Appendix 1: NPCs

Encounter 2: The Gate
Motair Castock: Male half-elf Exp3/Brd1; CR 3; Medium humanoid (elf); HD 4d6+4; hp 22; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); BAB/Grapple: +2/+1; Atk/Full Atk +2 melee (1d4-1/19-20, dagger) or +5 ranged (1d4-1/19-20, dagger); SQ Half-elf traits, Bard spells, Bardic Knowledge +2; AL CN; SV Fort +2, Ref +5, Will +7; Str 9, Dex 15, Con 12, Int 13, Wis 14, Cha 18. 
Skills: Balance +8, Bluff +11, Diplomacy +15, Disguise +11, Escape Artist +3, Listen +9, Move Silently +4, Perform (acting) +14, Search +2, Sense Motive +9, Spot +5, Tumble +7. Feats: Alertness, Skill Focus (perform acting).
Possessions: masterwork dagger, vial of ink, inkpen, scholar’s outfit.
Bard Spells (2; base DC = 14 + spell level): 0-dancing lights, ghost sound, mage hand, prestidigitation.
Half-Elf Traits: Immune to sleep, +2 versus Enchantment, low-light vision, elven blood.

Encounter 3: Area 6 - Sword Storm Guardian
APL 6 (EL 8)
Tiny Animated Objects (Daggers) (4): Tiny Construct; CR ½; HD ½d10; hp 2; Init +2; Spd fly 20 ft. (clumsy); Space/Reach 2-½ ft./0 ft.; AC 14, touch 14, flat-footed 12; Base Atk/Grapple +0/-9; Atk/Full Atk dagger +1 melee (1d4-1/19-20); SA none; SQ Construct traits, darkvision 60 ft. low-light vision, hardness 10; AL N; SV Fort +0, Ref +2, Will -5; Str 8, Dex 14, Con -, Int -, Wis 1, Cha 1.
Construct Traits: Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, morale effects), immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to effects requiring Fort saves unless they affect objects, or are harmless, not subject to death from massive damage, destroyed at 0 hit points.  Does not eat, sleep or breathe.

Small Animated Objects (Longswords) (2): Small Construct; CR 1; HD 1d10+10; hp 15; Init +1; Spd fly 15 ft. (clumsy); Space/Reach 5 ft./5 ft.; AC 14, touch 12, flat-footed 13; Base Atk/Grapple +0/-4; Atk/Full Atk longsword +1 melee (1d8/19-20); SA none; SQ Construct traits, darkvision 60 ft. low-light vision, hardness 10; AL N; SV Fort +0, Ref +1, Will -5; Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1.
Construct Traits: Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, morale effects), immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to effects requiring Fort saves unless they affect objects, or are harmless, not subject to death from massive damage, destroyed at 0 hit points.  Does not eat, sleep or breathe.

APL 8 (EL 10)
Tiny Animated Objects (Daggers) (8): Tiny Construct; CR ½; HD ½d10; hp 2; Init +2; Spd fly 20 ft. (clumsy); Space/Reach 2-½ ft./0 ft.; AC 14, touch 14, flat-footed 12; Base Atk/Grapple +0/-9; Atk/Full Atk dagger +1 melee (1d4-1/19-20); SA none; SQ Construct traits, darkvision 60 ft. low-light vision, hardness 10; AL N; SV Fort +0, Ref +2, Will -5; Str 8, Dex 14, Con -, Int -, Wis 1, Cha 1.
Construct Traits: Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, morale effects), immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to effects requiring Fort saves unless they affect objects, or are harmless, not subject to death from massive damage, destroyed at 0 hit points.  Does not eat, sleep or breathe.

Small Animated Objects (Longswords) (4): Small Construct; CR 1; HD 1d10+10; hp 15; Init +1; Spd fly 15 ft. (clumsy); Space/Reach 5 ft./5 ft.; AC 14, touch 12, flat-footed 13; Base Atk/Grapple +0/-4; Atk/Full Atk longsword +1 melee (1d8/19-20); SA none; SQ Construct traits, darkvision 60 ft. low-light vision, hardness 10; AL N; SV Fort +0, Ref +1, Will -5; Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1.
Construct Traits: Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, morale effects), immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to effects requiring Fort saves unless they affect objects, or are harmless, not subject to death from massive damage, destroyed at 0 hit points.  Does not eat, sleep or breathe.

APL 10 (EL 12)
Small Animated Objects (Enchanted Longswords) (6): Small Construct; CR 2; HD 1d10+13; hp 18; Init +1; Spd fly 15 ft. (clumsy); Space/Reach 5 ft./5 ft.; AC 14, touch 12, flat-footed 13; Base Atk/Grapple +0/-4; Atk/Full Atk longsword +4 melee (1d8+3/19-20); SA none; SQ Construct traits, darkvision 60 ft. low-light vision, hardness 13, enchanted; AL N; SV Fort +0, Ref +1, Will -5; Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1.
Construct Traits: Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, morale effects), immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to effects requiring Fort saves unless they affect objects, or are harmless, not subject to death from massive damage, destroyed at 0 hit points.  Does not eat, sleep or breathe.
Enchanted (Su): This weapon has been treated as if with the spell greater magic weapon. As such, it is treated as +3, and gains 3 hp, +3 to hardness, and +3 to attack and damage. Normal weapons can still affect it however. If slain, this weapon may still be used so long as it remains in the room.

Medium Animated Objects (Enchanted Greatswords) (4): Medium Construct; CR 3; HD 2d10+23; hp 34; Init +0; Spd fly 15 ft. (clumsy); Space/Reach 5 ft./5 ft.; AC 14, touch 10, flat-footed 14; Base Atk/Grapple +1/+2; Atk/Full Atk greatsword +5 melee (2d6+4/19-20); SA none; SQ Construct traits, darkvision 60 ft. low-light vision, hardness 13; AL N; SV Fort +0, Ref +0, Will -5; Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1.
Construct Traits: Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, morale effects), immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to effects requiring Fort saves unless they affect objects, or are harmless, not subject to death from massive damage, destroyed at 0 hit points.  Does not eat, sleep or breathe.
Enchanted (Su): This weapon has been treated as if with the spell greater magic weapon. As such, it is treated as +3, and gains 3 hp, +3 to hardness, and +3 to attack and damage. Normal weapons can still affect it however. If slain, this weapon may still be used so long as it remains in the room.

APL 12 (EL 14)
Medium Animated Objects (Enchanted Greatswords) (6): Medium Construct; CR 3; HD 2d10+23; hp 34; Init +0; Spd fly 15 ft. (clumsy); Space/Reach 5 ft./5 ft.; AC 14, touch 10, flat-footed 14; Base Atk/Grapple +1/+2; Atk/Full Atk greatsword +5 melee (2d6+4/19-20); SA none; SQ Construct traits, darkvision 60 ft. low-light vision, hardness 13; AL N; SV Fort +0, Ref +0, Will -5; Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1.
Construct Traits: Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, morale effects), immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to effects requiring Fort saves unless they affect objects, or are harmless, not subject to death from massive damage, destroyed at 0 hit points.  Does not eat, sleep or breathe.
Enchanted (Su): This weapon has been treated as if with the spell greater magic weapon. As such, it is treated as +3, and gains 3 hp, +3 to hardness, and +3 to attack and damage. Normal weapons can still affect it however. If slain, this weapon may still be used so long as it remains in the room.

Encounter 4: Area 10 – Malcrux’s Lair
All APLs
Malcrux, Undying One: Medium Construct (Augmented Humanoid, Human); CR 6; HD 4d10+23; hp 45; Init +7; Spd fly 40 ft.; Space/Reach 5 ft./5 ft.; AC 17, touch 13, flat-footed 14; Base Atk/Grapple +2/+5; Atk/Full Atk slam +5 melee (1d8+3) or light crossbow +4 ranged (1d8/19-20); SA spells, spell-like abilities; SQ Construct traits, darkvision 60 ft. low-light vision, DR 5/adamantine; AL CN; SV Fort +1, Ref +4, Will +3; Str 16, Dex 16, Con -, Int 21, Wis 8, Cha 7.
Skills: Concentration +7 (+11 cc), Craft (stonemasonry) +20, Hide +2, Knowledge (arcana) +12, Listen +10, Move Silently +2, Spellcraft +14, Spot +10.
Feats: Combat Casting, Improved Initiative, Toughness
Spell-like abilities (Sp): 3/day – detect magic; 1/day cure light wounds (constructs only), shatter (DC 17), shocking grasp.  Caster level 4th.
Construct Traits: Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, morale effects), immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to effects requiring Fort saves unless they affect objects, or are harmless, not subject to death from massive damage, destroyed at 0 hit points.  Does not eat, sleep or breathe.
Spells Prepared (5/6/4): 0-daze (DC 15), ghost sound (2) (DC 15), mage hand, mending; 1st-disguise self, magic missile (2), shield, silent image (2) (DC 16); 2nd-flaming sphere (DC 17), invisibility, mirror image, spider climb.
Posessions: wand of charm person (1st level caster, 20 charges, DC 11), wand of silent image (1st level caster, 30 charges, DC 11).

Encounter 4: Area 11-The Bridge
All APLs
Substantially unchanged, other than an extra 20 hit points added to all medium constructs by 3.5 rules.

Encounter 4: Area 13-The City
All APLs
Substantially unchanged, other than an extra 20 hit points added to all medium constructs by 3.5 rules.

Encounter 5: Area 15-Evil Ooze
APL 6 (EL 6)
Fiendish Gray Oozes (2): Medium Ooze (Extraplanar); CR 4; HD 3d10+15; hp 31; Init -5; Spd 10 ft.; Space/Reach 5 ft./5 ft.; AC 5, touch 5, flat-footed 5; Base Atk/Grapple +2/+3; Atk/Full Atk slam +3 melee (1d6+1 plus 1d6 acid); SA Acid, constrict 1d6+1 plus 1d6 acid, improved grab, smite good +3; SQ Blindsight 60 ft., immunity to cold and fire, ooze traits, transparent, darkvision 60 ft., SR 8; AL NE; SV Fort +6, Ref -4, Will -4; Str 12, Dex 1, Con 21, Int -, Wis 1, Cha 1.
Acid (Ex): Digestive acid dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 16 Reflex save.  The save DCs are Constitution-based.
The ooze’s acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.
Improved Grab (Ex): To use this ability, a gray ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Transparent (Ex): A gray ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one.  Creatures who fail to notice a gray ooze, and walk into it are automatically hit with a melee attack for slam and acid damage.

APL 8 (EL 8)
Fiendish Ochre Jellies (2): Large Ooze (Extraplanar); CR 6; HD 6d10+36; hp 69; Init -5; Spd 10 ft., climb 10 ft.; Space/Reach 10 ft./5 ft.; AC 4, touch 4, flat-footed 4; Base Atk/Grapple +4/+10; Atk/Full Atk slam +5 melee (2d4+3 plus 1d4 acid); SA Acid, constrict 2d4+3 plus 1d4 acid, improved grab, smite good +6; SQ Blindsight 60 ft., split, ooze traits, darkvision 60 ft., cold and fire resist 5, DR 5/magic, SR 11; AL NE; SV Fort +8, Ref -3, Will -3; Str 15, Dex 1, Con 22, Int -, Wis 1, Cha 1.
Skills: Climb +10.
Acid (Ex): Digestive acid dissolves only flesh. Any melee hit or constrict attack deals acid damage.
Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. Improved Grab (Ex): To use this ability, a gray ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original’s hit points (round down). A jelly with 10 hit points or less cannot be split and dies if reduced to 0 hit points.

APL 10 (EL 10)
Fiendish Ochre Jellies (4): Large Ooze (Extraplanar); CR 6; HD 6d10+36; hp 69; Init -5; Spd 10 ft., climb 10 ft.; Space/Reach 10 ft./5 ft.; AC 4, touch 4, flat-footed 4; Base Atk/Grapple +4/+10; Atk/Full Atk slam +5 melee (2d4+3 plus 1d4 acid); SA Acid, constrict 2d4+3 plus 1d4 acid, improved grab, smite good +6; SQ Blindsight 60 ft., split, ooze traits, darkvision 60 ft., cold and fire resist 5, DR 5/magic, SR 11; AL NE; SV Fort +8, Ref -3, Will -3; Str 15, Dex 1, Con 22, Int -, Wis 1, Cha 1.
Skills: Climb +10.
Acid (Ex): Digestive acid dissolves only flesh. Any melee hit or constrict attack deals acid damage.
Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. Improved Grab (Ex): To use this ability, a gray ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original’s hit points (round down). A jelly with 10 hit points or less cannot be split and dies if reduced to 0 hit points.

APL 12 (EL 12)
Fiendish Black Puddings (3): Huge Ooze (Extraplanar); CR 7; HD 10d10+60; hp 115; Init -5; Spd 20 ft., climb 20 ft.; Space/Reach 15 ft./10 ft.; AC 3, touch 3, flat-footed 3; Base Atk/Grapple +7/+18; Atk/Full Atk slam +8 melee (2d6+4 plus 2d6 acid); SA Acid, constrict 2d6+4 plus 2d6 acid, improved grab, smite good +10; SQ Blindsight 60 ft., split, ooze traits, darkvision 60 ft., cold and fire resist 10, DR 5/magic, SR 15; AL NE; SV Fort +9, Ref -2, Will -2; Str 17, Dex 1, Con 22, Int -, Wis 1, Cha 1.
Skills: Climb +11.
Acid (Ex): Digestive acid dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 21 Reflex save. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save.  The save DCs are Constitution-based.
The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.
Improved Grab (Ex): To use this ability, a black pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Split (Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical jellies, each with half of the original’s hit points (round down). A pudding with 10 hit points or less cannot be split and dies if reduced to 0 hit points.

Encounter 5: Area 18-The Hands of Yagrax
All APLs
Substantially unchanged, other than an extra 20 hit points added to all medium constructs by 3.5 rules.