)
Spell-Like Abilities (CL 12th; concentration +15)
At will—command (DC 14), greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 18)
3/day—air walk, dominate person (DC 18), haste
1/day—greater command (DC 18), summon (level 4, 1 kalavakus 40%), symbol of persuasion (DC 19)
Statistics
Str 22, Dex 13, Con 24, Int 15, Wis 17, Cha 16
Base Atk +10; CMB +16 (+22 disarm); CMD 27
Feats Combat Expertise, Improved Bull Rush, Improved Disarm, Improved Trip, Power Attack
Skills Acrobatics +14, Climb +19, Intimidate +16, Knowledge (planes) +15, Perception +24, Sense Motive +16, Stealth +14, se Magic Device +16; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
Ecology
Environment any (the Abyss)
Organization solitary, pair, or slaver gang (3–6 kalavakuses plus 10–20 slaves)
Treasure standard
Special Abilities
Enslave Soul (Su) A kalavakus can attempt to enslave the soul of any mortal creature within 60 feet as a swift action. The kalavakus must have line of sight to the target. The target can resist this special attack with a DC 18 Will save, but is staggered for 1 round even if the save is successful. If the save is successful, the creature is immune to this ability for 24 hours. If the save is a failure, the target's soul is enslaved—this creature takes a –6 penalty on all attack rolls and saving throws against that kalavakus. If a creature with an enslaved soul is slain by that kalavakus, the soul immediately infuses the demon's body, affecting it with a heal spell (CL 12th). A kalavakus can have only one mortal soul enslaved at a time—if it enslaves a second soul, the first is released. This is a mind-affecting death effect. The save DC is Charisma-based.
Horns (Ex) The kalavakus's numerous horns can easily catch weapons and yank them away from opponents. The demon gains a +4 racial bonus on all disarm attempts as a result.
Known to some as “horned demons,” the kalavakus demons are hulking, muscled beasts. They work as slavers on the Abyss, sometimes as harem keepers or captains of the guard for a more powerful demon, and at other times as mercenaries who sell their captured victims for profit to anyone with the funds to pay.
A kalavakus is 7 feet tall and weighs 450 pounds. They form from the souls of evil mortals who were slavers in their mortal lives.

The Orbs both radiate strong magic.
Pedestal A-Orb of Desire - Lawful Neutral - The Note is "Me"
At first this item looks a lot like a small marble encased in a clear glass globe about 12" around. Inside the globe of solid glass is a life size replica of a human eye. It is a real eye that has been placed inside as a close inspection will reveal (Perception 20)
If this item is touched by some one that has a alignment type matching either Lawful or Neutral the will from then on be able to use  "Charming Smile" ability once a day (Swift action casts charm person for 8 rounds, They save at DC of 10+charima mod)
If they do not match the alignment they are cursed with -1 to charisma

Pedestal B - Orb of the Urge - Chaotic Neutral - Inside is a figurine 4" high made of crude clay depicting a fertility goddess with accentuated bust and ass.
If someone who is of either chaotic or neutral alignment they are blessed with - Chaos Blade - It bypasses the corresponding damage reduction of Lawful opponents. It deals an extra 2d6 points of damage against all creatures of lawful alignment.
If the one touching it is not of chaotic or neutral alignment they Suffers the effect of Touch of Chaos against all Lawful opponents - Roll all attacks twice and always take the lower roll.

Room B17

This room contains the usual non-magical and uninteresting junk. But in the center of the table near the middle of the E. wall is a black gem. There is a perfectly preserved body in the bed. The body is dead, but has been protected from decomposition by a Time Stop spell made permanent. The body is that of a girl about 4 years old. Beyond looking dead she looks like she was sickly in life. Her face is pinched and pale. Her chin is small and weak and the Norman family widdows peak hair marks her lineage. She is dressed in the height of finery from 150 years ago including a otter fur coat. She sports a ruby diadem and shoes studded with gems that are paste but look valuable. If the gem is destroyed the party will see an incorporeal dove like protoplasm fly from the gem to the body on the bed. The body will become alive!
She doesn't know a lot about what was going on when she was imprisoned except that she had been born and spent her life until receintly in Camber. Her family moved here very suddenly (they were tapped as reinforcements to the Noman-Normad struggle and her family was assigned this room. The Ref should feel free to have her provide as much or as little of the overall plot points of the dungeon. If the gem is taken from the house, its effects will be the same. If it is destroyed the dove shape will fly back to the HOS but not be able to get in. It will return to haunt who ever crushed the gem! If destroyed while inside the house but not in the room, it will animate the body, but will die of thirst inside the room as she is too weak to open the door.

Room B18

This room was completely engulphed in flame at one time. The walls are still white but the sofa in front of the fireplace and the bed are both little more that charcoal.

C Tower

This tower was the bastion of the Normans. As the Normads began to gain power by encouraging the worship of the Demon gods, the Normans in self defense (and by the degraded morals caused by the hous) began to court the gods of the Devils. Thus you will find many Devils in the rooms here and alters to the devil god. The lower levels are filled with undead, but the higher you go upstairs the greater the chance of encountering one of these outsiders.

Room C1

The stairways leading to this room groan as they are walked on. It sounds like people are being walked on when each step is trodden on.
The only light in this room comes from outside through the rainbow diamond windows. In the center of the room are the stairs down. The one to the W. leads to room 3, the other goes to room 20. The room is outfitted in furniture that would be common in any common room of fine motels from 250 years ago.
This room is guarded by 2 (or more) Apparations:
XP 3,200
CE Medium undead (incorporeal)
Init +6; Senses darkvision 60 ft., lifesense; Perception +14
Aura unnatural aura (30 ft.)
AC 15, touch 15, flat-footed 13 (+2 Dex, +3 deflection)
hp 52 (7d8+21)
Fort +5; Ref +4; Will +8
Defensive Abilities incorporeal, channel resistance +2; Immune undead traits
Weaknesses resurrection vulnerability, sunlight powerlessness
Speed fly 60 ft. (perfect)
Special Attacks create spawn, spectral strangulation
Str —, Dex 14, Con —, Int 10, Wis 13, Cha 16
Base Atk +5; CMB +7; CMD 20
Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Fly +10, Intimidate +13, Knowledge (religion) +10,
Perception +14, Stealth +12
Environment any
Organization solitary or gang (2–4)
Treasure standard
Create Spawn (Su) A humanoid slain by an apparition becomes an apparition itself in 1d4 rounds. Spawn so created are less powerful than typical apparitions, and suffer a –2 penalty on all d20 rolls and checks. They also receive –2 hp per HD, and a -2 penalty to the Will save DC of their spectral strangulation ability. Spawn are under the command of the apparition that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed apparitions. They do not possess any of the abilities they had in life.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on an apparition destroys it (Will negates). Using the spell in this way does not require a material component. Spectral Strangulation (Su) An apparition attacks an opponent by implanting a suggestion in the victim’s mind, convincing it that it is being strangled by the apparition’s bony claws. The apparition must be on the same plane as the target creature to use this ability.
The target of the spectral strangulation feels the bony, claw-like fingers of the apparition at its throat—even through armor. The target must succeed on a DC 16 Will
save to disbelieve the suggestion. A creature that successfully 1saves cannot be affected again by the same apparition’s suggestion for one day. 7
On a failed save, the victim must immediately succeed on 1a DC 16 Fortitude save or die from fright due to heart failure.
If the Fortitude save succeeds, the victim acts as if affected 1 y a fear spell for 1d4 rounds. A creature protected by magic circle against evil or protection from evil cannot be affected by an apparition’s spectral strangulation. This is a mind-affecting fear effect. The save DCs are Charisma based.
Sunlight Powerlessness (Ex) Apparitions on the Material Plane are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. An apparition caught in sunlight cannot attack and is staggered. Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil. An apparition is often mistaken for a ghost or spectre. Apparitions hate all living creatures and attack them on sight. Apparitions are ethereal creatures and they exist mainly on the Ethereal Plane.
An apparition looks much like it did in life. An apparition has no physical attacks and attacks by fear alone. By implanting a suggestion in a victim’s mind, it attempts to actually scare the life out of its opponent. Once the apparition selects a target, it uses its spectral strangulation ability. If overpowered or if it fails in its attempt
to slay a living creature, the apparition flees back to the Ethereal Plane.

Room C2

Dead rich people who were poisoned at this table.
There is a lot of treasure mixed in with the nasty dead flesh. These dead will rise up from their chairs in 2d4 rounds of a live person entering the room. As they rise, their clothing cracks and parts of it turns to dust and falls away revealing their putrescent  flesh.
 - A=13 -  - B=6 -  - C=13 -  - D=11 -  - E=9 -  - F=10 -  - G=9 -  - H=7
8 Gold place settings - Fork, spoon, Butter Knife, gold goblet, china plate at 120gp each setting. They are all of the same ominous pattern. The forks are shaped like skeletal hands with the middle 3 fingers extended, The spoons are cupped skeletal baby hands, a tiny babies skull on a neck is the cups and the knives are like heel bones. Each gold setting weighs as much as 80gp.
In the bookcase is a box trapped with an explosive rune that will explode with a 4d6 HP of damage. There is a note inside saying "To visit home say 'hedawigunat'". If the rune explodes it is destroyed.

Cadaver
This monster resembles a humanoid dressed in tattered rags. Rotted flesh reveals corded muscles and sinew stretched tightly over its skeleton. Hollow eye sockets flicker with a hellish glow. Broken and rotted teeth line its mouth, and its hands end in wicked claws.
XP 600
CE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +0
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 16 (2d8); reanimation
Fort +0; Ref +1; Will +3
DR 5/bludgeoning; Immune cold, undead traits
Speed 30 ft.
Melee 2 claws +2 (1d4+1 plus disease) and bite +2 (1d6+1
plus disease)
Str 13, Dex 13, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 13
Feats Improved Initiative
Environment any
Organization solitary or gang (2–5)
Treasure standard
Disease (Ex) Filth fever: Claw and bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Charisma-based.
Reanimation (Su) When reduced to 0 hit points or less, a cadaver is not destroyed; rather it falls inert and begins the process of reanimating by regaining 1 hit point per round. Hit points lost to magical weapons or spells are not regained. When the creature reaches its full hit point total (minus damage dealt by magical attacks and weapons), it stands up, ready to fight again. If the creature is destroyed by channeled positive energy, it cannot reanimate. If a cleric casts gentle repose on the cadaver when it is reduced to 0 hit points, it cannot reanimate. A bless spell delays the reanimation, causing the creature to regain hit points at half the normal rate (i.e. 1 hit point every other round).
Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example). They can be found haunting graveyards and cemeteries. Cadavers are infused with a hatred that rivals many other undead creatures. This hatred includes its own existence as well as the existence of all living creatures. Thus, the cadaver attacks all creatures it encounters.
They have a distinct hatred for light, but it does not damage them. All encounters with cadavers are at night or places cloaked in darkness. Encounters are most often with a solitary creature. Multiple cadavers do not work in concert with each other; being mindless they simply charge into combat, killing all creatures they can. Cadavers are sometimes found in the employ of greater undead (such as wights or ghasts). A cadaver attacks by raking with its filthy claws or biting with its sharp, disease-infested teeth. They often lie in shallow graves waiting for potential victims to wander too close, where they immediately spring to the attack, raking and biting until destroyed or until all foes are dead.

Room C3

This room is empty,

Room C4

Devil, Bone is in a status field in the center of the room. It is guarding a chest full of treasure! The status field will break at a touch and release the anger of the Devil.
On the other side of the floor of the room is a circle and pentagram with a body spread out as a human sacrafice.
In the pentagram where the body lies there is a rune of guarding, a rune of summoning, a rune of binding, a rune of planer travel and a rune of hell in each point. It is locked with a lock od DC 30. Chest is trapped with a poison gas trap. 4d6 and make DC 24 or take 6d8 of poison dam to all in 10'. The chest is 2'x2'x3' of dark wood and cold iron bands.

Treasure
6,000 gold coins (6,000 gp)
+4 ring of protection (50,000 gp)
+2 longsword, shocking
 - Int 14, Wis 9, Cha 8 communicates by Semiempathy, Chaotic neutral
 - Wielder has free use of evasion
 - Ego: 6 (28,315 gp)
scroll (arcane)
  - detect scrying (l4, cl7)
  - web (l2, cl3) (850 gp)

Room C5

This room is filled with ancient normal sized spider webs. Of those spiders, noly the webs remain. They are mostly located along the N. wall. The fall from the ceiling like a shroud. There is a noticable lump in the web at the center of the wall in front of the Rainbow Diamond window. In the daytime its human "Y" like shadow can be seen in the webs. If the webs are cleared away a desicated body is revealed. Its was manicled to a wooden construction that is a "U" shaped torture device. 2 large beams are attached to the wooden base. The chains binding the victem are just long enough to allow it to be always in front of the window. In the pants pocket of the body is a heart shaped gold locket worth 200gp inscribed "Mine is all too soft and always yours. JN"

Room C6

Full of ivy vine like vegitation. The witchfire woman is hidden inside. Full of fog.  Sickly green foliage looks like ivy, but bleeds green sap.

Witchfire CR 9
XP 6,400
CE Medium undead (incorporeal)
Init +10; Senses darkvision 60 ft.; Perception +16
Defense
AC 24, touch 24, flat-footed 17 (+7 deflection, +6 Dex, +1 dodge)
hp 115 (10d8+70)
Fort +10, Ref +11, Will +10
Defensive Abilities incorporeal, witchflame, Immune fire, undead traits
Offense
Speed fly 50 ft. (perfect)
Melee incorporeal touch +13 (8d6 fire plus witchflame)
Ranged witchflame bolt +13 (8d6 fire plus witchflame)
Spell-Like Abilities (CL 9th)
At will—dancing lights, disguise self, ghost sound (DC 17), invisibility, pyrotechnics (DC 18), ray of enfeeblement (DC 18)
1/day—summon (level 4, 2 will-o'-wisps 50%)
Statistics
Str —, Dex 22, Con —, Int 17,
Wis 16, Cha 25
Base Atk +7; CMB +13; CMD 31
Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Skills Bluff +17, Fly +22, Intimidate +20, Knowledge (any two) +13, Perception +16, Sense Motive +11, Stealth +19
Languages Auran, Common, Giant
SQ sound mimicry (animal noises)
Ecology
Environment any swamps or woodlands
Organization solitary or coven
(3 witchfires and hags—see below)
Treasure standard
Special Abilities
Witchflame (Su) Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a DC 22 Will save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. This effect persists for 10 minutes. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell—the effective caster level of the witchflame is equal to the witchfire's HD (CL 10th for most witchfires). Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a DC 22 Will save or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature. The save DCs are Charisma-based.

When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them makes them appear young and attractive and wreathes their insubstantial bodies in a powerful aura of sickly green flame, a ghostly fire referred to as “witchflame” in local legends.

Strings of will-o'-wisps are often found in the immediate vicinity of witchfires and are typically led by the undead, leading scholars to speculate that the creatures feed off of a witchfire's flames
and fury.
She will emerge when the ivy is damaged. Until then, the Will o Whisp will try to lure them in.

Room C7

In the center of the room is a stone sarcophagus. It is made of granite and has been highly polished. The carving on the top shows a man with a beneficent face and bears the widows peak and sharp chin of the Normans clan. The name has been chiseled out and the face has been scratched. The lid is really heavy but can be shifted to the side with a strength roll of 40. Two players may combine their efforts and scores.
Once the inside is visible a skeleton can be seen inside. It has been mummified with chains that cover its entire body. From the feet to the entire head, the chains are wrapped. They are rusted and collapsed as the flesh is long gone and only bones are now encased. The arms and legs are drawn up to the body not lying at the sides in rest. If the lid of the sarcophagus is examined, hundreds of scratches can be seen. This poor soul was wrapped in chains and thrown into the tomb alive! They will find only sorrow here.

Room C8

This room is covered with wild red and black paint warning against going up the stair. "Passing up will be passing on." "Death awaits above that will fly on swift wings." "If you want to be boned, go upstairs". A group of 8 Host devils awaits their arrival at c14 on the 3rd floor. Parties in this room will notice a swarm of flies at the top of the stairs.

Room C9

40 Wraiths
A=48 -  - B=42 -  - C=47 -  - D=44 -  - E=42 -  - F=45 -  - G=50
H=42 -  - I=43 -  - J=48 -  - K=44 -  - L=55 -  - M=55 -  - N=39
O=48 -  - P=43 -  - Q=46 -  - R=47 -  - S=40 -  - T=47      U=44

A1=48 -  - B1=42 -  - C1=47 -  - D1=44 -  - E1=42 -  - F1=45 -  - G1=50
H1=42 -  - I1=43 -  - J1=48 -  - K1=44 -  - L1=55 -  - M1=55 -  - N1=39
O1=48 -  - P1=43 -  - Q1=46 -  - R1=47 -  - S1=40 -  - T1=47      U1=44

There is an invisible chest in the SE corner of the room. It locked DC 22, trapped with a gas trap DC 20 On opening and a poison pin  DC24
It's 4'x2'x2' and contains
Cloak of Elvenkind
Cloak of Firey Vanishing
2,000 gold coins (2,000 gp)
goldet circlet with four aquamarines (1,000 gp)
a golden comb, its handle carved into a dragon's head with a ruby set as an eye (800 gp)
a golden comb, its handle carved into a dragon's head with a ruby set as an eye (400 gp)
a jewel coffer of chased silver, depicting wooded scenes with birds in branches on back and sides, the top is graced by an engraving of a maiden combing her hair while looking into a pool at her reflection (10 gp)
a platter of chased and pierced gold, delicate and easily damaged, but in good condition, oval-shaped, 2 feet long by 1 foot wide at widest point (400 gp)
a cork bottle stopper, fastened by an ornate wire twisting to a large, brilliant-cut topaz (700 gp)
gemstone - brown-green garnet (130 gp), gemstone - malachite (11 gp), gemstone - alexandrite (500 gp), gemstone - sard (50 gp), gemstone - alexandrite (600 gp), gemstone - star ruby (1,300 gp), gemstone - aquamarine (600 gp), gemstone - tiger eye turquoise (11 gp)
+3 bastard sword
scroll (divine)
  - find traps (l2, cl3)
  - summon monster II (l2, cl3) (300 gp)
scroll (arcane)
  - mirror image (l2, cl3) (150 gp)
potion: delay poison (300 gp)
wand of shocking grasp (6 charges) (750 gp)


Wraith
This ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be.
Wraith CR 5
XP 1,600
LE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft., lifesense; Perception +10
Aura unnatural aura (30 ft.)
Defense
AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex)
hp 47 (5d8+25)
Fort +6, Ref +4, Will +6
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
Weaknesses sunlight powerlessness
Offense
Speed fly 60 ft. (good)
Melee incorporeal touch +6 (1d6 negative energy plus 1d4 Con drain)
Special Attack create spawn
Statistics
Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
Base Atk +3; CMB +6; CMD 21
Feats Blind-Fight, Combat Reflexes, Improved Initiative
Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge (planes) +7, Perception +10, Sense Motive +10, Stealth +11
Languages Common, Infernal
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure none
Special Abilities
Create Spawn (Su) A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD, and only drain 1d2 points of Constitution on a touch. Spawn are under the command of the wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths. They do not possess any of the abilities they had in life.
Constitution Drain (Su) Creatures hit by a wraith's touch attack must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.
Lifesense (Su) A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot attack and is staggered.
Unnatural Aura (Su) Animals do not willingly approach within 30 feet of a wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.
Wraiths are undead creatures born of evil and darkness. They hate light and living things, as they have lost much of their connection to their former lives.

Room C10

This room has a large rune painted on the floor. It is a room of teleportation. There is a small piece of paper with the word "hedawigunat" that will activate the teleport. It goes to room 22 in the Norman Castle building. The S door in the south is a tongue that unrolls. It opens with a foot stamp in the W corner of the door area. This area is described here.

Room C11

18 Necrophidius

Necrophidius


The soft scrape of bone reveals the long, sinuous skeleton of a large snake, its head a humanoid skull with a snake's jaws.

Necrophidius CR 3
XP 800
N Medium construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 36 (3d10+20)
Fort +1, Ref +4, Will +1
DR 5/bludgeoning; Immune construct traits
Offense
Speed 30 ft.
Melee bite +6 (1d8+4 plus paralysis)
Special Attacks dance of death
Statistics
Str 16, Dex 17, Con —, Int —, Wis 11, Cha 1
Base Atk +3; CMB +6; CMD 19 (can't be tripped)
Skills Stealth +15; Racial Modifiers
+12 Stealth
Ecology
Environment any
Organization solitary or coil (2–6)
Treasure none
Special Abilities
Dance of Death (Ex) A necrophidius can entrance opponents by swaying back and forth as a full-round action. All creatures within 30 feet who can see the necrophidius when it uses its dance of death must succeed on a DC 15 Will save or be dazed for 2d4 rounds. This is a mind-affecting effect. The save DC is Constitution-based and includes a +4 racial bonus.
Paralysis (Su) Any living creature that is bitten by a necrophidius must succeed on a DC 13 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Constitution-based and includes a +2 racial bonus.
Despite its sinister appearance, the snake-like necrophidius is not an undead creature. Rather, it is a magical construct built from the skeleton of a giant snake and then mounted with the skull of a humanoid creature. Fangs are cemented into the jaws of the skull, after which the entire creation can be brought to life by a series of obscure and expensive rituals—these rituals are traditionally well guarded by those who discover them.
As a mindless construct that requires neither food nor sleep, a necrophidius makes an excellent guardian, and its innate stealth allows it to slip up on the unwary undetected. In certain areas, the necrophidius is commonly employed as an assassin, able to disable its quarries with its dance of death or paralyzing bite before disposing of them in a gruesome manner—as long as the assassination doesn't require any particular intelligence to carry out. Particularly macabre creators might even construct the creature from the skull of a friend or loved one of the intended victim in order to magnify the horror of the assassination, leaving much of the flesh on the skull so the victim can recognize its source. This flesh rots eventually—only freshly crafted necrophidiuses have this grisly feature (although regular applications of gentle repose spells can keep such a morbid decoration fresh for a much longer period of time).
Although a necrophidius is mindless, it can follow the simple commands of its creator. These can include commands to lie dormant until some specific condition is met or to follow and kill an indicated target to the exclusion of all other activities.
A typical necrophidius is 10 feet long and weighs 200 pounds.

Room C12

Ilesial - Undead Cleric of evil
Level 12 and surrounded by 3 skeletal warriors. The cleric may summon the Necrophidius any time needed.
Evil Cleric Undead Ilesial, female 1/2 Elf Cleric Level 12:  CR 12;
Size M (4 ft., 9 in. tall);
HD 12d8; hp 55; Init +0;
Spd 30 ft.; AC 10;
Attack +10/+5 melee, or +9/+4 ranged;
SV Fort +8, Ref +4, Will +12; - AL LE;
Str 13, Dex 11, Con 11, Int 12, Wis 18, Cha 13.
Languages Spoken:  Common, Elven, Gnome.
Skills and feats:  Concentration +10, Craft (Bowmaking) +6, Craft (Sculpting) +8, Craft (Woodworking) +10, Heal +18, Hide +0, Listen +6, Move Silently +0, Search +3, Spot +6; Blind-Fight, Craft Rod, Craft Wondrous Item, Heighten Spell, Still Spell.
Possessions:  27,000 gp  in gear.
Cleric Domains:  Death, Destruction.
                                       0/1    /2    /3    /4     /5    /6 
Cleric Spells Per Day:  6/6+1/5+1/5+1/3+1/3+1/2+1

Zia, male human Ftr11:  CR 11; Size M (6 ft., 6 in. tall); HD 11d10+11; hp 70; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +13/+8/+3 melee, or +12/+7/+2 ranged; SV Fort +8, Ref +4, Will +2; AL LE; Str 14, Dex 13, Con 13, Int 8, Wis 8, Cha 6.
Languages Spoken:  Common.
Skills and feats:  Handle Animal +3, Hide +1, Intimidate +11, Jump +11, Listen +1, Move Silently +1, Ride +5, Spot +1; Alertness, Cleave, Combat Reflexes, Endurance, Point Blank Shot, Power Attack, Skill Focus (Intimidate), Toughness.
-----------------------------
Skeletal Warriors 2 of each below!
undead. HD to d8 - All are wearing chain and shield for Base AC 16-Str +2, Dex +2. BAB equals 3/4 of its HD. - gains Improved Initiative  - Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

1-Kolya, male human Ftr8:  CR 8; Size M (5 ft., 11 in. tall); HD 8d10+32; hp 89; Init -2 (-2 Dex); Spd 30 ft.; AC 8 (-2 Dex); Attack +12/+7 melee, or +6/+1 ranged; SV Fort +10, Ref +2, Will +4; AL LE; Str 18, Dex 6, Con 18, Int 14, Wis 14, Cha 13.
Skills and feats:  Climb +9, Craft (Trapmaking) +9, Diplomacy +1.5, Handle Animal +12, Heal +2.5, Hide -2, Jump +13, Knowledge (Nobility and Royalty) +2.5, Listen +4, Move Silently -2, Perform (Comedy) +3, Perform (Percussion Instruments) +4, Ride +8, Search +3, Spot +4; Alertness, Blind-Fight, Combat Expertise, Far Shot, Lightning Reflexes, Persuasive, Point Blank Shot, Weapon Focus (rapier), Weapon Focus (longsword).
-----------------------------
2-Solvi, male human Ftr12:  CR 12; Size M (5 ft., 3 in. tall); HD 12d10+12; hp 75; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+3 Dex); Attack +14/+9/+4 melee, or +15/+10/+5 ranged; SV Fort +9, Ref +9, Will +5; AL CE; Str 14, Dex 16, Con 12, Int 7, Wis 13, Cha 11.
Skills and feats:  Craft (Leatherworking) +6, Hide +3, Listen +1, Move Silently +3, Ride +10, Spot +1, Swim +16, Use Rope +4.5; Blind-Fight, Dodge, Endurance, Exotic Weapon Proficiency (urgosh, dwarven), Improved Critical (rapier), Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Track, Weapon Focus (rapier).
-----------------------------

Room C13

Locked Door from room 10. Unlock at a DC 45 with a hasp lock . Inside is a treasure room guarded by a steel golum.
40 Modified JuJu Zombies  laying on the floor.
Green slimy stuff covers their bodies and is burning to the touch. Their skin looks pickled and smells of lye due to experiments on the corpses by one of the Norman clerics trying to make them immune to raising. The attempt failed as it only made the zombies more dangerous.. Save VS poison at DC 15 or take 1d4 of damage within 1d4 rounds of a successful hit by either them or a party member.
Juju Zombie Fighter Save VS Reflex on a hit or take 1d4 splash base damage from the lye they were preserved with.
This creature looks like a desiccated humanoid with grayish white leathery skin.

Room C14

The stairs here go down to room C8
Guarding this room as it is the gateway to the other rooms. A Pair of Erinyes in opposite corners of the room.
Green 1 - HP 104                      Green 2 - HP 92

Erinyes CR 8
XP 4,800
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness, true seeing; Perception +16
Defense
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 94 (9d10+45)
Fort +11, Ref +12, Will +7
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19
Offense
Speed 30 ft., fly 50 ft. (good)
Melee +1 longsword +15/+10 (1d8+8/19–20)
Ranged +1 flaming composite longbow +14/+14/+9 (1d8+6/×3 plus 1d6 fire) or rope +15 touch (entangle)
Spell-Like Abilities (CL 12th)
Constant—true seeing
At will—fear (single target, DC 19), greater teleport (self plus 50 lbs. of objects only), minor image (DC 17), unholy blight (DC 19)
1/day—summon (level 3, 2 bearded devils, 50%)
Statistics
Str 20, Dex 23, Con 21, Int 14, Wis 18, Cha 21
Base Atk +9; CMB +14; CMD 31
Feats Combat Reflexes, DodgeB, MobilityB, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Skills Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, Fly +19, Intimidate +17, Knowledge (planes) +8, Knowledge religion) +8, Perception +16, Sense Motive +10, Stealth +15
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Ecology
Environment any (Hell)
Organization solitary or trio
Treasure triple (+1 longsword, +1 flaming composite longbow [+5 Str bonus], rope)
Special Abilities
Entangle (Su)
Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based.

Known by many names—the Fallen, the Ash Wings, and the Furies—the devils called erinyes mock the form of the angelic hosts in their exaction of vengeance and bloody justice. Executioners, not judges, erinyes alight upon the bladed eaves of Dis, Hell's cosmopolitan second layer, ever attentive for chances to soar into battle, whether in defense of Hell, on the whims of diabolical masters, or at the impassioned summons of jilted mortal summoners. All erinyes weave deadly living ropes from their own hair, which they use in battle to lift their foes into the air, mocking and condemning their victims for their transgressions before dropping them from great heights.

Erinyes appear as darkly beautiful angels, augmenting their sensuality with deliberate bruises and scars. Yet despite their beauty, erinyes are not seducers—they lack the subtlety and patience required for such fine emotional manipulations, and instead vastly prefer to solve their problems with swift and excruciating violence. Often, an erinyes will stay her hand before attempting to slay a foe simply so she can draw out the victim's suffering. Death is usually the only way to escape an erinyes's not-so-tender attentions, and the most powerful of these devils excel at keeping their enemies alive but helpless so as to extend their torment—many going as far as to keep their victims alive with magic. Rumors hold that the most powerful erinyes torturers have skills that allow their torment to continue even after their subject has died from their attentions. Most erinyes stand just under 6 feet tall and weigh approximately 140 pounds, even with their black- feathered wings that stretch over 10 feet wide.

Room C15

There are 10 of these constructions in this room waiting forever to prevent the entry of anyone through the door behind them. They are man sized statues the have been made out of the wax stone the House of Stone is made of. Each one contains a small piece of rainbow diamond that contains the remains of a human servants soul. The veins of a human can faintly be seen under the white stone if under a bright light. They shimmer with the colors of the rainbow. There is no detail at all; there is only the shape of the human form. They are faceless and almost look incomplete but at the same time beautiful in their abstract nature. When they are killed the white stone they are made of melts into the floor revealing the rainbow gem inside that the party may then take. It is worth 2Kgp, but as a set they are worth 40Kgp

Red
 - 15d10+50=128         - 15d10+50=147         - 15d10+50=138         - 15d10+50=134         - 15d10+50=117       

Blue
 - 15d10+50=146         - 15d10+50=121         - 15d10+50=133         - 15d10+50=124         - 15d10+50=119   

Soulbound Shell CR 12
XP 19,200
N Medium construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +15
Defense
AC 26, touch 11, flat-footed 25 (+4 armor, +1 Dex, +11 natural)
hp 132 (15d10+50)
Fort +5, Ref +6, Will +7
DR 10/adamantine and magic; Immune construct traits; SR 23
Weaknesses cemented mind, susceptible to mind-affecting effects
Offense
Speed 30 ft.
Melee mwk dagger +17/+12/+7 (1d4+1/19–20)
Wizard Spells Prepared (CL 12th; concentration +17)
6th—beast shape IV, disintegrate (DC 21)
5th—cloudkill (2, DC 22), dominate person (DC 21), passwall
4th—black tentacles (2), fire shield, shout (DC 19)
3rd—fly, lightning bolt (2, DC 18), stinking cloud (2, DC 20)
2nd—false life (already cast), glitterdust (DC 19), hideous laughter (DC 18), make whole, mirror image
1st—charm person (2, DC 17), expeditious retreat, grease (DC 18), mage armor (already cast), unseen servant
0—acid splash, detect magic, mage hand, read magic
Statistics
Str 13, Dex 13, Con —, Int 20, Wis 10, Cha 13
Base Atk +15; CMB +16; CMD 27
Feats Combat Casting, Craft ConstructB, Greater Spell Focus (conjuration), Improved Iron Will, Iron Will, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus enchantment), Toughness
Skills Craft (sculptures) +20, Disguise +16, Knowledge (arcana) +20, Knowledge (engineering) +20, Perception +15, Spellcraft +26, Use Magic Device +16
Languages Aklo, Common, Draconic
SQ soul focus
Ecology
Environment any land
Organization solitary or workshop (1 plus 2–8 other constructs)
Treasure standard (mwk dagger, other treasure)
Special Abilities
Cemented Mind (Ex) A soulbound shell can never change its known or prepared spells.
Soul Focus (Su) The soul bound to the shell lives within a gem inside its chest. As long as this soul focus remains intact, it can be used to animate another shell, at the same cost as creating a new soulbound shell, and retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.
Spells A spellbound shell casts spells as a 12th-level cleric, witch, or wizard, but does not gain any other class abilities.
Susceptible to Mind-Affecting Effects (Ex) A soulbound shell is not immune to mind-affecting effects.
A soulbound shell is the perfected version of a soulbound  allowing the soul to retain its spellcasting.These constructs contain a fragment of another creature's soul. The binding process strips most of the individuality from the soul, making a new soulbound doll an almost blank slate. Despite this process, fragments of the original creature's personality may remain.Soulbound dolls can serve as companions, surrogate children, servants, guards, and sentries, as desired by their creators. Creators of soulbound dolls typically take care to take soul fragments from people whose personality traits the crafters wish to see in their dolls.
The binding process is sophisticated enough to leave much of the soul's personality intact. Most are crafted to allow a faithful servant to remain with a prestigious family or to allow a dying loved one to remain among the living in a limited way. Because the mannequin's face is expressionless and its voice has little inflection, it carries several masks that it uses to convey emotions. It often serves its creator as a bodyguard, companion, servant, sentry, or even paramour.

Room C16

This room has a stairway that goes up to room D1.
The creatures in this room are clustered around the stairs up and will protext it from bing used at all costs. They have no int so they will not use any specific strategies so will be easy to flank and such!
Taxidermic Creatures - All are built on a wire frame so heat metal and electrical attacks to double damage.
Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
 -
HD 28 +30HP (CR9) Large (AC23)- Dark Vision, low-light vision,
All ST are 10 Construct Traits - Move 50'
Red  - Giant Crab 2 Claws (d10+12 per hit) HP 160
Blue  - Dire Bear 2 Claws (d6+12) and bite (d8+12) HP 174
Green  - Dire Crocodile Bite (2d12+20) HP 152  
Purple  - Dire Ape 2 Claws (2d10+2) Bite (2d6+4) HP 176
White  - Dire Lion 2 Claws (2d10+2) and Bite (2d8+4) HP 166

The stairway up is trapped. There is a House Quake Trap.
This it like a earthquake trap but it is the top of the house that is shaking.
CR 15; magic; Perception DC 30; Disable Device DC 26; Trigger location 4 step up the stairs; Reset 1 day;
Effect earthquake (13d6 damage, DC 20 Reflex save for half damage); multiple targets (all targets in Rooms C15 through 17)

Room C17

A servant of Gloomera has been conjured and imprisoned in this room against its will by . It has been geased to attack anyone in the entering the room and prevent them from going into the room beyond. It wants to perform this task and get away.
In the center of the room is a rune that is holding the Ignisean in the HOS. If it is removed, the creature will return to Gloomera and leave the HOS and the players alone. It will tell them this as it is obeying his compulsion to kill them all!
It will be invisible unless it is surprised. It will wait until the players are in danger of locating it and then begin shooting its bow for all 5 attacks. It will then drop the bow and draw the Halbard raising the greater darkness providing them only a glimpse of what their attacker is. It looks like a female angel that has been intentionally disfigured. Its limbs have been broken and healed at odd angles. Its backbone is shaped like a Z and the face which was once a beautiful womans has been marked with a X scar in the middle of her face. And embelish at will!

Shafts of blackness spill out through cracks in this humanoid being's clothing and armor, and its four wings are composed of ultraviolet purple darkness.
Ignisean CR 20 Fallen Angel, Ignisean - Servent of Gloomera
XP 307,200
LE Large outsider (dark angel, extraplanar, evil)
Init +12; Senses darkvision 60 ft., low-darkness vision, detect good, detect snares and pits, true seeing; Perception +38

Defense
Aura protective aura
AC 38, touch 38, flat-footed 30 (+8 Dex, +7 insight, +14 sacred, -1 size; +4 deflection vs. evil)
hp 387 (25d10+250); regeneration 15 (evil artifacts)
Fort +24, Ref +18, Will +24; +4 vs. poison, +4 resistance vs. evil
Defensive Abilities heed no call, uncanny dodge; DR 15/piercing and evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 31
Offense
Speed 50 ft., fly 120 ft. (evil)
Melee +1 cursed halberd +36/+31/+26/+21 (2d8+16/19-20/×3) or
slam +34 (2d8+15)
Ranged +1 Evil composite longbow +33/+28/+23/+18 (2d6+11/×3)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 20th; concentration +27)
Constant—detect evil, detect snares and pits, discern lies(DC 21), true seeing
At will—aid, atonement, break enchantment, commune, continual flame, dimensional anchor, greater dispel magic, lesser restoration, neutralize poison, curse, cause disease, fear, resist energy, speak with dead
3/day—blade barrier (DC 23), dispel evil (DC 22), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, sympathy (DC 25)
1/day—greater restoration, power word stun, wish

Cleric Spells Prepared (CL 20th; concentration +30)
9th—gate, mass cause wounds (DC 29), miracle, overwhelming presence(DC 29),
8th—antimagic field, discern location, quickened divine power, greater spell immunity, holy aura (DC 28)
7th—control weather, holy word (DC 27), greater scrying (DC 27), repulsion (DC 27), waves of ecstasy (DC 27)
6th—heal (DC 26), heroes' feast, joyful rapture, quickened silence (DC 22), wind walk, word of recall
5th—breath of life, quickened divine favor, fickle winds, greater command (DC 25), plane shift (DC 25), serenity (DC 25)
4th—death ward, dismissal (DC 24), divine power, freedom of movement, greater magic weapon (2)
3rd—daydarkness, invisibility purge, locate object, prayer, stone shape, wind wall
2nd—consecrate, Invisibility, grace (2), make whole, remove paralysis, silence (DC 22)
1st—bless, divine favor, endure elements, obscuring mist (2), remove sickness, shield of faith
0—create water, detect magic, guidance, purify food and drink

Statistics
Str 30, Dex 27, Con 30, Int 23, Wis 30, Cha 25
Base Atk +25; CMB +36; CMD 75
Feats Combat Reflexes, Dazing Assault, Deadly Aim, Furious Focus, Improved Critical (halberd), Improved Initiative, darknessning Reflexes, Manyshot, Point-Blank Shot, Power Attack, Quicken Spell, Rapid Shot, Weapon Focus (halberd)
Skills Craft (any) +34, Diplomacy +35, Disguise +15, Fly +23, Heal +17, Knowledge (history, planes, religion) +34, Perception +38, Perform (any one) +35, Sense Motive +38, Spellcraft +31, Stealth +32, Use Magic Device +32
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self), Ignisean insights, lucent arms, lucent body
Ecology
Environment any evil-aligned planes
Organization solitary
Treasure double (mwk halberd, mwk composite longbow [+10 Str], other treasure)
Special Abilities
Ignisean Insights (Ex) Igniseans have insight into the way creatures act, and it serves them well in battle. Igniseans gain an insight bonus to their Armor Class equal to their Charisma bonuses.
Heed No Call (Ex) Igniseans are ancient beyond measure and directly serve the gods. They are immune to all calling spells, unless they choose to allow themselves to be called or are commanded by their god to attend to anothers will.
Lucent Arms (Ex) An Ignisean infuses its weapons with its own inner darkness. Its cursed halberd has the opposite of the Brilliant Touch property, as it is Brilliant Darkness. It shrouds this room in Deeper Darkness.
An Ignisean needs no ammunition for its bow (or for any other ranged weapon it may possess), as it can simply fire arrows of darkness.
Lucent Body (Ex) Each Ignisean is formed of the ancient essence of evil. Its lucent body melds perfectly with its armor and clothing, forming a single whole. An Ignisean gains a sacred bonus to its Armor Class equal to the total armor bonus of its infused armor (typically +14 from infused +5 full plate), but it suffers no restrictions or penalties for wearing armor. An Ignisean can never gain an armor bonus or natural armor bonus to its Armor Class through any means.
Spells Igniseans can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities.
Igniseans are a race of ancient angels created by the gods before the dawn of mortalkind. Among the angelic hosts, Igniseans serve outside of the usual chain of command. Standing 15 feet tall and clad in the trappings of mortality, which wrap their brilliant forms in a shape mortals and other angels can easily understand, Igniseans are physical embodiments of the evil energy of a deity or deific being, and they answer only to that higher power.

Igniseans serve as secret agents for deities—operatives who can be trusted to perform sensitive tasks, especially those that require a long view. They often become slayers of great good.

Room C18

At first this room looks empty. But a pedestal is hidden behind a mirror that is cleverly place to reflect the floor and make it look like the wall behind it. There is a small chance (DC 32) that this can be detected from any where in the room other than right in from of it directly under the light fixture on the S. Wall. If the room is searched there is no chance the orb will remain hidden.
On a pedestal against the S wall of the room is the deep blue Orb of Pride. It is about 2' in diameter and made of a gigantic piece of lapis lazuli. Inside the gem is a figurine of a prideful man made of something deeper blue than the stone surrounding it. He is standing with a straight back, his chin tilted upward, arms stiff at the sides and chest thrown out. 

Room C19

This room has a Undead Paladin who was cursed with the loss of his body. This was the man Sondrin Normad son of Sondross. He was cursed with the condition called "Bodylessness" which is a form of undead that gives him some positive energy spells. The more he casts the positive energy spells, the fainter his spectral form appears. He has a high forehead, a deep widows peak, the gowns of a wealthy land owner, a sad countenance and is short in stature. He know something about the undead in this place. He can not move out of the 2nd floor area without dissappearing. If he can help parties with a good alignment he will.
This room was his tomb and his body lies in state in a sarcophagus with his likeliness carved on top.
He can even do a restoration. His body is in the sar. but it is nothing more than a skeleton that has been chained all over. The chain is secured by a lock at the feet. The name has been chissled out of the sar.The body was put into the sarcophagus alive.

Room C20

In this room are 8 Host Devils
Host Devil (Magaav) CR 6
XP 2,400
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +4; Senses darkvision 60 ft., detect magic, see in darkness; Perception +11
Defense
AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
hp 59 (7d10+21)
Fort +8, Ref +9, Will +3
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 17
Offense
Speed 20 ft., fly 50 ft. (average)
Melee mwk ranseur +12/+7 (2d4+6/×3) or
2 claws +11 (1d6+4 plus 2 bleed)
Special Attacks noxious breath, rend (2 claws, 1d6+6 plus 2 bleed)
Spell-Like Abilities (CL 12th; concentration +12)
Constant—detect magic
At will—greater teleport (self plus 50 lbs. of objects only)
1/day—summon (CL 3rd, 1 magaav 40%)
Statistics
Str 18, Dex 19, Con 16, Int 10, Wis 12, Cha 11
Base Atk +7; CMB +11; CMD 26
Feats Combat Reflexes, Dodge, Hover, Mobility
Skills Acrobatics +14 (+10 when jumping), Escape Artist +14, Fly +14, Intimidate +10, Perception +11, Stealth +14
Languages Celestial, Draconic, Infernal; telepathy 100 ft.
SQ master grappler, shared senses
Ecology
Environment any (Hell)
Organization solitary, pair, or flock (2–6)
Treasure standard (mwk ranseur, other treasure)
Special Abilities
Master Grappler (Ex) A magaav can wield a weapon and still attempt grapple checks. While not wielding a weapon, a magaav gains  +4 bonus on grapple checks.
Noxious Breath (Su) Three times per day, as a standard action a magaav can exhale a breath that reeks of pure corruption upon a creature within 5 feet. The target must succeed at a DC 16 Fortitude save or be sickened for 1d4 rounds. Creatures that successfully save cannot be affected by the same magaav's noxious breath for 24 hours. This is a poison effect. The save DC is Constitution-based.
Shared Senses (Su) All magaavs within 100 feet of one another share the same senses. Thus, if one individual perceives something (for example, with a successful Perception check), all others within range are immediately aware of it. Senses are instantly relayed from one magaav to the next, allowing for the senses of a single devil to potentially spread through and inform an entire swarm instantly. It is still possible for a magaav to be flat-footed for other reasons even if other magaavs nearby are not.

Hunters of souls, host devils retrieve Hell's most elusive property. Whether souls that have long evaded capture upon the plains of Avernus, damned beings who have somehow managed to escape Hell, or creatures that have reneged upon infernal contracts, vast flocks of these winged fiends fly from the Pit to recover their prey. Rarely seen alone, host devils travel in great swarms that often number in the thousands. These four-winged mockeries of the angelic form swarm in enormous columns, moving in tandem as though they were one colossal, infernal beast controlled by a single brain.
Magaavs stand 5-1/2 feet tall and weigh 150 pounds, with wingspans reaching 10 feet across. Their fetid breath draws flies that swarm over their bodies.

Room C21

This room contains 5 imps for every player

Devil, Imp
Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.
Imp CR 2
XP 600
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
Defense
AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
hp 16 (3d10); fast healing 2
Fort +1, Ref +6, Will +4
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
Offense
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)
Statistics
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I)
Ecology
Environment any (Hell)
Organization solitary, pair, or flock (3–10)
Treasure standard
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Born directly from the pits of Hell, imps are among the least of the true devils; these vicious, manipulative fiends, however, hold an important role in the corruption of mortal souls. Unfettered from the ranks and duties of diabolical armies, imps delight in any opportunity to travel to the Material Plane and subtly tempt mortals toward acts of ever-greater depravity. Willingly serving spellcasters as familiars, imps play the role of dutiful servants, often granting their masters cunning advice and infernal insights. In truth, though, an imp works to deliver souls to Hell, assuring that its master's soul—and as many collateral souls as possible—faces damnation upon death.

Imps vary widely in appearance, ranging through a spectrum of bestial traits and grotesque body shapes, though most take the forms of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds.

Room C22

Empty except for some egg shells.

Room C23

3 Grave Knights

 - 10d10+80=145         - 10d10+80=133         - 10d10+80=144     

 - 10d10+80=145         - 10d10+80=133         - 10d10+80=144

XP 12,800
Human graveknight fighter 10
LE Medium undead (augmented humanoid)
Init +5; Senses darkvision 60 ft.; Perception +19
Aura sacrilegious aura (30 ft., DC 19)
Defense
AC 27, touch 11, flat-footed 24 (+10 armor, +1 Dex, +4 natural)
hp 139 (10d10+80)
Fort +13, Ref +6, Will +6; +3 vs. fear
Defensive Abilities bravery +3, channel resistance +4, rejuvenation; DR 10/magic; Immune acid, cold, electricity, undead raits; SR 22
Offense
Speed 30 ft.
Melee +1 greatsword +25/+20 (2d6+19 plus 2d6 acid)
Ranged composite longbow +14/+9 (1d8+11/×3)
Special Attacks channel destruction, devastating blast (6d6 acid, DC 19), undead mastery (DC 19), weapon training (heavy lades +2, bows +1)
tatistics
Str 27, Dex 12, Con —, Int 15, Wis 12, Cha 18
Base Atk +10; CMB +20; CMD 29
Feats Cleave, Critical Focus, Dazzling Display, Greater Weapon Focus (greatsword), Improved InitiativeB, Mounted CombatB, Power Attack, Ride-By AttackB, Shatter Defenses, Spirited Charge, ToughnessB, Trample, Unseat, Vital Strike, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Climb +13, Intimidate +25, Knowledge (nobility) +12, Perception +19, Ride +19, Swim +13; Racial Modifiers +8 Intimidate, +8 Perception, +8 Ride
Languages Common, Dwarven, Infernal
SQ armor training 2, phantom mount, ruinous revivification
Ecology
Environment any land
Organization solitary or troop (graveknight plus 12–24 skeletal champions)
Treasure NPC gear (+1 full plate, +1 greatsword, composite longbow [+8 Str] with 20 arrows, belt of giant strength +2, other treasure)
Undying tyrants and eternal champions of the undead, graveknights arise from the corpses of the most nefarious warlords and disgraced heroes—villains too merciless to submit to the shackles of death. They bear the same weapons and regalia they did in life, though warped or empowered by their profane resurrection. The legions they once held also flock to them in death, ready to serve their wicked ambitions once more. A graveknight's essence is fundamentally tied to its armor, the bloodstained trappings of its battle lust. This armor becomes an icon of its perverse natures, transforming into a monstrous second skin over the husk of desiccated flesh and scarred bone locked within.
They will begin summoning etherial undead to themselves in 2 rounds.
They are not corporial and do 1d3 points of con damage unless a Fort save of 26 is made.
The plate armor is +2 plate (no shield)
The 3 greatswords are +1.
The 3 Composite bows can only be drawn by a char with a STR of 22 (+6) and are +1
They have 9 arrows that do 1d12+4
They take everything that is in the room.
 
HP 5d8+30
 - 3d8+30=42         - 3d8+30=44         - 3d8+30=41         - 3d8+30=46        
- 3d8+30=45         - 3d8+30=36         - 3d8+30=44         - 3d8+30=48 

Room 24

This door is locked and trapped. The Trap is an electrical trap with a DC 28 to find and to Disarm. Failure is 8d8 of damage or with half damage with a reflex save.
Terror opens the door and triggers the trap.
Razr tries to disarm it and succeeds.
The room smells strongly of vinegar with a foul musky edge. Inside 24 is a pile of headless skeletons. There is a oval gold locket on a gold chain worth 240gp with fine filigree work. that has fallen to the floor. They look like the bodies have been dipped in hydrocloric acid to remove the flesh.
 

D Tower

Room D1
This room is bathed in deep blue light as if it was in the bottom of the ocean. In the center of the S. wall is a pillar of blue glass about 2' square that touches the ceiling and the floor. Inside the blue stone are constantly flickering bolts of electricity. It is reflected on the N. wall by a mirror.
On the E there is a stone pit disguised by invisibility. Treasure is buried in the pit.
On the West wall pedestal with the orb of Gluttony sitting on it.



Room D2
Greater Ice Elemental CR 9
XP 6,400
N Huge outsider (air, cold, elemental, extraplanar, water)
Init +8; Senses darkvision 60 ft., snow vision; Perception +16
Defense
AC 23, touch 13, flat-footed 18 (+4 Dex, +1 dodge, +10 natural, –2 size)
hp 123 (13d10+52)
Fort +12, Ref +14, Will +4
DR 10/—; Immune cold, elemental traits
Weaknesses vulnerable to fire
Offense
Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
Melee 2 slams +20 (2d8+9 plus 2d6 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks numbing cold (DC 20)
Statistics
Str 28, Dex 18, Con 19, Int 8, Wis 11, Cha 11
Base Atk +13; CMB +24; CMD 39 (can't be tripped)
Feats Cleave, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike
Skills Escape Artist +20, Intimidate +16, Knowledge (planes) +15, Perception +16, Stealth +12, Swim +17
SQ ice glide, icewalking
Ice Glide (Su) A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Numbing Cold (Su) When an ice elemental deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.
Snow Vision (Ex) An ice elemental can see perfectly well in snowy conditions and does not take any penalties on Perception checks while in snow.

Room D3
Greater Lightning Elemental CR 9
XP 6,400
N Huge outsider (air, elemental, extraplanar)
Init +13; Senses darkvision 60 ft.; Perception +16
Defense
AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, –2 size)
hp 110 (13d10+39)
Fort +11, Ref +17, Will +6
DR 10/—; Immune electricity, elemental traits
Offense
Speed fly 100 ft. (perfect)
Melee 2 slams +20 (2d8+6 plus 2d6 electricity)
Space 15 ft.; Reach 15 ft.
Special Attacks metal mastery, spark leap
Statistics
Str 22, Dex 29, Con 16, Int 8, Wis 11, Cha 11
Base Atk +13; CMB +21; CMD 41
Feats Blind-Fight, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse
Skills Acrobatics +25, Escape Artist +25, Fly +13, Intimidate +16, Knowledge (planes) +15, Perception +16
Metal Mastery (Ex) A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem).
Spark Leap (Ex) A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.

Room D4
Huge Magma Elemental CR 7
XP 3,200
N Huge outsider (earth, elemental, extraplanar, fire)
Init +3; Senses darkvision 60 ft.; Perception +13
Defense
AC 17, touch 7, flat-footed 17 (–1 Dex, +10 natural, –2 size)
hp 85 (10d10+30)
Fort +10, Ref +6, Will +3
DR 5/­—; Immune fire, elemental traits
Weaknesses vulnerable to cold
Offense
Speed 20 ft., burrow 20 ft.; earth glide
Melee 2 slams +14 (2d6+6 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks burn (1d8, DC 16), lava puddle
Statistics
Str 22, Dex 8, Con 17, Int 6, Wis 11, Cha 11
Base Atk +10; CMB +18; CMD 27
Feats Cleave, Greater Bull Rush, Improved Bull Rush, Improved Initiative, Power Attack
Skills Climb +19, Knowledge (dungeoneering) +11, Perception +13, Stealth +4
Burn (Ex) A magma elemental's burn DC includes a –2 racial penalty, as their fires don't burn quite as hot as true elemental flames.
Earth Glide (Ex) A burrowing magma elemental can pass through stone, dirt, lava, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple, though the area it passes through feels warm for 1 round afterward and often retains a strangely smooth texture, as if the stone had been polished. A move earth spell cast on an area containing a burrowing magma elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Lava Puddle (Su) Once per day as a full-round action, a magma elemental can vomit forth a puddle of lava that fills its space to a depth of 2–3 inches and counts as difficult terrain. Any creature that moves through this puddle of lava takes 2d6 points of fire damage. This damage continues for 1d3 rounds after the creature leaves the lava pool, although then it only inflicts 1d6 points of fire damage per round. The lava puddle solidifies and is safe to touch after a number of rounds equal to the elemental's Hit Dice. At the GM's discretion, this puddle of lava could start secondary fires.

Room D5
Greater Mud Elemental CR 9
XP 6,400
N Huge outsider (earth, elemental, extraplanar, water)
Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +16
Defense
AC 22, touch 13, flat-footed 17 (+4 Dex, +1 dodge, +9 natural, –2 size)
hp 123 (13d10+52)
Fort +12, Ref +14, Will +4
DR 10/—; Immune acid, elemental traits
Offense
Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide
Melee 2 slams +20 (2d8+9 plus entrap)
Space 15 ft.; Reach 15 ft.
Special Attacks entrap (DC 20, 10 minutes, hardness 10, hp 15)
Statistics
Str 28, Dex 18, Con 19, Int 8, Wis 11, Cha 11
Base Atk +13; CMB +24; CMD 39
Feats Awesome Blow, Cleave, Dodge, Great Cleave, Greater Bull Rush, Improved Bull Rush, Lightning Reflexes, Power Attack
Skills Climb +25, Escape Artist +20, Knowledge (planes) +15, Perception +16, Stealth +12, Swim +17
Earth Glide (Ex) A burrowing mud elemental can pass through dirt, gravel, or other loose or porous solid matter as easily as a fish swims through water. It cannot use this ability to pass through a solid barrier such as a stone or brick wall. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing mud elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Entrap (Ex) The mud from an elemental's entrap ability can be washed away in 1d3 rounds of immersion in water.

Room D6
This room is the top of Tower D. It is 50' high and pitch dark
The Air Elemental is hiding in the top of the tower chasing it's tail as soon as it hears any activity on the stairway (Perception 16). It will begin it's attack by creating a
Guardian of the Orb of Gluttony - Elder Air Elemental
Elder Air Elemental CR 11
XP 12,800
N Huge outsider (air, elemental, extraplanar)
Init +15; Senses darkvision 60 ft.;Perception +19
Defense
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 152 (16d10+64)
Fort +14, Ref +21, Will +7
Defensive Abilities air mastery; DR 10/—; Immune elemental traits
Offense
Speed fly 100 ft. (perfect)
Melee 2 slams +25 (2d8+9)
Space 15 ft.; Reach 15 ft.
Special Attacks whirlwind (DC 27)
Statistics
Str 28, Dex 33, Con 18, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +27; CMD 49
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB
Skills Acrobatics +30, Escape Artist +30, Fly +34, Knowledge (planes) +19, Perception +19, Stealth +22
Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies.
Although all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings.
An air elemental prefers to attack flying or otherwise airbone targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater.
Whirlwind (Su) Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a f ly speed, it can continue to f ly at that same speed while in whirlwind form, otherwise it gains a f ly speed equal to its base land speed (average maneuverability) while in whirlwind form.<br>
The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature’s space.
<br>A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it. Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster’s slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Ref lex save (DC 10 + half monster’s HD + the monster’s Strength modif ier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature’s slam attack. It must also succeed on a second Ref lex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can f ly is allowed a Ref lex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried

Height
Weight
Vortex Save
Vortex Height
Elder Air Elemental
40 ft. 12 lbs. 27 10–60 ft.

Room D7
The Orb of Gulttony
In the NW corner

E Tower

This area was the primary home of the Normad side of the family during the great conflict. Their allies were the demons. The deamons agreed to help them for worship to their god (TBD) and for a place to manifest and possibly spread their influence. They were tricked though. The power of the house held them in once they were summoned. They want to get home and are very angry.
The Demons in E 8, 9 and 10 were those specifically summoned to guard the last of the Orbs - The orb of Pride.
All of the demons in this area were bound htre by the Norbad family using their Wand of Binding. This item was crafted by a demigod who owed the Normads for their contribution of Rainbow Window gems to them. THey are held in place until a outside force releases them as they are guarding the way up to retrive the last of the orbs.

Room E1


Hydrodaemon CR 8
XP 4,800
NE Large outsider (aquatic, daemon, evil, extraplanar)
Init +2; Senses darkvision 60 ft., detect magic; Perception +15
Defense
AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
hp 95 (10d10+40)
Fort +11, Ref +9, Will +3
DR 10/cold iron or silver; Immune acid, death effects, disease, poison, waters of the River Styx; Resist cold 10, electricity 10, fire 10; SR 19
Offense
Speed 30 ft., fly 40 ft. (average; see glide, below), swim 60 ft.
Melee bite +13 (1d8+4 plus grab), 2 claws +13 (1d6+4)
Ranged sleep spittle +11 (sleep)
Space 10 ft.; Reach 10 ft.
Special Attacks rake (2 claws +13, 1d6+4)
Spell-Like Abilities (CL 9th; concentration +11)
Constant—detect magic, water walk
At will—acid arrow, deeper darkness
3/day—control water, greater teleport (self plus 50 lbs. of objects only), summon monster V (Large water elemental only)
1/day—desecrate, summon (level 3, 1 hydrodaemon 50%)
Statistics
Str 18, Dex 15, Con 18, Int 9, Wis 11, Cha 14
Base Atk +10; CMB +15 (+9 grapple); CMD 27
Feats Cleave, Point-Blank Shot, Power Attack, Precise Shot, Skill Focus (Perception)
Skills Fly +0, Intimidate +14, Knowledge (planes) +10, Perception +15, Sense Motive +12, Stealth +10, Swim +21
Languages Abyssal, Infernal; telepathy 100 ft.
SQ amphibious, glide
Ecology
Environment any (Abaddon)
Organization solitary, gang (2–5), or mob (6–12)
Treasure standard
Special Abilities
Glide (Ex) A hydrodaemon can launch itself into the air and glide along for 1 minute, gaining a fly speed of 40 feet with average maneuverability. While gliding, the hydrodaemon gains the pounce ability.
Sleep Spittle (Su) A hydrodaemon can spit at a single target within 20 feet, making a ranged touch attack as a standard action. A target hit by this spittle must succeed on a DC 19 Will save or fall asleep for 6 rounds. The save DC is Constitution-based.While at first glance these creatures seem like enormous and foul boggards, their dangerous gait, dead eyes, and wicked claws give away their fiendish nature. In their home environment, hydrodaemons swim the sickening rivers and seas of Abaddon and the River Styx, ducking beneath the rivers of pus and bile only to leap out at enemies and rend their flesh with tooth and claw. It is said these are among the few creatures able to survive in the deadly waters of the River Styx. When called to the Material Plane, hydrodaemons serve powerful spellcasters, protecting domains dotted with pools, streams, and even sewer complexes. Associated with death by drowning, these fiends use a favored tactic to draw the most anguish from their victims. Hydrodaemons first attack with their inky black sleep spittle, hoping to render victims unconscious. With their opponents unable to fight back, hydrodaemons drag their enemies into the foul waters they call home and delight as the liquid fills their victims' gasping lungs. If unable to drown a victim, they finish the job with jaws and claws.
Hydrodaemons possess an awkward gait, springing back on their heels and leaping about like humanoid frogs. Even so, they move in an unpredictable manner, twisting their bodies with each hopping movement. Hydrodaemons can also unfurl flaps of skin that allow them to glide through the air. Hydrodaemons stand 10 feet tall and weigh upward of 3,000 pounds.

Room E2

This room is filled with dead bodies. They are piled 3 high in the center. The top ones are skeletons but the ones on the body are still putrid. This is the site of a mass ritual suicide.  It is inhabited by a Haunt
Whispers From Beyond CR 10

 The murmurs worm their way into the minds of all who hear them and leave lasting wounds.

XP 9,600
CE free-roaming persistent variant haunt (30-ft. radius)
Caster Level 9th; Notice Perception DC 25 (to hear whispers emerging from inside the skulls of all nearby creatures)
hp 45; Weakness harmed by Knowledge (arcana, planes, or religion) DC 25 (immune to positive energy); Trigger proximity; Reset 1 day

Effect

The whispers drift toward sentient beings, particularly those whose minds they have touched before. Each creature in the area must succeed at a DC 16 Will save or take 1d8 points of Wisdom damage, or 1 Wisdom damage on a successful save (or if you are using the sanity system, 1d6 points of sanity damage on a successful save or 2d8 points on a failed save). The DC increases by 1 for each round a creature spends within the haunt’s area (these rounds need not be consecutive, though a given creature’s DC resets to 16 after 24 hours and whenever the haunt is dispersed). Each time a creature damages this haunt, it must succeed at a Will save with a DC equal to its Knowledge check result or take 1d4 Wisdom drain (or, if you are using the sanity system, 1d8 points of sanity damage on a successful save or 2d10 points on a failed save).

DESTRUCTION

The haunt is destroyed if the corpses of all the cultists who created it are cremated and buried on consecrated ground.

Psychic Haunt (Anger) CR 10

The psychic echo below lies in the heart of an abandoned village. A group of raiders drove the villagers from their home by the sword, but an echo of the villagers’ fury persists, stoking hatred against all members of the raiders’ ethnic group.

XP 9,600
N persistent variant haunt (30-ft. radius)
Caster Level 11th; Notice Sense Motive DC 25 (to sense an internal spark of anger)
hp 45; Weakness emotion effects and calm emotions (immune to positive energy); Trigger proximity; Reset 1 day

Effect

Range close (25 ft. + 5 ft./2 levels)
Target any number of living creatures, no two of which can be more than 30 ft. apart
Duration 1 hour/level (D)
Saving Throw Will negates; Spell Resistance yes

Building upon your targets’ innate prejudice against the lizard folk, stoking it from a simmer to the full flame of hatred. Humans will attack all Tannics in the party.

Targets who hold no ill will toward and have a completely positive opinion of the chosen creatures automatically succeed at their saving throws, while targets with a particular hatred toward the chosen creature (such as the dwarf’s hatred racial ability) take a –4 penalty on their saving throws. Targets that fail their saving throws become hostile toward all creatures of the chosen type and never treat them as allies for the spell’s duration. Affected creatures take everything creatures of the chosen type do in the worst possible light.

Since most creatures don’t hold ill-will toward their own race, you can use foster hatred toward a smaller subset of creatures of your chosen type, such as worshipers of Shelyn, in order to focus the hatred onto your chosen targets.

, except any creature that fails a DC 19 Will save becomes hostile toward members of the raiders’ ethnic group.

DESTRUCTION

To destroy the haunt, Beatrice and Lissim must be reunited in front of the orbs.

Room E3

Heart Explosion CR 13

The spirits responsible for this haunt were scared to death, and in their attempt to force mortals to understand their fear, they cause their victims’ hearts to race faster and faster until they explode.

XP 25,600
CE fast persistent haunt (60-ft. radius)
Caster Level 13th; Notice Heal or Perception DC 20 (for affected characters to feel pressure building around their hearts)
hp 58; Trigger proximity; Reset 1 day

Effect

The spectral form of a giant beating heart appears, and the hearts of everyone within the haunt’s area begin to accelerate out of control. All creatures within the area are sickened, and must succeed at a DC 21 Fortitude save each round or be dazed and take 1d6+2 Constitution drain. If a creature who fails this saving throw has fewer than 10 hit points or reaches a Constitution score of 0, its heart forcefully explodes out of its chest, killing it instantly. The pressure of the explosion throws fragments of rib cage in all directions, dealing 2d6 points of slashing damage to all creatures within 10 feet (Reflex DC 21 negates). Creatures without hearts are immune to this haunt.

DESTRUCTION

The heart explosion haunt is destroyed if a good-aligned creature spends 3 days motionlessly meditating in the center of its area.

Room E4

This room is furnished, but is empty of personal effects.
Haunt Name:
Alignment and Area: This room
Caster Level: 12
Notice: This indicates the skill check and DC required to notice the haunt in the surprise round before it manifests.
hp: t points are equal to its CR × 4.5 (round fractions down).
Weakness: A
Trigger: Living perrson entering the room
Reset: This is the amount of time that must pass before a haunt can attempt to reset.
Effect:
Destruction: Taking away the Orb they are guarding

Room E5

This room is obviously devoted to Hellish worship and summoning. Pentangle on the floor, all sorts of evil runes etc.
Most interesting is a rune the seems to address summoning through "living rock". This will allow the party to do summoning and plane travel spells inside the HOS.
There is a spiral stairway hidden in the center of the ceiling of this room. If the players say they are focusing their attention on the ceiling and make a perception roll DC30, they will see a small hole. If something is put into this 1" diameter hole, the stone of the house will react as if tickled and the ceiling will unfold. This will lead to room E10 where the Orb is located.

The master of the room. He will summon one after another of the deamons at his command that will come from the rooms around this central area.
Demon, Balor
This winged fiend's horned head and fanged visage present the perfection of the demonic form, fire spurting from its flesh.
Balor CR 20
XP 307,200
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +11; Senses darkvision 60 ft., low-light vision, true seeing; Perception +38
Aura flaming body, unholy aura (DC 26)
Defense
AC 36, touch 20, flat-footed 29 (+4 deflection, +7 Dex, +16 natural, –1 size)
hp 370 (20d10+260)
Fort +29, Ref +17, Will +25
DR 15/cold iron and good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 31
Offense
Speed 40 ft., fly 90 ft. (good)
Melee +1 vorpal unholy longsword +31/+26/+21/+16 (2d6+13), +1 vorpal flaming whip +30/+25/+20 (1d4+7 plus 1d6 fire and entangle) or 2 slams +31 1d10+12)
Space 10 ft.; Reach 10 ft. (20 ft. with whip)
Spell-Like Abilities (CL 20th)
Constant—true seeing, unholy aura (DC 26)
At will—dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), power word stun, telekinesis (DC 23)
3/day—quickened telekinesis (DC 23)
1/day—blasphemy (DC 25), fire storm (DC 26), implosion (DC 27), summon (level 9, any 1 CR 19 or lower demon 100%)
Statistics
Str 35, Dex 25, Con 36, Int 24, Wis 24, Cha 27
Base Atk +20; CMB +33; CMD 54
Feats Cleave, Combat Reflexes, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)
Skills Acrobatics +27, Bluff +31, Diplomacy +31, Fly +32, Intimidate +31, Knowledge (history) +27, Knowledge (nobility) +27, Knowledge (planes) +30, nowledge (religion) +27, Perception +38, Sense Motive +30, Stealth +26, Use Magic Device +31; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ death throes, vorpal strike, whip mastery
Ecology
Environment any (Abyss)
Organization solitary or warband (1 balor and 2–5 glabrezus)
Treasure standard (+1 unholy longsword, +1 flaming whip, other treasure)
Special Abilities
Death Throes (Su) When killed, a balor explodes in a blinding flash of fire that deals 100 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 33 halves). The save DC is Constitution-based.
Entangle (Ex) If a balor strikes a Medium or smaller foe with its whip, the balor can immediately attempt a grapple check without provoking an attack of opportunity. If the balor wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balor does not.
Flaming Body (Su) A balor's body is covered in dancing flames. Anyone striking a balor with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a balor or is grappled by one takes 6d6 points of fire damage each round the grapple persists.
Vorpal Strike (Su) Any slashing weapon a balor wields (including its standard longsword and whip) gains the vorpal weapon quality. Weapons retain this quality for one hour after the balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.
Whip Mastery (Ex) A balor treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe's armor.
When folk whisper frightened tales of the demonic, what most envision is a towering figure of fire and flesh, a horned nightmare armed with flaming whip and sword flying through the night in search of its latest victim. The demon these folk fear is the balor, and that fear is justly placed, for few demons can match the mighty balor in strength or brutality.
On the Abyss, most balors serve demon lords as generals or captains (those balors who don't are even more potent, and are known as balor lords—see below). A balor typically commands vast legions of demons, and while it often lets these slavering and eager minions fight its battles, the balor is far from a coward. If resented with an opportunity to join a fight, few balors choose to resist.
In combat, a balor relies upon its spell-like abilities to fight foes wise enough to avoid melee range, favoring destructive powers like fire storm or implosion and saving dominate monster for use against the rare foe it would prefer to capture alive. A balor usually uses telekinesis to disarm ranged weapons or pull foes into melee—with the use of a quickened telekinesis, a balor can use the latter tactic and still inflict a full-round attack on a hapless foe. A balor reduced to fewer than 50 hit points almost always seeks to flee via teleportation, but if that and flight prove impossible it seeks to position itself such that, if it is slain, its death throes are as devastating as possible to the enemy host.
A balor stands 14 feet in height and weighs 4,500 pounds. Only the cruelest mortal souls can fuel the creation of a balor—unlike in the cases of most other demons, it often takes multiple souls of powerful villains to trigger the birthing of a new balor.

Room E6

Glabrezu CR 13
XP 25,600
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +0; Senses darkvision 60 ft., true seeing; Perception +26
Defense
AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
hp 186 (12d10+120)
Fort +18, Ref +4, Will +11
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24
Offense
Speed 40 ft.
Melee 2 pincers +20 (2d8+10/19–20), 2 claws +20 (1d6+10), bite +20 (1d8+10)
Space 15 ft.; Reach 15 ft.
Special Attacks rend (2 pincers, 2d8+15)
Spell-Like Abilities (CL 14th)
Constant—true seeing
At will—chaos hammer (DC 19), confusion (DC 19), dispel magic, mirror image, reverse gravity (DC 22), greater teleport (self plus 50 lbs. of objects only), veil (self only), unholy blight
1/day—power word stun, summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%)
1/month—wish (granted to a mortal humanoid only)
Statistics
Str 31, Dex 11, Con 31, Int 16, Wis 16, Cha 20
Base Atk +12; CMB +24; CMD 34
Feats Cleave, Great Cleave, Improved Critical (pincer), Persuasive, Power Attack, Vital Strike
Skills Bluff +28, Diplomacy +22, Intimidate +22, Knowledge (history) +18, Knowledge (local) +18, Perception +26, Sense Motive +18, Stealth +7, Use Magic Device +17; Racial Modifiers +8 Bluff, +8 erception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
ecology
Environment any (Abyss)
Organization solitary or troop (1 glabrezu, 1 succubus, and 2–5 vrocks)
Treasure standard
Whereas the succubus is a demon that works her wiles by exploiting the physical lusts and needs of her prey, the glabrezu is a tempter of a different sort. Ferocious and bestial in form, the glabrezu is in fact a master of trickery and lies. With its ability to cloak its true form in pleasant illusions, the glabrezu uses its magic to grant wishes to mortal humanoids as a method of rewarding those who succumb to its guile and deceit. A wish granted by a glabrezu always fulfills the wisher's need in the most destructive way possible—although such methods might not be immediately apparent. A struggling weaponsmith might wish for fame and skill at his craft, only to find that his best patron is a cruel and sadistic murderer who uses the weapons to further his destructive desires. A lonely man who wishes for a companion might have his wish granted in the form of a lost love returned to “life” as a vampire, and so on—the glabrezu is nothing if not creative in addressing a mortal's desires.
A glabrezu stands 18 feet tall and weighs just over 6,000 pounds. These treacherous demons form from the souls of the treasonous, the false, and the subversive—souls of mortals who, in life, bore false witness or used treachery and deceit to ruin the lives of others.


Room E7
Seraptis CR 15
XP 51,200
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses darkvision 60 ft., deathwatch, true seeing; Perception +30
Aura gaze of despair (30 ft., DC 22), unholy aura (DC 23)
Defense
AC 30, touch 20, flat-footed 24 (+4 deflection, +6 Dex, +10 natural)
hp 217 (15d10+135); blood healing
Fort +22, Ref +15, Will +17
DR 10/cold iron and good; Immune bleed, electricity, poison; Resist acid 10, cold 10, fire 10; SR 26
Offense
Speed 50 ft.
Melee +3 wounding scimitar +27/+22/+17 (1d6+11/15-20), 3 claws +21 (1d6+4 plus grab), gore +21 (2d6+4) or
4 claws +23 (1d6+8 plus grab), gore +23 (2d6+8)
Special Attacks compelling domination, constrict (4d6+12 plus 2d6 bleed and 1d4 Strength drain), multi-arm grab
Spell-like Abilities (CL 15th; concentration +20)
Constant—deathwatch, true seeing, unholy aura (DC 23)
At will—crushing despair (DC 18), dispel magic, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 20)
3/day—confusion (DC 19), demand (DC 23), dominate person (DC 19), fly
1/day—symbol of insanity (DC 23), summon (level 5, 1 seraptis 20% or 1 glabrezu 40%)
Statistics
Str 26, Dex 23, Con 28, Int 16, Wis 19, Cha 21
Base Atk +15; CMB +21 (+25 grapple); CMD 41
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (scimitar), Improved Initiative, Multiattack, Power Attack, Weapon Focus (scimitar)
Skills Acrobatics +24 (+32 when jumping), Bluff +23, Fly +24, Intimidate +23, Knowledge (planes) +21, Knowledge (religion) +21, Perception +30, Sense Motive +22, Stealth +24; Racial Modifiers +8 erception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Ecology
Environment any (Abyss)
Organization solitary or cult (1 plus 2-6 succubi)
Treasure double (+3 wounding scimitar, other)
Special Abilities
Blood Healing (Su) Whenever a creature within 30 feet of a seraptis takes bleed damage caused by that seraptis, the blood flows through the air into the seraptis's maw, and the seraptis heals an equal amount of damage.
Compelling Domination (Su) When a seraptis uses dominate person, its victims do not actively resist and never gain a new saving throw when ordered to take actions against their nature.
Gaze of Despair (Su) Creatures within 30 feet of a seraptis that fail a DC 22 Will save take 1d6 points of Charisma drain and are staggered for 1d6 rounds. If the Charisma drain would reduce a creature's Charisma to 0, that creature instead succumbs to overwhelming suicidal urges and attempts to end its life by the most convenient method at hand, subject to the GM's discretion. The creature remains in that state until its Charisma is restored to its normal maximum—otherwise, the victim must be restrained at all times to prevent further suicide attempts. This is a mind-affecting effect. The save DC is Charisma-based.
Multi-Arm Grab (Ex) When a seraptis successfully grabs a creature, the maws on her arms begin to gnaw on it. This ability functions as constrict, except the damage type is bludgeoning, piercing, and slashing. A seraptis gains a cumulative +4 bonus on grapple attempts with her grab ability for each successive claw attack after the first that hits a given target that round.

Room E8

Demon, Nalfeshnee
A towering, corpulent beast, this fiend has the hideous head of a boar and arms ending in fatty, four-fingered hands.
Nalfeshnee CR 14
XP 38,400
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft., true seeing; Perception +31
Aura unholy aura (DC 23)
Defense
AC 29, touch 13, flat-footed 28 (+4 deflection, +1 Dex, +16 natural, –2 size)
hp 203 (14d10+126)
Fort +22, Ref +9, Will +21
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 25
Offense
Speed 30 ft., fly 40 ft. (poor)
Melee bite +23 (3d8+11/19–20), 2 claws +23 (2d6+11)
Space 15 ft.; Reach 15 ft.
Special Attacks unholy nimbus
Spell-Like Abilities (CL 12th)
Constant—true seeing, unholy aura (DC 23)
At will—call lightning (DC 18), feeblemind (DC 20), greater dispel magic, slow (DC 18), greater teleport (self plus 50 lbs. of objects only)
1/day—summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40%, or 1d4 vrocks 50%)
Statistics
Str 32, Dex 13, Con 29, Int 23, Wis 22, Cha 20
Base Atk +14; CMB +27; CMD 42
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack
Skills Bluff +22, Diplomacy +22, Fly +10, Intimidate +19, Knowledge (arcana) +23, Knowledge (planes) +23, Knowledge (any one other) +20, Perception +31, Sense Motive +23, Spellcraft +23, Stealth +10, Use Magic Device +22; Racial Modifier +8 on Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Ecology
Environment any (Abyss)
Organization solitary or warband (1 nalfeshnee, 1 hezrou, and 2–5 vrocks)
Treasure standard
Special Abilities
Unholy Nimbus (Su) Three times per day as a free action a nalfeshnee can create a nimbus of unholy light, causing nauseating beams of writhing color to play around its body. One round later, the light bursts in a 60-foot radius. Any non-demon creature caught within this area must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of madness hound it. The save DC is Charisma-based.
Few demons understand the inner workings of the Abyss like the nalfeshnee, and it is not unusual to see a nalfeshnee seeming to serve the Abyss itself rather than a demon lord. Some claim stewardship over the fleshy realms that birth new demons, while others guard sites of particular significance deep in the plane's secret reaches. Often, a nalfeshnee's realm in the Abyss surpasses the strength and size of the largest of mortal kingdoms, for nalfeshnees display a singular gift for managing and ordering the chaos of the Abyss. Mortal summoners often seek them out for their unparalleled yet mad intellects, ever taking care to comb through bargains with such demons for hidden and unwanted consequences, for there is little a nalfeshnee will agree to do that does not, in some sinister way, advance the needs and desires of the Abyss.
Nalfeshnees stand 20 feet tall and weigh 8,000 pounds. They form from the souls of greedy or avaricious evil mortals, particularly those who ruled over empires of slavery, theft, banditry, and more violent vices.

Room E9

Demon, Marilith
This snake-bodied fiend has a six-armed woman's torso, pointed ears, and glittering, otherworldly eyes.
Marilith CR 17
XP 102,400
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft., true seeing; Perception +31
Aura unholy aura (DC 25)
Defense
AC 32, touch 17, flat-footed 28 (+4 deflection, +4 Dex, +15 natural, –1 size)
hp 264 (16d10+176)
Fort +25, Ref +18, Will +13
DR 10/cold iron and good; Immune electricity and poison; Resist acid 10, cold 10, fire 10; SR 28
Offense
Speed 40 ft.
Melee +1 longsword +24/+19/+14/+9 (2d6+8/17–20), 5 +1 longswords +24 (2d6+4/17–20), tail slap +17 (2d6+3 plus grab) or 6 slams +22 (1d8+7), tail slap +17 (2d6+3 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (tail slap, 2d6+10 plus crushing coils), infuse weapon, multiweapon mastery
Spell-Like Abilities (CL 16th)
Constant—true seeing, unholy aura (DC 25)
At will—greater teleport (self plus 50 lbs. of objects only), project image (DC 24), telekinesis (DC 22)
3/day—blade barrier (DC 23), fly
1/day—summon (level 5, 1 marilith 20%, 1 nalfeshnee at 35%, or 1d4 hezrous at 60%)
Statistics
Str 25, Dex 19, Con 32, Int 18, Wis 18, Cha 25
Base Atk +16; CMB +24 (+28 grapple); CMD 42 (can't be tripped)
Feats Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Improved Critical (longsword), Improved Disarm, Power Attack, Weapon Focus (longsword)
Skills Acrobatics +23, Bluff +26, Diplomacy +26, Fly +18, Intimidate +26, Knowledge (engineering) +20, Perception +31, Sense Motive +23, Stealth +19, Use Magic Device +26; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Ecology
Environment any (Abyss)
Organization solitary, pair, or platoon (1 marilith, 1–3 glabrezus, and 3–14 babaus)
Treasure double (6 mwk longswords, other treasure)
Special Abilities
Crushing Coils (Ex) A creature that takes damage from a marilith's constrict attack must succeed on a DC 25 Fortitude save or lose consciousness for 1d8 rounds. The save DC is Strength-based.
Infuse Weapon (Su) Any weapon a marilith wields gains a +1 enhancement bonus to attack and damage, and strikes as if it were a chaotic and evil cold iron weapon (in addition to retaining the qualities of its actual composition).
Multiweapon Mastery (Ex) A marilith never takes penalties to her attack roll when fighting with multiple weapons.
The leaders of Abyssal hordes and queens of Abyssal nations, the dreaded mariliths serve demon lords as governesses, advisors, and even lovers, yet their brilliance as tacticians makes them most sought after as generals and commanders of armies. The most powerful mariliths serve no one, and instead command ravenous fiendish legions.
A marilith is 6 to 9 feet tall and measures 20 feet from head to tail tip. It weighs 4,000 pounds. Only the most arrogant and proud evil souls, typically those of cruel kings, sadistic generals, and exceptionally violent warlords, can trigger the manifestation of a marilith.

Room E10

Orb of Pride -  the Standing Man
Daemon, Olethrodaemon
Crowned with a wicked array of twisted horns, this wide-mouthed, spherical behemoth stands on four stout legs.
Olethrodaemon CR 20
XP 307,200
NE Gargantuan outsider (daemon, evil, extraplanar)
Init +12; Senses darkvision 60 ft., true seeing; Perception +31
Aura unholy aura
Defense
AC 38, touch 18, flat-footed 30 (+4 deflection, +8 Dex, +20 natural, –4 size)
hp 370 (20d10+260)
Fort +29, Ref +18, Will +26
DR 10/good and silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 31
Offense
Speed 40 ft., burrow 50 ft.
Melee 2 bites +28 (2d8+12/19–20 plus grab), 4 claws +28 (2d6+12 plus grab), gore +28 (2d8+12)
Space 20 ft.; Reach 20 ft.
Special Attacks drain soul, soul-drained breath, trample (2d8+18, DC 32)
Spell-Like Abilities (CL 20th; concentration +27)
Constant—air walk, true seeing, unholy aura (DC 25)
At will—greater teleport (self plus 50 lbs. objects only), telekinesis, wall of fire, wall of ice
3/day—quickened disintegrate (DC 23), wall of force
1/day—blasphemy (DC 24), summon (level 9 any 1 CR 19 or lower daemon, 100%), wail of the banshee (DC 26)
Statistics
Str 35, Dex 26, Con 37, Int 12, Wis 26, Cha 25
Base Atk +20; CMB +36 (+40 grapple); CMD 54 (58 vs. trip)
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Sunder, Iron Will, Power Attack, Quicken Spell-Like Ability (disintegrate)
Skills Climb +35, Intimidate +30, Knowledge (planes) +24, Perception +31, Sense Motive +31, Stealth +19, Survival +31
Languages Abyssal, Infernal; telepathy 100 ft.
SQ adamantine claws
Ecology
Environment any (Abaddon)
Organization solitary, pair, or apocalypse (3–5)
Treasure standard
Special Abilities
Adamantine Claws (Ex) Able to tear through stone, an olethrodaemon's claws are treated as though they were adamantine. This ability also allows an olethrodaemon to make use of its burrow speed through tone.
Drain Soul (Su) A creature grappled by an olethrodaemon's grab attack from its claws can be transferred to its mouth as a move action requiring no combat maneuver check. As a standard action, an olethrodaemon that begins its turn with an opponent grappled in either of its mouths can swallow the opponent by succeeding on another grapple check. If successful, the creature is swallowed into one of the olethrodaemon's many stomachs. These stomachs grind their contents and drain the life force from living creatures. Every round a creature remains in an olethrodaemon's stomach, it takes 4d8+18 points of damage and gains 1d4 negative levels. The creature can attempt to cut its way out of the olethrodaemon's stomach, but it suffers the chance of just cutting into another stomach chamber. An olethrodaemon's stomach is AC 20 and has 40 hit points. Once a creature deals enough damage to allow escape, it has a 50% chance to end up in another stomach chamber instead of escaping. Due to the multiple stomach chambers, an olethrodaemon can house and drain up to four medium creatures at one time. This ability otherwise functions as the swallow whole special attack. It is a DC 33 Fortitude save to remove negative levels gained in this fashion. This save is Constitution-based.
Soul-Drained Breath (Su) An olethrodaemon can convert life energy it has consumed into a potent breath weapon. Up to three times per day, but no more often than once every 1d4 rounds, an olethrodaemon can expel a 120-foot line or a 60-foot cone of shrieking black smoke and wind from one of its mouths as a standard action. Any living creature in the area of this attack takes 20d10 points of damage from negative energy, or half on a successful DC 27 Reflex save. Undead creatures caught in this negative energy are healed for the same amount instead of damaged. The save DC for this effect is Charisma-based.
While some of the more powerful daemons are servitors to one of the Four Horsemen, olethrodaemons serve as juggernauts for all of the Four. These massive creatures are the embodiment of death and destruction­—the very vessels of apocalypse that daemons wish to see wrought upon the multiverse. These nihilistic behemoths roam the gray expanses of Abaddon, feasting on the souls of evil mortals damned to their realm. When on the Material Plane, olethrodaemons act as agents of destruction, spreading ruin and devouring mortal souls as they plow through cities and countrysides, bent on devastation. It's rare for a mortal to be able to control such a potent force, but sometimes mad spellcasters utilize effects like gate to urge an olethrodaemon to visit a devastating holocaust upon an enemy region—the olethrodaemon generally does not hold a grudge against a mortal that asks such a service from it.
These immense creatures stand over 25 feet tall and weigh close to 12,000 pounds, their powerful, muscular bodies covered by durable plates and head thronged with dangerous, twisted horns. Olethrodaemons stand on four stout legs, and possess an equal number of arms, each ending in wickedly sharp claws able to tear through stone as easily as flesh. The creature's eyes, as well as its two mouths, glow like coals in a kiln. The creature feeds on souls and has multiple stomachs to digest mortal essences.
While not as intelligent or scheming as many other powerful daemons (or other fiends who match their power, for that matter), olethrodaemons remain dangerous foes. They do not generally wish to lead armies and gain power by control, but rather to revel in the evil purity of annihilation. Among olethrodaemons, the greatest desire is to be the one to devour the very last mortal soul. They angle and shove for this honor, often ceding a city or group of victims to a rival if they believe that, in so doing, they might gain the advantage of positioning to consume the final soul once the multiverse has been devoured.