TOM 1 REALMS PC's / NPC's ITEMS LOCATIONS GAMELOG

002 Cavern and Bridge

PORTAL:

The party has just left the Forest of Caroline and they followed within seconds of each other.  Donovan was the first to enter the portal after dropping the spheres.  As the first player exits the portal the room is completely dark.  A Immediatelty a bright light similar to sunlight activates on the far wall.  There is no sign of Donovan and the only door in the room is closed.  The light stays on for 1 round then goes out.  If the player looks around or tries to spot they will notice a pile of ash on the floor under their feet.  Even though the party members entered the portal just a second or two after each other they arrive exactly 1 minute apart.  Each time a new person arrives the light comes on for 1 round then goes out.

DIVINE CASTERS:

The effect takes a few seconds to kick in.  For a divine caster there has always been a connection with what ever deity or aspect of nature that they worship.  The connection is something that a non-divine caster would not understand.  From the moment that a person is first touched by the divine it has always been as aspect of their being.  Even when they are not casting or praying there is the ever-present feeling that their god is with them and apart of them. 

When a divine caster steps into any realm of the Domain of Dread that connection to the divine is severed completely and totally.  Regardless of the type of divine caster the effect is still the same.

"Your connection with the divine is gone.  You have never felt this level of loss or emptyness.  There is nothing of the divine left within you.  Your connection, your grace, and any divine given gift are gone and only despair and emptyness remains.  You feel like you have been abandoned and forsaken by your divine and your will never feel that grace again."

Even though the divine caster feels like they have been forsaken, that is not the case.  They still have access to prepaired spells and any other ability that has been granted by their divine connection.  A divine caster is able to cast spells normally and pray to receive spells like normally but until they actually try to cast, pray, or use a divine granted ability they won't know this.  Immediatlye after they have performed a divine act the despair and emptyness come rushing back in. 

As a consequence of this emptyness the divine caster must make a WILL save DC 15+divine level or be stunned by the loss.  If they fail the WILL save they must make a FORT save of DC 15 or loose consciousness for 1d10 minutes.  Once the caster regains consciousness the feeling of despair and loss is still there.

As long as the caster remains in any of the Domains of Dread their connection with the divine is lost except for the first few moments then they are casting, praying, or using a divine ability.  Eventually the logic and the repeated return of the divine connection with each casting will begin to lessen the effect of the despair.


R1:  PORTAL ROOM:

The only objects in this room are the portal and a stone table directly under the sunlight sphere.  There is one door that leads off to the east.  Directly infront of the gate is a good sized pile of ash.  Donovan is not in sight and there is no sign of where he went.

IF THE PARTY EXAMINES THE SUNLIGHT SPHERE:

It is embedded half way into the wall and does not have any other type of mechanism or switch.  The sphere is actually in the wall so if the party wants to take the sphere they will need to destry the wall which in turn damages the sphere to the point of not working.  If they try to shattet the sphere it has a hardness of 5 and 10 HP.

IF THE PARTY EXAMINES THE ROOM:

The room is clearly Dwarven construction but not to the level of a master or an skilled mason.  Only Dwarven characters would be able to tell the the room was once better constructed but was damaged and repaired by a less skilled craftsman.  The room is still stable but only functional.  A Dwarf can use a craft or knowledge check of DC 15 to determine that a massive cave in occured and has been excavated and the room repaired.

IF PARTY OPENS THE DOOR AND LEAVES ROOM R1:

The encounter E1 occures in room R2 and possibly in room R1 if some of the party are still in the R1 room.  The party catch the cleaning crew by surprise and each party member can take a movement and action before inititave.

CLEANING CREW:

Within 10 minutes of the last party member comeing through the door opens.  The party catching the cleaning crew by suyrprise meaning that the party can have a surprise action and movement before inititave.


E1:  CLEANING CREW:

These soldiers were summoned once Donovan was detected and the sunlight trap activated the first time.  They are not armored and they are not carring weapons.  They are not even expecting a fight and are only carring cleaning brooms and dustbins to clean up the damage to Donovan.  There are 4 of the hybrids that are in room R2.

Orc Hybrid(Cleaning Crew):
Medium-Sized Humanoid:
Hit Dice: 3d12
Inititave:  +2
Speed:  30 feet
AC:  12
AC:  10 flat
AC:  12 touch
Attacks
----- Spiked Fist  +6  melee;  1d4+2 damage
Face/Reach:  5ft x 5ft
Special Qualities: darkvision 60 feet
Saves:   FORT +X, REF +X, WILL +X
Abilities: STR 16 (+3), DEX 14 (+2), CON  14 (+2), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)
Skills: Listen +X, Spot +X
Feats:  Weapon Focus (spiked fist), Weapon Focus (morningstar), Alertness

Cleaning 1: 

Cleaning 2:

Cleaning 3:

Cleaning 4:

As they are without their main weapons these soldiers will attack with their spiked fists and attempt to take down the party.  They are all commited to the battle and will not leave to go get help or alerty the others.


R3:  CROSSFIRE:

These soldiers ahve not been alerted to the new arrivals and are not as ready as they should be.  They are on duty but they are talking quietly in their nitches until the party does something that moves then into the chamber or speaks in the room.  If alerted to the party's presence they will attack with ranged weapons immidiately.  If the party takes more then 6 rounds to dispatch them then one will run to the bridge and alerty the Kuo-Toa.

"This room is in complete darkness unless the party has brought light with them. 

You see a high dome ceiling that streaches up 50 feet.  You can tell that this room has seen better days.  There have been quick repairs to the ceiling and you can see the metal and wooden support beams as well as rough stone patch work.  The remains of a central stone column remains on the floor. 

There are four doors that lead out of this room.  The doors to the north are the only ones locked and they are double doors reinforced with iron bands.  There are three slits that appear to be arrow slits only larger.  Each opening is three feet tall and a foot wide and two feet deep.  The top of the slit is roughtly 5 feet high.  "

IF THE PARTY EXAMINES THE COLUMN

The guards inthe southern R4 room will move into the secret tunnel and come running into the room for melee combat.  The are viscious with the party but will attempt to knock them unsconous first. 


R4:  ARCHER POINTS:

These archer attack any party member that moves throught room R3.  If the party does not defeat them within 6 rounds then they will move from the north rooms through the secret doors to the bridge and alert the Kuo-Toa before returnign to the battle.

These slots are large enough to allow a soldire to throw a spear or javalin through and will provide partial cover to the soldiers inside.  The party has a 20% miss chance when fireing or attacking through the slits but it is possible to hit the soldiers inside.

Orc Hybrid(3rd level):
Medium-Sized Humanoid:
Hit Dice:  3d12
Inititave:  +2
Speed:  30 feet
AC:  15
AC:  15  flat
AC:  15  touch
Attacks
----- Spiked Fist  +6  melee;  1d4+2 damage
----- Morningstar:  +6 melee:  1d8+3 damage
----- Crossbow, Light:  +5 ranged:  1d8 damage
Face/Reach:  5ft x 5ft
Special Qualities: darkvision 60 feet
Saves:   FORT +X, REF +X, WILL +X
Abilities: STR 16 (+3), DEX 14 (+2), CON  14 (+2), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)
Skills: Listen +X, Spot +X
Feats:  Weapon Focus (spiked fist), Weapon Focus (morningstar), Alertness

Combat:  The archers are surprised by the party when they first enter the central room and they move silently to get their crossbows ready.  They will attack from the guard boxes until the first 6 rounds have gone by then one of the northern guards will go and alerty the Kuo-Toa.

ARCHER 1:

ARCHER 2:

ARCHER 3:

ARCHER 4:

ARCHER 5:

ARCHER 6:



R5:  LIVE SPECIMINS

This is where the live creatures are being kept for study and for their vital body fluids.  They are all in bad shape and no amoutn of healing or care will ever bring them back to their once vital health.  Each creature is either locked down, tied, or bolted to the cage for floor and there are several tubes removing fluids from the creatures.

Unicorn

Rust Monster

Invisible Rage Zombie

Pegasus

Displacer Beast

Werewolf

Manticore


R6:  MAP ROOM AND STORAGE

 


R6: COLD STORAGE

ThiS room is directly off of the Maproom and contains three Ghouls and a caged creature.  The ghouls are there to clean up the remaining body parts from the other experiments and will attack as soon as the door is opened. 

NAUSEA FROM GHOUL SMELL:

When the party opens the door the smell that waifes out requires a DC 15 FORT save or the player is nauseas.  The effect remains until the player moves more than 15 feet from the doors.  Once they put at least 15 feet from the doors to the cold Storage that player can attempt another FORT save to recover from the nausea. 

CAGE AND CREATURE:

There are two cages:  one cage inside another and both are locked.  The keys to the inner case are hanging on the wall next to the cages while the key to the outer cage is the same as the key to ther cages in the managere.  If the party is not able to locate the keys of if they have lost them the DC to pick the lock is only a DC 12.  The cages are designed to give the person inside some protection against the Ghouls.  The Ghouls are not able to reach the person in the middle cage and unless the person caged is up against the bars the Ghouls can't even scratch inside the inner cage.

The creature inside the cage is a simple human take from a previous raid and experimented on.  She is naked and does not have any equiptment or materials.  She is also not able to remember who she is or anything before the party awakens her.  She remembers her skills and any physical attribues but her actual memory has been removed and is stored in a psicrystal in the palace.  The caged persons equiptment is being stored with the other towns people. 


R7:  SECRET LABORATORY

SECRET DOOR TO LABORATORY:

There are two secret doors at the end of this walkway.  The first leads to R4 and the guard boxex where they were shotting at the party.  There is nothing of interest in the guardboxes except the bodies of the guards and the weapoins they left behind.

END OF WALKWAY SECRET DOOR & NEEDLE TRAP:

This trap is meant to take out anyone that tampers with the door and drop them into the rushing water.  This is a needle trap.  There are several tiny holes between the mortal that can be spotted with either a spot or search check of DC 10.  The DC to disable the trap is only a DC 12 but any failure or attempt to pick the lock or open the door will trigger the trap.  Any contact with the door or critical failure in the search check will trigger the needle trap. 

The needle trap fires 10 needles with manticore poison and the number of needles that strike are based on how well the target succeeds at the REF save.  The reflex save is DC 15 and for every point above 15 the total number of striking needles is reduced by 1.  The poison has only one effect.  The first requires a FORT save of DC 10 with each needle adding a +1 to the final DC.  If the victim fails the save they are rendered unconscious for 1d6 rounds and have a 10% chance of falling into the water.

WATER RULES:

The water is completely black and has a salty taste and smell.  Not really ocean water strong but definatley not fresh water.  The water channel s only 60 feet deept but it  is moving at 4o feet per round and any party member that either falls into the water or tries to swim across is swept away at that rate.  The water level is only a foot or two below the edge of the walkway or the bridge so there is no difficulty in climbing out of the water if a player is next to the walkwway or the bridge unless the player is restricted from grabbing the side.  Because of the strong current the player is only able to move laterly at 1/4 of their movement.  If the person in the water reaches the end of the cavern they are swept under the wall and must be able to hold their breath for a total of 4 minutes (40 rounds) or drown before exiting into the Cavern of the Many.

TORCH FIRE HALL TRAP:

If the party is able to disarm or make it through the needle trap they encounter a long hallway with a torch burning at the end.  This is the only light source that the party has seen other then their own.  The ceilingin this hall is only 10 feet high and five feet wide.  Between the stone blocks are small holes about an eighth of an inch in diameter and evenly spaced.  These holes are similar to the needle holes only larger.

The torch is the first "flawed" magical item that the party has discovered.  If any of the players have Detect Magic or any type of abllity that allows then to see magical auras they wil notice that somethung is a little off about this torch.  Any closer examination of the torch will reveal if to be an Everburing torch that actully produces heat from the flame rather than the standard no-heat flame.

There are actually two triggers for his trap.  One on the torch and one on the door.  The Detect Traps DC for both the torch and the door is a DC 12.  For the Torch, the player can easily see the scratch pattern on the torch and slide the torch in the correct pattern.  With the door, the player that makes a successful Detect Traps is able to see the catch on the hindge and disarm.  Either one of these triggers will set off the trap and start the spray.

If triggered a spray of viscus fluid similar to the flamable material in a tangle foot bag sprays out of the holes in the hall.  A successful REF save of DC 20 allows a character to move at their base speed away from the trap.  There is no reduction for half damage.  This fluid clings to any creatrue and continues to burn until extinguised.  The initial blast damage is 6d6 fire damage.  Any player standing within the five foot square outside the hall must also make a REF save of DC 15 or be blown back with a 50% change they will be thrown into the water.  The fire will burn until it is extinguised causeing an additional 6d6 points of flame damage per round.  As a standard action a player can attempt to put out the flames thus reducing the burn damage by 1d6 per attempt with a 50% damage of taking fire damage themselves.  If a player is wearing either mundane or magical arnor the fire burns hot enough to actually damage the armor.  For every round after the first two that the fire burns it reduces the armor's AC by 1. 

MAGICAL AURAS:

  • Arcane - Red
  • Divine - Blue
  • Psionic - Green

MAGICAL AURAS - FLAWED:

Normally a magical item glows with a specific aura color and regardless of the magical item type the aura for each school of magic is the same.  For a flawed or incomplete item the aura color is slightly off.  For example, an arcane item normally glows a bright fire red while a flawed item would glow with a shade of red or pink.

IF THE PARTY DISCOVERS THE ROOM TRAP:

This room is dark and there is no other light source other than what the party has with them.  This room is clearly a laboratory and craft room.  The walls are covered with sketches and drawings.  There are three long tables that are scattered with items and item construction materials.  There is also a tall wardrobe like object at the far end of the room with an almost comically large padlock. 

At each workstation there is a seperate object and materials.  Each station has very detialed item creation notes as well as a process flow detialed the failures or success points.  In addition to completed items there are components for another few items that are in the early stages of construction.  Each of these items radiates a flawed aura.  The notes indate that an items is a failure but does not indicate the failure specifically.

DAGGER & SHEATH

Dagger 1:  This is a sheath of endless +1 daggers.   Regardless of the number of attacks that a player has there will always be a dagger ready to throw.  The dagger functions as a +1 dagger for both melee and ranged attacks and as soon as the dagger leaves the throwers hands another dagger appears in the sheath.  The dagger disapears one round after thrown or dropped.

Dagger 2 (flawed)(strikes thrower):  This dagger gives a -5 for any melee attack and no damage bonus.  If thrown this dagger strikes the wielder.  The attack to the thrower occures in the same round that the dagger is thrown so it strikes unerringly.  if the dagger is dropped or released without throwning it flies back to its sheath.  if the dagger is not able to rejoing the sheath within 1 round it will disappear and reapear in the sheath.

Dagger 3 (flawed)(attached):  This dagger identifies as a +1 dagger.  Once drawn from its sheath the dagger can not be dropped or seperated from the wielder.  Once drawn the dagger is always in contact with some part of the wielder or his clothes or equipment.  The dagger can only be seperated from the wielder if the connecting body part is severed from the wielder or if the wielder replaces the dagger in the sheath.

Dagger 4 (flawed)(disapears when thrown):  This dagger identifies as a +1 dagger.  As a ranged weapon this is useless as the dagger disapears immediately after leaving the wielders hand.  The dagger appears in the sheath after is leaves the wierlder's hands.  The dagger functions perfectly as a melee weapon.

Dagger 5 (flawed)(stuck in sheath):  This dagger identifies as a +1 dagger.  This dagger is permanently attached to the sheath and can not be removed.  The only way to seperate the sheath from the dagger is to completely destroy the sheath but as it is also magical any damage to the sheath will also damage the dagger.  It is possible to wield the dagger and sheath together but it would be considered an exotic weapon and has a -5 penalty to attacks.  The damgage is also considered bludgeoning.

ARMOR BELT (flawed):

This item is able to store one complete set of armor and one complete set of normal mundane nonmagical clothes which gives the wearer the ability to switch between armor and normal cloths as a full round action. The wearer simply touches the belt buckle to switch between mundane cloths and any armor stored in the belt. The belt will only store arnor and will not store a shield or other weapons unless they are part of the armor. Example, the best will store armor spikes or armor blades as long as they are attached to the armor.

The wearer must first put on the armor correctly then put the belt over the armor. The belt is enchanted to adjust to any size of armor from small size to large size. The wearer then activated the belt as a standard action and the armor is drawn into the belt. The first transformation leaves the wearer completely naked. At this point the armor is stored in the belt and the wearer can removed the belt. Once the wearer is fully clothed they can then put on the belt and with a touch of the buckle the armor and current cloths are switched.  Any type of armor, either mundane or magical, can be stored, however, only mundane, non-magical, clothes or garments can be stored.  If the wearer is wearing any type of enchanted clothing it will not be transfered into the belt and in some cases will prevent the belt from functioning until the enchanted clothing has been removed.

There are two flaws with this item.  The first is that any mundane clothing that was switched is lost to the void and can not be recovered.  Every time that a wearer switches from armor to clothing they are completely naked.  The second flaw with this item is that it can only hold small or medium size armor that is either light or medium.  If a wearer tries to store heavy armor or any armor above medium size the belt only pulls part of the armor inside.  This means that the wearer must then remove the portions of th armor that remained, activate the best to extract the stored portions of the armor, then take the time to properly re-armor themselves. 

MAGIC CARPET

magic carpet:

These carpets are being stored in the wardrobe in the room.  Ther is a large cartoon style padlock on the door and the key is hanging on a hook on the side of the cabinet.  The carpets inside are rolled up and a single manicle locks the roll on each of them.  The manicles are radiating magic but the carpets are not.  The magic from the manicle is a combination of both divine, arcane, and psionic.

IF THE PARTY OPENS A MANACLE:

Regardless of the order that the party tries the carpets they will encounter the rage carpets first and leave the last one as the original.  If attacked the carpet familiar will scream out to any psionic creatures first.  If none of the party is psionic then the carpet will try to hide in the corner as far from the party as possible and will only act aggressively to defend itself.  Any attacks will be subdual in nature first and will only attack with lethal force if its HP get to below half.

Carpet Familiar

HP:  20 plus 1/2 of master
HIT DICE:  3d10 + 0
SPEED:  fly 40 feet (perfect)
AC:  17 (dex +3, natural +3, enchantment +1)
AC touch:  14
AC flat:   14
ATTACK:   slam +6 melee
DAMAGE:  constrict 1d6 +3
GRAPPLE :  +15, touch attack
SPECIAL QUALITIES: same as familiar, empathy, spell resistance 19 + level
SAVES:  FORT +3, REF +6, WILL +3
ABILITIES:  STR 16 (+3), DEX 17 (+3), CON 10 (+0), INT 7 (-2), WIS 10 (+0), CHA 10 (+0)
FEATS:  Improved Initiative, Improved grapple, alertness
DR:   Carpet takes 1/2 damage from bludgeoning attacks
SKILLS:  Hide +11, Listen +5, Spot +5

-- If the carpet is wrapped around a player or object part of any damage that the carpet take is translated to the creature or object wrapped.  Any wrapped object takes 1/2 damage from any attack.
-- As part of the empathic or telepathic like the carpet can alter its weave pattern to communicate. The pattern also changes as the masters mood changes and will reflect what the master is feeling.

The following three carpets are also bound by the manicles and will attack the closest creature when the manicle is released.  The primary attack is to grapple the nearest creature and crush until the target is dead.  Only if not able to grapple or after two failed attempts will the carpets attemp to use a slam attack. 

Magic Carpet 1 (flawed):

HP:  30
HIT DICE:  3d10 + 0
SPEED:  fly 40 feet (perfect)
AC:  16 (dex +3, natural +3)
AC touch:  13
AC flat:   13
ATTACK:   slam +6 melee
DAMAGE:  constrict 1d6 +3
GRAPPLE :  +15 touch attack
SPECIAL QUALITIES: same as familiar, empathy, spell resistance 19 + level
SAVES:  FORT +3, REF +6, WILL +3
ABILITIES:  STR 16 (+3), DEX 17 (+3), CON 10 (+0), INT 7 (-2), WIS 10 (+0), CHA 10 (+0)
FEATS:  Improved Initiative, Improved grapple, alertness
DR:   Carpet takes 1/2 damage from bludgeoning attacks
SKILLS:  Hide +11, Listen +5, Spot +5

-- If the carpet is wrapped around a player or object part of any damage that the carpet take is translated to the creature or object wrapped.  Any wrapped object takes 1/2 damage from any attack.

Carpet 2 (flawed):

HP:  30
HIT DICE:  3d10 + 0
SPEED:  fly 40 feet (perfect)
AC:  16 (dex +3, natural +3)
AC touch:  13
AC flat:   13
ATTACK:   slam +6 melee
DAMAGE:  constrict 1d6 +3
GRAPPLE :  +15 touch attack
SPECIAL QUALITIES: same as familiar, empathy, spell resistance 19 + level
SAVES:  FORT +3, REF +6, WILL +3
ABILITIES:  STR 16 (+3), DEX 17 (+3), CON 10 (+0), INT 7 (-2), WIS 10 (+0), CHA 10 (+0)
FEATS:  Improved Initiative, Improved grapple, alertness
DR:   Carpet takes 1/2 damage from bludgeoning attacks
SKILLS:  Hide +11, Listen +5, Spot +5

-- If the carpet is wrapped around a player or object part of any damage that the carpet take is translated to the creature or object wrapped.  Any wrapped object takes 1/2 damage from any attack.

Carpet 3 (flawed):

HP:  30
HIT DICE:  3d10 + 0
SPEED:  fly 40 feet (perfect)
AC:  16 (dex +3, natural +3)
AC touch:  13
AC flat:   13
ATTACK:   slam +6 melee
DAMAGE:  constrict 1d6 +3
GRAPPLE :  +15 touch attack
SPECIAL QUALITIES: same as familiar, empathy, spell resistance 19 + level
SAVES:  FORT +3, REF +6, WILL +3
ABILITIES:  STR 16 (+3), DEX 17 (+3), CON 10 (+0), INT 7 (-2), WIS 10 (+0), CHA 10 (+0)
FEATS:  Improved Initiative, Improved grapple, alertness
DR:   Carpet takes 1/2 damage from bludgeoning attacks
SKILLS:  Hide +11, Listen +5, Spot +5

-- If the carpet is wrapped around a player or object part of any damage that the carpet take is translated to the creature or object wrapped.  Any wrapped object takes 1/2 damage from any attack.

POTION OF FORTITUDE (3):

Short Formula (3):
This formula only works to boost the Fortitude for only 5 rounds (30 seconds).  The formula grants the drinker a +10 to any FORT save or any resistance that is based off of Fortitude.  Normally boost formulast must be drunk prior to the condition that provokes the FORT save but in the case of this formula the drinker can consume this potion after the FORT save is provokes and as long as the formulat is consumed within 30 seconds (5 rounds) the drinker will still receive the benefit.  The only side effect is that it reduces the drinkers FORT save to effectively zero for the next hour.

Long Formula (3):
This formula provides a longer effect for the drinker.  This formula grants an endurance score of 4x the normal for the drinker for the next four hours after consumed.  This potion does not affect any provoked FORT save but only effects the drinker's ability to perform tasts that require endurance like swimming, running, physical labor, etc.  The side effect for this formula is that once the four hours is over the drinker is unconscious for 6 hours.  It is possible to drink a second dose of the long formula for an addition al 2 hours of endurance.  If a second potion is consumed the drinker is unconscious for 12 hours rather than the 6 hour.  A third dose of the long formula will grant another hour of endurance but is alway fatal after the hour is up.

BOW OF THE STORM (flawed):

This short bow identifies as a shortbow +1 with Thundering.  The thundering gives the bow an additional 1d6 sonic damage and on a critical strike the damage has a five foot radius.  Even though this is a shortbow, the damage and range are for a Composite Longbow.  This bow does not need a string.  If a bow string is ever attached it is immediately destroyed once the wielder draws the stirng.  In order to fire this bow without a string the wielder would go through the motions of drawing the string.  This causes a bow string and arrow of lightling to form.  As with the string, if the wielder tries to use either a mundane or magical arrow the arrow is completely destroyed when the lightning arrow is created.  While the lightning arrow and string are ignited they produce the same amount of light as a torch.

A critical flaw with this weapon is that when it is drawn and an arrow energised it must be fired.  If the string is relaxed to the point of creation the arrow explodes and does damage to the wierlder equal to the damage that the bow would normally deal.  For this type of damage there is not an attack roll for the wielder as the damage automatically hit.

RING OF PROTECTION FROM FIRE(flawed):

Ring 1:  This is a ring of cold damage and identifies as a ring with a weapon enhancement of +1d6 cold damage.  When wearing this ring the wearers body turn ice blue and any physical melee attack deals an additional 1d6 points of cold damage.  This includes unarmed attacks.  The wearer must be either holding the weapon of have it on their person prior to putting on the ring.  The cold damages any object picked up or touched unless the player removes the ring.  If the wearer either drops a held item or is disarmed they are not able to pick up the item without causing it cold damage.  If the wearer grapples or is grappled while wearing the ring they cold damage still radiates from the wearers body.  This ability can not be activated or deactivated but is put into effect once the ring is put on.

Ring 2 (flawed):  This ring identifies as a Ring of Protection Against Energy Fire and absorbes a total of 12 points of fire or heat damage per day and adds a +1 to any save vs flame or fire attack as long as the ring has not absorbed more than 12 points of damage. 

Ring 3 (flawed):  This ring identifies as a Ring of Protection Against Energy Fire.  One round after putting this ring on the wearer starts to suffer cold damage and freze.  It takes a total of 10 rounds for the wearer to freeze completely.  The progression goes from ring hand, ring arm, chest, opposite arm, opposite hand, waist, both legs to knees, both legs from knee to feet, both feet, and finally the head.  The ring does 1d6 points of cold damage per round and once the wearer has been recuded to below zero hitpoints the are completely frozen and will shatter is struck. 

BOOTS OF SPEED (flawed):

These boots identify as Boots of Striding and Springing with a flaw. The boots function just like the normal magical item for the same duration and abilities.  The flaw in this design is that the wearer must continuously shout "RUN" to activate the extra movement and must shout "JUMP" to activate the extra bonus to jumping. 


R8:  BRIDGE AND KUO-TOA

The Kuotoa are responsible for raising and lowering the stone platforms that the soldiers travel across as they are too heavy for the bridge.  They do this on command from the apprentice and will not comply with the parties request to raise the platforms.  If anyone crosses the bridge they will attack immediately and will try to immobolize the party for the master.  They attack from a distance at first with the lightning attack them up close and try to drag the players into the water.

Kuo-Toa 1:

HP: 15
HIT DICE:  2d8 + 2
SPEED:  20 ft., swim  50 ft
AC:   18 (+6 natural, +2 large shield)
ATTACK:   spear +6 melee, spear +3 ranged
DAMAGE:  spear 1d8 +1
SPECIAL ATTACK:  lightning bolt
SPECIAL QUALITIES: keen sight, slippery, adhesive, immunities electricity 30, light blindness, amphibious
SAVES:  FORT +3, REF +3, WILL +5
ABILITIES:  STR 13 (+1), DEX 10 (+0), CON 13 (+1), INT 13 (+1), WIS 14 (+2), CHA 8 (-1)
FEATS:  Alertness, Great Fortitude
DR:   Carpet takes 1/2 damage from bludgeoning attacks
SKILLS:  Escape Artist +18, Knoledge +6, Listen +9, Move Silently +3, Search +10, Spot +11

Lightning Bolt (SU):  Two fo more Kuotoa clerics operatingin together can generate a stoke of lightling every 1d4 rounds.  The whips must joing hands to launch the bolt but need merely remain within 30 feet of one another while it builds.  The lightning bold deals 1d6 points of damage per whip but a successful reflex save halves theis amount (save DC 13 + number of whips)

Slippery (EX):  All kuotoa secret and oily film that makes them difficult to grapple or snare.  Webs magic or otherwise dont' affect juotoa and they usually can wriggle free from nost other forms of confinement.

Adhesive (EX):  anyone that makes an unsuccessful melee attack agains the Kuotoa must succed at a reflex save (DC 14) or the attackers weapon sticks to the shield and i yanked out of the wirlders grip.  creaturs using natural weapons are augomatically grappled if they are stuck.

Kuo-Toa 1:

HP: 15
HIT DICE:  2d8 + 2
SPEED:  20 ft., swim  50 ft
AC:   18 (+6 natural, +2 large shield)
ATTACK:   spear +6 melee, spear +3 ranged
DAMAGE:  spear 1d8 +1
SPECIAL ATTACK:  lightning bolt
SPECIAL QUALITIES: keen sight, slippery, adhesive, immunities electricity 30, light blindness, amphibious
SAVES:  FORT +3, REF +3, WILL +5
ABILITIES:  STR 13 (+1), DEX 10 (+0), CON 13 (+1), INT 13 (+1), WIS 14 (+2), CHA 8 (-1)
FEATS:  Alertness, Great Fortitude
DR:   Carpet takes 1/2 damage from bludgeoning attacks
SKILLS:  Escape Artist +18, Knoledge +6, Listen +9, Move Silently +3, Search +10, Spot +11

Lightning Bolt (SU):  Two fo more Kuotoa clerics operatingin together can generate a stoke of lightling every 1d4 rounds.  The whips must joing hands to launch the bolt but need merely remain within 30 feet of one another while it builds.  The lightning bold deals 1d6 points of damage per whip but a successful reflex save halves theis amount (save DC 13 + number of whips)

Slippery (EX):  All kuotoa secret and oily film that makes them difficult to grapple or snare.  Webs magic or otherwise dont' affect juotoa and they usually can wriggle free from nost other forms of confinement.

Adhesive (EX):  anyone that makes an unsuccessful melee attack agains the Kuotoa must succed at a reflex save (DC 14) or the attackers weapon sticks to the shield and i yanked out of the wirlders grip.  creaturs using natural weapons are augomatically grappled if they are stuck.

Kuo-Toa 1:

HP: 15
HIT DICE:  2d8 + 2
SPEED:  20 ft., swim  50 ft
AC:   18 (+6 natural, +2 large shield)
ATTACK:   spear +6 melee, spear +3 ranged
DAMAGE:  spear 1d8 +1
SPECIAL ATTACK:  lightning bolt
SPECIAL QUALITIES: keen sight, slippery, adhesive, immunities electricity 30, light blindness, amphibious
SAVES:  FORT +3, REF +3, WILL +5
ABILITIES:  STR 13 (+1), DEX 10 (+0), CON 13 (+1), INT 13 (+1), WIS 14 (+2), CHA 8 (-1)
FEATS:  Alertness, Great Fortitude
DR:   Carpet takes 1/2 damage from bludgeoning attacks
SKILLS:  Escape Artist +18, Knoledge +6, Listen +9, Move Silently +3, Search +10, Spot +11

Lightning Bolt (SU):  Two fo more Kuotoa clerics operatingin together can generate a stoke of lightling every 1d4 rounds.  The whips must joing hands to launch the bolt but need merely remain within 30 feet of one another while it builds.  The lightning bold deals 1d6 points of damage per whip but a successful reflex save halves theis amount (save DC 13 + number of whips)

Slippery (EX):  All kuotoa secret and oily film that makes them difficult to grapple or snare.  Webs magic or otherwise dont' affect juotoa and they usually can wriggle free from nost other forms of confinement.

Adhesive (EX):  anyone that makes an unsuccessful melee attack agains the Kuotoa must succed at a reflex save (DC 14) or the attackers weapon sticks to the shield and i yanked out of the wirlders grip.  creaturs using natural weapons are augomatically grappled if they are stuck.

Kuo-Toa 1:

HP: 15
HIT DICE:  2d8 + 2
SPEED:  20 ft., swim  50 ft
AC:   18 (+6 natural, +2 large shield)
ATTACK:   spear +6 melee, spear +3 ranged
DAMAGE:  spear 1d8 +1
SPECIAL ATTACK:  lightning bolt
SPECIAL QUALITIES: keen sight, slippery, adhesive, immunities electricity 30, light blindness, amphibious
SAVES:  FORT +3, REF +3, WILL +5
ABILITIES:  STR 13 (+1), DEX 10 (+0), CON 13 (+1), INT 13 (+1), WIS 14 (+2), CHA 8 (-1)
FEATS:  Alertness, Great Fortitude
DR:   Carpet takes 1/2 damage from bludgeoning attacks
SKILLS:  Escape Artist +18, Knoledge +6, Listen +9, Move Silently +3, Search +10, Spot +11

Lightning Bolt (SU):  Two fo more Kuotoa clerics operatingin together can generate a stoke of lightling every 1d4 rounds.  The whips must joing hands to launch the bolt but need merely remain within 30 feet of one another while it builds.  The lightning bold deals 1d6 points of damage per whip but a successful reflex save halves theis amount (save DC 13 + number of whips)

Slippery (EX):  All kuotoa secret and oily film that makes them difficult to grapple or snare.  Webs magic or otherwise dont' affect juotoa and they usually can wriggle free from nost other forms of confinement.

Adhesive (EX):  anyone that makes an unsuccessful melee attack agains the Kuotoa must succed at a reflex save (DC 14) or the attackers weapon sticks to the shield and i yanked out of the wirlders grip.  creaturs using natural weapons are augomatically grappled if they are stuck.

Kuo-Toa 1:

HP: 15
HIT DICE:  2d8 + 2
SPEED:  20 ft., swim  50 ft
AC:   18 (+6 natural, +2 large shield)
ATTACK:   spear +6 melee, spear +3 ranged
DAMAGE:  spear 1d8 +1
SPECIAL ATTACK:  lightning bolt
SPECIAL QUALITIES: keen sight, slippery, adhesive, immunities electricity 30, light blindness, amphibious
SAVES:  FORT +3, REF +3, WILL +5
ABILITIES:  STR 13 (+1), DEX 10 (+0), CON 13 (+1), INT 13 (+1), WIS 14 (+2), CHA 8 (-1)
FEATS:  Alertness, Great Fortitude
DR:   Carpet takes 1/2 damage from bludgeoning attacks
SKILLS:  Escape Artist +18, Knoledge +6, Listen +9, Move Silently +3, Search +10, Spot +11

Lightning Bolt (SU):  Two fo more Kuotoa clerics operatingin together can generate a stoke of lightling every 1d4 rounds.  The whips must joing hands to launch the bolt but need merely remain within 30 feet of one another while it builds.  The lightning bold deals 1d6 points of damage per whip but a successful reflex save halves theis amount (save DC 13 + number of whips)

Slippery (EX):  All kuotoa secret and oily film that makes them difficult to grapple or snare.  Webs magic or otherwise dont' affect juotoa and they usually can wriggle free from nost other forms of confinement.

Adhesive (EX):  anyone that makes an unsuccessful melee attack agains the Kuotoa must succed at a reflex save (DC 14) or the attackers weapon sticks to the shield and i yanked out of the wirlders grip.  creaturs using natural weapons are augomatically grappled if they are stuck.

Kuo-Toa 1:

HP: 15
HIT DICE:  2d8 + 2
SPEED:  20 ft., swim  50 ft
AC:   18 (+6 natural, +2 large shield)
ATTACK:   spear +6 melee, spear +3 ranged
DAMAGE:  spear 1d8 +1
SPECIAL ATTACK:  lightning bolt
SPECIAL QUALITIES: keen sight, slippery, adhesive, immunities electricity 30, light blindness, amphibious
SAVES:  FORT +3, REF +3, WILL +5
ABILITIES:  STR 13 (+1), DEX 10 (+0), CON 13 (+1), INT 13 (+1), WIS 14 (+2), CHA 8 (-1)
FEATS:  Alertness, Great Fortitude
DR:   Carpet takes 1/2 damage from bludgeoning attacks
SKILLS:  Escape Artist +18, Knoledge +6, Listen +9, Move Silently +3, Search +10, Spot +11

Lightning Bolt (SU):  Two fo more Kuotoa clerics operatingin together can generate a stoke of lightling every 1d4 rounds.  The whips must joing hands to launch the bolt but need merely remain within 30 feet of one another while it builds.  The lightning bold deals 1d6 points of damage per whip but a successful reflex save halves theis amount (save DC 13 + number of whips)

Slippery (EX):  All kuotoa secret and oily film that makes them difficult to grapple or snare.  Webs magic or otherwise dont' affect juotoa and they usually can wriggle free from nost other forms of confinement.

Adhesive (EX):  anyone that makes an unsuccessful melee attack agains the Kuotoa must succed at a reflex save (DC 14) or the attackers weapon sticks to the shield and i yanked out of the wirlders grip.  creaturs using natural weapons are augomatically grappled if they are stuck.