This room is relatively featureless, but it is an important discovery. In the southern part of the room, there is a stairway leading down into the darkness, flanked on either side by iron statues of cobras. Both cobra statues are coiled, but with the head raised and the hood out, as if ready to bite. Each of the statues sits upon a short stone pedestal six inches in height. One of the two “statues” is an iron cobra, a magical, machine-like creation that has been placed here to guard the stairs from intruders.
The stairs in this room lead down to the second level of the dungeon (Level 2B: The Demon’s Gullet, Area 2B–1), and they are rigged with a
trap. Ten feet down, there is a stair that, if pressed, causes each step to
flip over into a smooth ramp, coated with an almost frictionless substance that slides anyone down to the bottom of the stairs. There is no damage from the descent, but the stairs do not reset for 24 hours, possibly trapping the party on the lower level. The walls of the staircase remain normal, and could be climbed even while the frictionless slide-floor of the stairs is still face up.
FLIPPING STAIRS CR 2
XP 600
Type mechanical; Perception DC 25; Disable Device DC 20 Trigger location; Reset automatic
Effect pivoting floor (see above)
IRON COBRA CR 2
XP 600
hp 15 (Pathfinder Roleplaying Game Bestiary, “Iron Cobra”) Treasure: The stone pedestal that supports the iron cobra has also been
used as concealment for a small amount of treasure (DC 15 Perception to notice). The pedestal can be unscrewed from the floor to reveal a small chamber beneath, containing three gems worth 100 gp each.
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Level 2: Marthek’s Place
& Ambros’ Base
This level is the home of the madman, Marthek, and Ambro the ogre. Marthek was placed on this level by the evil priests on Level 4. All evil creatures on this level leave him in peace. The level has poor ventilation and smells of smoke and ogre urine. If any characters are wounded and left on this level, Marthek eats them within two days. The map of this level is shown in Map RA–2.
DIRE RATS CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
WERERATS CR 2
XP 600
hp 18 (Pathfinder Roleplaying Game Bestiary, “Lycanthrope,
Wererat”)
GOBLIN LEADER CR 5
XP 1,600
Male or female goblin rogue 6 (Pathfinder Roleplaying
Game Bestiary, “Goblin”)
LE Small humanoid (goblinoid)
Init +9; Senses darkvision 60 ft.; Perception +8
AC 20, touch 16, flat-footed 15 (+4 armor, +5 Dex, +1 size) hp 48 (6d8+18)
Fort +4; Ref +10; Will +1
Defensive Abilities evasion, trap sense +2, uncanny dodge Speed 30 ft.
Melee +1 dagger +11 (1d3+1/19–20) Ranged shortbow +10 (1d4/x3) Special Attacks sneak attack +3d6 Str 11, Dex 20, Con 14, Int 12, Wis 8, Cha 8 Base Atk +4; CMB +8; CMD 18
Feats Agile Maneuvers, Improved Initiative, Stealthy,
Weapon FinesseB
Skills Acrobatics +14, Appraise +10, Bluff +8, Climb +6,
Disable Device +14, Escape Artist +10, Perception +8, Ride +9, Sense Motive +8, Sleight of Hand +14, Stealth +22, Swim +9; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin
SQ rogue talents (fast stealth), rogue talents (finesse rogue),
rogue talents (slow reactions), trapfinding (+3)
Combat Gear 2 potions of cure light wounds; Other Gear +1
studded leather, +1 dagger, shortbow, 40 arrows thieves’
tools, 1d4 sp, 2d4 cp
GOBLIN SCOUT CR 3
XP 800
Male or female goblin rogue 4 (Pathfinder Roleplaying
Game Bestiary, “Goblin”)
NE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +9
AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size) hp 29 each (4d8+8)
Fort +2; Ref +9; Will +1
Defensive Abilities evasion, trap sense +1, uncanny dodge Speed 30 ft.
Melee mwk dagger +10 (1d3+1/19–20) Ranged mwk shortbow +10 (1d4/x3) Special Attacks sneak attack +2d6
Str 12, Dex 20, Con 13, Int 8, Wis 10, Cha 10 Base Atk +3; CMB +7; CMD 18
Feats Agile Maneuvers, Alertness, Weapon FinesseB
Skills Acrobatics +12, Bluff +6, Climb +6, Disable Device +12,
Escape Artist +10, Perception +9, Ride +9, Sense Motive +9, Stealth +20; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ rogue talents (fast stealth), rogue talents (finesse rogue),
trapfinding (+2)
Combat Gear potion of cure light wounds, potion of
invisibility; Other Gear masterwork studded leather,
masterwork dagger, masterwork shortbow, 40 arrows, 1d4 sp, 2d4 cp
Level 2
Difficulty Level: 6
Entrances: Stairs from Level 1, Room 1–12.
Exits: Stairs to Level 3 from Room 2–7; Tunnels to the
surface from Rooms 2–10 and 2–20; Tunnel to Level 4 from Room 2–20.
Wandering Monsters: Check once per 30 minutes on
1d20:
1 3d6 dire rats and 1d2 wererats
2 2d6 ghouls and 1d3 ghasts (see Area 2–22) 3 1d3 ogres (see Area 2–18)
4 A company of goblin scouts—2d4 goblin
scouts accompanied by 1d3 goblin leaders
5 1d3 black skeletons (see Area 2–2) 6 Marthek (see Area 2–5)
7 2d6 ghouls (see Area 2–22) 8–20 No encounter
Detections: Faint evil from the whole place.
Standard Features: Unless otherwise noted, all doors
on this level are made of iron-reinforced wood (2 in. thick; hardness 5; hp 20; Break DC 23) and all secret doors are made of stone (4 in. thick; hardness 8; hp 60; Break DC 28; Perception DC 25). If a door is described as “locked” add DC 20 Disable Device.
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2–1. Entrance
The air here is foul and eight giant rat corpses lay about, apparently torn apart by some wild animal. Blood spatterings cover the entire area.
The north door has been scratched and hacked with a handaxe that is still embedded in it (DC 16 Strength check to remove). The key is in the lock to the north door and it unlocks the other three doors in this room as well. Otherwise they require and DC 15 Disable Device check. A loose tile in the floor at “x” (DC 10 Perception to notice) hides a secret compartment containing stagnant water and the bones of a small animal. This is one of Marthek’s secret food hiding places. He forgot about this one.