[go: up one dir, main page]

0% found this document useful (0 votes)
559 views29 pages

Spire of Iron and Crystal PF

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
559 views29 pages

Spire of Iron and Crystal PF

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 29

The Spire of Iron and Crystal

Authors: Matthew J. Finch


Credits Front Cover Art: Colin Chan
Producers: Matthew J. Finch, Bill Webb Interior Art: MKUltra Studios
Editor: Greg A. Vaughan Cartography: Robert Altbauer, Sean Stone
Pathfinder Roleplaying Game System Content Editor: Skeeter Green Playtesters: Jason Cone, Russell “Grim” Cone
Layout, Typesetting, Graphic Design: Charles A. Wright

© 2015 Matthew J. Finch (text), Frog God Games, LLC all rights reserved.
Product Identity: The following items are hereby identified as Frog God Games LLC’s Product Identity, as defined in the
Open Game License version 1.0a, Section 1(e), and are not Open Game Content: product and product line names, logos and
identifying marks including trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements, dialogue,
incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photo-
graphic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities,
teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatu-
ral abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as
Frog God Product Identity. Previously released Open Game Content is excluded from the above list.
Games Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See
http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guar-
antee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder
Roleplaying Game Compatibility Logo are trademarks of Paizo
Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfind-
erRPG/compatibility for more information on the compatibility license.

FROG GOD GAMES IS


CEO — Bill Webb
Creative Director: Swords & Wizardry — Matthew J. Finch
Creative Director: Pathfinder — Greg A. Vaughan
Art Director — Charles A. Wright
Marketing Manager — Chris Haskins
Customer Service Manager — Krista Webb
He Can Take Him — Skeeter Green
Shadow Frog — James Redmon

1
The Spire of Iron and Crystal

Other Products from Frog God Games

You can find these product lines and more at our website, froggodgames.com, and on the shelves of many retail game stores.
Superscripts indicate the available game systems: “PF” means the Pathfinder Roleplaying Game, “5e” means Fifth Edition,
and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.

GENERAL RESOURCES LL4: Cults of the Sundered Kingdoms PF, S&W


Swords & Wizardry Complete S&W LL5: Borderland Provinces 5e, PF, S&W
The Tome of Horrors Complete PF, S&W LL6: The Northlands Saga Complete PF, S&W
Tome of Horrors 4 PF, S&W LL7: The Blight* PF, S&W
Tome of Adventure Design LL8: Bard’s Gate Complete* PF, S&W
Monstrosities S&W LL9: Adventures in the Borderland Provinces 5e, PF,
Bill Webb’s Book of Dirty Tricks S&W

Razor Coast: Fire as She Bears PF


Book of Lost Spells 5e QUESTS OF DOOM
Fifth Edition Foes 5e Quests of Doom (Vol. 1) 5e
Book of Alchemy* 5e, PF, S&W Quests of Doom (Vol. 2) 5e
Quests of Doom (includes the 5e Vol. 1 and 2, but
THE LOST LANDS for PF and S&W only) PF, S&W
Rappan Athuk PF, S&W Quests of Doom 2 5e
Rappan Athuk Expansions Vol. I PF, S&W Quests of Doom 3* 5e, S&W
The Slumbering Tsar Saga PF, S&W Quests of Doom 4* 5e, PF, S&W
The Black Monastery PF, S&W
Cyclopean Deeps Vol. I PF, S&W PERILOUS VISTAS
Cyclopean Deeps Vol. II PF, S&W Dead Man’s Chest (pdf only) PF
Razor Coast PF, S&W Dunes of Desolation PF
Razor Coast: Heart of the Razor PF, S&W Fields of Blood PF
Razor Coast: Freebooter’s Guide to the Razor Coast PF, Mountains of Madness* PF
S&W

LL0: The Lost Lands Campaign Setting*


LL1: Stoneheart Valley PF, S&W
LL2: The Lost City of Barakus PF, S&W
LL3: Sword of Air PF, S&W
* (forthcoming from Frog God Games)

2
The Spire of Iron and Crystal

The Spire of
Iron and Crystal
A Pathfinder Roleplaying Game adventure by Matthew J. Finch
for parties of 4-6 adventurers, levels 5-8.
southernmost extent of the ancient Kal’Iugus Mountains. The mysterious

Foreword tower stands where the southern slopes of the mountains reach into the
vast Harwood Forest above the waters of the Hyon River. Legends of the
Spire may be heard in the County of Toullen to the east, and in the rough-
It is my pleasure to bring you another original adventure adapted to the and-tumble Coredor Belt on Tywyl Bay, to the south. These legends are
Pathfinder Roleplaying Game system by Frog God Games. It is our vague, more in the nature of folklore than any sort of specific information.
deepest wish to bring back the “old-school feel” of roleplaying to a new Actual historical records of the spire have fallen into obscurity except
generation of players and GMs alike, without leaving our roots behind. among the most dedicated treasure hunters and scholars of antiquity.
This adventure is being presented in its original form as closely
as possible. The only changes made herein are to facilitate the new
game system rules; the feel and fun of the adventure should never be
compromised by a set of rules!
And now, it is time to move on to what you have been waiting for, and
GM Notes
thank you very much for supporting this endeavor! The Spire is an extrusion from the vast, underground dungeons of a
powerful wizard of pre-human origin named Iomnogoron (yom-no-GOR-
— Skeeter Green, Content Editor on), originally designed to draw materials from the surface world for his
strange projects far below. The invisible causeway between the spire and
the cliff is not actually designed to provide a means into the spire – this

Background is purely an incidental effect – the purpose of the causeway was actually
to channel energy (“surface-essence”) into the Spire for conversion into
the unearthly mineral compounds once used for the wizard’s magic.
For centuries, out in the wilderness beyond civilization’s reach, there Iomnorogon still lives within the bottommost crystal of the Spire, albeit in
has stood an enigmatic tower known as the Spire of Iron and Crystal. a horribly transformed shape. His researches into immortality drove him
It is a bizarre and ancient structure; four massive, egg-shaped crystals mad centuries ago, and while transforming into his new “immortal” form
are mounted into a twisting, ornate structure of rounded metal girders, he went on a rampage, killing all of his minions and destroying much of
one crystal at the top and the other three mounted lower down. Moving the arcane machinery in the Spire.
lights seen inside the huge crystals suggest that they are hollow and even At the bottom of each of the huge egg-shaped crystals in the Spire is
inhabited, but no one has ever discovered the secret of how to enter them. an open-ceiling system of corridors and rooms, like a maze; the upper
This is not surprising, for the tower is located on a broad stone ledge portion of the egg is open air, but this area is filled with lightning and
halfway up a sheer cliff face, the glassy walls of which have killed several crackles with dangerous electrical currents, flashing and often joining
adventurers who attempted to climb down to the tower almost a hundred suddenly into deadly, arcing bolts of current that persist for minutes at a
feet below. time. If the electricity is not deactivated (which is possible in some areas
Over the course of the last few months, with considerable effort and for limited amounts of time), anyone putting so much as a hand beyond
some highly questionable methods, the adventurers have assembled the top of one of the walls will be struck instantly by one of the electrical
quite a bit of information about the Spire – things not widely known, arcs, and will sustain 2d6 points of damage if not wearing metal armor
even among the wisest sages of the lands. Most importantly, they (DC 15 Reflex save for half damage) or 4d6 points of damage if wearing
believe they know how to enter the structure safely. Once per year, metal armor (DC 20 Reflex save for half damage). Non-conductive, non-
the sun shines through an ancient runestone at the edge of the great living substances can be reached over the top of the walls, including (for
cliff upon which the Spire stands; for a period of three days when the example) a mirror.
stars are aligned with the runestone, an invisible causeway manifests,
connecting the highest crystal of the tower with the edge of the cliff,
far above. According to the party’s information, it is only during the
first hour of evening, while the sun is visible through the runestone that
Egg-Tanks
the ramp remains in being. In several places, the party will come across egg-shaped tanks slightly
This information promises to allow the party access to the riches of larger than a man; most of these are filled with liquid and contain dangerous
the tower, which are lavishly described in rumor and lore. They have creatures. However, the tanks can be used as protection against electricity
equipped a small expedition and made their way through the trails of the once the critters are removed. Each one weighs only 100 pounds, but they
wild borderlands to their goal: the tower and its still-unplundered riches. are bulky and will require a couple of people to drag even one of them
If you are using this adventure in the Lost Lands campaign setting by from place to place. They can also be moved from inside by walking, like
Frog God Games, then the Spire of Iron and Crystal can be found in the a hamster wheel.

3
The Spire of Iron and Crystal

Light Conditions
Because of the constant lightning field overhead, the characters will
not need a light source unless they enter one of the crawlways. It is also
possible for the entire lightning field to be turned off for short periods of
time, in which case a source of light would be required in order to see.

Glow-Geodes
Several rooms in the Spire contain glow-geodes, which are about
the size of golf balls, and look like rocks except for the fact that there
is a flickering blue light shining and flickering inside – visible through
the rock exterior. These can’t be broken open. They are used as raw
material for various machines in the Spire, and will prove very useful
to the party if the players think to collect them. The key phrase, which
will allow the players to connect the geodes with the machines, is
“about the size of a golf ball.” Use this phrase to describe the geodes,
as well as the holes and funnels in the various machines (don’t overdo
it, of course).

Visibility in the Lightning Field


Visibility in the lightning field is limited to ten feet due to the sudden
flashes of light and arcing current unless some sort of dark lens is worn
over the eyes. Glass from the egg-tanks will also serve this purpose,
although it is not actually dark. For some reason, the lightning field
becomes almost invisible when viewed from above, at the very top of the
egg’s ceiling, and visibility is excellent.

Moving from Egg to Egg


(level to level)
The levels of the Spire (each of the huge egg-shapes) are numbered a person; however, when the causeway vanishes, the spikes will fall to
from top to bottom, with level 1 being the topmost. For each one there earth. Traveling the causeway can only be done slowly, for it curves
is a summary of access points to that level, at the beginning of the level unpredictably and has an uneven surface. It takes 20 minutes to cross
description. These access points are also described in the rooms where (only 5 if the traveler can see invisibility). Running across it will almost
they are found. certainly cause a character to fall to his death (DC 30 Acrobatics check
to avoid slipping, checked each minute, 5 minutes required to cross). As
the causeway approaches the topmost crystal, its edges begin to curve

Start inward like a spout, eventually folding into a tube about four feet in
diameter as it enters the crystal.

Outside the Spire


The party has already located a safe, easily defended cave in which
Top Level (Level 1)
to establish a base camp, large enough to hold the wagon, horses, and
retainers comfortably. The wagon and non-player characters will not be Access
attacked at this campsite.
The spire is located mid-way up a huge cliff of relatively sharp and glassy The top (first) level is reached by means of the causeway, which
volcanic rock. It will sever ropes (check every ten feet of climbing, with a 1 gradually closes into a tube just as it enters the top of the uppermost
in 6 chance for the rope to get cut). The invisible causeway is by far the safest crystal egg. It is possible to squeeze out from the causeway and onto the
way to approach the tower (other than by flying). It is certainly possible to quartz surface of the egg itself. Anyone doing so will find that a small
climb all over the spire using ropes or flying magic, but essentially there are tendril of iron reaches up from the side of the egg to within 10 ft. of the
no entrances other than via the causeway or through the secret entrance into causeway, and terminates in a hook-like flourish (which can be used to
the second level. The crystal of the eggs is impervious to any sort of power tie off a rope). The tube leads downward for 75 ft. through the crackling
the characters could possibly bring to bear. electricity of the egg’s upper atmosphere and down to the safer environs
of the open-topped maze at the bottom. There are no handholds, and the
tube is extremely slippery (DC 25 Climb check). If the adventurers try to
The Invisible Causeway drive spikes through the tube once inside the egg, the spikes will become
charged with the electricity of the egg’s upper lightning fields, and will
The causeway only exists in the material world for one hour each deliver a shock of 1d6 hit points if touched directly or with any material
evening, and it will appear three times before disappearing again that conducts electricity. They will still work to hold a rope, but it is much
for a full year. It is invisible, and made of a strange, slightly elastic better to tie a rope to the iron hook atop the egg itself if the adventurers
substance. Spikes can be driven through it, and will hold the weight of explored to find it.
4
The Spire of Iron and Crystal
Skills Fly +7, Stealth +1 (+9 in clouds); Racial Modifiers +8
Atop the Crystal Stealth in clouds

The outside of the topmost egg is smooth quartz. Lower down, it is Lightning lampreys are floating creatures about 3 ft. long that feed upon
supported by a tangle of round iron girders, with numerous baroque powerful electrical currents and lightning. Schools of them drift along in
spirals and flanges. A rope can easily be attached to the flanges lower the wake of storm clouds. They are not normally encountered away from
down, although getting down to them solely by climbing (sliding) down electrical storms (some may sniff their way down from higher altitudes if
the edge could be dangerous. Tying a rope to the iron hook atop the egg lightning is actually striking the ground). However, they might be found in
is certainly the easiest way to descend safely, although a rope could also unusual magical environments where electrical discharges or lightning is
be tied around the causeway. When the causeway disappears, the entrance plentiful. Their bodies are extremely good electrical conductors, and may
into the topmost egg also closes up (although it will not sever a rope), and have uses in magical experiments (value 200 gp to an interested alchemist
the only way to enter and exit the Spire will be from the secret door (Area or wizard).
22 on level 2) or the stairs into the dungeons.
SLITHERRAT CR 3
XP 800
Wandering Monsters Tome of Horrors 4 210
N Medium animal
Movement in the labyrinth of open tunnels has a chance to attract Init +3; Senses low-light vision, scent; Perception +4
wandering monsters. In general, the monsters travel along the walls
over the top of the labyrinth, and will come over the top of the wall AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
to attack. Use the table below to check for wandering monsters. Note hp 25 (4d8+4)
that this table does not use standard methods: it reflects the specific Fort +5; Ref +7; Will +2
environment.
Speed 30 ft., burrow 30 ft.
Melee bite +6 (1d6+1)
Chance of Special Attacks diamond teeth
Type of Movement Frequency of Checks
Encounter
Walking or Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 4
Once per minute/move 1 in 10
bashing things Base Atk +3; CMB +3; CMD 16 (20 against trip)
Feats Skill Focus (Perception), Weapon Finesse
Remaining fairly
Skills Climb +8, Perception +4, Stealth +8; Racial Modifiers
still (talking, Once per 10 minutes 1 in 10
searching, etc.) uses Dex to modify Climb
SQ pass through crystal
Completely at rest Once per 20 minutes 1 in 10
Diamond Teeth (Ex)
If there is an encounter, roll 1d4 to determine the type of monster: Because the teeth are so hard and sharp, a slitherrat’s bite
d4 Encounter attack bypasses all hardness and deals 1d6+1 damage
Pass Through Crystal (Ex)
1 1 Slitherrat Slitherrats may pass through crystal and similar gemstone-like
2 1d4 Lightning lampreys materials as if they were not even present, leaving no trace
of their passage.
1d4 Giant fire beetles (light glands are blue
3
rather than red) Slitherrats are a bizarre variant of the giant rat, sometimes found in
4 1d3 Giant worker ants (mottled blue and white) places with heavy crystalline mineral deposits. These rodents have a
long (4 ft.) snakelike body covered in fur, with four almost vestigial legs
on each side. The long body tapers into a ratlike tail at the end, adding
GIANT WORKER ANT CR 1 another foot to the creature’s overall length. The head, although large,
XP 400 is clearly that of a giant rat; but the long front teeth glitter, for they are
hp 18 (Pathfinder Roleplaying Game Bestiary “Ant, Giant”) made of thin, sharp diamond. These strange creatures use their teeth to dig
through earth and solid rock when they encounter such obstacles.
GIANT FIRE BEETLE CR 1/3
XP 135
hp 4 (Pathfinder Roleplaying Game Bestiary “Beetle, Fire”)
Location Key
LIGHTNING LAMPREY CR 2
XP 600
Tome of Horrors 4 147 1. Entry Chamber
N Small magical beast
Init +1; Senses blindsight 30 ft.; Perception +0
You descend through the invisible tube, down into the
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) crackling and blasting sheets of lighting inside the crystal.
hp 25 (3d10+6) The flashes obscure your vision on the way down. After about
Fort +5; Ref +4; Will +1 sixty feet of descent, you’re suddenly able to see the bottom, a
Immune mind-affecting effects flat plane of what looks like quartz, with deep, geometric holes
carved into it. After another ten feet the tube ends, depositing
Speed 5 ft., fly 30 ft. (good) you into a room cut ten feet deep into the quartz. It contains
Melee bite +4 (1d2 plus 1d6 electrical) three doors of dark quartz, and at your feet there is a small
hole, about one foot in diameter. There is no ceiling, and the
Str 11, Dex 12, Con 14, Int —, Wis 10, Cha 1 lighting crackles and flashes viciously overhead, even striking
Base Atk +3; CMB +2; CMD 13 (can›t be tripped)
5
The Spire of Iron and Crystal

6
The Spire of Iron and Crystal
hundred years rather than a thousand. Older fossilized skeletons may
the top of the walls from time to time, but it doesn’t appear show pre-humanoid features; fossilized neanderthal skeletons are not
to be striking any further down than the top of the walls. The uncommon. Since fossilized skeletons are effectively made of rock rather
air is sharp with the smell of lightning, and you don’t need than bone, they are harder to hit and harder to kill than normal skeletons.
lanterns or torches – the bluish inferno of lightning above
you provides light so bright it’s almost uncomfortable. Treasure: 2 potions of energy resistance (electricity); a rusty sword
with a 500 gp gem in the pommel; a scroll of knock and dispel magic;
rotted belt pouches containing a total of 50 gp, 100 sp, and 200 cp; rotted
The invisible tube from the top of the crystalline egg (marked as “C” backpack in corner containing 1,500 sp.
on the map) brings the adventurers through the crackling blue electrical The glowing figure is a teleportal to the second level of the egg. In order
discharges of the lightning field in the egg’s top half, and down into an to make the teleportal function, a character must stand inside the ghostly
open-ceiling room. The walls are 10 ft. high and made from some sort shape and raise his arms to match the figure’s posture. The teleportal leads
of irregular, smoky quartz crystal. Overhead, arcs of blue electricity to Area 32 on the second level.
leap and dance viciously, often connecting with the top of the walls for
moments at a time. The three doors leading out of the room are also made
of quartz, much darker than the crystalline walls, so as to be almost black. 3. Empty Room (Trick doors)
Just underneath the point where the tube enters the room, there is a hole
about 1 ft. in diameter, and a fan is whirring about 2 ft. deep inside the
hole. There is condensation of some strange kind on the fan – it somehow This room is apparently empty, although there are strange
doesn’t look like water. Beneath the fan, only visible if light is directed mineral deposits crusted on the floor. There are two darkly-
inward, the characters can vaguely see a tangle of what looks like tiny colored quartz doors in the room, one in the northeast wall
crystalline tubes collecting the condensation and disappearing into minute and one in the southeast wall.
openings in the quartz wall. It is impossible to jam this fan; it has an
unearthly strength and sharpness, and will even cut through magical metal
that is pushed into its circular path. Only one of the two doors in this room can be open at any time. If one
door is open, the other will not open unless broken down. Breaking down
a door causes a 2 in 6 chance every minute for wandering monsters to
2. Teleport Chamber (CR 2) investigate, rather than the ordinary 1 in 6 chance per hour.

Quartz Door: 1 ft. thick stone; Break DC 35; Hardness 8; 90 hp.


There is a ghostly, glowing figure in the southern end of

4. Trapped Room
this room, its arms upraised, and six strange-looking –
possibly mineralized – skeletons are moving toward you with
obviously hostile intent. The lightning overhead illuminates
two of the dark quartz doors in the northeast and southeast
walls. This room looks empty other than a deep encrustation of
minerals on the quartz floor. There are two doors of dark
quartz, one in the northwest wall and one to the southeast.
The glowing figure is 7ft. tall and has a vaguely bipedal shape. It does
not move in any way, nor does it have any discernable details. Also within
the room are six fossil skeletons, whose bones glitter and sparkle in the This room is designed as a trap; each time a person walks through the
irregular light. (The mineral-charged internal atmosphere of the egg has doorway, there is a 1 in 6 chance that both doors of the room will slam
caused deposits of quartz to form in and upon the bones; they are more shut and seal closed for a period of 3 hours before the trap re-sets itself.
durable than normal skeletons, but otherwise normal). They appear once Escaping over the tops of the walls incurs the normal risk of entering the
to have been an adventuring party from their tattered armor and ragged electrical currents in the egg’s “sky.” These doors cannot be broken down
clothing, but the style of the armor and clothing is extremely archaic. or opened by normal means (other than by use of a knock spell). There is
no specific trigger for this room for the party to detect; the doors simply
FOSSIL SKELETONS (6) CR 1/3 operate with no apparent mechanism.
XP 135
NE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +0 5. Doorway Chamber
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 14 (2d8) This is a wide spot in the corridor, with a black quartz door
Fort +2; Ref +2; Will +3 like the others you’ve seen. Runes that look like the capital
Defensive Abilities hardness 8; Immune cold, undead traits letters “ZHA” are graven deeply into the center of the door.

Speed 30 ft.
Melee 2 claws +2 (1d4+2) This area has nothing of interest other than the runes in the door. “ZHA”
means “danger,” although the players won’t know this yet unless they are
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10 returning from lower levels of the Spire. This marker is a warning about
Base Atk +0; CMB +2; CMD 14 the trap in Area 4.
Feats Greater FortitudeB

Fossilized skeletons are normally found only in underground caverns 6. Observation Gallery
or complexes that have been left undisturbed for millennia, although they
might also be found in inter-dimensional pockets, or in areas where the
fossilization has been deliberately induced. In some limestone caverns This long chamber contains three very ornate structures,
where the mineralized water is in constant contact with the bones, egg-shaped crystals mounted in bizarre, twisting strands of
skeletons might also fossilize relatively quickly – over the course of a
7
The Spire of Iron and Crystal

black metal that climb to an ornate loop at the top. Two of


them are filled with greenish liquid and have something in
9. Clean Room
them. The third looks empty.
The crystal walls and floor of this room almost sparkle with
cleanliness. There are no mineral deposits on the floor, nor is
This was once an observation chamber, and with the proper command word there any dust.
the crystal between this room and the outside will become transparent for 1
hour if anyone remains in the room more than one minute. The gallery also
includes three creatures in liquid filled tanks: one is a metal sea urchin encased This room is empty.
in a close-fitting coating of gelatinous material. It floats lifeless in the tank. The
content of the second vat is a human-like, possibly a pre-humanoid, but with
strange alterations made to its body. The fingers are easily a foot long, with long
bones and extra joints, ending in sharp claws. This creature is also dead. The 10. Lightning Control Room
third vat is empty and the crystal is broken. The tanks themselves are of a design
similar to that of the tower; twining bars of iron support and climb up the sides
of the crystal walls of the egg-shaped tanks, joining in a graceful swirl of iron at There is a large, crank-driven mechanism on the north wall
the top. Each tank has an entirely different construction; they are obviously not of this room.
mass-produced in any way. Each of the vats has some ornate little dials at the
base, which can be found with minimal inspection. There are three dials, each
with the numbers 1 to 3. The egg will open when the combination is set to 1,2,3. This machine can be used to turn off the lightning in the top atmosphere
It takes one full round to test a combination (you have to wait while the egg for a period of 1d6+1 rounds, but after use it will not function again for
makes little whirring noises before it does anything). 3d6 x 10 minutes. The crank must be turned continuously while it is in
use, or the lightning will resume immediately. Keep in mind that when
there is no lightning, there is no light.
7. Supervisor’s Chambers
11. Slitherrat Lair (CR 2)
This room contains a bed and an oddly proportioned chair
with a writing desk. There is a strange-looking skeleton upon
the floor, covered with what looks like dried glue. There are five bizarre and unsettling creatures in this
room. They have rat heads and sleek, furry bodies, but they
are about four feet long, and move like snakes. They have
There are papers on the desk, but they are ancient and crusted in mineral tiny, vestigial, rat-like legs poking out from the sides of their
deposits, which make all but the bottom page illegible even with the use of bodies, but as they slither toward you over the floor, the
magic. The bottom page in the stack can be deciphered (DC 25 Linguistics vestigial legs are held high, out of the way. There is also an
check or comprehend languages) as follows: “The master goes mad in his ancient wooden chest in this room, turned on its side and
obsession with immortality. He is increasingly preoccupied with melding leaning against the wall.
of bone and other substances he has created in his laboratories. More and
more of the resources we collect from the surface are dedicated to these
tasks, instead of being assigned to our constructions in the tunnels beneath.” This chamber is the lair of five slitherrats. These monsters can move
The dried, glue-like substance on the skeleton is harmless and has no in and out of the crystal walls without leaving a trace – when they attack,
unusual properties. The skeleton itself is 7 ft. tall and has a skull slightly they will take advantage of this ability, moving around behind the party or
similar to that of a horse. It cannot be identified as any known creature, attempting to surround them, as circumstances dictate. There is a chest in
and any attempts to communicate with its dead spirit are fruitless. this room, turned on its side and leaning against the wall.

8. Gelatinous Cube Lair (CR 3) SLITHERRATS (5)


XP 135
CR 1/3

hp 5 (see the Wandering Monster table above for details)

The quartz walls and floor of this room are shiny and clean, Treasure: The chest is open and contains 100 pounds of worthless
completely free of mineral deposits. mineral chunks; 3 perfectly round crystalline rocks with what appears to
be a flickering blue light shining through the stone (these are glow-geodes,
described in the GM Information section above), a chunk of silver worth 20
A gelatinous cube lairs in this room, but will not be seen immediately gp (weighs 200 pounds), a dagger inscribed with an archaic, alien language
since it is in the eastern alcove, where it appears to be a cluster of items (requires a comprehend languages spell to decipher): “To Natono, from the
floating suspended in the air. Thieves Guild of Pirg – Good Luck!” The dagger is a cursed –1 dagger,
although its effects do not manifest until it has been carried for at least an
GELATINOUS CUBE CR 3 hour. The chest also contains 20 gems worth 50 gp each, and a potion of fly
XP 800 (which looks diluted and only functions for 3 minutes).
hp 50 (Pathfinder Roleplaying Game Bestiary “Ooze,
Gelatinous Cube”)
12. Astrological Formulae Room
Treasure: 2 longswords, 4 head-sized chunks of quartz, one of which bears
written carvings, a potion of fly, a +1 longsword, and a normal helmet. The
inscription on the quartz piece can only be deciphered with a comprehend This room appears to be completely empty, but the walls
languages spell, for it is in a very old, alien language. It reads: “The causeway are carved all over with tiny letters and numbers.
has closed, and I am trapped here for at least a year if I could even find
water and food. Here ends the illustrious adventuring career of Natono of
Pirg, betrayed by lesser men. As a gesture of my extreme annoyance at the There is nothing of interest in this room; the carvings are not a language,
situation, I shall go and feed myself to the gelatinous cube.” they are formulae involved in predicting the motion of stars and planets.

8
The Spire of Iron and Crystal
EGG Tanks: 1 in. thick crystal; Break DC 20; Hardness 5; 20 hp

OOZEANDERTHALS (3) CR 1/2


XP 200
Tome of Horors 4 178
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0

AC 12, touch 10, flat-footed 12 (+2 natural)


hp 22 (3d8+3)
Fort +1; Ref +1; Will +3
Immune electricity, turning

Speed 30 ft.
Melee 2 claws +5 (1d6+4 plus toxic ooze)
Special Attacks toxic ooze (DC 15)

Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10


Base Atk +2; CMB +5; CMD 15
Feats ToughnessB
SQ ooze coating

Ooze Coating (Su)


Oozeanderthals are entirely covered in slime approximately
1 in. thick. This slime is highly toxic to others and if an
oozanderthal rakes an opponent with its slime-covered
claws the victim must make a DC 15 Fortitude save or fall
twitching to the ground for 1d6 rounds from muscle spasms.
The nonconductive nature of the ooze surrounding an
oozanderthal makes it immune to electrical damage.

Oozanderthals are humanoid host beings that have been magically altered
in a terrifying fashion. The bones of their forearms have been magically
grown outward from the skin, and drastically elongated, with the fingers
extending out into foot-long, semi-crystallized claws. These host creatures
are coated in a slimy substance about an inch thick, a product of ancient and
forgotten magic. The host body inside an oozanderthal dies slowly to feed
the enveloping slime. The power of the sustaining slime is enough to retain
13. Oozeanderthal Tanks (CR 2) the oozeanderthal in a zombie-like existence for many years, although it
weakens and deteriorates over the centuries. Oozanderthals are completely
non-intelligent and will use straightforward tactics.
There are three egg-shaped crystal tanks in this room,
nestled in twisting spirals of iron that rise to a graceful loop
at the top. The tanks are filled with a thick green liquid, and 14. Treasure Room
there are deformed, man-shaped creatures inside.

This room contains a variety of items scattered on the


This room contains three pre-humanoids with huge heads, in egg- floor: a couple of weapons and bottles, as far as you can tell
shaped, liquid-filled tanks. They have extremely elongated hands and at first glance.
fingers that terminate in wicked claws, and appear to be coated in a
layer of slime. These are oozeanderthals, and the egg-shaped tanks are
similar to the others found in the Spire, with complicated ironwork that This room contains a variety of useful items. There are four vials,
terminates in a graceful loop at the top. They are in suspended animation covered in dust, lying in one corner (each is a potion of cure moderate
until the party enters, and they have controls in their tanks which allow wounds); a masterwork mace, a heavy steel shield, a pair of dark lenses,
them to close the room’s door once a few party members are inside. They an ivory wand of fly (3 charges) with a tiny pair of wings carved into the
can make attacks from inside the tanks. Controls inside the tanks allow handle, and a bag of holding (smallest).
each oozeanderthal to do one of three things: (1) call down a blue bolt

15. Slitherrat Lair (CR 1)


of lightning from above into the chamber to strike one person wearing
metal armor for 2d6 points of damage (no attack roll required to hit, DC
20 Reflex save for half), (2) cause a blast of electricity from the tank,
causing all within 10 ft. to suffer 1d6 points of damage (DC 15 Reflex
save for half), (3) cause the room’s door to open or close. Once one of Fast-moving, dark shapes slither toward you across the
the tanks has called down lightning from above, it cannot do so again floor of this chamber!
for 24 hours. The oozanderthals can drain their tanks and emerge if they
so choose, although the process takes 2 full rounds. Note that the tanks
can be used by the characters as a way of getting through the lightning, This is one of the rooms where 3 slitherrats congregate and sleep.
if a way of moving them is found (they weigh only 100 pounds each).
Each has dials at the front of the base, allowing for the tank to be opened SLITHERRATS (3) CR 1/3
without damage (combination 1,2,3). Smashed tanks cannot be used to XP 135
defend against lightning. hp 5 (see the Wandering Monster table above for details)

9
The Spire of Iron and Crystal
KOROG TECHNICIAN CR 4
16. Empty XP 1,200
Tome of Horrors 4 141
LE Medium humanoid (korog)
Hundreds of coin-sized circles appear to be carved into the Init +2; Senses darkvision 90 ft.; Perception +7
quartz wall of this room.
AC 16, touch 12, flat-footed 14 (+1 armor, +2 Dex, +3
natural)
The “carvings” are actually freely-rotating, coin-like disks made of hp 28 (4d8+4)
metal. Whenever anyone moves inside the room, about fifty of the disks Fort +3; Ref +3; Will +6
will suddenly begin whirring around. These have no significance to
adventurers; whatever they once did, they don’t function any more other Speed 30 ft.
than spinning in response to movement. Melee unarmed strike +5 (1d3+2)

Str 15, Dex 15, Con 13, Int 18, Wis 11, Cha 8
17. Technician’s Lair (CR 5) Base Atk +3; CMB +5; CMD 17
Feats Improved Iron Will, Iron Will
Skills Craft (any) +11, Disable Device +9, Knowledge
There are three humanoid figures in this room. Two of them (dungeoneering) +11, Knowledge (engineering) +11,
look like cavemen with huge hands and claw-like fingers, Perception +7, Profession (scientist) +7
their bodies coated in greenish ooze. The third figure is seven Languages Terran, Undercommon
feet tall, with a long head almost like that of a hairless horse Combat Gear wand of hold person (CL7th, 5 charges, DC
but with a body like that of a strong but thin human being. It 15); Other Gear masterwork tools, leather work apron, 1d6 gp.
is holding a short silver wand. There are a couple of beds in
the room. The Korog are the ancient race of beings from which the wizard
Iomnogoron evolved. Few yet live, but some of these still continue
very limited operations in the Spire, collecting surface essences for
This room is the sleeping chamber and base of operations for a Korog their machinations in deep underground strongholds. The Korog
Technician, who has come to the surface to collect surface mineral and resemble tall men, but with a head somewhat like that of a hairless
sun essences while the causeway is open and collecting. He has two horse with long teeth, and smoldering, malevolent eyes. Various
oozanderthals with him as servants. Korog “castes” exist, with differing abilities, but adventurers will
most frequently encounter the technician and warrior castes. All
Korog technicians carry a silver wand with them at all times for self
defense. These wands can be used by non-Korogs, but they carry
only five charges and can only be recharged in the Korog laboratories
beneath the earth.

OOZEANDERTHALS (2) CR 1/2


XP 200
hp 12 (see location 13 for details)

18. Teleporter
The corridor makes a dead end here.

The teleportal marked on the map transports characters to location 32


in the second level of the Spire. It activates when anyone steps into the 10
ft. diameter area marked on the map.

19. Crystalline Tree


A crystalline tree grows here, its top rising into the lightning
field itself. Blue light coruscates throughout the trunk and
branches of this strange growth in response to the flashes of
lightning overhead. Toward the base of the tree, the trunk
is studded with mineral growths, almost like the growth of
a parasitic moss or fungus; but these pustules glimmer with
the warm luster of precious gems.

The crystalline tree is a focus for the lightning field, and when the
adventurers approach the tree they realize the danger here. Each round the
PCs remain in the room, the tree may draw down a blue bolt of lightning
to strike a random PC (the GM should make appropriate rolls to determine
which PC is hit each round). Each bolt of lightning deals 3d6 points of

10
The Spire of Iron and Crystal
electrical damage (Reflex save DC 18 for half damage). The tree may If there is an encounter, roll 1d4 to determine the type of monster:
draw down lightning as long as there are PCs in the room.
d4 Encounter
Treasure: There are 12 gems at the base of the tree, worth 100 gp each.
1 1d2 Slitherrats

20. Treasure Room 2 1d6 Lightning lampreys


1d6 Giant fire beetles (light glands are blue
3
rather than red)
This room contains a small tree-like structure with several 1d4+2 Giant worker ants (mottled blue and
clear glass globes hanging from the branches, all of which 4
white)
appear to contain precious gems.
GIANT WORKER ANT CR 1
XP 400
The tree is crystal, has 10 glass globes attached, and each globe contains hp 18 (Pathfinder Roleplaying Game Bestiary “Ant, Giant”)
a selection of four 50 gp gems. (2,000 gp worth of gems in total). The tree
and the glass globes are all harmless. GIANT FIRE BEETLE CR 1/3
XP 135
hp 4 (Pathfinder Roleplaying Game Bestiary “Beetle, Fire”)
21. Treasure Room
LIGHTNING LAMPREY CR 2
XP 600
This room contains a large, stylized statue of a wooly hp 19 (see the Wandering Monster table, Level 1 for details)
mammoth, apparently made of gold.
SLITHERRAT CR 1/3
XP 135
The tusks are made of ivory, and tiny patterns are carved into them. The hp 5 (see the Wandering Monster table, Level 1 for details)
statue weighs 250 pounds and is worth 2,500 gp.

Second Level Location Key


22. Outer Balcony
Access
The second egg can be reached in one of two ways; teleporters in the This is an outcropping of quartz, protruding from the side
top level provide one route, but climbing down the side of the tower will of the egg. It is almost completely surrounded by twisting
also give the players access to a secret door in the side of the crystal (DC growths of iron, which hide it from view except from above.
15 Climb check). The ledge in front of this door is not visible from the
cliff (it is obscured by a twisting “growth” of iron), but examination of
the egg’s side from higher up (dangling by a rope from the top of the This area is outside the crystal wall of the egg; it is a quartz outcropping
uppermost egg) will reveal its presence (DC 5 Perception check). From mostly surrounded by twisting growths of iron, and is not visible except from
the top, it is quite obviously a ledge of some kind – but this is not apparent the uppermost parts of the tower. The iron here is made up of bars about
without a conscious effort to scout out what the sides of the second egg three inches in diameter, dividing up into twisting branch-like decorations. A
look like from the top. secret door leads into the side of the egg; it is easily (DC 10 Perception check)
Like the top level, the atmosphere above the open-ceiling maze of the spotted if anyone looks for it (resembling a circular crack in the crystal), but
second level is charged with a fiercely active lightning field. Unlike the there is no visible means of opening it (on a DC 20 Disable Device check, a
topmost egg, the second-level egg contains some crawlways through the PC notices something “odd” about a piece of the railing). Anyone who tries
quartz, which have ceilings and cannot be entered by running across the pulling and twisting on the iron growths of the branch-like “railings” around
top of the maze. These are visible on the map as narrower corridors. THE the outcropping will almost immediately find one that is a lever. When the
CRAWLWAYS ARE NOT LIT. lever is manipulated, the quartz door evaporates into nothingness, allowing
entry. The door cannot be closed once it has been opened.

Wandering Monsters
23. Entry Access
Movement in the labyrinth of open tunnels has a chance to attract
wandering monsters.
This wide spot in the corridor has four little spouts sticking
Chance of out of the corridor’s western wall. The quartz below them has
Type of Movement Frequency of Checks a heavy crust of mineral deposits.
Encounter
Walking or
Once per minute/move 1 in 10
bashing things There are four spouts in the wall here that seem as if they’re supposed
Remaining fairly to pour liquid from the wall. They are dry, and don’t do anything any
still (talking, Once per 10 minutes 1 in 10 more. There is a blank piece of parchment stuffed into one of them. If
searching, etc.) this area is searched for secret doors, the access to the outside will be
found automatically. It cannot be opened from the inside; however, if it is
Completely at rest Once per 20 minutes 1 in 10 opened from the outside it will remain open. This is a relatively important
achievement, since it means the party will no longer have to rely upon the
causeway to enter the Spire.

11
The Spire of Iron and Crystal

12
The Spire of Iron and Crystal
upright and locked position for one round, and then sink back to its
24. Ululation Crystals Room original position. The egg-tank, of course, can be used as protection from
the lightning, but only for one lucky person…

The bottom of this room is studded with relatively large


growths of mineral deposits, making the floor look somewhat 28. Invisible Ceiling Room
like a sea floor with scattered growths of coral.
Important Note: This room has a force-field ceiling — it cannot be
entered from the top, although this isn’t likely to be discovered unless
As soon as anyone enters the room, the crystal growths will begin to someone tries. The room CAN, however, be seen from above.
make a low but audible humming noise, which immediately alerts the
ochre jelly in location 26 that some potential prey is nearby. It will wait
for a short period of time, then squeeze under its door and start tracking There is a dark quartz grate, like a drain, in the floor of
the party. this room.

25. Covered Room with This room has a force-field ceiling (treat as a wall of force, CL
20), denoted by the dots around the room on the map. The floor-grate
Condensation Grate leads down leads down to location 49 on level 3 via a tube hollowed
out through the interior of one of the round iron girders supporting
Important Note: This room has a ceiling, and cannot be seen or entered the Spire.
from above!
29. Treasure Storage Room One
This is a closed in room, dug underneath the quartz, with
an actual ceiling. Some sort of water-like fluid is condensed
in droplets on the wall, which apparently roll down to drain There is a transparent crystal treasure chest in this room,
through an iron grate in the floor. and apparently nothing else.

This room can only be accessed through the crawlways, for it has a The chest has no handles, no lock, and no latch – it is opened simply
ceiling of quartz about eight feet high. The grate can be removed, and by lifting the lid. A scroll case is visible inside. The scroll contains
permits access to one of the slide-tubes down to the third level, arriving three arcane spells: knock, dispel magic, and fireball. The crystal of
in location 47. the chest itself is very heavy, and the chest weighs 50 pounds despite
the fact that its only content is the scroll case. The words “Natono.
Cleared. Mule,” are scratched into the crystal on the lid (DC 20
26. Ochre Jelly Lair (CR 5) Perception check to notice the scratchings). Note that anyone in this
room will attract the lightning bladder in location 30, which will show
up in a short amount of time.
This room has no unusual architectural features. [Other
than the ochre jelly, if it is still here].
30. Lightning Bladder’s Lair (CR 4)
An ochre jelly lives in this room. It generally lies on the floor, looking
like an irregularly shaped orange carpet, but when it hears the ululation This room has no distinguishing features. [other than
crystals in location 24 start to hum, it waits a bit and then comes out to the Lightning Bladder, if it is still here].
track down whatever prey alarmed the crystals.
A lightning bladder lives in this chamber, and has for hundreds of
OCHRE JELLY CR 5 years, crawling over the top of the wall occasionally to feed on wandering
XP 1,600 monsters. If there is any activity in Treasure Rooms One or Two (Areas
hp 63 (Pathfinder Roleplaying Game Bestiary “Ooze, Ochre 29 or 31) it will climb over the walls to investigate, as it was trained to do
Jelly”) over a hundred years ago.

LIGHTNING BLADDER CR 4
27. “Trapped” Room XP 1,200
Tome of Horrors 4 146
N Medium ooze
The only visible thing of interest in this room is an empty Init –5; Senses blindsight 60 ft.; Perception –5
egg-tank.
AC 5, touch 5, flat-footed 5 (–5 Dex)
hp 50 (4d8+32)
The floor of the room is “trapped”: each person stepping onto the floor Fort +9; Ref –4; Will –4
of this room has a 1 in 6 chance to activate the floor mechanism. (Poking Defensive Abilities ooze traits; Immune cold, electricity, fire
the floor from outside with a spear or pole also has a 1 in 6 chance to
activate the trap). If the floor is activated, it suddenly shifts upward to Speed 10 ft., swim 30 ft.
leave only 5 ft. of clearance between the floor and the lightning field, Melee slam +6 (1d6+4 plus 1d6 acid)
blocking entrance to the crawlway. After this, it will move upward 1 ft. Special Attacks acid, electrical discharge
every other round until it is even with the top of the wall and anything
standing on it is fully exposed to the lightning. It will remain in the fully Str 16, Dex 1, Con 26, Int —, Wis 1, Cha 1

13
The Spire of Iron and Crystal
Base Atk +3; CMB +6; CMD 11 (can’t be tripped)

Acid (Ex)
32. Teleport Arrival Chamber
The corrosive acid that covers a lightning bladder dissolves
metals and organic material, but not stone. Each slam There are three machines on the walls here, all of which
attack deals 1d6 additional acid damage. Armor or are unlit and silent, with a single gargoyle-like button on the
clothing worn by a creature touched by a lightning bladder front face of each one. There are no doors leading out.
takes the same amount of acid damage unless the wearer
succeeds on a DC 20 Reflex saving throw. A wooden or
metal weapon that strikes the creature takes 1d6 acid All teleportals from level 1 arrive here in this chamber. If a gargoyle
damage unless the weapon’s wielder succeeds on a DC button is pressed, the machine will begin to hum and clank. If all three
20 Reflex save. The bladder’s touch deals 12 points of acid machines are turned on, the lightning field overhead suddenly goes out,
damage per round to wooden or metal objects, but the and all is dark and quiet. The lightning field remains turned off for 1d6 x 10
bladder must remain in contact with the material for 1 rounds. The machines will operate only twice before they must recharge,
full round in order to deal this damage. The save DCs are which takes a full 24 hours. The vertical conveyor in location 33 can be
Constitution-based. seen from here. The teleportal here can be used to get back to the first (top)
Electrical Discharge (Ex) level of the Spire, but whether it transports people to Area 2 or Area 18 is
Any hit scored against a lightning bladder with a piercing an equal chance for each, determined separately for each traveler.
or slashing weapon opens a hole in the creature’s acidic
membrane, through which lightning-like charges of
electricity will blast out each subsequent combat round. 33. Vertical Conveyor
These bolts of lightning inflict 2d6 points of damage against
a randomly determined opponent (DC 15 Reflex save for
This room contains a tall structure supporting a segmented
half damage). The bladder can have any number of such
metal belt, which extends upward into the lightning field
openings before it is eventually killed from the damage.
above. Large metal scoops are mounted on it at intervals of
about six feet. The belt is mounted on an ornate metal stand
Lightning bladders are a form of ooze, contained within a thin, mem- that resembles a huge sawhorse.
branous skin; they resemble massive, half-filled blue water balloons. The
inside of the creature is charged with immense electrical potential, clearly
visible as lightning-like flashes and forks within the bluish-hued interior The segmented belt, if further description is needed, resembles a tank-
of the shapeless mass. The exterior membrane is highly acidic, and the tread or bicycle chain. There is a lever on one side of the massive “sawhorse”
creature will attack by slumping up against its opponents to slam them. mounting; it is stiff and requires two people to move it. The lever activates
The more dangerous aspect of a lightning bladder, however, is what hap-
pens when a pointed or cutting weapon pierces its outer membrane.

31. Treasure Storage Room Two


(CR 6)
This room contains a square pile of gold, and a skeleton,
apparently completely mineralized, which is lying on the
floor with one hand about two feet in the air, over the top of
what might be a gem.

This room contains a fossilized skeleton and two transparent crystal


chests. The fossilized skeleton has a hand on one of the chests (the one
containing the gem). It will not animate unless someone remains in the
room for a minute or more. Each chest is trapped, and releases poison
gas when opened. Note that the lightning bladder from Area 30 will also
come to investigate any movement in this room.
Treasure: One chest contains a single gem (500 gp) and the other
contains 450 gp. The chest with the gem weighs 50 pounds (due to the
weight of the dense crystal forming the chest itself); the chest with the
gold weighs 95 pounds.

POISON GAS TRAP CR 6


Type mechanical; Perception DC 25; Disable Device DC 20
Trigger location; Reset repair

Effect poison gas (powdered hemlock); never miss; onset


delay (1 round); multiple targets (all targets in a 10-ft.-by-10-
ft. room)

14
The Spire of Iron and Crystal
the machine, which will begin the belt moving, cranking the troughs upward There is a machine in the room, placed under a steady drip of lightning-
into the lightning field, and then back down in an endless loop, the troughs charged condensation from the ceiling. The machine has three dials
swinging to remain upright through the whole journey. That’s all it does. and a metal button on it; the dials are stuck in place by crusted mineral
deposits. Pushing the button causes a door at the bottom of the machine to
swing open and release whatever creature the machine is currently set to
34. Main Oozanderthal Lair (CR 5) create from the condensed energy; it is currently set on “cockatrice.” The
machine only has enough condensed energy to make one cockatrice. None
of the readings on the dial are in a language that can be easily understood
This chamber is strewn with bones and primitive fur (a DC 25 Linguistics check will reveal that they are: basilisk, blue dragon,
cushions. Several humanoid creatures are in here, cavemen giant snake, slitherrat, and lightning lamprey).
with unnaturally long hands and clawlike fingers, dripping
all over their bodies with a strange greenish ooze. COCKATRICE CR 3
XP 800
hp 27 (Pathfinder Roleplaying Game Bestiary “Cockatrice”)
Thirteen Oozanderthals live in this room, their only furnishings

38. Empty Room with


the cushions made from slitherrat fur. Any battle will likely begin in
the crawlway, but some of the oozanderthals will crawl up to the top of
the walls and try to cut the party off, attacking them from behind in the
crawlway. (The oozanderthals’ slimy coating makes them immune to
electrical damage from the lightning field).
Maintenance Wands
OOZEANDERTHALS (13) CR 1/2 This room is empty, except for four ornate staffs leaning
XP 200 together against one wall.
hp 12 (see Area 13 for details)

35. Empty Room with Floor Circles


These staffs aren’t useful for anything much, unless the party needs
a metal bar 6 ft. long. One thing about these – if one gets within 10 ft.
of the grate blocking the tube down from location 36, the staff will zap
over to the grate, as if by magnetism, and the grate will unlock and open
Four circles, five feet in diameter, are deeply incised in the without causing any delay. The staffs are used for maintenance on things
quartz floor of this room. that mostly aren’t operational any more.

The circles no longer do anything. 39. Oozanderthal Lair (CR 3)


36. Grate and Access to Level 3 There are five ooze-covered cavemen with massive claws
in this room.

As you look into this chamber, a huge blob of what looks


like liquid lightning drops down from the lightning field, and This room contains 5 oozanderthals. If they are being beaten in
runs down through a big funnel in the floor. combat, some may attempt to flee over the walls to Area 34.

OOZEANDERTHALS (5) CR 1/2


Blobs of liquid lightning fall from the lightning field and run down XP 200
through a big funnel in the floor. They fall every ten minutes, and trickle hp 12 (see Area 13 for details)
down through a hollow support bar to a processing area in level three.
This is one of the ways down to level three, and the downward-sloping,
spiraling tube is 60ft long. It takes a full 8 minutes to get to the bottom
of the tube due to the twists and slopes. Unfortunately, there’s a filtering
40. Crane Room
grate halfway down, blocking the tube and delaying progress while a blog
forms above. It can be broken very easily, but will likely cause the party to This room itself is featureless quartz, but there is one
get hit by some of the liquid lightning (depends on the 10-minute timing). very strange thing here; a huge hook suspended from an
If a PC is in the tube when a blob falls, the blob causes 3d6 points of extremely thick iron chain hangs down into this room from
damage (half with a successful DC 20 Reflex saving throw). The staffs at the obscured heights of the crackling lightning field overhead.
Area 38 might help them avoid this fate, however. It sways slightly, creaking back and forth as it is struck by
Tube Grate: 1 in. thick corroded; Break DC 15; Hardness 5; 10 hp lightning high above.

37. Cockatrice Machine Room This is a crane, and the hook can be cranked upward and downward
from the mechanism in Area 45. Any of the egg-tanks can be hooked
(CR 3) onto the crane by the loop of iron that is built onto the top of each egg-
tank, and these will insulate one occupant from the lightning. Other
protections against lightning will also work. From the top of the crystal’s
This room contains what appears to be a very large rooster interior (after getting through the lower-altitude level of low visibility), it
with a snakelike tail. There is also some sort of machine in here. is possible to see the open areas in the crystal maze below. A player map
of Level 2 is included, in case the party takes advantage of the crane. Note
that the crawlways are not visible from the top (or on the player map),
This room contains a cockatrice, which (unlike most of the monsters since they have ceilings.
in the crystal) is not immune to lightning and cannot leave its chamber.

15
The Spire of Iron and Crystal

41. Crane-Swinging Machine A telescoping rod of an unknown metal, about the


width of a finger that can be extended to 5 ft. in
length. If this is extended and held vertically, it will
5 suck in lightning in a radius of 10 ft., allowing people
There is a lever mechanism on the eastern wall of this to move safely within the “shielded” area. This effect
room. lasts for 3 rounds, and then the rod is destroyed by
the lightning.
A chunk of crystal with what appears to be a small,
Pulling this lever causes the chain and hook apparatus (Area 40) to living octopus inside. It does nothing, and if the
6
swing back and forth, but does not raise or lower it. If this is used while crystal is cracked open, the octopoid will die from
someone is in the lightning field suspended from the chain, it will not cause exposure to the air.
problems – but the person up on the chain will have a very unpleasant time
of it as the chain begins swinging to and fro.
44. Phase Spider Lair (CR 5)
42. Processing Track There is treasure scattered on the floor of this room. [And
a phase spider, if it hasn’t come out to attack the
party in Area 43].
This room contains an oval-shaped track about ten feet
across. There is an oddly shaped cart on the tracks, made of
crystal and carved with runes. The entire setup is studded A phase spider makes its lair in this room, and will come to investigate
any noises from Area 43. Part of the phase spider’s treasure is 4 glow-
and almost covered with what appears to be melted rock, that
geodes that can be used in the Spire’s machines (either the one in Area 43
has hardened on it in patterns like candle wax. or the ones found in Level 3).

PHASE SPIDER CR 5
This mineral-processing apparatus is located under a slow drip of surface XP 1,600
minerals that condense at the top of the ceiling far above, then drip down. hp 51 (Pathfinder Roleplaying Game Bestiary “Phase
Over the years, the dripping mineral has hardened upon the non-functioning Spider”)
mechanism that once collected and processed it. The track and cart no
longer function in any way, although the cart can be broken loose, removed, Treasure (scattered in the room): 200 gp, a gem worth 100 gp, a
richly embroidered cloak worth 50 gp, and a divine scroll with three cure
and used as an ordinary cart if the PCs decide they need one.
light wounds spells.

43. Pillar-Machine Room 45. Cranking Apparatus Room


Two pillar-like columns are attached to the walls of the There is an ornate bronze crank on the wall of this room,
northwest and southwest corner of this chamber. In addition attached to a metal chain that disappears upward into the
to the irregular mineral deposits, there are also four round lightning field, angling toward where the center of the egg’s
rocks on the floor, about the size of a golf ball. ceiling must be.

This is the cranking apparatus for the egg-lifter in Area 40, and it can
Note that if the PCs linger in this room to play with the machine, the be used to raise and lower the chain which descends into that location. The
phase spider from Area 44 will come quietly to investigate the noises. crank amplifies the strength of anyone using it, so that a single person at
Each pillar has a hole at eye level and a second hole at floor level. The the crank can raise almost 1,000 pounds of weight.
top holes are slightly larger than the four “round rocks,” which are glow-
geodes, and the bottom hole is about twice the size of the top one. These
are actually machines, operated by putting a glow geode inside. The one in 46. Chamber of the Luhuloi (CR 7)
the northwest corner does not function, but the one in the southwest corner
is operational, and transforms glow-geodes into various possible products.
If a glow-geode is placed into the top hole, it will roll downward and be Three strange beings are in this room, singing softly to a large
pool of water. They look like small people with orange skin,
transformed into something else that rolls out of the floor-level hole.
blue hair running in a ridge down the back, and large, webbed
hands and feet. They wear no clothing other than a loincloth.
Roll 1d6 to determine what the glow-geode is transformed into: One of them is waving around a large golden bracelet.
Glowing sludge that creeps across the floor and then
1
dies.
Members of a peaceful race from another dimension, the luhuloi, come
+1 light mace (followed by +1 short sword if rolled in and out of the northwestern wall of this egg, utterly unaware that they
2 again, followed by a wand of fireballs with 10 are entering and leaving another world. They believe the quartz is a fine
charges) mist that blocks off their religious sanctuary underneath the lightning.
3 Chunk of gold worth 300 gp Although the luhuloi do not understand any language spoken by the
PCs, they will pat them with friendly (webbed) hands and nod wisely at
A cloak that will absorb 10 points of electrical
4 everything they hear. If the party somehow opens communications without
damage before disintegrating language, the luhuloi will try to communicate that the pool in this room is

16
The Spire of Iron and Crystal
a gate to their deity. To demonstrate, they will throw a gold bracelet (100 GIANT WARRIOR ANT CR 2
gp value) into the pool. Inside the pool itself is a dangerous monster XP 600
with tentacles laden with golden bracelets. If anyone tries sticking a hand hp 18 (Pathfinder Roleplaying Game Bestiary “Ant, Giant”)
or a 10 ft. pole into the water, it will attack. The total value of the gold
bracelets is 3,300 gp. GIANT WORKER ANT CR 1
XP 400
POOL MONSTER CR 7 hp 18 (Pathfinder Roleplaying Game Bestiary “Ant, Giant”)
XP 3,200
N Large aberration GIANT FIRE BEETLE CR 1/3
Init +0; Senses blindsense 30 ft.; Perception +9 XP 135
hp 4 (Pathfinder Roleplaying Game Bestiary “Beetle, Fire”)
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 89 (10d8+20); regeneration 3 (only when immersed in LIGHTNING LAMPREY CR 2
water; acid) XP 600
Fort +4; Ref +3; Will +8 hp 19 (see the Wandering Monster table, Level 1 for details)
Immune lightning; Resist cold 10, fire 10
SLITHERRAT CR 1/3
Speed 0 ft. (does not leave the pool) XP 135
Melee 4 tentacles +20 (1d6+14 plus grab) hp 5 (see the Wandering Monster table, Level 1 for details)
Space 10 ft.; Reach 15 ft.
Special Attacks constrict (tentacle, 1d6+14)

Str 28, Dex 10, Con 13, Int 5, Wis 13, Cha 6 Location Key
Base Atk +7; CMB +22 (+26 to grapple); CMD 32 (cannot be

47. Chute-Access to 25 (CR 9)


tripped)
Feats Alertness, Toughness, Weapon Focus (tentacle)
Skills Perception +14, Swim +24

An iron tube, large enough for people to enter, comes in

Third Level from the side of the crystal, and opens into this room. A
dragon with bright blue scales uncoils itself and prepares to
attack.

Access
This room is where the chute from Area 25 arrives; the iron girder
The third level can only be reached by sliding through metal tubes from twists to enter the side of the crystal, and opens out directly to the floor
Areas 25, 28, and 36 - these tubes are the hollow interior of twisting iron of the room. A young blue dragon (which made its way into the Spire
girders, part of the complicated structure supporting the four eggs. through the top several years ago) has taken a fancy to this chamber and
Notes: The third level is a machine level, used for the processing of lairs here. If it is frightened, the dragon will fly up into the lightning field,
surface-essence. but will keep an eye on the party and (if the adventurers take any of its
treasure) attack at an opportune moment. If it was badly frightened and the
adventurers do not take its treasure, it will simply avoid them in the future.
Wandering Monsters
YOUNG BLUE DRAGON CR9
Movement in the labyrinth of open tunnels has a chance to attract XP 6,400
wandering monsters. hp 95 (Pathfinder Roleplaying Game Bestiary “Chromatic
Dragon, Blue”)
Chance of
Type of Movement Frequency of Checks
Encounter Treasure (a disorganized scattering of items on the floor): 3 glow-
Walking or geodes, 600 gp, bones representing several skeletons (mainly those
Once per minute/move 1 in 10
bashing things of slitherrats and lightning lampreys, but including one or two from
Remaining fairly oozanderthals), a golden lamp (100 gp) a ruby (250 gp), and a chunk of
still (talking, Once per 10 minutes 1 in 10 silver worth 50 gp (weighs 100 pounds).
searching, etc.)
Completely at rest Once per 20 minutes 1 in 10 48. Chute-Access to 36
If there is an encounter, roll 1d4 to determine the type of monster:
1d4 Encounter An iron tube with a 5 ft. diameter enters the side of the
crystal, and opens into this room. Just underneath the tube
1 1d3 Slitherrats opening, there is a large quartz bowl with an iron pipe leading
2 1d8 Lightning lampreys from it into the northeast wall.
1d8 Giant fire beetles (light glands are blue rather
3
than red)
This room is where the chute from Area 36 arrives, in the same manner
1d6+3 Giant worker ants (mottled blue and white) as the chute in Area 47. In this area, the tube empties into a large quartz-
4
and 1d2 giant warrior ants crystal bowl with a drain at the side. The drain leads to a pipe that disappears
into the northeast wall just behind the bowl. If the characters wait until some
of the liquid lightning comes down the pipe, they will see it drop into the
bowl, spin around like liquid mercury, and then be sucked into the pipe.

17
The Spire of Iron and Crystal

18
The Spire of Iron and Crystal
hp 90 (8d10+20)
49. Chute-Access to 28 Fort +2; Ref +1; Will +2
DR 5/adamantine; Immune construct traits, magic
Weakness vulnerability to sonic
An iron tube enters the side of the crystal, and extends
down to the floor, where it ends. The opening is 5 ft. in Speed 30 ft.
diameter. There are carvings in the quartz floor. Melee 2 slams +9 (1d6+3)
Special Attacks crystalline destruction

This room is the termination point for the chute down from Area 28. Str 16, Dex 9, Con —, Int —, Wis 11, Cha 1
All around the chute, strange geometric shapes have been incised into Base Atk +6; CMB +9; CMD 18
the floor, leading to the northeast and southeast and then forming two
circles of carven shapes almost 10 ft. in diameter, just at the entry to the Crystalline Destruction (Ex)
corridors (these circles are marked on the map). If a person stands or steps When reduced to 0 hit points, a crystal golem shatters in an
into the north circle, the southern circle will instantly levitate anything on explosion of jagged shards of rock. All creatures within a
it upward into the lightning field (20 ft. into the air), at which point the 10-foot burst take 3d6 points of slashing damage and 2d6
levitation power will stop and allow the person (or thing) to fall back to points of bludgeoning damage; a DC 13 Reflex save halves
earth (taking 2d6 falling damage, DC 15 Reflex save for half damage). the damage. The save DC is Constitution-based.
Between the electrical and the falling damage, this is a fairly dangerous Immunity to Magic (Ex)
area. However, it could be used against monsters, even those immune to A crystal golem is immune to any spell or spell-like ability
electricity, just for the falling damage. that allows spell resistance, with the exception of spells and
spell-like abilities that have the sonic descriptor. In addition,
certain spells and effects function differently against the
50. Teleporter Room creature, as noted below.
• A transmute rock to mud spell slows a stone golem (as
the slow spell) for 2d6 rounds, with no saving throw, while
This chamber has no unusual features. There is an archway transmute mud to rock heals all of its lost hit points.
in the north wall, and another one in the south wall. • A stone to flesh spell does not actually change the
golem’s structure but negates its damage reduction and
immunity to magic for 1 full round.
Anyone stepping into the area marked “T” on the map will instantly be
teleported to Area 56. The transition is so smooth it cannot be felt, and the Crystalline golems are man-shaped growths of crystal, animated
two rooms are identical. by a powerful magic-user and possessed of rudimentary intelligence.
Crystalline golems are immune to lightning and fire of all kinds. They
attack by clubbing with their rock-like fists. These are comparably quite
51. Statue Room a weak form of golem, but the process of creating them is not so arduous
as for the other sorts.
SPECIAL: The one armed crystalline golem has 1 slam attack at +8 to
hit. The golem with body damage has only 45 hit points remaining. The
This room contains the statue of a creature that is almost
headless golem is normal in all respects, except its missing head!
but not quite human. Its head is long and almost like that of
Treasure: The treasure in this room is in a large chest of smoky
an evil-looking horse. It is dressing in the flowing robes of a
quartz – it is not transparent enough to see the interior. The chest itself
wizard and it carries an ornate staff.
is worth 1,000 gp and weighs 100 pounds. Inside is a bag containing 350
gp, a second bag containing 3 gems worth 100 gp each, and a third bag
containing a golden orb studded with gems, worth 1,500 gp.
This is a statue of the wizard Iomnogoron before his self-transformations
into an immortal ooze-being were completed. This room is identical to
Areas 57 and 65.
53. Machine Room
52. Room of Damaged This room contains two machines: the one on the
Crystalline Golems (CR 8) southwest wall is lit with a glowing light, and the machine on
the northeast wall is dark and inert.

This room contains three crystal statues of large humans; The glowing machine is a potion-making machine with a hole on top
each statue is bashed up and damaged. about the size of a golf ball. There is a spout in the middle, just above a
metal plate, and there is a rack of glass bottles (four of them are intact,
several others are smashed) beside the machine. There are three small
This room contains three crystalline golems, each of them very badly transparent windows in the machine, a blue lever, a red lever. Two of the
damaged from the battle between Iomnogoron and his minions, after the windows contain numbers (currently “1” and “2”), and the third shows
wizard went mad. The statistics below describe their conditions (one has only runes which resemble the letters “ZHA.” Pulling the blue lever spins the
one fist, one has taken significant body damage, and the third is headless): numbers like a slot machine, the runes identify what the potion maker
will make as a result, and the red lever tells the potion maker to make the
CRYSTALLINE GOLEM (See SPECIAL below) CR 5 potion out of a glow-geode (assuming one has been inserted at the top).
XP 1,600 Every time the blue lever is pulled, whether or not a glow-geode is inside
Tome of Horrors 4 116 the machine, roll a d4 for each of the number dials. Read the result below
N Medium construct to find out what potion this would make (and the corresponding label in
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0 the “description” window). Note that the machine will not make a potion
until there is a glow-geode in the machine and the red lever is pulled; at
AC 17, touch 9, flat-footed 17 (–1 Dex, +8 natural)

19
The Spire of Iron and Crystal
item). It will take time to gather all of it together, with each item found
in the following order, 1 item every minute of searching: (1) one of
the skulls is gold, weighing 10 pounds and worth 200 gp, (2) a rotted
leather bag containing 300 gp, (3) a wand of cure light wounds with
7 charges with the command word “Jax” carved into the handle, (4) a
scattering of 100 gp, (5) a scattering of 10 gp.

55. Gelatinous Triangle Lair (CR 7)


This room contains four triangular-shaped structures,
almost transparent and of strange material. Stairs lead down
into the darkness of a huge iron tube.

This room contains four gelatinous triangles, the result of an


experiment in which Iomnorogon bisected two gelatinous cubes into two
triangular shapes each. Stairs lead down to Area 66 on the fourth level
through the iron tube.

GELATINOUS TRIANGLES (4) CR 3


XP 800
hp 25 (Pathfinder Roleplaying Game Bestiary “Ooze,
Gelatinous Cube”)

56. Teleport Room


This chamber has no unusual features. There is an archway
in the north wall, and another one in the south wall.

Anyone stepping into the area marked “T” on the map will be instantly
transported to Area 64. If the teleporter has just been used (from Area
this time, the machine will make whatever potion the current dial setting 50), it will begin recharging to move people from here to Area 64 (takes
indicates. The blue lever can be pulled as many times as desired, to get 20 minutes to charge). During this process, it can continue to accept
the right combination of numbers before pulling the red lever (the players teleportations from Area 50.
may be aware that “ZHA” is a warning).

1,1: potion of fly (descriptive runes: “KTHI”)


1,2: vial of hemlock poison (descriptive runes: “ZHA”)
57. Identical Statue Room One
1,3: potion of cure light wounds (descriptive runes: “OAN”)
1,4: potion of resist energy (electricity), 1d6 turns (descriptive runes: This room contains the statue of a creature that is almost
“ATO”) but not quite human. Its head is long and almost like that of
2,1: potion of cure light wounds (descriptive runes: “OAN”) an evil-looking horse. It is dressed in the flowing robes of a
2,2: vial of hemlock poison (descriptive runes: “ZHA”) wizard and it carries an ornate staff.
2,3: potion of cure light wounds (descriptive runes: “OAN”)
2,4: potion of bull’s strength (descriptive runes: “LIN”)
3,1: potion of resist energy (electricity), 1d6 turns (descriptive runes: This is a statue of the wizard Iomnogoron before his self-transformations
“ATO”) into an immortal ooze-being were completed. The room is completely
3,2: vial of hemlock poison (descriptive runes: “ZHA”) identical to Areas 51 and 64.
3,3: potion of cure light wounds (descriptive runes: “OAN”)
3,4: potion of haste (descriptive runes: “MAR”)
4,1: inert liquid (descriptive runes: “IOCTI”)
4,2: vial of hemlock poison (descriptive runes: “ZHA”)
58. Korog Technician’s Hideout
4,3: potion of cure light wounds (descriptive runes: “OAN”)
4,4: MACHINE BREAKS (descriptive runes: “ZHA”)
(CR 4)

54. Hidden Treasure Room There is a strange creature here, with an almost horse-like
head and the body of a tall, thin human. It is hairless, and
carries a short silver wand.
This room contains hundreds and hundreds of crystallized
pre-humanoid skulls, piled about a foot deep across the floor.
This room contains another Korog Technician, part of the small
expedition that is exploring and using the Spire while the causeway is
Anyone sifting through the skulls will find that there are several open. This one has been slightly wounded by a trap, and is hiding out in
items of treasure in here as well (DC 15 Perception check to locate an this isolated chamber. He is alert, and will use his wand of hold person in

20
The Spire of Iron and Crystal
an attempt to paralyze attackers while they are still atop the walls in the
lightning field. 61. Crystal Cutter Storage Area
KOROG TECHNICIAN CR 4
XP 1,200 This room contains a vertical crystal cabinet in which there
hp 18 (see Area 17 for details) is a five-foot long silver implement with a disk at one end and
a sort of handle at the other end. At the side of the cabinet
Treasure: The technician carries 50 gp in a belt pouch. there is a compartment with a hole at the top, about the size
of a golf ball. A set of iron stairs leads downward into what

59. Tengu Camp (CR 6)


looks like a dark iron tube.

At the side of the box is a compartment with a hole at the top, about
This chamber contains several bird-like creatures dressed the size of a golf ball. The cabinet can be opened easily. The implement
in ragged, filthy robes, arguing vehemently in low voices. inside is a heavy-duty crystal cutter. The business end is the spinning disk,
There are several wine bottles scattered around the room and which has the runes “ZHA” inscribed on it, and the other end has a ring
a distinct smell of sour wine. Although you can’t understand attached by a short chain. When it is directed at a crystal wall, and the ring
the voices, it is clear that a couple of the bird-men are slurring is yanked out to its full extension (it is attached to a chain about two feet
their words badly. long inside the cutter), the disk end of the cutter begins whirring, and any
crystal in its path will begin dissolving. The cutter has ten charges, and
cuts through 10 ft. of crystal with each charge. If the cutter is directed at
This is the temporary encampment of a nomadic bunch of subterranean a living being within 10 ft., it will inflict 2d6 points of damage (ranged
tengu that have been wandering through the caverns beneath the Spire touch attack, this expends one charge). If the cutter is in the cabinet and
for years. On their way up into the Spire, they dashed past Iomnorogon a glow-geode is placed in the adjacent box, the cabinet will glow for a
in the fourth level in a panic, and ended up here. At this point, terrified moment and the cutter will recharge (5 charges). The maximum number
by the entire situation, the lightning fields, the traps, and the monsters, of charges it can hold is ten. The stairs lead down to Area 67 on the fourth
they are arguing about whether to continue proceeding upward or to try level, through a broad iron tube.
dashing back past Iomnorogon. They are speaking in their own language
in low voices, but the party will probably hear them ahead of time (DC 15
Perception Check to hear the conversation). They do speak common, and 62. Second Machine Room
will be overjoyed to find some potential saviors. If attacked, they will flee
until cornered and then fight. They have no idea where they are or how to
retrace their steps, since they pelted here at top speed. However, they can This room contains two large machines almost the size of
describe Iomnorogon’s chamber (circle of pillars, throne, a couple of stone a person. One glows and hums softly; the other is dark and
basins), describe Iomnorogon himself, and warn the party that he hides appears to have been chewed upon by something big.
behind a large curtain. Their story is somewhat exaggerated; Iomnorogon
is supposedly the size of a house, and casts magical fear spells (ahem). If
the party does not wipe them out, the ragged craws will try to follow them There is a glow-geode underneath the dead machine, which rolled
at a safe distance (trying to get out of the Spire), muttering quietly among underneath in the days when the machines were in use, without anyone
themselves. If the party tries to use one of them for any useful purpose, noticing. The functional machine has a door on the top, and a tall funnel
several of them will begin shrieking in fear, immediately calling down (with a hole inside about the size of a golf ball). If a weapon is placed into
the machine, and a glow geode is rolled into the funnel, the machine will
1d6 lightning lampreys to investigate the noise.
enchant the weapon to +1 (no more than +1, with no additional abilities).
Glow-geodes rolled into the funnel when there is not a weapon inside are
TENGU (14) CR 1/2
not destroyed, but they can’t be retrieved, either. They can be seen down
XP 200
there if someone peers into the funnel, but they are stuck until a weapon is
hp 9 (Pathfinder Roleplaying Game Bestiary “Tengu”)
placed in the machine. When the machine is used successfully, of course,
the glow-geode is consumed in the process.
Treasure: 14 empty wine bottles, a 50-pound bag of seeds, 15 gp, 2 full
wine bottles labeled “Yarkok’s Wine: don’t touch,” 1 glow-geode, a 10 ft.
pole, and a pearl of power (1st level)
63. Alcove Room
60. Storage Area This room has no unusual features other than six alcoves
in the walls.
This room contains a tall, clear crystal tube with 5 round
stones at the bottom, all glowing faintly. The room also The alcoves are empty, and there is nothing of interest in this room.
contains several empty boxes and chests.

The crystal tube is 4 ft. tall, with 5 glow-geodes at the bottom (it’s quite
64. Teleportal Room
a reach to get them out). Obviously it once contained many more. The
room also contains several empty boxes and chests, none of which have This L-shaped room has no apparent features other than
any use to the adventurers. an archway in the north wall and the door in the east wall.

This teleportal accepts teleportations from Area 57. Any PC stepping


out of the teleportation field, and then stepping back in, is transported to
Area 50.

21
The Spire of Iron and Crystal

22
The Spire of Iron and Crystal

65. Identical Statue Room Three 69. Trap Room


This room contains the statue of a creature that is almost This room contains six narrow pillars approximately
but not quite human. Its head is long and almost like that of arranged into a circle. Each pillar reaches only as high as the
an evil-looking horse. It is dressed in the flowing robes of a top of the wall.
wizard and it carries an ornate staff.

Anyone stepping into one of the 10 ft. x 10 ft. areas that does not contain
This is a statue of the wizard Iomnogoron before his self-transformations a pillar will instantly become coated in a hard shell of quartz and rendered
into an immortal ooze-being were completed. The room is completely immobile (DC 25 Reflex save to avoid, treat as a permanent hold person
identical to Areas 51 and 57. spell). The quartz can be hammered or chipped away from the target in 10
rounds, in which case the person inside takes 1d4 hit points of damage per
round from the shards of crystal, or it can be effortlessly and painlessly

Fourth Level removed with a blast from the crystal cutter found in Area 61.

Wandering Monsters 70. Imprisoned Minion (CR 4)


No wandering monsters are found in the fourth egg-crystal. There is a crystal egg-tank filled with green liquid in this
otherwise featureless room. Inside the egg tank is a seven-

Location Key
foot tall humanoid with a head similar to that of an evil-
looking horse, and a thin but strong-looking human body.

66. Stair Room One This room contains an egg-tank that houses one of Iomnogoron’s pre-
human korog minions, still alive. It will gesture frantically to the party,
pointing to the dials at the bottom of the tank and doing everything it
can to persuade them to release it. This is UlwaKorm, one of the few
Stairs lead upward from this featureless room into a wide minions who remained loyal to the wizard. However, over the course of
iron tube. The tube ascends into the lightning field above. centuries of imprisonment, he has changed his attitude and will help the
adventurers to kill his former master as best he can. He cannot walk, for
his preservation in the egg-tank was imperfect, and his tremendous age
This area contains the stairs to Area 55 on the third level. This chamber has taken some effect on him. However, he will try to communicate to
has no unusual features. As with the higher egg-levels, the top of the the best of his ability where Iomnogoron is located (drawing the large
crystal labyrinth is open-air and is charged with a lightning field. chamber on their map if they have one – or sketching it out and pointing if
they do not). He will also draw a sketch picture of the wizard if he can – a

67. Stair Room Two


stick figure inside a cone-like shape with two tentacles (the slime). He will
also draw some jagged lines to try and depict the fact that Iomnogoroth
can cast spells.

Stairs lead upward from this featureless room into a wide


ULWAKORM, KOROG TECHNICIAN CR 4
iron tube that disappears into the lightning field above.
XP 1,200
hp 10 (see Area 17 for details)
This room has stairs up to Area 61 on the third level, but has no other
unusual features. As with the higher egg-crystals, the top of the crystal is
open-air and is charged with a lightning field. 71. Living Quarters of
the Slain Minions
68. Dead Machine Room
This room looks like it was once living quarters, but
There is a strange machine in this room: a box with a everything in it has been violently destroyed except the
funnel at the top and a little door in the side. carpets. The walls are splattered with dried slime, and there
are three large piles of bones on the floor along with bits of
shattered wood.
Crystal tubing spirals up and down the sides of the machine,
like intertwining vines. This machine is dead and does nothing –
any glow-geodes dropped into the funnel will just roll down into the This room once served as the luxurious living quarters for Iomnogoron’s
body of the machine and can be retrieved unchanged through the korog assistants, but it was destroyed when Iomnogoron went mad and
little door. killed them. A few beds, still partially intact, have been smashed against
the walls, and tables are likewise bashed apart in the center of the room
with other piles of broken wood that might once have been chairs. The
carpets on the floor are still in good condition, except that they, and most
of the broken piles of furniture, are spattered with slime. The walls, also,
appear to have been splashed and speckled with the oozy, mucus-like
substance. There are three piles of what look like bones here. The bones

23
The Spire of Iron and Crystal
themselves are not covered in slime, but the heaviest coating of the stuff The hulk of Iomnogoron is behind the curtain, where it will prepare for
is centered around them. combat or cast spells to begin the battle, depending on what the players do.
Each pile of bones is non-human; these are the pre-humanoid minions This huge room is the lair of the creature that Iomnogoron has become.
of Iomnogoron, slain when the wizard began to go mad. Inspection of any He is a desiccated, almost skeletal creature encased in a towering pillar-
of the slime in the room reveals that it has hardened, and inspection of the like glob of transparent ooze, dependent upon it for his almost immortal
bone-piles will turn up a fair amount of jewelry that the creatures were lifespan. The creature is no longer sane, but is somewhat cunning and still
wearing when Iomnogoron killed them. evidences a dangerous, animal-like intellect. Iomnogoron can cast spells
Treasure: 10 pieces of jewelry worth 100 gp each. at the same time his outer ooze attacks with its two tentacles.

IOMNOGORON, KOROG SCIENTIST CR 12


72. Treasure Basin XP 19,200
Tome of Horrors 4 141
Male korog scientist sorcerer 10
This room contains a round, circular basin of stone, LE Large humanoid (korog)
covered by a coruscating field of magical force. Inside the Init +0; Senses darkvision 120 ft.; Perception +13
basin, there are several objects, vaguely visible.
AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
hp 80 (4d8+12d6+16)
There are only two ways to get into the basin: using the crystal cutter from Fort +8; Ref +5; Will +14
Area 61 (which will strip away the force field) or smashing the stone basin, Defensive Abilities protean resistance (+4), reality wrinkle (12
which will certainly attract Iomnorogon (Area 74), who will approach over rounds); Resist acid 10
the top of the wall and attack with spells, retreating again if it seems prudent.
If no one is watching the walls as the rest of the party hammers away at the Speed 10 ft.
basin, the encounter is likely to begin badly for the party. Melee 2 tentacles +14/+9 (1d6+4 plus grab)
Special Attacks protoplasm (7/day)
Stone Basin: 6 in. thick stone; Break DC 30; Hardness 8; 90 hp. Spells Known (CL 12th; melee touch +12, ranged touch +8):
6th(3/day)—flesh to stone (DC 22)
Treasure: the basin contains a wand of invisibility (CL5, 10 charges); a 5th(5/day)—baleful polymorph (DC 21), suffocation (DC 19)
holy symbol that grants a +1 to divine caster level checks; a +1 oozebane 4th(7/day)—detonate (DC 18), greater invisibility, stone
longsword that bypasses DR/slashing; and a scroll of protection from shape
energy (CL 10). 3rd(7/day)—deep slumber (DC 17), dispel magic, haste,
seek thoughts (DC 17)
2nd(7/day)—blindness/deafness (DC 16), hideous laughter (
73. Mesh Treasure-Basket Room DC 16), levitate (DC 18), resist energy, share language
1st(7/day)—break (DC 15), charm person (DC 15), ray of
enfeeblement (DC 15), reduce person (DC 17), vanish
This room contains a complex structure of wires arranged 0 (at will)—acid splash (DC 15), arcane mark, bleed (DC 15),
into a sphere with effectively a very close mesh. One wire detect magic, detect poison, mage hand, message, open/
leads upward into the lightning field. close, touch of fatigue (DC 15)
Bloodline Protean

The mesh sphere is electrified; this isn’t apparent from looking at the Str 18, Dex 10, Con 13, Int 3, Wis 11, Cha 18
wires themselves, but the wire up into the lightning field should be an Base Atk +9; CMB +14 (+18 to grapple); CMD 24 (cannot be
obvious warning for reasoning players. Anyone immune to lightning can tripped)
push aside the wires without being shocked; the wire into the lightning Feats Deepsight, Extend Spell, Great Fortitude, Improved
field cannot be cut unless the characters are able to create some sort of Great Fortitude, Improved Iron Will, Improved Spell Focus
scissor-like apparatus; hacking at it will just sway the basket around. (transmutation), Iron Will, Spell Focus (transmutation)
Pushing the wires of the basket aside with poles or cloth-covered hands Skills Perception +13
doesn’t allow enough precision to get through the tangle of wires, which Languages Terran, Undercommon (does not speak)
is quite thick; only bare hands (or something ingenious the author hasn’t SQ bloodline arcana
thought of) will do the trick.
Treasure: The basket contains an unlocked, untrapped treasure chest SPECIAL: Due to Iomnogoron’s insanity, his concentration score is
with 500 gp inside. reduced by half. While he may use his tentacles and spells in the same
round, he has only a 50% chance of doing so, due to his lack of coherent
thought. Iomnogoron at full mental capacity would be far too much for the
74. Lair of Iomnogoron (CR 12) PCs to handle. If it seems the PCs are dealing with him in an easy fashion,
the GM is encouraged to “lessen” his mental reduction.

In the center of this huge chamber, a stairwell leads


downward, surrounded by bizarre crystalline carvings
resembling gargoyles. The stairwell is surrounded by a circle
of pillars about 30 ft. in diameter. Two long stone basins of
green stone stand just outside the circle of pillars, one to the
west and one to the east, about 10 ft. from the walls. These
are carved with strange runes and glyphs. There is a throne at
the north end of the room, dusty and apparently unused for a
long time. In the southeast corner, a long curtain mounted on
sturdy iron rods closes off that part of the chamber.

24
The Spire of Iron and Crystal
The Korog are the ancient race of beings from which the wizard

New Monsters Iomnogoron evolved. Few yet live, but some of these still continue
very limited operations in the Spire, collecting surface essences for
their machinations in deep underground strongholds. The Korog
resemble tall men, but with a head somewhat like that of a hairless
Korog Technician horse with long teeth, and smoldering, malevolent eyes. Various
Korog “castes” exist, with differing abilities, but adventurers will
KOROG TECHNICIAN CR 4 most frequently encounter the technician and warrior castes. All
XP 1,200 Korog technicians carry a silver wand with them at all times for self
Tome of Horrors 4 141 defense. These wands can be used by non-Korogs, but they carry
LE Medium humanoid (korog) only five charges and can only be recharged in the Korog laboratories
Init +2; Senses darkvision 90 ft.; Perception +7 beneath the earth.

AC 16, touch 12, flat-footed 14 (+1 armor, +2 Dex, +3


natural) Lightning Lamprey
hp 28 (4d8+4)
Fort +3; Ref +3; Will +6 LIGHTNING LAMPREY CR 2
XP 600
Speed 30 ft. Tome of Horrors 4 147
Melee unarmed strike +5 (1d3+2) N Small magical beast
Init +1; Senses blindsight 30 ft.; Perception +0
Str 15, Dex 15, Con 13, Int 18, Wis 11, Cha 8
Base Atk +3; CMB +5; CMD 17 AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
Feats Improved Iron Will, Iron Will hp 25 (3d10+6)
Fort +5; Ref +4; Will +1
Skills Craft (any) +11, Disable Device +9, Knowledge
Immune mind-affecting effects
(dungeoneering) +11, Knowledge (engineering) +11,
Perception +7, Profession (scientist) +7
Speed 5 ft., fly 30 ft. (good)
Languages Terran, Undercommon
Melee bite +4 (1d2 plus 1d6 electrical)
Combat Gear wand of hold person (CL7th, 5 charges, DC
15); Other Gear masterwork tools, leather work apron, 1d6 gp. Str 11, Dex 12, Con 14, Int —, Wis 10, Cha 1
Base Atk +3; CMB +2; CMD 13 (can›t be tripped)
Skills Fly +7, Stealth +1 (+9 in clouds); Racial Modifiers +8
Stealth in clouds

Lightning lampreys are floating creatures about 3 ft. long that feed upon
powerful electrical currents and lightning. Schools of them drift along in
the wake of storm clouds. They are not normally encountered away from
electrical storms (some may sniff their way down from higher altitudes if
lightning is actually striking the ground). However, they might be found in
unusual magical environments where electrical discharges or lightning is
plentiful. Their bodies are extremely good electrical conductors, and may
have uses in magical experiments (value 200 gp to an interested alchemist
or wizard).

Oozeanderthal
OOZEANDERTHAL CR 1/2
XP 200
Tome of Horors 4 178
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0

AC 12, touch 10, flat-footed 12 (+2 natural)


hp 22 (3d8+3)
Fort +1; Ref +1; Will +3
Immune electricity, turning

Speed 30 ft.
Melee 2 claws +5 (1d6+4 plus toxic ooze)
Special Attacks toxic ooze (DC 15)

Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10


Base Atk +2; CMB +5; CMD 15
Feats ToughnessB
SQ ooze coating

Ooze Coating (Su)


Oozeanderthals are entirely covered in slime approximately

25
The Spire of Iron and Crystal
1 in. thick. This slime is highly toxic to others and if an
oozanderthal rakes an opponent with its slime-covered
claws the victim must make a DC 15 Fortitude save or fall
twitching to the ground for 1d6 rounds from muscle spasms.
The nonconductive nature of the ooze surrounding an
oozanderthal makes it immune to electrical damage.

Oozanderthals are humanoid host beings that have been magically altered
in a terrifying fashion. The bones of their forearms have been magically
grown outward from the skin, and drastically elongated, with the fingers
extending out into foot-long, semi-crystallized claws. These host creatures
are coated in a slimy substance about an inch thick, a product of ancient and
forgotten magic. The host body inside an oozanderthal dies slowly to feed
the enveloping slime. The power of the sustaining slime is enough to retain
the oozeanderthal in a zombie-like existence for many years, although it
weakens and deteriorates over the centuries. Oozanderthals are completely
non-intelligent and will use straightforward tactics.

Slitherrat
SLITHERRAT CR 3
XP 800
Tome of Horrors 4 210
N Medium animal
Init +3; Senses low-light vision, scent; Perception +4

AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)


hp 25 (4d8+4)
Fort +5; Ref +7; Will +2

Speed 30 ft., burrow 30 ft.


Melee bite +6 (1d6+1)
Special Attacks diamond teeth

Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 4
Base Atk +3; CMB +3; CMD 16 (20 against trip)
Feats Skill Focus (Perception), Weapon Finesse
Skills Climb +8, Perception +4, Stealth +8; Racial Modifiers
uses Dex to modify Climb
SQ pass through crystal

Diamond Teeth (Ex)


Because the teeth are so hard and sharp, a slitherrat’s bite
attack bypasses all hardness and deals 1d6+1 damage
Pass Through Crystal (Ex)
Slitherrats may pass through crystal and similar gemstone-like
materials as if they were not even present, leaving no trace
of their passage.

Slitherrats are a bizarre variant of the giant rat, sometimes found in


places with heavy crystalline mineral deposits. These rodents have a
long (4 ft.) snakelike body covered in fur, with four almost vestigial legs
on each side. The long body tapers into a ratlike tail at the end, adding
another foot to the creature’s overall length. The head, although large,
is clearly that of a giant rat; but the long front teeth glitter, for they are
made of thin, sharp diamond. These strange creatures use their teeth to dig
through earth and solid rock when they encounter such obstacles.

26
Legal Appendix
Designation of Product Identity: The following items are hereby designated as Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
Product Identity as provided in section 1(e) of the Open Game License: Any and with the exact terms of this License to Use, the Open Game Content.
all material or content that could be claimed as Product Identity pursuant to section 5. Representation of Authority to Contribute: If You are contributing original
1(e), below, is hereby claimed as product identity, including but not limited to: 1. material as Open Game Content, You represent that Your Contributions are Your
The name “Frog God Games” as well as all logos and identifying marks of Frog original creation and/or You have sufficient rights to grant the rights conveyed by
God Games, LLC, including but not limited to the Frog God logo and the phrase this License.
“Adventures worth winning,” as well as the trade dress of Frog God Games prod- 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE por-
ucts; 2. The product name “The Spire of Iron and Crystal,” as well as any and all tion of this License to include the exact text of the COPYRIGHT NOTICE of any
Frog God Games product names referenced in the work; 3. All artwork, illustra- Open Game Content You are copying, modifying or distributing, and You must add
tion, graphic design, maps, and cartography, including any text contained within the title, the copyright date, and the copyright holder’s name to the COPYRIGHT
such artwork, illustration, maps or cartography; 4. The proper names, personality, NOTICE of any original Open Game Content you Distribute.
descriptions and/or motivations of all artifacts, characters, races, countries, geo- 7. Use of Product Identity: You agree not to Use any Product Identity, includ-
graphic locations, plane or planes of existence, gods, deities, events, magic items, ing as an indication as to compatibility, except as expressly licensed in another,
organizations and/or groups unique to this book, but not their stat blocks or other independent Agreement with the owner of each element of that Product Identity.
game mechanic descriptions (if any), and also excluding any such names when You agree not to indicate compatibility or co-adaptability with any Trademark or
they are included in monster, spell or feat names. 5. Any other content previously Registered Trademark in conjunction with a work containing Open Game Content
designated as Product Identity is hereby designated as Product Identity and is used except as expressly licensed in another, independent Agreement with the owner of
with permission and/or pursuant to license. such Trademark or Registered Trademark. The use of any Product Identity in Open
This printing is done under version 1.0a of the Open Game License, below. Game Content does not constitute a challenge to the ownership of that Product
Notice of Open Game Content: This product contains Open Game Content, as Identity. The owner of any Product Identity used in Open Game Content shall retain
defined in the Open Game License, below. Open Game Content may only be Used all rights, title and interest in and to that Product Identity.
under and in terms of the Open Game License. 8. Identification: If you distribute Open Game Content You must clearly indicate
Designation of Open Game Content: Subject to the Product Identity Designation which portions of the work that you are distributing are Open Game Content.
herein, the following material is designated as Open Game Content. (1) all monster 9. Updating the License: Wizards or its designated Agents may publish updated
statistics, descriptions of special abilities, and sentences including game mechanics versions of this License. You may use any authorized version of this License to
such as die rolls, probabilities, and/or other material required to be open game con- copy, modify and distribute any Open Game Content originally distributed under
tent as part of the game rules, or previously released as Open Game Content, (2) all any version of this License.
portions of spell descriptions that include rules-specific definitions of the effect of 10. Copy of this License: You MUST include a copy of this License with every
the spells, and all material previously released as Open Game Content, (3) all other copy of the Open Game Content You Distribute.
descriptions of game-rule effects specifying die rolls or other mechanic features of 11. Use of Contributor Credits: You may not market or advertise the Open Game
the game, whether in traps, magic items, hazards, or anywhere else in the text, (4) Content using the name of any Contributor unless You have written permission
all previously released Open Game Content, material required to be Open Game from the Contributor to do so.
Content under the terms of the Open Game License, and public domain material 12. Inability to Comply: If it is impossible for You to comply with any of the terms
anywhere in the text. of this License with respect to some or all of the Open Game Content due to statute,
Use of Content from Tome of Horrors Complete: This product contains or refer- judicial order, or governmental regulation then You may not Use any Open Game
ences content from the Tome of Horrors Complete and/or other monster Tomes by Material so affected.
Frog God Games. Such content is used by permission and an abbreviated Section 13. Termination: This License will terminate automatically if You fail to comply
15 entry has been approved. Citation to monsters from the Tome of Horrors Com- with all terms herein and fail to cure such breach within 30 days of becoming aware
plete or other monster Tomes must be done by citation to that original work. of the breach. All sublicenses shall survive the termination of this License.
OPEN GAME LICENSE Version 1.0a The following text is the property of Wiz- 14. Reformation: If any provision of this License is held to be unenforceable, such
ards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (“Wiz- provision shall be reformed only to the extent necessary to make it enforceable.
ards”). All Rights Reserved. 15. COPYRIGHT NOTICE
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 15. COPYRIGHT NOTICE
who have contributed Open Game Content; (b) “Derivative Material” means copy- Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
righted material including derivative works and translations (including into other System Reference Document Copyright 2000. Wizards of the Coast, Inc; Authors
computer languages), potation, modification, correction, addition, extension, up- Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax
grade, improvement, compilation, abridgment or other form in which an existing and Dave Arneson.
work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; Author:
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distrib- Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
ute; (d) “Open Game Content” means the game mechanic and includes the meth- Williams.
ods, procedures, processes and routines to the extent such content does not embody The Book of Experimental Might Copyright 2008, Monte J. Cook. All rights
the Product Identity and is an enhancement over the prior art and any additional reserved.
content clearly identified as Open Game Content by the Contributor, and means any Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason
work covered by this License, including translations and derivative works under Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
copyright law, but specifically excludes Product Identity; (e) “Product Identity” The Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc.,
means product and product line names, logos and identifying marks including trade published and distributed by Frog God Games; Author Scott Green.
dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements, Tome of Horrors 4, Copyright 2013, Frog God Games, LLC; Authors: Erica
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, Balsley, Casey Christofferson, Jim Collura, Lance Hawvermale, Patrick Lawinger,
formats, poses, concepts, themes and graphic, photographic and other visual or Phillip Larwood, Greg A. Vaughan, and Bill Webb, based on material by Jonathan
audio representations; names and descriptions of characters, spells, enchantments, Tweet, Monte Cook, and Skip Williams.
personalities, teams, personas, likenesses and special abilities; places, locations, The Spire of Iron and Crystal Copyright 2008-2015, Frog God Games LLC, Matthew J.
environments, creatures, equipment, magical or supernatural abilities or effects, Finch (text); Author Matthew J. Finch
logos, symbols, or graphic designs; and any other trademark or registered trade-
mark clearly identified as Product identity by the owner of the Product Identity,
and which specifically excludes the Open Game Content; (f) “Trademark” means
the logos, names, mark, sign, motto, designs that are used by a Contributor to iden-
tify itself or its products or the associated products contributed to the Open Game
License by the Contributor; (g) “Use”, “Used” or “Using” means to use, Distrib-
ute, copy, edit, format, modify, translate and otherwise create Derivative Material
of Open Game Content; (h) “You” or “Your” means the licensee in terms of this
agreement.
2. The License: This License applies to any Open Game Content that contains a
notice indicating that the Open Game Content may only be Used under and in terms
of this License. You must affix such a notice to any Open Game Content that you
Use. No terms may be added to or subtracted from this License except as described
by the License itself. No other terms or conditions may be applied to any Open
Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the

27

You might also like