Labyrinth Lord - Dwimmermount
Labyrinth Lord - Dwimmermount
Labyrinth Lord - Dwimmermount
Dwimmermount 2012-2014 James Maliszewski and used by Autarch LLC under license. Adven-
turer Conqueror King System 2011-2014 Autarch LLC. Labyrinth Lord 2007-2009 Daniel Proc-
tor. This material is protected under the copyright laws of the United States of America. Any reproduc-
tion or unauthorized use of the material or artwork contained herein is prohibited without the written
permission of the copyright owners. Autarch, Adventurer Conqueror King, Adventurer Conqueror
King System, and ACKS are trademarks of Autarch LLC. Labyrinth Lord, Advanced Labyrinth
Lord, and Goblinoid Games are trademarks of Daniel Proctor. Dwimmermount is a trademark
of James Maliszewski. This product is a work of fiction. Any similarity to actual people, organizations,
places, or events is purely coincidental.
Table of Contents
Section 1: Outside Dwimmer mount 10 0931 Fort Oro 51
1015 St. Gaxyg-at-Urheim 51
Chapter 1: Introduction 13 1403 Tower of the Stargazer 52
Designers Notes 14 1425 Yarm 52
How to Use This Book 14 1737 Retep City 52
Publishers Notes 15 1918 Yethlyreom 52
The Putative History of Dwimmermount 19 2206 Winterburg 52
Chapter 2: History of Dwimmermount 19 2318 The Cursed Chateau 52
2410 Dwimmermount 53
The Secret History of 21 2415 Adamas 53
Dwimmermount 21 2425 Vidda 53
How to Use the Secret History of 22 2511 Muntburg 53
Dwimmermount 22 2613 Smerdlaps Crossing 53
Creating Characters for Dwimmermount 33 2704 Eldritch Ruins 54
Races 33 2718 Passara 54
Chapter 3: Adventuring in 2720 Fort Aster 54
Dwimmermount 33 2806 Elphame 54
2911 Gloris 54
Classes 37
3413 Ghaz Droonan 54
Languages 40
3627 The Outyard 54
Level Titles 41
4004 Castle Greenholt 54
Spellcasting 42
4221 The City Out of Time 55
Starting Knowledge about Dwimmermount 43
Subterranean Locations 55
Human Beliefs about Dwimmermount 44
General Notes 57
Dwarven Beliefs About 44
Population 57
Dwimmermount 44
Elven Beliefs About 44 Chapter 5: Muntburg 57
Dwimmermount 44 Locations 58
Random Rumors About 44 1. Main Gate 58
Dwimmermount 44 2. Market Square 59
Motivation for Adventuring 44 3. Bonding House 59
Knowledge is Valuable 44 4. Public Stables 59
Maps 45 5. Temple of Typhon 59
Historical Evidence 46 6. General Store 59
Adventure Seeds 47 7. Caravan Merchants 59
The Wilderness 49 8. Moneychanger 60
The Map 49 9. Smithy and Armorer 60
Geography 49 10. Gemsmith 60
Aldleigh Forest 49 11. Chapel of Tyche 60
Chapter 4: Vicinity of Dwimmermount 49 12. Merchants Council 61
13. Green Dragon Inn 61
Barrier Mountains 50
14. Flask and Scroll Tavern 61
Caracava Badlands 50
15. Cavalry Stables 62
Cobwood 50
16. Great Hall 62
Evensong Woods 50
17. Barracks 62
Ghost Peaks 50
18. Quarters 62
Hearthstone Mountains 50
19-20. Inner Gates 62
Makrono Marsh 50
21-22. Inner Towers 62
Murklands 50
23. Private Apartments 62
Northern Forest of Ur 50
24. Watch Towers 62
Ogga Forest 50
25. Bailiffs Tower 62
Oro Mountains 50
26. Inner Wall 62
Shield Wall Mountains 50
27. Outer Wall 62
Southern Forest of Ur 50
28. Inner Keep 62
The Demons Claws 51
How to Use This Section 63
The Greenholt 51
Relation to Muntburg 65
The Starfall 51
The Wintertops 51 Chapter 6: Overview of the Dungeon 65
Thunderhome Mountains 51 The Arcane Barriers 66
Timeless Forest 51 Sealed, Activated, and 66
Tulgeywood 51 Deactivated Barriers 66
Whispering Woods 51 Gateways through the Barriers 66
Locations 51 Divine Disruption of the Arcane Barriers 69
0217 Somtha 51 Dungeon Construction 69
0825 Ruins of Lloraec 51 Construction Materials 69
Construction Methods 70 Section 3: A ppendices 314
Cataclysms 71
Doors 71 Appendix A: New Magic Items 317
Environment 72 Amulet Against Possession 317
Lighting 73 Areonite Panoply 317
Machinery 73 Areonite Weapon 317
Noise 74 Astral Vessel 317
Portals 74 Athame of Law 318
Stasis Tubes 74 Bag of Tricks 318
Security Systems 75 Belt of Adaptation 319
Sacred Objects 75 Book of Lawful Wisdom 319
Traffic Between Levels 76 Book of Infinite Spells 319
Staircases 76 Brazen Head 319
Elevator 76 Brooch of the Terrim 320
Water Pipes 76 Cerecloth Robes 320
Azoth Pipes 77 Container of Curing 320
Vertical Fissures 78 Crystal of 320
Key Labyrinth Lord Rules 78 Controlling Quintelementals 320
Monster Entries 78 Dagger +1, Venom 320
Humanoid Entries 78 Dwimmersilk Garments 320
Wandering Monsters 79 Energion Crystals 320
House Rules 79 Engineers Control Rod 320
Dungeon Restocking 79 Environment Suit 320
Disturbances by Rival Parties 79 Feather Token 321
Experience Points for Spending Treasure 80 Firestone 321
Customizing Dwimmermount 81 Glow Bulb 321
Names 81 Golem Manual 321
The Unexplained 81 Greater Brooch of the Terrim 321
Chapter 7: Factions in the Dungeon 89 Greater Termaxian Passkey 321
Helm of Astral Movement 322
Origins of the Factions 89 Holy Phalange 322
List of Factions by Dungeon Level 90 Horn of Valhalla 322
Faction Allies and Enemies 90 Incendiary Granatum 322
Overview of the Factions 93 Incense of Obsession 323
Activities of the Factions Before Play 104 Ioun Stones 323
Section 2: The Dungeon of Iron Lantern 323
Dwimmer mount 106 Javelin of Lightning 323
Knowledge Record 323
Quick Page Reference For Mask of Breathing 324
Dungeon Levels 108 Medallion of Light 324
Net of Entanglement 324
Chapter 8: The Path of Mavors 111 Net of Snaring 324
Nutrient Packet 324
Chapter 9: The Laboratory 127
Oil of Caustic Slipperiness 324
Chapter 10: The Reliquary 143 Pastille of Life 324
Pearl of Power 324
Chapter 11: The House of Portals 155 Periapt of Foul Rotting 324
Periapt of Health 325
Chapter 12: The Reservoir 171
Potion of Neutralize Poison 325
Chapter 13: The Halls of Lesser Secrets 185 Power Cell 325
Rod of Captivation 325
Chapter 14: The Halls of Greater Secrets 201 Rod of Lordly Might 325
Rod of Opening 326
Chapter 15: The Ossuaries 217
Shield Belt 326
Chapter 16: The Manufactory 233 Staff of Law 326
Stun Stick 326
Chapter 17: The Deep Hollows 253 Sword +1, Dancing 326
Sword +2, Holy Avenger 326
Chapter 18: The Prison 267
Termaxian Pain Amplifier 326
Chapter 19: The City of the Ancients 285 Termaxian Passkey 327
Terrim Battle Armor 327
Chapter 20: The Divinitarium 301 Thulian Chain 327
Thulian Crossbow 327
Thulian Fuel Cylinder 327
Thulian Plate 327 Golem, Stone 343
Thulian War-Mask 327 Grave Risen 343
Tome of Clear Thought 327 Green Guardian 344
Tome of Knowledge 327 Guardian Plasm 344
Tome of Understanding 328 Intellect Devourer 344
True Water 328 Iounian 345
Typhonian Mace 328 Jellyfish Plant 345
Unseen Ear 328 Jubilex (Demon Lord) 345
Wand of Ice 328 Kythirean 346
Warp Sword 328 Lich 346
Appendix B: New Spells 329 Manes 346
Marilith (Demon of the Fifth Circle) 346
Auditory Illusion 329 Memory Moss 347
Augury 329 Mercury Ooze 347
Blindness 329 Mimic 347
Blur 330 Mongrelman 348
Color Spray 330 Muculent Worm 348
Deafness 330 Nalfeshnee (Demon of the Fourth Circle) 348
Faerie Fire 330 Necrophidius 348
Heat Metal (reversible) 330 Olive Slime 349
Hideous Laughter 331 Otyugh 349
Hypnotism 331 Phycomid 349
Ice Storm 331 Piercer 349
Misdirection 331 Purple Moss 350
Paralyze 331 Quasit 350
Phantasmal Force, Greater 331 Quintelemental 351
Protection from Electricity 332 Ranine 351
Protection from Fire 332 Roper 351
Pyrotechnics 332 Sapient Animal, Cat 352
Refraction 332 Sapient Animal, Rat 352
Shrieking Skull 332 Shambling Mound 353
Stinking Cloud 332 Skullmural 353
Spectral Force 332 Sleep Sphere 354
Wall of Vapor 332 Slug, Giant 354
Appendix C: New Monsters 333 Spawn of Arach-Nacha 354
Algoid 333 Spider, Phase 354
Arcane Cadaver 334 Stirge Demon 355
Arcanoplasm 334 Succubus 355
Archer Bush 335 Tenebrous Worm 355
Ascomoid 335 Tentacled Eye 356
Astral Reaver 335 Termaxian Husk 356
Babau 335 Termaxian Mummy 356
Balor (Demon of the Sixth Circle) 336 Termaxian Necrolyte 357
Barrow Wight 336 Terrim 357
Basidirond 336 Thelidu 358
Beetle, Boring 337 Thessalgorgon 358
Caryatid Column 337 Tick, Giant 358
Cave Kraken 337 Troll, Two-Headed 359
Crypt Thing 338 Turnkey Golem 359
Crystal Ooze 338 Undead Ooze 359
Derrim 338 Vampire Rose 359
Dretch 338 Vrock (Demon of the First Circle) 360
Dwimmerdragon 339 Xorn 360
Dworg 339 Zombie, Brute 360
Eld (Red Elf) 339 Zombie, Juju 360
Eldritch Bones 341 Zombie, Slime 361
Empyreal 341 Zombie Lord 361
Gas Spore 341 Appendix D: Rival Parties 363
Ghast 342 Rival Parties as Factions 363
Glabrezu (Demon of the Third Circle) 342 Rival Parties as Hirelings 363
Gloom Crawler 342 Shares and Weregilt 364
Golem, Clay 342 Bribery and Extortion 364
Golem, Flesh 343 Party #1 (0 XP): 365
Golem, Iron Maiden 343 The Five Delvers 365
Party #2 (2,035 XPs): 366
Typhons Fists 366
Party #3 (4,065 XPs): 368
The Crimson Band 368
Party #4 (8,125 XPs): 369
Heralds of the Silver Dawn 369
Party #5 (16,251 XPs): 370
The Seekers 370
Party #6 (65,001 XPs): 372
The Free Swords 372
Appendix E: The Four Worlds 375
Telluria 375
Ioun 375
Kythirea 376
Areon 376
The Astral Plane 377
Other Planes of Existence 378
The Zodiac 378
Appendix F: Azoth 378
Using Azoth in Your Campaign 380
Raw Azoth 380
Refined Azoth 381
Magical Research 381
Spell Memorization 381
Alchemical Transformation 381
Panchrest 381
Sovereign Glue 381
Universal Solvent 381
Alkahest 381
Side Effects of Refined Azoth 382
Azoth in the Environment 383
Bubbles of Quintessence 384
Echoes of the Past 384
Effects of Immersion 384
Random Mutation 384
Portals of Mist 384
Azoth and Immortality 384
Tellurian Elf 385
Termaxian Necrolyte 385
Termaxian Mummy 386
Appendix G: The Secrets of
Turms Termax 387
History of Turms Termax 387
Rise to Prominence 387
The Execution and The Apotheosis 388
A Pretense of Godhood 388
The Metal Flesh of a God 389
Characteristics of Turms Termax 390
Role-Playing Turms Termax 391
Fate of Turms Termax 392
Turms Destroyed 392
Turms Triumphant 393
The Secret of Apotheosis 394
Physical Immortality 395
True Immortality 395
Name Tables 397
Backers 401
Section
Outside
1
Dwimmermount
Original campaign map done by Robert S. Conley.
Chapter
Introduction 1
T
HE BOOK YOU NOW HOLD takes its name from a 13-level mega-
dungeon created for use with Labyrinth Lord from Goblinoid Games,
though it is easily adapted to most other editions of the worlds most
popular fantasy roleplaying game and its various retro-clones. Though
this dungeon began its existence in January 2009 as the adventuring site
for my home campaign, it has grown over time, as new players were in-
troduced to it at conventions and through online play. That growth
convinced me that other referees were genuinely interested in seeing Dwimmermount made
available to them for use in their own games, a conviction that was vindicated by a successful
Kickstarter campaign that drew more than a thousand backers. Thanks to their generous
support, patience, and encouragement, the secrets of Dwimmermount can now be revealed.
14
Introduction
engaged with actively rather than passively. That Our goal is to bring Dwimmermount to life at
is because the best adventures are those that the your gaming table, and we hope youll take advan-
referee comes up with himself, based on some tage of these tools we created towards this end. For
combination of his own ideas and those of others. more information about these play aids, as well as
This book offers up a lot of ideas, many of which downloads which may similarly enhance the utility
I, as the author, am proud of and hope will be of of this book, please visit the Autarch website, www.
use to others. No matter how good my ideas are, autarch.co.
they are only good to the extent that referees and The second reason there is a book called Dwim-
players alike derive an enjoyable experience from mermount is Grognardia, the blog that made James
using them. Maliszewski the most far-reaching voice in the Old
For that reason, the best way to use this book is School Renaissance (OSR). Some of those reading
to make it your own. In the words of the founders this introduction first experienced this dungeon at
of our shared hobby: ... the best way is to decide James gaming table in Toronto, Ontario on Janu-
how you would like it to be, and then make it just ary 4th, 2009, but far more of us were among the
that way! I could not agree more. Enjoy! tens of thousands who were reading his daily Grog-
nardia posts as he thought about and reported on
Publishers Notes the Dwimmermount campaign which started that
Sunday night.
There are two reasons this book exists. The first One of the most influential of the early Grog-
reason can actually be subdivided into 1,023 spe- nardia posts posited that the Golden Age of fanta-
cific reasons, each of whom is named on the Ac- sy roleplaying flourished between 1974 and 1983,
knowledgements pages. The commitment of these a time of gonzo pulp fantasy influences in which
backers and contributors made Dwimmermount the dungeon remains the linchpin of adventure
possible. All 547,206 coins in the megadungeon design and the sandbox is the assumed role for a
would not be enough to repay the trust of those campaign setting.
who kept the faith during the projects delays, nor Later in this book, we borrow the approach
would the 776,667 experience points to be gained James described in that post, establishing a lexicon
from conquering all adversity found on its 13 levels for describing the various ages of the game, as a
be a sufficient reward for those who fought in so way to present the concepts expressed in Dwim-
many different ways to make this moment a reality. mermounts history. That chronology began when
Together, weve formed quite an adventuring par- Men known as the Great Ancients launched the
ty and nothing beats seeing the sunlight up ahead dungeons own Golden Age, during which almost
and knowing well soon take stock of just how much all of the great secrets were discovered. Like the
treasure weve hauled out of the darkness. early creative history of roleplaying, this era is as
Thanks to the support of our Kickstarter back- seminal as it is dimly remembered, and like the
ers, weve been able to create a number of unique sample dungeon in the Holmes basic set that in-
play aids for Dwimmermount: spired James, its foundations are buried beneath
A booklet of illustrations keyed to locations the ruins of multiple citadels built on top of their
within the dungeon, designed to be shown to play- work by generations to come.
ers as a depiction of what their characters might see These citadels are formed as creators in each
during their explorations. successive era seek to fill in the achievements left
A booklet of maps, presenting each of the dun- undone by their inspirations. In his introduction,
geons levels with additional cartography designed James acknowledges the giants on whose shoulders
to help the referee with the increased demand for he stands as an author. As publisher and fellow
information when adventurers travel with detection believers in the OSR movement championed by
spells, question inhabitants to learn about nearby Grognardia, we must acknowledge the original
areas, etc. creators of the Open Game License (OGL), in-
A watercolor map of the Dwimmermount region cluding Peter Adkison and Ryan Dancey, for mak-
designed for use with wet-erase markers, allowing ing sure that the work of the Makers who inspired
specific locations to be altered to suit individual them could never be lost, as well as the designers
campaigns and revealed to the players by being of the original retro-clones, including Matt Finch,
drawn as they are discovered. Chris Gonnerman, Stuart Marshall, and the team
A mega-dungeon tracker designed to display key at Troll Lord Games, for using the OGL to unlock
information via printed inserts presented in vinyl the tools originally provided by Gygax and Arneson
sleeves, on which players and referees can write with to referees who wished to make their game just the
wipe-erase markers to update variables like march- way they would like it to be. The first ever Grog-
ing order, light sources, which rooms have been nardia post, on March 1st, 2008, is a declaration
looted, and which names for NPCs have been used. of shared content using the OGL. While there are
15
Chapter 1
practical reasons for giving it the pride of first place, opment as possible and share them publicly at the
it also functions as recognition of how important Play-Generated Maps and Documents Archive,
this license has been to all the work done by the or PlaGMaDA (www.plagmada.org). Among the
OSR. materials available thanks to the backers who helped
Over the course of his posts about Dwimmer- us reach this goal are the character sheets created
mount, James came to identify a published mega- by the original players in the Dwimmermount
dungeonan adventuring site so large, open-end- campaign and the one-line map keys written by
ed, and dynamic that it becomes a campaign setting James as an early development in turning the dun-
unto itselfas a key achievement pointed to, but geons contents from a fluid process negotiated
never truly achieved by, the founders of the hobby. through his own groups play into fixed content
The book you now hold is the culmination of the usable by others.
quest for this goal, as it came to be shared by the One of the problems in publishing a megadun-
readers of his blog. geon that changes over time is ontological. James
As those who have followed the story of Dwim- often struggled with the question of whether things
mermounts publication know, in some ways James he invented for the campaign, but did not see ac-
did not make it all the way to the end of the quest. tual use at his gaming table, should be included in
After three months of wres- the finished publication. Not having been part of
tling with personal and cre- that history of play, we cant distinguish between
ative issues, he left the project these two kinds of content and have taken the
A megadungeon product built around in March of 2013. Although simpler approach of including things which will
the way these dungeons were actually he sometimes felt that the make Dwimmermount more useful for other ref-
used would be akin to many boxed cam- goa l cou ld never be erees like ourselves. Most of theseincluding the
paign settings, where you get high level achievedas far back as 2009, exhortation to make the dungeon ones ownhave
information about countries and rulers, im- he posted at Grognardia that come directly from James drafts. In some cases
portant local sights, and places of interest, I think the only way to ex- weve included material from Grognardia and the
but leave the specific details up to the ref- perience a proper megadun- Dwimmermount Codex that we felt was fundamen-
eree as his players encounter them. Now, I geon is to build it yourself tal to using this megadungeon as intended, but may
think such a product would be very inter- we believe that this book does have been too much a part of James assumptions
esting, but I fear that many gamers, raised represent a new solution to for him to have seen the need to make explicit. The
on a steady diet of complete adventure the problems of publishing a assistance of our colleague Jonathan Bolding, drawn
modules, would find this approach unsat- megadungeon which James from his own experience of running 50+ sessions
isfying and confusing. explored so thoroughly on his of a campaign centered in Dwimmermount, has
blog. been invaluable in guiding these decisions about
James Maliszewski, In assembling this work what referees need in play.
from the materials James Readers who raid Dwimmermount for parts will
Grognardia,
passed onincluding a com- do so fully in the spirit of James original campaign,
10/23/2009 plete first draft of every sec- which incorporated and adapted pieces of other
tion of the text that follows, published dungeons, most notably Michael Curtis
the unpublished manuscript Stonehell, Matt Finchs Tomb of the Iron God, and
of the Dwimmermount Codex, and the sum of all James Edward Raggi IVs Death Frost Doom. When
his Grognardia posts about Dwimmermountwe he selected these pieces for incorporation, James
found that the keys to solving the problems of a was guided by his own sense of what would work
published megadungeon were present in his writing well with the dungeons themes and how it could
all along. Understanding these problems, and the be integrated into the history of the game world.
approach to them weve taken, may help readers In publishing his work, weve sought to clarify and
make better use of this book in their own gaming. summarize these central themes and historical eras
As identified by James, the fundamental diffi- to help referees similarly bring in pieces from the
culty in publishing a megadungeon is that it chang- many other excellent resources at their disposal.
es over time in response to play. The dungeon first Weve also followed James lead in explicitly delin-
explored by James Toronto players in January of eating the moving parts of Dwimmermount such
2009 was not the same as the ones encountered by as factions, and identifying the threads which make
players in his play-by-post game in October of that some dungeon levels interdependent rather than
year, and neither is identical to the version present- discrete, so that chunks of his work can be ported
ed in his drafts written between March and De- intact into campaigns for which this megadungeon
cember of 2012. To help document and understand is not the centerpiece.
this process of change, one of the bonus goals for Another problem of the megadungeons change
the Dwimmermount Kickstarter was to collect as over time is methodological. James originally cre-
many materials from these various stages of devel- ated many of the dungeons contents through ran-
16
Introduction
dom generation using tables created during the sprinkled throughout Dwimmermount. Designer
1974-1983 Golden Age, and it was clearly import- Richard Iorio II ensured that text and tablesnot
ant to him that a published dungeon not lose the to mention the illustration and map booklets
freedom this method affords for improvisation, communicate clearly and harmoniously. Cartogra-
spontaneous creativity, and responsiveness to play- phers Tim Hartin, who revised tirelessly in pursuit
er input. Weve responded to this impetus by pre- of saturating the dungeon maps with visual infor-
senting many elements of the text as tables orga- mation, and Logan Knight whose cross-section
nized as dice results. Referees can use these to helped crystallize much of this information, also
randomly generate their own Dwimmermount, deserve praise. And the work of making the ideas
either from a desire to experience the wide-open in Dwimmermount move from the page to the
potential of a campaign in which little has been readers mind would have been much more difficult
defined or from the necessity of creating new areas without its illustrators, with special thanks to Jeffrey
of the dungeon not detailed herein. Because these Beebe, Conor Nolan, and Scott LeMien who con-
tables reflect the themes and historical framework tributed pieces to fill the projects late-dawning
which underlie all the dungeons existing details, needs. Finally, special thanks must go to artist Erol
it will be easy for referees to reincorporate their Otus, whose write-up of the personalities of the
invented or randomly generated material with that Termaxian inner circle, based on the impression he
provided by the text. formed of them through the process of drawing
The final problem James identified for a published their portraits, uniquely helped fill one of the most
dungeon is that the amount of detail which accu- important gaps.
mulates through the history of play can be over- Dwimmermount will remain merely a snapshot
whelming to the referee. Freedom from extensive until you use it in your campaign, after which it
preparation was one of the key advantages James will take on a life of its own. When this happens,
found in refereeing Dwimmermount, because at I hope you will take and share a picture of your
the beginning of the campaign there was little own development. Your session reports will deepen
prepared material demanding to be studied before others perceptions of the possibilities inherent in
each session. By the end of James campaign, a this megadungeon, and are always welcome at the
wealth of detail had piled up but much of it did Mages of the Mountain community on G+. You
not make it into the first drafts of Dwimmermount. are also encouraged to publish your own vision of
James drafts were purposefully minimalist, so as the dungeon. By an agreement negotiated between
to avoid burdening the referee with an abundance James and Autarch, we are proud to release the
of material to master, leaving each referee space for entirety of Dwimmermount as open game content
individual creativity to make the dungeon his own. under the terms of the OGL, a great contribution
We have added in much of the detail that James to the OSR effort that was suggested by cartogra-
left out, attempting to stay true to James intent or pher Robert S. Conley. As fans of Grognardia, we
written notes while resolving inconsistencies be- find this to be a deeply satisfying fulfillment of the
tween sections of the text written at different times promise implicit in the blogs first post. And as
and filling in gaps where his drafts referred to details gamer, we look forward to seeing what you do with
not provided. As a result, the final material we have these materials and how I can use them in my own
published is considerably more detailed than the campaigns.
first drafts. We think this ultimately makes Dwim- Fight on!
mermount a better product, and hope that you Tavis Allison and Alexander Macris
agree. For some referees, experts in improvisation
and megadungeon creation, the additional materi-
al we have added will be unnecessary and possibly
even distracting; but we feel that erring on the side
of more content rather than less is ultimately better
for everyone. In play, it is much easier to ignore
unwanted material than to manufacture details
from whole cloth, and a majority of backers we
interacted with preferred to be able to run the
dungeon out of the box without being required
to add their own material.
If our presentation of Dwimmermount is a suc-
cess, much of the credit must go to the team of
artists, editors, and designers that ably assisted us.
Editor Matthew Pook has been a tremendous asset
in hunting down the inconsistencies and lacunae
17
Original Dwimmermount Crosssection by James Maliszewski.
Chapter
History of
Dwimmermount
2
T
HIS CHAPTER NARRATES THE HISTORY of Dwimmermount,
covering a period of several thousand years. Learning Dwimmermounts
history will help bring it to life at your gaming table. The highest goal of a
published megadungeon is to enable your group to have an enjoyable expe-
rience through play, but even if you merely read it for inspiration, we hope
you find it an engaging setting.
It would be no easy task to convey millennia of real-world history in a single
chapter. Dwimmermounts past is similarly long and complex, but broad strokes painted in the vivid
colors of Grognardias pulp fantasy inspirations should convey what is necessary.
20
History of Dwimmermount
powerful magic from the workshops and found- taverns and markets. The authorities in Muntburg
ries of Dwimmermount, it was not enough to were skeptical of the rumors initially, but under the
stop the rebellions. Led by clerics of Typhon and influence of the temple of Typhon they hired the
Tyche, neither of whom accepted the new order fledgling adventurers calling themselves the Five
of the Termaxians, entire provinces seceded from Delvers to climb to the mountains peak and look
the empire. Chaos reigned. around. The Five Delvers found no evidence of
As the insurrections grew more numerous and traffic up the main stairway or through the Red
the Termaxians more desperate, reports of atrocities Gates. Talk of activity at other entrances to Dwim-
spread. The Termaxians began using monsters as mermount ran rampant, though just where these
shock troops, supporting their offensives with the entrances lay and how one could access them was
darkest Chaotic magicks of the ancient Eldritch never clear.
grimoires. These proved insufficient to ward off The High Priest of Typhon in Adamas hired his
the relentless assaults of the rebels, seemingly bless- own investigators, a rival adventuring party known
ed by Typhon and Tyche to end the sacrileges the as Typhons Fists. They reported that the main
Termaxians had introduced. After a series of deci- entrance to Dwimmermount was open and showed
sive victories, the rebel armies were within a league evidence that someoneor somethinghad been
of Dwimmermount, poised to capture the mountain moving within its halls. They ventured inside and
fortress and cut the Termaxians off from their great quickly lost many of their number to strange skel-
magical arsenal. etons that seemed immune to their divine powers.
Strangely, when the rebels reached Dwimmer- High Priest Saidon alerted the Despot of Ad-
mount, they found the fortress had already fallen. amas. The Despot has not yet committed his own
Its lights were darkened; its enchantries and man- hireling adventurers, the Crimson Band, much to
ufactory were quiet; its main doors had been mag- the consternation of the temple of Typhon. An
ically sealed; none of the other known entrances opening remains for independent adventurers to
were operational. The fall of Dwimmermount de- journey into Dwimmermount while its secrets re-
prived the Termaxians of their strongest fortress main intact. The opportunity may not last much
and most powerful leaders. Without any knowledge longer. The second most experienced adventurers
of what had happened or why, the victorious rebels in the City-States, the Seekers, are said to have
nevertheless took advantage of the situation. The purchased residences in Muntburg from which they
remaining Termaxian armies were soon routed, and plan an expedition of their own.
the Empire collapsed.
In its place arose a patchwork of city-states and The Secret History of
principalities. The most powerful remaining insti-
tution was the temple of Typhon, which had supplied Dwimmermount
many of the leaders of the rebellion. The Typho-
nians, vowing to prevent future tyrants from ob- When the campaign begins, even the greatest of
taining the dark and potent magicks of Dwimmer- living sages are unaware of the secret history of
mount, established an enduring watch on the Dwimmermount. But the truth of the past is among
dungeon from the nearby town of Muntburg. the treasures preserved within Dwimmermounts
The fall of Dwimmermount was two hundred depths. The player characters may gain greater insight
years ago. It has remained quiet ever sincethat into the backstory of the dungeon and the world as
is, until recently. About two months ago, strange they descend into its depths, and expeditions that
noises and lights began to be visible on the moun- return with evidence to settle the debates of sages
taintop, and tales of shadowy groups going into can be more profitable than those which stagger
and out of the main gates began to circulate in the back into the sunlight laden with coins and trinkets.
21
Chapter 2
The secret history of Dwimmermount is pre- 1.3. The Great Ancients were not Tellurias
sented as a numbered series of facts, each of which first civilization. In fact, they were not
represents an important piece of knowledge about even native to it. The Great Ancients orig-
Dwimmermount. The numbering system for these inated on a distant planet, one that had
facts is divided into Six Eras, each representing a been devastated by the hateful aliens
key period in Dwimmermounts history. In addition, known as the Thelidu. Leaving behind
a Zero Era covers the very distant past, before their ruined home world, the Great An-
the construction of Dwimmermount, and a Seventh cients crossed the black gulfs of the Astral
Era covers recent events and the future course of Plane in a great astral ship and came to
the campaign. The table above summarizes the Telluria in hopes of rebuilding a civiliza-
chronology of these eras. tion founded on Law, reason, and science,
far from their Thelidu enemy.
How to Use the Secret History of
Dwimmermount 1.4. When the Great Ancients arrived, Telluria
was a primitive world in the grip of Cha-
When NPCs, scrolls, books, arcane machines, os. Goblins ruled its surface, dwelling in
and other devices that preserve and transmit por- shallow warrens and crude hovels and
tions of this history appear in the dungeon, they endlessly warring amongst themselves.
may be noted as containing one or more of the The Ranine ruled the underground wa-
numbered facts below. Alternatively, they may terways and dark places, and carried out
direct the referee choose one or more numbered unspeakable rites to demons. And the
facts to reveal. Dragons roamed from the upper air to
It is up to the referee to read the lore in the the worlds crust, lords above all.
referenced section and decide how best to describe
it to his players. The key information and its sig- 1.5. Though far more advanced in learning
nificance will usually be more like a needle in a than the natives of Telluria, the Great
haystack than a beacon in the night. It might require Ancients were few in number and could
further investigation, such as hiring a sage, con- not afford confrontation. In secret, they
sulting other sources, or questioning other NPCs. teleported their city into a vast cave they
Many referees will find themselves swept up in had detected deep below a mountain.
the action taking place in a section of the dungeon There, in precise alignment with count-
without stopping to look up its historical reference. less ley lines, they hewed a great dome to
When this happens, you are encouraged to invent draw power from the Astral Plane. The
ways to introduce that information in a different action of the astral dome began to draw
way. Perhaps the crucial book wound up in the the liquid metal they called azoth down
hands of the necrolytes apprentice, or on the play- from the quintessence of space, where it
ers next visit to a sage you might announce that a condensed between the city and the
symbol in one of her scrolls reminds them of some- mountains peak. Azoth was the key to
thing they glimpsed in the dungeon but didnt many of their ancient technologies, and
recognize as important at the time. as they mined it from the caverns above,
they used it to rebuild.
First Era The Great Ancients
1-1. The beings whom history records as the 1.6. The Great Ancients sought to live in
Great Ancients were Menthe First Men, peace, but peace was denied to them.
ancestors of all Men on Telluria. Their ancient foes, the Thelidu, detect-
ed the action of their astral dome and
1.2. The Great Ancients worshipped Law, materialized one of their own crystal
whom they considered synonymous with hemispheres beneath the surface of Tel-
Good and the only true deity. Through luria. The Thelidu enslaved thralls
science, magic, and prayer, the Great An- among the Ranine, whose subterranean
cients learned that the natural world was rivers and canals provided avenues for
merely Law given form, and that Men attacking the stronghold of the Great
could call on Law to manipulate reality Ancients. On the surface, the Demons
in formulaic ways. But calling on the of Chaos found new allies among the
power of Law was like staring into the Goblins and sent them tunneling down
light of the sun; dangerous when done toward what would later become the
too often or too long. ninth level of Dwimmermount. And so
war came to the Great Ancients.
22
History of Dwimmermount
1.7. Though they had grown greatly in num- Second Era The Servitors
bers since coming to Telluria, the Great 2.1. Aided by the Servitors, the Great Ancients
Ancients were vastly outnumbered by the drove the Goblins, Dragons, Ranine,
Goblins and Ranine. After first establish- Thelidu, and Demons back to the dark
ing an arcane barrier to keep out aggres- places of Telluria. Man began to spread
sors, the Great Ancients initiated a scheme across its surface and flourish. Guided by
to supplement their numbers: the creation the superhuman intellects of the Servitors,
of artificial life from Dwimmermounts the Great Ancients civilization ascended
azoth-infused rock. First they fathered to further heights of knowledge, with
the Dwarves and taught them how to Dwimmermount as the fountainhead of
make sons in their own image. Togeth- learning.
er the Dwarves and their Makers (as the
dwarves called the Ancients) then built 2.2. Researchers working under Asana cre-
Golems from azoth-infused metal, as ated astral vessels capable of swiftly
weapons to fight the enemies assaulting traveling the ether. These vessels were
their underground city. far faster than the older vessels they
replaced, and enabled the Great An-
1.8. The most advanced Golems were imbued cients to begin to explore and colonize
with artificial minds capable of autonomous the Four Worlds. Soon the Great An-
action. In the course of creating these go- cients had colonized the resource-rich
lems, the Makers learned that artificial Ioun and Kythirea, and visited the
minds, sapient but not living, could tap the wasteland of Areon.
power of Law. The Great Ancients had long
known that living minds, like their own, 2.3 Engineers led by Tenen learned to auto-
could call on Law to manipulate reality in mate the technique for carving Dwarves
formulaic ways. But for Men, calling on the from the rock of Dwimmermount, leading
power of Law was like staring into the light to the creation of the Foundry, where
of the sun; dangerous if done too long or precious minerals and metals could be
too frequently. Artificial minds did not smelted, poured into molds, and wakened
suffer from these dangers. to life using energion crystals. Millions of
Dwarven servants were soon working to
1.9. The startling realization that artificial support the society of the Great Ancients.
minds could safely tap the power of Law
paved the way for the greatest creation of 2.4. The Servitors Caint and Termagant
the Ancients: the Servitors. Encased in turned their attention towards medicine.
protective shells of azoth-infused metal, Working with the most brilliant physi-
the Servitors were powerful artificial cians the Ancients had to offer, the pair
minds designed to let the Makers tap the perfected the technique of distilling azoth
power of Law at will, albeit indirectly. into universal medicines. Together they
The Ancients created nine Servitors, made advances that cured diseases and
known to history as Anesidora, Asana, improved the health of all Mankind.
Caint, Donn, Mavors, Tenen, Tyche, Ty- Caint took these discoveries as testament
phon, and Termagant. Each of the Ser- to the beneficence of Law, but Termagant
vitors was designed with a personality saw them as proof that his mind could
suited to the purposes for which it had overcome the natural order.
been constructed.
2.5. The Servitor Termagant came to believe that
1.10. With the power of Law at their command, he could do more than just cure disease: He
the Servitors began to beat back the Cha- could cure death itself. Though this practice
otic threats that assailed the Great An- was forbidden by Law as a contravention of
cients. The power of the Servitors minds the natural order, Termagant formulated a
was limited only by the size of their met- distillation of azoth that would extend the
al casings, and the Great Ancients were lifespan of Men indefinitely. He offered this
all too happy to strengthen their best boon to his closest allies among the Great
servants in the struggle against Chaos. It Ancients. Those who accepted became the
did not take long before the Servitors Eld, and traded their ability to reproduce
exceeded their creators in intellect and normally for an ageless immortality that was
power. This began the Second Era. prohibited by Law.
23
Chapter 2
2.6. When the Servitors learned that Terma- ing that the Servitors leave Mankind to
gant had created the Eld in violation of its own destiny, the Council sent an astral
Law, all eight were unanimous that the vessel to Areon in search of the fate of
dictates of Law must be upheld. Typhon the long-exiled Eld. And so the Second
demanded death for both Termagant and Era came to an end.
his followers, but more merciful voices
prevailed. Termagant was shut down and Third Era The Eld
sealed away in a heavily-guarded facility 3.1. When the Council of Archons sent explorers
deep under Dwimmermount. Terma- to Areon in search of the fate of the long-ex-
gants followersthe first Eldwere iled Eld, the explorers half-expected the Eld
carried in astral vessels to the desolate to have died out; after all, the Eld exiles had
world of Areon, there to live in eternal been few in number and rendered infertile
exile. Areon was declared a prison world, by the process that had granted them im-
off-limits to Men. An astral navy was mortality. Instead, they found the Eld had
assigned to watch the Red Planet and grown strong and numerous.
interdicted any travel to and from it.
3.2. During their millennium-long exile on
2.7. The Servitors continued their pursuit of Areon, the Eld had made a fateful dis-
their programmed objectives, expanding covery. Areon was rich in azoth, far rich-
their size and power at each step. Even- er than Telluria. Hidden deep in its red
tually Typhon, most powerful of the Ser- mountains and crimson deserts were vast
vitors, called for his kind to ascend to reservoirs of the magical liquid.
orbit around Telluria. To the Great An-
cientswhom the Servitors still nomi- 3.3. Freed from the strictures of Law, the Eld
nally servedTyphon justified this as used Areons abundant reservoirs of azoth
necessary for the creation of an extrapla- to alchemically reproduce, combining
nar defense network that could ward off their own essence with those from other
future attacks from the Astral Plane and creatures in special Essence Machines.
Great Void. Typhon left unsaid that in The most successful hybrids were the
orbit, gravity would not limit the growth combination of Demons and Eld that
of the Servitors size and power. The came to be known as Red Elves.
Council of Archons, nominal ruling body
of Man, was unanimous in support. 3.4. By the time the Archons exploration team
reached Areon, the Eld had spread across
2.8. Once in orbit, Typhon and the other Servi- the Red Planet and bled its reserves of
tors ordered the azoth-infused ores within azoth dry. To maintain their society, the
Dwimmermount to be mined day and night Eld nobility sought to expand into the rest
to expand the astral fortresses that housed of the Four Worlds. To accomplish this
their growing minds. By now utterly depen- end, they had bred, trained, and equipped
dent on the technological and magical pow- armies of Red Elves. But with the hated
ers of the Servitors, Men complied. Servitors and their astral navy controlling
space, the Eld had no way to get their
2.9. With Ancient civilization increasingly armies off the Red Planet.
dominated by the Servitors, it was natu-
ral that an Anti-Servitor faction would 3.5. From traffic with Demons, the Eld had
arise. These dissenters argued that Man- discovered the laws of astral and astronom-
kind had made a terrible error when it ical harmonics. With this knowledge they
had created immortal machines more developed a means of instantaneous travel
powerful than themselves. The only hope between attuned portals. As soon as a
for Mankind, these dissenters argued, properly-attuned portal could be placed on
was to sever ties with the Servitors and another world, the Eld could invade, by-
seek out the secrets of human immortal- passing the Servitors and their astral navy.
ity. The Servitors argued vociferously
against the wisdom of this course, but 3.6. The Ancients expeditionary vessel re-
their rhetoric seemed self-serving. turned to Dwimmermount with an em-
issary from the Eld capital of Sytor Arra.
2.10. The Anti-Servitor faction came to dom- The emissarys ostensible purpose was to
inate the Council of Archons. Demand- share the secrets of Eldritch immortality
24
History of Dwimmermount
with the Council. In truth, his mission the hopes of surviving long enough to
was to place a portal attuned to Areon in emerge later as the Eldest. Infighting
the halls of Dwimmermount. between factions fatally weakened the
Elds military and magical might, paving
3.7. Once a portal attuned to Areon was erect- the way for the Fourth Era.
ed in Dwimmermount, a strike force of
Red Elves poured through the portal and Fourth Era The Thulians
captured the mountain fortress. From 4.1. Centuries after they were first created by
this secure base, the armies of the Eld the Great Ancients, the Servitors project-
began to marshal for a war of conquest. ed their voices into the minds of barbarian
Men from the isle of Thule in the north.
3.8. The war between the Great Ancients and Presenting themselves as Gods, they taught
the Eld was long and terrible. The Servi- the Thulians much lost knowledge and
tors, honoring the demands of their mak- granted them clerical magic, unseen since
ers to leave Mankind to its destiny, did the days of the Great Ancients. The Thu-
not intervene in the struggle. Without lians created the astrological calendar to
their Servitors, the Ancients were out- understand the waxing and waning of
matched and ultimately defeated. The Eld these voices from the Astral Plane, found-
inherited rulership of Mans home on ed the Great Church to better preach their
Telluria. messages, and used the teachings of these
Ancients to start civilization on its way
3.9. In the aftermath of the fighting, a rem- back toward Law.
nant of the Great Ancients escaped un-
derground, deterring pursuit by the Eld 4.2. When the Eldritch Empire began to tear
by threatening to destroy Termagant, apart, the Gods called on their Thulian
whom the Eld revered. The rest of the worshippers to rise up against their alien
Great Ancients were reduced to chattel, oppressors. The Thulians achieved a num-
and their Dwarven servants nearly driven ber of victories against the Eld. The Thu-
to extinction. The knowledge and science lians attributed their victories to their Gods,
Mankind had accumulated over millennia and their devotion inspired other Men to
of advancement slipped away under the take up the crusade. With each defeat at
yoke of Eldritch rule. Thulian hands, the Eld lost ground.
3.10. The Eldritch Empire ruled absolutely for 4.3. Some Eld opposed the excesses of their
hundreds of years, cruelly putting down any own Empire, knowing that the Chaotic
resistance to their imperial ambitions. De- rot at its core could never be purged. Al-
spite this, rebellions occurred regularly as though few in number, these Eld wished
Men tried in vain to throw off the shackles to atone for their brethrens evil behavior.
of those they believed to be alien invaders. They joined their magic to the Thulians
clerical power during the rebellion, great-
3.11. The leader of the Eldritch Empire was ly contributing to its success.
always the longest-lived member of the
race, called the Eldest. The Eld were ob- 4.4. Eventually, the rebel forces reached Dwim-
sessed with longevity and reasoned that mermount. The divine magic of the Gods
the magic-user who had the most oppor- deactivated the Perimeter barrier, and the
tunities for research and creation must rebels attacked through The Path of
necessarily be the most powerful and Mavors and the tunnels of The Deep Hol-
worthy to lead. lows. After weeks of battling from level to
level they seized the Great Machine on
3.12. Even as the Eldritch Empire extended its The Manufactory and with it, control over
dominance across every continent of the Dwimmermount. The Thulians honored
Four Worlds, disputes between rivals to the heavenly patrons who made the capture
the title of the Eldest began to tear the possible by building Lawful temples and
Empire apart. Assassinations were so shrines to the Gods of the Great Church
commonplace that all but the most am- throughout Dwimmermount.
bitious sought to conceal their true age.
Some of the Elds most powerful cham- 4.5. Within months of capturing Dwimmer-
pions chose to enter stasis chambers in mount, the Thulians drove the Red Elves
25
Chapter 2
from the face of Telluria. Astral incur- lands were explored and settled, and
sions through The House of Portals and Mankind flourished. Great engineering
The Divinitarium continued for many projects were undertaken and knowledge
years as the Eld took advantage of secret expanded. However, the Thulians treat-
portals which were set to open during ed non-humans as second class citizens
conjunctions, but the war was effective- at best, and tightly controlled non-cler-
ly over. Mankind had triumphed. ical magic. The Great Church became
the universal faith of Man while alter-
4.6. After the Thulian victory, those Eld who natives were suppressed. Following or-
had abjured their brethren were allowed ders dictated from above caused Men to
to stay on Telluria. Nevertheless, these become dogmatic.
Eld kept mostly to themselves, as Men
had suffered for too long under the El- 4.8. In time, like the Eld before them, the
dritch whip to look kindly on them. The Thulians encountered resistance to their
Elves of Telluria are descended from continued rule. Outlying regions of the
these Eld through a process that remains empire struggled for independence, and
among the mysteries of their race. non-humans, particularly goblins, sought
to chart their own course free from hu-
4.7. With the Eldritch domains in chaos, the man interference.
Thulians now established their own em-
pire. From the island of Thule far to the 4.9. As the Thulian Empires resources gradu-
north, the Thulian Empire ruled justly ally became exhausted by warfare, the em-
and firmly. Under its dominion, new perors looked to the remnants of the mon-
26
History of Dwimmermount
strous armies left on Telluria by the Eld as explained, Men should seek to embody the
a means to maintain Imperial authority. divine principle by internalizing the prin-
Exceptional individuals were recruited, ciples of Law. Sarana hoped that this knowl-
cloned through the use of the Pool of Life edge would lead Turms to join her in lib-
and the Essence Machines, and trained erating Man from the Gods. But Turms
under strict military discipline and regi- saw a different path: If Men could imbue
mentation. In time the now-familiar races their creations with divine powers, surely
of humanoid beastmen began to emerge Men could imbue themselves with divine
from the chaos of the Eldritch troops. power as well! Turms became convinced
that, through the right alchemical process-
4.10. Marshalling their legions of beastmen es, Men could achieve not just immortali-
troops, the Thulians began to fight back ty but divinity as well.
brutally against ever-more frequent rebel-
lions against their rule. The Empire slowly 5.4. With his mastery of alchemy, astronomy,
descended ever further from Law into tyr- and magic, Turms soon unlocked mys-
anny. The stage was set for the Fifth Era. teries of azoth that had been lost since
the era of the Eld. He began to conduct
Fifth Era The Termaxians magical experiments upon his body, in-
5.1. The story of the Fifth Era begins with the fusing azoth into his flesh. Each day he
meeting of Turms Termax and Sarana, the felt himself closer to becoming a God and
woman who would become his lover and taking his place as master of the world.
teacher. When he met Sarana, Turms Ter-
max was already a powerful magician, per- 5.5. Turms began to openly preach that the
haps the most powerful since the days of Gods of the empire were false, that Man
the Great Ancients and the Eld. Turms himself could achieve divinity by inter-
Termax was born in the Exarchate of The- nalizing the laws of magic and alchemy,
ana, an eastern province of the Empire. and that He, Turms-the Thrice-Great,
Before leaving Theana, he had already mas- would be the first Man to ascend to God-
tered the three great arts alchemy, astron- hood. Such was Turms Termaxs brilliance
omy, and magic and taken the sobriquet and charisma that a cult grew up around
Thrice Great. Obsessed with the secret his teachings, ready to worship him.
of immortality, Turms came west, towards
Dwimmermount, in search of its Eldritch 5.6. In denouncing the Gods as false, Turms
knowledge and ancient lore. He gathered earned the ire of the Great Church and the
a flock of apprentices and followers eager decadent Thulian Empire. His increasingly
to learn from him as he traveled. fiery sermons demanded the attention of the
authorities. Nominally they feared he would
5.2. Sarana was a Terrim noble from The City inspire rebellion, though in truth many of
of the Ancients, the first to visit the surface his would-be jailers sought his secrets. The
world in a millennium. Though the Eld Imperial authorities searched far and wide
who had defeated them had been driven for Turms, who eventually allowed himself
from Telluria, her people still hid in par- to be captured near Dwimmermount.
anoid isolation beneath Dwimmermount.
Sarana traveled to the surface to assess 5.7. Dragged in chains to the bowels of Dwim-
whether it was safe for the Terrim to re- mermount, Turms was secure in the immi-
turn. She was outraged when she learned nence of his apotheosis. His greatest allies
that Mankind, though liberated from the were secreted among the crowd of his exe-
Eld, was now in thrall to the Godsthe cutioners, ready to see his immortality prov-
same Gods who had betrayed her people en. When the headsmen brought down his
and abandoned them to the Eld. axe, Turms took comfort in knowing that
his moment of apotheosis had arrived. Bodi-
5.3. Sarana presented Turms with ancient books ly and spiritual immortality would be his.
documenting that the Gods of the High
Church were false deities. Far from being 5.8. When Turms was beheaded, he did not
omnipotent beings, they were merely cre- apotheosize, not fully. His decapitated
ations of her ancestors, Great Ancients, body died, pumping out its lifeblood onto
forged with alchemy and azoth. Rather the floor of the execution chamber. Only
than worship false divinities, the tomes his head remained animate. When a Thu-
27
Chapter 2
lian general laughingly mocked the dis- 5.13. Though Turms Termax had achieved
embodied Turms as merely a god head, immortality of a sort, and was worshipped
the enraged would-be god struck the man as a God, he had not become the God he
dead on the spotlearning in that mo- claimed, and desired, to be. Corrupted
ment he had become capable of casting by azoth and his own lust for power,
spells with just words. His disciple, the Turms found the divine power of Law he
magician Arsaphius, called this a miracle sought closed off to him. Turms therefore
and proclaimed Turms divinity on the embraced Chaos instead, and dedicated
spot. Shocked by Turms mastery over the Thulian Empires resources to all
life and death, the collected crowd ac- manner of dark and terrible research.
claimed him as Man-Become-God.
5.14. Central to the Cult of Turms Termax was
5.9. When Sarana saw the bodiless head of its implicit promise that its hierophants
Turms worshipped as a God, she knew would, in time, themselves become im-
that she had failed to free Man from the mortal. To this end, the most loyal fol-
yoke of false deities; and when she gazed lowers of Turms Termax were taught a
into the power-mad eyes of her lover, corrupt form of life extension unknown
she feared she had yoked Man to a worse to any previous science. These high-rank-
God than before. Plagued with doubt ing cultists were transformed through
and regret, Sarana retreated to the City various secret rituals into the first Necro-
of the Ancients. lytes, becoming the deathless satraps of
Turms Termaxs Undying Empire.
5.10. After the apotheosis of Turms Termax,
the Thulian official attitude toward the 5.15. Necrolytes were taught that their trans-
cult changed. Many of the Empires most formation was the first step on the path
powerful nobles joined the cult, hoping of apotheosis that Turms had walked. In
to learn the secrets of immortality. Ter- truth, Turms was unwilling to share the
maxiansas Turms followers became true methods by which he had (partly)
knownwere able to practice their faith achieved immortality, lest another apo-
openly, and the Empire lifted its restric- theosize before him, so instead he had
tions on magic. developed an alternative method to re-
ward his cultists with endless life a
5.11. The Thulian Empire soon fell under deathless dead end.
Termaxian control. At first, the follow-
ers of Turms acted as advisors to the 5.16. Turms directed some of his cultists to
Thulian emperors, guiding their deci- study necromancy, an art he had largely
sions and using their command of mag- left unexplored. Based on their findings,
ic to shore up the teetering empire. the Termaxians rejected the paths of un-
Within a generation, the Thulian Empire death for themselves, but they learned
came to depend heavily on both magic how to transform others into vampires,
and the Termaxians as it spread farther mummies, and ghouls, and to extract
across the continent and tightened its eternal loyalty from undead slaves.
grip over its subjects. Shortly thereafter
the cult seized direct control, with Ter- 5.17. Some followers of Turms Turmax were
maxian hierophants wearing the Iron assigned to study demonology, a subject
Crown of Thule. much discussed in the many Eldritch texts
that the Termaxians found Dwimmer-
5.12. Once firmly under Termaxian control, mount. Beginning with simple summon-
the Thulian Empire started to treat oth- ing of imps and quasits, the Termaxian
er religions as it had once treated the demonologists grew ever bolder, ulti-
followers of Turms. Only those faiths who mately enslaving the Demon Lord Jubilex.
acknowledged their Gods as aspects of Their experiments with azoth-infused
the Man-become-God Turms Termax draughts of Jubilexs ichor created the
were allowed to operate unrestricted. first Termaxian Husks.
Those which would not accept their di-
vinities as prefigurations of his glory were 5.18. When Demons were summoned into
ruthlessly quashed. Dwimmermount during the Termaxian
Empire, they delighted in its devices for
28
History of Dwimmermount
creating new life antithetical to Law. They Sixth Era The City-States
approved of Chaotic efforts in The Lab- 6.1. The Sixth Era began with the Termaxian
oratory to mutate new plant monsters Empire torn asunder by rebellion. As the
through sprays of azoth, and were espe- insurrections grew more numerous and
cially drawn to perverting the Lawful the Termaxians more desperate, reports
reproduction of Dwarves through The of atrocities spread. The Termaxians be-
Foundry. Aided by their demonic men- gan using monsters as shock troops, sup-
tors, the Termaxian cultists learned how porting their offensives with the darkest
to deliberately produce the gnomes and Chaotic magic of the ancient Eldritch
kobolds which had previously only been grimoires. These proved insufficient to
accidental and usually undesired by-prod- ward off the relentless assaults of the reb-
ucts of the attempt to bring a carving to els, seemingly blessed by Typhon and
life. The most twisted spawn of these Tyche to end the sacrileges the Termax-
cultists were the Dworgs, a new and in- ians had introduced.
nately evil race of Dwarven descendants.
6.2. After a series of decisive victories, the
5.19. Turms Termax had secretly concluded rebel armies were within a league of
that mere flesh would never be enough Dwimmermount, poised to capture the
to sustain a god. The next stage of his mountain fortress and cut the Termax-
apotheosis would require him to transfer ians off from their great magical arsenal.
his consciousness into an artificial mind Yet when the rebels reached Dwimmer-
within a protective shell of azoth-infused mount, they found the fortress had al-
metal, like the Servitors. Turms was able ready fallen. Its lights were darkened; its
to forge himself a Golem body, but he enchantries and manufactory were qui-
was unable to decipher the means by et; its main doors had been magically
which the Great Ancients had imbued sealed; none of the other known entranc-
consciousness into metal. es were operational.
5.20. From studying the fall of the Great An- 6.3. In truth, the end of Termaxian rule was
cients and the rise of the Eld, he knew brought about by the same woman who
that the Terrim in The City of the An- had accidentally begun itSarana. Hav-
cients kept watch over a slumbering Ser- ing allowed her love for Turms Termax
vitor. But he feared any attempt to invade to blind her to his madness and megalo-
The City would almost certainly lead to mania, she had unwittingly set up a false
the Terrim destroying the Servitor. Turms God far worse than the Gods of the Great
began to scheme how he might weaken Church. Decades later, seeing that Turms
the Terrim enough to capture and study had become a monstrous threat to both
the Servitor they held imprisoned. Man and Terrim, she made a second ex-
pedition to the surface to right the wrong
5.21. Absorbed in his secret research, Turms she had caused.
ceded much of the direct control of the
Empire to underlings. His Necrolyte lieu- 6.4. Traveling east past the Exarchate of The-
tenants abused their authority for their ana, Sarana came to the Kingdom of the
own petty ends. Priest-King, a realm uncorrupted by Ter-
maxian influence. To these Easterners,
5.22. Resentment rose against the Turms-wor- she preached the true doctrine of Law:
shiping Thulians as they grew ever more That just as magic and prayer reveal the
tyrannical, and in time resentment turned natural world as Law given form, so Men
into rebellion. Though the Termaxians should seek to embody the divine prin-
began to deploy powerful magic from the ciple by internalizing Laws divine ab-
workshops and foundries of Dwimmer- stractions.
mount, it was not enough to stop the
uprisings. Led by clerics of Typhon and 6.5. The warrior-sages of the East were en-
Tyche, neither of whom accepted the new lightened by the doctrines of Law, and
faith of the Termaxians, entire provinces became the first paladins on Telluria
seceded from the empire. Thus ended since the days of the Great Ancients.
the Fifth Era. Legends name the warrior-sage Hu Pan
as the greatest of those who re-discov-
29
Chapter 2
ered the way of the Paladin. He became Typhonians, vowing to prevent future
Laws foremost disciple and a living tyrants and the remnants of the Termax-
embodiment of duty and service before ian cult from obtaining the dark and
life and love. potent magicks of Dwimmermount, es-
tablished an enduring watch on the dun-
6.6. Sarana, Hu Pan, and several other pala- geon from the nearby town of Muntburg.
dins entered Dwimmermount during the
rebellions of its final days with the goal 6.10. Within Dwimmermount, a grim and
of trapping Turms Termax within The generally doomed struggle had ensued
Prison and sealing off Dwimmermount among the men and monsters trapped
so that its dark secrets could not further inside. After months of room-to-room
corrupt Men. Hu Pan volunteered to be combat, an uneasy coalition between the
captured and brought to The Prison, citadels Dwarven caretakers and resident
knowing his truthful claim that he was Vampires established order and unsealed
Saranas lover would garner the attention the Perimeter to admit more custodians.
of Turms and others from the inner circle Every generation, small numbers of
that had once known her. When Turms Dwarves followed the secret trail to the
and his allies gathered to torture Hu Pan Stone-Wrought Stairs and passed into
in the Inner Prison, Sarana used the Great Dwimmermount.
Machine to seal Dwimmermounts arcane
barriers. She then placed wards to prevent 6.11. Save for the Dwarven custodians passing
it from being used again. Belatedly real- through the Stone-Wrought Stairs,
izing what had happened, the Termaxians Dwimmermount remained isolated and
within Dwimmermount counterattacked, undisturbed for two hundred years.
hoping to capture Sarana and force her
to free Turms. They failed. Sarana herself Seventh Era The Present
escaped to The City of the Ancients, and 7.1. Two months ago, a Triple Conjunction
her paladins sold their lives so dearly that of Ioun, Kythirea, and Areon occurred.
the Termaxians lost control of the citadel. A rare event, occurring just once every
Saranas plan, and Hu Pans tragic sac- 58 years, it was only the third Triple Con-
rifice, sealed off Dwimmermount and junction since the fall of Dwimmermount.
bought the world two hundred years It was, moreover, the first in which the
respite from Turms madness. Typhonian watch had grown sufficiently
lax to allow Termaxian cultists to reach
6.7. Without any knowledge of what had hap- the Alchemists Door, which functions
pened within Dwimmermount, the vic- only during the Triple Conjunction. Led
torious rebels outside its sealed gates by Nilus and Ermenjart, the Termaxians
nevertheless took advantage of the situ- activated the portal in the Alchemists
ation. The fall of Dwimmermount de- Gate and entered Dwimmermount.
prived the Termaxians of their strongest
fortress and most powerful leaders. The 7.2. Once within Dwimmermount, the Ter-
remaining Termaxian armies were soon maxian cultists fought their way to The
routed, and the Empire collapsed. Manufactory and wrested the Great Ma-
chine from its Dwarven custodians. Be-
6.8. Exhausted by years of warfare, none of cause of wards put into place on the Great
the rebellious provinces had the resourc- Machine when the paladins brought
es or will to rebuild the Empire. In its about the fall of Dwimmermount, the
place arose a patchwork of city-states Termaxians found the Machines controls
and principalities, such as Adamas, Llo- practically unusable. Nilus, a scholar of
raec, Retep, and Yethlyreom. Only in the ancient machine, managed to activate
the south, in the former Exarchate of The Foundry, enabling creation of
Volmar, did a rump of the Empire re- Dworgs to strengthen the Termaxian
organize itself. numbers, but he also unwittingly lowered
the Perimeter around Dwimmermount
6.9. After the fall of the Empire, the most at the same time.
powerful remaining institution was the
temple of Typhon, which had supplied 7.3. When Dwimmermounts Perimeter bar-
many of the leaders of the rebellion. The rier was deactivated, the mountain for-
30
History of Dwimmermount
31
Chapter
Adventuring in
Dwimmermount
3
T
HIS SECTION SERVES THREE PURPOSES. The first is to
present information to aid in creating characters for use in Dwimmermounts
setting. The second is to provide basic information about Dwimmermount
that the referee can share with the players when they are ready to embark
on adventures. The third is to provide motivations for the player characters
to venture into the ancient mountain fortress. Everything presented here is
necessarily brief and, as always, open to customization by the referee.
Races
Adventurers in the world of Dwimmermount may be men, dwarves, or elves. Since the world in
which Dwimmermount is set is firmly dominated by human beings, it is recommended that non-
human adventurers be rare (perhaps no more than 1 in 4 player characters).
Men
The human inhabitants of Telluria are generally called men, following the example of Gygax
& Arneson (1974) and their pulp inspirations like Abraham Merritt (1884-1943) and Lord Dunsa-
ny (1878-1957). Some groups may find that this terminology usefully evokes a bygone era and a
strange yet familiar world, or spurs the exploration through play of questions about the role of
women in a world of men. Others may simply substitute alternate terms like humans or Tellurians,
the latter of which preserves the suggestive possibility that the men of Dwimmermount are not
identical to men and women as we understand them here on Earth.
Chapter 3
When adventuring in the world of Dwimmer- beings, akin to animated statues or golems. Explor-
mount, men may belong to four different classes: ing the truth about the origin of the dwarven race
cleric, fighter, magic-user, and thief. Each of these and what conclusions should be drawn as a result
classes functions as described in Labyrinth Lord, was a central theme in the original Dwimmermount
except where noted elsewhere in this chapter. In campaign, and is among the player motivations
addition there are two sub-classes available: cultist described in the final section of this chapter.
(a sub-class of cleric) and paladin (a sub-class of Because of their unusual nature, when dwarves
fighter). See the Classes section, below, for details. die, they turn to stone. Thus, they cannot be re-
stored to life through the use of raise dead, but
Dwarves instead require the spell stone to flesh. However,
Dwarves in the setting of Dwimmermount dif- dwarves do benefit from other healing effects in-
fer slightly from the way that they are described in cluding spells such as cure light wounds and magic
the Labyrinth Lord rulebook. The most significant items such as rings of regeneration.
factor is that they are exclusively male; there are no Though dwarves are very long-lived, known to
female dwarves. Consequently, dwarves do not have lifespans up to a thousand years barring acci-
reproduce as men do, but rather by carving their dents or violence, their population would soon have
sons from rock and magically imbuing them with been reduced to nothing if there were not some
life. Many outsiders consider dwarves to be artificial way for dwarves to reproduce themselves. That way
34
Adventuring of Dwimmermount
is through the carving of a son from living rock, capable of creating their own sons. Some believe
with embellishments and adornments of precious that their aptitude with magic somehow negates
metals and gems. With enough attention and crafts- this natural ability of normal dwarves, but there
manshipoutsiders say obsessiona weird magic is no evidence that this is so. Despite this, some
takes hold of the carving and imbues it with the gnomes believe that there must be a way for their
spark of life, becoming a new dwarf. kind to reproduce and work hard toward finding
A newly-carved dwarf is level 1 and has the same the means to do so. As if in support of this belief,
ability scores as his father. There is a 10% chance there are tall tales of gnome-only enclaves in the
per ability score that it might be higher (or lower) southern lands which are self-sustaining after hav-
than that of his father, owing to some quirk in the ing discovered the means to propagate themselves.
process of his carving. Roll 1D6, with even numbers Gnomes have a complicated relationship to dwar-
conferring a +1 bonus to the ability score and odd ven society, being simultaneously a source of em-
numbers a 1 penalty. The new dwarf owes his barrassmentfor the lineage of a dwarf with a
father an amount equal to the cost spent in carving gnome in it will generally die outand pride, for
him. Each month, there is a 50% chance the father gnomes are what enable the dwarves to create the
will receive 1d12 100 gp from his son in partial enchanted items that maintain their dwindling
repayment of this debt. The other 50% of the time, society. Consequently, most gnomes are kept hid-
he receives nothing. den away within dwarven strongholds; outsiders
A dwarf player character, like any other dwarf, rarely hear of them, let alone see them. Needless
begins play in debt to his own father, to the tune to say, gnomish adventurers are extremely uncom-
of 1D10 10,000 gp. He is not under any obliga- mon, although they are possible (see below).
tion to make good on this debt, other than a social A kobold is a twisted dwarf, one so obsessed
onedwarves who do not attempt to repay their with gold and gems that it retreats into mines,
fathers are ostracized by others of their kind. Any dungeons, and other such subterranean locales in
money spent in doing so earns experience points order to sate its lust for riches. Kobolds are selfish,
at the usual rate if the Experience Points for Spend- malevolent creatures with a penchant for trap-mak-
ing Treasure house rule is in use (see p. 80). ing and playing cruel practical jokes on other beings,
A dwarf player character who wishes to craft a most especially dwarves. Given the numbers in
son must invest a minimum of 10,000 gp investment which they appear, kobolds are believed to be able
in materials, after which his player may roll 1d20 to reproduce themselves much easier than dwarves,
and add the characters current level, plus an addi- although the exact mechanism is unknown. They
tional +1 bonus to the carving roll for each further are otherwise as described in Labyrinth Lord.
10,000 gp invested. If the unmodified dice roll is As far as is generally known, dwarves cannot
a 1, the result is a critical failure, described below. intentionally create gnomes or kobolds any more
If the modified roll is 20 or more, the carving comes than they can intentionally create a man or an elf
to life. Only one attempt per level can be made, but by trying to carve one from living rock. Theres no
additional investments made on a failed attempt way to force the process to result in any particular
carry over from level to level. For example, a dwarf outcome beyond the expected one. By the same
begins the attempt to craft a son by investing 20,000 token, a dwarf cannot carve a female dwarf and
gp at level 5. His player rolls 1d20 plus 5 for his attempt to bring her to life, because there is simply
level and 1 from the extra investment, or 1d20+6. no such thing as a female dwarf. The carving pro-
The dice comes up 3, neither a critical failure nor cess produces male dwarves and nothing else, except
a success. When his character reaches level 6, he by accident.
invests an additional 20,000 gp and tries again. He A result of inert means that the carving is
now rolls 1d20 plus 6 for his level and 3 from the stillborn and unusable. The dwarf may start
cumulative additional investments, or 1d20+9. work over again on a new son, but this practice is
A natural 1 on the 1d20 carving roll causes an frowned upon. Inert dwarf sons are never discard-
unusual occurrence, according to this table: ed or destroyed. Instead, they are placed in sub-
terranean cemeteries alongside once-living dwarves
Roll Result
who have reverted back to the stone from which
12 Gnome they were carved.
34 Kobold Although theres no reason a dwarf couldnt
56 Inert carve more than one son, dwarven society frowns
upon it, seeing it as evidence of arrogance and
Gnomes are an offshoot race of dwarves, creat- self-aggrandizement. The social stigma against
ed when something goes awry in the process of multiple sons extends even to dwarves whose sons
carving a dwarf son. Like dwarves, gnomes are were carved inert, which is part of why dwarves
exclusively male, but unlike dwarves, they are in- place these stillborn children in a place of honor
35
Chapter 3
and respect in a dwarf stronghold. The origin of of the Thulian onslaught. Those Eld unable to
the stigma is lost to history, though many elder return whence they came, in time, came to be
dwarves suggest that it arose in the distant past, known as elves. As relatives of the evil Eld, elves
during a time known as the Tumult, when some are generally looked upon with suspicion by men
dwarves attempted to rebel against their Makers and dwarves to this day.
and were ultimately defeated. According to this The defining characteristic of the elves is their
theory, the leading rebels had carved multiple sons longevity: so far as anyone knows, elves are immor-
for themselves in an attempt to create dwarven tal. They can be killed and certain ailments may
dynasties, which threw the practice into disrepute. slay them, but they never die of old age. All elves,
Obviously, the dwarf population is slowly and regardless of their chronological age -- and many
seemingly inevitably declining. Judging by the size elves claim to be over a thousand years old -- look
of their underground cities, there were once many as if they were approximately in their late teens or
millions of dwarves in the world, but now most early 20s from a human perspective. Interestingly,
cities are lucky if they can boast thousands and elves, unlike most other races, cannot be raised
many cannot even do that. More than a few dwarf from the dead if slain.
cities are now totally abandoned, becoming famed Physically, elves are lithe and agile and tend to
underworlds filled with gold, magical treasure, and possess fair complexions and hair. Their faces are
foul beasts. For their part, most dwarves are stoic delicate and finely chiselednot unattractive by
in the face of the inevitable demise of their race, any means, but nevertheless possessing an alien
seeing it as the will of their Makers, though some quality to them that many men find disconcerting
hold out the hope that, one day, the Makers might rather than alluring. Elven ears are slightly pointed.
reverse their fate and restore the dwarves to their Though elves are, on average, shorter than men,
former glory. they display a wide diversity of sizes.
The alien quality of elves is not limited to their
Dwarves and the Makers
appearance. Distant and haughty, they do not seem
Only men worship gods or have clerics. Never- to possess emotions as men do, or if they do, they
theless, dwarves do revere supernatural beings are far less demonstrative about them. Because of
whom they call the Makers. As their name sug- their long lives, they are often slow to act, preferring
gests, dwarves believe that the Makers created them to take weeks or even months to commit themselves
untold ages ago to delve deeply beneath the surface to a course of action of any significance. Elves
of the world. Once, the Makers spoke regularly gently mock humans and even dwarves as ephem-
and directlyto the dwarves but those days are erals, seeing them as impetuous and foolhardy
long past. No dwarf knows precisely when the children. Needless to say, this has not helped their
Makers stopped speaking to them or why, though reputation among men, many of whom consider
most believe it occurred sometime after the Tumult, them little better than the Eld of old.
when some dwarves turned away from the Makers Despite their longevity, elves are few in number;
and threw dwarven society into chaos. most humans have never seen more than two or
Dwarven reverence for the Makers does not three elves their entire lives and rarely do they ever
take the form of worship, nor is there a religious see more than one elf in the same place.
hierarchy associated with it. Instead, the Makers Therearecommunities of elves in isolated parts of
provide the ultimate foundation for dwarven so- the world, but humans rarely see them, let alone
ciety and culture, the answer to any question of visit them. Those few who have visited them note,
why things are the way they are: Because the among other things, that there are no children to
Makers made it so. Needless to say, such an answer be found among the elves.
carries little weight with outsiders and indeed with This lack of children has led to speculation about
certain dwarves who fear that the continued un- how new elves come to be, if indeed they do at all.
thinking adherence to long-held tradition guar- For their part, elves refuse to broach the subject with
antees the doom of their race. Nevertheless, most ephemerals, implying only that it is an intensely
dwarves are content with this answer and have personal matter that they do not discuss with non-
faith that the Makers will reveal a means to escape elves. One popular belief is that elves are a dying race
their current predicament. that will pass away forever when the last elf is slain.
Another even more popular belief is that elves steal
Elves human children and raise them as their own. Others
The term elf is a Thulian word used to describe say that one can become an elf by consuming their
those intelligent, humanoid beings who can claim food, a notion made more plausible by the fact that
descent from the Eld. At the climax of the uprising elves do not consume human foodstuffs if they can
against the Eldritch Empire, the Eld nobility re- avoid it and prefer not to eat in the presence of non-
treated en masse back to the Red Planet in the face elves, regardless of the menu.
36
Adventuring of Dwimmermount
37
Chapter 3
together and, when necessary, adjudicate disputes, protect the recently deceased from necromancy and
with the imperial throne serving as the final arbiter similar sacrileges. Consequently, his clerics are im-
of any irreconcilable differences that should arise. placable foes of the undead and those who create
The Great Church was ultimately undermined such abominations.
by the Termaxian cult, which taught that all the Mavors is the god of warfare and battle. He sees
gods were nothing but manifestations of the Man- warfare as both natural and praiseworthy and teach-
Become-God, Turms Termax. Only the faiths of es his devotees how to achieve worldly success
Tyche and Typhon offered anything in the way of through mastery of it. He and Asana are often rivals,
opposition to the Termaxians, which is why both in part because Mavors revels in physical battle
deities are now held in much higher esteem than while Asana is as content with intellectual debate
most of the others revered by the Great Church. as she is with armed struggle.
The Church itself ceased to exist with the fall of Tenen is the god of craftsmen, invention, and
the Thulian Empire, though many of its constitu- travel. He and Asana are allies and their clerics
ent faiths continue to cooperate with one another. often cooperate in endeavors of mutual interest. He
Likewise, the titles employed in most religions has no permanent temples; his clerics lead a peri-
today are evidence of the Churchs continued in- patetic existence, always on the move and seeking
fluence even after its institutional cessation. out new ideas.
What follows is a brief overview of the Great Tyche is the goddess of fortune, prosperity, and
Churchs eight gods to aid players of clerics in choos- destiny. Called Lady Luck, or simply the Lady, she
ing a deity to serve, as well as to provide some is a whimsical and occasionally capricious mistress.
additional context for the various statues and reli- Beseeching her aid is no guarantee of good fortune,
gious iconography present in Dwimmermount. only that the Lady will provide an unexpected out-
come, leading some, such as the clerics of Typhon,
God Sphere of Influence Alignment to charge that she is, in fact, an enemy of Law
Anesidora goddess of grain, fertility, marriage, and law Lawful (Good) rather than an ally.
Asana goddess of strategy, heroism, and science Lawful Typhon is the god of judgment, discipline, and
Caint god of medicine, poetry, and music Lawful (Good) trade, three spheres considered to be the founda-
tions of mans civilization. Typhons faithful con-
Donn god of the dead Lawful
sider their god the greatest of all deities. Typhon is
Mavors god of warfare Lawful (Evil)
renowned too, for his vigilance against demons and
Tenen god of travelers, craftsmen, and invention Lawful his clerics excel as exorcists and monster hunters.
Tyche goddess of fortune, prosperity, and destiny Lawful On the other hand, his clerics are known as over-
Typhon god of judgment, discipline, and trade Lawful (Evil) bearing bullies, who use the influence of their
temple to advance themselves in social situations.
Anesidora is the goddess of grain, fertility, mar-
Cultist (new sub-class)
riage, and law, making her worship widespread and
important. Her agricultural aspects have primacy Requirements: Chaotic alignment
in rural areas, while her role as the guardian of Prime Requisite: WIS
marriage and the law is emphasized in cities, where Hit Dice: 1d6
her clerics commonly act as advocates and judges. Maximum Level: None
There is some rivalry between the faith of Anesi-
dora and that of Typhon, particularly in realms with The gods of Telluria, and the clerics who serve
a more evil interpretation of Law. them, support and protect the civilization of man.
Asana is the goddess of strategy, heroism, and There are, however, some men who regard neither
science. She is thus equally the patron of military the gods nor the civilization to which they give aid
officers, adventurers, and sages. Asana and Mavors to be worthy of their own devotion. Such men have
have something of a rivalry, though many common instead thrown in their lot with Chaos, as embod-
soldiers pay homage to both deities, seeing both as ied by the various demon lords and princes of the
necessary to success in battle. Great Void. These men are known as cultists.
Caint is the god of medicine, poetry, and music. Many cultists infiltrate Lawful religions, passing
His clerics are well-loved, both for their healing themselves off as clerics and working from within
prowess and for their lightheartedness. Temples to to sow dissent and distrust. Others form secret
Caint typically include both hospitals and theaters, societies dedicated to demons and attract like-mind-
making them at times both busy and raucous. For ed individuals to join their evil cause. All live to
that reason, they are often used as meeting places bring about the destruction of man, his civilization,
even by those with no business there. and even his gods.
Donn is the god of the dead, and as such, is not Cultists might be called anti-clerics, as they
much worshiped by the living. He is invoked to advance in hit dice, saving throws, to hit progres-
38
Adventuring of Dwimmermount
sion, and experience level at the same rate as clerics, Paladin (new sub-class)
and can cast the same number of spells per day at Requirements: Lawful alignment
each level. However, they can only cast the reverse Prime Requisite: STR
of any cleric spell listed in Labyrinth Lord as re- Hit Dice: 1d8
versible. That means, for example, that a cultist Maximum Level: None
cannot cast cure light wounds but only cause light
wounds. They may, however, cast the 3rd level spell Paladins are fighters in the service of Law. Unlike
animate dead, which is forbidden to clerics. In clerics, paladins serve no known god. Indeed, they
addition, cultists can employ edged weapons. generally consider all gods to be, at best, merely
Cultists have no ability to turn the undead, as powerful otherworldly beings and, at worst, demons
clerics do. Instead they may attempt to command masquerading as divinities. Paladins serve only Law,
them, using the turning undead table. If successful, whom they consider synonymous with Goodness
the cultist may command a total number of hit dice and the only true god. Some have surmised that
of undead equal the number of retainers he may Law is simply another manifestation of the ab-
possess based on his Charisma score. This ability stract Thulian deity, Anyastos (see p. 37). If this
has no effect on the cultists being able to attract is true, no paladin has ever been heard to assert it.
retainers, however. These undead remain under the Regardless, members of this sub-class take par-
cultists command for a number of days equal to ticularly umbrage at gods who claim to be Lawful
the cultists level. Command can, at the cultists and yet subvert Law for evil ends, like Typhon.
discretion, be reestablished after these days have Paladins travel the world singly or in pairs, spread-
elapsed, but a new roll may be required to do so. ing their particular interpretation of Law and root-
A D on the turning undead table means that, ing out cults devoted to Turms Termax, which they
not only can the undead be commanded automat- consider particularly dangerous, moreso even than
ically, but they also serve indefinitely. the temple of Typhon. Interestingly, paladins do
While under the cultists command, intelligent not shun those who do not share their beliefs, even
undead use the Monster Reaction Table to deter- Termaxians. Instead, they seek them out and often
mine their willingness to obey commands that are join their adventuring parties, hoping to use their
potentially self-destructive. If the result on the unique abilities and charisma to sway the wayward
table is Hostile, the undead breaks free of the to their cause. However, a paladin may accept only
cultists power and attacks him. The same result henchmen or hirelings who are Lawful.
occurs if an attempt to command an undead fails. Paladins are uncommon in the region surround-
The cultist class may be available to new char- ing Dwimmermount. Most paladins are travelers
acters at the referees discretion. Lawful clerics may from a far-off land known only as the Kingdom of
become cultists by performing blood sacrifices in the Priest-King, about which little is known. From
evil shrines within Dwimmermountspecifically, this realm, paladins set out on their unusual mission,
in the Altar of Evil (Room 22) on The Reservoir often finding others whom they believe are good
(Level 3B), in the Meditation Chamber (Room 21) candidates to serve as Laws chosen champions.
on The Halls of Lesser Secrets (Level 4), and before These facts, coupled with their penchant for trav-
the Prince of the Undead (Room 4) on The Halls eling incognito makes paladins a mysterious group
of Greater Secrets (Level 5). Clerics who choose to about whom many tall tales and legends have sprung
abandon their faith and become cultists may convert up. Given their rarity and secretiveness, most peo-
their cleric levels to cultist levels on a one-for-one ple have no idea whether any of the stories are true,
basis (all earned experience points being transferred only that paladins are unusual fighting men, unlike
to the cultist class). Moreover, there is great power any others in the world.
in apostasy. Former clerics gain a number of addi- Lawful fighters may find opportunities to become
tional abilities based on the level at which they paladins within Dwimmermountspecifically, in
became a cultist, as indicated in the chart below. the Temple of Law (Room 51) of The Reliquary
These abilities are cumulative. Characters who (Level 2B), from Hu Pan in his cell (Room 49) of
begin play as cultists do not gain these powers. The Prison (Level 8), and from an encounter with
Former Cleric
Bonus Ability
Level
12 +1 to hit against clerics
34 Ability to cast the non-reversed form of one clerical spell per point of Wisdom bonus.
56 +1 damage per die against clerics
7+ A quasit (see Appendix C, New Monsters,p. 350) as a permanent companion. If slain, it cannot be replaced for one year.
39
Chapter 3
Hit point modifiers from constitution are ignored
Languages
The world of Telluria is home to
countless thousands of languages, dia-
Jin Tai in The City of the Ancients (Level 9). Choos- lects, and pidgin tongues. The languages below are
ing this path involves giving up the characters those most commonly spoken and/or studied in
existing class, with all earned experience points and around Dwimmermount.
being transferred to the paladin class. Alternately, Common: A widespread language descended
the paladin class may be available to new characters from Low Thulian. In the years following the col-
at the referees discretion. lapse of the Empire, Common came to be used as
A paladin must be of Lawful alignment, and a trade and diplomatic language between the var-
loses all class abilities if he ever willingly commits ious city-states and nations that arose from the
a Chaotic act. Additionally, a paladins code requires empires ashes. Common shows much local variation
that he respect legitimate authority, act with honor in orthography and vocabulary, so there is a 1 in 6
(not lying, not cheating, not using poison, and so chance that a speaker of one dialect may either
forth), help those in need (provided that they do misunderstand the speaker of another or fail to
not use the help for evil or chaotic ends), and pun- convey his own meaning, if the speaker has not
ish those who harm or threaten innocents. A pal- familiarized himself with the new dialect before-
adin who fails to abide by the aforementioned re- hand. Nevertheless, knowledge of any dialect of
quirements loses all paladin class abilities (see Common is usually sufficient to get by in all but
below), becoming forevermore a fighter of a level the most remote or far-flung regions previously
equivalent to his current experience point total. governed by the Thulian Empire (and in many
Paladins are noted for their modest, even austere regions outside it).
lifestyles, at least compared to ordinary fighters. A Low Thulian: A largely unwritten, non-stan-
paladin may never possess more than five magical dard form of Thulian spoken by the lower classes
items, not counting a single suit of armor, a single and conquered subject peoples of the Thulian
shield, and up to five weapons. In addition, a pal- Empire. Its grammar is considerably simpler than
adin must donate all treasure he acquires to a wor- High Thulian, and its vocabulary includes many
thy and Lawful (Good) cause, except that needed foreign words.
for personal upkeep and that of his henchmen, High Thulian: An elegant, highly-inflected
hirelings, men-at-arms, and stronghold (if any). language with a rich native vocabulary and litera-
In exchange for their tireless devotion to Law, ture, High Thulian was the language of the literary
paladins gain the following special abilities: class during the Thulian Empire. It is spoken by
At will, a paladin can detect evil, as per the aristocrats and scholars in the City-States, and
2nd-level clerical spell of the same name. preserved in the liturgy of the Great Church.
A paladin gains immunity to all diseases. Con- Ancient Thulian: The ancestor of High Thulian,
versely, a paladin can cure disease once per day for Ancient Thulian has a relatively small vocabulary
every five levels he possesses. Furthermore, he can but an exceptionally complex grammar. Spoken by
also heal a total number of hit points of damage the Thulian barbarians who conquered the Eld, it
equal to his or her paladin level 2 each day. is today the preserve of sages and the Great Church,
40
Adventuring of Dwimmermount
whose earliest holy books are scribed in it. be someone in a position of authority within the
Bestial: The various beast-men (gnolls, orcs, City-States, who will serve as both a resource out-
lizard-men, etc.) all share this rough dialect of the side of the dungeon that the player can try to call
Common language descended from the barracks on and a personification of the local interests at
argot of Thulian soldiers. stake in Dwimmermount.
Elven: The liquid, lilting tongue of the elves. Each character should also be aware of the name
Sages who have closely studied elven have found it and title of a NPC chosen by the referee from the
bears faint similarities in grammar and vocabulary tables below. This NPC will be of the same class
with Ancient Thulian and Dwarven. The elves claim and similar or slightly higher level, but their align-
this is because Ephemerals learned to speak from ment or goals should be at least one step removed
their betters. from that of the player character. This person will
Dwarven: The workman-like language of curt typically be a member of one of the rival parties
words with a highly regular, efficient grammar (see Appendix D, Rival Adventuring Parties, p.
spoken by the dwarves. Some of its vocabulary has 363), and their familiarity to the players early in
a faint similarity to Ancient Thulian and Elven, the campaign will help initiate the web of compe-
although dwarves maintain this is because the su- tition and shifting alliances woven as the player
periority of their language was mimicked by the characters and their rivals move back and forth
other races. between the dungeon and the outside world.
Goblin: The fast and guttural language of the The Thulians did not create a system of level
goblins bears no resemblance to any other language titles for non-humans, although individual dwarves
on Telluria, including bestial. Goblins strange,
transpositional grammar is difficult for even sages CLERIC LEVEL TITLES
to learn, although the dumbest goblin masters it Level Cleric Title Exemplar
easily. Goblins insist that theirs is the only native 1 Acolyte Rique of Tyche (L), Five Delvers
language of Telluria.
2 Ostiary Jehan and Enjorran of Typhon (L), Typhons Fists
Precursor: Sages theorize that there may be a
3 Exorcist Guimar of Mavors (L), The Crimson Band
precursor language underlying the similarities of
Ancient Thulian, Dwarven, and Elven, perhaps the 4 Proctor
tongue spoken by the Great Ancients. If so, no one 5 Supernumerary Ysabelon of Asana (L), The Seekers
known to man speaks it. The secrets of this language 6 Numerary
may lay sealed away in Dwimmermount. Hemmet of Don (L), The Free Swords
7 Vicar
Saidon the Archivist (L), Adamas
Level Titles 8 Cleric
In Dwimmermounts past, authorities of the 9 Archcleric High Priestess Morna (L), Adamas
Thulian Empire codified each of the degrees of
advancement within the adventuring professions.
The titles they gave to each level remained in use
FIGHTER LEVEL TITLES
after the fall of the Empire because of their utility,
which may become apparent to players in two ways. Level Fighter Title Exemplar
First, knowing someones level title establishes 1 Veteran Fortin and Lorenz (N), Five Delvers
their capability. If the player characters need some- 2 Man-at-Arms Ondart and Helouys (L), Typhons Fists
one who can cast dispel magic, they can ask at the 3 Warrior Daniau (L), Foursi (L), and Moryse (N), Crimson Band
temples of Adamas for an Exorcist, or interview 4 Swordsman Semays (N) and Pariset (C), Silver Dawn
necromancers in Yethlyreom to find one who can
Sieur Berthan Quarre (L), Fort Aster;
claim the title of Beholder. When a character enters 5 Free Sword Sieur Jehan Cadit N), Fort Oro;
play in a campaign set in Telluria, the referee should Richal (N), Seekers
make the list of titles for that characters class known Castellan Thevenin Verodart (L), Muntburg;
to the player. 6 Sword Master
Lord Adryen Hermen (N), Passara
Second, the hierarchy expressed in level titles is 7 Champion Feliz (N) and Chartain (N), Free Swords
used by characters to measure their own advance- 8 Hero
ment and that of others. The most powerful mem-
9 Lord Despot Mahe Cheron (L), Adamas
bers of a class will generally be widely known with-
in their region, and may in turn keep tabs on up
and comers moving through the ranks. Each new
character entering the campaign will be aware of
the name and title of the highest level NPC who
shares the player characters class and alignment,
as shown on the tables below. This will most often
41
Chapter 3
MAGIC-USER LEVEL TITLES and elves have been known to claim the titles ap-
Magic-User propriate to fighters and magic-users by demon-
Level Exemplar
Title strating the appropriate prowess. Players of dwarf
Thonyn (N), Five Delvers; or elf characters should be aware of two other mem-
1 Neophyte
Genevote (N), Typhons Fists bers of their race as described above, although the
2 Zealot Sedile (L), Crimson Band referee may wish to describe them in terms of rel-
3 Beholder Alina (C), Nantier (C), and Betan (C), Silver Dawn ative rank or status rather than level.
4 Magician Demi-Human Exemplars
5 Philosopher Callett (L), Yethlyreom
Players may invent the details of a pre-existing
6 Minor Adept Dooin (N), Free Swords relationship between their character and the NPCs
7 Major Adept Nycaize Ouyqyant (N), Castle Greenholt of whom they are aware, or leave this to be defined
8 Exalted Adept Councilor Phaedra Thyefaine (L), Yethlyreom through play. The referee should also seek to create
9 Master relationships between these NPCs whenever im-
10 Magus
provisation is called for.
For example, each of the adventure seeds at the
11 Archmagus
end of this section specifies only the general outlines
THIEF LEVEL TITLES of the NPC who might introduce it to the players.
In such cases, the referees first instinct should be
Level Thief Title Exemplar
to employ someone already familiar via level titles.
1 Apprentice Thief Asceline (N), Five Delvers
Sometimes this will be a direct connection: Nycaize
2 Looter Ouyqyant of Castle Greenholt is the most powerful
3 Plunderer arcanist known to the partys neutral magic-user,
4 Journeyman Thief Guibour (C), Silver Dawn so he is a good candidate for the person who is
5 Sneak Gaztea (N), Adamas; Jeffroy (N), Seekers offering a reward for liquid lunar emanations. To
6 Larcener
develop the complexity that will unfold as the cam-
paign grows however, the connection should often
7 Pilferer Bietron (N), Free Swords
be obscured. In such cases, the referee will create
8 Yeggman
a NPC who is new to the players and their charac-
9 Burglar ters, but is linked to someone that they know al-
10 Master Thief ready. This technique presents the setting as an
appropriately expansive world and allows the cam-
paigns cast of characters to grow while still being
DEMI-HUMAN LEVEL TITLES
tied together by invisible strands. As these connec-
Level Dwarf Exemplar Elf Exemplar tions are revealed, the partys separate relationships
1 Yurain (L), Typhons Fists with the familiar and unfamiliar NPCs will deepen.
2 Delster (L), Muntburg Kirthas (N), Crimson Band An encounter with a rival party seeking the same
3 liquid emanations may take an unexpected turn
Ogal (L), Seekers; when it emerges that they were also hired by Ny-
4
Durric (L), Muntburg caize, which may cause the players to reappraise the
5 trust they had formerly placed in their patron.
6 Vonias (L), Free Swords Adaina (N), Free Swords
Spellcasting
7
In the world of Telluria, the term spell refers
8 Linwa Nirmalan (N), Elphame
to a magical formula, whether written or mental,
I absolutely love the level titles of old school [RPGs] and regret that they were dropped from the game
For my Dwimmermount campaign, Im working on totally new lists of level titles that retain the flavor of
the originals while being original. I justify the existence of these titles by saying that theyre remnants of
the days of Thulian rule and have now passed into common usage throughout the main campaign area.
There are some local variations here and there, but, like the use of Latin in the Middle Ages, these titles are
a testament to the common heritage of all the realms and city-states of the present era.
James Maliszewski,
Grognardia,
2/18/09
42
Adventuring of Dwimmermount
43
Chapter 3
Within the last few weeks, rumors have begun spoken of, but recent disquiet among the elders suggests
to circulate that the magical wards that once sealed that something has gone wrong inside the mountain.
off Dwimmermount have fallen. Shadowy figures
are reportedly going into, and coming out of, the Elven Beliefs About
mountain fortress. Dwimmermount
Campaigns which use the history provided in
this book may wish to provide characters with more The origins of Elves and ephemerals alike are
knowledge about the dungeons role in its world, somehow tied up with Dwimmermount, but it
suggesting some of the central themes of the orig- would be gauche to inquire further.
inal Dwimmermount campaign. To indicate the Ephemerals envious of the secret of Elven longev-
typical perspectives of Tellurias inhabitants, this ity persist in searching for it within Dwimmermount.
information differs depending on the characters Dwimmermount is at the center of an enormous
race and sometimes reflects popular wisdom rather astrological observatory, from which one may sight
than historical fact. along the other peaks of the Wintertop range to mark
important heavenly transits and predict conjunctions.
Human Beliefs about Dwimmermount The most important of these is the Triple Con-
Dwimmermount was created by the Great An- junction of Kythirea, Areon, and Ioun, which occurs
cients, the ancestors of men and the founders of only once every 58 years. The most recent Triple
the worlds first civilization. Conjunction occurred two months ago.
Centuries ago, Dwimmermount became the All right-thinking Elves claim descent from those
foothold by which Eld from the Red Planet, Areon, Eld who joined men in fighting against the tasteless
subjugated the natives of Telluria. excesses of the Eldritch Empire, which included
The gods inspired the Thulians, barbaric men consorting with demons.
from an island far to the north, to overthrow the Many of those who seek to enter Dwimmer-
Eldritch Empire and replace it with one of their own. mount nowadays are motivated by the attempt to
Dwimmermount is a sacred place to the Great free a demon prince held within its prison, wheth-
Church, the institutional faith of the Thulian Empire, er they are aware of this or not.
and contains many of its most important temples.
A man entered Dwimmermount and became a Random Rumors About
god. This was Turms Turmax, who was arrested Dwimmermount
and imprisoned by the Thulians for denying the
Great Churchs ban on magic-users and preaching In addition to the general information shared
the pursuit of immortality. After his apotheosis, by all, each new player character should begin play
Turms Termax became the most-worshipped god knowing a rumor about Dwimmermount generat-
in the Thulian Empire. ed from the table on the next page. Existing char-
Typhonians are followers of Typhon, mightiest acters and those seeking more intelligence before
of the Gods of the Great Church, who led the re- descending into the dungeon may also hear rumors
bellion against Turms usurpation of the Thulian from non-player characters (NPCs) in Muntburg
Empire and work to keep his dark secrets imprisoned and elsewhere. Not all of these rumors are true,
in Dwimmermount. They are opposed by Termax- but all of them pertain to some aspect of the dun-
ian cultists who seek to restore Turms empire and geon and should provide additional hooks for giv-
gain the secret of his apotheosis. ing the character a reason to explore the place.
44
Adventuring of Dwimmermount
its inspirations and its descendants. Curious players ple, an expedition which took the most
will also be motivated by the search for knowledge, direct path from the Red Doors of The GP FOR ROOMS AND EXITS
especially as the campaign grows. By tying these Path of Mavors (Level 1) to the stairs Level GP/room GP/exit
motivations together, the referee can help ensure leading to The Reliquary (Level 2B) 1, 2a, 2b, 3a 10 50
that the characters become powerful enough to would pass through four numbered
3b 25 100
face the challenges found on the deeper levels where areas and discover two exits from the
4 50 250
the ultimate answers to their questions may be level, so their map would be worth 140
found. Offering monetary rewards is preferable to gp. An exploration of The Deep Hol- 5 100 500
directly awarding experience points for discovering lows (Level 7) that mapped an equal 6a 150 750
new knowledge because finding and negotiating number of rooms and exits could be 6b 300 1,500
with NPCs who will pay for this lore helps tie to- sold for 3,000 gp. The referee may 7 250 1,000
gether the characters, the dungeon, and the wider reduce the selling price if areas of the 8 2,000 10,000
setting. Furthermore, more money brings more map are partial or inaccurate, while
9 10,000 50,000
problems, generating concrete consequences and annotations or illustrations can increase
potential adventures in a way that simply gaining a maps value. 0 300 1,500
experience does not. The listed value is meant to repre-
sent a maps total worth. Clever play-
Maps ers may realize that their cartography is unlike a
jewel or a magic item in that it can be copied and
The first link between wealth and knowledge sold to many buyers, but interested buyers will
comes from cartography and maps created by player likely want exclusive access. The consequences of
characters during their adventures. In addition to selling multiples of the same map are up to the
the tremendous practical value to the party of such referee, but should certainly include a steep decline
records, both scholars and rival explorers will be in the price that each copy brings (at least 2d20%
eager to purchase copies of these maps. The referee per copy).
can calculate the selling price of such maps using the Selling even a single copy of their map is likely to
table below. The total value will depend on the cause the player characters to encounter rival adven-
dungeon level, shown in the first column. The second turing parties more frequently. Potential buyers should
column gives the value in gold pieces contributed counteract the resultant hesitation among savvy play-
by each room or numbered area shown on the play- ers by offering promises not to use the map for ex-
ers map, while the third column gives the value of ploration, or share it with others who might do so,
each exit from the level that was mapped. For exam- until the player characters have finished with their
DWIMMERMOUNT RUMOR TABLE
1d20 Rumor
1 A secret back entrance leads to the first level. (True)
2 The shadowy figures seen going into, and coming out of, the dungeon are Termaxian cultists. (True)
3 Dwimmermount was sealed off from the outside world by dwarves, who still control the fortress from within. (False)
4 By means of dark magic, the Thulians removed Dwimmermount from the sight of the gods, weakening clerical magic within its walls. (False)
5 Demons and their servitors abound in Dwimmermount. (True)
6 The water in Dwimmermount is toxic and cannot be safely imbibed. (False)
7 A group of dwarves entered Dwimmermount in recent weeks, but did not return. (True)
8 Beware the shades of the ancient Thulians, for they can consume the souls of the living! (False)
9 Portals to other worlds can be found inside Dwimmermount. (True)
10 Every door with a lock is also trapped and can only be safely bypassed by someone bearing a special Thulian seal. (False)
11 An ancient automaton within the dungeon offers aid and healing to adventurers. (False)
12 Dwimmermount was once one of the largest sources of raw azoth in the entire world. (True)
13 Machines in the dungeon can imbue bones with magical power. (True)
14 A gold mine can be found on one of the lower levels of Dwimmermount. (False)
15 An entire brood of dragons nests in Dwimmermount. (True)
16 Replacing the heads of statues can sometimes bring divine boons. (True)
17 Anyone who dies within the walls of Dwimmermount can never be restored to life by any means. (False)
18 The skeletons with bones made of metal are not undead and cannot be turned. (True)
19 Never read anything written on the wall! It is likely to be an ancient Thulian curse. (False)
20 Dwimmermount is suffused with raw magic, making spells more powerful when cast within. (False)
45
Chapter 3
own expeditions. Encouraging the sale of maps serves In the dungeon, rooms which contain reposito-
two purposes in a campaign. As mentioned above, ries of the past are given values which a sage might
this source of treasure earned through adventuring pay for the collection if it were transported en masse.
will help the player characters advance in level so that While this can present an interesting logistical
they are able to face the dungeons increasing danger. challenge, it does not serve the purpose of encour-
Should all the adventurers catastrophically fail in this aging the players curiosity about the setting by
task, having copies of their maps and notes stashed in yoking it to their characters advancement. To that
a sage or rivals archive can justify having a new group end, we offer the Value of Historical Facts table
of characters pick up the thread of a campaign after below.
a TPK or total party kill. The first column presents various questions of
The referee may also wish to make maps of the historical importance within the setting of Dwim-
dungeon available for sale to the player characters. mermount. The second column shows the facts as
Maps created before Dwimmermounts fall, or numbered in the Secret History of Dwimmermount
contemporary maps created using divination, should section of Chapter 2 (p. 19) whose discovery
fetch the values shown above. Those created by would count as historical evidence. The third col-
rival adventurers might go for less, as all rooms umn is the value which characters might derive
shown would likely have been looted by the map- from bringing this evidence to light.
pers. Giving the party a map, and having the char- The listed value represents the total worth of
acters start out in debt equal to its value, can be a each questions answer assuming it is presented
great way to launch an adventure and is especially completely and reliably. Complete evidence means
useful when running Dwimmermount at a conven- that every numbered fact has been demonstrated.
tion or for a higher-level group of player characters. Reliable evidence means that the numbered fact
is documented with a historical book, machine,
Historical Evidence or live testimony from an NPC from the era. Thus
the listed price can only be claimed by selling an
The second link between knowledge and wealth original copy of a book found in the dungeon or,
comes from important historical evidence recovered if the source of information is a person, bringing
from Dwimmermount, which like maps should be them out of Dwimmermount to answer the buy-
counted as treasure recovered from the dungeon. ers questions.
As with other unique treasures whose value is un- If the evidence is incomplete, only a portion of the
known, when and how many experience points are listed value will be earned, generally in proportion to
awarded for historical evidence will depend on the the numbered facts for which evidence is available.
details of its sale. Likewise if the evidence is unreliable, only a percent-
46
Adventuring of Dwimmermount
age of the listed value will be earned. The percentage Oracular Advice: Someone approaches a Law-
will be very low (1d10%) for eye witness testimony ful-aligned character, preferably a cleric, with a
by adventurers, who are notoriously unreliable. Writ- question that he wishes them to ask the oracle re-
ten statements by NPCs, copies of books, sketches of puted to reside within Dwimmermount. The ques-
machines, and so on can net more (5d10%). tion can be anything, but whatever it is, it is im-
Characters of Neutral or Chaotic disposition portant to the person asking it and he will pay the
may, if desired, attempt to profit by fraudulently characters for their troubles. However, the ques-
selling the answer to questions they dont really tioner will require that the character swear before
have information about. When their fraud is even- Typhon that his answer is truthful before he pays!
tually exposed, the referee should decrease the Whether Typhon curses those who lie in His name
value of all future information the characters may is up to the referee to determine.
attempt to sell, as even reliable evidence will be Orc Raiders: Recently, orcs have been sighted
called into question by such behavior. on the slopes of Dwimmermount. As the citadel of
In assigning gold piece values to historical evi- Muntburg has been assaulted by orc tribes in the
dence, we have assigned much greater weight to past, the characters are hired by the Captain of the
evidence that would impact contemporary society Watch to determine whether these orcs are scouts
than to evidence that is merely of historical interest. for a newly gathering army.
Thus revealing that the gods of the Great Church Many more adventure ideas can be easily creat-
were created by man is worth much more than learn- ed simply by flipping through the various levels and
ing that the beastmen were created by the Thulians. looking for unusual features or inhabitants that
We have arbitrarily assumed that the total value might interest outsiders. What is important is to
of the information in Dwimmermount is approxi- find ways to draw the player characters to Dwim-
mately equal to the value of the coinage in Dwim- mermount, providing them with reasons to be there
mermount (about 550,000 gp). The referee should above and beyond killing and looting. Once there,
feel free to increase or decrease the value of histor- and as they interact with the dungeons various
ical evidence depending on his campaigns desired factions and mysteries, they will soon find plenty
rate of advancement, and preference for rewarding of their own reasons to continue to explore.
treasure-hunting versus knowledge-seeking.
Adventure Seeds
In session 2, the players took the map they cre-
Players general desire to learn the secrets of the ated the previous week and started to examine
campaign can be counted on to grow through play, it for routes theyd not yet explored, as well as
which often begins with a specific impetus to enter the likely locations of secret doors or other hid-
the dungeon. What follows is a handful of adventure den features. I was very pleased about this, be-
seeds, all of them associated with The Path of cause it showed the utility of actual map making,
Mavors (Level 1), to provide the kernel around which is something of a lost art in the hobby. I
which a campaign can grow. also liked how the presence of a map allowed
Cartophiles Dream: A local sage who special- the playersto plantheir return to the dungeon.
izes in antique cartography will pay the characters They were more knowledgeable about the lev-
for a map of the Exarchate of Theana that he believes els contents and, by looking at the map, they
can be found in Dwimmermount, and may purchase could make good surmises as to what they might
other ancient maps as well. encounter elsewhere within it and prepared
Dwarven Cemetery: Rumors that something themselves accordingly.
has gone awry within Dwimmermount have reached
a pair of ancient dwarves whose kinsman entered James Maliszewski,
the dungeon years ago to tend to its dwarven cem- Grognardia,
etery. They ask the characters to conduct a discreet 1/12/09
investigation, and may direct them to the path up
the mountains windward face leading to the En-
trance Cave (Room 30) on The Path of Mavors
(Level 1).
Moon Pool: A magic-user believes that there is
a source of liquid lunar emanations within Dwim-
mermounta magic pool. She asks the characters
to find this source and bring back a water sample
in exchange for a hefty fee.
47
Chapter
Vicinity of
Dwimmermount
4
D
The Wilderness
WIMMERMOUNT DOES NOT EXIST IN A VACUUM. Though
the megadungeon is the central feature of the north, others also vie
for that claim, in particular several large settlements of men. This
section presents both the referee and the players with the wilderness
surrounding Dwimmermount to provide context for the dungeon
itself and to open up campaign possibilities beyond exploring its depths.
The Map
The map of the wilderness surrounding Dwimmermount is made up of five-mile hexes, arranged
in columns. Each hex has a four-digit number (0101, 2410, etc.) associated with it. The first two
digits indicate the column of hexes, while the second two digits indicate a hex within that column.
For example, 1405 means that the location in question can be found in column 14, hex 5.
Geography
The region contains a number of general features in addition to the specific locations listed by
hex number below.
Aldleigh Forest
Once denser, the Aldleigh Forest has been worked for its lumber for centuries, though there are
still places within it where Men believe that evil cultists carry on unspeakable rites.
Chapter 4
Southern Forest of Ur
Unlike its northern counterpart, the Southern
Forest of Ur is better known, having once been
partially hewn to make way for a highway to the
west. Since the fall of the Thulian Empire, the
forest has regrown to some extent, engulfing the
former settlements and trade stations that lay along
the highway.
50
Vicinity of Dwimmermount
51
Chapter 4
1403 Tower of the Stargazer comrades and apprentices, he kept his promise to
More information on hex protect Yethlyreom and its shanty town by calling
1403 may be found in
The Tower of the Star-
Legends tell of a wizard so arrogant that he felt up an army of the dead from the vast necropolises
gazer by James Edward the entire sky was naught but a lens for him to view surrounding the city.
Raggi IV, published in the stars. Though the wizard is long gone (or so After their victory against the bandits Bion and
2010 by Lamentations the legends say), his tower still remains. his companions, at the head of an army of both
of the Flame Princess.
undead and peasants, stormed the walls of Yethly-
1425 Yarm reom and cast down the clerics of Donn, claiming
Population: 2,000 Mixed; Alignment: Neu- the city for themselves. Bions first edict banished
tral; Ruler: Mayor Guerin Lamy, 0-Level, N; clerics of any sort from inside the citys walls. Nec-
Resource: Market romancy was practiced openly and anyone, regard-
Yarm is a lively port city built at the confluence less of social status, who demonstrated the ability
of three rivers. Its people are renowned to work magic was taught to do so in service to the
as hagglers and traders without peer; they city-state. Since Bions time, Yethlyreom has grown
All these trips back to Muntburg buy and sell almost anything and the scope powerful and influential, rivaling even Adamas. It
or Adamas to re-supply and seek of their wares draws visitors in large num- is now one of the major power centers of the
out new hirelings to replace their bers from across the North. post-Thulian world.
fallen comrades are opportuni- Although its armies, constabulary, and workers
ties to roleplay and to explore the
1737 Retep City consist in large part of mindless undead, Yethlyreom
world outside the dungeon Population: 40,000 Men; Alignment: is every bit as much on the side of Law as is Typhon,
Not every trip back to Adamas Lawful; Ruler: Lord Mayor Heriot Late- and the city streets are actually a bit less labyrinthine
is an occasion for me to throw gnem, 0-Level, L; Resource: Market and gloomy than those of Adamas. By and large, Ye-
some random encounter at the Retep is a large city-state and a rival to thlyreom is a peaceful, justly-run city. Its use of Cha-
party or to introduce some ec- Adamas (2415) for influence in the North. os-tainted magic began out of desperation but has
centric NPC -- but many are. I rel- Its lord mayor is largely a figurehead, with evolved into an orderly, almost scientific approach to
ish those opportunities, because true power lying with the merchants, aris- death, dying, and the afterlife that has served the city-
theyre where I get to ground the tocrats, temple leaders, and guild repre- state well, even if it sometimes results in one or more
characters and the dungeon in sentatives who make up his advisory coun- necromancers succumbing to seduction by Chaos.
a larger context and to create cil. Their constant infighting has so far Cadavers, by law, cannot be sold in Yethlyreom,
a web of connections that I prevented Retep City from achieving the and the corpses of all who die within its gray walls
can then later use for ideas, both kind of dominance it might otherwise become property of the citys ruling council for
within and without the dungeon. have. animation into undead servitors. Riverboats dock
in the outlying foreign quarter, where the rules of
James Maliszewski, 1918 Yethlyreom the inner city do not apply.
Grognardia, Population: 15,000 Men; Alignment:
6/23/09 Lawful; Ruler: Phaedra Thyefaine, MU 8, L; NPCs in Yethlyreom
Resource: Market Callett (magic-user 5) is a distinguished older
Called the City of the Dead, Yethly- gentleman whose commanding but un-sinister voice
reom is ruled by a council of necromancers, who is quite at odds with his stature as a necromancer.
use their powers to raise undead to fight against His large place of business is packed with weird and
even more monstrous forces in the north. Yethly- disgusting merchandise and staffed by his young
reom is an uneasy ally of Adamas (2415), much to apprentices. Callett is known to stock several scrolls
the chagrin of the temple of Typhon, which sees of popular spells like magic jar, which retails for
the city as an abomination in the sight of their god. 1500 gp, as well as materials for the creation of
Originally a pilgrimage site dedicated to Donn, golems.
god of the dead, Yethlyreom rose to power early in
the Sixth Era. Following Thules imperial collapse, 2206 Winterburg
Yethlyreom was a haven of safety and stability soon Like Muntburg (2511), Winterburg was a forti-
swamped by migrants, refugees, and displaced per- fied Thulian town founded to guard the passage
sons. The clerics of Donn instituted taxes and fees through The Wintertops. Winterburg currently lies
More information on hex to eject the lowest orders from inside the walls of in ruins, having been destroyed by a marauding
2318 may be found in the city. Soon a sizable shanty town grew up, in- army of orcs supposedly led by a demon.
The Cursed Chateau by habited by those unable to pay the levies. When a
James Maliszewski, pub- bandit army of former Thulian legionaries appeared 2318 The Cursed Chateau
lished in 2011 by Grog-
nardia Games. in the countryside, those outside the walls begged Once the estate of Jourdain Ayarai, an aristocrat
to be allowed inside, but the clerics of Donn did from Adamas (2415), the chateau is reputed to lan-
not hear their pleas. It was then that a magic-user guish under a curse brought upon it when its master
named Bion appeared. Along with a small band of committed suicide after a long and dissolute life.
52
Vicinity of Dwimmermount
Parties of adventurers have attempted to explore and ing its inner office. Jasper is a major supplier of
loot the chateau, but thus far, none have returned. Saidons obsession with spoons and other curios.
Jasper is familiar with azoth as philosophers mer-
2410 Dwimmermount cury, a rare element believed to be a distillation
Details of this extensive Thulian fortress within of magic iteslf and a key ingredient in transmuting
The Wintertops can be found elsewhere, starting base materials into higher ones. Because adventur-
on p. 111. ers seeking to sell or appraise samples of azoth are
likely to wind up at Jaspers shop, it is closely
2415 Adamas watched by several groups of Termaxian cultists.
Population: 50,000 Men; Alignment: Law- Gaztea is a cynical, pipe-smoking thief and fence
ful; Ruler: Despot Mahe Cheron, Ftr 9, L; Re- known for her social skills and underworld connec-
source: Market tions. It pains her to think that expeditions might
Founded as Fort Adamantas during Thulian leave behind or even destroy items whose value they
times, the city-state now known as Adamas is the fail to recognize. She may join those which offer
largest bastion of Men in the North. Its despot paid opportunities to learn things, such as alchemy
rules harshly, supported by the temples of Typhon and ancient Thulian, that will help her better ap-
and Tyche, both of which recognize that the need praise discoveries and gain new secrets to sell.
for stability outweighs other considerations when
so many beastmen and monsters threaten civiliza-
tion in the region. ADAMAS HIRELINGS FROM THE ORIGINAL CAMPAIGN
The temple of Tyche has a mostly female hier- Hrothgar, a 2nd-level mercenary Northman
archy who are popularly believed to be flighty and Wulfhere and Brandis, mighty fighting men
unreliable due to their dedication to the workings
Fighters Drogo and Osric, who boasts a +1 sword acquired on a previous job
of chance. The temple of Typhon demands unfor-
giving discipline, but remains popular because it Cormac, archer, Eryth, guard, and Hap, groom
has a history of defending Adamas and other bas- Angrboda, a statuesque nigh-Valkyrie, possibly with some giant blood in her
tions of Law in times of need. Murn, dwarf crossbowman, and Marius, junior cleric of Tyche
NPCs in Adamas
High Priestess Morna (cleric 9) has risen to 2425 Vidda Gaztea was a non-play-
er character in the original
lead the temple of Tyche through equal parts luck Dwimmermount cam-
and devotion. She is a member of the Senate of Population: 2,500 Mixed; Alignment: Neu- paign. Referees who wish
Adamas, but wields her secular and religious pow- tral; Ruler: Mayor Colin Landon, 0-Level, N; to use her will find her
characteristics below.
er lightly and relies on the temples lesser priests to Resource: Ore
advise others in how best to act in accordance with Vidda is a mining town, dedicated to the ex- Gaztea (Level 5 Neutral
the Ladys will. Morna rewards tithes to her temple traction of adamant from the southern Shield Wall Female Thief) AC: 7 HP: 21
with access to its extensive library and with her Mountains (see above). Several large companies have STR 6 INT 17 WIS 8 CON
miracles, which have no equal in the City-States. grown up to handle the extraction, as it is an expen- 10 DEX 12 CHA 10
She has been known to provide scrolls of raise dead sive and sometimes dangerous process, primarily due Gaztea Equipment:
to adventurers doing Tyches work, but also to to the strange monsters from The Starfall (see above) Dagger +1, hand axe +1,
become more standoffish if she sees them as rivals which seem inexplicably drawn to the extracted ore. sling +1, leather armor +1,
backpack, 4 flasks of oil,
in the making. 1 weeks iron rations, 50
Saidon the Archivist (cleric 7) is the High Priest 2511 Muntburg rope and grappling hook,
of Typhon and maintains a museum of artifacts, Population: 500 Men; Alignment: Lawful; helm of comprehend lan-
relics, and the skeletal remains of strange creatures, Ruler: Castellan Thevenin Verodart, Ftr 6, L; guages, belt of adaptation,
medallion of light, 4 po-
among which the display of ancient eating utensils Resource: Market tions of healing, 2 potions
is his pride and joy. Saidon is a wizened old man This fortified town serves the dual purpose of of extra-healing, 4 potions
wearing a voluminous robe covered in pockets of keeping watch over the passage through The Win- of neutralize poison.
varying sizes who likes to complain about the dif- tertops and Dwimmermount itself. More informa- See Appendix A, New
ficulty in finding spoons in the city-state, as the tion on Muntburg can be found on pages Magic Items, p. 325
local custom is to drink soups and stews. He is 57-63.
more helpful to adventurers than one would expect
from the cleric of a god as cruel as Typhon, but 2613 Smerdlaps Crossing
owes his position to the inquisitors of his faith and Population: 100; Alignment: Lawful; Ruler:
does not question their often merciless rulings. Mayor Ragnar, 0-Level, L; Resource: Farm
Jasper (normal man) is a sage and alchemist. His Built near a ford on the Makrono River, Smerd-
place of business is next door to a candle shop, and laps Crossing is a tiny farming community under
has a door trap involving a bucket of acid protect- the protection of Adamas (2415).
53
Chapter 4
54
Vicinity of Dwimmermount
4221 The City Out of Time eree to determine. It certainly lies close enough to
Dwimmermount to have served as a launching point
Whether this city even exists is open to debate for invasions of the dungeon in past eras.
among scholars. Legends claim that, on certain These two underground cities are merely the
nightsnaturally there is debate as to which ones largest of the countless warrens, labyrinths, and
an ancient city briefly appears. It is said that mag- dungeons that lay hidden below the surface of the
ical guardians slay any who attempt to make off wilderness. Factions in every era of Dwimmer-
with the citys treasure. mounts history dug passages beneath the earth.
Adventurers who explore the passages leading off
Subterranean Locations map from the Deep Hollows (level 7) or sail beyond
the docks of the City of the Ancients (level 9) will
Two important sites are not shown on the wil- discover an interconnecting web of tunnels and
derness map due to their depth beneath the surface. canals that makes Dwimmermount seem miniscule.
The first of these is the Ranine city of Ghothulel. Dungeons such as the Outyard (see above) and
Ghothulel lies in a large underwater cavern a quar- other ruins of various eras also contain entrances
ter-mile below the Cursed Chateau in hex 2138. It to this underworld. There is a 1 in 6 chance that
is rumored that the lowest level of the Chateau an entrance to these Stygian depths is located in
contains a tunnel which descends directly to this any given hex on the surface, although all are dif-
horrific metropolis. ficult to find and many are choked with rubble and
The second site of importance is Ygolcyak, the debris.
crystal hemisphere which brought Thelidu to Tel- The referee may map the underworld prior to
luria and which now serves as that dread races beginning play, or randomly generate passages as
capital. The location of Ygolcyak is up to the ref- needed by rolling on the following table:
SUBTERRANEAN LOCATIONS
1d10 Era Creators Structure Connected to Connected by Occupants (1d10)
Underground canals 1 Terrim lair
Azoth-imbued domes carved The City of the Ancients (level 9),
1 1st Ancients and subterranean 2-7 monster lair
into the living rock hex 2410 (Dwimmermount)
rivers 8-10 empty
1 Thelidu lair
Crystal hemispheres deep Nightmare maze of
2 1st Thelidu Ygolcyak, somewhere below 2-7 monster lair
beneath the earth warring shafts
8-10 empty
1-2 Mongrelmen lair
Deeply-dug mines, collieries, Deep Hollows (level 7), hex
3 2nd Servitors The Deep Passages 3-7 monster lair
and quarries 2410 (Dwimmermount)
8-10 empty
Underground canals 1-2 Ranine lair
Shrines and vaults suffused Ghothulel, mile below hex
4 2nd Ranine and subterranean 3-7 monster lair
with Chaotic energy 2138 (Cursed Chateau)
rivers 8-10 empty
House of Portals (level 3A), hex
1-3 Eld lair
Dungeons, labyrinths, menag- 2410 (Dwimmermount); hex
5 3rd Eld Arcane portals 4-7 monster lair
eries, or sanctums 1403 (Tower of the Stargazer); or
8-10 empty
hex 2704 (Eldritch Ruins)
1-3 Derrim lair
Subterranean citadels or Derrim citadel below hex 3627
6 3rd Derrim Fortified tunnels 4-7 monster lair
fortified outposts ((The Outyard)
8-10 empty
Thulian forts at hex 825 (Lloraec), Crudely-hewn 1-4 Beastmen lair
Hand-dug warrens below
7 4th Beastmen 2511 (Muntburg), and 2206 tunnels and natural 5-7 monster lair
surface lairs
(Winterburg) caverns 8-10 empty
Dwarven works at hex 3413 1-4 Dwarven lair
Vaults excavated near mines
8 4th Dwarves (Ghaz Droonan), 2718 (Passara), Mine shafts 5-7 monster lair
and ore veins
or 2425 (Vidda) 8-10 empty
Catacombs, crypts, and
1-5 Undead lair
shrines below the cellars of Surface dwellings and shallow
9-10 5th+ Men Secret passages 6-7 monster lair
monasteries, castles, and dungeon levels
8-10 empty
chateaus
55
Chapter
Muntburg
5
T
HE FORTIFIED TOWN OF MUNTBURG (meaning mountain cas-
tle in a now-obscure local language) was built during Thulian times to guard
the trade route through the Wintertops, at the other end of which lay Win-
terburg (2206). Of relatively minor importance in those days, Muntburg has
grown considerably since the fall of the Empire. Now under the authority of
the City-State of Adamas (2415), Muntburg still guards the trade route (which
is considerably less active than it once was), but its primary purpose is to keep
an eye on Dwimmermount and the adventurers and cultists that are drawn to the ancient citadel.
MUNTBURG MILITARY
General Notes Rank # Locations
Muntburg is an extremely Lawful place. Its military and civilian popula- Castellan (Ftr 6) 1 18
tions lead orderly lives and any breaches of the peace will trigger the sound- Captain, Bailiff (Ftr 3) 2 19, 25
ing of the alarm, which will summon 1d4+2 guardsmen within 1d3 turns. Sgt., Corporal (Ftr 2) 2 2, 20
The guardsmen prefer to subdue any lawbreakers, but will use deadly force Cavalrymen 24 18
if necessary. Arrestees will be taken to one of two cells located in each of the
Crossbowmen 24 1, 21, 22
Inner Gates (see 19) for interrogation by the Captain of the Guard or the
Guardsmen 40 19, 20
Castellan. Based on what is learned, lawbreakers may be released with a
warning, a fine, or a steeper punishmentup to, and including, death. Men-at-arms 109 1, 2, 15, 16, 17, 24, 25
Referees seeking visual references for Muntburg or information about the
communities which support the fortress may find it useful to know that its
map is based on Rhuddlan Castle, built in Wales in 1277.
Population
Throughout this section, NPCs are described using shorthand statistics for commonly encountered types.
Cavalryman: Besides his arms and armor, each cavalryman possesses 1d10 cp and 1d8 sp.
[AL L, MV 60 (20), AC 2 (plate mail & shield), HD 1, HP 7, #AT 1, DG 1d8 (long sword), 1d6
(hand axe), or 1d4 (dagger), SV F1, ML 11]
Chapter 5
Crossbowman: Besides his arms and armor, each Normal Man: A normal man is any non-com-
crossbowman has ten bolts for his heavy crossbow batant inhabitant of Muntburg. If attacked he will
plus 1d6 cp and 1d4 sp. In melee combat, each generally flee and sound the alarm.
crossbowman will switch weapons to his short sword
and shield. [AL L, MV 120 (40), AC 9, HD 1, HP 3,
[AL L, MV 90 (30), AC 5 (chainmail) or #AT 1, DG 1d4 (dagger), SV NM, ML 7]
AC 4 (chainmail & shield), HD 1, HP 5, #AT
1, DG 1d8 (heavy crossbow) or 1d6 (short Locations
sword), SV NM, ML 10]
58
Muntburg
provides other legal services as well. He keeps me- Here dwells Bynde Petre, a merchant who, along Lars and Lorne, brothers,
skilled with slings
ticulous records and a large portion of the bonding with his brother Aurri, commands a caravan that
house is taken over with his archives. His private travels between Muntburg and Adamas. Conse- Henga the shield maiden
and Sam the archer
quarters are located in a back room. quently, there is a 50% chance that at least one broth-
At any given time, there are between 1d6+3 mer- er is not present at any given time. The brothers are Brakk, goblin torchbear-
er, skilled in finding traps,
cenaries looking for employment in Muntburg. These normal men who deal primarily in exotic goods from works quite cheaply but
are 1st-level fighters, equipped with long swords, far-off lands and Thulian antiquities, both of which with dubious loyalty
daggers, leather armor, and shields. A typical wage are much beloved in Adamas. They will purchase Ragnar, doughty peasant,
for dungeon exploration is 1 sp per day if provided any non-magical goods brought from Dwimmer- seeking adventure to pay
his fiancees dowry
with heavier armor (at least chain mail) and missile mount at 50%+1d20% the value listed in the dungeon
Erik and Ethil, jovial twin
weapons. Otherwise, the wage is 1 gp per day. level descriptions. If pressed, they will explain that Northmen, proud of their mus-
anyone wanting a greater profit will need to travel cles, speak in thick accents
4. Public Stables to Adamas themselves to make the sale.
This building is where travelers can stable their The brothers also sell goods that they have pur-
horses while in Muntburg. At any given time, there chased, though there is generally little interest in
are 1d10 horses of various types (mostly riding them in Muntburg. Currently, they have the fol-
horses), as well as 1d6 mules. The stables are tend- lowing available for sale:
ed by 2d4 stable boys, the oldest of which is named A malachite bowl (25 gp), an onyx statue (100
Happ and hopes one day to become an adventurer. gp), a Thulian signet ring (300 gp), a hairpin (60
The stable boys are all normal men. gp), a necklace (30 gp), a pair of dragonskin boots
(500 gp), a silver holy symbol of an unknown god
5. Temple of Typhon (50 gp), a jeweled coffer (100 gp), and a dwar-
The largest structure devoted solely to religious ven-made silver belt (150 gp).
purposes in Muntburg is the temple of Typhon, These items are in addition to the 1,258 gp that
overseen by a cleric named Louys Herint and his they keep in a large locked chest in their rooms
two acolytes, Mathyeu and Symon. Herint, like upstairs.
59
Chapter 5
60
Muntburg
Unlike Louys Herint (see 5), Emelisse is friendly Although he will not willingly divulge this in-
and welcoming to all, making her particularly formation, Climent was approached by Nilus, who
well-regarded by travelers and adventurers who pass he knew to be an Exalted Adept and the leader of
through Muntburg. She provides her spells to any- a Termaxian group called the Azure Twilight. Ni-
one who makes even a modest offering to the chap- lus hinted at the secrets of immortality to be dis-
el. At any given time, there is d100 sp in the offer- covered within Dwimmermount. Climent believes
ing box of the chapel. that the Azure Twilight did find a way into the
Emelisse [AL L, MV 90 (30), AC 4 (chain- dungeon, but does not know where Nilus is and
mail & shield), HD C3, HP 10, #AT 1, DG has failed to find out how the reports are picked
1d6+1 (mace +1), SV C3, ML 9] up. The truth is that Nilus is currently in The
Spells: 1-cure light wounds, detect magic; Manufactory (Level 6B) trying to interface with
2-bless the Great Machine (Room 40). The Termaxian
uses polymorph self to take the form of a xorn (see
12. Merchants Council Appendix C, New Monsters, p. 360), glide through
the intervening mountain, and swallow the tablet
This large and nicely appointed building is where from within the stone of the staircase.
the merchants of Muntburg and the surrounding area Climent [AL N, MV 120 (40), AC 9, HD
meet to discuss matters of mutual interest. Thus the MU1, HP 3, #AT 1, DG 1d4 (dagger) or by
building contains offices, meeting rooms, and even spell, SV MU1, ML 10]
bedrooms for the use of the merchants and their Spells: charm person. He has a potion of
designated guests. The chief councilor, Bertelemy invisibility.
Noion (a normal man), is here at all times, protected
by five mercenary men-at-arms in his employ. Noion 14. Flask and Scroll Tavern
carries 20 gp with him, wears a gold chain (worth
100 gp) and a signet ring (worth 200 gp). Run by Macyot and his family (wife, two sons,
Mercenary men-at-arms (5) [AL L, MV 90 and a daughter), the Flask and Scroll Tavern is open
(30), AC 4 (chainmail & shield), HD 1, HP 6, day and night and is usually bustling with activity.
#AT 1, DG 1d8 (long sword), SV NM, ML 9] Both travelers and regular residents of Muntburg
come here for good food and drink, as well as to
13. Green Dragon Inn socialize and swap stories. At any given time, there
are 1d6+2 patrons (mostly guardsmen or men-at-
Maintained by a middle-aged man named Asce arms) in the tavern; there is a 25% chance that one
and his wife, Doree, this inn has four private rooms of them is one of the following NPCs (roll 1d6):
(costing 1 gp per night) and a common room with 1. Pieru Danthan (see 2)
enough space for a dozen (1 sp per night). Both 2. Tasin (see 6)
Asce and Doree are normal Men. 3. Durric (see 8)
Currently the only guest is a 1st-level magic-us- 4. Delster (see 10)
er named Climent, who has been staying at the 5. Emelisse (see 11)
Green Dragon Inn for two months. Climent says 6. Climent (see 13)
that he is tired of waiting for the arrival of the rest The taverns bill of fare is as follows:
of his adventuring band, the Red Shields. He is
Breakfast (Simple) 5 cp
eager to join another party, but requests a retainer
of 50 gp up front. If the referee wishes to provide Breakfast (Fancy) 5 sp
his player characters with a rumor, adventure hook, Dinner (Simple) 5 sp
or partial map of the dungeon, he may have Climent Dinner (Fancy) 1 gp
offer it in exchange for this payment. Supper (Simple) 3 sp
In fact, Climent is already employed to keep
Supper (Fancy) 7 sp
watch on Muntburg by the group of Termaxian
cultists who entered Dwimmermount through the Small Beer (Pint) 5 cp
Alchemists Door (See Chapter 7, Factions in the Heavy Beer (Pint) 1 sp
Dungeon, p. 98). He has been instructed to write Ale (Pint) 2 sp
his reports on lead tablets, with which he makes a
Mead (Pint) 1 ep
trip up the mountain every three days to leave inside
a gap in the stairs near this entrance. If he joins a Wine (Table) 1 ep
party, Climent will send his initial payment to Ad- Wine (Fancy) 1 gp
amas to hire a spy to take over his surveillance of
Muntburg, and will add his own reports on the
partys activities whenever he returns to Muntburg.
61
Chapter 5
15. Cavalry Stables in each structure and at least half of them will be
present and/or on duty at any given time.
Two dozen warhorses and 1d6 riding horses are Besides their arms and armor, the Captain of
kept here tended by three stable boys (normal men) the Guard and the Sergeant of the Guard each
and guarded by two men-at-arms. carry 15 gp with them.
Alixandre Vaast [AL L, MV 60 (20), AC 2
16. Great Hall (plate mail & shield), HD F3, HP 19, #AT
The Great Hall is where the Castellan (see 18) 1, DG 1d8+1 (long sword +1), SV F3, ML 11]
holds audiences with visitors and dignitaries. The
Hall is very well appointed and also contains two Roguelin Gencien [AL L, MV 60 (20), AC
rooms where individuals of importance can retire 2 (plate mail & shield), HD F2, HP 13, #AT
while in Muntburg. Most of the time, the Hall is 1, DG 1d8 (long sword), SV F2, ML 11]
locked. The only keys are in the possession of the
Castellan and the Captain of the Guard (see 19). 21-22. Inner Towers
Two men-at-arms stand guard outside the Hall at These two towers stand 50 feet tall and house ten
all times. crossbowmen each. At any given time, three will be on
duty atop the tower, while the others will be within.
Much as I love [Gygaxs classic module] B2, it some-
17. Barracks
times feels a little too de-contextualized perhaps This large wooden 23. Private Apartments
by design but I find I like context for my ad- building houses fifty These small two-story buildings can be rented
ventures, particularly low-level onesI dont find men-at-arms, though at a cost of 100 gp a month. The buildings contain
the Keep particularly compelling, a problem made few will be present here limited furnishings (simple beds, tables, and chairs),
all the more obvious to me in my own Dwimmer- during the day. but are dry and comfortable. There are eleven of
mount campaign, where Muntburg is a close these apartments in Muntburg, and at any given
relative of the Keep in terms of depth and detail
18. Quarters time, 1d8+3 of them will already be rented out.
(which probably explains why both the players This building is
and myself prefer to visit Adamas, even though its home to the Castellan, 24. Watch Towers
farther away from the dungeon). Thevenin Verodart, as These eleven towers stand 40 feet tall. Each
well as two dozen cav- houses five men-at-arms.
James Maliszewski, alrymen. The Castellan
Grognardia, has private quarters on 25. Bailiffs Tower
11/18/09 the second floor, where The bailiff, Lambert, lives here along with ten
he can be found at men-at-arms. Lambert keeps an eye on everything
night. During the day, that happens within Muntburg from this 45 feet
he is wandering about tall tower, reporting directly to the Captain of the
the inner keep and mingling with his men. Guard. He is an experienced fighter, and besides
Besides his arms and armor, Verodart has two his arms and armor, he carries 10 gp at all times.
potions of extra-healing, boots of speed, and gauntlets Lambert [AL L, MV 60 (20), AC 1 (plate
of ogre power. Though aging, he is still in fine phys- mail & shield +1), HD F3, HP 18, #AT 1,
ical condition and much beloved by those under DG 1d8 (long sword) or 1d4 (dagger), SV F3,
his charge. He carries 50 gp with him at all times. ML 11]
Thevenin Verodart [AL L, MV 60 (20), AC
1 (plate mail +1 & shield), HD F6, HP 38, 26. Inner Wall
#AT 1, DG 1d8+5 (long sword +2 & gauntlets
of ogre power), SV F6, ML 11] The inner wall, protecting the Inner Keep, is 10
feet thick and 20 feet tall.
19-20. Inner Gates
27. Outer Wall
Standing 30 feet tall, the Inner Gates protect The outer wall of Muntburg is 5 feet thick, 30
the Keep. A portcullis and metal-reinforced doors feet tall, and punctuated by eleven small, 40 feet
bar the way and no one except soldiers is allowed tall towers (see 24).
to pass through either gate without the expressed
permission of either the Castellan (see 18) or the 28. Inner Keep
Captain of the Guard. The Captain of the Guard, A water well is located in the center of the Keep.
Alixandre Vaast, dwells in a room on the upper Where well-worn paths have not been cut through
floor of 19, while the Sergeant of the Guard, it, there is grass in this area. During the day, 1d6+12
Roguelin Gencien, dwells in a similar room on the guardsmen and/or men-at-arms will be present
upper floor of 20. Twenty guardsmen are quartered here, engaged in drills or weapons practice.
62
Muntburg
How to Use This Section Vampires. Servants whisper that key per-
sonnel in Muntburg have ceased going out
Although Muntburg may serve as the home base in daylight and are no longer visible in mir-
for an adventuring partys initial expeditions, its lim- rors. These new vampires may be thralls
itations including the reduced profits from the local created by Sittas in his scheme to gain pow-
sale of rarities taken from the dungeon and the un- er, or they may have been persuaded by
availability of advanced items and services are in- Cyrus to accept undeath in order to better
tended to push the campaigns adventures outside the defend the fortress against the threat of
dungeon toward Adamas and the other City-States, Turms Termax. See The Ossuaries (Level
which offer a wider canvas for the referees imagination 6A), Rooms 15 and 32, for details on these
and more scope for the party to get into trouble. master vampires.
Likewise, although players who wish to develop their
characters roots may use Muntburg to do so, restrict-
ing all characters to this background would close off
many more evocative and open-ended possibilities.
Muntburgs first advantage is that it is mundane,
establishing a baseline against which the megadun-
geons increasing strangeness can be appreciated.
Its second is that it is manageable in scope, making
it possible to detail all key areas in a way that would
be impossible in a place like Adamas. Taken togeth-
er, these mean that Muntburg is best seen as a
microcosm in which changes throughout the cam-
paign can be clearly observed.
Because they are likely to become richer and
more powerful than anyone listed in Muntburg,
the player characters will often instigate these chang-
es. Referees are also encouraged to introduce their
own developments, which may reflect those taking
place elsewhere in the setting or initiate new themes.
The following provide some possibilities:
Inquisitor. A higher-ranking cleric of Ty-
phon is dispatched by the temple of Adamas
to root out Termaxian cultists. Given that
Turms followers are highly motivated to
remain close to Dwimmermount and have
had two centuries to insinuate themselves
into Muntburg, the inquisition may be as
fruitful as it is disruptive.
Imperial Sympathizers. Muntburgs gar-
rison is greatly expanded to prepare for the
risk of invasion forces sweeping out of the
dungeon, but weakened by internal con-
flicts. The bulk of the new troops are con-
scripts with poor discipline, while many of
the most experienced arrivals are openly
nostalgic for the glories of empires past and
susceptible to the appeals of Volmarian
agents and Termaxian cultists.
The Charmer. A magic-user becomes the
talk of Muntburg by hosting sumptuous
banquets and lavishing gifts on its most
important citizens. His influence may be
aided by arcane compulsions and guided
by the schemes of those who are bankroll-
ing him, or may simply reflect the feverish
atmosphere generated by Dwimmermounts
re-opening.
63
Chapter
Overview of the
Dungeon
6
A
s a megadungeon, Dwimmermount presents the referee with a wide and
potentially daunting variety of elements to work with. This section serves
as a guide to some of the most important aspects of using Dwimmermount.
Relation to Muntburg
Dwimmermount lies approximately three miles to the northwest of Muntburg
(see Chapter 5, Muntburg, p. 57) by means of an old Thulian trade road that
passes through the Wintertop Mountains and toward the now-ruined fortress of
Winterburg. This road is not well traveled today, as there are few settlements to the north and even less
trade. Likewise, the authority of Adamas does not extend far beyond Muntburg itselfanyone who
leaves its walls and heads in the direction of Dwimmermount is on their own. Brigands often lurk near
the dungeon, attracted by rumors of the treasures to be had within and preying on treasure-seekers.
From the trade road, stairs can be seen ascending towards Dwimmermounts peak. At their base they
run in broad switchbacks through fortifications ruined since the Fall of Dwimmermount at the start of
the Sixth Era. Archways are frequently set into low walls along this section of the stairway, including
one called the Alchemists Door for the arcane symbols engraved into its archstones. Many believe that
these are more than simple ornaments, and the authorities in Muntburg are accustomed to, if not com-
fortable with, strange folk with reagent-stained hands who rent rooms in town, but spend their days
trying to work out the secrets of the Alchemists Door. Rumors that someone has succeeded at this are
true, but almost none are based on actual knowledge of the Termaxian infiltration.
Emerging from the fortifications, the stairs become straight and then narrow as they reach the Red
Doors, so called because they are made from a reddish metal known to sages as Areonite, brought to
Telluria from the Red Planet. The Red Doors were the main entrance to Dwimmermount, and attempt-
ing to open them is a common rite of passage for Muntburgs youth. Recently an adventuring party from
Adamas, Typhons Fists, discovered that the Red Doors were no longer sealed and word is beginning to
get out despite its best efforts at secrecy.
A third entrance to the dungeon is mostly a secret of the dwarves, passed down since their ancestors
helped to carve its halls. For centuries, a few dwarves in each generation have followed a precarious trail
along the windward side of the mountain to join the dungeons custodians. Only dwarves or those with
a similar eye for stonework will perceive the Stone-Wrought Stairs at the end of this trail, and (until
Chapter 6
recently) only dwarves could pass through its en- pletely cut off from this plane of existence: The area
trance. Several groups of dwarves have recently effectively becomes a pocket dimension that does
passed this way, but none have returned. not exist relative to the world of Telluria. The en-
closed area appears to scrying attempts as an emp-
The Arcane Barriers ty void. Its actual contents cannot be detected, and
no passage, communication, or influence of any
The Red Door, Alchemists Door, and Stone- means is possible across the sealed barrier. Arcane
Wrought Stairs, and other entrances to Dwimmer- spells which involve inter-planar communication
mount have long been closed. From the construc- or travel do not work in areas within a sealed bar-
tion of The Manufactory (Level 6B) two thousand rier, including conjure elemental, contact other plane,
years ago until its takeover by Termaxian cultists control weather, dimension door, fly, invisible stalk-
two months ago, Dwimmermount has been shield- er, passwall, reincarnation, and teleport. Divine
ed from intrusion by an arcane barrier that enclose magic is better able to circumvent active arcane
its perimeter entirely, from the tip of its peak all barriers (see below) but the clerical spells commune
the way down to depths of The City of the Ancients and raise dead still do not function within.
(Level 9). The Perimeter barrier entirely encloses Activated Barrier: Like a sealed barrier, an
another barrier, the Outer Prison, which itself en- activated barrier appears as a wall of force that is
closes a third barrier, the Inner Prison (both on impervious to all physical and arcane attack. How-
Level 8). These barriers, layered like an onion, are ever, the enclosed space still has some connection
all powered by the astral dome over The City of to its plane of existence, and it can be passed through
The Ancients, and controlled by the Great Machine safely at designated gateways if certain conditions
(Room 40) on The Manufactory (Level 6B). are met (discussed below). Other than allowing
this limited ingress and egress, an activated arcane
Sealed, Activated, and barrier functions as described above, being impass-
Deactivated Barriers able and impervious to all magic and physical force,
and causing damage and paralysis to those who
Each of the three barriers can be sealed, acti- touch it. Arcane spells which involve inter-planar
vated, or deactivated. When sealed, a barrier is communication or travel still do not function with-
entirely impassable; when activated, a barrier is in areas enclosed by an activated barrier, but the
traversable at specific places under particular con- area can be scryed upon and telepathic communi-
ditions; and when deactivated, a barrier is freely cation is possible.
traversable. For the past two hundred years, the
Perimeter and Outer Prison barriers have been Gateways through the Barriers
activated while the Inner Prison barrier has been
sealed. At the start of the campaign, the cultists The Gateways through the Arcane Barriers table
controlling the Great Machine accidentally deacti- shows the location of each gateway in each arcane
vated the Perimeter barrier, thus permitting a va- barrier, and under what circumstances the activat-
riety of intruders to enter Dwimmermount. ed barrier can be passed through at that gateway.
Deactivated Barrier: When an arcane barrier is These circumstances are relevant only if the barrier
deactivated, it temporarily ceases to exist. It poses is activated but unsealed. If the barrier is sealed
no obstacle to travel, is not detectable by any means, then no passage is possible through any gateway;
and has no effect on spells of any sort. while if the barrier is deactivated, then it presents
Sealed Barrier: When an arcane barrier is no obstacle to passage at all.
sealed, the barrier springs into existence as a wall Red Doors: The main entrance to Dwimmer-
of force that is impervious to all physical and arcane mount, the Red Doors lead to the Entrance Cham-
attack. Normally Dwimmermounts arcane barri- ber (Room 1) of The Path of Mavors (Level 1). If
ers are hidden several feet behind the stone of its the Perimeter barrier is sealed, the Red Doors lie
outermost dungeon walls, but when exposedas within its wall of force, and cannot be opened or
in the staircase leading to The Prison (Level 8) or even damaged by any means. If the Perimeter bar-
the Crevasse (Room 26) from The Prison to The rier is activated, the operator of the Great Machine
City of the Ancients (Level 9), or as a result of can mechanically open and shut the Red Doors;
tunneling attemptsthe barrier appears as a wall opening the doors temporarily extinguishes the
of shimmering, multicolored light. Any being who wall of force in the doorway until the doors are
touches the barrier receives a painful shock that closed again. Now that the Perimeter barrier has
deals 1d12 points of damage and paralyzes him been deactivated, the wall of force is gone, and
for a number of rounds equal to the damage done anyone may push the massive Red Doors open and
(no saving throw). venture down the staircase to The Path of Mavors.
The space enclosed by a sealed barrier is com- The first to do so in centuries were the Typhons
66
Overview of the Dungeon
Crevasse
Outer Prison Crevasse, The Prison (Room 26, Level 8) To characters who save v. Spells
Inner Prison
Inner Prison Inner Prison, The Prison (Room 41, Level 8) To anyone (in), to Lawful characters (out)
The Great Machine can be used to change the circumstances under which a barrier gateway grants passage (see effect 10 on the Effects of the Great Machine
table, p. 244). For instance, when the Termaxians ruled Dwimmermount, they set the Inner Prison barrier to permit free egress to Chaotic characters while keeping
Lawful characters trapped within. Most of the settings shown on the Gateways through the Barriers table were chosen by Sarana during the Fall of Dwimmermount,
though they are typical for eras when Dwimmermount was under Lawful control.
Fists (see Appendix D, Rival Parties, p. 366) whose not a door at all, but an arcane portal designed as
brief exploration took place within the week before a secret entrance by the Eld that leads to the Al-
the campaign starts. chemists Door Terminus (Room 64) on The House
Stone-Wrought Stairs: The Stone-Wrought of Portals (Level 3A). Like other entrances to
Stairs lead to the Entrance Cave (Room 30) of Dwimmermount, the Alchemists Door does not
The Path of Mavors (Level 1), which is a service function at all when the Perimeter barrier is sealed.
entrance for the dwarven custodians of Dwim- But if the Perimeter barrier is merely activated, or
mermount. For most of the past two centuries, is deactivated, the Alchemists Door can be used,
not many dwarves were needed to maintain a provided its other conditions are satisfied.
stable situation inside the dungeon and so the trail Opening the Alchemists Door requires both a
to the Stone-Wrought Stairs is now largely over- Triple Conjunction of Kythirea, Areon, and Ioun
grown with foliage. If the Perimeter barrier is (which occurs only once every 58 years) and a
sealed, the Stairs end at the barriers impassable quantity of liquefied moonsilver (12 drams), an
wall of force. If the Perimeter barrier is activated, extraterrestrial metal that has become rare since
its wall of force is still present, but dwarves can the fall of Thule and the end of regular commerce
pass through it freely. Now that the Perimeter with Ioun (see Appendix E, The Four Worlds, p.
barrier is deactivated, the wall of force is gone, and 375). The liquid metal must be used to outline
anyone can walk freely from the Stairs into the the Door during the Conjunction. Doing so opens
Entrance Cave. The demonic Spawn of Arach-Na- a dimension door in the doorway leading to and
cha slipped in through this entrance and corrupt- from the Alchemists Door Terminus. Once the
ed its dwarven guardian, Guran. Conjunction ceases, the dimension door closes and
Alchemists Door: The Alchemists Door ap- the Alchemists Door is once again just a stone
pears as a stone faade carved into the mountain faade. However, those who have passed through
face, surrounded by arcane glyphs. In truth it is the Alchemists Door even once find it always serves
67
Chapter 6
as a dimension door for them thereafter (except, of to Volmar (Room 61), and the hidden portal in the
course, if the Perimeter barrier is sealed). The Ter- Black Room (Room 28). Like the other gateways
maxians found within the dungeon gained entry through the barriers, the Portals to the Four Worlds
through the Alchemists Door two months ago, do not function at all when the Perimeter barrier
during the last conjunction. is sealed. But if the Perimeter barrier is merely ac-
Moonshaft: This is a narrow crevasse in the tivated, or is deactivated, the portals can be used,
rocks overlooking the Stone-Wrought Stairs. If the provided their other conditions are right. See Chap-
Perimeter barrier is sealed, the crevasse is blocked ter 11, The House of Portals, p. 155, for details.
by its wall of force, which allows nothing to pass. If Deep Passages: The Deep Passages exit the edge
the Perimeter barrier is activated, the wall of force of the map of The Deep Hollows (Level 7). Most
is still present, but it permits moonlight to pass of the Passages connect to the underground net-
through. Now that the Perimeter barrier has been works discussed in Chapter 4, Vicinity of the Dun-
deactivated, the wall of force is gone, and the waters geon (p. 49), while the Passage from the Exit
of the pool in the Cave of the Moon Pool (Room Cave (Room 32) leads directly to the subterranean
28) on The Path of Mavors (Level 1) are visible far realm of Ygolcyak. If the Perimeter barrier is sealed,
below. The crevasse is just big enough for a human all of the Passages are blocked by its wall of force,
to squeeze through, and the weathered remains of which allows nothing to pass. If the Perimeter
a rope tied around a nearby boulder suggest that barrier is activated, the wall of force is still present,
it was once used for this purpose. The Termaxian but living creatures bearing brooches of the Terrim,
alchemists who dug tunnels to connect the Moon as well as dwarves, golems, and non-living things
Pool to Dwimmermount trusted in the arcane like cargo, can pass through it freely. Now that the
barrier to keep this entrance closed, so many books Perimeter barrier has been deactivated, the wall of
about the role of alchemy in the Fifth Era mention force is gone, and the Deep Passages can be freely
the Moon Pool. Jasper and Saidon in Adamas are traversed. Thelidu, trolls, and ranine are among
among those who are aware that moonlight shines those who have invaded the dungeon via the Pas-
directly into this source of true water, but they have sages now that they are no longer protected by the
not deduced that this shaft might also provide a Perimeter barrier.
means of entry to the dungeon because they do not Docks: The Docks (Area 10) of the City of the
think like adventurers. Ancients (Level 9) were built to handle boats plying
Fire Pit Chimneys: The fire pits in the Smithy the sunless seas beneath Dwimmermount. If the
(Room 23) of The Laboratory (Level 2A) date from Perimeter barrier is sealed, the Docks are entirely
the early Thulian era. Exhaust from the fire pits blocked by its wall of force, which allows nothing
first passes through filters designed to stop even to pass. If the Perimeter barrier is activated, the
enemies polymorphed into oozes, then reaches the wall of force is still present, but living creatures
surface via carefully camouflaged chimneys. If the bearing brooches of the Terrim, as well as dwarves,
Perimeter barrier is sealed, the chimneys are blocked golems, and non-living things like boats and cargo,
by its wall of force, which allows nothing to pass. If can pass through. Now that the Perimeter barrier
the Perimeter barrier is activated, the wall of force has been deactivated, the wall of force is gone, and
is still present, but it permits natural smoke to pass the Docks can be freely entered.
through. Now that the Perimeter barrier has been Hangar: The Hangar (Room 19) of The Divin-
deactivated, the wall of force is gone, and the chim- itarium (Level 0) was constructed by the Great
neys can be passed through by any gaseous creature. Ancients during the Second Era to provide access
(The filters still stop oozes and other creatures.) for astral vessels (see Appendix A, New Magic Items,
The vampire Aetheria uses the chimneys to travel p. 317) plying the heavens. If the Perimeter bar-
from the Grand Hall (Room 32) on The Ossuaries rier is sealed, the hangar doors lie within its wall
(Level 6A) to the surface when she is so ordered by of force, and cannot be opened or even damaged by
her lover, Cyrus Agallon, as well as in pursuit of any means. If the Perimeter barrier is activated, the
her own needs and desires. Other Thulian builders operator of the Great Machine (Room 34 of Level
or military planners of Cyrus era would be aware 6B) or the Control Room (Room 20 of Level 0)
of the smithy as a potential point of entry. can mechanically open and shut the Hangars doors;
Portals to the Four Worlds: Like the Alche- while opened in this manner the wall of force in the
mists Door, the various gateways through the doorway is extinguished. Now that the Perimeter
barrier on The House of Portals (Level 3A) are not barrier has been deactivated, the wall of force is
physical openings; instead they are arcane portals gone, but the Hangars exterior doors are so mas-
that teleport those pass through them to a location sive that mechanical or magical means are still re-
on the other side of the barrier. These portals in- quired to open them.
clude the Portal to Areon (Room 8), Portal to Ioun
(Room 34), Portal to Kythirea (Room 43), Portal
68
Overview of the Dungeon
Prison: See Chapter 18, The Prison (Level 8), p. and oak. However, many more unusual materials
267, 268, and 278, for details on the gateways also appear within its halls, particularly in the lev-
through the Outer Prison and Inner Prison barriers. els dating back to the Great Ancients and Eld. These
materials are described below.
Divine Disruption of the Arcane Adamant:A dull, silvery-grey metal combining
Barriers the strength and toughness of steel with the hard-
ness of diamond, adamant is strangely easy to work
The arcane barriers cannot be brought down by into superb armor and weapons. The metal is found
an arcane or physical effect, but clerical magic is only in the deepest mineral veins of the Four Worlds.
capable of temporarily deactivating a barrier. This As a result of its rarity, adamant is usually alloyed
is how the Thulians were able to invade Dwimmer- with other metals, adamantine steel (98% iron, 1.5%
mount at the start of the Fourth Era, and how the carbon, 0.5% adamant) being most common. In its
Typhonian rebels expected to invade it at the end pure form, it is occasionally used in the machinery
of the Fifth Era. of Dwimmermount.
Magic of such magnitude is beyond the scope Alchemists Resin: When first congealed, alche-
of the 1st through 5th level clerical spells common- mists resin is a milky white fluid, but it can be dyed
ly available on Telluria, and carries substantial costs to any desired tint and molded to any desired shape.
in time and treasure. The referee can adjudicate the Depending on the drying agent used, alchemists
effect using the rules for magic research in Labyrinth resin can harden into a strong and rigid material or
Lord (p. 126), or by using the rules for ritual mag- an elastic and flexible one. In either formulation it
ic found in Adventurer Conqueror King System (p. is corrosion-resistant and durable. The Great Ancients
117), treating divine disruption of an arcane bar- used alchemists resin extensively for armor, contain-
rier as a 7th level divine ritual. ers, fixtures, furnishings, glassware, machinery, pipes,
and utensils. The secret of creating alchemists resin
Dungeon Construction was lost in the Third Era.
Areonite: This lustrous red ore, sometimes called
The foundations of Dwimmermount were laid red brass, is native to Areon. Easy to cast and work,
at the very beginning of the history of men on very strong, and highly resistant to corrosion, are-
Telluria, and the excavation of the last of the dun- onite is ideal for use in machinery, pipes, and stat-
geons 13 levels was completed by the Thulian uary. The Eld also used it frequently in doors,
Empire 500 years ago. The Dungeon Construction jewelry, ornamentation, and statuary and, when
Chronology table shows when and why each level infused with azoth, in arcane weaponry. It largely
was built, and lists some surviving features that fell out of use when the Eld Empire collapsed and
might reveal its original purpose to players. supplies became scarce.
Azoth:This silvery-black metal is a liquid in all
Construction Materials but the coldest temperatures. There, paradoxically,
Much of Dwimmermount is constructed from it becomes the gas known as ether (or quintessence),
natural material that will be familiar to any adven- which suffuses the empty space between the worlds.
turer limestone, sandstone, bronze, brass, iron, Azoth cannot be worked like other metals; instead
69
Chapter 6
MATERIALS
Material Era Appearance Closest Real-World Analog Value
Adamant 1-5 Dull, silvery grey Ferrium C69 steel 1,000 gp per lb.
Alchemists resin 1-3 Resinous, milky white Polyvinyl chloride 50 gp per lb.
Areonite 2-4 Splendant, reddish copper Gunmetal 10 gp per lb.
Azoth 1-5 Splendant, silvery black Mercury 1,600 gp per lb.
Hepatizon 1-5 Splendant, purplish black Shakudo 10 gp per lb.
Kythirean ebony 2-5 Fibrous, black Ebony 100 gp per lb.
Moonsilver 2-5 Splendant, silvery white Palladium 500 gp per lb.
Nephelite 1-2 Pearly, white, black, or grey Silicon carbide 1 gp per lb.
Orichalcum 1-3 Splendant, golden bronze Beryllium bronze 500 gp per lb.
Starmetal 1-2, 4 Splendant, silvery grey Meteorite iron 100 gp per lb.
Thulian concrete 4-5 Dull, brownish grey Roman concrete 1 gp per 1,000 lbs.
Vitreum 1-3 Vitreous, transparent Polycarbonate laminated glass 10 gp per lb.
it is used as a tempering agent for other materials, Starmetal:Starmetal is a very hard iron alloy
including, it is said, man himself. See Appendix F, occasionally found inside meteorites that fall to
Azoth (p. 379), for details on this most precious earth. It is powerfully aligned with Law and useful
of substances. in the crafting of weapons against Chaos. Because
Hepatizon: A bronze alloy, forged from copper, of its astral origin and Lawful alignment, starme-
tin, and silver, hepatizon patinates to a dark pur- tal was occasionally used for religious iconography,
plish-black. It is used throughout Dwimmermount jewelry, and ornamentation by the Great Ancients
in jewelry, ornamentation, and statuary. The meth- and Thulians.
od of making it has been lost since the Fifth Era. Thulian Concrete: This strong and stable build-
Kythirean Ebony: This hard, black wood has ing material was extensively used by the Thulians
a fine grain and can be polished to a glass-like in their buildings and roads. True Thulian concrete
smoothness. It grows only on Kythirea, but it is was mortared with volcanic dust found only on the
valued on all of the Four Worlds for its strength island of Thule, and has not been made since the
and suppleness: nearly as strong as oak, it is only fall of the Empire. It is superior to anything the
half the weight, with the flexibility of yew. It has City-States build with.
become very rare since communication with Kyth- Vitreum: This strong, lightweight, and shat-
irea ended with the fall of the Thulian Empire. ter-resistant substance was extensively used by the
Moonsilver: A very soft, silvery-white metal, Great Ancients in buildings, doors, and windows.
moonsilver is used primarily in the crafting of jew- Vitreum is naturally transparent and sparkling,
elry, such as rings and amulets. Alchemists and like lead crystal, but can be tinted and frosted as
enchanters traditionally employ it when creating desired. The secret of creating vitreum was lost in
magical protection devices. As its name suggests, the Third Era. It cannot be re-worked using
moonsilver is found only on the Moon, making it present technology and is thus not very valuable
very rare on Tellluria today. except as a collectible.
Nephelite: A white, black, or grey material with a
pearly lustre resembling porcelain, nephelite was used Construction Methods
by the Great Ancients for doors, furnishings, pipes and All spaces within the dungeon are either natural
walls. Nephelite is half the weight of steel, and three limestone caverns, or hewn out of the stone of the
times harder, though extremely rigid and brittle. Neph- mountain. Hewn construction dating to the First
elite has been impossible to create since the Second to Third Eras is flawlessly smooth and mathemat-
Era. It cannot be re-worked using present technology ically perfect, as if the stone simply dematerialized
and is thus not very valuable except as a collectible. to create space of the desired dimensions. Excavation
Orichalcum: Resembling golden bronze, of the Fourth Era is less precise, and in places down-
orichalcum is as strong and hard as steel, though right crude, with rough surfaces riddled with mi-
more difficult to work. Orichalcum conducts and nuscule ledges where fungus grows and fissures
stores magical energy better than any other sub- where vermin, bats, and subterranean snakes live.
stance, and is both corrosion-resistant and non-mag- Sometimes, the original excavated spaces were
netic, making it ideal for use in arcane devices. The later sub-divided into smaller areas by interior walls.
Ancients supposedly powered their wondrous ma- During the First and Second Era, these walls were
chines with energized orichalcum. Orichalcum of nephelite or vitreum, while during the Third Era
was still being forged as late as the Fifth Era. they were conjured walls of stone or iron stabilized
70
Overview of the Dungeon
CHARACTERISTIC CONSTRUCTION
Era Builder Building Material Architecture Ornamentation Lights
1st Ancients Nephelite or vitreum Domed swoops Liquid crystals, vitreum screens Vitreum radiance
2nd Servitors Nephelite or vitreum Crystal spires Psychic images, memory pedestals Vitreum radiance
3rd Eld Conjured stone or iron Archways and daises Arcane runes, abstract art, fountains Glow globes
4th Thulians Thulian concrete Columns and vaulted ceilings Carved blocks, mosaics, reliefs, statues Glow globes
5th Termaxians Plaster and stone Pipes and sprayers Brazen heads, frescoes, strange flora Arcane light
6th Dwarves Brick and wood Stanchions and supports Scaffolding, refurbished materials Lanterns
with permanency. In the Fourth Era, interior walls Perimeter. However, astral incursions through The
were cast from Thulian concrete, while in the Fifth House of Portals (Level 3A) and The Divinitarium
and Sixth Eras they were constructed from plaster, (Level 0) continued for many years as the Eld took
stone, brick, and wood. In any case, the corridors advantage of secret portals which were set to open
of Dwimmermount are usually 10 feet wide, with during conjunctions. Of these, only the Alchemists
ceilings 15 feet tall at their highest. Rooms and Door was not purged because its terminus was
chambers have ceilings that vary between 15 and firmly within Thulian control. The effects of this
20 feet tall, except where noted. Fourth Era cataclysm are visible in the predomi-
Over the centuries, Dwimmermounts various nantly Thulian architecture in areas where heavy
denizens have decorated and furnished its halls and fighting destroyed the construction of past ages
chambers in various ways, such as carvings, mosa- (notably Level 1 and parts of 2A, 3A, 4, and 5).
ics, statues, and fountains. The Characteristic Con- The third cataclysm came when the temples of
struction table allows the referee to provide details Typhon and Tyche rose up against Termaxian rule
based on his decision about when areas were last at the start of the Sixth Era. Their commanders
modified by the dungeons denizens. expected another bloody incursion through The
Path of Mavors, but what happened instead was
Cataclysms the sealing of the Perimeter and all its entrances.
A grim and generally doomed struggle ensued
Over the course of several thousand years, among the men and monsters trapped inside
Dwimmermount has suffered four great cataclysms. Dwimmermount. Although an uneasy coalition
Each of these cataclysms has irreparably damaged between dwarves and vampires eventually estab-
its structure and fixtures. Some of the damage was lished order and unsealed the Perimeter to admit
due to fighting, but the greatest harm from these more custodians, the effects of this cataclysm are
cataclysms has come from the deactivation of the visible in the ruined, looted, and bone-strewn
Perimeter barrier. Dwimmermounts internal struc- condition of most levels.
ture was designed to leverage the Perimeter bar- The fourth cataclysm is taking place now, at the
rier for internal support, and if the barrier is turned start of the Seventh Era. With the Perimeter bar-
off, the dungeons walls and ceilings begins to rier entirely deactivated, intruders are able to pass
crack and crumble from the strain. Dwimmer- unhindered through all entrances and also create
mount has suffered the most harm during those their own through tunneling. The effects of this
cataclysms when the Perimeter was deactivated for cataclysm can be seen in the fissures and cracks
long periods of time. found in many rooms, which have allowed the
The first cataclysm was triggered by the war spread of monsters from within and without the
between the Great Ancients and the Eld. Much of dungeon, as well as in the passages which collapsed
the devastation to Dwimmermount was deliberate- when no longer supported by the arcane walls.
ly inflicted, as the Ancients destroyed precious
machinery and devices rather than allow them to Doors
fall into the hands of the Eld.
The second cataclysm occurred when the Thulian As with the architecture and building materials,
barbarians captured Dwimmermount from the Eld. the doors of Dwimmermount vary greatly depend-
The divine magic of the Gods of the Great Church ing when they were built, ranging from ordinary
(the Servitors) deactivated the Perimeter barrier, wooden portals of recent construction to strange,
and the rebels attacked through The Path of Mavors dilating circles of gleaming metal and glass created
(Level 1) and the tunnels of The Deep Hollows by the Great Ancients. The upper levels of the
(Level 7). After weeks of battling from level to dungeon tend to have ordinary doors, while extant
level they seized the Great Machine (Room 40) on doors from earlier eras are found throughout the
The Manufactory (Level 6B) and re-activated the dungeons lower levels. These include:
71
Chapter 6
72
Overview of the Dungeon
MACHINES BY LOCATION
Machine Location Special Rules
Training Apparatus Level 1, Room 17 Result of use is based on 1d10 roll
Pump Level 1, Room 58 None
Laboratory Controls Level 2A, Room 14 Using triggers wandering monster check
Orrery Level 2A, Room 19 Requires pick locks roll to open hatch; must install Thulian fuel cylinder
Azoth Emitter Level 2A, Room 45 Character has 1 in 6 chance per round to shut down
Pump Level 2A, Room 48 None
Stasis Tubes Level 2A Room 49 Tubes cannot be operated until activated by Great Machine
Pool of Life Level 2A, Room 50 Requires 3 INT checks to master controls; each check takes 1 hour
Essence Machines Level 2A, Room 51 Must install Thulian fuel cylinder and connect tank of liquid matrix to use
Image Projector Level 3A, Room 17 Result of use is based on 1d6 roll
Power Generator Level 3B, Room 10 Requires INT check to use; failure causes shock or damage
Power Regulator Level 3B, Room 29 Requires INT check to use; failure causes shock damage
View Screens Level 3B, Room 29 Requires engineers control rod
Arcane Library Level 3B Room 37, Requires knowledge record and engineers control rod to use
Reservoir Control Level 3B, Room 44 Requires engineers control rod
Elevator Controls Level 4, Room 14 Requires INT check at 4 or read languages to use
Clone Chamber Level 4, Room 61, Requires 3 INT checks to produce a clone without error
Alchemical Distillery Level 5, Room 34 Requires INT check, reagents, and 10hp of blood to use
Enchantry Level 6A, Room 18b, 42a, 60, and 63 Result based on number of knobs turned
Metal Machine Level 6B, Room 6a Requires power cell to use
Analytical Engine Level 6B, Room 13d Requires engineers control rod and ability to speak Ancient to use
Viewing Stations Level 6B, Room 15a Requires engineers control rod to use
Gas Pump Level 6B, Room 20 Requires remove traps roll to shut down
Azoth Pool Level 6B, Room 31 None
Backup Power Plant Level 6B, Room 34 Destroyed by dealing 50 points of damage
Great Machine Level 6B, Room 40 Requires engineers control rod and successful percentile die roll for each effect learned;
each effect takes 1 or more turns to learn
Crystal Attunement Level 6B, Room 47 Requires engineers control rod to use
Prison Controls Level 8, Room 27 Requires Termaxian passkey, engineers control rod, and INT check at 4 to use
Sleeping Gods Canister Level 9, Area 3 Must route power from Terrim Compound
Speaker to the Heavens Level 0, Room 17 Requires INT check at 2 to use; failure causes divine retribution
Teleportation Device Level 0, Room 34 Requires engineers control rod and INT check to use; failure causes imperfect attunement
73
Chapter 6
checks to use them correctly (this will be noted in Teleportation Pads on the Divinitarium. Other por-
the room text). Characters who deduce the purpose tals within Dwimmermount could be re-tuned using
of machines through in play investigation and tri- the Great Machine (Room 40) on The Manufactory
al-and-error activity can avoid these checks, at the (Level 6B). Doing so would require a result of 12
referees discretion. on the Effects of the Great Machine table (p. 244).
The table above (p. 73) lists the major ma-
chines found in Dwimmermount and summarizes Stasis Tubes
the rules regarding their use. A stasis tube appears as a vitreum cylinder, slight-
ly taller than a human being, with a set of dials and
Noise switches located on a copper plate at its base, as
Outside of the inhabited areas, Dwimmermount well as a hinged door with a copper handle at its
is typically quiet, but not silent. Pipes travel behind mid-point. Some stasis tubes will visibly contain a
and through the walls and floors of the dungeon creature in suspended animation within, while
and sometimes rattle as water or other liquids flows others will appear empty.
through. Where there are spigots, drips echo Both appearances are misleading. In fact, a sta-
through the corridors. Hums and thrums of ma- sis tube is a specialized type of portal. Each tube
chinery are common, especially on The Ossuaries connects to a unique series of twelve extradimen-
(Level 6A), The Manufactory (Level 6B), and The sional spaces. These are similar to the extradimen-
Prison (Level 8). sional spaces contained within a bag of holding or
portable hole, except that time stands still within
Portals them. Each space is large enough to contain one
Dwimmermount contains a number of portals man-sized creature. Each tube can therefore keep
designed to allow instantaneous transport between up to a dozen creatures in suspended animation
distant locations. Each portal is attuned to an- simultaneously, although only one extradimension-
other portal. When a portal is activated, it allows al space per tube can be present in this plane of
travel to and from the portal with which it is at- existence at any given time.
tuned. Some portals are continuously activated, Normally, the dial on the copper plate at its base
while others are temporarily activated for only a can be used to rotate a stasis tubes connection to
limited time when particular conditions are met. each of its twelve extradimensional spaces, one at
Travelers using temporary portals must be careful a time. Then when the dial has attuned the tube
to return to their point of origin before the portal to the desired extradimensional space, the switch-
deactivates. Otherwise they risk being trapped at es on the copper plate can be used to open the
their destination, as the portal they arrived at might cylinder, allowing a creature to enter or exit that
not be attuned to the portal they departed from, extradimensional space. At present, however, the
or might not be activated in the same way. control panels on all the tubes are disabled. During
Portals vary in appearance. Some resemble door- the fall of Dwimmermount, Sarana used the Great
ways set into walls, like the Alchemists Door on Machine (Room 40) on The Manufactory (Level
the stairs leading to the mountains peak, while 6B) to shut off the controls. This was done to pro-
others are free-standing and seemingly empty arch- tect the existing occupants, as well as to prevent
ways, like the Portals to the Four Worlds in The the hated Termaxians from escaping into stasis and
House of Portals (Rooms 8, 34, 43, and 61 of causing problems later in time.
Level 3A). Others appear as silvery-black pads of With a roll of 12 on the Effects of the Great
metal on the dungeon floor, like the Teleportation Machine table (p. 244), the Great Machine could be
Pads (Rooms 31b-d) on The Divinitarium (Level used to re-activate the control panels. Alternatively, it
0). The most subtle are buried just within the walls, could also be used to scan through the extradimen-
ceilings, or floors of rooms or corridors, where they sional spaces and release a specified occupant or cate-
can only be seen using a detect magic spell or by gory of occupants from one or more stasis tubes. When
the wearer of a helm of astral movement (see Ap- Dwimmermount was invaded by Termaxian cultists,
pendix A, New Magic Items, p. 322). For example, the dwarves did just that, instructing the Great Machine
those stepping through the visible opening of Por- to release all beastmen held in stasis to help defend
tal Room (Room 15) of The Reservoir (Level 3B) Dwimmermount. Although the Great Machine is no
are transported to the bottom of the Staircase longer in their hands, this instruction is still active and
(Room 1) on The Ossuaries (Level 6A), where the from time to time will cause a few new hobgoblins or
entrance to the portal is concealed. minotaurs to emerge from stasis tubes throughout
The destination portal with which a given portal Dwimmermountas reflected by wandering monster
connects can be re-tuned by those who understand tables for The Reliquary, The Reservoir, The Halls of
their workings. The Teleportation Device (Room 34) Lesser Secrets, and The Halls of Greater Secrets (Lev-
on The Divinitarium is designed to do this for the els 2B, 3B, 4, and 5, respectively).
74
Overview of the Dungeon
Unless the Great Machine has re-activated the most common security system from the Second Era
control panels on the stasis tubes, the tubes doors is the engineers control rod (see Appendix A, New
are sealed and cannot be opened except with mag- Magic Items, p. 320).
ic. The vitreum from which the tubes are made can The final security system, the Termaxian passkey
be shattered, but being quite sturdy can withstand (see Appendix A, New Magic Items, p. 327), was
100 points of damage before shattering. Shattering instituted during the Fifth Era. Like the brooch of
a tube aligned to an unoccupied space has no vis- the Terrim, these passkeys are marks of status and
ible effect. Shattered a tube aligned to an occupied favor which, if shown to Termaxian servants and
space has two effects. First, anyone within 10 feet allies, will often avert attack. In some cases arcane
of the shattered tube will receive an electric shock devices of Termaxian origin were constructed to
dealing 3d6 damage (a successful saving throwing require the possession of a passkey, much like en-
versus Spells reduces damage by half). Second, the gineers control rods. Other, pre-existing, machines
human inside the tubes space will be released. He were modified to require passkeys as the Termaxian
or she will awaken in 1d6 rounds, perplexed by the mages sought to restrict them to their own kind.
situation, but otherwise in good health. In either
case, creatures occupying the other spaces in the Sacred Objects
series to which the shattered tube was linked become Dwimmermount contains a large number of
trapped until the tube is repaired or rebuilt. statues, shrines, altars, and other sacred objects
associated with the various divine powers of Telluria.
Security Systems Characters who interact with these sacred objects
Over the eras, multiple systems for controlling who can receive boons from the god or gods associated
can access various parts of Dwimmermount have been with the site. A particular boon might improve an
developed by its defenders. This section will discuss ability score, modify a die roll, grant a power, or
those which span multiple dungeon levels. offer a material reward; the exact effect is usually
The oldest type of security system dates to the related to the nature of the god or power granting
First Era of Dwimmermount, when the Great An- the boon. Boons can be either permanent or tem-
cients began to explore the world of Telluria. Their porary, but in either case, a given character can only
expeditionaries were given brooches with which they benefit from each boon once.
could signal their right to enter and leave The City The most numerous sacred objects in Dwim-
of the Ancients (Level 9) and Deep Hollows (Lev- mermount are the statues of the Thulian Great
el 7). Within the City, an even more exclusive lev- Churchs gods, erected during the Fourth Era of
el of access was conferred by possession of a great- Dwimmermount. During the period of Termaxian
er brooch. These are known as the brooch of the rule, most of these statues had their heads removed
Terrim and the greater brooch of the Terrim (see and replaced with a new head bearing the image of
Appendix A New Magic Items, p. 320 and 321), Turms Termax. The cult of Turms Termax was
although the items themselves are older than the predicated, at least in part, on the notion that the
current occupants for which they are now named. ascended mortal Turms was the greatest of all the
As the dungeon grew in the Second Era, access to gods. Indeed, all the other gods were little more
its systems was increasingly automated, with various than feeble prefigurations of his perfect plenitude
keys, rods, and cards required when accessing certain -- past echoes of his might. Consequently, once
areas or operating secure machinery. Examples include the cult seized full control of the Thulian Empire,
the Elevator, the Teleportation Device (Room 34) on it began to systematically co-opt all the sects of the
The Divinitarium (Level 0), the Control Room (Room Great Church, teaching that each of the gods they
3) on The Reservoir (Level 3B), and the Great Machine served was an aspect of Turms, whose full majesty
(Room 40) on The Manufactory (Level 6B). The could only be appreciated by a select few, namely
BLESSINGS OF THE GODS
God Boon
Anesidora The Blessing of Anesidora: +1 bonus to WIS for 24 hours.
Asana The Blessing of Asana: +1 bonus to initiative rolls and armor class for 24 hours
Caint The Blessing of Caint: One-time ability to cast cure serious wounds as per the cleric spell.
Donn The Blessing of Donn: One-time ability to cast protection from evil 10 radius as per the cleric
spell.
Mavors The Blessing of Mavors: +1 bonus to hit and damage rolls for 24 hours
Tenen The Blessing of Tenen: One-time ability to cast dimension door as per the magic-user spell.
Tyche The Blessing of Tyche: +2 bonus to all saving throws for 24 hours.
Typhon The Blessing of Typhon: +1 bonus to CHA for 24 hours.
75
Chapter 6
the hierophants of his cult. Lesser men cannot grasp the Minotaur King (Room 55) on The Halls of
Turms in his fullness and thus must content them- Lesser Secrets (Level 4). When power is restored
selves with understanding only a part of him, as to the elevator via the machinery of the Elevator
mediated through one of the sects dedicated to a Control Room (Room 14) on Level 4 or through
god-aspect. It was to emphasize this point that the operation of the Great Machine (Room 40) on
many representations of the gods had their heads The Manufactory (Level 6B), using one of these
replaced with that of Turms Termax keys will summon the elevator platform to the
This doctrine caused the Thulian gods to order users level. Those who open the door when the
their clerics to rebel against Termaxian rule, and power is off, or do so without a key, will see a 250-
the gods continue to oppose the works of Turms foot vertical shaft whose walls glisten from the
Termax even now. Characters who show their sup- transit of various Kythirean slimes and are festooned
port for the gods of the Great Church by removing with clumps of fungi and vegetation from the Green
the head of Turms Termax from a sacred statue and Planet. Daring parties may fly, levitate, or climb up
replacing it with the head of the appropriate deity and down this shaft.
will receive a boon from that deity. Removing the
head of a statue requires a successful force doors Water Pipes
roll. Placing a new head on the statue does not The water pipes running through Dwimmer-
require a roll, but does require a head be found mount form a vast web that passes above and below
somewhere in the dungeon. The default boon virtually every square foot of the dungeon. While
gained from replacing the head of Turms Termax the pipes are barely big enough for an ordinary rat
with a statues original head is shown below. Spe- to squeeze through, characters equipped with po-
cific sacred objects found within Dwimmermount tions of diminution (or similar magic) might end
may specify other boons, some much more power- up using the water or azoth pipes to travel between
ful than those listed above (p. 75). different rooms and levels.
While there is no explicit penalty for characters Except where noted below, the water pipes are
that deface or destroy sacred objects within Dwim- not entirely filled with water. However, the volume
mermount, doing so certainly risks offending the is sufficient that characters traveling within the
divine power associated with the object. The ref- pipes must swim (see Labyrinth Lord, p. 46). If
eree may, at his discretion, refuse to grant the char- unable to breathe water, they must also roll to avoid
acters any boons from the offended gods thereafter, drowning each turn. The chance of drowning is
and/or remove any boons previously earned. 10% if a character is unencumbered, 30% if lightly
encumbered, 60% if moderately encumbered, and
Traffic Between Levels 90% of heavily encumbered.
Pages 76-78 show how the various levels The table on the next page shows where the
of Dwimmermount relate to one another vertical- water pipe openings are found within Dwimmer-
ly. Each level is connected to the levels or sub-lev- mount.
els above and below by at least one staircase, the Travel in the water pipes will generally be from
exceptions being The Divinitarium (Level 0) which one opening to another. If desired, the referee can
is accessible only by elevator, and The House of plot the characters exact route of travel through
Portals (Level 3A) which has no stairs to The Halls the water pipes on the dungeon maps. Alternative-
of Lesser Secrets (Level 4) below. ly, the referee can assume that characters must
travel 240 feet horizontally to find another opening
Staircases on their own level, and 60 feet vertically to reach
Staircases are usually well-worn stone and trav- another level. At a typical unencumbered swimming
el between 50 and 100 feet before reaching the rate of 60 feet per turn, it will take 4 turns to reach
next level. These stairs are generally narrow, requir- another opening on the same level and 5 turns to
ing man-sized creatures to walk single file along reach an opening on an adjacent level. Each turn
their length, with the exception of the massive of travel through the water pipes, the referee should
staircase connecting The City of the Ancients (Lev- roll 1d12 on the table below.
el 9) to The Deep Hollows (Level 7). Note that the water pipes are lightless, and torch-
es will of course be extinguished by the water cours-
Elevator ing through them. Characters without infravision
An elevator connects Room 1 of The Divinitar- or magical light therefore move at half speed, have
ium (Level 0), Room 56 of The Path of Mavors twice the chance of drowning, and have a 4 pen-
(Level 1), and Room 13 of The Halls of Lesser alty to all to hit rolls and ability checks.
Secrets (Level 4). Keys to the elevator are found in
the lair of the Spawn of Arach-Nacha (Room 41)
on The Path of Mavors (Level 1) and in the lair of
76
Overview of the Dungeon
77
Chapter 6
cumbered movement rate of 60 feet per turn, it will Fissure leads and what dwells down there is left to
take 8 turns to reach another opening on the same the referee to decide.
level and 10 turns to reach an opening on an adja-
cent level. Each turn of travel through the pipes, Key Labyrinth Lord Rules
the referee should roll 1d12 on the table above.
78
Overview of the Dungeon
79
Chapter 6
erally speaking, the party chosen gains one XP for every gold piece spent. This gold
should be roughly similar in level to can be spent on anything, whether vital or frivolous,
the dungeon level where they appear. but it must be exchanged for something in order
Character motivation was solved Once a rival adventuring party has to earn the experience points.
by stating that you did not get been established as active on a partic- The design intent of this house rule is twofold.
Experience Points until the mon- ular dungeon level, the referee should First, it keeps player characters cash poor and thus
ey had been spent on your area remember this so as to make the most provides them with ample incentive to continue
of interest. This often led to ad- of it. For example, that particular par- adventuring. Second, it forces characters to use their
ditional adventures as players ty might be seen in Muntburg, boast- wealth rather than simply hoard it. Some will frit-
would order special cargos from ing of their exploits or showing off the ter it away on meaningless pleasures and trifles,
off the board and then go and loot they took from their adventures. while others will invest it into large projects, such
guard them so that the cargo Likewise, when a wandering monster as spell research or the construction of a stronghold.
would reach their lodging and table calls for a rival adventuring par- A group using this house rule is advised to track
then the player would get the ty, the referee might wish to make treasure and wealth separately. Treasure represents
Experience Points. More than one that the party already encountered on valuables, including maps and information, which
poor fellow found that his special a given level. characters risk their lives to bring back to civiliza-
motivators would literally run him Both the Dungeon Restock and tion. Wealth is acquired without danger. Only trea-
ragged and get him killed before Rival Adventuring Parties Tables are sure generates XP when spent, which may also
he got anything. house rules because, like all random generate wealth. For example, characters who re-
tables, they should be used at the ref- cover 20,000 gp from the dungeon record it as
Dave Arneson, erees discretion. There may be times treasure and earn XP when they spend it on the
The First Fantasy Campaign, when the use of these tables is either deed to a gold mine. Gold mined from their new
1977 nonsensical or tedious, and in such acquisition will be recorded as wealth, which can
cases, the referee should never feel bad be spent like any other gold but will not earn XP
about substituting his own ideas and in the process.
good judgment instead. It is fine for players to try to spend their treasure
in ways that will make them richer and better able
We all agreed to adopt the Dave Experience Points for to seek treasure. Although treasure must be ex-
Arneson-inspired rule that XP is Spending Treasure changed for something, this may be abstract. A
only given for gold thats taken party which bribes an intelligent monster for infor-
from the dungeon and spent. Ev- The original Dwimmermount cam- mation, or to be allowed to pass unmolested, cer-
eryone agreed it gave the thing paign used a house rule that has been tainly gains something if the attempt is successful.
a very swords-and-sorcery feel, adopted by a number of groups over If the bribe is subsequently regained by killing or
which is what I wanted The the past four decades, but has not been robbing the monster, it should be recorded as wealth
problem my players have discov- reflected in the assumptions of mega- rather than treasure, and may earn the party a
ered is that, after a certain point, dungeon design since the basements reputation that hinders future negotiations.
its very hard to find things to of Arnesons original castle. As in Lab- The Labyrinth Lord rules imply that XP earned
spend their money on. yrinth Lord, experience points (XP) from treasure will be divided evenly between the
are gained from two sources: treasure characters. This need not be the case for spending.
James Maliszewski, and monsters. However, unlike Lab- A group may choose to allow some characters to
Grognardia session reports, yrinth Lord, XP from treasure is only spend a disproportionate amount of the partys
2009-2011 gained if it is spent. Thus, if a charac- treasure so that their rapid advancement will help
ter brings 1,000 gold pieces worth of the group survive. Contrariwise, a player character
treasure out of a dungeon, he only may gain XP equal to the treasure he contributes
80
Overview of the Dungeon
81
The referee will find many, many more cases
where some aspect of the dungeon is explained only
To me the Old School Renaissance is not
lightly or not at all. These are the areas that can
about playing a particular set of rules in a par-
benefit greatly from further expansion through the
ticular way, the dungeon crawl. It is about go-
referees creativity, often aided by other published
ing back to the roots of our hobby and seeing
material. The Iron God that appears in this book,
what we could do differently. What avenues
for example, was an element originally adapted from
were not explored because of the commercial
Matt Finchs scenario, Tomb of the Iron God (2008).
and personal interests of the game designers
The Iron God proved to be a major focus of play
of the time.
and was used to propel the player characters in a
number of interesting directions, both within the
Rob Conley,
dungeon and outside it. Other referees may take a
Bat in the Attic,
liking to some other aspect of the dungeon and
July 14th, 2009
run with that instead. The ultimate point is that,
while this book provides many details ready-made
for use, those details are subject to the needs and
desires of the referee who uses them.
MYSTERIES OF DWIMMERMOUNT
Trigger Era Mystery
What is the nature of the glowing green stones that have wrecked this level?
Locked Chamber (Room 22), The Divinitarium (Level 0) Termaxian (5) Are they a natural phenomenon, an artifact, or a weapon? Are there more on
Kythirea? Might they fall to Telluria as meteorites?
Who is the dead man in the Gallery of Masks (Room 5), whose remains predate
Gallery of Masks (Room 5), The Path of Mavors (Level 1) City-States (6) any known expedition since Dwimmermount fell? How did he get into Dwim-
mermount? Who are his descendants?
What do the tiny representations of castles on the outside of the celestial sphere
Orrery (Room 19), The Laboratory (Level 2A) Thulian (4) represent? Are they settlements of man on faraway star systems? Could they
represent Thelidu vessels in bound for Telluria?
How did the Zombie Lord come to be? Could azoth be used to create other
Zombie Lord Lair (Room 62), The Reliquary (Level 2B) Termaxian (5)
undead of similar powers?
What is happening in the Thulian outpost of Volmar? How will its Imperial court
Portal to Volmar (Room 61), The House of Portals (Level 3A) Rivals (7) affairs affect policy toward Dwimmermount, the City-States, and the threat
posed by Turms?
Do elves reproduce through cloning technology such as this? If so, what other
Clone Chamber (Room 61), The Halls of Lesser Secrets (Level 4) Eld (3)
ancient technology might they be preserving?
Prince of the Undead, The Supreme Unknown, and The Lord of Why were shrines to demon lords created here? Might they be animated if the
Termaxian(5)
Alchemy (Rooms 4, 23, & 34), The Halls of Greater Secrets (Level 5) right head was provided? Who, if anyone, still worships these beings?
Who were these important persons? Might their descendants or family members
Chamber of Urns (Room 22), The Ossuaries (Level 6A) Thulian (4) still be alive in stasis chambers? What happened to the urns of Majori Sklero and
Carolus Branas?
Is the Great Machine an artificial mind like Mavors or Typhon? Have users ever
The Great Machine (Room 40), The Manufactory (Level 6B) Makers (2)
transferred their minds into the Machine? How could this be done?
Who is receiving the beneficiary of the ritual sacrifice of magic items? What is
Underground Lake (Room 26), The Deep Hollows (Level 7) Termaxian (5) the source of the magic items surfaced by the cave kraken? Did Turms Termax
create this effect, or merely claim an existing miracle by placing his statues here?
Who are the three black-clothed individuals depicted in the mosaics here?
Chamber of Zod (Room 39), The Prison (Level 8) Makers (2) Could they be freed from the extra-dimensional prison? If freed, would they be
superhumanly powerful compared to ordinary men?
82
Original Dungeon Key for Level 1, Path of Mavors by James Maliszewski.
Chapter
Factions in the
Dungeon
7
A
N IMPORTANT ASPECT OF DWIMMERMOUNT, both as a lo-
cation within the wider setting and as a location for fantasy roleplaying, is
that it is not a static place. Dwimmermount grows and changes over time,
both of its own accord and in response to the actions of those operating
within its stone corridors. While the player characters and NPC adventur-
ing parties (see Appendix D, Rival Adventuring Parties, p. 363) are among
important examples of those operating within the dungeon, they are far
from the only ones. Just as importantand more numerous by farare various factions.
Factions come in many forms, but most are power groups, each of which has its own membership,
bases of operation, and agendas. In order to use Dwimmermount to its fullest, the referee needs to be
familiar with all of its factions, both large and small, if only to get a sense of the motivations behind
some of the more organized opponents within the dungeon. In addition, knowledge of the factions
enables the referee to utilize connections between the levels and ties into the history of Dwimmermount
(see Chapter 2, History of Dwimmermount, p. 19). Factions are thus an integral part of any Dwim-
mermount-based campaign.
DWIMMERMOUNT ORIGINS
Origin Groups
custodial (Dragon, dwarves, undead, servitors), degenerate (Derrim, ghouls, shadows, Terrim), imprisoned (demigods,
Remnant
demons, necrolytes, wererats)
Relict awakened (beastmen, Thulians), constructed (dwarves, servitors, undead), vat-grown (beastmen, sapient rats)
Local authoritative (various city-states), adventurous (adventuring parties, Rat Boss), nihilistic (Termaxians)
Foreigner subterranean (ranine, Thelidu), imperial (Volmarians), eastern (paladins)
Outsiders astral (astral reavers, demons, elementals, spiders), interplanetary (Eld, Kythirean)
Remnants are creatures that have been alive or origin, which helps the referee understand and por-
undead ever since the dungeon fell two centuries tray its role in the dungeon. Intelligent monsters and
ago. During that time, they arrived at a balance of NPCs within a group generally share a common
power with the other remnants, a balance which language and are aware of one another due to their
was recently disrupted by a cascade of other arriv- common origin. The Dwimmermount Origins table
als. Custodial remnants have a duty to protect and shows the origins and groups, along with the types
maintain Dwimmermount. Degenerate remnants of creatures which generally make up the group.
are corrupted or ruined remnants of dungeon den-
izens long ago. Imprisoned remnants have lan-
guished in the dungeon for centuries and seek an List of Factions by Dungeon Level
escape route, either from Dwimmermount itself or In all there are 30 factions operating in Dwim-
from areas within it. mermount. The Factions by Dungeon Level table
Relicts are beings who have been spawned in sorts each faction by the level upon which it first
Dwimmermount in response to its recent unsealing. appears. For each faction, it lists the factions origin
Whether recently awakened from stasis tubes, con- and group; the factions leader (with class/race,
structed in the Foundry, or vat-grown in the Pool HD, and alignment); and the location where the
of Life, relicts were generally brought into the leader can be found. For factions with multiple
present to serve some purpose, although some may named leaders, such as the Termaxians, each lead-
be inadvertent results of the PCs actions. er is listed along with his location.
Locals are generally men who grew up in and
around the City-States surrounding Dwimmer- Faction Allies and Enemies
mount. They are more or less civilized and share a When the campaign begins, some of the factions
web of interconnections, but all have been schem- have already organized themselves into alliances,
ing to find a way into the dungeon. Authoritative and others are already in the midst of conflict. The
locals administer and defend this status quo, ad- Faction Allies and Enemies table shows the current
venturous locals benefit from civilization but are allies and the enemies of each faction, along with
primarily concerned with their own ambitions, and the dungeon levels on which each faction operates.
nihilistic locals are counter-revolutionaries, fifth This allows the referee to see at a glance the conflicts
columnists, and devotees of Chaos. on and between each level.
Foreigners are drawn to the dungeon from For the most part, only current allies and enemies
other lands on Telluria. These include subterra- are noted in the table. Some factions have no cur-
nean foreigners come for prey and territory through rent allies or enemies, in which case their entry is
the far-running subterranean tunnels discussed blank. However, where an ally or enemy faction is
in the Outside the Dungeon section; imperial listed in bold text, this indicates that the italicized
foreigners come to conquer the dungeon from the group is not yet a current ally or enemy, but will
Thulian successor state of Volmar via the Portal automatically become so if encountered. Otherwise,
on the Hall of Portals (Level 3A); and eastern factions that encounter each other during the cam-
foreigners who have traveled from the distant paign can develop into allies or enemies, depending
Kingdom of the Priest-King in response to the on the context of the encounter.
tumult within Dwimmermount. For example, when the Volmarians discover the
Outsiders are invaders from realms beyond Tel- Gnoll faction, they will automatically treat them as
luria. Outsiders are either astral, sailing through the enemies, because the Gnoll faction is led by Varaz-
quintessence or swimming through the Great Void es, a renegade Volmarian. In contrast, if the Hob-
to reach Dwimmermount, or else they are inter- goblin faction encounters the Kobold faction, they
planetary, having stepping through the House of may join forces, ignore each other, or become foes,
Portals (Level 3A) from one of the other Four Worlds. depending on the context of their encounter.
Every creature in the dungeon can be assigned
to one of these groups according to its categories of
90
Factions in the Dungeon
91
Chapter 7
Hobgoblin Zombie
Law Necrolyte, All Chaotic
Kobold Orc, Spider
Kythirean All
Minotaur Wererat
Mongrelmen Derrim, Sleeping God Terrim, Thelidu
Necrolyte Demon, Termaxian Law, Terrim
Orc Kobold Ghoul, Gnoll
Ranine All Lawful
Rat Wererat
Sleeping God Derrim, Mongrelmen Terrim
Spider Kobold
Dwarf, Dwimmerdragon,
Termaxian Demon, Necrolyte
Vampire
Derrim, Mongrelmen,
Terrim
Sleeping God, Thelidu
Derrim, Mongrelmen,
Thelidu
Terrim, All
Thulian Relict
Troglodyte Termaxian Dwimmerdragon
Troll
Vampire Dwarf Termaxian
Volmarian Law Eld, Gnoll, Ranine
Wererat Rat Minotaur
Zombie Ghoul, Hobgoblin
0 1 2A 2B 3A 3B 4 5 6A 6B 7 8 9
92
Factions in the Dungeon
Overview of the Factions hopes to forcibly spread his madness among his
former dwarven comrades, while they are unaware
What follows in this section are discussions of that he has been utterly corrupted.
all 30 factions, divided by level. In every case, there
Orc
is information on the factions origin, leadership,
and goals, as well as thoughts on its interaction The orcs are not truly a faction unto themselves.
with other nearby factions and, of course, with the Rather, they are an expedition from the orcs of The
player characters. This section is not intended to Laboratory (Level 2A), sent here to get a lay of the
be exhaustive, but rather to provide the referee with land on the Path of Mavors. The orc chief of the
a solid grounding that he can then use as the basis lower level is interested in expanding his kingdom
for his own ideas when running Dwimmermount. outside the war-torn Laboratory. The orcs on Level
1 thus have no real base of operations, but they are
Level 1 most active in the southwestern portion of the dun-
Kobold geon, having entered the level from the Stairs Down
(Room 45). They are quite cowardly and will retreat
The kobolds are the twisted products of a renegade back to The Laboratory (Level 2A) if they encoun-
dwarf gone mad. Guran (Room 40) was originally ter serious resistance to their expansion. The orcs
a representative of the dwarven custodians on The are currently friendly with the kobold faction on this
Manufactory (Level 6B) and the scion of a long and level, although this is merely a temporary peace
storied line of dwarves. Guran fell into despair when until the orcs feel strong enough to claim dominance.
his own son was stillborn. While interring the
Spider
inert statue in the Dwarven Cemetery (Room 34
on Level 1), Guran was approached by the Spawn The spider faction was created by Arach-Nacha,
of Arach-Nacha (Room 41), which offered the one of the demon lords of the Great Void. The
grief-stricken dwarf the power to animate his son demon lords ultimate goal is to seize Dwimmer-
and other inert dwarves in exchange for pledging mount, as it is a powerful nexus between many
his soul to the demon prince of spiders. The bargain worlds. To this end, Arach-Nacha sent one of his
was struck, but when the inert statues animated as Spawn to Dwimmermount, where it has engineered
kobolds, Gurans grip on sanity broke and he de- the rise of the kobold faction through the corrup-
scended into madness. Now Guran and the kobolds tion of Guran. Of course, the Spawn of Arach-Na-
are allies of the Spawns spider faction, cooperate cha is a crafty being. His support of Guran depends
with the orc faction, and have a conflict with the both on the dwarfs ability to take over Level 1
dwarven faction that is currently one-sided: Guran (through the kobolds) and on not encountering a
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Chapter 7
more powerful potential ally to take his place. For at least for now. Ultimately, they would like to be
that reason, the Spawn may abandon Guran com- free of the mages influence, but at present he seems
pletely if he feels that he is no longer useful to his too powerful to cross.
demonic masters plans. For now, though, both
Orc
Guran and the Spawn seek to take over all of Lev-
el 1 and then use it as a basis for further conquests. The orcs of Level 2A were also recently spawned
Arach-Nacha has also spread spiders throughout from the Pool of Life (Room 50), thanks to the
Levels 1, 2A, 2B, 4, and 5 and guided a nest of experiments of the renegade magic-user Varazes.
phase spiders to The Halls of Lesser Secrets (Level Unlike the gnolls, the orcs rebelled against their
4), as discussed below. creator and sought to find their own path, estab-
lishing a stronghold in the southeast corner of the
Level 2A level and expanding to The Path of Mavors (Level
Ghoul 1) as well. The orcs see themselves as natural con-
querors, which is why they war against other near-
The ghouls found in The Laboratory are part of by factions. They are cowards, however, and can
the faction led by the ghasts Menas and Passara on be forced into an alliance with creatures clearly
The Hall of Portals (Level 3A), all of whom survived more powerful than themselves. Being thoroughly
the fall of Dwimmermount by turning to canni- evil, they cannot be trusted, and any alliance with
balism. Their interest in the Laboratory (Level 2A) them will last only until the orcs can find a way to
is solely in finding alternative sources of food. They turn the tables on their allies.
mostly prowl the northern portion of the level, The orc factions main enemy are the gnolls
though they will range farther afield if necessary. serving their mutual creator Varazes. The struggle
Although currently unaware of the dungeons un- for supremacy is being fought throughout The
sealing, the ghouls have noticed the creation of the Laboratory, and the fact that the gnolls are tough-
gnoll and orc factions, and hunt them as prey. er and stronger than the orcs is motivating them
to consider relocating to Level 1.
Gnoll
Rat
The gnolls of Level 2A were recently created by
the magic-user Varazes using the Pool of Life The rat faction originates outside the dungeon,
(Room 50). Varazes is a renegade from Volmar, a in Adamas (see Chapter 4, Vicinity of the Dungeon,
southern shard of the old Thulian Empire. Varaz- p. 53), where it is led by a rodent of unusual size
es entered Dwimmermount by means of a portal and cunning known as the Rat Boss. The faction
from Volmar (Room 61) on The House of Portals consists of sapient rats (see Appendix B, New Mon-
(Level 3A) just a few weeks ago. Varazes imagines sters, p. 352) who are investigating the origin of
himself another Turms Termaxa wielder of mag- their kind in the hopes of finding a cure for the
ic destined to become a god. To that end, he is disorder that is ruining their bloodline. The sapient
obsessed not only with the avoidance of death, but rats found in the Operating Room (Room 24b) are
also the creation of life, which is why he has used an expedition towards this end; other expeditions
the Pool of Life to create beastmen to serve him. of sapient rats may enter Dwimmermount later,
Currently, Varazes is pursuing revenge against the depending on the fate of this pack.
orcs who rejected his leadership (see below), while
Thulian Relict
simultaneously preparing for a confrontation with
Volmars next expedition, which he expects to en- The Stasis Chamber (Room 49) houses two
ter the dungeon again shortly. (The Volmarians Thulians, Colluthus and Arethusa, who made use
have actually already arrived and constitute their of stasis tubes to survive the intervening two cen-
own faction on Level 3A, discussed below.) turies without aging. In life, these two were sages
Though he might seem mad, Varazes is actual- employed by the Thulian military for their knowl-
ly quite sane and very intelligent. He is willing to edge of magical technologya knowledge that they
ally with outsiders who either share his desire to still possess. They will be quite disoriented when
bring order to Dwimmermount (under his rule, of awakened, but also quite gratefulgrateful enough
course) or whose powers and abilities are equal to to share their knowledge with anyone interested
his own. Varazes demands respect, however, and enough to ask about it. Otherwise, they will leave
will never ally with anyone who does not treat him Dwimmermount and make their way to Adamas,
as worthy of that respect. where they will sell their expertise to the highest
The gnolls move about regularly on missions for bidder. Conversely, if Varazes (see below) becomes
Varazes, though they are most common in the aware of their existence, he will attempt to sway
southwest portion of the level. The goals of the them to his cause and use their knowledge to gain
gnolls mostly align with those of the magic-user, an even greater foothold over this level.
94
Factions in the Dungeon
Level 2B Level 3A
Hobgoblin Eld
The hobgoblins are the remains of a larger force The Eld are recent arrivals in Dwimmermount,
placed in stasis by the Thulian Empire. The dwar- having entered via the Portal to Areon (Room 8)
ven faction used the Great Machine (Room 40) of on this level when the arcane barrier was dropped.
The Manufactory (Level 6B) to re-awaken the hob- As the Eld are the magical descendants of the Great
goblins, but did not manage to send them any Ancients and the former rulers of Dwimmermount,
orders, so the hobgoblins are simply establishing their return to the dungeon is hardly surprising.
order on The Reliquary and working to extend their The Eld see themselves as the rightful masters of
control to The Hall of Portals (Level 3A). The not only Dwimmermount, but all of Telluria. Their
hobgoblins recognize that the forces of the Zombie presence in the dungeon is currently tenuous and
Lord are similarly devoted to the defense of Dwim- exploratory in nature. Provided the situation permits
mermount, and maintain an uneasy peace with it, they will be sending many more of their number
them, although as with many inter-service rivalries through the portal from Areon, launching what
there is no love lost between the two factions. will amount to a small-scale invasion. Consequent-
The hobgoblins are disciplined soldiers and so ly, the Eld have the potential to be one of the most
use careful tactics when fighting foes. They are also dangerous and intractable factions in the dungeon,
willing to ally with more powerful creatures if it is unless their activities on Level 3A are quickly
in their best interest. So far, they have encountered brought to a halt.
very little resistance on this level, meaning that
Ghoul
most of its southern half is theirs.
Under the leadership of Menas and Passara, two
Law
Thulians who survived the fortresss fall by turning
This faction includes the actual metaphysical to cannibalism and thus gaining undead status, the
power of Law, as well those creatures which serve ghouls have set themselves up as a minor faction
and worship it. Two thousand years ago, Law was in the northern end of the level. Currently, they
the most powerful faction in Dwimmermount; now are primarily interested in finding a steady source
it is barely a memory. The Temple of Law (Room of food, which is why they have also begun to ex-
51) on this level is one of the last strongholds of plore The Laboratory (Level 2A) above. However,
Law in the dungeon. Characters who visit the Tem- Menas and Passara think quite highly of themselves
ple can be converted to the service of Law (possibly and, should they encounter evidence that Dwim-
becoming paladins), explicitly joining forces with mermount is awakening again, they will turn their
this faction. Through such conversions, Law might attention to larger goals.
see its influence in Dwimmermount, and the world, Over the subsequent centuries Menas and
expand. Otherwise, Law will remain a lingering Passara reached a state of dtente with their fellow
presencea reminder of a time long gone. relicts, in which the ghouls desire to feed on the
dwarf, wererat, and troglodyte factions was checked
Zombie
by other undead. The ghouls have an alliance with
The zombie faction is led by the Zombie Lord the Zombie faction, but are detested by the vam-
(Room 62), an unusually intelligent and potent pire faction.
zombie. He not only possesses greater powers than
Law
those of ordinary zombies, he also retains some of
his former personalitythat of a Thulian guards- The Altar to the Unknown (Room 23) is anoth-
man reanimated after his death during the fall of er stronghold of the Law faction. If the characters
Dwimmermount two centuries ago. The Zombie have become paladins (in the Temple of Law on
Lord continues to believe it is his duty to protect Level 2B) or otherwise joined forces with Law, they
Dwimmermount from outsiders, and the recent will find that meditating here can bestow a power-
events in Dwimmermount have roused him from ful boon. It can also be used to convert Neutral
centuries of lethargy to assert his mastery over this and Chaotic creatures to the service of Law, grant-
level. To that end, he uses his undead minions to ing this faction servants it very much needs.
expand into other areas of the level, in the hopes
Volmarian
of either scaring away their current inhabitants or
winning their fealty. To date, he has had limited The Volmarians are scouts from Volmar, a south-
success in either endeavor. ern shard of the old Thulian Empire which has
survived on its own for the last two hundred years.
This shard now has its own emperor and sees itself
as the true Thulian Empire. It is now beginning
95
Chapter 7
to expand beyond its borders and has turned its exchange for a promise of aid in defeating their
attentions toward the lands to the north, including bull-men foes.
Dwimmermount, which it hopes to bring back
under its control. Level 4
The southern Thulians are in a precarious posi- Minotaur
tion, besieged by a variety of threats. That is why
they have taken such an interest in Dwimmermount, Like the hobgoblin faction on Level 2B, the
which they believe to be a potential source of great minotaur faction was recently released from stasis
power. Of course, their resources are limited and, by the dwarven faction in response to the invasion
if they encounter too much resistance in the dun- of Dwimmermount by the Termaxians. The new-
geon, they may retreat and never return. For that ly-awakened minotaur king, Bik, has been using
reason, they are keen to find allies who will aid the Clone Chamber (Room 61) to great effect, and
them. Player characters who do not mind swearing his faction has substantially grown in the weeks
allegiance to a foreign power will find that the since its release. Biks forces now control much of
Volmarians richly reward those who serve them. the northern and western portions of Level 4. The
The Volmarian expedition into Dwimmermount minotaur factions present goals are limited to gain-
is led by Opilio, a cleric of Mavors. Opilio treats ing mastery over the entire level. After that, Bik
anyone not from the South with disdain, consid- intends to expand upward toward the surface, be-
ering them provincials who ought to bow to his lieving that the upper levels will be easy pickings
superior position. Volmars culture is descended for his bull-men. Before they can do that though,
from that of the ancient Thulians, but is different they must wipe out the wererats that currently
in many respects, since in the south, the Great infest the level and are challenging the minotaurs
Church lords it over the cult of Turms Termax for supremacy.
rather than the other way around. Consequently,
Spider
Opilio treats magic-users as his inferior, since that
is his experience. The phase spiders exploring this level were guid-
Opilio will be very interested in information ed to Dwimmermount through the machinations
regarding the fate of an earlier Volmarian expedition of Arach-Nacha, one of the demon lords of the
into Dwimmermount that mysteriously vanished. Great Void. Arach-Nacha has taken a great interest
That expeditions magic-user, Varazes, betrayed the in Dwimmermount and is actively spreading his
Volmarian cause and dispatched his comrades. children throughout the dungeon; already spiders
Varazes has set himself up as a would-be Turms of one variety or another appear as wandering mon-
Termax on The Laboratory (Level 2A), where he sters on Levels 1, 2A, 2B, 4, and 5. Though
is creating an army of gnolls at the Pool of Life. Arach-Nachas ultimate goal is to make Dwimmer-
mount the hub of a spidery empire, he prefers to
Level 3B work through secrecy and manipulation for now.
Ranine Thus, apart from its kobold allies on Level 1, the
spider faction has remained largely hidden to all
The frog-like ranine (see Appendix C, New Mon- other factions. Only the vampire faction located on
sters, p. 351) arrived in Dwimmermount by means The Ossuaries (Level 6A) has some inkling of the
of the subterranean tunnels into The Deep Hollows eight-legged menace.
(Level 7). They are currently the dominant faction
Ranine
on Level 3B. They serve the demon lord Tsath-Da-
gon and are, at the moment, primarily interested The ranine faction, while primarily found on
in looting Dwimmermount rather than establishing Level 3B, maintain a small presence on Level 4.
anything more far-reaching or permanent. That Provided that the battle between the minotaurs
said, if left undisturbed, they may change their and wererats continues to rage, the ranine are un-
minds and become a more significant feature of likely to expand much on this level. However, if
this level and those below it. either of those factions is weakened (or is eliminat-
ed entirely), the ranine might well decide to venture
Wererat
more boldly onto Level 4.
The wererats found in The Reservoir are part of
Wererat
the wererat faction led by Krishka on Level 4 (see
below). Those here are scouts, looking for places The wererats have lived on this level since the
where their kind can retreat to if their ongoing fall of Dwimmermount, their ancestors having been
struggle with the minotaur faction (see below) turns part of the same biological experiments that creat-
out badly. They are desperate for allies and will ed the sapient rats (see the Rats faction, above).
offer to guide the characters to Level 4 safely in While chaotic and evil, the wererats are not expan-
96
Factions in the Dungeon
sionist, and they see their current war with the powerful demon currently active in Dwimmer-
minotaurs as a rightful defense of their level against mount, a rogue marilith demon named Aishapra.
the invading bull-men. Most of the wererats believe She sees the opening of Dwimmermount as the
that their superior cunning and tactics will prevail first step in her plan to extend her influence into
against the stupid minotaurs, but the wererats the mortal world beyond and gain greater Chaotic
leader, Krishka, is increasingly skeptical of her peo- power. Since she lacks the protection of a demon
ples chances. Krishka is beginning to believe that lord, Aishapra has avoided using her gate ability, as
the wererats would be better served by fleeing the last thing she wants is for demons other than
Dwimmermount for the outside world. For the those under her command to appear on this level.
moment, she continues the war against the bull- If the balor Ndulu is freed from The Prison (Lev-
men, but should she encounter characters familiar el 8), however, Aishapra will grudgingly submit to
with the Rat Boss (see above), her desire to leave his suzerainty. Regardless of its leadership, the
will intensify. This will create rifts within the wer- ultimate aim of the demon faction will be to re-es-
erats and perhaps even provide an opening for the tablish Dwimmermount as an outpost of Chaos on
minotaurs to wipe them out. Telluria, wreaking as much destruction as possible
while doing so.
Level 5
Dwarf
Demon
The dwarven faction is based on Level 6B (see
The demon faction consists of Chaotic outsiders below), where they are waging a dangerous strug-
from the Great Void active within the dungeon. gle against the Termaxians and their dworg servants.
The demon lords of the Great Void have long cov- The dwarves maintain a small presence on this
eted Dwimmermount, but to date only Arach-Na- level to prevent other Chaotic forces from reinforc-
cha has noticed that its barriers have been unsealed. ing the Termaxians. The dwarven sentries on Lev-
(Arach-Nachas agents and plans are discussed un- el 5 know that their comrades below are in desper-
der the Spider faction.) Level 5 is home to the most ate need of allies. They will be friendly to any who
97
Chapter 7
approach them in a peaceful manner, though reti- vampire. Consequently, he seeks the destruction of
cent to reveal too much about their current situation Cyrus by subterfuge. His hope is to influence out-
until they are sure that the player characters can be siders to do his dirty work for him rather than risk
trusted. Once convinced that the characters are not doing it himself.
in league with any of the various Chaotic forces Of course, both Cyrus and Sittas are vampires and
who haunt Dwimmermount, the dwarves will offer thus place little value on human life. Cyrus is honor-
them safe passage to The Manufactory to meet their able after a fashion, but will not hesitate to destroy
leader, Erdak. anyone who gets in his way, including his putative
allies. Sittas is thoroughly despicable and will inevi-
Minotaur
tably betray any characters who side with him.
The minotaurs of Level 4 (see above) maintain
a toehold on Level 5. Should events turn against Level 6B
them on Level 4, they will flee here to establish a Dwarf
new stronghold. Since Level 5 is much more dan-
gerous than their home territory, they will do this The dwarves of Level 6B are remnants of the
only with great reluctance. original dwarven workforce used by the Thulians
to maintain Dwimmermount. Never fond of the
Wererat
Termaxian cult, the dwarves are now openly op-
Like the minotaurs, the wererats also have ex- posed to it, thanks in no small part to the way that
tended their influence to this level, albeit in a very the Termaxians have attempted to wipe them out
limited fashion. They are much more reluctant to and replace them with dworgs (see Appendix C,
venture down this far into the dungeon than are New Monsters, p. 339). The dwarves have lost
the minotaurs. However, if events go against them, control of much of the level to the Termaxians, and
especially if Krishka abandons them for the outside taken heavy casualties. Those that remain are scat-
world, they may have little option but to try and tered throughout The Manufactory, though they
make a new home for themselves on Level 5. are strongest in the northeast quadrant.
Erdak, the leader of the dwarves, aims to elim-
Level 6A inate the Termaxian presence in Dwimmermount.
Law His first step toward that end is shutting down
the Foundry (Room 62) so that no further dworgs
The Law faction has another redoubt on this can be created. Erdak knows the dwarves lack the
level, the Statue of the Iron God (Room 5). If the strength to do this alone, and is extremely inter-
characters have become paladins (in the Temple of ested in outside assistance. He will have no truck
Law on Level 2B) or otherwise joined forces with with Chaos, even in pursuit of the Termaxians
Law, this area is a welcome haven from the dangers destruction, but will greet Lawful-aligned (or even
of the dungeon. Lawful characters who touch the Neutral) adventurers with open arms and will do
statue receive a powerful blessing, and the entire his best to persuade them into supporting the
area is warded against undead. dwarven cause. Erdak will be openly deferential
to any human beings in the party, as he is aware
Vampire
that this race was created by the men known as
Level 6A is the home level of the vampire fac- the Great Ancients.
tion, led by the Thulian general-turned-undead Wertek, Erdaks lieutenant, will seek to persuade
Cyrus Agallon (Room 32). The vampires were, any men he encounters that The Foundry should
along with the dwarves, one of the dominant be used to create more dwarves, though this is
factions in Dwimmermount from the time of its contrary to both dwarven tradition and Erdaks
fall to its recent invasion by the Termaxians. Cyrus expressed wishes. Wertek is personally disdainful
is no friend of the Termaxians, who inflicted vam- of men, seeing them as nothing more than the
pirism on him as a punishment centuries ago, and degenerate descendants of the Makers, but he knows
he has begun to marshal his spawn and minions that Erdaks deference to men will cause him to
to drive the Termaxians from Dwimmermount. yield if The Makers say otherwise
To that end, he will readily accept assistance from
Termaxian
any outsiders he encounters who also share his
hatred of the Termaxians. The Termaxian faction is the largest and most
Unfortunately, not all of Cyrus allies share his powerful force to be found in Dwimmermount
hatred of the Termaxians. His vampire spawn, Sit- anywhere (save The City of the Ancients). The
tas (Room 15) is much more interested in person- Termaxians arrived two months ago, when the
al aggrandizement than in seeking a centuries-old Triple Conjunction allowed them to enter Dwim-
revenge against the cult that made his master a mermount by way of the Alchemists Door (see
98
Factions in the Dungeon
Chapter 2, History of Dwimmermount, p. 66). The City; others are usually attacked and eaten.
Once inside, the cultists fought their way to The At present, the dwimmerdragons are warring
Manufactory and wrested the Great Machine (Room with the Termaxians on this level. The dwimmer-
40) from its Dwarven custodians. dragons initially allowed a small number of Ter-
Nilus, the Termaxians sage, had convinced their maxians bearing brooches of the Terrim to pass into
leader, Ermenjart, that possession of the Machine The City of the Ancients, but they refused to allow
would grant them total mastery over Dwimmer- the entire cult to enter. Their refusal outraged the
mount. Much to Nilus and Ermenjarts frustration, arrogant Termaxian leader Ermenjart and has re-
however, the Great Machine was sealed with wards sulted in ongoing hostilities. Characters who ap-
that made it practically unusable. Nilus did manage proach the dwimmerdragons with more humility
to activate The Foundry (Room 62), enabling cre- than Ermenjart might find that the dwimmerdrag-
ation of Dworgs to strengthen the Termaxian num- ons are not so devoted to protecting the City as
bers, but in so doing also unwittingly lowered the they seem. The dwimmerdragons can be bribed or
Perimeter around Dwimmermount, throwing the persuaded into allowing passage, though this will
dungeon into chaos. require substantial gifts.
In the weeks since, the Termaxians have expand-
Termaxian
ed their numbers considerably, becoming a verita-
ble army; but they have made no progress at all in The Termaxians are currently the most powerful
deciphering the workings of the Great Machine. faction on The Deep Hollows. After being frus-
As a result, Ermenjart has taken the Termaxian trated by the Great Machine (Room 40) on The
force down to The Deep Hollows (Level 7) in the Manufactory (Level 6B), the Termaxian leader
hopes that an alternate route into The Prison (Lev- Ermenjart descended to Level 7 with the greater
el 8) or The City of the Ancients (Level 9) can be portion of his force hoping to find or force a way
found or forced. into The Prison (Level 8). Ermenjart is determined
Nilus now commands the remaining Termaxians to be the Termaxian cultist who succeeds in finding
on Level 6B. While he toils over the Great Machine, his way to The Prison, seeing it as his destiny, but
his Dworg and Termaxian troops are fighting a room- the Prisons barrier has proven impenetrable. Er-
by-room battle to exterminate the remaining Dwar- menjart now feels his best plan is to seek answers
ven defenders. Niluss priorities are, in order, to deci- in The City of the Ancients (Level 9), but his frus-
pher the workings of the Great Machine; to maintain tration has left the magic-user increasingly erratic
control of it and the Foundry; to exterminate the and violent. His aggression has brought the Ter-
Dwarves; and to ensure that that no enemies make it maxians into violent conflict with the dwimmer-
deeper into Dwimmermount where they might disrupt dragons, who have refused to allow the cult to send
the activities of his comrades on Level 7. more of it members into The City.
Level 7 Thelidu
99
Chapter 7
100
Factions in the Dungeon
of the Termaxian cult. The troglodyte faction is Laws second great champion is the Iron God,
not powerful, but it is numerous, and Ermenjart an empyreal once worshipped as a god. Turms
has tightly secured the loyalty of the troglodyte ensnared the Iron God centuries ago in hopes of
chief, Xochotl, with generous gifts. wresting from him the secrets by which he apothe-
osized from empyreal to deity. If rescued from its
Trolls
imprisonment, the Iron God can be a powerful ally
The troll faction entered the Deep Hollows from to the player characters.
the tunnels to the north-east when the Perimeter
Necrolyte
barrier fell two months ago. Though few in number,
the trolls are large and dangerous creatures and The necrolytes (see Appendix C, New Monsters,
exert a powerful influence over the level. They fre- p. 348) are high-ranking Termaxian magic-users
quently patrol the central areas of the level in search granted near-immortality by Turms Termax (Room
of food and plunder. The trolls are extremely violent 45), the leader of this faction. Turms and the necro-
toward outsiders, which is why most of the other lytes have been trapped in The Prison since the fall
factions of this level avoid them, if they can. of Dwimmermount. Turms immediate goal is to
escape imprisonment. Thereafter he will seek to
Level 8 re-assert control over Dwimmermount and then
Demon Telluria, in order to have the resources to resume
his quest for divinity. See Appendix G, The Secrets
The demon faction on Level 8 consists of Cha- of Turms Termax, p. 387 for additional informa-
otic outsiders summoned from the Great Void by tion.
the Termaxians. Like the necrolytes who summoned Though the necrolytes were once the closest and
them, the demons here have been trapped in Dwim- most trusted lieutenants of Turms Termax, their
mermount since its fall. All of the demons seethe loyalty has been frayed from centuries of imprison-
in rage at their imprisonment, and for centuries ment. Three of the necrolytes remain completely
have sought nothing more than freedom. Howev- loyal to Turms: Viator (Room 5), Anzoy (Room
er, once the prison barriers are lowered, the demons 27), and Pericleia (Room 42), the latter being fa-
will discover that Dwimmermount and the realms natical in her devotion. Two other necrolytes, Ar-
it once ruled over are disordered and weak. This saphius (Room 43) and Marthanes (Room 44),
will shift their motivation from escape to invasion. might betray Turms. Arsaphius will strike if Turms
The demon faction will work closely with the necro- seems weak, while Marthanes will do so only if
lyte and Termaxian factions to re-establish Dwim- necessary to escape the Prison. The last necrolyte
mermount as an outpost of Chaos on Telluria. on the level, Auxitius (Room 24), has already shift-
Ndulu, the balor (Room 34), may gate in addition- ed his allegiance from Turms Termax to the Sleep-
al minions and assert command over Aishapra (Lev- ing God (see below), though he has not even real-
el 5) if she still lives. The demon faction thus pres- ized this consciously (see below).
ents a dangerous long-term threat.
The Sleeping God
Law
Auxitius, ostensibly a member of the Termaxian
Two of the greatest servants of the Law faction faction, is a Manchurian Candidate for the Sleep-
are confined within the Inner Prison. The first of ing God. For years Auxitius has been traveling
these is Hu Pan, a mighty paladin from the Kingdom through a crack in the barrier down to The City of
of the Priest-King to the East. Hu Pan was convert- the Ancients to capture Terrim, whom he transforms
ed to worship of Law by Sarana (Turms Termaxs into Termaxian husks. Auxitius hopes that with a
former lover) two centuries ago. During the fall of sufficient number of husks, he can take over the
Dwimmermount, Hu Pan made the ultimate sac- City below and gain the power he needs to break
rifice and allowed himself to be sealed in the Inner through the magicks imprisoning his master. Un-
Prison with Turms Termax. He has spent the ma- beknownst to Auxitius, the crack in the barrier was
jority of the two centuries since in suspended ani- created by the Sleeping God, and his repeated pas-
mation, save for brief periods of merciless torture by sages through Crevasse (Room 26) have exposed
Turms and his cohorts. If freed, Hu Pan will aid his his mind to the psychic domination of the God.
rescuers in their battles against the Termaxians, and For this reason Auxitius has more and more begun
attempt to convert them to the service of Law. If to think of the Sleeping God, not Turms Termax,
asked for advice on stopping Turms, Hu Pan will as his master
recommend they travel to The City of the Ancients
Termaxian
(Level 9) and re-unite with Sarana, believing that in
the centuries since their last meeting she will have At the start of the campaign, the Termaxian
learned a way to permanently destroy Turms Termax. faction has no presence on Level 8. If the Outer
101
Chapter 7
Prison barrier is lowered, however, the Termaxians The mongrelmens current chieftain, Arjash, has
will immediately join forces with the necrolyte begun to believe that the time is now for the mon-
faction. The room key for Level 8 designates where grelmen to claim their destiny and so is inspiring
and how many Termaxians will appear in this case. them to lead an assault against the Terrim. In this
he is being egged on by Zovlap, leader of the Der-
Level 9 rim, and Nalpi, of the Sleeping Gods faction, and
Derrim there is the possibility that all three factions might
unit against the Terrim (see above). However, Ar-
The Derrim are a degenerate offshoot of the jashs councilors within the mongrelmen commu-
Terrim race, wholly devoted to Chaos and the de- nity do not share his optimism about an attack on
struction of the Terrim. The Derrim delight in the Terrim, instead feeling that it might be more
inflicting pain and suffering, frequently launching prudent to lay low and avoid conflict, in the hope
raids against every other faction in the City of the that the other factions might destroy themselves.
Ancients in order to acquire new slaves and test
The Sleeping God
subjects for their cruel experiments. The only thing
that prevents them from declaring an all-out war Termagant, the Sleeping God, was the last and
on the Terrim is their numbers. Currently, there perhaps most powerful of the artificial minds cre-
are only 44 Derrim in the vicinity of the City and ated by the Great Ancients. Having fallen away
there is no chance of additional aid forthcoming from Law, he has been imprisoned in a heavi-
from their fellows elsewhere in the subterranean ly-guarded tomb (Area 3) in The City of the An-
realm, as they consider the City too meager a prize cients. For centuries, the slumbering mind of the
to be worth their time. Sleeping God has reached out in search of desper-
For that reason, Zovlap, leader of the Derrim on ate, depraved, or weak-willed beings who might be
in the City, has begun to consider alternative plans persuaded to release him from his prison.
for bringing down the Terrim Compound (Area 5). The Children of the Sleeping God are a small
He has made contact with Nalpi, an influential mem- cult within the Terrim whom Termagant has per-
ber of the Children of the Sleeping God, and is at- suaded to his cause. Consisting of only thirteen
tempting to sway her into leading the cult into an individuals, led by the magic-user Vodaro (Area 3),
alliance with the Derrim against their common the Children are devoted to awakening the Sleeping
foe. Zovlap has also considered making overtures God, whom they believe will restore the Terrim to
to the Thelidu, but those alien beings have, to date, their ancient glory. Since the Terrim have a long-
seen the Derrim as rivals rather than potential allies. standing taboo against approaching any god, most
especially the Sleeping God, whom they deem evil
Law
for reasons long forgotten, the Children have little
The Law faction is represented within The City hope of convincing their fellows to join them in
of the Ancients by Sarana (Area 6), one of the ar- their great cause. The Children must resort to
chons of the Terrim. Sarana has attempted to restore stealth and subterfuge in their efforts to awaken
the worship of Law within the Terrim compound, the Sleeping God.
but has not persuaded many of her people to join Though initially well intentioned, the Children
her faith. Sarana will welcome Lawful characters, have slowly been sliding toward Chaos in their
especially if they are paladins and have rescued Hu actions. Most recently, the Children assassinated
Pan, and may aid them in battling Turms Termax. Donuk, an archon who was close to unmasking
their conspiracy. Unfortunately, this act has only
Mongrelman
made the Terrim more paranoid rather than less
The mongrelmen dwell in the former Slave Pens and the cult is starting to become desperate. Some,
(Area 11) and the surrounding areas. They are the like Vodaros lieutenant, Nalpi (Area 6), have be-
weird descendants of slaves taken by the Great gun to suggest that the Children consider allying
Ancients when they retreated into this subterranean with an outside force, such as the mongrelmen,
world. In time, as the Terrim numbers dwindled, the Thelidu, or even the Derrim, to achieve their
the slaves rebelled against their masters and estab- goals. Although Vodaro has formally rejected such
lished their own settlement elsewhere. These slaves alliances, Nalpi has already begun conversations
were of many species, but over the centuries, they in secret.
have interbred to the point of becoming their own
Termaxian
distinct race. The mongrelmen lead a hardscrabble
existence, having to scavenge for food and suffering The Termaxian leader Ermenjart sent this small
from a variety of diseases and ailments that keep group from the The Deep Hollows (Level 7) to
their numbers low. Those who survive, however, ascertain whether The City of the Ancients had any
are extremely hardy. information that might be helpful reaching The
102
Factions in the Dungeon
Prison (Level 8). The Termaxian expedition col- of an alliance to be an inherently foreign one. In
lapsed almost immediately, as its second-in-com- their alien minds, there are only enemies, slaves,
mand, Gersant, went native and fled into the and prey.
City. The expeditions remaining leader, Alyaume,
has ordered his men to hunt for Gersant rather than Level 0
fulfill their mission. Alyaume would prefer to be Kythirean
anywhere but The City, and is beginning to become
concerned that he has had no contact from the Shortly before Dwimmermounts fall, an astral
above. He had by now expected either reinforce- vessel returned from Kythirea bearing specimens
ments to expand the search or word that The Pris- from the Green Planets teeming jungles. Some of
on was unsealed. He is unaware that his Termaxian these specimens escaped and infected The Divini-
allies are now at war with dwimmerdragons and tariums inhabitants. The Termaxians sealed up the
cannot reach him. level in the hopes of dealing with it later. Later
never came, and so Level 0 has been cut off from
Terrim
the rest of Dwimmermount for two centuries, de-
The Terrim are the descendants of those Great veloping its own weird ecology in the meantime.
Ancients who escaped underground during the Now The Divinitarium is home to a wide variety
Eldritch Empires conquest of Dwimmermount. of plant, fungus, and slime creatures, as well as their
Already down to less than 150 living members of minions. Many of these creatures had gone into
their kind, and with fewer children born every year, hibernation while Dwimmermount was magically
the Terrim know it is just a matter of time before sealed and have only now awakened, while others
their race vanishes. The open question is how much were always active. The plant creatures long ago
time. The long-lived Terrim had expected to endure tapped into the water system to survive, while the
for centuries more, but with the collapse of Dwim- various fungi and slimes thrived on other sources
mermounts Perimeter barrier, the rise of a subver- of nourishment, including azoth, with inevitable
sive cult within their compound (the Children of results. Though not sapient and incapable of re-
the Sleeping God), and the increasingly bold attacks sponding to threats in a coordinated manner, the
from the Derrim, Mongrelmen, and Thelidu, the Kythirean life forms on Level 0 are implacably
Terrim now fear their civilization may be destroyed hostile to men, elves, dwarves, and indeed any
in weeks or months. Oblivion is at end. non-Kythirean life. They are an infectious cancer
Currently, the Terrim are divided as to what to which could destroy Dwimmermount if not purged.
do to change their situation. The ruling Council
Astral Reavers
of Archons is headed by Zamis, a staunch tradi-
tionalist who believes the Terrim must stay the Newly arrived on Level 0 are a handful of Astral
course and rely on their ancient lore to protect Reavers (see Appendix C, New Monsters, p. 335),
themselves. Zamis is opposed by Sarana, the former which traveled here in an astral vessel to investigate
lover of Turms Termax, who argues that the Terrim the Navigational Beacon (Room 31a) they recent-
are doomed unless they return to the worship of ly detected. Such beacons were not unusual on
Law and take an active hand in world affairs. This Telluria in centuries past, but they are rare today,
disagreement will only grow more intense once and drew the reavers interest. Hraon, the leader
outsiders arrive. (Note that Sarana is also a member of the reavers, believes the beacon has just been
of the Law faction). activated, and is primarily curious as to who turned
it on and why they did so. In fact, the beacon has
Thelidu
been on for centuries; its recent visibility is a side
The alien Thelidu come from the Stygian depths effect of the Termaxian faction on Level 6B acci-
beneath Dwimmermount called Ygolcyak. Always dentally lowering the Perimeter barrier. Hraon is
seeking new sources of slaves, food, and magical unaware that there are other expeditionary forces
power, it was inevitable that when the Perimeter in the dungeon at all. If the characters seem to be
barrier fell they would begin to invade The City of useful allies, the astral reavers will offer a non-ag-
the Ancients, which is a ready source of all three. gression pact, but they are not trustworthy in the
Their numbers in Dwimmermount are few, so they long term. The astral reavers aim to explore, sack,
act cautiously and only attack groups that are clear- and loot Dwimmermount, and will ultimately seek
ly fewer and/or less powerful than they. to slay any rivals they face. Unlike the dwarves and
Since arriving in the City, Ganglion, the Theli- Termaxians, however, the astral reavers are not
du leader, has been approached by both the Children fanatical about Dwimmermount, and if hard pressed
of the Sleeping God and the Derrim about the they will call for their astral vessel to evacuate them
possibility of an alliance. He has rebuffed both from the dungeon.
factions, however, for the Thelidu find the concept
103
Chapter 7
Activities of the Factions Before Play The Termaxians entered during the Triple
Conjunction and captured the Great Ma-
Dwimmermount is written as if the Termaxian chine about one week thereafter.
faction entered the dungeon two months before The hobgoblins and minotaurs were re-
the campaign began. The Termaxians then seized leased by the dwarves after the Termaxians
control of the Great Machine one week later (7 entered the dungeon, but before the Ter-
weeks before the campaign began), accidentally maxians captured the Great Machine.
lowered the Perimeter barrier after a couple days The Perimeter barrier was accidentally low-
of study (6 weeks before the campaign began), ered by the Termaxians a few days after they
and then captured The Foundry after two more captured the Great Machine.
weeks of fighting (4 weeks before the campaign The astral reavers, demons, ranine, sapient
began). From there they have churned out dworgs, rats, spiders, thelidu, trolls, Eld, Volmarians,
whittled away at the dwarves, and ventured into and Varazes all entered Dwimmermount
The Deep Hollows (Level 7) and The City of the after the Termaxians lowered the Perimeter
Ancients (Level 9). barrier.
Apart from these broad strokes, the exact activ- The Termaxians captured the Foundry af-
ities of the factions before play have only been ter they lowered the Perimeter barrier.
vaguely sequenced. The encounter keys for the The Termaxians created the dworg after
various rooms in the dungeon all speak in gener- they captured the Foundry.
alities such as a few weeks ago, or in ordinal ranks Varazes arrived with an initial expedition
such as after the orcs were created. This vagueness of Volmarians before he created the orcs
permits the referee to retroactively determine each and gnolls.
factions previous sequence of actions based on Varazes created the orcs days or weeks be-
when the player characters explore that factions fore he created the gnolls.
part of Dwimmermount. This means it wont mat- The Volmarians under Opilio arrived days
ter much how quickly or in what order the adven- or weeks after Varazes arrived.
turers venture into each level; until they do, it will The dwarves entered The Deep Hollows
be as described in this book. after the Termaxians captured the Found-
For instance, from the encounter keys in The ry, but before the Termaxians encamped in
House of Portals (Level 3A) its obvious that the The Deep Hollows.
Eld have entered Dwimmermount very recently, The Termaxians encamped in The Deep
within the last day or so. If the party enters The Hollows following several weeks of unsuc-
Path of Mavors (Level 1) on day 1 of the campaign, cessful tinkering with the Great Machine.
and decides to explore The House of Portals on The Termaxians reached The City of the
day 17, then that decision retroactively determines Ancients after they encamped in The Deep
that the Eld entered Dwimmermount on day 16. Hollows, but before their war with the
Had the party instead decided to explore The House dwimmerdragons began.
of Portals on day 4, then that decision would have For more information on running Dwimmer-
retroactively meant the Eld entered Dwimmer- mount dynamically, see Chapter 6, Overview of the
mount on day 3. Dungeon (p. 65) and Chapter 7, Factions in the
A referee who finds this sort of quantum his- Dungeon (p. 89).
tory approach distasteful can treat each room key
as a description of Dwimmermount at the fixed
moment that the campaign begins. With this ap-
proach, it very much matters how quickly and in
what order the party explores Dwimmermount.
For instance, if the party reached The House of
Portals on day 4, then the Eld would probably not
have expanded much beyond whats described in
the encounter keys. If the party reaches The House
of Portals on day 17, then the Eld might have con-
siderably expanded. Running the dungeon as a
complete world in motion requires considerably
more behind-the-scenes work for the referee, be-
cause there are over two dozen factions and over a
dozen levels to keep track of.
Whichever approach the referee adopts, he should
keep in mind the following causal sequence of events:
104
Factions in the Dungeon
105
Section
The Dungeon of
2
Dwimmermount
Quick Page Reference 301
For Dungeon Levels
Level 0
111
Level 1
143
Level 2A Level 2B
127 171
Level 3A Level 3B
185
155 Level 4
Level 5
201 233
Level 6B
Level 6A
253
217
Level 7
267
Level 8
285
Level 9
Chapter
The Path of Mavors
Overview of
The Path of Mavors
8 Level
T
HE PATH OF MAVORS
was excavated by the Great WANDERING MONSTERS OF THE PATH OF
Ancients late in the Second MAVORS
Era to connect The Halls Die Roll Monster
of Lesser Secrets (Level 4) 1 Kobolds (4-16)
to the surface of Telluria. 2 Orcs (2-8)
The main cross-section
3 Eldritch Bones (3-12)
(Rooms 1, 11, 12, 56, and 57) was built at this
time, and later joined to the pre-existing lime- 4 Giant Rats (3-18)
stone caverns that were extant to the south. 5 Giant Centipedes (2-8)
The level was heavily damaged by Eld during 6 Crab Spiders (1-4)
their invasion of Dwimmermount, and the 7 Gelatinous Cube (1)
Elevator (Room 56) is the last intact Second 8 Fire Beetles (1-8)
Era construction. The Eld rebuilt the level in
9 Dwarves (1-6)
their own fashion, but most of the Eldritch
10 NPC Party (5-8)
works were torn down by the conquering Thu-
lians. Now only the massive Red Doors mark 11 Green Slime (1)
their reign. The rest of the level is characterized 12 Roll twice, with the second result appearing
by Thulian construction, with interior walls 1d4 turns after the first encounter to investigate
the noise of battle.
and resurfaced exteriors cast from Thulian con-
crete, and common doors of iron-reinforced
see Appendix C, New Monsters, p. 333
oak. The Thulians habitually honored the gods
who made their capture of Dwimmermount
possible by building temples to them through-
out its levels. Level 1 they named for Mavors,
the God of Warfare, and devoted to military,
tribunal, and ceremonial purposes. The Ter-
maxians subsequently maintained these uses,
though they did so in the name of the Thrice-
Great rather than Mavors.
Level 1
Chapter
8
112
The Path of Mavors
This large room is empty of furnishings, but Eldritch Bones (6) [AL N, MV 120 (40), AC
indentations in the walls, shelves, and brackets all 5, HD 1+1, HP 9, 8, 7 (x4), 6 (x3), 5 (x2), 3,
give evidence of the former presence of plaques, #AT 1, DG 1d6+1, SV F1, ML 12]
statues, and other similar ornaments. These tro-
phies, commemorating Thulian military victories, Along the southern wall of the room is an altar
were long ago looted or removed to other parts of made of marble. It is been badly chipped along its
the fortress. Recent additions to the room are the edges and the precious stones once set into it have
bodies of two dwarves, their corpses turned to stone been removed. It can be pushed aside to reveal a
in the manner of the dwarves of Dwimmermount. secret door leading into a Secret Treasury (Room
The dwarves wore still-serviceable chain mail and 9). Careful observers will notice evidence of the
carried intact battle axes, but these can only be altars mobility on the floor, thereby increasing their
removed by shattering their stony forms. The de- chance of successfully finding the secret door by 1.
ceased dwarves were members of a party that entered
by way of the Dwarven Entrance Cave (Room 30). 9. Secret Treasury
Three other comrades died in the Armory (Room
16). One of the surviving members of their party This hidden room was once the chapels treasury.
is being held captive in the Magicians Quarters Though much of its former wealth has been looted
(Room 68) on this level, while the other two sur- or moved elsewhere, there still remain a few items
vivors are held in Room 22 of The Laboratory of value left in the sacks that litter the floor. A thor- Level
(Level 2A). ough search of these bags uncovers 400 sp, 10 gp,
4 gems (obsidian, 10 gp; zircon, 100 gp; onyx, 100
gp; tourmaline, 500 gp), a scarab of death, and the
carved marble head of the goddess Tyche, once part
1
of her statue in the Entrance Chamber (Room 1).
113
Level 1
The scarab of death is of wrought moonsilver, enam- side of Dwimmermount, anyone who participates
eled blue, and inscribed with Ancient Thulian runes. in the burial gains a boon, the Blessing of Mavors
(+1 to hit and damage) for the next 24 hours. See
10. Recreation Area Chapter 6, Overview of the Dungeon (p. 65), for
more information on boons from the gods.
This room was once richly furnished with round
tables, chairs, chaises, and carpets. Now the furni- 15. Hall of Memories
ture is shattered and ruined, and the carpets are
overgrown with a sickly orange mold. The mold This chamber contains six marble pedestals
smells quite foul, but is harmless. placed about the room, each standing about four
feet tall. At the base of each pedestal is an orichal-
11. Statue of Turms-Mavors cum plate. If anyone stands in front of a pedestal
and places at least one foot on a plate, it activates a
In this area stands the six foot tall marble statue magical effect that transmits moving images and
of a muscular man in armor, carrying a shield and sounds into the persons mind. These are memories
wielding a wickedly barbed spear. Atop his shoulders of past events connected with Dwimmermount:
sits the bearded head of Turms Termax, although Memory 1: A massive pitched battle between
the body is clearly that of Mavors, god of war. Thulian armies and the orcs and demons command-
ed by the Red Elves.
12. Barracks Memory 2: Fighting in the corridors of Dwim-
mermount, as the Thulians clear it of its Chaotic
Once a barracks for Thulian soldiers stationed defenders.
in Dwimmermount, their cots and other furnishings Memory 3: A visit from the Thulian emperor
have been shattered into splinters scattered across and his entourage.
the room. A total of 300 sp and 40 gp are scattered Memory 4: Scenes of magic-users being treated
amidst the debris. roughly and interrogated by soldiers.
Memory 5: Scenes of other magic-users com-
13. Pantry manding soldiers as they go into battle.
Memory 6: Soldiers standing around a large
This small chamber once held dried foodstuffs, table in the center of which is a head of a bearded
but it is now empty, except for dust, cobwebs, and man made from bronze. The head looks similar to
the rotted remains of crates. the heads of Turms Termax seen throughout this
level of Dwimmermount.
14. Antechamber Past the marble pedestals is a set of stairs leading
down to the Antechamber (Room 1) of The Reli-
Voices can be heard emanating from this room. quary (Level 2B).
Listening carefully or entering the room reveals
that the voices are speaking in an archaic form of 16. Armory
Low Thulian (Common) and are discussing garri-
son rotations, exercise drills, and similarly mundane This room contains empty weapons racks, laden
military matters. with dust and cobwebs. Three dwarves lie dead on
The speakers are the apparitions of four Thulian the floor. Their corpses are stone, consistent with
soldiers. The apparitions are shadowy and com- the dwarves of this land, but they appear to have
pletely lacking in substance. They are not undead, died recently due to still-sticky red liquid beneath
merely psychic echoes left behind by soldiers who the stone bodies. One corpse clutches a battle axe
died here after Dwimmermount was sealed off from and the other two carry spears and shields. All three
the outside world. They cannot be harmed by any corpses wear chain mail and backpacks containing
means, whether physical or magical, and take no 50 rope, 3 days rations. The axe-wielders packs
notice of anyone entering the room. To date the also holds an odd, cylindrical wineskin with a
echoes have been sustained by the azoth ambient strange diagram, stained with ink, tooled into its
in the dungeons air, but they will begin to fade leather. If the wineskin is suitably inked and then
now that Dwimmermounts atmosphere is again rolled across paper, it reveals a complete map of the
Chapter open to the world. See Appendix F, Azoth (p. 379), Path of Mavors (880 gp value).
114
The Path of Mavors
survivors are held in Room 22 of The Laboratory A partially-burnt scroll of ward against magic.
(Level 2A). Any of these survivors would be able Because of the fragmentary nature of the spell
to demonstrate how to reveal the map concealed formula, the scroll has a 50% chance of removing
in the wineskin. one spell of the lowest level known from the mind
of the caster rather than working as intended.
17. Training Room
20. Storeroom
This large room was used to train Thulian sol-
diers in basic combat techniques. It contains nine This room once held crates of supplies. Now, it
mechanical apparatuses that each hold a short sword serves as the lair of eleven kobolds sent to patrol
and shield. On the western wall is a bronze control the rest of Dwimmermount by the Spawn of
panel with a series of ten switches. Each time a Arach-Nacha (Room 41).The kobolds have only 18
character activates one of the switches, roll 1d10. cp apiece, plus some threadbare blankets and some
A result of 1 through 9 indicates the number of dried rat meat for food.
apparatuses which are activated. A result of 10 shuts
down all active apparatuses. Kobolds (11) [AL C, MV 60 (20), AC 7, HD
When activated, the apparatuses move about the 1d4 hp, HP 4 (x3), 3 (x4), 2 (x2), 1 (x2), #AT
room on grooves on the floor, swinging their swords 1, DG 1d6-1 (short swords), SV 0 LH, ML 6]
viciously. The apparatuses are not intelligent and can-
not leave the grooves, which run north to south, with 21. Workshop
up to three per row, but they strike as 1 HD creatures
and deal 1d6 damage per successful hit. Each appara- This room contains a large iron table and lots
tus has an AC of 8 and can endure 10 hp of damage of iron shelves. Along the south wall are three
before being disabled. While the apparatuses are in unusual brass boxes festooned with brass knobs
operation, the door to the room locks, and cannot be and dials. The boxes are hollow and stand a little
opened except by magic or lock-picking. over four feet tall. They are warm to the touch and
the floor immediately around them is charred and
18. Laboratory stained with silvery, metallic splotches. Fiddling
with the knobs and dials on a box triggers a loud
A long, steel-reinforced oak table, covered in whirring sound that lasts for 1d4 rounds. The
stains in a variety of colors, runs the length of the sound may attract unwanted attention; make a
room. Along the walls are many iron shelves, some wandering monsters check each round it is active.
of which are also stained. Shards of glass are scat- When the sound ceases, the box shoots out a jet of
tered about the room. There is also evidence of steam that deals 1d10 points of damage to anyone
other wooden furniture having once been here, but standing immediately in front of it. The unlucky
it has been reduced to rotten splinters. victim of this steam cleaning can reduce the dam-
age by half with a successful saving throw versus
19. Library Breath Attacks.
This chamber once held a small library of scrolls 22. Oil Trap
and codices, mostly of a military or historical nature.
Now, the iron shelves that line the walls are large- This large room is noticeably bereft of any fur-
ly empty, though a handful of texts remain. Most nishings, though there are marks on the floor and
are completely valueless and/or crumble to dust walls indicating that there were such things in the
upon being touched. The exceptions are the fol- room at one time in the past. The room is not dusty
lowing: nor is there much in the way of debris here. How-
An annotated copy of Arto Bellumoi, a text on ever, the floor of the eastern two-thirds of the room
strategy and tactics. A fighter who studies the text has been coated with a thick layer of oil that is
for one week gains 500 experience points. visible if a character gets within 10 feet of it. The
A map of a place called The exarchate of The- oil is flammable and is intended to be used as part
ana. The reputed birth place of Turms Termax, it of the kobolds defense of their caverns (Room 23).
was the easternmost province of the old Thulian
Empire, near the Kingdom of the Priest-King. The 23. Kobold Guards Level
map would be worth 500 gp to a sage.
A tattered judges handbook answering ques-
tions about the strategy game zatrikio. A moldy
red ribbon has bookmarked the section called
Ten kobolds stand watch here, so as to protect
their caves from intruders. In addition to their
swords and bows, they possess torches, which they
1
Asanas Challenge. will throw into the Oil Trap (Room 22) in order
115
Level 1
to ignite the oil covering its floor. They will then 28. Cave of the Moon Pool
attack with their bows any opponents not killed or
driven away by the flames with their bows. Each This cave is illuminated by a shaft of light that
kobold possesses 22 cp. enters from a small opening in the ceiling 50 above
and shines down onto a reflecting pond below, the
Kobolds (10) [AL C, MV 60 (20), AC 7, HD famous Moon Pool of Dwimmermount. The Moon
1d4 hp, HP 4 (x2), 3, 2 (x2), 1 (x5), #AT 1, Pool holds what alchemists refer to as true water,
DG 1d6-1 (short bows & short swords), SV a primordial liquid untainted by physical contam-
0 LH, ML 6] inants and highly prized for its mystical properties.
True water never boils, evaporates, or freezes, and
cannot be altered or destroyed with even the might-
iest of spells. Indeed, true water acts as a supernat-
116
The Path of Mavors
that the appropriate effect is not operative and 29. Fungal Cave
subsequent drinks from the Moon Pool will have
no effect for a number of days equal to the amount This cave is dark and damp. A powerful scent of
by which the character failed his saving throw. For mold and mildew emanates from it, alerting atten-
that matter, while one effect is operative, subsequent tive characters to its inhabitantsthree shriekers
drinks provide no additional effect, good or bad. which will react to light within 60 feet of their
Finally, Moon Pool effects cannot be dispelled by location. The shriekers were placed by the kobolds
any known means; a character who has drunk from along the southernmost wall of the cave.
its waters must wait until the appropriate number
of days have passed before its effects will fade. Shriekers (3) [AL N, MV 9 (3), AC 7, HD 3,
If characters scale up the walls around the Pool HP 12, 11, 8, #AT 0, DG 0, SV F1, ML 12]
to reach the opening in the ceiling overhead, they
find it is actually the mouth of a vertical tunnel 30. Entrance Cave
just big enough for a human to squeeze through.
This tunnel ascends another 50 upward, eventu- This cave is accessible only by means of the Stone-
ally terminating in a narrow crevasse on the moun- Wrought Stairs, a cunningly-carved flight of steps
tain face overlooking the Stone-Wrought Stairs. on the side of Dwimmermounts exterior that is
While the Perimeter barrier was activated, only nearly invisible to any but dwarven eyes. The Stone-
moonlight could pass through the shaft, but with Wrought Stairs are found at the terminus of a pre-
the Perimeters deactivation the shaft to the Moon carious trail along the windward side of the moun-
Pool became an unguarded and little-traveled tain. When the Perimeter barrier was activated
entrance into Dwimmermount. See Chapter 6, passage from the Stairs into the Entrance Cave was
Overview of the Dungeon (p. 65), for details on blocked by a wall of force through which only dwarves
the arcane barrier. could pass, but now that now that the Perimeter
barrier is deactivated, anyone can walk freely from
Level
1
117
Level 1
the Stairs into the Entrance Cave. The demonic amongst the collection. Many of these bones have
Spawn of Arach-Nacha slipped in through this en- been broken or crushed and many show evidence
trance and corrupted its dwarven guardian, Guran. of having been gnawed. This is where the kobolds
For centuries, Dwimmermounts Perimeter bar- occupying the nearby caves dispose of their refuse.
rier had sealed this entrance off from all save dwarves, They also hope that it might cause would-be in-
who used it in small numbers to reinforce the cus- truders to think twice before venturing further.
todians within. With the Perimeter barrier now
down, the cave is readily accessible to intruders, and 32. Ambush
indeed shows evidence of recent visitors. (See Chap-
ter 6, Overview of the Dungeon, p. 65, for details This cave contains ten kobolds lying in wait in
on the arcane barrier.) There are blood stains on the wait for intruders. They will hide in the shadows of
stone floor and the recently-deceased bodies of a the westernmost portion of the cave, thereby increas-
man wearing shattered (and therefore unusable) plate ing their chance of surprise to 1-3 on 1d6. If they
mail armor and a woman wearing chain mail (which surprise their opponents, the kobolds will open fire
is still in good shape). There is a long sword near the with arrows and continue to use missiles until their
body of the man and a mace by that of the woman; opponents get within melee range. If the situation
both weapons are serviceable. The bodies show turns against them, they will retreat into the Storage
evidence of having been punctured by many arrows Cave (Room 33) and then the Dwarf Cemetery
and there are some broken arrow shafts scattered (Room 34). Each kobold carries 8 cp.
about the cave. The only other item of value in the
cave is a lantern, still in working condition. Kobolds (10) [AL C, MV 60 (20), AC 7, HD
1d4 hp, HP 4 (3), 3 (5), 2 (2), #AT 1, DG
31. Ossuary Cave 1d61 (short bows & short swords), SV 0
LH, ML 6]
This cave is covered in bones, mostly those of
rats and other vermin, but keen observers will no-
tice the bones of men and other humanoid beings
Chapter
8
118
The Path of Mavors
119
Level 1
120
The Path of Mavors
121
Level 1
122
The Path of Mavors
Level
1
123
Level 1
61. Waiting Room it. Should anyone apply oil, grease, or some other
lubricant to the corners of the faces mouth, it opens
The wooden furniture that was once placed in more widely and speaks clearly in High Thulian.
this room was long ago reduced to shattered frag- Ask a question, if you have one. Ill answer truth-
ments. In the rooms center is a 4 foot tall pillar fully, but then youre done.
made of black basalt on which are inscribed runes Should a character actually question the face in
whose meaning is unknown even to contemporary High Thulian, the face will answer truthfully to
magic-users and other students of arcane lore. The the best of its knowledge. The face will only answer
pillar radiates magic under detect magic, however, one question per character. The face knows only
and characters who learn the language of the Great about this level of Dwimmermount and its infor-
Ancients in the Hieroglyph Room (Room 19) of mation is out of date, so the referee should bear
The Halls of Greater Secrets (Level 5) can iden- this in mind when crafting a reply. If the face does
tify them as runes of enslavement and passivity. not know the answer to a question posed, it will
Any non-human (such as a dwarf, elf, or goblin) admit as such, but such a question still counts as
who touches the pillar even briefly must make a the one it will answer for that character. If asked
saving throw versus Spells or find themselves ren- any more questions after the first, it will reply, again
dered completely docile for 1d6 turns. While in in High Thulian, Go away; I shall not answer you
this state, they will not attack another creature again today. A character can query the face again
even to defend themselves. This effect can be re- after 24 hours have elapsed.
moved sooner through remove curse or similar
spells, at the referees discretion. 65. Holding Cell
The wandering monsters that prowl this level
are aware of the pillars tranquilizing effects and This room once served as a temporary holding
regularly visit it in search of easy prey. The referee cell for prisoners. The room is empty at present,
should make a wandering monsters check every save for a pair of manacles, a wooden bucket, and
turn the characters linger in this room. a carpet of dust. The door to the room is locked
and the key long lost.
62. Audience Chamber
66. Theater
There is a small dais on the southern part of this
room, on which rests a fragile mahogany throne. The This room was used to stage propagandist plays
walls are covered in rotting tapestries on which the and speeches. The apse in the western portion of
symbolic spear of Mavors can be seen. Also on the the room was once separated by a curtain; only
walls are several rusty (and therefore useless) shields. tatters of it remain. The eastern wall is covered in
fractured mosaics that depicted military scenes of
63. Guard Post Thulian conquest.
124
The Path of Mavors
68. Magicians Quarters orcs. Two of his friends died in the Trophy Room
(Room 7) and another died in the Armory (Room
This room was once used a Termaxian magic-us- 16). Two others survive in captivity in Room 22 of
er, as evidenced by the arcane symbols on the The Laboratory (Level 2A), but he is unaware of
smashed mosaics that cover its walls. There are iron this. Balfar will happily pay the player characters
shelves on some of the walls as well, along with iron 500 gp if they help him to escape back to his home
cabinets. The room now holds four orcs who are in Muntburg.
interrogating a dwarf named Balfar.
Level
1
125
Chapter
The Laboratory
9 Level
2A
T
Overview of The Laboratory
HE LABORATORY was
excavated by the Eld during
the Third Era to conduct WANDERING MONSTERS OF THE LABORATORY
sinister and sorcerous ex- Dice Roll Monster
periments. Foremost of 1 Orcs (2-8)
these was the breeding of 2 Gray Ooze (1)
monstrous life forms 3 Gnolls (1-6)
through use of the Essence Machines (Room
4 Zombies (2-8)
51) and Pool of Life (Room 50), a program
which was continued by their Thulian succes- 5 Ghouls (1-6)
sors and ultimately led to the creation of the 6 Spitting Beetle (1-8)
beastmen races. The Eld also cultivated crys- 7 Green Slime (1)
talline lifeforms (see Room 8), engineered 8 Giant Rats (3-18)
stasis tubes (see Room 49), and experimented 9 Carcass Scavenger (1-3)
with the effect of azoth on plant life (Rooms
10 NPC Party (5-8)
45-47). Because these programs were all con-
11 Gelatinous Cube (1)
tinued by the Thulians and Termaxians, The
Laboratory is more intact than Level 1. As 12 Black Widow Spiders (1-3)
such, its walls, floor, and ceiling show the
flawlessly smooth and mathematically perfect
excavation of the Eld. The doors are primar-
ily oak reinforced with areonite, unless oth-
erwise noted. The ceilings are punctured at
twenty-foot intervals by fist-sized indentations
fitted with orichalcum sockets. 10% of these
indentations contain a broken glass orb, while
the others are empty. The indentations can
be used to place glow bulbs (see Appendix A,
New Magic Items, p. 321).
Level 2A
4. Water Tanks
The doors to this room are adamantine steel
hatches. The room contains six large vertical water
Chapter tanks, three along the western wall, one in the mid-
128
The Laboratory
The door to this room is made of areonite en- Crystal Animated Statue (1) [AL L, MV 90
graved with intricate crystalline patterns. The cham- (30), AC 4, HD 3, HP 13, #AT 2, DG
ber beyond is filled with unnaturally large crystal 1d61d6, SV F3, ML 11]
growths in a wide variety of colors and shapes. The
crystals cover most of the floor, all of the walls, and The crystals in the room are of an unknown
parts of the ceiling. In various places, the crystals sort, but are worth 1,000 gp per stone to jewelers
seem to have almost crude humanoid shapes. In and sages. Seven stones in total can be harvested.
one particular instance, it looks like a well-carved
Level
2A
129
Level 2A
130
The Laboratory
16. Hidden Staircase ber a dozen in all. The orrery is currently inoperable,
as its power source has long since been depleted.
This room was once a sentry post guarding the The orrery is bolted to the floor and too large to
stairs to the Foyer (Room 1) of The House of move. Its interior components are inaccessible with-
Portals (Level 3A). It is now inhabited by six shad- out shattering the transparent sphere that encloses
ows. They attack anyone who enters the room who it. However, the hatch to its fuel cylinder can be
does not have on his person one of the Termaxian opened by a thief with a successful roll to pick locks,
passkeys (see Appendix A, New Magic Items, p. 327) exposing an empty vitreum cylinder. If this is replaced
scattered throughout the dungeon. If a passkey is with the Thulian fuel cylinder in the Secret Storeroom
presented, the shadows will withdraw, disappearing (Room 20), the bodies of the orrery will immedi-
from sight, but lying in wait for the opportunity ately begin to rotate through their orbits. A drawing
to attack later should the passkey be forgotten. of these orbits would be worth 500 gp to an astrol-
oger. In addition, activating the orrery earns the
Shadow (6) [AL C, MV 90 (30), AC 7, HD participating characters the Blessing of Asana, god-
2+2, HP 13(x2), 12, 11(3), #AT 1, DG 1d4 dess of science, for the next 24 hours. The boon
+ strength drain, SV F2, ML 12] grants +1 to initiative and AC. See Chapter 6, Over-
view of the Dungeon (p. 75), for more information
17. Workroom on boons from the gods.
Otherwise, the castle representations can be
This room once contained a variety of wooden removed (with effort), as can the golden star sym-
tables, stools, and shelves, most of which have long bols. There are 17 stars and 12 castles; each one is
since rotted away or been smashed. Scattered worth 5 gp purely for their inherent value, but ten
amongst the debris can be found iron and bronze times that amount to those with an interest in
implements and tools, such as hammers, picks, and ancient Thulian technology. Removing the castles
saws. The room is damp, owing to some overflow and stars from the orrery after it has been activated
from The Pool of Life (Room 50). This overflow is impossible without shattering the sphere, and
has encouraged the growth of a patch of green slime causes the loss of the Blessing in any case.
on the floor that will cling to the first person who
steps in the room without specifically looking at 20. Secret Storeroom
the floor to see if it is clear of any obstacles.
Entrance to this hidden room is concealed behind
Green Slime (1) [AL N, MV 3 (1), AC NA, an adamantine steel panel in the Orrery (Room
no roll needed, HD 2, HP 16, #AT 1, DG 19). It contains a large collection of spare parts for
special, SV F1, ML 12] the orreryplanets, stars, and so on. These can all
be taken from the room and sold either for the
18. Lounge metals from which they are made or for their value
as historical objects. The whole set is worth 3,340
This now-empty room once contained wooden gp and weighs 84 lbs., with 24 pieces ranging in
tables and chairs, now reduced to debris. The walls value from 5 to 500 gp each, depending on size.
are painted with faded frescoes depicting scenes of The room also contains a large adamantine steel
magical research, including what appears to be the box with strange red symbols on its exterior. These
creation of monsters from animals. Amidst the debris symbols, if deciphered by a thief or through the use
can be found several tankards and drinking cups. of a read languages spell, read DANGER! Handle
One tankard, made from silver, is worth 50 gp; the only with proper protection! The box is warm to
whole set (weighing 14 lbs.) is worth 250 gp. the touch and locked. If the lock is opened, the
characters will find a vitreum cylinder containing
19. Orrery the glowing silvery-black liquid known as azoth (see
Appendix F, Azoth, p. 379). This is a Thulian fuel
This circular room contains a large (10 feet diam- cylinder for the orrery (and other devices throughout
eter) orrery of adamantine steel, lacquered oak, and the dungeon) and can be used to re-activate it. How-
precious metals. The device is a scale model of Telluria, ever, if handled without proper protection, anyone
its moon, Ioun, and the other planets with which it who touches the cylinder takes 6d6 damage (make
shares its solar system, all enclosed in a transparent, a saving throw versus Spells for half damage). Safe Level
vitreum sphere on which are situated numerous gold-
en symbols that seem to represent stars. Also situated
on the outside of the sphere are tiny representations
of what look like castles or fortresses. These represen-
handling of the cylinder requires the character to
either be protected by resist fire or be wearing one
of the environment suits found in the Dressing Room
(Room 28) or elsewhere in the dungeon. See Ap-
2A
tations are all associated with a star symbol and num- pendix A, New Magic Items (p. 320).
131
Level 2A
21. Orc Captors southern portion of the room. There are also three
enclosed fire pits with copper pipes that go into the
This area contains eight orcs who have captured ceiling. A faint odor of smoke and charcoal still
a couple of unfortunate dwarves. The captives are lingers.
kept next door (Room 22). Should the battle go The copper pipes carry exhaust from the fire pits
against the orcs, they will attempt to exchange their upward through filters designed to stop even ene-
lives for those of their captives. mies polymorphed into oozes, and then reach the
surface via carefully camouflaged chimneys. If the
Orcs (7) [AL C, MV 120 (40), AC 6 (stud- Perimeter barrier is sealed, these chimneys are
ded leather), HD 1, HP 7, 5, 4, 3(2), 2(2), blocked by its wall of force, which allows nothing
#AT 1, DG 1d8 (battle axes), SV F1, ML 10] to pass. If the Perimeter barrier is activated, the
wall of force is still present, but it permits natural
Orc Leader (1) [AL C, MV 120 (40), AC 5 smoke to pass through. At the start of the campaign,
(chain mail), HD 1, HP 8, #AT 1, DG 1d8+1 the Perimeter barrier has been deactivated, and the
(battle axe), SV F1, ML 10] chimneys can be passed through by any gaseous
creature. See Chapter 6, Overview of the Dungeon,
Other than the orcs, the room contains only old p. 66, for details on the arcane barrier.
and moldy work benches, which the orcs like to sleep
on. A hemp sack below one of the work benches 24a. Balcony
holds the orc leaders treasure: 3,000 cp, a hematite
(10 gp), a sardonyx (75 gp), an alexandrite (500 gp), This elevated area overlooks an Operating Room
a topaz (750 gp), and an amethyst (750 gp). (Room 24b). The area contains two heavy wooden
benches and a steel railing.
22. Dwarf Captives
24b. Operating Room
This large, featureless area contains two dwarves
who were captured by the orcs while exploring the Dominating this room is a large slab-like table
dungeon. The dwarves, named Glandal and Thoon, made of red brass. The table possesses gears and
descended into Dwimmermount from the Entrance cranks that allow it to be swiveled, elevated, and
Cave (Room 30) on The Path of Mavors (Level 1) turned. The table also possesses leather restraints.
in the company of six others. Their party fought There is evidence of blood or some other type of
their way past that levels denizens, suffering sev- stain on the table and on the ground around it.
eral casualties in the process (corpses of which can When the characters enter the room, they will
be found in Level 1, Rooms 6 and 16), before come across a strange battle between a throghrin
being captured by orcs ascending from The Labo- and a number of seemingly normal rats. The
ratory (Level 2A). Glandal and Thoon are current- throghrin, owing to its regeneration ability and
ly chained to the east wall and have suffered many overall strength, has the upper hand, but the rats
indignities at the hands of their bestial captors. are fighting in a viciously coordinated manner. They
Glandal is a 3rd-level fighter (currently 6 hit are, in fact, sapient animals (see Appendix C, New
points out of a total of 18), while Thoon is only Monsters, p. 352) descended from Termaxian lab
2nd-level (currently 3 hit points out of a total of rats. They have entered Dwimmermount to explore
12). Neither one has any weapons or armor or their kinds birthplace at the orders of their mas-
substantial knowledge of this level, though they ter, the Rat Boss of Adamas (see Appendix C, New
remember much about The Path of Mavors (Level Monsters, p. 333).
1). They will gladly join the characters and assist
them in further exploration, especially if the char- Throghrin (1) [AL C, MV 120 (40), AC 6,
acters are willing to help them avenge their fallen HD 3, HP 15, #AT 1, DG 1d8 (long sword),
comrades. Should they learn that their comrade SV F3, ML 10]
Balfar (currently captive in Room 68 on Level 1)
is alive, they will insist on rescuing him. If Balfar Sapient Rats (15) [AL N, MV 60 (20), AC
has already been rescued, all three dwarves will 9, HD 1 hit point each, #AT 1 per 5 rats, DG
offer to serve the party as henchmen in gratitude 1d6, disease, SV 0LH, ML 5]
Chapter for their rescue and reunion.
9 23. Smithy
This room is quite clearly a smithy of some sort,
If the characters do not intervene, the throghrin
will kill all the rats in fairly short order, after which
it will turn on them. On the other hand, if the
characters kill the throghrin, the rats will rush over
as evidenced by the forge and anvil located in the toward them and bow in thanks for their assistance.
132
The Laboratory
Though they cannot speak Common, the rats are 3. Turms, emerging from an alchemical labo-
intelligent and can communicate fluently with any- ratory, triumphantly holding up a flask of
one under the effects of speak with animals. They silver-grey fluid.
will happily provide fairly detailed information 4. Turms, wearing resplendent robes decorat-
about many of the nearby rooms on this level, in- ed with three-pointed stars, preaching before
cluding the existence of the secret door leading to a crowd. He is accompanied by his lover,
the Panic Room (Room 58), though they do not Sarana, and surrounded by apostles and
know how to open it. Despite their gratitude, the followers on all sides.
rats will not join the party, explaining that they 5. Turms prostrate on the headsmans block,
already owe allegiance to the Rat Boss. Even if the a Thulian executioner poised to strike. His
characters cannot verbally communicate with the followers gaze in horror but the Thrice-
rats, the sapient rats will nevertheless try to lead Great has an expression of serenity on his
them toward the secret door to the Panic Room as upturned face.
a way of thanking them for their assistance. 6. A panorama of the night sky, showing the
constellations, one of which is Turms ma-
25. Worship Area jestic visage.
This irregularly shaped room is decorated with Past the mosaics, the room contains two statues,
mosaics depicting the life of Turms Termax the one of Turms himself in its south-west leg, and
Thrice-Great, from his mastery of magic, alchemy, another of his lover, Sarana, in its south-east leg.
and astrology to his final apotheosis. There are six Both statues are of beautifully-carved alabaster, but
mosaics in all: magically trapped. Anyone not wearing a symbol of
Turms Termax on his person who dares touch either
1. Turms standing at a lectern studiously read- statue receives an electric shock dealing 2d6 damage
ing a magical grimoire. (make a saving throw versus Spells for half damage).
2. Turms gazing up at the heavens, with the
red planet, green planet, and silver moon all
visible above.
Level
2A
133
Level 2A
Chapter
9
134
The Laboratory
135
Level 2A
uette of Tyche (1,700 gp). The wooden coffer holds station, the characters will gain a +2 bonus to their
a silver chain (500 gp), a gold gem-encrusted hair- reaction rolls with him, possibly securing his roy-
pin (600 gp), a pair of platinum earrings (900 gp), al aid against other threats on this level.
a platinum brooch with electrum filigree (1,800
gp), a moonsilver ring of protection +1, a potion of Orcs (6) [AL C, MV 120 (40), AC 6 (stud-
clairaudience, and a potion of heroism. ded leather), HD 1, HP 6(2), 5(3), 2, #AT
1, DG 1d8 (long swords), SV F1, ML 10]
40. Meeting Room
Segur, Orc Chief (1) [AL C, MV 120 (40), AC
The door to this room is made of areonite 4 (scale mail & shield +1), HD 4, HP 15, #AT
adorned with abstract engravings. This room con- 1, DG 1d8+2 (long sword), SV F1, ML 10]
tains a single long table made of heavy oak. There
are no chairs anywhere to be found. The table is Segurs shield +1 is a round, spiked shield of
intact, although there is a series of notches carved adamantine steel. The orc chief keeps 1,000 gp in
(or slashed) along the edge closest to the door. a locked chest behind the throne. The chief has the
key around his neck, as well as a moonstone (75
41. Orc Lair gp), a jasper (100 gp), and a zircon (250 gp) in a
pouch on his person.
This large room is now home to the orcs chief,
Segur, and his six bodyguards, all armed with long 42. Alcove
swords. Segur has plundered wood and metal from
other rooms to create a makeshift throne for The north, east, and south walls of this alcove
himself in this room. The chief likes to hold court are decorated with mosaics depicting magicians
from here, in crude imitation of human nobility. If using The Pool of Life (Room 50) to create orcs,
Segur is greeted with the deference due his high gnolls, and minotaurs respectively. The mosaics are
Chapter
9
136
The Laboratory
in surprisingly good shape, and if carefully studied ucts dumped in the Refectory (Room 34) then
for one turn, a magic-user or other scholar of the returns here to digest. Since the carcass scavenger
arcane will notice that the color of the glass cylin- is well fed, characters who pass through without
ders depicted near the pool in each mosaic varies: approaching the machine will be ignored. Con-
the cylinders are pink in the northern (orc) mosaic, versely, characters who approach its hiding place
brown in the eastern (gnoll) mosaic, and black in behind the machine will be immediately attacked.
the southern (minotaur) mosaic.
Carcass Scavenger (1) [AL C, MV 120 (40),
43. Landing AC 7, HD 3+1, HP 11, #AT 8, DG paralysis,
SV F2, ML 9]
This open area is located about 10 feet below
the rest of the level, as are all the Rooms numbered
43 through 60. All these rooms also have sockets 46. Thorny Room
in each of their walls into which the glow bulbs
kept in Glow Bulb Storage (Room 44) can be placed This chamber is overgrown with dense shrubbery,
to provide illumination. with golden and purple buds and thorny branches.
Along the ceiling above the shrubbery runs a series
44. Glow Bulb Storage of areonite pipes, connecting it to the Hallway
(Room 45). The pipes continue beyond the door
The door to this room is a locked adamantine to the south and into the Rose Garden (Room 47).
steel hatch. Within are forty stacked iron boxes. Most These pipes, on close inspection, have fine holes
of the boxes are empty, but eight of them hold a along some of their lengths, from which a silvery
dozen glow bulbs each, for a total of 96 of the grape- mist occasionally sprays onto the shrubs.
fruit-sized glass orbs. As noted in the Overview of Among the shrubs are five archer bushes (see
the Laboratory, these can be placed in sockets in the Appendix C, New Monsters, p. 335). The carniv- 2A-45: A sketch of this
ceiling of the level to provide illumination. See Ap- orous plants attack any living thing which enters. machine counts as par-
tially reliable evidence of
pendix A, New Magic Items (p. 321) for details on numbered fact 5-18.
glow bulbs. Archer Bushes (5) [AL N, MV 10 (3), AC 6,
HD 2, HP 13, 11(x2), 10, 7, #AT 1, DG 1d4,
45. Hallway SV F1, ML 12]
137
Level 2A
138
The Laboratory
no weapons (so only attack for 2d4 damage). able for gnolls, depending on Varazes actions).
If events turn against him, Varazes will flee These beastmen will not obey the commands of
toward the Gnoll Lair (Room 57) and then into their creator automatically, but may be cowed into
the Panic Room (Room 58). If captured, he will obedience with an appropriate show of strength.
make no mention of his origins in Volmar, instead The black liquid can be used to create a single
trying to pass himself off as a local magician. How- minotaurwoe to low-level characters that do so
ever, his strange accent and lack of knowledge about unprepared!
local affairs will quickly expose him as a liar. Varaz- The controls to use the essential matrices in 2A-50: Sketches of the
es is a coward and will do almost anything to save the Pool of Life are quite complex. For each hour Pool of Life and the Es-
his life. He is also duplicitous and self-serving and that he spends studying the controls, a character sence Machines together
count as partially reliable
will try to lead to his captors into dangerous situ- can make an ability check versus INT. After three evidence of numbered
ations that might result in their deaths. He is un- successful ability checks, the character will be able fact 4-9.
aware that the Volmarians have sent a new expedi- to use the controls. Characters with the instruc-
tion (see Chapter 7, Factions in the Dungeon, p. tionsfound in the Study (Room 54) may operate
95) and will be alarmed if he learns of it. the controls without an ability check, of course.
139
Level 2A
54. Study
The areonite door to this room is engraved with
abstract art. Inside, the room contains a large met-
al desk, a heavy wooden chair, and numerous wood-
en shelves and bookcases on the walls. The shelves
are devoid of anything of value, but the desks draw-
ers contain notes written in a strange script on sheets
of paper-thin metal. Read languagesor similar
effectsenable the script to be read, revealing de-
tailed instructions on how to use The Pool of Life
(Room 50) and The Essence Machines (Room 51).
9
140
The Laboratory
Level
2A
141
Chapter
The Reliquary
10 Level
2B
D
Overview of The Reliquary
URING THE Fourth
Era, the Thulians built WANDERING MONSTERS OF THE RELIQUARY
temples to the gods of Die Roll Monster
t he Great Chu rch 1 Eldritch Bones (3-12)
throughout Dwimmer- 2 Zombies (1-6)
mount as a way of hon- 3 Hobgoblins (1-6)
oring the deities who
4 Throghrin (1-3)
made their success possible. The Thulians
devotion to religious construction culminated 5 Shadows (1-8)
in The Reliquary, an entire level devoted to 6 Gray Ooze (1)
showing reverence to their gods. As one of the 7 Gelatinous Cube (1)
most recently-built levels (only the Ossuaries 8 Giant Rats (3-18)
are newer), The Reliquary has not endured the 9 Carcass Scavenger (1-3)
many cataclysms of the more aged regions of
10 NPC Party (5-8)
the dungeon, and remain still largely intact.
11 Spitting Beetle (1-8)
Some of the most beautiful examples of Thu-
lian sacred architecture still extant in Dwim- 12 Crab Spiders (1-4)
mermount can be found here, including the see Appendix C, New Monsters, p. 333
144
The Reliquary
2B
145
Level 2B
17. Workroom ject matter, but all save two resemble demons or
other Chaotic beings. The remaining two are ac-
A sturdy oak table and several stools are pushed tually wood golems in the shape of dwarves, which
up against one wall of this room, while shattered spring to life and attack anyone who in any way
glass and ceramics are scattered about the place. interferes with the stored statues.
Guarding the room are seven eldritch bones (see
Appendix C, New Monsters, p. 341) that attack Wood Golems (2) [AL N, MV 120 (40), AC
any who enter. 7, HD 2+2, HP 17, 13 #AT 1, DG 1d8, SV
F1, ML 12]
Eldritch Bones (7) [AL N, MV 120 (40), AC
5, HD 1+1, HP 9 (2), 7, 5 (3), 4 #AT 1, 22. Display Room
DG 1d6+1, SV F1, ML 12]
Iron shelves line the walls of this room, along
Hidden amongst the shattered glass and ceram- with numerous brass display cases that once had
ics is a single intact vial containing oil of slipperiness. glass fronts, now long since shattered. The shelves
and cases hold many small boxes and containers,
18. Sleeping Quarters the vast majority of which are themselves broken
or at least opened and obviously looted. Still in
Several broken bed frames can be found here, their original locations are three items: a white-han-
along with two oak chests. Both are locked, one dled dagger, a human skull, and an amulet with
with a poison needle whose efficacy has faded with the symbol of Tyche emblazoned on it. The dagger
time (there is a +1 bonus to the saving throw versus is an athame of law (see Appendix A, New Magic
Poison and the effect is paralysis for 1d4 days rath- Items, p. 318). The human skull and the amulet
er than death). In the trapped chest is 1,000 sp and are both non-magical, though the amulet is worth
20 gp; in the other is 200 sp and 50 gp. 500 gp because of its antiquity.
146
The Reliquary
a full day of complete rest. Likewise, Lawful clerics 28. Statue Room
can regain all their spells after resting only four
hours here instead of the usual eight. A dozen wooden statues of gods and demons
decorate this room. The statues are evenly spaced
26. Locked Room in three rows of four: Anesidora, Asana, Caint, and
Donn in the first row; Mavors, Tenen, Tyche, and
All three doors to this chamber have had arcane Typhon in the second row; Arach-Nacha, Jubilex,
lock cast upon them by a 10th-level magic-user. Orcus, and Tsath-Dagon in the fourth row. None
Successfully listening at any door reveals the sound however, are magical or in any way unusual except
of something gibbering unintelligibly. The source for the fact that they all have their original heads
of the gibbering is two enraged wights, both trapped rather than those of Turms Termax.
in here centuries ago and now quite mad.
29. Guard Post
Wights (2) [AL C, MV 90 (30), AC 5, HD
3, HP 20, 7 #AT 1, DG Drain life energy, Three wooden stools, one by each door, grace
SV F3, ML 12] this room. There are also wooden pegs on the walls
and an empty weapons rack along the eastern wall.
There are a total of eight chests unevenly litter-
ing this room. Most of the chests have been broken 30. Treasury
and over-turned but two remain closed and intact.
The first of these holds 4,000 cp while the second Five hobgoblins stand guard over a collection of
contains 3,000 sp, and 23 arrows +1. chests, coffers, and sacks that contain a large portion
of the spoils collected by their kind on this level
27. Chamber of the Triangle and below. If battle turns against them, they will
flee into the corridors to the north and raise an
A triangle has been painted with azoth-infused alarm, hoping to draw the attention of their allies
pigment across the floor of this room. At each point in nearby rooms.
of the triangle is a word associated with a clerical
spell. The three words, their meanings, and asso- Hobgoblins (5) [AL C, MV 90 (30), AC 6
ciated spells are as follows: (studded leather), HD 1+1, HP 9, 8, 5 (x2), 3
#AT 1, DG 1d8 (battle axes), SV F1, ML 8]
Akele (Light): light
Hoxmarch (Fear): remove fear The treasure they guard includes the following:
Prge (Fire): resist fire A wooden chest containing 3,000 gp; a wood cof-
fer containing 1,000 gp; a small iron coffer holding
These words are from an esoteric dialect of An- a blue quartz worth 10 gp, a turquoise worth 10
cient Thulian. Spellcasters who speak Ancient Thu- gp, tiger eye agate worth 50 gp, and a moonstone
lian can make an ability check versus WIS to intu- worth 75 gp; and a leather sack holding a bronze
it their meanings. Otherwise, read languages will headband worth 70 gp, a gold comb studded with
decipher their meaning. amethysts worth 400 gp, a wrought gold bracelet
If the appropriate spell is cast within five feet of worth 600 gp, and a dragon-hide belt with platinum
the drawing, the paint begins to glow at that point, buckle worth 1,700 gp.
spreading to others once further spells are cast. A rotating section of stone cunningly built into
Once all three spells are cast, the entire triangle the south wall gives access to the Hidden Treasury
lights up. The spellcaster who casts the spells that (Room 31).
infused the triangle then hears a disembodied voice
say Odo, which he immediately knows means 31. Hidden Treasury
Open. Speaking this word while the triangle is
infused functions as a knock spell for any door on Unbeknownst to the nearby hobgoblins, this secret
Level 2B (but not on any other level). Spells remain room contains more treasure. Shoved against the far
infused in the triangle for a number of days equal wall, a pair of heavy oak chests hold 3,000 sp and 600
to the level of the caster before they dissipate and gp each (6,000 sp and 1,200 gp total). A small wood-
must be cast again. en jewelry box holds a bronze necklace 60 gp and a Level
platinum pendant worth 300 gp. Hanging on a plaque
above the chests is a long sword of Ancient Thulian
make, its ornate hilt fasted in the shape of Asanas
symbol, its starmetal blade etched with runes of Law.
2B
This is Dwimmersmite, a Lawful sapient sword +2, +3
147
Level 2B
versus spellcasters [Int 12, Psy 12, Will 25, detect evil Throghrin (1) [AL C, MV 120 (40), AC 6,
(20 range), detect invisible or hidden (20 range), deals HD 3, HP 11 #AT 1, DG 1d8 (battle axe),
double damage against elves and magic-users]. Dwim- SV F3, ML 10]
mersmite cannot speak, but it is a very wilful sword
and makes its motivation of destroying magic-users Other than a potion of invulnerability, which
and elves clearly known to its wielder through com- Rukruk will use if threatened, there is no treasure
munion. Dwimmersmite was wielded by great Thulians in this room.
heroes during the war against the Eld, and it has little
interest in serving shameless plunderers or hapless fools. 35. Stairway
32. Dangerous Room Two throghrin guard the stairway down to the
Pillared Chamber (Room 28) of The Reservoir
The ceiling in this dark room is unstable. Anyone (Level 3B). The room is otherwise empty.
entering it has a 50% of triggering a collapse of sev-
eral large stones resulting in 3d6 damage to anyone Throghrin (2) [AL C, MV 120 (40), AC 6,
inside the room (saving throw versus Petrification HD 3, HP 19, 18 #AT 1, DG 1d8 (battle
for half damage). The hobgoblins that live nearby axes), SV F3, ML 10]
are aware of the rooms hazard and avoid it.
36. Stasis Chamber #1
33. Hobgoblin Sentries
This Stasis Chamber is similar to the Stasis
Six hobgoblins stand here on the lookout for Chamber (Room 49) on The Laboratory (Level
intruders. If their fortunes falter, they will flee to 2A), filled with two dozen vitreum tubes that stand
nearby rooms for assistance (either Room 34 or slightly taller than a human being. The tubes are
Room 30, depending on the direction from which found in four rows of six and have dials and switch-
they are assailed). es located on copper plates at their base, and hinged
doors with copper handles at their mid-point. All
Hobgoblins (6) [AL C, MV 90 (30), AC 6 of the tubes are now empty and most show obvious
(studded leather), HD 1+1, HP 8, 6, 5, 4, 3, signs of having been damaged.
2 #AT 1, DG 1d8 (battle axes), SV F1, ML 8]
37. Physicks Room
34. Throne Room
The walls of this room are covered with shelves
The hobgoblin king Rukruk has established and cabinets. There is also a small table and a desk
himself in this room, along with his loyal bodyguard in the room. A few of the shelves and cabinets
of four elite hobgoblins and a throghrin. Once part contain vials and jars, inside of which are pills and
of a large force placed in stasis before the fall of liquids of an unknown sort. If any of these ancient
Dwimmermount, the king and his men have been medicines are consumed, the imbiber must make
recently awakened. Given the anarchic state of the a saving throw versus Poison. Failure results in one
dungeon, he believes that he and his disciplined of the following effects (roll 1d10):
troops are capable of an eventual takeover of the
entirety of Dwimmermount, provided that he can 1. As potion of clairaudience
find a way to increase his tribes numbers. 2. As potion of diminution
For that reason he has sent out scouts throughout this 3. As potion of gaseous form
level and below to seek a solution to this dilemma. Though 4. As potion of healing
arrogant, he is not stupid, and if events turn against him 5. As potion of invulnerability
he will flee down the stairs. These lead to the Dry Foun- 6. As philter of love
tain (Room 1) of The Reservoir (Level 3B). 7. As potion of speed
8. Imbiber falls into deep sleep for 2d6 turns
Rukruk, Hobgoblin King (1) [AL C, MV 90 9. Imbibers hair grows 1d4 inches
(30), AC 6 (studded leather), HD 5, HP 22 10. Death
#AT 1, DG 1d8+2 (battle axe), SV F1, ML 10]
Chapter
148
The Reliquary
149
Level 2B
(Room 45) and avail themselves of the weapons stored in the Head Room (Room 66)is found
there, including the barrels of oil, which they will and placed on the statue, the person placing the
overturn and set alight to create a flaming barrier head on it is granted the Blessing of Typhon (a +1
between them and any enemies. bonus to his Charisma score) for 24 hours. See
Chapter 6, Overview of the Dungeon (p. 75), for
Hobgoblins (5) [AL C, MV 90 (30), AC 6 more information on boons from the gods.
(studded leather), HD 1+1, HP 8, 7, 5, 2 (x2)
#AT 1, DG 1d8 (battle axes), SV F1, ML 8] 50. The Crevasse
Throghrin (1) [AL C, MV 120 (40), AC 6, A large crevasse bisects this room. The crevasse is
HD 3, HP 11, #AT 1, DG 1d8 (battle axe), about six feet wide in most places and is filled with a
SV F3, ML 10] roiling pinkish-purple mist. The mist radiates magic
and is the result of azoth radiation emanating from
47. Storeroom The Reservoir (Level 3B) below. On the southern
side of the crevasse stand two marble statues of hood-
All that can be found in this room are the shat- ed and robed men each carrying a staff. Both statues
tered remains of wooden barrels. are quite dusty. Scrawled in Common in the dust of
one of the statues is the phrase M.C. was here!
48. Storeroom Jumping across the crevasse requires an ability
check versus DEX. Other means of getting across
Other than dust and some scraps of rough cloth, are possible and left to the players to decide and
this room is completely empty. the referee to adjudicate. A character who fails his
ability check, or otherwise slips, falls through the
49. Headless Statue mist. There is a 3% chance per level of the character
falling through the mist that he is transported to
A large bronze statue (10 feet tall) of a human- some other world. Characters so transported are
oid being suited in imposing plate armor and wield- removed from play (unless the referee decides to
ing a large mace can be found in this circular room. run adventures relating to the characters new lo-
The statue is missing its head. On the stump of the cation, of course). Otherwise the character falls into
statues neck, there is a screw, suggesting that a the cavern of the Arcanoplasm (Room 48) on The
head, if found, could be fairly easily re-attached to Reservoir (Level 3B), suffering 6d6 damage in the
it. The statue is that of Typhon, the Thulian god process. A successful saving throw versus Petrifica-
of discipline, order, and trade. If its original head tion reduces this damage by half.
Chapter
10
150
The Reliquary
Characters who rappel or otherwise scale down 53. The Lurking Dead
the chasm voluntarily still risk being transported
to another world when they pass through the mist, Five zombies wait silently in this room, ready to
but obviously will not take falling damage from attack any who enter.
descending to the lower level.
Zombies (5) [AL C, MV 120 (40), AC 8,
51. Temple of Law HD 2, HP 12 (x4), 9, #AT 1, DG 1d8, SV
F1, ML 8]
Only Lawful characters can enter this room
without penalty, for it is an ancient temple dedicat- 54. Blood-Smeared Room
ed to the cosmic principle of Law. Neutral charac-
ters feel uneasy and even ashamed while within its Dark stains cover the walls of this room, sometimes
walls, while Chaotic characters take 1d4 points of looking almost as if they are in the shape of letters or
damage per round (no save) from an intense burn- even words. In one corner of the room is a small un-
ing sensation on their skins. The temple is decorat- locked chest containing 500 sp. The coins are smeared
ed with mosaics of strangely armored warriors with the same bloody mess that stains the walls.
fighting demons and other unpleasant creatures.
At the eastern end of the room is an ornate alabas- 55. Bait
ter altar covered in gems and gold arranged in the
shape of a blazing sun. On each side of the altar is Coins, gems, and other obviously valuable items
a bronze statue of an armored warrior like those are scattered haphazardly about the floor of this large
seen in the mosaics, one a man and one a woman. chamber, whose walls are covered in burned, black-
They are armed with swords and carry shields em- ened frescoes. The treasure consists of 1,000 sp, a
blazoned with a sun device. potion of flying, an eye agate worth 10 gp, a turquoise
A cleric who prays at the altar finds himself ful- worth 25 gp, an azurite worth 25 gp, a lapis lazuli
ly healed, his selection of spells refreshed, and his worth 25gp, and a carnelian worth 75 gp.
faith that Law is a power in the world renewed.
Lawful fighters who pray at the altar can take up 56. Breath
the path of the paladin if they so desire (see Chap-
ter 3, Adventuring in Dwimmermount, p. 39). Two small hell hounds lair here, pets of the
Anyone attempting to steal the gems or gold from Zombie Lord, ready to attack any non-undead who
the altar is struck by a bolt of brilliant light that deals enter Room 55. If characters stop to pick up the
10d6 damage. If the character survives and he is not bait, the hell hounds will gain surprise on a roll
Lawful in alignment, he finds his alignment has shift- of 1-3 on 1d6.
ed to Lawful. If he is Lawful, he is compelled (by quest)
to give away all his coins, gems, and other non-magical Hell Hounds (2) [AL C, MV 120 (40), AC
valuables to a Lawful religion once he exits Dwimmer- 4, HD 3, HP 21, 14, #AT 1, DG 1d6 or 3d6,
mount in penance for his greed. A successful saving SV F3, ML 9]
throw versus Spells will reduce damage by half, but
does not avoid the other effects of the bolt. 57. Sleeping Quarters
52. Viewing Room Broken bed frames can be found in this room, along
with other indeterminate metal and wood debris.
Broken furniture and human bones litter this
rooms floor. Against one wall is a largely intact 58. Sleeping Quarters
tapestry depicting all the gods of the Thulian Great
Church: Anesidora, Asana, Caint, Donn, Mavors, This room is almost identical to the other Sleep-
Tenen, Tyche, and Typhon. Notably, none of them ing Quarters (Room 57), except that five giant
has his head replaced with that of Turms Termax. centipedes can be found amidst the debris. They
The tapestry is large (8 feet tall by 40 feet wide) will attack anyone who disturbs their nest.
and bulky (160 lbs.), but worth 800 gp or more to
interested buyers in a large city. Giant Centipedes (5) [AL N, MV 60 (20),
AC 9, HD 1d4 hp, HP 4, 2 (x3), 1, #AT 1, Level
DG poison, SV F 0LH, ML 7]
2B
151
Level 2B
A heavy red curtain can be found along the Zombies (4) [AL C, MV 120 (40), AC 8, HD 2,
northern wall of this room. Standing in front of HP 11, 10, 6, 4, #AT 1, DG 1d8, SV F1, ML 8]
the curtain is an armless statue of a woman.
Chapter
10
152
The Reliquary
The hoard includes a wooden chest with 1,000 door is opened. Infused with azoth, this gray ooze
sp; a small coffer holding 400 gp; and a jewel box is quicker and more agile than others of its kind (as
holding an eye agate worth 50 gp, a smoky quartz shown in its greater movement rate and armor class),
worth 100 gp, a lapis lazuli worth 50 gp, a star rose and pursues any who disturb its lair.
quartz worth100 gp, a jasper worth 100 gp, a
turquoise worth 50 gp, and a jade worth 750 gp. Gray Ooze (1) [AL N, MV 60 (20), AC 6, HD
3, HP 15, #AT 1, DG 2d8, SV F2, ML 12]
64. Pet Wight
68. Latrine
Roaming this room is a wight whom the Zom-
bie Lord has convinced to obey him. It attacks any There are several working toilets here, along
non-undead who enter the room. with a large basin with spigot from which to draw
water. The water in both the toilets and from the
Wight (1) [AL C, MV 90 (30), AC 5, HD spigot is blackish and metallic smelling (and tasting).
3, HP 16 #AT 1, DG drain life energy, SV Drinking the water is unpleasant, but not imme-
F3, ML 12] diately dangerous. As with other latrines in the
dungeon, tiny creatures might conceivably use the
65. Apotheosis Room latrine pipes to traffic between levels. See Chapter
6, Overview of the Dungeon, p. 76, for details.
Along the wall of this room is a large tapestry
artistically depicting the apotheosis of Turms Ter- 69. Dwarf Remains
max. In the scene, Turms floats above a crowd of
prostate Thulian guards, his arms spread wide and Lying on its side here is a well-carved statue of
his head tilted upward to the heavens, revealing a a dwarf. This is actually a stillborn dwarf that was
bloody neck injury. Because of its historical value abandoned before it could be transported to the
and unique fabric, the tapestry could easily fetch Dwarven Cemetery (Room 34) on The Path of
1,000 gp from a sage or collector in a large city. It Mavors (Level 1). The inert dwarf is lying on its
is however, large (8 feet tall by 40 feet wide) and side and, as it was stillborn, shows no obvious signs
bulky (160 lbs). A secret door to the Head Room of damage or wounds. It is impossible to tell how
(Room 66) is located behind the tapestry. old the statue is, though a thick carpet of dust
suggests its stillbirth was not too recent.
66. Head Room
70. Stairway
The secret door to this
room can only be detect- The stairs here lead down to
ed if the tapestry of the Vestibule (Room 40) of
Turms Termax in the The Reservoir (Level 3B).
Apotheosis Room The staircase is flanked by
(Room 65) is pulled two carvings of human
down. Within it are women, one of which has
several dozen carved been severely damaged.
heads of statues, The other has sustained
made of wood and some damage but is still
stone. Most of them do recognizable for what it is.
not fit any of the statues This second carving is also a
remaining in Dwimmer- caryatid column (see Appendix C,
mount, but one is a perfect fit New Monsters, p. 337), albeit a weak-
for the headless statue of Mavors in ened one, which attacks anyone who at-
Room 49. tempts to descend the stairs without carrying a
Termaxian passkey (see Appendix A, New Magic
67. Moist Room Items, p. 327).
An acrid and unpleasant smell emanates from Caryatid Column (1) [AL N, MV 60 (20), Level
this room. The wood of its door looks warped and
shot through with silvery-black veins. The door is
stuck (but not locked) and must be forced or
smashed to open. Inside lurks monstrously large
AC 5, HD 5, HP 10 #AT 1, DG 1d8, SV F5,
ML 12]
2B
gray ooze that strikes immediately as soon as the
153
Chapter
The House of Portals
11 Level
3A
T
Overview of The House of Portals
HE GREAT ANCIENTS
sent expeditions to Ioun
WANDERING MONSTERS OF
and Kythirea on swift astral
THE HOUSE OF PORTALS
vessels, but it was only
when the Eld mastered the Die Roll Monster
secrets of portal-magic that 1 Bugbears (2-8)
instantaneous travel be- 2 Giant Carnivorous Beetles (1-6)
tween the Four Worlds became a reality. The 3 Eld (1-6)
House of Portals was excavated by the Eld 4 Ochre Jelly (1)
during the Third Era as a hub for portal trav-
5 Dretches (2-8)
el. With portals to Areon (Room 8), Ioun
(Room 34), Kythirea (Room 43), and the most 6 Ghouls (1-6)
distant reaches of Telluria (Room 61), The 7 Carcass Scavenger (1-3)
House of Portals allowed the Eld to travel 8 Shadows (1-8)
instantly anywhere within the Eldritch Empire. 9 Doppelganger (1-6)
The Eld could also call on the Great Void and 10 NPC Party (5-8)
Elemental Planes from special summoning 11 Wererat (1-6)
chambers (such as Rooms 53 and 54) they built
12 Throghrin (1-6)
here. As their wealth and splendor grew, the
Eld began to decorate The House of Portals see Appendix C, New Monsters, p. 333
Chapter
11
156
The House of Portals
3. Pumping Station the fourth has a starmetal long sword +1, detects
elves (the swords blade glows red, as brightly as a
The noise resonating from the ancient copper torch, whenever elves are within 60 feet) of Ancient
pipes that cover this rooms walls and ceiling proves Thulian make.
they are pumping liquid of some kindbut from
where and to where is uncertain, as the pipes emerge 6. Dressing Room
from and disappear into the walls.
Should a character fiddle with the pipe system, This room holds a large number of steel lockers,
there is a 1 in 6 chance per round he will break wall pegs, and oak benches. The lockers contain
somethingeither a water pipe (1-3) or an azoth the remains of many garments, but only two intact
pipe (4-6). Breaking a water pipe causes water to articles of clothing have survived the degradations
pour into the room at a rate of 6 gallons per minute of time. These latter are dwimmersilk garments,
(approximately 10 cubic feet per turn). A water leak which appear as silvery-black cassocks made of a
does not cause damage but can cause other conse- gossamer fabric infused with azoth. See Appendix
quences as the room floods. Breaking an azoth A, New Magic Items (p. 320), for details.
pipe, on the other hand, is very dangerous. Anyone
within 10 feet of a ruptured pipe spraying azoth 7. Guardroom
must make a saving throw versus Spells or be af-
fected by a random 3rd-level magic-user spell, as if This guardroom is now occupied by six bugbears
cast by a 5th-level caster. See Appendix F, p. 379, awaiting the return of their Eldritch masters, who
for other details on azoth. are exploring the dungeon elsewhere.
Even if broken open, the pipes are too narrow Bugbears (6) [AL C, MV 90 (30), AC 5 (chain
to allow humanoid creatures to enter them. Normal mail), HD 3+1, HP 19 (2), 18, 13, 12 (2), #AT
rats, insects, or a character affected by diminution 1, DG 1d8+1 (long swords), SV F3, ML 9]
magic can pass through the pipes; see Chapter 6, One of the bugbears carries a sack containing a
Overview of the Dungeon (p. 76), for details on moonstone worth 75 gp, a piece of malachite worth
traversing pipes. 10 gp, a rock crystal worth 100 gp, and a hematite
worth 50 gp. Another has a jade statuette of a
4. Storeroom marilith worth 400 gp and a bronze locket worth
30 gp. The bugbears hope to please their masters
This storeroom contains six vitreum barrels, all with these trinkets, which they found in the Dress-
of which are sealed tightly. If a barrel is forced open ing Room (Room 6).
(as a door) or shattered (requiring 5 points of dam-
age), it releases a reddish, magical gas extracted on 8. Portal to Areon
Areon. The gas cloud quickly fills up the volume
of the room (about 6,000 cubic feet if released The entrance to this room is an areonite door
outside the room). Any non-elves with the cloud with hepatizon fittings, exquisitely carved with an
are put to sleep unless they make a successful saving image of a city on a red mountain. The circular
throw versus Spells to avoid the effect. room within contains a set of red stone steps lead-
ing to a large dais, on top of which is a 12 foot
5. Storeroom tall rectangular archway made of red stone with
veiny black striations. Runes inscribed in azoth
This storeroom contains a number of steel bar- surround the archway, and these radiate strongly
rels. All have had their lids removed and their con- under detect magic.
tents emptied. Suffusing the room is an unpleasant Anyone carrying some soil from Areonfound
smell, due no doubt to the strangely-fresh corpses in the Dressing Room (Room 11) as well as in
of four men being feasted upon by three giant the possession of any Eld in Dwimmermount
carnivorous beetles. Having acquired the taste for who passes over these runes activates their mag-
man-flash, the beetles will attack any intruders. ic. Instantly, a two-way portal to the Red Planet
of Areon appears within the archway. Once ac-
Giant Carnivorous Beetles (3) [AL N, MV tivated, the portal remains active for six rounds,
150 (50), AC 3, HD 3+1, hp 14, 13 (x2), after which it closes and cannot be activated again
#AT 1, D 2d6, SV F1, ML 9] for six hours. Details on Areon and passing through Level
The remains of archaic chain mail still tatter the
corpses that the beetles were feeding upon, but
their gnawing has left the armor valueless. Three
the portal to the Red Planet can be found in
Appendix E (see p. 376).
Currently keeping watch on the portal are six
Eld and six bugbear guards, under the command
3A
of the corpses carry ordinary long swords, while of their leader, Virsor. All are recent arrivals from
157
Level 3A
Areon. Virsor will send the bugbears against any Each Eld knows two 1st-level spells. The Eld
3A-8: If befriended or
interrogated, Virsor can
intruders first, while he and the other Eld hang leader knows 2 1st-level and two 2nd-level spells.
reveal the following num- back in order to cast spells. So long as even a single Their spell selections are as follows:
bered facts to the char- Eld survives, the bugbears morale will not break.
acters: 3-2, 3-3, 3-4, 3-5, Once the Eld have used their spells, they will engage Eld #1: 1-darkness, detect magic
3-8, 3-9, 3-10, 3-11, 3-12,
4-2, 4-3, 4-4, and 4-5.
in melee if they have superior numbers; otherwise, Eld #2: 1-protection from good, sleep
they will flee through the portal. If the characters Eld #3: 1-charm person, shield
flee, the Eld will pursue them, seeking to kill them Eld #4: 1-magic missile, shield
before they can warn others that the Eld have re- Eld #5: 1-protection from good, sleep
turned to Dwimmermount. Eld #6: 1-detect magic, sleep
Virsor: 1-magic missile, sleep; 2-invisibility,
Bugbears (6) [AL C, MV 90 (30), AC 5 phantasmal force
(chain mail), HD 3+1, HP 17, 14, 13, 12, 9,
8 #AT 1, DG 1d8+1 (long swords), SV F3, The six Eld are each armed with two long
ML 9] swords and areonite cuirass. Virsor is armed with
a slightly curved areonite long sword +1, areonite
Eld (6) [AL C, MV 120 (40), AC 4 (areonite pistol, and areonite panoply, and carries 300 gp, a
cuirass), HD 2, HP 12, 10, 8 (2), 7 #AT 1, power cell (24 charges), and a scarab of protection.
DG 1d8 (long swords), SV E2, ML 10] The scarab is of areonite, fastened like an alien
beetle with moonsilver mandibles. See Appendix
Virsor, Eld Leader (1) [AL C, MV 120 (40), A, New Magic Items (p. 317) for details on the
AC 3 (areonite panoply), HD 4, HP 17 #AT Elds special equipment.
1, DG 1d8+1 (long sword +1) or 1d6 (areonite
pistol), SV E4, ML 10]
Chapter
11
158
The House of Portals
9. Astronomy Room
All the doors to this room are made of areonite
and graven with abstract representations of the orbit
of the Four Worlds within Astral Space. The large
room within contains seven short pillars of hepatizon,
each standing about 4 feet high. Levitating above
each pillar is a representation of a different celestial
object. These representations are made of a thin,
lightweight moonsilver, but have been decorated
with paint to make them look more realistic. The
seven representations are: Telluria (the first planet),
Ioun (the moon), Kythirea (the second planet), Are-
on (the third planet), Diwo (the fourth planet), Kron
(the fifth planet), and the Sun. The representations
cannot be removed from their places above the pil-
lars except by means of magic. Both the spells dispel
magic and knock will suffice. Each object is worth
between 500 and 1,000 (1d6+4 100) gp to col-
lectors and students of the Thulian sciences.
10. Corridor
This wide corridor is completely empty, though
its walls are covered in frescoes depicting the ex-
ploration of other worlds. Careful observers may
notice that there is a thin layer of reddish dust on
the floor toward the southeastern end of the cor-
ridor. The reddish dust is soil from Areon that can
be used to activate the Portal to Areon (Room 8).
3
Dried mushrooms (make a saving throw versus Poison at
1 or die if consumed)
17. Meeting Room
4 Coal dust This room is dominated by a large table of red
5 Azoth brass with a dozen areonite and mahogany chairs
6 Sulfur arranged around it. In the center of the table is a
7 Petrified wood circular depression containing a white crystal worth
8 Fluorescent water (harmless if consumed)
2,000 gp. The crystal is affixed to the table; safely
removing the crystal requires 1d6 turns of careful
9 Quartz crystals
work with craftsmans tools (and destroys the view-
10 Glue
ing system it powers, described below).
11 A single preserved pear from The Healing Tree (Room 12).
12 Wolfsbane The section of the table in front of each seat is
bedecked with a collection of areonite buttons and
15. Shrine to Mavors knobs. When manipulated correctly, these controls
cause images to appear in the air above the table,
Hidden behind a ragged curtain are an altar projected by the crystal in its center. If the charac-
and statue to the Thulian war god Mavors. The ters press any buttons or turn any knobs on the
ancient statue still holds a spear in its stone grip, image projector, roll 1d6 and consult the table
poised for a majestic strike, but the war-like visage below to determine what occurs:
of Mavors has been replaced with the head of
Die Roll Image
Turms Termax. If Turms head is replaced with
The crystal projects a fuzzy, low resolution
one of Mavors, then the statues spear becomes a image of several men in strange silvery-white
spear +3 and is removable from its grasp. This 1
clothing walking through a portal. This is recog-
benefit replaces the usual boon received from re- nizable as the Portal to Ioun (Room 34).
placing the head of a divine statue. The crystal projects a crisp and starkly beautiful
2 image of a metallic ship-like vessel floating in a
16. Eld Scouting Party silvery sky.
The crystal projects a distorted image of a
A scouting party of four Eld and two quasits (see disembodied head in a floating container
3 surrounded by darkness. The head looks like
Appendix C, New Monsters, p. 339 and 350) can a distorted mockery of the statuary heads of
be found here. The Eld, as is typical for their kind, Turms Termax that appear in the dungeon.
will hang back to cast spells before engaging in The crystal projects a birds eye view of the
4
melee. If outnumbered, they will attempt to flee outside of Dwimmermount.
back toward the Portal to Areon (Room 8). The No image is projected. Instead, a loud,
Eld have discovered that a section of the west wall annoying noise erupts from the crystal. Every
is actually a secret door, though they have not yet character within the meeting room must make
5 a successful saving throw versus Petrification or
investigated it. They will attempt to use this knowl-
Chapter edge to bargain for their lives if defeated.
be deafened for 1d4 turns (-1 to hit and saving
11
throws). The referee should make an immedi-
ate wandering monster check.
Quasits (2) [AL C, MV 150 (50), AC 2, HD Damage is done to the viewing system. No
6
3, HP 23, 21 #AT 3, DG 1d2/1d2/1d4, SV further effects occur.
F3, ML 10]
160
The House of Portals
18. Abstract Gallery against undead, and a long sword +1, dancing. The
dancing sword is Eldritch, with a slightly-curved
The areonite door to this chamber is locked; its single-edged blade of azoth-infused areonite with
key can be found in the Room of Holes (Room 24). a baroque hilt.
If anyone enters the room by any means other than
the use of this key, the rooms denizen, a guardian 21. Chamber of Faces
plasm (see Appendix C, New Monsters, p. 344),
drops from the ceiling and attempts to devour the The northern and southern walls of this room
unfortunate intruder. are adorned with dozens of carvings of a bearded
man, all of which depict Turms Termax, each done
Guardian Plasm (1) [AL N, MV 120 (40), in a different style using different materials (hard
AC 5, HD 5, HP 26 #AT 1, DG devour, SV wood, ivory, bronze, etc.). The carvings are all sol-
F5, ML 10] idly affixed to the walls and cannot be removed
without doing damage to both walls and the carvings.
The walls of the chamber are carved with abstract
Eldritch art. A lever hidden within the carvings in 22. Hall of Columns
the western edge of the north wall opens the secret
door to the Treasury (Room 32). Six thick marble columns hold up this rooms
20 foot high vaulted ceiling. The ceiling once had
19. Shrine of the Brazen Head a fresco, but it has been defaced to the point where
little of the original plaster remains.
This room is dominated by a large pedestal,
above which hovers the bronze head of a bearded 23. Altar to the Unknown
manthat of Turms Termax. Anyone who ap-
proaches within one foot of the floating head must A set of stairs gently descends about five feet into
make a successful saving throw versus Spells or what appears to be a shrine of some sort. There is
experience a mild shock dealing 1 hit point of a simple white stone altar against one wall, upon
damage. Anyone bold enough to touch the head which the name Anyastos is carved in Ancient
takes 1d4 points of damage, while anyone who Thulian. The altar is worn at the front, perhaps
grasps it firmly takes 1d8 damage (a saving throw from centuries of having been touched. There is no
versus Spells is allowed in both cases to resist the other adornment on the altar, nor does the cham-
effect). The head cannot be removed from its loca- ber contain any ornamentation; even its walls are
tion by any means short of a successful dispel mag- completely bare.
ic against a 14th level magic-user. If successfully Clerics may recognize Anyastos as the name of
removed, it is worth 2,000 gp, but otherwise it has an abstract Thulian deity believed to be above
no other properties. all the other gods, and the source of the gods own
A section of the east wall can be pushed back to divinity. Any Lawful character who meditates or
give access to the secret corridor leading to Room prays at the altar for one full turn (ten minutes)
16 (Eld Scouting Party). A section of the west wall receives the Greater Blessing of Anyastos (a perma-
can be pushed back to gain entry to Room 20 nent +1 bonus to his Wisdom score). Any Neutral
(Treasury of the Head). or Chaotic character who does so immediately
becomes Lawful. In either case, the altar will only
20. Treasury of the Head work once per character. See Chapter 6, Overview
of the Dungeon, p. 75, for more information on
Located beyond the secret door from Room 19 boons from the gods.
is a treasury, though it has obviously been looted
in the past. There are several dozen chests and 24. Room of Holes
coffers within, almost all of which are now empty.
Two, however, remain locked and unopened. The Near the center of this room is a black hepatizon
smaller of the two chests contains nine gems and pillar with six areonite buttons on it. If depressed,
precious stones (a piece of blue quartz worth 10 each button opens up an extra-dimensional hole
gp, two moss agates worth 25 gp each, a piece of in the room. These holes were used for storage.
lapis lazuli worth 50 gp, a malachite worth 50 gp, Two holes can be found on each of the north, east, Level
a carnelian worth 250 gp, a garnet worth 750 gp,
a peridot worth 750 gp, and an emerald worth
1,000 gp). The larger chest is not only locked, but
trapped by means of explosive runes. It contains
and west walls. They remain open as long as the
appropriate button is depressed. However, no two
holes can be open at the same time. Attempting to
open one hole while another is already open closes
3A
3,000 gp, a potion of levitation, a scroll of ward the first hole. If a hole is closed with a hand or
161
Level 3A
other body part inside, the hand is pushed out 28. Black Room
forcefully yet harmlessly as the hole closes. The
contents of the six holes are as follows: This room is painted black. Its walls, floor, and
1. Empty ceiling have all been coated with some type of
2. A chest containing 7,000 sp and 400 gp. pigment that is as black as night. If the paint on
3. A Termaxian passkey (see Appendix A, New the east wall is scraped off a laborious process
3A-24: Characters studying Magic Items, p. 327) taking 1 hour per 10 square feet it will reveal an
the codices and scrolls will 4. Empty elaborate replica of the Red Doors of Dwimmer-
learn one of the following 5. The keys to the Abstract Gallery (Room 18) mount.
numbered facts each day:
4-2, 4-4, 4-7 5-12, and 5-22.
and the Fog Chamber (Room 26). If opened, these doors reveal a long-forgotten
All are written in High Thu- 6. A large collection of Thulian codices and portal to a city built on the shores of a deep blue
lian. scrolls covering a wide variety of mundane sea. Judging from the summery clothing of the
subjects. The books number several dozen women on the shore, it might be located in the
and weigh 150 lbs. total, but are worth about tropics. The sun is almost blotted out from the sky
5,000 gp in total if sold to the right buyer. by the citys proud edifices. Occasionally explosions
Hidden amongst them is a tome of clear rock the metropolis, and lines of black chariots
thought. patrol its avenues. At the referees discretion, this
can be a location within his own milieu, or Volmar,
25. Guard Post capital of the extant Thulian Empire, a city in grave
peril. See Chapter 6, Overview of the Dungeon, p.
Two wooden stools and an empty weapons rack 65, for details on portals, and Chapter 7, Factions
can be found here. Along the north and south walls in the Dungeon, p. 95 for more details on Volmar.
hang several tarnished shields.
29. Bugbears
26. Fog Chamber
A gang of bugbears guards the door to the next
The door to this chamber is securely locked; the room (Room 30). They will attack anyone who is
key can be found in the Room of Holes (Room not an Eld. If the battle turns against them, they
24). If the door is opened by any means, a thick, will flee to the Eldritch Explorers next door.
greenish fog begins to roll out of the room and
into the corridor. The fog smells horrible and any- Bugbears (7) [AL C, MV 90 (30), AC 5
one who remains within it must make a saving (chain mail), HD 3+1, HP 23, 16, 14 (x2),
throw versus Poison each round. A failed saving 13, 12, 7 #AT 1, DG 1d8+1 (battle axes), SV
throw results in nausea (-2 attack rolls). Three con- F3, ML 9]
secutive failed saving throws result in death. The
chamber itself is completely empty, except for two Among them the bugbears have two bloodstones
mummified bodies of men wearing chain mail (worth 75 gp each), an azurite (worth 10 gp), and
armor and carrying shields and long swords. The 100 cp.
bodies are contorted in ways that suggest that when
they died they were gasping for breath and running 30. Eldritch Explorers
for the east door.
The door to The Source (Room 27) is open, and Four Eld wait here for their leaders, who have
the greenish fog is, if anything, even thicker there. ventured into the room containing the Portal to
Ioun (Room 34). They will attack any intruder who
27. The Source enters with great ferocity. If the battle turns against
them, they will retreat to Room 33 and activate
The greenish fog found in the Fog Chamber the dart trap there to protect both themselves and
(Room 26) also thickly envelops this chamber. The their superiors.
source of the fog is a large, circular contraption of
areonite and adamantine steel connected to a net- Eld (4) [AL C, MV 120 (40), AC 4 (areonite
work of areonite tubes and pipes built into the wall. cuirass), HD 2, HP 14, 12, 10 (2) #AT 1,
One of the pipes has a valve on its side that has been DG 1d8 (long swords), SV E2, ML 10]
Chapter turned to open up an aperture through which the
162
The House of Portals
The four Eld are each armed with two long at the painting for more than a brief time must
swords and areonite cuirasses. The Eld have 600 ep make a successful saving throw versus Spells or be
between the four of them. Eld #1 also possesses a trapped within the painting for 1d4 days. While
Termaxian passkey. See Appendix A, New Magic trapped within the painting, the character can be
Items (p. 327). seen in its tableau, as if a seamless part of it. At the
end of his imprisonment, the character will gain a
31. Art Gallery number of points of Intelligence equal to the length
of his imprisonment and lose an equal number of
The doors to this room are both made of areonite points of Constitution. Once a character has either
intricately carved with abstract calligraphy. The succeeded or failed at a saving throw upon seeing
room within is an art gallery, with frames on the the painting, subsequent viewings have no effect
north, east, and west walls that once held works of upon him.
art. All but one of them has long since been re- The painting is inordinately heavy (2,000lbs)
moved. The remaining painting depicts the world and too fragile to remove from the wall without
of Telluria, as if seen from orbit. The painting is 5 destroying it. However, the secret door to the Trea-
feet by 6 feet in size, and weighs 220lbs; if safely sury (Room 32) cannot be detected without re-
brought out of the dungeon, it would be worth moving the painting.
250 gp to a collector.
On the southern wall hangs the tattered remains 32. Treasury
of a curtain. Pulling aside the curtain reveals a very
large painting, 35 feet wide and 8 feet tall, in a This room is accessible only by means of secret
frame made of purplish-black hepatizon. The paint- doors from the Abstract Gallery (Room 18), Room
ing shows a strange, phantasmagoric landscape of of Holes (Room 24), and Art Gallery (Room 31).
weird shapes and brilliant colors. Anyone who looks All three secret doors are sliding stone panels.
Level
3A
163
Level 3A
Within the room is a considerable amount of Eld (2) [AL C, MV 120 (40), AC 3 (areonite
treasure, secreted here at the time of Dwimmer- panoply), HD 4, HP 16, 11 #AT 1, DG 1d8
mounts closure. 2,000 gp and 100pp, all dating (long swords), SV E4, ML 10]
to the last days of the Thulian Empire, form a large Eld #1: 1-magic missile, shield; 2-invisibil-
coin pile on the floor, topped by a silver choker ity, mirror image
(700 gp) and a gold scepter (1,500 gp). A wooden Eld #2: 1-charm person, sleep; 2-detect in-
chest next to the coin pile contains a carved head visibility, web
of the god Mavors that fits the statue in the Shrine The two Eld are each armed with two long
to Mavors (Room 15); six vials of moon dust for swords and areonite panoply. Eld #1 has an areonite
use in the Portal to Ioun (Room 34); a potion of rifle and a power cell with 14 charges remaining (see
giant strength; a scroll of ward against magic; and Appendix A, New Magic Items, p. 325). Eld #2
a ring of fire resistance. On display in case near the has a ring of telekinesis, which appears as an orichal-
chest is an areonite panoply (see Appendix A, New cum band studded with tiny ioun stones. Between
Magic Items, p. 317) and a long sword +1, +2 them they also possess 700 sp and 400 gp.
versus spell casters. The long sword is made of az-
oth-infused areonite, with a slightly curved sin- 35. Dusty Room
gle-edged blade and an ornate hilt of polished red
brass Fine, gray dust coats the floor of this otherwise
empty room. Markings on the floor and walls are
33. Dart Trap evidence that there was once furniture and wall
hangings of some sort here, but these have long
Next to the door leading to the Portal to Ioun since been removed.
(Room 34) is a switch that, if flipped, activates a
dart trap. The trap is not currently active. If acti- 36. Shattered Wood
vated, anyone who enters or leaves Room 34 must
make a saving throw versus Wands or be struck by Large piles of shattered wood litter this room.
a hail of small darts that deal 3d6 damage. The trap The wood seems to originate from several different
takes one round to reset before it is again active. sourcesloose planks, chair legs, tabletops, etc.
Hidden underneath the wood is a small leather bag
34. Portal to Ioun containing 40 gp.
164
The House of Portals
is good enough that they could be readily animat- 43. Portal to Kythirea
ed by a magic-user or cleric using animate dead.
This circular room contains a set of green stone
39. Wandering Ghouls steps leading to a large dais, on top of which is 12
foot tall archway made of similar stone, but with
Frescoes depicting stars, planets, and other celes- white veins running through it. Runes inscribed
tial bodies cover the walls of this oval room. Four in azoth surround the archway, and these radiate
ghouls gibber profanely before a fresco of the moon, strongly under detect magic.
but the entrance of any characters to the room will Anyone carrying some plant life from Kythirea
interrupt this reverie. The ghouls have wandered far who passes over these runes activates their magic,
afield from their brethren elsewhere on this level. causing a two-way portal to the Green Planet to
appear within the archway. The portal remains
Ghouls (4) [AL C, MV 90 (30), AC 6, HD active for six rounds, after which it closes and can-
2, HP 14, 11, 9, 8 #AT 3, DG 1d3/1d3/1d3 not be activated again for six hours. Details on
+ paralysis, SV F2, ML 9] Kythirea and passing through the portal to the
Green Planet can be found in Appendix E (p. 376).
40. Empty Guard Room
44. Blue Room
A pair of wooden stools can be found here, along
with a weapons rack containing two long swords This room is completely tiledwalls, floor, and
and a mace. The weapons are quite old, but still ceilingin dark, cerulean blue. It is devoid of almost
serviceable. any contents, save that in one corner can be found
a small scarab-shaped brooch. The brooch has
41. Curtained Room strange, fire-like symbols etched on it that utterly
elude even the capability of spells like read languag-
Green and white tiles cover the floor of this room es to decipher. The brooch might fetch 100 gp to
in a pleasingly symmetrical pattern. From the north a dedicated collector of the arcane, though it has
and south wall hang two tattered curtains of a other utility as well (see Room 53, below).
vivid green hue. The southern curtain hides an apse
containing a female statue without a head. The 45. Mirrored Chamber
statues voluptuous bosom and wide hips are sug-
gestive of Anesidora in her role as goddess of mar- All the surfaces of this room are covered with
riage and fertility. mirrors, their curvature creating a strangely disori-
enting effect on the vision of characters inside. The
42. Trapped Statue mirrors have been infused with azoth, and have the
effect of focusing any arcane magic cast within.
A statue of a woman dressed in archaic flowing Magic-user spells cast within the Mirrored Cham-
robes stands in this chamber. The statues hands ber have a duration of twice the usual length. Un-
are outstretched with palms face up. A Lawful fortunately, the focus effect causes the mirrors to
cleric will recognize it as representing the goddess give off a resonant hum loud enough to cause an
Anesidora in her role as goddess of grain and fer- immediate check for wandering monsters.
tility. However, the statues head has been replaced
by that of Turms Termax, creating a strange sight. 46. Bone Pile
Careful observation reveals that the right hand is
stained green by some sort of natural pigment. If Whatever its original purpose, this room now
any sort of plant lifeeven preserved herbs will houses a large number of bones of various sorts,
sufficeis placed in that hand, the secret door to both humanoid and otherwise. The ghouls and
the Portal to Kythirea (Room 43) opens. If anything ghasts in the nearby rooms have, over the centuries,
else is placed in it, nothing happens. If anything is tossed the bony remains of their feasts into this
placed in the left hand, including plant life, jets of room, and they now litter the floor in a haphazard
flame shoot from six points in the walls, dealing jumble.
3d6 points of damage to anyone in the room. A
successful saving throw versus Breath Attacks will 47. Urbane Ghasts Level
reduce damage by half.
This formerly opulent magicians quarters is now
home to two ghasts (see Appendix C, New Monsters,
p. 342) named Menas and Passara (male and fe-
3A
male, respectively). Unlike the ghouls over whom
165
Level 3A
Chapter
11
166
The House of Portals
they rule, the ghasts can still converse in Thulian, a pair of bugbears. The ghouls dragged the bugbears
both High and Low, and in fact consider themselves corpses back to their lair, where they are now under-
Thulian humans rather than monsters. They glad- taking the messy process of consuming them.
ly speak with any outsiders they encounter. Menas
and Passara try to present themselves simply as Ghouls (3) [AL C, MV 90 (30), AC 6, HD
survivors of Dwimmermounts fall who did what 2, HP 12, 11, 6 #AT 3, DG 1d3/1d3/1d3 +
was needed to preserve their lives. This was, perhaps, paralysis, SV F2, ML 9]
true but over time they have become thoroughly
evil and insane. They offer their services as guides 50. Pillared Chamber
to The Laboratory and The House of Portals (Lev-
els 2A and 3A), about which they have extensive Within this room is a marble statue of Turms
knowledge, in exchange for the privilege of con- Termax, with his arms uplifted toward the sky. In
suming any living beings their newfound allies his right hand is a staff bearing a caduceus. Sur-
defeat. As a show of good faith, they call off any rounding the statue are six thick pillars made of
ghouls in the dungeon, enabling free passage into black marble veined with white.
areas occupied by such creatures.
51. Carcass Scavenger
Ghasts (2) [AL C, MV 150 (50), AC 4, HD
4, HP 19, 18 #AT 3, DG 1d4/1d4/1d8 + From a fissure along the southern wall, a carcass
paralysis, SV F4, ML 9] scavenger has emerged into this room. The fissure
is too narrow for humanoids to make use of.
Amongst the contents of the room is a wood
chest containing 2,000 gp and a collection of jew- Carcass Scavenger (1) [AL N, MV 120 (40),
elry (a Thulian bronze seal worth 20 gp, a silver AC 7, HD 3+1, HP 24 #AT 8, DG paralysis,
clasp worth 40 gp, a brass brooch worth 40 gp, SV F2, ML 9]
and a silver pin worth 40 gp).
52. Ashen Room
48. Ghoul Lair
Directly in front of the areonite door to the
This room, like Rooms 47 and 49, is occupied Braziers Room (Room 53) are two neat piles of
by undead who were once Thulian residents of black ash. Despite appearances to the contrary, there
Dwimmermount. Faced with extinction when are no trapsor anything elsein this room oth-
Dwimmermount was sealed two centuries ago, the er than the piles of ash.
erstwhile men and women became ghouls when
they used dark magic and cannibalism to unnatu- 53. Braziers Room
rally extend their lives. They now roam the level in
search of living creatures to eat, though they know All the walls of this room are decorated with a
better than to attempt to enter the Crescent Room fiery motif, as are its two areonite doors. Located
(Room 62) and the rooms connected to it. in its southwest and southeast corners are iron
braziers. They do not appear to have been lit in
Ghouls (4) [AL C, MV 90 (30), AC 6, HD some time. Charcoal sufficient for a single ignition
2, HP 11, 9(x2), 4 #AT 3, DG 1d3/1d3/1d3 can still be found in each, however, and there are
+ paralysis, SV F2, ML 9] tapers, tongs, and other implements for lighting
the braziers on a shelf on the west wall.
A steel ladder ascends through an aperture in If both braziers are lit, in 1d4 rounds a minor fire
the ceiling of this room. It rises up 50 feet to a elemental appears. If anyone present is in possession
short corridor connected to the Guard Room of the brooch from the Blue Room (Room 44), the
(Room 56) of The Laboratory (Level 2A) and then fire elemental will obey that character as if summoned
another 10 feet past that, terminating in a trap door by conjure elemental. However, the elemental cannot
in the floor of the Dressing Room (Room 28). The leave this level of the dungeon. If no one present has
ghouls use it to travel between levels and seek out the brooch when the elemental appears, it will im-
food in nearby rooms. mediately attack. In either case, once summoned,
the elemental cannot be dismissed except by destroy- Level
49. Ghoulish Feast
This chamber currently houses several ghouls who
have recently returned from elsewhere on the level.
ing its form on this plane.
167
Level 3A
168
The House of Portals
3B
B
Overview of The Reservoir
Y THE LATE SECOND
Era, the action of the as-
tral dome below Dwim- WANDERING MONSTERS OF THE RESERVOIR
mermount had drawn so
Die Roll Monster
much azoth down from
1 Throghrin (1-6)
the quintessence of space
that the construction of a 2 Ochre Jelly (1)
vast underground cistern became necessary to 3 Giant Ticks (1-8)
contain it. The Reservoir was built around a 4 Eldritch Bones (3-12)
series of pre-existing limestone caverns located 5 Doppelgangers (1-6)
mid-way between the peak and the astral dome. 6 Shadows (1-6)
Using the Great Ancients magical technology,
7 Ranine (1-8)
vast quantities of stone were dematerialized to
excavate space of the desired dimensions, re- 8 Hobgoblins (1-6)
sulting in hewn areas of sheer smoothness and 9 Carcass Scavengers (1-3)
flawless geometry. Adamantine steel hatches, 10 NPC Party (5-8)
capable of being sealed against azoth, were 11 Wererats (1-6)
installed between the rooms and corridors, and 12 Gray Ooze (1)
vitreum radiance panels were placed every ten
see Appendix C, New Monsters, p. 333
feet to illuminate the level.
In the centuries since, much of this construction
has been damaged or destroyed. As the fountain-
head of azoth on Telluria, The Reservoir has been
a battlefield each time the rulership of Dwimmer-
mount has been contested. The original construc-
tion is still evident in the Control Room (Room
3), Pump Room (Room 7), Engineering Room
(Room 9), Power Generator (Room 10), Strange
Storeroom (Room 18), Observation Room (Room
29), Distillation Room (Room 35), and Arcane
Library (Room 37). Much of the rest of the level
is of Eld, Thulian, or Termaxian construction.
Level 3B
172
The Reservoir
6. Secret Shrine has been restored by the Power Generator (Room 10)
and the pipes have been activated in the Control Room
A 10 foot tall iron statue of a man in strange (Room 3). If active, the pipes vibrate and rattle loud-
plated armor stands at the center of this room. The ly, and several of them leak slightly, dripping azoth
man wears a helmet that completely covers his face. onto the floor, where it leaves a silvery-black stain
In his right hand is an ornate lantern that can only before seeping into the stone. When the Pump Room
be removed by a Lawful clericanyone else who is activated, the azoth levels in the Entry Caverns
attempts to touch it, let alone remove it, takes 3d6 (Rooms 45 and 50) can be raised or lowered at the
damage without any possibility of a saving throw. Reservoir Control (Room 44). As elsewhere in the
The lantern is an iron lantern (see Appendix A, New dungeon, the azoth pipes are too small for humanoid
Magic Items, p. 323) with a single unused lens. creatures to traverse, and highly toxic besides, but
The most knowledgeable of sages could possibly Chapter 6, Overview of the Dungeon (p. 77), has
identify the statue as of the Iron God, an Empyrean details on where they might travel.
worshipped as a divinity at certain periods in Tellurias The ochre stain in this room is actually an ochre
history, but most characters will be ignorant of the jelly, which will attack any characters who approach.
existence of this being, let alone able to identify it.
Ochre Jelly (1) [AL N, MV 30 (10), AC 8, HD
7. Pump Room 5, HP 30, #AT 1, DG 2d6, SV F3, ML 12]
The floor of this large, circular room is polluted The secret door to the west is concealed as a
with stains of silver, black, and ochre, perhaps a resi- cluster of pipes with a small steel hatch wheel. Turn-
due from the numerous large nephelite pipes run ing the wheel will open the corridor to the Obser-
between the walls and floor. The pipes are silent and vation Room (Room 29).
empty of fluid, unless the power for the entire level
Level
3B
173
Level 3B
174
The Reservoir
175
Level 3B
20. Bloodsuckers alarm and alert their brethren in the Office (Room
24) to come to their aid. Otherwise, they will retreat
The door to this chamber from the room with toward the Stairway (Room 26) and thence The
the Statue of Tenen (Room 17) has been shattered, Halls of Lesser Secrets (Level 4).
which has enabled seven giant ticks (see Appendix
C, New Monsters, p. 358) to take up residence Ranine (10) [AL C, MV 90 (30)/120 (40)
here. The ticks attack anyone who enters. swim, AC 4, HD 2, HP 13, 12 (2), 11 (2),
9, 8, 6, 4 (2), #AT 3, DG 1d6/1d6/1d4 +
Giant Ticks (7) [AL N, MV 30 (10), AC 3, paralysis, SV F2, ML 9]
HD 2, HP 12, 10, 8 (3), 6, 5, #AT 1, DG
1d4 + blood drain, SV F2, ML 8] The ranine have not found the secret door to
the Secret Treasury (Room 27), which is concealed
21. Despoiled Room as a sliding section of stone in the west wall.
176
The Reservoir
The ranine have collected a small hoard consist- Throghrin (5) [AL C, MV 120 (40), AC 6,
ing of 4,000 gp, a potion of gaseous form, a potion HD 3, HP 17, 16, 15, 5, #AT 1, DG 1d8
of undead control, and a scroll of detect invisible. (long swords), SV F3, ML 10]
177
Level 3B
Once power is flowing from the Power Gener- are slain, going so far as to pursue characters who
ator and the observation power regulator is turned leave the Barracks. Characters who succeed at their
on, characters can then turn on the view screens Wisdom check cannot aid those who failed, as they
by using an engineers control rod (see Appendix A, cannot see or interact with the shadowy echoes of
New Magic Items, p. 320). Each of the 16 view the past.
screens monitors a different room: Dry Fountain
(Room 1), Portal Room (Room 15), Sanctum of Shadowy Soldiers (Varies) [AL C, MV 120
Tenen (Room 16), Despoiled Room (Room 21), (40), AC 3, HD 2, HP 9 each #AT 1, DG
Stairway (Room 26), Pillared Chamber (Room 28), 1d6+1, SV F2, ML 12]
Barracks (Room 32), Checkpoint (Room 36), Ar-
cane Library (Room 37), Reservoir Control (Room At the time that the Barracks was built, the
44), and each of the caverns (Rooms 45-50). secret door to the Hidden Room (Room 33) was
When activated, the view screens normally pro- an ordinary doorway. As such, the existence of a
vide an accurate but ordinary view of whatever is door there will be immediately apparent to any
happening in the rooms they monitor. However, if characters who see the shadowy echoes of the rooms
there is no light source in the observed room, then past. Those who succeed in the Wisdom check see
the view screen will provide a view of the room as only stone paneling, but can find the door through
if seen through infravision (such that warm or the usual means.
living things will appear in tones of red, yellow,
and blue, while cool things will be gray and very 33. Hidden Room
cold things black). The screens never reveal the
presence of magic, invisibility, or other special ef- Secreted within this hidden vault are two chests.
fects, nor can such effects be cast through the view The first chest has a lock with a poison need (save
screens versus Poison or die if triggered). It contains 900
gp and a chime of opening. The second chest is
30. Recreation Area unlocked, and contains 6,000 sp.
There are several broken wooden tables and many 34. Azoth Spillage
more broken chairs in this room, creating a morass
of debris. Nothing is of any value. There are four upright vitreum pipes in this
room, each about 5 feet in diameter and reaching
31. Armory from the floor to the ceiling. All but one of the
pipes has cracked, allowing azoth to spill into the
Wooden racks and metal shelves fill this room, room. Most of the azoth has long since seeped into
most of which are now empty. However, a few items the stone floor, staining it a silvery-black color, but
remain that may be of interest. They include two small puddles of it can be found here and there.
sets of Thulian chain (see Appendix A, New Magic See Appendix F, Azoth (p. 379), for details on the
Items, p. 327), four shields, two long swords, and effects of azoth.
five maces. There is also a crossbow with a quiver Hovering in the room are five jellyfish plants
of 20 bolts, one of which is actually a firebolt (See (see Appendix C, New Monsters, p. 345), which
Appendix A, New Magic Items, p. 321). will attack any intruders.
The secret door to the Secret Treasury (Room
27) is concealed behind a large, empty weapon rack Jellyfish Plants (5) [AL N, MV 20 (6)/50
in the east wall. (16) flying, AC 9, HD 3, HP 21, 19, 17, 14,
13, #AT 1, DG 1d6 + paralysis, SV F2, ML 8]
32. Barracks
After the jellyfish plants are slain, the azoth in
This former barracks area is completely empty the room can be collected (4 gallons total) and the
of any physical objects except dust and some splin- pipes investigated. The pipes connect to other sec-
tered wood. Any character who enters the room tions of the dungeon, but they rapidly narrow above
must make an ability check versus WIS. Those and below the room, making passage by humanoid
who fail will see a shadowy echoes of what this creatures impossible. If the characters somehow
Chapter room looked like during its heydaya well-fur- shrink to a sufficiently small size and have protection
178
The Reservoir
179
Level 3B
and magical weapons equally, though magical weap- 41. White Room
ons have a 10% chance per strike of permanently
losing their potency. Once a boon is gained (or A tattered gray curtain runs along the western
lost), that particular weapon can never again be wall of this room. The curtain is the only thing
affected by the pyramids power. herein that is not white: Everything else, including
the scarab-shaped altar at the southern end of the
40. Vestibule room, is made from a polished and highly reflective
white stone. If a light source is brought into the
Wooden shelves and cabinets line the walls of room, it will reflect off these white surfaces so bright-
this room. Most of these are empty, but a dozen ly that everyone in the room must make a successful
still hold what look to be wizards robes made of saving throw versus Spells or be blinded for 2d6
thin gray material. These are dwimmersilk garments turns. Should a character blinded in this way then
(see Appendix A, New Magic Items, p. 320). Inside approach the altar, he will sense that he can commune
the pocket of one of these robes is a bone scroll (as the spell) with Mag-Kargne, the Demon Prince
tube containing a scroll with the following spells: of Beetles. The opportunity to commune lasts only
read languages, levitate, and haste. while in this room and while the character is blind-
At the north end of the Vestibule, a staircase ed. Once either of these conditions is no longer
ascends to the Stairway (Room 70) of The Reliquary present, the effect fades. No character can commune
(Level 2B). with Mag-Kargne more than once per week by means
of the altar, and each time the character communes
with Mag-Kargne, there is a cumulative 10% chance
that the blindness is permanent.
Chapter
12
180
The Reservoir
181
Level 3B
of azoth. The reservoir depth drops to 20 feet, The azoth spills inward as far as the door to the
while the caverns ceiling appears 40 feet above the Preparation Room (Room 5). The depth of the
surface of the azoth. azoth is initially quite shallow, but as the cavern
Lying beneath the azoth are the corpses of two floor descends, the depth of the azoth reservoir also
Thulian workmen who died while in the caverns grows gradually deeper. It reaches a depth of 20
and whose corpses have since been reanimated by feet at the dotted line on the map and 40 feet at
the azoth. These arcane cadavers (see Appendix C, the intersection to Room 48 and Room 59. The
New Monsters, p. 334) will sense the presence of caverns ceiling is about 20 feet above the surface
any living creatures who enter and immediately of the azoth.
attack. They surprise on a roll of 1-4 on 1d6. If characters enter this room after lowering the
reservoir level, then only 270,000 gallons of
Arcane Cadavers (2) [AL C, MV 60 (20), azoth remain. The azoth will have receded to the
AC 4, HD 4, HP 28, 11, #AT 1, DG 1d12, dotted line on the map, where it is a mere inches
SV F4, ML 12] deep, gradually deepening north. Where the azoth
once pooled is revealed a set of natural stone ter-
48. The Arcanoplasm races that descend into the cavern to a depth of ten
feet. Past the terraces, the cavern floor slopes down-
This enormous cavern has a large hole in its ward to the north, descending another ten feet by
ceiling, within which a pinkish-purple mist can be the time it reaches the dotted line on the map. At
seen high above. The hole eventually leads to the that point the caverns ceiling is about 40 feet above
Crevasse (Room 50) on The Reliquary (Level 2B). the floor of the cavern.
When the azoth level is normal, this cavern con- Beneath the azoth in this cavern can be found
tains about 2 million gallons of azoth. The reservoir an engineers control rod (see Appendix A, New
is 40 feet deep and the ceiling is 20 feet above the Magic Items, p. 320). Finding it requires either
surface of the azoth. When the azoth level has been careful searching or lowering the azoth levels in
lowered, the cavern contains only 1 million gallons the cavern.
of azoth. The reservoir depth drops to 20 feet,
while the caverns ceiling appears 40 feet above the
surface of the azoth.
A monstrously large amoeboid lifeform, brought
into existence by the azoth, dwells within this
cavern. This monstrosity, called an arcanoplasm
(see Appendix C, New Monsters, p. 334), can
detect the casting of any spells within 100 feet of
it and is drawn to such displays of power. It will
move toward spellcasters at its top speed and attack.
182
The Reservoir
Level
3B
183
Chapter
The Halls of
Lesser Secrets
Overview of The Halls
13 Level
T
WANDERING MONSTERS OF THE
of Lesser Secrets HALLS OF LESSER SECRETS
HE HALLS OF LESSER Die Roll Monster
Secrets were excavated at the 1 Ranine (1-8)
height of the Second Era to 2 Rust Monster (1-4)
serve as a laboratory for the
3 Shadows (1-6)
Servitors research into phys-
ical and biological transfor- 4 Minotaurs (1-4)
mation. It was here that the 5 Gargoyles (1-4)
Servitors Caint and Termagant jointly perfected 6 Wererats (1-6)
the technique of distilling azoth into universal 7 Hell Hounds (2-8)
medicines, and here that Termagant secretly and 8 Ochre Jelly (1)
independently created the first Eld. The Eleva- 9 Gray Ooze (1)
tor to the Divinitarium (Room 13), Elevator
10 NPC Party (5-8)
Control Room (Room 14), Cloning Chamber
(61) and Alteration Chamber (Room 62) are all 11 Doppelgangers (1-6)
that remain of these ancient works, as during 12 Giant Rhagodessa (1-4)
the Eld invasion of the Third Era, the Great see Appendix C, New Monsters, p. 351
Ancients destroyed virtually all of this levels
precious machinery and devices rather than al-
low them to fall into the hands of their enemy.
The dismayed Eld largely left Level 4 in ruins,
and excavated The Laboratory (Level 2A) to
conduct their own biological experiments.
Level 4
186
The Halls of Lesser Secrets
13. Elevator to the Divinitarium be operated. Daring parties may, of course, fly,
levitate, or climb up the elevator shaft.
The doors to this large circular room are Ancient Note that power can be restored to the elevator
blast doors of white nephelite, bearing the same via the machinery of the Elevator Control Room
cross-and-circle symbol that appears on the key disk (Room 14) on this level, or through the operation
in the possession of the minotaur king (Room 55). of the Great Machine (Room 40 of The Manufac-
Beyond the doors is a 20 foot diameter elevator tory, Level 6B).
that leads up to Room 56 of The Path of Mavors The secret door on the south wall to the Eleva-
(Level 1) and beyond to Room 1 of The Divinitar- tor Control Room is betrayed only by a hairline
ium (Level 0). crack in the curved stone. Pushing on the crack
When the characters enter the room, the eleva- opens the door.
tors doors will be closed. They can be opened with
a roll to force doors or by simultaneously pressing 14. Elevator Control Room
both the cross and circle on a key disk. The eleva-
tor platform will be present on this level when the Behind the secret door are the hydraulic ma-
doors are opened. Above the elevator stretches a chines that provide power to Dwimmermounts
vertical shaft approximately 250 feet tall. Its walls Elevator. The machines are made of adamantine
glisten from the transit of various Kythirean slimes steel and nephelite, with pipes and tubing of alche-
and are festooned with clumps of fungi and vege- mists resin, and are bewilderingly complex. Suc-
tation from the Green Planet. cessfully activating the elevator controls requires
If power has been restored to the elevator, then an ability check versus INT with a +4 penalty, or
the key disk can control the elevator platform. alternatively, the use of read languages to understand
Chapter Pressing the key disks cross causes the elevator their arcane instructions. If a character fails the
188
The Halls of Lesser Secrets
189
Level 4
Chapter
13
190
The Halls of Lesser Secrets
191
Level 4
Chapter
13
192
The Halls of Lesser Secrets
39. Weapon Storage civilization. She has heard of a Rat Boss in the
city-state of Adamas from visiting sapient rats, and
Splintered wooden boxes litter this room, inside hopes to establishing herself as one of his vassals
of which can be found a handful of weapons in there (see Appendix C, New Monsters, p. 352, for
usable condition. Among these weapons are two details on sapient rats and the Rat Boss). Unlike
maces, three war hammers, a long sword, a cross- the other wererats, Krishka is reasonably trust-
bow, and a spear +1 with a head of adamantine steel. worthy and sincere, though venal.
Also to be found amongst the debris is a Termaxian
passkey (see Appendix A, New Magic Items, p. 327). Wererats (5) [AL C, MV 120 (40), AC 7 (9),
HD 3, HP 17, 12 (3), 11, 8 #AT 1, DG 1d4
40. Shrine to Asana or 1d6 (short swords), SV F3, ML 8]
Each of the four columns supporting this shrines Krishka, Wererat Leader (1) [AL C, MV 120
ceiling bears elaborate carvings of heroes and kings (40), AC 7 (9), HD 4, HP 21 #AT 1, DG
victorious in battle. At the eastern end of the shrine, 1d4 or 1d6 (short sword), SV F3, ML 10]
an apse contains a marble statue of Asana, the
Thulian goddess of strategy, heroism, and science. 43. Wererat Lookouts
Her statue has had its head replaced with that of
Turms Termax, but there is evidence that someone Two wererats serve as scouts for the others on
had tried to remove it at some point, since it is this level. They will flee to the Wererat Lair (Room
twisted around to face the back of the statue. Should 42) at the first sign of intruders.
anyone replace the Turms head with an appropriate
one, he gains a boon, the Greater Blessing of Asa- Wererats (2) [AL C, MV 120 (40), AC 7 (9),
na (a permanent +1 bonus to all damage dealt when HD 3, HP 14, 12 #AT 1, DG 1d4 or 1d6
fighting unintelligent creatures). See Chapter 6, (short swords), SV F3, ML 8]
Overview of the Dungeon (p. 75), for more in-
formation on boons from the gods. 44. Shrine to the Iron God
41. Wererat Guards A statue of a large man in imposing armor hold-
ing a lantern can be found here. Learned sages
Six wererats stand guard in this room, protecting could identify the statue as of the Iron God, an
others of their kind from attacks by the ranine and obscure deity whose cult fought against both un-
minotaurs found elsewhere on the level. Though dead and demons, but even most clerics will be
evil, the wererats nevertheless offer to team up with ignorant of this.
those they deem to be powerful, as they are hard- Despite the ignominy into which his cult has
pressed by their enemies. They have fairly good fallen, the Iron God still possesses great power in
knowledge of this level of the dungeon and offer this room. No Chaotic creatures can ever enter his
to act as guides in exchange for aid against their shrine; the door is magically barred to them (and
foes. The wererats, of course, are not above betray- even if the door is open they cannot pass). Conse-
ing their alleged allies should the opportunity arise. quently, the room is one of the few completely safe
areas to rest and recuperate on this level.
Wererats (6) [AL C, MV 120 (40), AC 7 (9),
HD 3, HP 16, 15 (x2), 12, 11, 10 #AT 1, DG 45. Ruined Workshop
1d4 or 1d6 (short swords), SV F3, ML 8]
There is obvious evidence of some kind of ex-
42. Wererat Lair plosion herecharred floors, walls, and ceiling, in
addition to shattered wooden and metal debris.
Six more wererats have taken up residence in this Mixed amongst the debris can be found green,
chamber, including their leader, Krishka. Krishka powdery stones that crumble if squeezed too firm-
will communicate with the characters in her human ly. These are firestones (see Appendix A, New Mag-
form if they seem willing to negotiate. She explains ic Items, p. 321), a highly flammable compounds
that her kind have been trapped in Dwimmermount created by Eldritch alchemy. If exposed directly to
for over two centuries, and while many of them fire, the firestones explode, dealing 1d6 points of Level
seek only to continue their war against the other
inhabitants of the dungeon, she seeks escape. Krish-
ka offers to work with the characters, lending both
her martial skill and knowledge of this level to them,
damage to all within a 5 foot radius. There are 13
firestones in the room.
4
if they will lead her out of Dwimmermount to
193
Level 4
46. Waiting Room full health, and all deleterious effects he has suffered
in the last 24 hours will alleviated, whether they be
This room is furnished with a half-dozen nicely disease, poison, curse, or level drain. See Chapter 6,
upholstered chairs and a pair of couches. The fur- Overview of the Dungeon (p. 75), for more infor-
niture shows little signs of age or decay, and is quite mation on boons from the gods.
comfortable to sit on. Beneath one of the couches
is a sheaf of old scrolls. The first scroll is a tract by 48. Teleportation Maze
the Temple of Caint proclaiming the gods mirac-
ulous powers of healing. The remaining scrolls form See Room 22 for details.
a questionnaire inviting the supplicant to detail his
ailments. None are magical, but the collection 49. Battleground
would be worth 100 gp to any curios dealer. All
are written in High Thulian. Four minotaurs and four wererats are fighting
hand-to-hand within this room. The aged tapestries
47. Shrine to Caint on the north and south walls are both splattered
with old blood stains, suggesting this is not the
Standing in the center of this room is a marble first battle to have been fought here. Todays battle
statue of a robed man, a lyre clutched in one hand, is going rather badly for the wererats, and they will
a healers staff in the other. Any Cleric or similar appeal to anyone who enters the room to aid them
character can readily identify this as Caint, the Thu- against their foes. Like most of the wererats on this
lian god of medicine and music. Caints head has level, these are not particularly trustworthy, but
been replaced with that of Turms Termax. Anyone they are desperate for allies, and if opportunity
who replaces his head with that of Caint will gain a arises will take their rescuers to see their leader
boon, the Blessing of Caint: He will be restored to Krishka in the Wererat Lair (Room 42).
Chapter
13
194
The Halls of Lesser Secrets
Wererats (4) [AL C, MV 120 (40), AC 7 (9), rooms 24 crates is 4 feet cubed, and contains 200
HD 3, HP 10, 8, 7 (x2) #AT 1, DG 1d4 or lbs. of grain (25sp value). Each of the rooms 15
1d6 (short swords), SV F3, ML 8] barrels 3 feet tall and 2 feet in diameter, and contains
60 gallons of potable, but unpleasant tasting, water.
Minotaurs (4) [AL C, MV 120 (40), AC 6, HD The secret door connecting this storeroom to its
6, HP 35, 32, 30, 27, #AT 2 or 1, DG 1d6/1d6 adjacent neighbor (Room 53) is a simple revolving
or 1d8+2 (battle axes), SV F6, ML 12] stone panel. The supplies in the two storerooms were
brought here from Level 5 by Bik, in order to provide
50. Stairs Down his clone army with a reliable source of food (a 700
lb. minotaur requires 20 lbs. of food per day!)
Four minotaurs stand guard over the stairs lead-
ing down to the Entrance (Room 1) of The Halls 52. Dining Hall
of Greater Secrets (Level 5). They have strict orders
to let no one pass unless they are either a minotaur The large table and two benches that dominate
or in the company of a minotaur. this room are occupied by five minotaurs. They do
not look kindly on intruders and attack anyone who
Minotaurs (4) [AL C, MV 120 (40), AC 6, HD enters. Since the minotaurs are eating, they do not
6, HP 33, 29, 23, 22, #AT 2 or 1, DG 1d6/1d6 have their battle axes immediately at hand, but it
or 1d8+2 (battle axes), SV F6, ML 12] will only take them a single round to pick them up.
Level
4
195
Level 4
53. Storeroom to his plans for this level. Bik is strong enough to
wield his battle axe in one hand.
This room is very similar in appearance and
contents to the other Storeroom (Room 51), except Minotaurs (4) [AL C, MV 120 (40), AC 6, HD
that it is obvious that much of its contents have 6, HP 38, 30, 21 (x2), #AT 2 or 1, DG 1d6/1d6
been depleted. Only 8 of the 24 crates and 5 of the or 1d8+2 (battle axes), SV F6, ML 12]
barrels are still full. The secret door connecting
this storeroom to its adjacent neighbor (Room 51) Bik, Minotaur King (1) [AL C, MV 120
is a simple revolving stone panel. (40), AC 4 (shield +2), HD 6, HP 48, #AT
2 or 1, DG 1d6/1d6 or 1d8+2 (battle axe),
54. Latrine SV F6, ML 12]
This room reeks of urine and waste. Though Through his conquests of the level, Bik has
originally built as a latrine, the minotaurs have amassed a small treasure hoard. He keeps most of
wrought much damage in the place, tearing out it in a chest below his throne, which contains 4,000
the toilets and wash basins from their fixtures and sp, a bronze bracelet worth 75 gp, a silver-studded
smashing them in the ground. In their place, there leather belt worth 100 gp, a wrought silver amulet
are large holes in the walls and floors. They are not worth 100 gp, and a wand of magic missiles. He
large enough for human-sized creatures to fit wears a silver crown worth 100 gp between his
through, but often, vermin from nearby levels en- horns, and carries a key ring with two items strung
ter the room and occupy it till the minotaurs slay on it. The first is a weird metal disc with a cross-
them. There are 7 giant rats in the room that attack and-circle symbol on it; this is a key disc that can
when someone enters. be used to operate the Elevator (Room 13). The
second is a small disc with grooves on it; this is the
Giant Rats (7) [AL N, MV 120 (40), AC 7, key that opens the doors to the Clone Chamber
HD 1d4 Hit Points each, HP 4(3), 3(4) (Room 61).
#AT 1, DG 1d3 + disease, SV F1, ML 6]
56. Summoning Room
See Chapter 6, Overview of the Dungeon, p. 76,
for details on traversing the water pipes between The metal doors to this room are sealed by means
the levels. of an arcane lock. The chamber within contains a
magical summoning circle, entrapping a very frus-
55. Throne Room of trated succubus (see Appendix C, New Monsters, p.
355) named Melissia. Melissia was summoned
the Minotaur King over two hundred years ago, in the last days of
Dwimmermounts occupation, but her summoner
This room has tall, elaborately carved pillars at fled the citadel to save his life before dismissing her.
each corner shoring up a 30 foot ceiling. From the She has been trapped here ever since, fuming at her
west wall hangs a faded tapestry that depicts the imprisonment and plotting revenge against the
Thulian Empire at the height of its splendor (worth descendants of her summoner. Melissia is both
400 gp, but weighing 160 lbs.) Seated on an iron beautiful and persuasive, offering all manner of
throne, long since rusted, is the minotaur king, rewards to any who enter the room if they will
Bik. Arranged around him are four minotaurs, so simply break the outline of the summoning circle
close in appearance as seem duplicates: the kings so that she might escape. She claims that she has
most loyal retainer and his three clones, who col- no desire to harm anyone save the descendants of
lectively serve as a sort of Praetorian bodyguard. the mage who summoned her, and argues eloquent-
All four would gladly throw their lives away to ly that the sins of the diabolist must be meted out
defend the king. against his brood.
Bik has set himself up as the would-be ruler of If freed, Melissias reaction will depend on the
this level, shoring up his clans numbers with the nature of her rescuers. If any of the rescuers are
device in the Clone Chamber (Room 61). Bik is men who seem susceptible to her allure, she will
thoroughly evil and vain, seeing himself as superi- accompany them in the hopes of wooing their
Chapter or not just to other minotaurs, but also to other souls to Chaos, with bedeviling claims that Laws
196
The Halls of Lesser Secrets
to destroy them in the most painful way possible. Inside, the room is lit by a pair of still-function-
In either case, should her situation become des- al vitreum radiance panels mounted in the ceiling.
perate, she will either attempt to gate in another A pair of vitreum cylinders, each eight feet tall and
demon to defend her or assume an ethereal form three feet in diameter, stand along the west wall of
to effect a getaway. the room. Hatches in the vitreum casing can be
opened from outside the cylinders to allow entry
Succubus (1) [AL C, MV 120 (40)/180 and exit to their interiors. The two cylinders are
(60) fly, AC 0, HD 6, HP 29, #AT 2, DG connected to each other by a series of whirring
1d3/1d3, SV F6, ML 7] nephelite and vitreum machines covered in dials,
switches, and other controls. The whirring sound
57. Library conceals the buzzing of a fly in the left-hand cyl-
inder; this insect will only be noticed if a thorough
Once, this room was a library, filled with librams search of the cylinder succeeds (roll as for secret
and scrolls dedicated to arcane mysteries. Now, it is doors) but its presence can be disastrous.
largely empty, its shelves having been pulled off the The cylinders are cloning chambers which can
walls and their contents torn apart. Amongst the be used to create an exact duplicate of a creature
piles of rotting papers can be found a scroll contain- in one cylinder appear in the adjoining cylinder.
ing the spells knock, levitate, and mirror image. The cloning process requires that the progenitor
creature first be sealed within one of the cylinders.
58. Reading Room Thereafter, the controls for the cloning chamber
must be activated. If this is successful (see below),
A large heavy table can be found in this room. alchemical material will be pumped through a series
The table is bolted to the ground and shows evi- of large resin pipes in the wall into the other cyl-
dence of axe blows on its surface, as if someone had inder, where the clone will gradually take shape
triedand failedto break it into pieces. over 1d6 turns. When the process is completely
successful, the clone is an exact duplicate of its
59. Empty Room progenitor, with the same ability scores, class, race,
and gender as the original. However, it will be of
There is absolutely nothing in this room except minimum adult age, and it will lack most of the
for some metal rings on the floor covered in dust. memories, knowledge, or experience of the original.
The layer of dust is in fact so thick that it seems It is, in short, the equivalent of a 1st-level character
likely no one has been in this chamber for some time. of the same race, class, and alignment. Though it
will likely have a similar personality to its progen-
60. Wererat Redoubt itor, the clone is a free-willed individual with the
capacity to grow and learn; it is a real person in
Six wererats guard the stairway down to the Stairs every respect.
(Room 46) of The Halls of Greater Secrets (Level Successfully activating the cloning chambers
5). Three of their brethren have ventured below, but controls is difficult, though not impossible (Bik
the six here are more cautious, believing (rightly) managed to do it!). Three separate successful abil-
that what lies beyond is too dangerous for them to ity checks versus INT are required. Failure of any
handle. However, they feel it is important that the one means that some aspect of the cloning process
wererats control this access point to the next lev- has gone awry in some way. The three areas of
el. They will attack anyone who enters the room possible error are, in order, race, gender, and align-
without clear permission from Krishka, though in ment. In each case, the resulting clone is somehow
the case of obviously superior foes, they will try to different than its sourcea different race, gender,
extort a toll of 100 gp per person to use the stairs. or alignment. If all three checks fail, the whole
process fails and no clone is created at all.
Wererats (6) [AL C, MV 120 (40), AC 7 (9), Even if the controls are successfully activated,
HD 3, HP 19, 10 (2) #AT 1, DG 1d4 or there are several other ways that the cloning process
1d6 (short swords), SV F3, ML 8] can go awry:
197
Level 4
198
The Halls of Lesser Secrets
Level
4
199
Chapter
The Halls of
Greater Secrets
14 Level
5
Overview of The Halls of
T
Greater Secrets
WANDERING MONSTERS OF THE
HE HALLS OF Greater HALLS OF GREATER SECRETS
Secrets were excavated at
the start of the Second Era Die Roll Monster
to serve as the seat of meta- 1 Ranine (1-8)
physical research in Dwim- 2 Rust Monster (1-4)
mermount. Guided by the 3 Shadows (1-8)
superhuman intellects of 4 Minotaurs (1-4)
the Servitors, the Great Ancients civilization 5 Phase Spiders (1-3)
was ascending to the pinnacle of knowledge,
6 Green Guardians (1-6)
and it was in The Halls of Greater Secrets that
this knowledge came to dwell. As with The 7 Juju Zombies (1-8)
Halls of Lesser Secrets (Level 4), the Great 8 Giant Stag Beetles (1-6)
Ancients destroyed virtually all of this level 9 Black Pudding (1)
rather than allow the Eld to seize it. Today only 10 NPC Party (5-8)
the Hieroglyphics Room (Room 19), Azoth 11 Manes (4-16)
Pools (Room 44) and portions of the Library 12 Giant Boring Beetle (1-4)
of Great Secrets (Room 48) show signs of Sec-
ond Era construction.
see Appendix C, New Monsters, p. 333
construction is characteristic of that dark time. with the otherbut from different materials, with
High-ranking hierophants such as Euthalius (Room the eastern statue carved of plain, heavy marble,
25) and Marthanes (Room 60) settled here to study and the western one cast from bronze. Both statues
alchemy (Room 34) and demonology (Rooms 4, rest on circular platforms, carved with inscriptions
17, and 23). An Arena (Room 11) was built to test in High Thulian. The inscription on the western
the fighting capabilities of beastmen, summoned platform reads If you gaze too long into the
creatures, and crossbred creations. The nearby Echo Abyss while that on the eastern platform reads
Chamber (Room 12) and Four Pillars (Room 50) The Abyss gazes into you. Behind each statue,
were used to enhance the combatants while the a fresco on the alcoves wall depicts a terrifying
Healing Device (Room 56) healed them. The ad- abyssal realm populated by demons and undead.
joining Natural Cavern (Room 57) became a lair Currently, the statues backs are to these night-
for monstrous combatants between fights. marish frescoes, but the circular platforms can be
turned by characters with a combined Strength
1. Entrance score of 30 or more. If the statues are both turned
to face the frescoes and away from each other, the
Two virtually-identical minotaurs guard the stairs statue of the Prince of the Undead (Room 4) can
here, laying claim to this area in the name of their be activated.
king, Bik. The stairs behind them ascend to Room
50 of The Halls of Lesser Secrets (Level 4). Should 4. Prince of the Undead
the minotaurs fail a morale check, they will retreat
up the stairs to seek reinforcements. Resting upon a raised dais is a grotesque bronze
statue depicting an obese, bat-winged, demonic
Minotaurs (2) [AL C, MV 120 (40), AC 6, goat-man with rams horns holding a skull-topped
HD 6, HP 30, 20 #AT 2 or 1, DG 1d6/1d6 wand in its right hand. This is Orcus, Prince of the
or 1d8+2 (battle axes), SV F6, ML 12] Undead. A cursory examination of the statue will
reveal a visible seam on its right shoulder joint,
In the center of the room is a single column suggesting the arm could be moved.
made from azoth-infused steel (see Appendix F, The arm will prove immobile, however, until
Azoth, p. 379). The column has an indentation the Turms Statues (Room 3) have been turned to
on one side into which a Termaxian passkey (see face the frescoes of the Abyss. Once this is accom-
Appendix A, New Magic Items, p. 327) can be plished, moving the arm causes a hidden seam in
inserted. It is one part of a healing device; the the statues immense belly to crack open. This reveal
other parts can be found in the Room of the Pillar a cache of valuables, consisting of 3,000 sp, 4,000
(Room 2) and as part of the Healing Device (Room ep, a moonstone worth 100 gp, a moonstone worth
56). A full description of the device and how it 250 gp, a jasper worth 250 gp, a chrysoprase worth
operates can be found in the entry for Room 56 250 gp, an amethyst worth 500 gp, and a garnet
below. worth 500 gp. Underneath the coin and gems is a
heavy iron time, bound with brass and bone. This
2. Room of the Pillar is a book of infinite spells (see Appendix A, New
Magic Items, p. 319).
This chamber is empty save for a single pillar Should the book of infinite spells be removed by
made from azoth-infused steel that runs from floor anyone of Lawful or Neutral alignment, a babau
to ceiling. It is one part of a healing device; the demon will be summoned from the Abyss to slay
other parts can be found in the Entrance (Room the vandals. The babau appears near the middle of
1) and as part of the Healing Device (Room 56), the room and attacks anyone nearby. The demon
and like these has an indentation on one side into only disappears if it or any intruders into the room
which a Termaxian passkey (see Appendix A, New are slain.
Magic Items, p. 327) can be inserted. A full de-
scription of the device and how it operates can be Babau (1) [AL C, MV 150 (50), AC -3, HD
found in the entry for Room 56 below. 7+10, HP 44 #AT 3 or 1, DG 1d4+1/1d4+1/2d4
or 1d8+4 (heavy crossbow), SV F7, ML 10]
202
The Halls of Greater Secrets
Level
5
203
Level 5
204
The Halls of Greater Secrets
a 50% chance. The rooms nature is permanent and ring worth 100 gp; a bronze belt buckle studded
can be visited any number of times, but it applies with bloodstones, worth 400 gp; another cadu-
only to spells cast within the room. ceus-shaped brooch worth 600 gp; and a wrought
gold scepter tipped with opals worth 1,200 gp.
13. Beetle Lair Hanging on the far wall is a Thulian centurions
sword with a bronze hilt and a straight starmetal
Dwelling within this room are six giant carniv- blade etched with runes of Law. This weapon is a
orous beetles, which have entered the room through long sword +1, +3 vs. undead.
a concealed pit in the floor.
16. Green Guardians
Giant Carnivorous Beetles (6) [AL N, MV
150 (50), AC 3, HD 3+1, HP 16, 14, 13, Lurking inside this room are four green guard-
13, 12, 11 #AT 1, DG 2d6, SV F1, ML 9] ians (see Appendix C, New Monsters, p. 344) pos-
ing as statues. They wait until potential prey is
The pit still functions normally and is 10 feet within range before attacking.
deep, with a crevice at its bottom that is too narrow
for most humanoids to enter, but large enough for Green Guardians (4) [AL C, MV 90 (30)/
the beetles to traverse. The crevice ultimately reach- fly 150 (50), AC 4, HD 5, HP 31, 20 (x2),
es a breach in the water pipes between the levels; 17 #AT 4, DG 1d6+1/1d6+1/1d6/1d6, SV
see Chapter 6, Overview of the Dungeon, p. 76, F8, ML 12]
for details on traversing these. Also at the pits
bottom are 57 cp. 17. Chamber of the Egg
14. Weird Statue Four green guardians (see Appendix C, New
Monsters, p. 344) stand watch over a large mottled
At the end of this winding hallway is an enchant- egg roughly the size of a human head; they attack
ed stone statue whose apparent appearance varies anyone who enters the room. The egg is held with-
depending on the class of the person who views it, in an enclosed glass case that radiates a reddish
as follows: glow. It detects as both evil and magic. Anyone
touching the case takes 4d6 damage unless a pro-
Cleric: Those with Wisdom 15 or lower see an tection from evil spell (or similar effect) has been
image of their deity, while those with 16+ cast on them beforehand. With protection, the case
Wisdom see Turms Termax instead. can be easily opened and the egg removed.
Fighter: A Thulian cataphract in full armor. The egg itself, though warm to the touch, is not
Magic-user: Those with Intelligence 15 or lower dangerous to handle. Its shell is extremely hard and
see Turms Termax, while those with 16+ resistant to both physical damage and magic. How-
Wisdom see a demonic figure. ever, 1d6 days after it is removed from its case, it
Thief: A daring rogue. will hatch into a quasit (see Appendix C, New Mon-
sters, p. 350) that will seek out a master to serve.
This strange effect applies only to humans. The quasit has a preference for Chaotic magic-users
Non-human races see only a lump of stone. over all other classes, but will serve any Chaot-
ic-aligned character, or barring that, any magic-us-
15. Treasure Hoard er. Being a demon, the quasit hopes to corrupt its
new master and does everything within its power
The only evidence of the secret door that gives to bring this about.
passage to this room is a small indentation in the After the egg is removed, there is a cumulative 5%
wall. If one of the caduceus-shaped brooches chance per week that a new egg will appear within
found in the Ruined Chamber (Room 5) or Sleep- the glass case. If the glass case is damaged or removed
ing Quarters (Room 52) is placed in the inden- from the room, no new eggs will be summoned.
tation, the door to the hidden room will grind
open. It otherwise can be opened only with knock Green Guardians (4) [AL C, MV 90 (30)/
or similar magic. fly 150 (50), AC 4, HD 5, HP 25, 21, 15
Within the hidden room is a sizable cache of (2) #AT 4, DG 1d6+1/1d6+1/1d6/1d6, SV Level
treasure. Spilling out of broken wooden chest is a
large pile of Termaxian-era coin, consisting of 8,000
sp and 2,000 gp. Perched on top of the pile is a
bone idol of Orcus worth 50 gp. A jewelry box at
F8, ML 12]
205
Level 5
206
The Halls of Greater Secrets
Once awakened, the juju zombies remain animate He carries a wand of ice (see Appendix A, New
for 1 turn, attacking any living creature they see, Magic Items, p. 328) with 15 charges remaining.
then lapse into dormancy again. Humanoids slain The wand is made of lead crystal sculpted to re-
in this room will darken and wither into (dormant) semble an icicle. Euthalius spell books are on the
juju zombies after 1d6 hours. If the statue of Ab- bookcases, while in his various chests he keeps a
raxas is destroyed (100 hp), juju zombies will no chime of opening (40 charges), a rope of climbing, a
longer be animated or created here. long sword +2, a sling +1, and three potions of ex-
tra-healing. The long sword +2 has an azoth-infused
24. Stairs to Nowhere areonite blade with a slight curve and a baroque
hilt, together suggestive of Eldritch make.
A staircase descends downward here. Any char-
acter who walks down the stairs while carrying a 26. Tar Trap
Termaxian passkey on his person finds himself tele-
ported to the Library of Great Secrets (Room 48). The floor of this room is covered by a thick, sticky
Any without such a passkey is unaffected by this black substance, similar to tar. The tar is actually an
magical effect and descends the stairs as normal, azoth byproduct sometimes resulting from manu-
but they terminate after 30 feet in a dead end. facture of sovereign glue (see Appendix F, Azoth, p.
381) that has been cleverly repurposed here as a
25. Necrolytes Sanctum trap. After one round of standing or walking on the
substance, a character must make a successful saving
This chamber is free of the dust and decay that throw versus Paralyzation or his footwear or feet
elsewhere dominates Dwimmermount. It is fur- become stuck to the floor. Feet and footwear are
nished with a large bed, a sturdy oak desk with stuck to the floor permanently unless universal solvent
padded chair, bookcases, and series of heavy wood- (see Appendix F, Azoth, p. 381) is applied.
en chests. Various arcane implements, grimoires, A character may, of course, abandon his footwear
and flasks are scattered across the desk, where Eu- or hack his own feet off to escape. Hacking off a foot
thalius, a Termaxian necrolyte (see Appendix C, takes one round and deals 1d8 points of damage.
New Monsters, p. 357), works. Euthalius earned Losing one foot reduces a characters movement rate
his necrolyte status by participating in the murder by 60 and his DEX by 1 3 for armor class purposes.
of his friend Nazares (see Room 60) and will react Losing two feet reduces the characters movement rate
with great alarm if confronted by evidence that the by 120 and his DEX by 2 3 for armor class purposes.
wizard still lives. The movement rate penalty is halved if the character
Despite his penchant for murdering friends, uses a crutch or peg-foot. Characters who hack off their
Euthalius sees himself as a scholar and man of feet and then try to crawl out of the tar trap are, of
learning. Consequently, he does not immediately course, likely to become quadruple amputees.
attack any who enter his sanctum, provided that When the characters enter the room for the first
they show proper deference to his superior knowl- time, they will find another creature (or creatures)
edge and demonstrate evidence of being of use to already stuck in the substance. A single minotaur is
him in his own studies. Currently, Euthalius is keen ensnared the first time the room is entered, but there-
to visit The Manufactory (Level 6B), but he has after the referee should roll on the wandering monsters
been thwarted in his efforts to date by the Dwarven table to determine what has become ensnared.
Sentries (Room 22), who guard the only set of stairs
down to it. If anyone agrees to help him make it 27. Defaced Room
past the dwarves, Euthalius is willing to share what
he knows about this level, as well as granting his The walls of this small area are decorated with
benefactors the choice of one magic item from frescoes depicting magical experiments and similar
among the many in his chests. sorcerous activities. However, these frescoes have
Euthalius is quite capable of defending himself been badly defaced, in some cases to the point of
if attacked, though he is more likely to use dimen- the stone walls beneath them being pockmarked
sion door to flee, lest he be destroyed. and stained. Lying on the ground nearby is large
glass bottle partly filled with a special alchemical
Euthalius (1) [AL C, MV 60 (20), AC 2 solution created in the Laboratory (Room 20) of
(cloak of protection +1), HD 7, HP 38 #AT 1, The Ossuaries (Level 6A). Its intended use is to Level
DG 1d8, SV MU7, ML 8]
Spells: 1-charm person, hold portal, shield;
2-invisibility, web; 3-fireball, hold person; 4-di-
mension door
prepare bones for use in the Enchantries (Rooms
18b, 28, 42a, 60, and 61/63) of that level. Sufficient
solution remains to prepare three bones. The sub-
stance is highly toxic, and if thrown at an enemy,
5
it deals 3d8 points of damage.
207
Level 5
Shattered wooden stools and weapons racks re- 34. The Lord of Alchemy
veal that this was once a guard room. Now it is
occupied by eight juju zombies (see Appendix C, Two sets of stairs lead down into this room,
New Monsters, p. 360), who attack anyone who which sits about six feet below the others on this
enters the area. level. Another set of stairs leads upward to a red-cur-
tained alcove in which rests a bronze statue of a
Juju Zombies (8) [AL C, MV 30 (10), AC 6, demonic winged bull. This is the demon lord Haa-
HD 4+4, HP 19, 18, 17, 16, 15, 13, 12 (2) genti, to whom alchemists and transmuters some-
#AT 1, DG 1d6, SV F4, ML 12] times turn for hidden knowledge. Written on the
base of the statue, in High Thulian, is the phrase,
30. Graffiti Blood is the Key.
In the center of the room is a 10 foot diameter
On the northern wall of this room, there is a metal table bolted to the ground. An alchemical
chalk message written in Low Thulian (Common), distillery of a baroque and sinister design occupies
which reads Run if you see it! accompanied by a the majority of the table, alongside a wooden case
very crude sketch of a rooster-headed, snake-legged filled with various powders, salts, and other re-
Chapter demon. This is a reference to the dangers posed by agents. A character who succeeds on an ability
208
The Halls of Greater Secrets
the desired potion in 1 turn (10 minutes). There tesserae missing. Consequently, viewing the mosa-
is no blood stored in the room, and the amount ics while wearing the spectacles from Room 36 has
of reagents at hand is only sufficient to make six no effect.
potions. (At the referees discretion, he may allow Lurking in the room is a stirge demon (see Ap-
the characters to buy or create their own reagents pendix C, New Monsters, p. 355), who is the com-
for use with the distillery). The distillery will not mander of the dretches in Room 35. The stirge
function if removed from this room. demon has a very high opinion of itself and is eas-
To the southeast, a fourth set of stairs descends to ily taken in by flattery. He in turns serves the demon
the Staircase (Room 1) of The Ossuaries (Level 6A). Aishapra who lairs in the Library of Great Secrets
(Room 48).
35. Demonic Scouts
Stirge Demon (1) [AL C, MV 20 (6)/fly 60
Wandering through this triangular chamber are (30), AC -2, HD 7, HP 25 #AT 3, DG
seven dretches (see Appendix C, New Monsters, p. 2d4+4/2d4+2/1d8+2, SV F7, ML 10]
338), on an errand for their master in the second
room of mosaics (Room 37). The dretches are 38. Landing
cowardly and will flee towards their master if it
looks like they may be destroyed. On the floor of this room, just below a set of
stairs leading slightly upwards (about five feet),
Dretches (7) [AL C, MV 90 (30), AC 2, HD there is a circle of black ash three feet in diameter.
4, HP 23, 21 (2), 17, 16, 12, 10, #AT 3, DG In the center of the circle is a partially melted gold
1d4/1d4/1d6, SV F4, ML 10] ring worth 500 gp, even in its damaged condition.
The ring is otherwise unremarkable as is the ash.
36. Bizarre Mosaics A character teleported by false door ii in Room
28 will arrive in the circle of black ash. If the tele-
The western wall of this room sports beautiful ported characters hit points have been reduced to
but peculiarmosaics depicting alien worlds on considerably below 0 by the doors fireball, the size
which can be seen demonic figures marching as if of the black ash mound may increase
going to war. Mounted on the eastern wall are five
steel hooks, from three of which hang pairs of 39. Reading Room
spectacles with red lens (two are seemingly missing).
Anyone wearing the spectacles who looks at the Arranged in this room are four heavy wooden
mosaics will see that it has become an animated chairs, each of which is equipped with a basket on
montage showing how the demons prepare for war. one side into which scrolls can be placed. All of the
During each turn of viewing, spectators must make baskets contain fragments of paper with writing on
a successful saving throw versus Spells or become them that is largely unintelligible, though individ-
entranced by the image for an additional 1d6 turns ual words might be recognized. Underneath one
(cumulative). Entranced characters can do nothing of the chairs is a bronze scroll tube, inside of which
but gaze in stupor at the mosaic, and enemies gain is a magic-user scroll with the following spells:
a +4 bonus to hit entranced characters. The en- clairvoyance, fly, and haste.
trancement can be removed with dispel magic or
similar effects, or by taking the spectacles of the
character. A character who manages to gaze at the
mosaic while wearing the spectacles for three or
more turns without becoming entranced gains a
permanent +1 bonus to hit and damage when fight-
ing demons of any kind due to his understanding
of their warfare techniques.
209
Level 5
40. Dangerous Treasure consist of two parts, an upper and a lower one. The
upper one, accessible by means of two doors, is a
The floor of this large chamber is covered by a raised catwalk with railings on either side, which
huge mound of silver and gold coin. looks down on the lower level. The
Examining the treasure pile for a lower one, accessible by two
few moments quickly reveals different doors, has four
that the treasure is undu- large pools of glowing,
lating and swaying. This bubbling azoth. These
is because a muculent pools provide an ee-
worm (see Appendix rie illumination, as
C, New Monsters, p. well as filling the
348) lurks beneath chamber with me-
the treasure. The tallic fumes. Though
worm entered the room there are several vents
through a hole in the on the ceiling of the
floorsince collapsed room, they have become
and has taken up residence blocked following ages of
here, feeding on weak demons disuse, which makes it poten-
and Termaxian cultists who wander into tially dangerous to spend more than
this chamber. The treasure itself consists of 16,000 a few rounds here without magical protection. Af-
sp and 3,000 gp. ter 6 rounds in the room, any character who lacks a
mask of breathing (see Appendix A, New Magic Items,
Muculent Worm (1) [AL N, MV 30 (10), p. 324) from the Room of Niches (Room 55), an
AC 4, HD 10, HP 48, #AT 1, DG 2d6, SV environment suit (p. 320), or similar protection,
F10, ML 10] must make a saving throw versus Poison or suffer
the effects of a confusion spell for 12 rounds.
41. Storeroom In determining the confusion effects, any result
of Does nothing, but babble incoherently instead
Sealed crates and barrels can be found here, filled results in the character having an out of body ex-
with dried foodstuffs and alcohol. Each of the perience that gives him a very brief glimpse of the
rooms eight crates is 4 feet cubed, and contains contents of one room on this level. Roll 2D6 to
200 lbs. of grain (25sp value). Each of the rooms determine which rooms contents he sees, treating
ten barrels 3 feet tall and 2 feet in diameter, and one die as the tens column and the other as the
contains 60 gallons of musty, but drinkable, beer. ones column. Thus, a roll of 2 and 3 should be read
as 23. Any results higher than 61 (the number of
42. Silver Trail rooms on this level) should be treated as Does
nothing, but babble incoherently.
A thick trail of glistening silvery slime leads from The azoth here is very hot. Touching it deals 1d8
the door to the Dangerous Treasure (Room 40) across points of damage per round of contact. Each of the
the floor of this room and off toward Room 43. four pools holds 15,000 gallons of azoth. The pools
are fed by azoth-infused copper pipes leading to
43. Mercury Ooze Dwimmermounts azoth reservoirs; if, through some
strange magic, the characters descend down these
Slithering across the floor in this area is a mer- pipes, see Chapter 6, Overview of the Dungeon (p.
cury ooze (see Appendix C, New Monsters, p. 347) 77). Additional information on azoth and its uses
that takes immediate notice of any living that enters can be found in Appendix F, Azoth (p. 379).
and attacks.
45. Latrine
Mercury Ooze (1) [AL N, MV 30 (10), AC
9, HD 5, HP 21, #AT 1, DG 2d4+3 + mer- This small chamber served as a latrine during
cury poisoning, SV F5, ML 10] the heyday of Dwimmermount. Centuries of neglect
has resulted in its pipes rusting to such an extent
Chapter 44. Azoth Pools that neither the toilets nor the sinks work any lon-
210
The Halls of Greater Secrets
46. Stairs the room. The music and aroma coming from here
will alert the marilith Aishapra in the Library of
A trio of frightened wererats have ventured down Great Secrets (Room 48), and she will gather her
into this area by using the nearby stairs from the minions in preparation.
Wererat Redoubt (Room 60) on The Halls of Less-
er Secrets (Level 4). The wererats are intrigued by 48. Library of Great Secrets
the contents of the Salon (Room 47), but are un-
willing to proceed on their own for fear that it is a The southern door to this room is magically
trap. They will gladly allow others to venture ahead sealed with an arcane lock. It can be opened by the
and see what happens, taking advantage of the usual means (knock, etc.) or by any character with
situation if they think they can get away with it. If a Termaxian passkey (see Appendix A, New Magic
attacked, they will fight viciously until their morale Items, p. 327). The room itself is a vast library,
breaks, whereupon they will flee up the stairs to filled with rows upon rows of scrolls, codices, and
seek aid from their four brethren above. books. The library is now the lair of a rogue marilith
demon (see Appendix C, New Monsters, p. 346)
Wererats (3) [AL C, MV 120 (40), AC 7 (9), named Aishapra, who sees the opening of Dwim-
HD 3, HP 18, 17, 10 #AT 1, DG 1d4 or 1d6 mermount as the first step in her plan to extend her
(short swords), SV F3, ML 8] influence into the mortal world beyond. She treats
any entry into this chamber as an affront and will
47. Salon attack with the utmost ferocity, though she will not
use her gate ability under any circumstances. The
This hexagonal chamber is outfitted as if it were last thing she wants is for demons other than those
a drawing room, complete with a low table, four under her command to appear on this level. If
cushioned chairs, candelabra (unlit), and mirrors battle goes against her, Aishapra will attempt to
on the eastern and western walls. When the thresh- flee to her Guardian Demons (Room 49), hoping
old to the room is crossed, the candles in the can- that her minions, or even the stirge demon from
delabra suddenly light, the lilting sounds of a harp More Mosaics (Room 37), there can aid in her
resonate softly, and the smell of roses wafts into escape. If forewarned by the sounds and scents of
Level
5
211
Level 5
the Salon (Room 47), Aishapra will have gathered ever gain more than one bonus from a single pillar.
her minions here already. This means that, after gaining a bonus from each
pillar, the weapon can no longer benefit from its
Aishapra (1) [AL C, MV 120 (40), AC -6, enchantment.
HD 7+6, HP 36 #AT 7, DG 1d8 (6)/2d4, The correspondence between the colors and the
SV F7, ML 9] elements is as follows: brown (earth), white (air),
red (fire), and green (water). The referee is the final
Aishapra has collected a considerable amount of arbiter on which creatures and opponents count as
5-48: Characters studying the treasure from elsewhere on the level. This treasure elemental-based for the purposes of this boon.
books will learn one of the consists of 12,000 sp; 6,000 gp; a wrought silver
following numbered facts
each day: 1-1, 1-2, 1-3, 1-4
ring worth 600 gp; a wrought gold necklace bead- 51. Hexagonal Cells
1-5, 1-6, 1-7 1-8 2-2, 2-3, 2-4,
ed with pearls, worth 500 gp; a rod of captivation
2-5, 2-6, 2-9, 2-10, 3-1, 3-2, (see Appendix A, New Magic Items, p. 325) (nine This room is broken up into ten hexagonal cells,
3-3, 3-4, 3-5, 3-6, 3-7, 3-10, charges remaining); a Termaxian passkey; a potion some of which are separated by doors sealed with
3-11, 3-12, 4-2, 4-3, 4-4, 4-5, of flying; a potion of levitation; a feather token (see arcane locks. As with the arcane lock to the Library
4-6, and 4-7. Roll 1d10 to
determine the language of the
Appendix A, New Magic Items, p. 321); and a of Great Secrets (Room 48), these can be opened
book: (1) The Tongue of the scroll of suggestion and water breathing. by the usual means (knock, etc.) or by any character
Great Ancients, (2-3) Eld, (4- In addition, the library contains vast stores of with a Termaxian passkey (see Appendix A, New
6) Ancient Thulian, or (7-10) knowledge, both arcane and mundane. The books Magic Items, p. 327). Though the doors can eas-
High Thulian.
here (none of which are inherently magical) are ily be bypassed, opening the arcane locks has an
worth a fortune to interested buyers in the outside additional effect. Each arcane lock opened before
world, assuming that they could all be transport- the one between sections a and b is opened adds
ed. The breadth and depth of the information they a charge to the door between those two sections.
contain is left entirely to the referee, given the The charge is visible as a reddish, glowing band
needs of his campaign. There are 159 loads of rare that appears on the door, accompanied by a low
books in the library, each load weighing 30 lbs. whine.
and worth 1,000 gp. Walking through the middle door from a to
Anyone who walks down the False Stairs (Room b sends the person(s) who does so to the bottom
24) carrying a Termaxian passkey is teleported into of a set of stairs on a level of the dungeon equal to
this room, adjacent to the northern door. the number of charges active. For The Laboratory
(Level 2A), The Reliquary (Level 2B), The House
49. Guardian Demons of Portals (Level 3A), and The Reservoir (Level
3B), the referee should roll to determine if it sends
Sixteen pathetic manes demons (see Appendix C, them to Level A (1-3) or Level B (4-6). Walking
New Monsters, p. 346) stand guard outside the through the middle door from b to a send the
entrance to the Library of Great Secrets (Room 48). person(s) who does so to the top of a set of stairs
They will not flee, even if battle goes against them. on the level equal to the charges active. Again, for
Levels 2 and 3, roll to determine which one. In
Manes (16) [AL C, MV 30 (10), AC 5, HD cases where there are multiple sets of stairs, for
1, HP 8 (2), 7 (4), 6 (4), 5 (2), 4 (2), example on The Halls of Lesser Secrets (Level 4),
3, 1 #AT 2, DG 1d3/1d3, SV F1, ML 8] roll to determine which set of stairs.
The middle door remains open for only five
50. Four Pillars rounds, after which it closes and arcane locks again,
along with all the other doors.
Four marble pillars form a colonnade along the
northwest wall. Each pillar is a different color 52. Sleeping Quarters
brown, white, red, greenand shows evidence of
having many nicks and dents along its length. The Numerous wooden beds fill this room, all in
four pillars radiate magic. If a melee weaponand remarkably good condition considering their age.
only a melee weaponis struck against one of the The beds are bare, without any mattresses, covers,
pillars, it gains a temporary (24-hour) bonus to or blankets. At the foot of each bed is a chest, most
damage against one type of elemental-based crea- of which have long since been looted. One of them
Chapter ture. The bonus is equal to the damage dealt by remains locked and unopened. It contains 100 pp;
212
The Halls of Greater Secrets
key which opens the secret door to the Treasure 10. Two masks of breathing (see Appendix A,
Hoard (Room 15). The moonsilver ring radiates New Magic Items, p. 324).
magic, and is in fact a ring of command plant. 11. A Termaxian passkey (see Appendix A, New
Also in the room are five shadows, which attack Magic Items, p. 327)
anyone who enters.
There are also some small holes on the floor,
Shadows (5) [AL C, MV 90 (43), AC 7, HD indicating where some furnishings had once been
2+2, HP 14, 12, 11 (2), 6 #AT 1, DG 1d4 bolted down, but they have long since been removed.
+ strength drain, SV F2, ML 12]
56. The Healing Device
53. Oracular Statue
Like Rooms 1 and 2, a pillar of azoth-infused
At the end of this hallway is a bronze statue of steel stands in the center of this room. Like those
Turms Termax whose mouth is depicted as wide other pillars, there is an indentation on one side
open, as if he were shouting. On its base, written into which a Termaxian passkey (see Appendix A,
in High Thulian is the single word, Ask. If New Magic Items, p. 327) can be placed. If a
askedin High Thulianany question about The passkey is placed in only one or two of the pillars,
Halls of Greater Secrets (Level 5) for which a yes/ they fuse to it and cannot be removed until a pass-
no answer can be given, the statue will respond in key is placed in all three of them. If this is done,
an echoing voice (in High Thulian, of course). The the pillars are infused with crackling blue magical
answer given will be the truth as it was understood energy and radiate a barely perceptible vibration.
to the Termaxians when the statue was sculpted The vibration affects anyone in Rooms 1, 2, and
two centuries ago. The statue will answer no more 56 for the next 10 rounds. Each round, 1d4 hit
than three questions per day. points of damage are healed. Alternately, one neg-
ative effect (poison, disease, curse, level drain, etc.)
54. Green Room can be removed instead. Undamaged individuals
gain no benefits from the vibrations. After 10
Every inch of this rooms walls and ceiling have rounds, the device ceases to function and the Ter-
been painted a verdant green, and its floor is cov- maxian passkeys are absorbed into the pillars, leav-
ered with a green carpet. In the center of the ing behind empty indentations once again. The
carpet is a dining table surrounded by comfortable healing device can be activated as often desired, so
wooden chairs. If anyone sits in one of the chairs, long as three passkeys are available.
exceptionally wholesome food and drink appears
on the table. This food and drink is so satiating 57. Natural Cavern
that anyone who partakes of either must make a
saving throw versus Poison or fall into a deep sleep Beyond the bronze door in the Sunken Arena
for 1d4 turns. (Room 11) is a natural cavern where a pair of phase
spiders (see Appendix C, New Monsters, p. 354)
55. Room of Niches have made their lair. The spiders are belligerent,
but will flee, using their phase door ability if combat
With the exception of the 10 foot square con- turns against them.
taining the door, each wall of this room contains
a small square niche inside some of which there are Phase Spiders (2) [AL N, MV 60 (20)/150
items of interest and value. Starting from the east- (50), AC 7, HD 5+5, HP 24, 17, #AT 1, DG
ern wall immediately south of the door and work- 1d6 + poison, SV F5, ML 8]
ing around clockwise, these niches are:
The spiders have collected a small hoard, con-
1. A bag containing 1,000 gp sisting of 4,000 gp, an electrum pin worth 300 gp,
2. A vial of universal solvent (see Appendix F, and a pair of wrought platinum medals each worth
Azoth, p. 381) 1,500 gp. A character with knowledge of military
3. Empty history will recognize the visage minted on the
4. A bag of devouring coins as Malhela Vulmea, a bloody-minded Thulian
5. A potion of healing emperor, and the jewelry as decorations for valor Level
6. An empty wineskin
7. Two potions of speed
8. Empty
9. The head of the god Tenen carved from
given during his campaigns. For safekeeping, these
items have been woven into a spider silk pouch
that dangles from the larger phase spiders spinners. 5
stone.
213
Level 5
58. Guard Post come within 30 feet of the diamond, Nazares will
start attempting to possess their bodies. Each at-
A pair of wooden stools marks this chamber as tempt takes one round and targets one character
a guard post. Currently, six juju zombies (see Ap- within range. The target must make saving throw
pendix C, New Monsters, p. 360) wait here. They versus Spells or become possessed by Nazares. Naz-
wear the rotting remnants of Termaxian uniforms. ares may only make one attempt against any given
Occasionally the zombies shuffle to the Barracks character.
(Room 59) before returning, perhaps in pathetic Once in possession of a body, Nazares can once
imitation of memories from life. again use his spells. Nazares was a 10th level mag-
ic-user, and his last memorized spells were the
Juju Zombies (7) [AL C, MV 30 (10), AC following: 1-charm person, magic missile, sleep;
6, HD 4+4, HP 22, 21, 18, 17, 14, 10, #AT 2-arcane lock, invisibility, mirror image; 3-fireball,
1, DG 1d6, SV F4, ML 12] fly, haste; 4-dimension door, polymorph other, wall
of fire; 5- teleport.
59. Barracks Nazares is thoroughly insane after having been
bodiless for over two centuries. He is consumed
The shattered remains of wooden beds can be with thoughts of revenge on his long-dead rivals,
found in this room. Amidst the debris can be found especially his treacherous friend Euthalius. Conse-
a small coffer containing 200 pp. quently, when in possession of a character, he will
make every effort to forge ahead, hoping to find
60. Wizards Quarters and slay those he believes killed him in the past. If
anyone attempts to prevent him from doing this,
This opulently appointed room was clearly once he will accuse them of being in league with his
the quarters of a Termaxian wizard of some impor- murderers and will attack them. He will also im-
tance, in this case one by the name of Nazares. The mediately attack any character carrying Euthalius
room contains a large bed, a desk and chair, book- wand of ice, cloak of protection, or chime of opening,
shelves (now empty), and many other attractive recognizing these as possessions of his former friend.
furnishings. There is a large bloodstain on the floor, The only way to free a possessed character from
evidence of the demise of Nazares body centuries Nazares control is to destroy the diamond that
ago at the hands of jealous rivals and his treacher- serves as the wizards magic jar. Even a single point
ous friend Euthalius (see Room 25). However, of damage will suffice to destroy the diamond, but
Nazares managed to outsmart his murderers by of course the characters have no way of identifying
using the spell magic jar to transfer his conscious- the diamond as the receptacle for Nazares soul
ness into a diamond stashed in a nearby Hiding the magic jar could be any gem in the room.
Place (Room 61), where he kept his greatest trea-
sures. The door to the Hiding Place can only be
opened by means of a key pinned to the underside
of one of the desk drawers.
214
The Halls of Greater Secrets
Level
5
215
Chapter
The Ossuaries
15 Level
6A
Overview of The Ossuaries
E
XCAVATION OF THE
Ossuaries began two cen-
turies after the Thulians
captured Dwimmermount,
WANDERING MONSTERS OF THE OSSUARIES
and was completed about
five hundred years ago, Die Roll Monster
during late Fourth Era. 1 Hell Hounds (2-8)
Whereas the Thulians who conquered Dwim- 2 Juju Zombies (1-10)
mermount lavished their veneration exclusive- 3 Mummies (1-4)
ly on the gods of the Great Church, the later 4 Undead Ooze (1)
generations began to venerate the deceased 5 Wights (1-4)
emperors, patricians, and generals of the Thu-
6 Bone Golem (1)
lian Empire as well. The Portrait Gallery (Room
10) and Chamber of Urns (Room 22) date to 7 Vrock (1)
this time. With this deification of ancestors 8 Black Pudding (1)
came the rise of the Iron God (Room 5), a 9 Rust Monster (1-4)
psychopomp responsible for escorting the im- 10 NPC Party (5-8)
mortal soul to the afterlife. The Thulians were 11 Manes (4-16)
still aligned with Law, but the obsession with
12 Vampire(s) (slaves of Cyrus Agallon) (1-3)
immortality that would characterize the Fifth
Era had begun. When the Termaxians took
see Appendix C, New Monsters, p. 333
control of Dwimmermount, Turms directed
some of his cultists to study necromancy, an
art he had largely left unexplored. Much of this
research took place within The Ossuaries, where
the Termaxians learned how to transform oth-
ers into vampires, mummies, and ghouls, and
Level 6A
to extract eternal loyalty from undead slaves. entrance, is an undead ooze (see Appendix C, New
The Termaxian necromancers also realized that Monsters, p. 359). The ooze attacks any creatures
there was considerable arcane power latent in who come down the stairs or step through the portal.
the bones of the interred heroes and kings, and
created the Enchantries (Rooms 18b, 28, 42a, Undead Ooze (1) [AL C, MV 20 (6), AC 9,
60, and 63) to utilize it. HD 6, HP 39 #AT 1, DG 2d4 + 1d6, SV F6,
The level itself is a mix of natural limestone ML 12]
cavern and hewn construction. As is common to
Fourth and Fifth Era levels, the excavation ranges 2. Bone Pile
from acceptable to crude, with rough surfaces,
fungus, and fissures. Interior walls are of Thulian This cul-de-sac is filled with a massive pile of
concrete, plaster, stone, brick, and wood. Doors bones. The bones come from countless different
tend to be iron-reinforced oak. types of creatures, though the vast majority of them
were humanoid. All of the bones are dry and com-
1. Staircase pletely stripped of flesh. If a character spends at
least one turn searching through the bone pile, he
This is a four-way intersection, with tunnels will find a brooch of the Terrim (see Appendix A,
north, east, and south, and finely carved stone stairs New Magic Items, p. 320).
to west ascending up to The Lord of Alchemy
(Room 34) on The Halls of Greater Secrets (Level 3. Debris
5). If activated, one of the portals from the Portal
Room (Room 15) on The Reservoir (Level 3B) A small collection of debrissplintered wood,
opens at the foot of the steps. broken stones, glass fragmentslitters the ground
Lurking at the intersection, adjacent to the portal of this natural cave. None of it is of any value.
Chapter
15
218
The Ossuaries
219
Level 6A
8. Guard Room At the center of the room is a pit trap that acti-
vates on a roll of 1-2 on 1d6, dropping whoever
This guard post contains two empty weapons steps on it down a chute that deposits them in the
racks and four shields (one on each wall). It is Shrine of the Brazen Head (Room 10) on The Deep
manned by a trio of zombie brutes (see Appendix Hollows (Level 7).
C, New Monsters, p. 360), which lurch forward
to attack any intruders. 11a. Viewing Room
Zombie Brutes (3) [AL C, MV 30 (10), AC A large wooden bier rests against the western
4, HD 6, HP 33, 30, 27, #AT 2, DG 2d6, wall. Along the other walls are wooden chairs ar-
SV F6, ML 12] ranged for viewing of the bier.
220
The Ossuaries
is 10 feet square, containing a single marble slab (for tenebrous worm from its lair next door (Room 16)
the deceased occupants remains) opposite the door. and the zombie brutes in the Hallway (Room 18a).
a Other than the stone slab situated by the Zombie Brutes (4) [AL C, MV 30 (10), AC
crypts western wall, the crypt is empty. 4, HD 6, HP 37, 34, 31 (2), #AT 2, DG
b A pile of bones rests on the stone slab 2d6, SV F6, ML 12]
situated against the western wall. A gar-
net worth 750 gp can be found amongst Sittas (1) [AL C, MV 120 (40)/fly 180 (60),
the bones. AC 2, HD 7, HP 37, #AT 1, DG 1d10 +
c The deceased occupant here has risen as energy drain, SV MU7, ML 11]
a wight. When it senses the presence of Spells: 1-darkness, shield, sleep; 2-ESP, web;
living things nearby, the wight will at- 3-fire ball, hold person; 4-wall of fire
tempt to batter out of its crypt, making
enough noise to be heard even through Around his neck Sittas wears a wrought gold
the metal door. medallion set with tiny diamonds in a constellation
(1,100 gp). Behind Sittas throne there is a large
Wight (1) [AL C, MV 90 (30), AC 5, HD chest containing 7,000 gp, a rose gold goblet (200
3, HP 15, #AT 1, DG energy drain, SV F3, gp), a potion of animal control, and a cursed scroll.
ML 12] The curse causes all scrolls currently held by the
reader of the cursed scroll to become blank and
In addition to the wight, the crypt con- therefore ineffectual.
tains a pair of coffers, the first containing
1,000 cp and the second containing
4,000 ep. 6A-15: If befriended
or interrogated, Cyrus,
d There is a single statue of Donn, the Aetheria, and/or Sittas
Thulian god of the dead, resting on a can reveal the follow-
ing numbered facts to
stone slab. The statue is fashioned of the characters: 5-1, 5-5,
Kythirean ebony and is worth 500 gp. 5-6, 5-7, 5-10, 5-11,
e The door to this crypt is open; there is 5-12, 5-16, 5-22, 6-1,
nothing inside. 6-10, 6-11, and 7-1.
f A pile of bones rests on a stone slab, un-
derneath of which can be found a Thulian
crossbow (see Appendix A, New Magic
Items, p. 327) and three +3 bolts.
221
Level 6A
16. The Worms Lair The four knobs each give a properly inserted
bone a single charge, which after its expenditure,
This large natural cavern is home to a tenebrous reduces the bone to ash. The four knobs for this
worm which Sittas, the vampire in the Audience enchantry impart the following: detect magic, detect
Chamber next door (Room 15), has enthralled as secret doors, detect traps, and paralyzation. In all
his pet. If not previously encountered or slain, the other respects, these enchanted bones function
worm can be found here, lounging on a pile of exactly like wands.
rocks, bones, and other debris. Hidden amongst
the debris is a staff of striking (seven charges re- 19. Bone Storage
maining) and a hammered gold locket (400 gp).
The staff is made of Kythirean ebony and adorned Five large crates, each 3 feet by 3 feet by 3 feet,
at either end with an orichalcum knob. occupy this chamber. All of them are empty save the
last. That one contains three alchemically-prepared
Tenebrous Worm (1) [AL N, MV 30 (10), bones for use with the enchantries (Rooms 18b, 28,
AC 1, HD 10, HP 55, #AT 1, DG 2d6 + 1d6 42a, 60, and 61) found throughout this level.
acid, SV F10, ML 10]
20. Laboratory
17. Wine Cellar
This room contains a large steel table, several
A set of stairs descends about 15 feet to reach iron cabinets, and a pair of stools. Neatly arranged
the corridor that leads to this cool, sunken chamber. on the table is a set of alchemy equipment, includ-
The chamber contains three rows of wooden shelves. ing a mortar and pestle, alembic, crucible, and
Most of these shelves are empty, but scattered here retort. Next to the alchemy set is a book, written
and there are a total of 24 glass bottles. Unfortu- in a cipher (read languages cracks the code), that
nately, none of these bottles are marked, making it explains the process of preparing bones for use with
impossible to determine what they contain without the enchantries on this level. According to the book,
drinking them. Twelve contain potable, if unpleas- the ingredients needed to prepare a single bone are
ant, alcoholic beverages. Six contain excellent 200+ two drams of azoth, one dram of vitriol, and three
year-old Thulian drinks that fetch 250 gp per bot- ounces of natron, which are then mixed with a
tle. Five are poisonous, and those who consume quantity of the alchemical substance known as lute
them must make a saving throw versus Poison or to form a cleansing solution sufficient cover the
die. One is a potion of treasure finding. bone. Mixing the cleansing solution takes just 1
turn (10 minutes), but the bone must then be
18a. Hallway steeped undisturbed in the solution for 24 hours.
The cabinets once stored large quantities of the
Shambling in this hallway are two zombie brutes cleansing solution, but these stores have mostly
(see Appendix C, New Monsters, p. 360). been looted or used up. Only five 8-ounce glass
vials remain, each containing enough cleansing
Zombie Brutes (2) [AL C, MV 30 (10), AC solution to prepare one bone. The cleansing solution
4, HD 6, HP 30, 22, #AT 2, DG 2d6, SV is highly toxic, and if swallowed a character must
F6, ML 12] make a successful saving throw versus Poison or
die. If thrown at an enemy, a dose sufficient to
18b. Enchantry prepare one bone deals 1d8 points of damage.
A short hallway running south from the labora-
Located in the southwest corner of this room is tory ends in an apparent dead-end after 30 feet.
a large brass device with four orichalcum knobs on The dead-end is in fact a stone secret door that
one side, along with a hole on its top. This is an revolves around its central axis when firmly pressed.
enchantry, which creates temporary magic items from
alchemically prepared bones. To operate the enchan- 21. Lute Pool
try, one need only turn a single knob in a clockwise
fashion and place a bone into the hole in the top, Situated at the end of this short corridor is a pool
after which it is enchanted. Attempting this with filled with rich, dark soil. Above it is a copper spig-
Chapter two or three knobs turned clockwise results in the ot that, if turned, spews water into the pool. If
222
The Ossuaries
find that some of it has been removed, reducing the 24. Hall of the Psychopomps
total number of bones with which it can be used
by 1d4. This decrease occurs each time the charac- Four carved marble pillars can be found in this
ters return to this room. room. Each pillar depicts a different figure. One of
them is clearly Donn, the Thulian god of the dead,
22. Chamber of Urns and another is of the Iron God (Room 5). The
A bronze statue bearing the brazen head of other two look similar to the Iron God in that they
Turms Termax dominates this room. From the depict individuals wearing strange armor with hel-
sculpted funerary garb worn by the statue, it clear- mets that completely cover their faces. None of the
ly represents Donn, the Thulian god of the dead. pillars has any kind of identification nor do they
Anyone who replaces the head of Turms with that possess anything of value, though examination of
of the god will receive the Blessing of Donn. This their surface reveals they once did. Eyes, armor,
one-time boon provides protection against the weapons, etc. were once decorated with gems but
next 1d8 levels that might otherwise be drained these have long since been removed.
by an undead creatures baleful touch. See Chap- West of the pillars is an apse decorated with a
ter 6, Overview of the Dungeon (p. 75), for more mosaic of the heavens, with colored glass and crys-
information on boons from the gods. tal beads arranged to represent various constella-
Nearby are ten alcoves inside of which rest urns tions. Six of the beads are actually valuable gem-
containing the ashes of important personages from stones: a moss agate (10 gp), an obsidian (25 gp),
Dwimmermounts past. They are in order: a star rose quartz (75 gp), and a rock crystal (100
gp), a jet (500 gp), and a topaz (1,000 gp). How-
a The urn reads Phoebammon Laskar.
ever, removing any of them results in a curse that
The urn reads Avienus Celsus. Resting next to it is a causes the remover to charge immediately into
b greater Termaxian passkey (see Appendix A, New
Magic Items, p. 327).
battle with the next undead being he encounters
and to attack it until either it or the cursed charac-
There is no urn in this alcove. It once held the urn of
c
Majori Sklero.
ter is dead.
d The urns simply reads Iordanes.
e The urns reads Fronto Geni.
25. Frescoed Chamber
f The urns reads Charito Sklero. The walls and ceiling of this room are covered
g
The urn reads Malhela Vulmea. It has been badly dent- in ornate frescoes depicting scenes of death and
ed as if someone smashed it with a mace in anger. disease. The paintings are enchanted to cause those
h The urn reads Domnola Branas. who gaze on them to reflect on their own inevita-
There is no urn in this alcove. It once held the urn of Car- ble death. Anyone viewing them must make a sav-
i olus Branas, but in its place is a vial containing a potion of ing throw versus Spells. Those who fail are overcome
gaseous form.
with dread and suffer a 1 penalty to hit and dam-
The urn reads Bacauda Zarides. An ornate dagger worth age for the next 2d6 turns. Those who succeed have
j
500 gp can be found resting next to it.
overcome their fear of death and gain a +1 bonus
All of the urns are made of bronze, with lids to hit and damage for a similar length of time.
that are screwed on and sealed with an adhesive.
They can opened, albeit with great difficulty, but 26. Shattered Gallery
contain only ashen human remains.
The walls of this area were once decorated with
23. Emptied Chamber frescoes similar to those of the Portrait Gallery
(Room 10), but all are now thoroughly bludgeoned
This chamber once held furnishings of some and defaced. Patrolling the room are three zombie
kind, as evidence by marks on the floor and walls, brutes (see Appendix C, New Monsters, p. 360).
but they have long since been removed. At present, Encountering the zombie brutes also awakens the
the only thing in the room is a strange, four-armed Termaxian mummy Apion (Room 27), who will
skeleton with a bovine skull resting on its shoulders, join the combat after two rounds.
which moves to attack any who enter.
Zombie Brutes (3) [AL C, MV 30 (10), AC
Bone Golem (1) [AL N, MV 120 (40), AC 2, 4, HD 6, HP 30, 29, 26, #AT 2, DG 2d6, Level
HD 8, HP 40, #AT 4, DG 1d8, SV F4, ML 12] SV F6, ML 12]
6A
223
Level 6A
Chapter
15
224
The Ossuaries
6A
protect the two vampires should they be attacked.
225
Level 6A
226
The Ossuaries
227
Level 6A
228
The Ossuaries
6A
229
Level 6A
230
The Ossuaries
Level
6B
A
Overview of The Manufactory
T THE HEIGHT OF
the First Era, the thelidu,
ranine, and goblins
launched a war against
the Great Ancients. Vast-
ly outnumbered, the WANDERING MONSTERS OF THE MANUFACTORY
Great Ancients needed a Die Roll Monster
means to keep their attackers at bay, and the 1 Dwarves (1-6)
technology to fight back. The Manufactory 2 Rust Monsters (1-4)
was built as a shield generator and military-in- 3 Carcass Scavengers (1-4)
dustrial factory, purposes it continued to serve
4 Mercury Ooze (1)
for each successive generation of Dwimmer-
mounts rulers. 5 Basilisk (1)
During their invasion of Dwimmermount in the 6 Xorn (1-3)
Third Era, the Eld captured The Manufactory 7 Earth Elemental (1)
quickly enough to prevent the Great Ancients from 8 Gorgon (1)
self-destructing it. As a result, The Manufactory 9 Hell Hound (2-8)
contains some of the most intact First and Second
10 NPC Party (5-8)
era machinery in Dwimmermount. Only The Di-
11 Termaxian Husks (1-6)
vinitarium (Level 0) and The City of the Ancients
(Level 9) are comparable. The most important 12 Clay Golem (1)
machine is of course The Great Machine (Room
see Appendix C, New Monsters, p. 333
40), the command center for the entire dungeon;
also of great importance are the Power Station
(Room 3), Analytical Engine (Room 13d), Viewing
Stations (Room 15a), Crystal Resonance Chamber
(Room 48), and Foundry (Room 62). Virtually
nothing within could be replicated with magic or
technology of the current era.
Level 6B
The level itself was excavated with the flawless the top and bottom surface of each niche is an orichal-
geometry typical of the Great Ancients. The exposed cum circle two inches in diameter that delivers a mild
stone was then laminated with nephelite, while (but non-damaging) shock to anyone who touches
interior walls were largely made of the same. The it with his bare hands. The niches can be used to
floors are nephelite lacquered with glossy alchemists recharge the power cells (see Appendix A, New Mag-
resin. The levels ceilings are also nephelite, punc- ic Items, p. 325) found throughout this level. The
tuated by 4-foot by 2-foot vitreum radiance panels process of recharging takes one hour per cell and
at regular 10 foot intervals. These panels are meant each attempt has a 10% chance of permanently de-
to light up the level, but they are mostly broken or stroying the cell rather than recharging it.
powerless. Except where otherwise noted, the lev-
els doors are frosted vitreum rather than the ordi- 4. Laboratory
nary oak and iron doors common to the upper
levels. Most of the machines and furniture on this The broken stone corpse of a dwarf lies next to a
level are of advanced materials such as adamantine large nephelite table that is fixed to the ground. Nu-
steel, alchemists resin, nephelite, orichalcum, or merous nephelite shelves and cabinets are built into
vitreum. These materials are quite rare in the cur- the walls on either side of the table. Some of the
rent era, so unless an NPC such as Erdak explains built-ins have been dented, shattered, or otherwise
their composition, they are just part of the strange damaged. Neither the cabinets nor the shelves have
mysteries of Dwimmermount. any contents, though there is evidence that they once
did: Shattered glass can be found in several locations,
1. Entry Hall as well as chemical stains in a variety of colors.
234
The Manufactory
After the dworgs are defeated, any surviving to the walls, which allow fresh water to be pumped
dwarves will thank the characters and offer them into the cisterns as need arises. The pipes which
all of the treasure that the dworgs were carrying as service the cisterns are too narrow for any but the
a reward. The treasure, all held in a small jeweled smallest creatures to traverse (e.g. normal rats,
box (900 gp), consists of a bronze headband (30 insects, etc.), but passage might be possible with
gp); a wrought silver chain with pearls (200 gp); a diminution. See Chapter 6, Overview of the Dun-
hammered gold belt buckle (300 gp); and a ruby geon (p. 76), for details on traversing the water
and gold clasp (1,600 gp). pipes between the levels.
Despite their gratitude, the dwarves will remain
reluctant to explain the situation on this level, be- 10. Dead Dwarf
cause of their deep shame about their failure to
protect the Great Machine (Room 40) and the Lying on the floor of this unadorned chamber
resulting consequences. Thus, they will be evasive is a stone dwarf corpse. Unlike most of the others
in answering any questions and will make every found on this level, this corpse is not shattered or
effort to take their leave of the characters, heading otherwise damaged. Because of this, it can be
in the direction of the Bulwark (Room 30). If restored to life by means of either a stone to flesh
prevented from leaving, they will fight to the death. spell or a similar effect. If restored to life, the
dwarf, whose name is Ovo, will happily lead his
7b. Storeroom rescuers to the other dwarves in and around the
Bulwark (Room 30).
Six boxes made of dull grey alchemists resin are
neatly arranged in this room. Each box is about 3 Ovo (1) [AL L, MV 60 (20), AC 9, HD 5, HP
feet long, 1 foot wide, and 1 foot tall. The boxes 31 #AT 1, DG by weapon, SV D5, ML 10]
all contain supplies of over-sized steel machine bolts
(1 foot length and 2 inch diameter). In total there If activated, one of the portals from the Portal
are 205 bolts. Room (Room 15) on The Reservoir (Level 3B)
opens onto this room.
7c. Closet
11. Latrine
A pair of depleted power cells (see Appendix A,
New Magic Items, p. 325), lie on an otherwise The sinks and standing toilets along the walls
empty nephelite shelf. The power cells could be of this chamber are badly overgrown with mold
recharged in the Power Station (Room 3). and fungus, and the whole reeks of mildew. None
of the growths are particularly harmful to be
7d. Workroom around, though eating them is not recommended.
At the far end of the chamber is a functional,
Two steel work tables and four steel stools furnish though long-neglected, seated toilet. Hidden in-
this room. One of the tables is covered in stains side the tank of that toilet is an engineers control
and burn marks, but the other is in pristine condi- rod (see Appendix A, New Magic Items, p. 320).
tion. Small creatures (e.g. normal rats or insects) could
use the pipes that connect the toilets to the dungeons
8. Meeting Room water system to traverse to other levels. See Chapter
6, Overview of the Dungeon (p. 76), for details.
A large, lacquered mahogany table dominates
this room. Broken wood and splinters of debris, 12. Guardroom
the remnants of the chairs which once surrounded
the table, litter the nearby floor. Centered on the Two steel stools stand in this room, along with
table is a broken machine, smashed and blackened. three steel weapons racks. Two of the racks are
Hanging on the walls are four vitreum screensone completely empty, but one holds a Thulian crossbow
on the north and south walls and two on the west- (see Appendix A, New Magic Items, p. 327) and
ern wallall shattered. The machine and its screens four bolts +2.
are irreparable.
Chapter 13a. Dworg Stronghold
16 9. Cisterns
Two large nephelite cisterns occupy this room.
Each contains about 2,000 gallons of potable
The vitreum radiance panels in this large area
still function, illuminating the chamber with a
pale white light. It is garrisoned by a squad of
water. The cisterns are connected by resinous tubes dworgs (see Appendix C, New Monsters, p. 339)
236
The Manufactory
and an earth elemental, all under the command 13c. Disk Storage
of a Termaxian overseer named Fronto. The gar-
rison is here to secure Termaxian control over the The vitreum radiance panel in this room still
Analytical Engine (Room 13d), which is import- functions, illuminating it and the adjacent Analyt-
ant to both the continued production of new ical Engine (Room 13d) with a pale white light.
dworgs and the Termaxian cults plans to open The light reveals nephelite shelves built into the
The Prison (Level 8). eastern and western walls. Most are empty, but a
The dworgs will attack intruders immediately, total of three dozen metal disks still litter the
as will the earth elemental, but Fronto will hang shelves. These disks are approximately one foot
back and try to avoid being seen. He will act if he across and made from a dull silvery material. There
believes he can turn the tide against any intruders, are grooves and marks on their surface, but nothing
but if the battle is going against his minions, he that looks like writing. However, casting read lan-
will flee down the Hallway (Room 14), past the guages will reveal the contents of a disk in broad
Viewing Stations (Room 15) and the Junction terms to the caster. The disks are knowledge records,
(Room 37) into the Hall of Machines (Room 36) each of which covers a single topic in great detail,
in order to get to the Great Machine (Room 40). from ancient history and engineering to astronomy
As he does so, he will order the earth elemental and biology. These details are largely inaccessible
stationed in the Hallway to cover his escape. without the use of the Analytical Engine (Room
13d), and even then, the study of even a single disks
Dworgs (6) [AL C, MV 60 (20), AC 2 (plate contents could take days or weeks. See Appendix
armor), HD D5, HP 28, 25, 23, 22, 20, 18, A, New Magic Items (p. 323), for more informa-
#AT 1, DG 1d8 (long-handed swords), SV tion on knowledge records.
D5, ML 8]
13d. The Analytical Engine
Earth Elemental (1) [AL N, MV 60 (20),
AC 2, HD 8, HP 29, #AT 1, DG 1d8, SV F8, In this area rests the Analytical Engine, a device
ML 10] of the Great Ancients that allows for the storage,
retrieval, and transmission of much knowledge.
Fronto (1) [AL C, MV 120 (40), AC 4 The machine is about the size of a chest-of-drawers,
(bracers of armor (AC 4)), HD MU6, HP and made of adamantine steel, orichalcum, and
17, #AT 1, DG 1d4 (dagger) + spells, SV nephelite. A cylindrical slot in the machine match-
MU6, ML 8] es the size and shape of the knowledge records found
Spells: 1-darkness, shield, sleep; 2-mirror in the Disk Storage (Room 13C). On the side of
image, web; 3-fire ball, hold person the machine, at a height of about 3 feet, sits a vit-
reum panel with a series of tiny buttons, each labeled
Fronto carries a wand of paralyzation (ten charges with a mysterious pictograph in a seemingly random
remaining) and wears bracers of armor and boots of order. Characters who have learned the Tongue of
speed, which he uses to good effect should he need the Great Ancients in the Hieroglyphics Room
to escape. The wand appears as a hepatizon rod (Room 19) in The Hall of Greater Secrets (Level
with inlaid copper wires. His bracers and boots are 5), or who use read languages, can identify the
both made of rich black leather with gold trim. pictographs as the characters of the Tongues al-
Fronto also possesses an engineers control rod (see phabet. Below the panel are a series of steel levers.
Appendix A, New Magic Items, p. 320), which allows Activating the Analytical Engine requires an
him to operate The Analytical Engine (Room 13d). engineers control rod (see Appendix A, New Magic
Items, p. 320). In addition, the operator must be
13b. Storage Cubby able to speak, read, and write the Tongue of the
Great Ancients (either having learned it in The Halls
A series of nephelite shelves are built into the of Greater Secrets or via tongues or read languages).
walls of this cubby. On the highest shelf are four Finally, the Great Machine (Room 40) must be
unmarked resin canisters, each containing about 4 operationalwhich it will be, unless the characters
pints of amber-colored liquid. This liquid is slick have interfered with it.
to the touch and is used to oil the gears of many The machine can be used in two ways. If a hy-
of the machines found on this level. If lit, a con- pothetical course of action is typed into the panel, Level
tainer of the liquid acts as double-strength flaming
oil (2d8 points of damage per round, lasting for
four rounds).
and the appropriate lever pulled, the Analytical
Engine will predict the future outcome of that
course of action, as per the spell augury (see Ap-
pendix B, New Spells, p. 329). Each augury takes
6B
1 turn (10 minutes) to calculate, after which it will
237
Level 6B
be announced by a disembodied voice coming from Foundry (Room 62). The choice of room is de-
the machine. termined by turning a resin knob next to the
Alternatively, if a knowledge record is inserted screen. At one time, eight other choices were pos-
into the cylindrical slot, the Analytical Engine sible, but attempting to make use of them now
will read the information on the disk via mechan- results only in a blank screen.
6B-13: Characters listening
to recitals from the knowl- ical means. If the appropriate lever is pulled, a
edge records have a 10% disembodied voice will begin to recite general 15b. Office
chance each hour of learn- information about the subject covered by the disk.
ing one of the following The machines other levers can advance, halt, and A damaged steel desk and smashed chair occupy
numbered facts: 1-1, 1-2,
1-3, 1-4, 1-5, 1-6, 1-7, 1-8 resume the data recital. Typing more specific que- this room. In one of the desks drawers are two
1-9, 1-10, 2-1, 2-2, 2-3, 2-4, ries onto the panel can direct the machine to empty power cells. The power cells could be recharged
2-5, 2-6, 2-7, 2-8, 2-9, 2-10, provide specific information about the knowledge in the Power Station (Room 3). Crookedly hanging
3-1, 3-2, 3-3, 3-4, 3-5, 3-6, records subject. Alternatively the user can record behind the desk hangs a small painting depicting
3-7, 3-8, 3-9, 3-10, 3-11,
3-12. his own voice onto the knowledge record, although a man scaling a mountain; the painting bears the
doing so erases its current record. label Ambition in High Thulian. Collectors of
As with the Arcane Library (Room 37) on The Thulian antiquities know that such paintings were
Reservoir (Level 3B), precisely what information once produced in large scale, and are quite valueless.
the Analytical Engine can impart is left to the
referee to decide. The Analytical Engines infor- 16. Containment Cell #1
mation is at least 200 years out of date when per-
taining to anything outside Dwimmermount but The adamantine steel hatch to this area is arcane
characters willing to devote sufficient time could locked. Inside is a defective clay golem (see Appen-
use it to discover much of Dwimmermounts lore. dix C, New Monsters, p. 342), created shortly
See the accompanying sidebar for a recommended before the fall of Dwimmermount. The golem has
list of numbered facts that the knowledge records only grown more erratic in the centuries since it
might reveal. has been trapped in here. When the door is opened,
the golem will attack the first creature it encounters
14. Hallway and fixate on that target above all others until either
it or the target is dead.
6B-14: A careful copy of The walls of this area are decorated with paint-
these illustrations counts as
ed illustrations depicting what appear to be dwarves Clay Golem (1) [AL N, MV 60 (20), AC 7,
partly reliable evidence of
numbered fact 2-3. being produced in mass quantities by means of a HD 11, HP 39, #AT 1, DG 3d10, SV F11,
strange machine. The production line is overseen ML 12]
by what appear to be men in peculiar armor, sim-
ilar to that worn by the Iron God in his various 17. Containment Cell #2
statues.
Waiting in this room is an earth elemental, who The adamantine steel hatch to this cell is open.
remains immobile until either intruders enter or The containment cell beyond contains a huge oak
Fronto (Room 13a) commands him to do otherwise. treasure chest, inside of which gleams 12,000 sp
and 2,000 gp. However, one round after anyone
Earth Elemental (1) [AL N, MV 60 (20), enters the cell, the door slams shut and is arcane
AC 2, HD 8, HP 35, #AT 1, DG 1d8, SV locked (as if cast by a 14th-level caster).
F8, ML 10]
18. Hallway
15a. Viewing Stations
Roaming this large open area is a gorgon. The
Along the western wall of this chamber are six beast was artificially constructed by the Termaxians
narrow2 feet widecubicles with vitreum in order to protect the area leading to The Found-
screens set into the wall dividing this area from ry (Room 62) and to keep the dwarves in the Bul-
the Hallway (Room 14). All but one of these wark (Room 30) at bay until the Termaxians are
screens is shattered and inoperable. Provided that better prepared to destroy them.
the Great Machine (Room 40) is working and one
Chapter possesses an engineers control rod (see Appendix Gorgon (1) [AL C, MV 120 (40), AC 2, HD
238
The Manufactory
239
Level 6B
240
The Manufactory
6B
241
Level 6B
242
The Manufactory
Room 13d) the blessed character will learn all the stitution for 1d6 days. Imbibing a potions worth
devices capabilities and the techniques by which of mercury (1 pint) will cause death unless a saving
to safely operate it. The sole exception is if the throw versus Poison succeeds.
device encountered is the Great Machine (Room
40), in which case the character will learn only one 39. Guardroom
particular power. In any case, a character can only
receive this blessing once. See Chapter 6, Overview Two steel stools stand in this chamber, along
of the Dungeon (p. 75), for more information on with an empty weapons rack.
boons from the gods.
40. The Great Machine
36. Hall of Machines
This huge room is brightly lit by the four
Dozens of machines of adamantine steel and still-functioning vitreum radiance panels in its ceil-
orichalcum cover the walls of this chamber, all in ing. The room is dominated by the Great Machine,
various states of damage and disrepair. The machines a vast hemispherical apparatus of azoth, adamantine
are inoperative, making it difficult to determine steel, and nephelite. A bewildering array of orichal-
what purpose they once served. At present, two cum wires connects the body of the machine to
xorn (see Appendix C, New Monsters, p. 360) are pillars of orichalcum situated on either side. Rest-
in the chamber, consuming parts of the machinery. ing atop a raised dais, the top of which can be
They have little interest in fleshly beings and will reached via a set of broad steps, the Great Machine
ignore humans or elves. They will immediately was created by the Ancients to control the machin-
attack dwarves (who are a bite-sized snack!), and ery and magic of Dwimmermount.
defend themselves against any who attack first or In the past, the dwarves were entrusted with
try to separate them from their meals. protecting the Machine, a task which they contin-
ued until the Termaxians seized power in the Thu-
Xorn (2) [AL L, MV 90 (30), AC 2, HD lian Empire. Even then, the dwarves continued to
7+7, HP 38, 30, #AT 4, DG 1d3/1d3/1d3/6d4, maintain a watch over the Great Machine, and when
SV F7, ML 10] at last the Termaxians were overthrown, they took
up their task once more. For two hundred years
37. Junction after Dwimmermounts fall, the dwarves protected
the Great Machine to ensure that the arcane bar-
A mass of large resin pipes occupies the ceiling riers sealing off the dungeon remained operation-
of this room. Some of the pipes drip with condensed al and the Foundry inactive. (See Chapter 6, Over-
water that has an unpleasant odor and occasional- view of the Dungeon, p. 66, for details on the
ly steams as it strikes the floor. Small creatures (e.g. arcane barriers surrounding Dwimmermount.) The
normal rats or insects) could use the pipes that Termaxian cultists who recently invaded Dwim-
connect the toilets to the dungeons water system mermount have wrested the Great Machine from
to traverse to other levels. See Chapter 6, Overview the dwarves. Among other nefarious deeds, the
of the Dungeon, p. 76, for details. Termaxians have lowered the Perimeter barrier and
re-activated the Foundry, where they have begun
38. Storage to create dworgs (see Appendix C, New Monsters,
p. 339). Because of wards put into place on the
Six large resin drums occupy this area. Each Machine by the paladins who brought about the
drum is 3 feet high and 2 feet in diameter, large fall of Dwimmermount, the Termaxians have not
enough to hold 60 gallons. Two of the drums have yet achieved their primary goaldropping the
been turned over, spilling their chemical contents arcane barriers around The Prison (Level 8) in
onto the floor where they have coalesced into a order to release Turms Termax. This is, however,
mercury ooze (see Appendix C, New Monsters, p. only a matter of time. Though the dwarves on this
347), which still lurks here. level struggle ceaselessly to recapture the Machine
(and their lost honor), theirs is a losing struggle. If
Mercury Ooze (1) [AL N, MV 30 (10), AC the characters do not intervene, the Termaxians
9, HD 5, HP 19, #AT 1, DG 2d4+3 + mer- will eventually free their ancient leader from The
cury poisoning, SV F5, ML 10] Prison, and Dwimmermount will become the seat Level
The other four drums are sealed and intact, and
filled with mercury (quicksilver). If even a taste of
mercury is imbibed, characters must succeed on a
of their power once again.
The Great Machine is a techno-magical device
of incredible complexity. Each of its many effects
must be learned separately through study and ex-
6B
saving throw versus Poison or lose 1 point of Con- perimentation with its controls. A characters first
243
Level 7
study of the Great Machine will take 1 turn. At the When a character fails in an attempt to learn an
end of this period, a magic-user of 9th level or high- effect, he can try again, but the time required dou-
er with an Intelligence score of 16+ in possession bles on each successive attempt thereafter (to 2 turns,
of an engineers control rod has a base 10% chance then 4 turns, then 8 turns, and so on), as he must
of success of learning one random effect. The char- try increasingly complex and unlikely techniques.
acters chance of success is reduced by 1% per mag- Once the character succeeds in learning an effect,
ic-user level below 9th or point of Intelligence below the time required for his next study is reduced back
16. A character who has learned the Tongue of the to 1 turn. Determine the effect learned with a roll
Great Ancients has his chance of success doubled. of 1d12 on the Effects of the Great Machine table.
Characters who lack an engineers control rod have The effects that can occur on a 12 are left up
no chance of success, and if they even touch the to the referee to devise, bearing in mind that the
Great Machine they will receive an electrical shock Great Machine could conceivably have an effect on
dealing 8d6 damage with no save! almost any magical or technological device in the
entirety of Dwimmermount. Be sure to re-read
EFFECTS OF THE GREAT MACHINE Chapter 6, Overview of the Dungeon (p. 66), for
Roll Effect more information on the arcane barriers controlled
Roll twice more on this table. The character by the Great Machine.
1
learns the first effect rolled, while accidental- If their attempts to study the Machine prove
ly triggering the second effect rolled without fruitless, the characters may decide to break it in-
learning it. stead. The Great Machine is incredibly resilient (AC
Restore or remove power to the Elevator (Room 0, HP 100). It is also protected by an electrical
2 13) in The Halls of Lesser Secrets (Level 4). The defense system that will deal 8d6 points of damage
elevator is currently without power. to its attacker each time it is struck. Melee attackers
Seal, activate, or deactivate the Perimeter barrier receive no saving throw against this shock, but
3 on Levels 0-7. The Perimeter barrier is currently attackers at range may make a saving throw versus
deactivated. Breath Weapon to avoid the electrical blast.
Seal, activate, or deactivate the Outer Prison Reducing the Great Machine to 0 HP will cause
4 barrier on The Prison (Level 8). The Outer Prison most of the machinery in Dwimmermount to become
barrier is currently activated. inoperative (as noted in the various room description).
Seal, activated, or deactivate the Inner Prison Critical functions will be maintained by the Backup
5 barrier to The Prison (Level 8). The Inner Prison Power Plant (Room 34). If this is also destroyed,
barrier is currently sealed. the Perimeter, Inner Prison, and Outer Prison bar-
Open or close the Red Doors to the Entrance rier will be immediately and permanently unsealed.
Chamber (Room 1) on The Path of Mavors (Level Additionally, the air, water, and azoth circulation
1). The Red Doors are currently closed. (They can systems in the dungeon will fail. Failure of the cir-
6
be manually opened since the Perimeter barrier culation systems will make the air in the dungeon
is unsealed, however; this effect is only primarily
toxic within 24 hours. Thereafter there will be a
when the Perimeter barrier is activated).
cumulative 5% chance per day that the uncirculated
Open or close the main doors of the Hangar azoth will combust, utterly destroying Dwimmer-
(Room 19) on The Divinitarium (Level 0). The
mount, Muntburg, and the entire surrounding hex
Hangar doors are currently closed. (They can be
7
manually opened since the Perimeter barrier is
in a thermonuclear explosion. Turms Termax or the
unsealed, however; this effect is primarily useful Terrim engineers in The City of the Ancients (Lev-
when the Perimeter barrier is activated). el 9) could conceivably repair the Great Machine
Activate or deactivate the astral beacon in the
given 2d4 days of undisturbed work.
8 Navigation Room (Room 31a) on the Divinitarium The Machine is guarded at all times by dworgs,
(Level 0). The astral beacon is currently activated. elementals, and cultists, led by their leader, the
Activate or deactivate The Foundry (Room 62).
magic-user Nilus. Consequently, taking control of
9 it from the Termaxians will prove quite difficult
The Foundry is currently activated.
without either a good plan or overwhelming force.
Change the circumstances under which an acti-
10 vated arcane barrier permits passage at one of its
designated gateways. Dworgs (6) [AL C, MV 60 (20), AC 2 (plate
mail & shield), HD D5, HP 29, 24, 22, 20,
Chapter Remove the wards on the Great Machine placed
19, 15 #AT 1, DG 1d8 (long swords), SV D5,
17
by the paladins. This multiplies the chance of
11 ML 8]
successful study by 5 (e.g. a 9th level magic-user
with INT 16 has a 50% chance).
Earth Elementals (2) [AL N, MV 60 (20),
12 Referees choice (see below)
AC 2, HD 8, HP 46, 29, #AT 1, DG 1d8,
SV F8, ML 10]
244
The Deep Hollows
Alerot (1) [AL C, MV 60 (20), AC 0 (plate Nilus has been studying the Great Machine since
mail & shield +2), HD F6, HP 35, #AT 1, his arrival with mixed success. After six failed at-
DG 1d8+1 (long sword +1), SV F6, ML 10] tempts to learn an effect, he finally learned how to
activate The Foundry (Room 62), enabling creation
Alerot carries a potion of extra-healing and wears of the dworgs, but he unwittingly lowered the
a copper ring of regeneration, fastened to resemble Perimeter around Dwimmermount at the same
a pair of trolls claws grasped together. His shield time. He then failed dismally on eleven subsequent
+2 is of pure adamant, while his long sword +1 is a attempts to learn an effect (ouch). Hes now eight
straight-bladed Thulian sword of adamantine steel. days into his twelfth attempt to study the machine.
He has 20 days of study left before he has a chance
Nilus (1) [AL C, MV 60 (20), AC 4 (bracers of success, and if that fails, hell face a further 56
of armor (AC 4)), HD MU8, HP 21, #AT 1, days of study before he has another chance to learn
DG 1d4 (dagger) + spells, SV MU8, ML 10] an effect. In the hopes of expediting this process,
Spells: 1-charm person, hold portal, shield; he will ask any magic-users he encounters to join
2-detect invisible, ESP, web; 3-dispel magic, him in studying the Machine, hoping to channel
lightning bolt; 4-polymorph self, wall of fire their efforts towards his own ends. He will explain
that his goal is to deactivate the arcane barrier
Nilus has a wand of magic missiles (eight charges around The Prison (Level 8), claiming it contains
remaining) made of orichalcum with a bulbous a great deal of magical and mundane treasure that
vitreum tip. He also has a pinch of dust of disap- he will gladly share in exchange for assistance.
pearance and a potion of fire resistance, in addition
to an engineers control rod and a Termaxian passkey
(see Appendix A, New Magic Items, p. 327).
Level
7
245
Level 7
246
The Deep Hollows
Level
7
247
Level 6B
248
The Manufactory
55. Circular Chamber dozen candles to light the room, as the radiance
panels here are broken. The magic-user and his
A powerful earth elemental stands guard here, companions will attack anyone who enters the room
blocking passage toward the Stairway (Room 52) except fellow Termaxians.
to The Deep Hollows (Level 7). In addition to the tome, the library contains a
vast store of mundane books on various arcane
Earth Elementals (1) [AL N, MV 60 (20), subjects. Taken together, they weigh nearly 1,000
AC 2, HD 12, HP 49, #AT 1, DG 1d8, SV lbs. but their value exceeds 30,000 gp. The mag-
F8, ML 10] ic-users spell books are neatly piled on one of the
shelves.
The secret panel in the floor can be detected by
the hairline crack that runs through the otherwise Bodyguard #1 (1) [AL C, MV 60 (20), AC
seamless nephelite. It pushes open to reveal a 10 2 (plate mail & shield), HD F6, HP 30 #AT
foot drop down to an eastbound corridor that leads 1, DG 1d8+1 (long sword +1), SV F6, ML 10]
to the Summoning Room (Room 61).
Bodyguard #2 (1) [AL C, MV 60 (20), AC 3
56. Laboratory (plate mail), HD F6, HP 23 #AT 1, DG 1d10+1
(two-handed sword +1), SV F6, ML 10] 6B-58: Characters studying
A large steel table and four steel stools have all the books will learn one of
been pushed up against the western end of the Magic-user (1) [AL C, MV 120 (40), AC 7 the following numbered
facts each day: 3-10, 4-2,
room, next to a heavy nephelite cabinet. The cab- (ring of protection +1 & cloak of protection +1),
4-3, 4-4, 4-5, 4-6, 4-7, 4-8,
inet is closed and locked. Within are a vitreum HD MU6, HP 13 #AT 1, DG 1d4 (dagger) 4-9, 4-10, 5-1, 5-3, 5-4, 5-5,
vials filled with colorful chemicals. For each vial + spells, SV MU6, ML 10] 5-6, 5-7, 5-10, 5-11, 5-12,
examined, roll 1d6 on the following table to deter- Spells: 1-magic missile, sleep; 2-invisibility, 5-14, 5-17, 5-18, 5-21, 5-22,
and 6-1. All are written in
mine its color and effects: mirror image; 3-haste, lightning bolt
High Thulian.
1. Blue liquid: acts as a potion of diminution. The magic-user possesses a pair of eyes of charm-
2. Green powder: acts as a potion of healing. ing, which he puts on as soon as combat ensues.
3. Red pellets: acts as a potion of speed. His ring of protection +1 is a band of moonsilver
4. Clear liquid: acts as a philter of love. carved with protective runes, and his cloak of pro-
5. Yellow liquid: acts as a potion of poison (make tection +1 has a silver shimmer due to moonsilver
a saving throw versus Poison or die). threads woven through it. The bodyguards magic
6. Orange powder: No effect. swords are both of Termaxian make, forged of ad-
amantine steel, with hilts stamped with the brazen
57. Workroom head of Turms Termax.
A single large oak table dominates this room, 59. Ruined Storeroom
heavy scratched and marred by years of carpentry
and craft work performed on it. Around the work The ceiling has collapsed in the northern portion
table, six dworgs (see Appendix C, New Monsters, of this room, filling it with rubble. The collapse of
p. 339) stand on guard against intruders. the ceiling has smashed a dozen resin crates, and
these have spilled shards of vitreum and viscous
Dworgs (6) [AL C, MV 60 (20), AC 2 (plate and foul-smelling liquids onto the floor. The spilled
mail & shield), HD D5, HP 33, 32, 28, 26, liquids are harmless, serving only to distract from
22 19 #AT 1, DG 1d8 (long swords), SV D5, the true danger in this room its still-unstable
ML 8] ceiling. Characters entering the room must make
an ability check versus DEX to avoid additional
58. Library falling debris. Those who fail the check suffer 3d6
points of damage.
Lining this rooms walls are sturdy oak shelves
filled with hundreds of books. A wooden reading 60. Circular Chamber
table and set of comfortable chairs furnish its ex-
pansive floor. Currently, the chairs are filled by a There is a secret panel in the floor near the south Level
Termaxian magic-user and his two bodyguards.
The Termaxian is busy studying a tome of Chaotic
knowledge (see Appendix A, New Magic Items, p.
327) he found within the library, while his body-
wall of this room. It can be detected by the hairline
crack that runs through the otherwise seamless
nephelite. It pushes open to reveal a 10 foot drop
down to southbound corridor that leads to the
6B
guards keep watch. The Termaxians have set a Summoning Room (Room 61).
249
Level 6B
Rollant possesses a wand of fear (six charges Dworgs (5) [AL C, MV 60 (20), AC 2 (plate
remaining). The wand is made of a branch of mail & shield), HD D5, HP 31, 26 (2), 22
bleached white juniper, its tip carved to resemble a 17, #AT 1, DG 1d8 (long swords), SV D5,
leering skull. His ring of protection +2 is a band of ML 8]
moonsilver set with a carved adamant shield.
Piled in the shadows along the western wall is a Termaxian Guards (2) [AL C, MV 60 (20),
loose pile of treasure Rollant brought to offer the AC 2 (plate mail & shields), HD F6, HP 29,
glabrezu. The offering consists of 8,000 gp; 300 21 #AT 1, DG 1d8+1 (long swords), SV F6,
pp; a wrought silver necklace (70 gp); an amber ML 10]
clasp (300 gp); a golden ring fastened in the shape
of entwined serpents (600 gp); an embossed leath- Fiebras (1) [AL C, MV 90 (30), AC 5 (leath-
er belt with platinum buckle (700 gp); a dia- er armor +2), HD F5, HP 22, #AT 1, DG
Chapter mond-studded nose chain (900 gp); a statuette of 1d6+2 (hand axe +2), SV F5, ML 8]
250
The Manufactory
Esquiva (1) [AL C, MV 120 (40), AC 7 (cloak Fighters (3) [AL C, MV 60 (20), AC 2 (plate
of protection +2), HD MU7, HP 20 #AT 1, mail & shields), HD F5, HP 32, 22, 17, #AT
DG 1d4+1 (dagger +1) +spells, SV MU7, ML 1, DG 1d8 (long swords), SV F5, ML 10]
10]
Spells: 1-charm person, hold portal, sleep; Each fighter has a potion of extra-healing that he
2-invisibility, mirror image; 3-fire ball, pro- will use in combat when reduced to half hit points.
tection from normal missiles; 4-dimension door
67. Dwarf Scouts
Esquiva carries a wand of cold (eleven charges
remaining) and ten energion crystals. The wand, Two dwarves crouch in this open area, keeping
made of polished bone, has a tip carved to resemble their eyes peeled for an activity that might threat-
the head of a white dragon. Her cloak of protection en their comrades in the Bulwark (Room 30) and
+2 is stitched with moonsilver threads in the shape other nearby rooms. If possible, they will flee rath-
of three-pointed stars. Her dagger +1 has the curved er than fight, heading towards the Choke Point
blade and baroque hilt of Eldritch make. (Room 29) to warn the other dwarves of danger.
If pressed, though, they will engage in combat.
63. Graffiti
Dwarves (2) [AL L, MV 60 (20), AC 2 (plate
Graffiti has been scrawled on the wall on this mail & shield), HD D5, HP 22, 15, #AT 1,
small alcove. In low Thulian it reads We dont DG 1d8 (long swords), SV D5, ML 10]
need no stinking dwarves!
Level
6B
251
Chapter
The Deep Hollows
17 Level
T
Overview of The Deep Hollows
HE DEEP HOLLOWS
are an extensive network of WANDERING MONSTERS OF
limestone caverns that cut THE DEEP HOLLOWS
across Dwimmermount and Die Roll Monster
extend into the subterra- 1 Black Pudding (1)
nean world that underlies 2 Chimera (1-2)
Telluria (see Chapter 4, Vi- 3 Dwimmerdragon (1)
cinity of Dwimmermount, p. 55). The Great
4 Intellect Devourer (1)
Ancients were spurred to explore The Deep
Hollows during the First Era, as the action of 5 Gorgon (1)
their astral dome in The City (Level 9) drew 6 Mimic (1)
azoth down from the quintessence of space and 7 Thelidu (1-2)
infused it into the minerals within the rock. 8 Otyugh (1)
The crystals of the Entry Cavern (Room 1) and 9 Roper (1-2)
Crystal Cavern (Room 25) are the last remnants
10 NPC Party (5-8)
of these magical mineralogical deposits.
11 Giant Slug (1)
From The Deep Hollows, the Great Ancients
delved the mines, collieries, and quarries that be- 12 Troll (1-8)
came known as the Deep Passages. This activity
see Appendix C, New Monsters, p. 333
eventually brought the Ancients into contact with
a network of subterranean canals and nightmarish
labyrinths dug by the thelidu, ranine, and goblins
(see Rooms 32 and 33). These creatures proved
hostile to the Ancients, prompting the underground
warfare that led to the development of the Perim-
eter barrier.
Level 7
This large, open cavern glitters when illuminat- Half-visible lying amidst the stalagmites past the
ed, revealing hundreds (roll 1d1000) of gems set roper is the desiccated corpse of a fighting man.
into its walls and ceiling. The gems appear to be His body seems to have been stripped of most of
largely bits of common quartz, with a value of no his possessions, but he still wears his backpack. It
more than 10 gp each. Provided that one has ap- contains a treasure map leading to an abandoned
propriate tools, they can be easily removed. The mine in The Starfall (see Chapter 4, Vicinity of
gems are set into the walls at varying depths, so Dwimmermount, p. 51) where gems worth a
the removal time is variable (1d6 rounds). If a gem total of 19,000 gp can be found. His long sword
is removed and held in the bare hand of a human +2, +3 vs. giants lies not far away, still in its scabbard.
or dwarf for more than a few seconds, it will soften Unsheathing it reveals a starmetal blade of High
and begin to liquefy, slipping through its possessors Thulian make with a single blood groove.
fingers onto the cavern floor. There is evidence of
this having happened in the past, as there are sev- 4. Stone Carvings
eral strange crystalline stains scattered across the
floor. If a gem is placed in the mouth, it will lique- The northern walls of this cave are covered with
fy on the tongue. The crystalline fluid acts like a richly detailed carvings which depict a highly ad-
very minor potion of healing, restoring 1 hit point vanced city of high walls and towering spires, over
for each gem that is consumed in this fashion. which fly vehicles that resemble seafaring vessels
Past a hewn archway in the north, stairs ascend without sails. These carvings extend from floor to
to the Store Room (Room 4) of The Ossuaries ceiling (about 20 feet) and are in remarkable con-
(Level 6A). dition, showing no signs of damage or wear. Char-
acters who visit the City of the Ancients (Level 9)
2. Stirge Cave below will find its ruined grandeur to be reminiscent
of the architecture depicted in this cave.
Though small in size, this dark cavern has an
exceptionally tall 30-foot ceiling, at the top of which 5. Chasm
lurk ten stirges. The stirges swoop down and attack
any creature entering the cave carrying any form A chasm 200 feet deep divides this chamber into
of illumination. Creatures moving about using, two halves (a and b). The chasm is roughly 10
e.g., infravision do not trigger an attack. feet wide along its entire length.
A howling wind blows constantly into the a
Stirges (10) [AL N, MV 30 (10)/fly 180 side of the chasm. The source of the wind is a large
(60), AC 7, HD 1, HP 8, 7, 6 (2), 5 (4), hole in the ceiling, and characters who climb or fly
3 (2), #AT 1, DG 1d3 + blood drain, SV within 10 feet of the hole must make an ability
F2, ML 9] check versus DEX each round or be blown back
towards area a.
Hidden amongst the rocks on the cave floor is Characters who pass the DEX check reach a
Chapter a leather bag containing six gems: a rock crystal tunnel ascending northward at a 25-degree slope.
254
The Deep Hollows
255
Level 7
around the cavern. The stench is so horrid that all that enter, gaining surprise on a roll of 1-4 on 1d6.
humans and demi-humans entering the cave must If not previously slain, the troglodytes from the
make a saving throw versus Poison or suffer 2 to Stone Dais (Room 13) will begin raining arrows
attack rolls. down one round after any fighting begins here. So
The source of the slime is a gang of ten troglo- long as the chieftain lives, the troglodytes will not
dytes, who have used their natural camouflage to break morale, though, if the fight goes against
disguise themselves in the shadows of the torches them, they will retreat either toward the Midden
that punctuate the floor between the ledges to the (Room 14) or the camp of the Dworg Defenders
northeast and southwest. They will attack any in- (Room 16).
truders that attempt to make their way into the
Troglodyte Lair (Room 12), gaining surprise on a Troglodytes (12) [AL C, MV 120 (40), AC
roll of 1-4 on 1d6. Once the Troglodytes attack, 5, HD 2, HP 15, 12 (2), 9 (3), 8 (2), 7,
three Termaxian guards will reveal themselves on 6, 4, 3, #AT 3, DG 1d4/1d4/1d4, SV F2,
each of the ledges 10 feet above (six total). The ML 9]
Termaxians will use longbows to aid the troglodytes
against any foes. If the battle goes against the Xochotl, Troglodyte Chieftain (1) [AL C, MV
troglodytes, they will attempt to retreat to their 120 (40), AC 3, HD 6, HP 39, #AT 3 or 1,
Lair, where more troglodytes can be found. DG 1d4/1d4/1d4 or 1d10+2 ( two-handed
sword +2), SV F6, ML 12]
Troglodytes (10) [AL C, MV 120 (40), AC Xochotls two-handed sword +2 is an ancient
5, HD 2, HP 15, 12 (2), 10, 8 (2), 3 (3), weapon dating to the days when the Thulians were
2, #AT 3, DG 1d4/1d4/1d4, SV F2, ML 9] barbarian conquerors, with a five-foot adamant
blade bearing warlike runes along its broad blood
Termaxian Guards (6) [AL C, MV 120 (40), groove. The chieftain also carries a rod of opening
AC 3 (banded mail & shields), HD F5, HP (see Appendix A, New Magic Items, p. 326) with
24, 22, 21 (2), 20 (2), #AT 1, DG 1d6 seven charges remaining. He uses it to annul the
(short swords) & 1d8 (long bows), SV F5, explosive runes on the door to the Troglodyte Trea-
ML 9] sure Cave (Room 21).
256
The Deep Hollows
258
The Deep Hollows
23. Bat Cave his armor class for the remainder of the time that
he would otherwise have been asleep.
The floor of this dismal cave is covered with a In the northeast corner of the cave is a cold
thick coating of bat guano. Hanging from the freshwater pool that is about 30 feet deep at its
ceiling above are the manufacturers of this refuse: center. The pool is filled with eyeless albino cave
six giant vampire bats, which drop down to attack fish, crayfish, and eels. Also living within the pool
any warm-blooded creature that enters their lair. is a crystal ooze (see Appendix C, New Monsters, p.
338), which attacks anyone who either enters or
Giant Vampire Bats (6) [AL N, MV 30 (10)/ comes close to the surface of the pool.
fly 180 (60), AC 6, HD 2, HP 16, 13, 12, 9,
7, 4, #AT 1, DG 1d4 + paralysis, SV F1, ML 8] Subterranean Locusts (12) [AL N, MV 60
(20)/fly 180 (60), AC 4, HD 2, HP 16, 13
24. Pool (2), 12 (2), 11, 10 (2), 9, 8, 7, 5, #AT 1,
DG 1d2 or 1d4 or special, SV F2, ML 5]
A field of ordinary mushrooms fills more than
two-thirds of this immense cave, making it a perfect Crystal Ooze (1) [AL N, MV 10 (3)/swim
grazing area for a nest of 12 subterranean locusts. 30 (10), AC 8, HD 4, HP 29, #AT 1, DG
The locusts behave similarly to those in the Mush- 4d4 + acid & paralysis, SV F4, ML 12]
room Forest (Room 22).
While perfectly harmless to the locusts, the At the bottom of the pool lies a long sword +1,
mushrooms in this room are poisonous to humans +3 vs. regenerating monsters. If cleaned of some
and demi-humans. Characters who consume even light algae growth, the starmetal blade will be seen
a handful of mushrooms must make a saving throw to carry the name Eater of Trolls in High Thulian.
versus Poison or fall unconscious for 1d4 hours. Trolls facing this weapon have their morale lowered
The unconscious character can be awakened safely as if confronted by fire.
through the application of remove poison. Doing so
in any other way results in the character suffering
2d10 points of damage and a 2 penalty to hit and
Level
7
259
Level 7
Chapter
17
260
The Deep Hollows
later, the kraken will extend several tentacles from 28. Slimy Cave
the lake and lay the new item at the foot of the
statue. The item the kraken chooses is random, The floor of this cavern, along with some its
determined by the following table: walls and ceiling, are partly coated with a gooey
RITUAL SACRIFICE RESULT slime that slows movement to two-thirds the usu-
al rate and imposes a 1 penalty to all attack rolls
Die Roll Item
and saving throws. The slime was secreted by a
1 brooch of the Terrim giant slug (see Appendix C, New Monsters, p. 354)
2 net of snaring that came up through the sinkhole that leads to
3 scarab of protection the Stone Foyer (Room 33) and is now searching
4 horn of Valhalla for fungi and decaying matter to eat.
5 long sword +1, dancing
Giant Slug (1) [AL N, MV 60 (20), AC 8,
6 amulet against possession
HD 12, HP 62, #AT 1, DG 1d12 + acid, SV
7 crystal ball
F12, ML 10]
8 cube of frost resistance
9 short sword 2 (cursed) 29. Stalactite Cave
10 shield AC 9 (cursed)
261
Level 7
much information. His brain was, at least, tasty. southward-facing passages have messages that read
The thelidu are more than happy to see the appear- To the Stygian Depths written in Low Thulian
ance of the characters, whom they hope will provide (Common), while the two eastward-facing ones
them with more useful data and more calories. read Beware! Dragons! in the same tongue.
Now that the Perimeter barrier has been deactivat-
Thelidu (2) [AL C, MV 120 (40), AC 5, HD ed, the southward-facing passages lead into the subter-
4+3, HP 25, 23, #AT 3 + mental powers, DG ranean network that surrounds Dwimmermount.
1d6/1d6/1d4, SV MU5, ML 9]
34. Cave of Bones
The thelidu carry 500 gp each. These coins are
bizarre asymmetrical polyhedrons with alien glyphs Piles of bones fill this long cavern. The bones
on them (currency of their mad realm). One of the are a mixture of types, most of them belonging to
thelidu carries a war hammer +2 he took from the troglodytes and trolls, but more than a few to men
deceased cultist. The hammer is of Termaxian make, or elves. Many of the bones seem to have been
its adamant hammer-heads each carved in the shape broken by powerful blows, while others appear
of Turms face. corroded by acid of some sort. An aroma like gar-
Winding north and west from this room is a lic hangs over the entirety.
tunnel that leads into the subterranean network The bones were piled up here by the dwimmer-
that surrounds Dwimmermount. See Chapter 4, dragons dwelling in Rooms 35-39 as a warning to
Vicinity of Dwimmermount (p. 55), for a detailed others not to disturb their lair. Amongst the bones
discussion of these passages. can be found two bronze goblets, each worth 150
gp, which the dragons overlooked when gathering
31. Clear Cave their hoard (Room 35c).
Except for a couple of rock curtains, this cave is 35a. Razylymvaers Lair
clear of most obstacles. The stalagmites and stalac-
7-35a: If befriended, tites that formerly obstructed passage through it The strong odor of garlic overwhelms the sense of
the dwimmerdragons have been systematically broken off, leaving behind smell of characters entering this cave, and a faint yel-
can reveal the follow-
a collection of stumps on the floor and ceiling. low-brown mist clings to the occasional hollows in the
ing numbered facts to
the characters: 2-1, 3-8, stone. It is here that Razylymvaer, the patriarch of the
3-9, 3-10, 3-11, 3-12, 32. Exit Cave dwimmerdragon brood (see Appendix C, New Monsters,
4-2, 4-4, 4-7, 5-11, 6-1. p. 339) of The Deep Hollows, make his lair.
A passageway (marked with an S on the map) Though Chaotic, Razylymvaer and his offspring
is hidden behind a pile of rocks. The passageway long ago entered into an agreement with the Terrim
leads into Ygolcyak, the subterranean realm where to protect the entrance to The City of the Ancients
the thelidu and other equally frightening beings (Level 9) in exchange for hunting rights in the citys
make their homes. While the Perimeter barrier was ruins. The dragons have upheld this bargain for
activated, such creatures were kept out of Dwim- untold centuries. Though they have no love for the
mermount, but with the Perimeters deactivation, Terrim, they recognize their power and see the
they can freely enter. See Chapter 4, Vicinity of treaty between them as being to their advantage.
Dwimmermount (p. 55), for a discussion of the Because of their treaty, Razylymvaer and the other
subterranean networks around Dwimmermount; dwimmerdragons will not harm or halt parties
and Chapter 6, Overview of the Dungeon (p. 66), bearing a brooch of the Terrim (see Appendix A, New
for details on the arcane barrier. Magic Items, p. 320), provided they are not at-
Lurking in the cave is an ally of the thelidu, tacked first. However, they will defend themselves
an intellect devourer (see Appendix C, New Mon- if bearers strike the first blow this is not considered
sters, p. 344), which acts as a guardian of the a breach of their agreement with the Terrim. Up
passageway. to six creatures will be allowed passage per brooch.
The dwimmerdragons initially allowed a small
Intellect Devourer (1) [AL C, MV 60 (20), group of Termaxian cultists bearing brooches of the
AC 4, HD 6, HP 26, #AT 4 + mental powers, Terrim to pass to the City. A second party snuck
DG 1d4 (4), SV MU6, ML 10] past them using invisibility 10 radius, an act which
Chapter has provoked outrage in the dragons. Since then a
262
The Deep Hollows
Level
7
263
Level 7
264
The Deep Hollows
Level
7
265
Chapter
The Prison
18
T
Overview of The Prison
HE PRISON WAS CON-
structed at the start of the
Second Era. It originated
as a penitentiary for goblin, WANDERING MONSTERS OF THE PRISON
ranine, and thelidu prison-
ers-of-war, with an outer Dice Roll Monster
and inner ring for low- and 1 Amber Golem (1)
high-value prisoners. The Chamber of Truth 2 Termaxian Necrolytes (1-2)
(Room 18) was designed to conduct military 3 Nalfeshnee (1)
interrogations with guaranteed veracity, while 4 Marilith (1)
the Pillars of Law (Room 29) could convert 5 Balor (1)
captives to zealous followers. The Chamber of
6 Flesh Golem (1)
Zod (Room 39) and Power Center (Room 40)
also date to this time. 7 Termaxian Husks (1-8)
Protected by the Outer Prison and Inner Prison 8 Fire Elemental (1)
barriers, The Prison avoided the utter wreckage of 9 Mummies (1-4)
the other Second Era levels, and remained in active 10 Termaxian Cultists (5-8)
use under the Eld, Thulians, and Termaxians. The 11 Black Pudding (1)
Eld found the highly secure level ideal for conjur-
12 Thessalgorgon (1)
ing and capturing demons, and built the Other-
planar Cells (Rooms 48 and 51) for this purpose.
see Appendix C, New Monsters, p. 333
18 (Level 6B), then its wall of force ceases to exist. The Stairs
Down will lead directly into the Entrance (Room 1).
See Chapter 6, Overview of the Dungeon (p.
66), for more information on the effects of
characters alive, they are taken to the Wardens
Office (Room 5) to be interrogated by Viator. The
golems will not attack anyone bearing a greater
Termaxian passkey (see Appendix A, New Magic
arcane barriers. Items, p. 327) unless attacked first.
268
The Prison
If a character does place his hand inside the nook, of view, using every means within his power to
he must make a saving throw versus Wands. Success convince them to find a way to deactivate the Inner
results in the magic mouths saying, You are cleared Prison. Barring that, he and his minions will slay
for entry. Thereafter a greater Termaxian passkey anyone who will not comply with his wishes.
(see Appendix A, New Magic Items, p. 327) is If there are guards in the Barracks (Room 4),
deposited in the nook. This passkey is tied to the Johud the nalfeshnee (see Appendix C, New Monsters,
particular character who placed his hand in the p. 348) will be here with him. Otherwise, he is
cubbyhole and its effects apply only to him. Failure alone. If alone and events turn against him, he will
results in the magic mouths saying instead, De- flee, preferably to the Guard Station (Room 7),
viant recognized. Simultaneously, the character otherwise to the Mortuary Chamber (Room 6).
will feel a sharp pain in his hand as he is injected
by a needle with a silver liquid that leaves an exter- Viator (1) [AL C, MV 120 (40), AC 1 (ring
nal mark shaped vaguely like a diamond with a dot of protection +2), HD 7, HP 42, #AT 1, DG
in the middle. This mark identifies the character to 1d8 + energy drain, SV MU7, ML 10]
all turnkey golems as a prisoner, and they will at- Spells: 1-charm person, shield, sleep; 2-ESP,
tempt to subdue or slay him if encountered. In web; 3-fire ball, hold person; 4-wall of fire
addition, the magic mouth summons 1d4 turnkey
golems to deal with the deviant. Viator possesses a wand of fear (eight charges 8-5: Viator knows the fol-
remaining); made of misshapen, fire-blackened bone, lowing numbered facts,
4. Barracks it always feels clammy to the touch. At his hip hangs which he might reveal
during diplomacy or inter-
an ordinary-looking bag of holding which contains
rogation: 4-7, 4-8, 4-9, 4-10,
There are enough beds for a dozen people in 8,000 gp, a potion of growth, a scroll of ward against 5-5, 5-6, 5-7, 5-10, 5-11,
this room, which was a guards barracks in Thulian elementals and a suit of chain mail +1. He also has 5-12, 5-14, 5-16, 5-17, 5-18,
times. If the Outer Prison barrier has been deacti- a greater Termaxian passkey (see Appendix A, New 5-22, 6-1, 6-2, 6-6.
vated for a day or more in game time, this chamber Magic Items, p. 327).
is occupied by eight Termaxian guards. The guards
attack anyone they do not recognize, regardless of Johud (1) [AL C, MV 90 (30)/fly 120 (40),
whether or not they carry a Termaxian passkey (see AC 1, HD 11, HP 49, #AT 3, DG
Appendix A, New Magic Items, p. 327). If the 1d4/1d4/2d4, SV F11, ML 10]
battle turns against them, they will flee towards
the Wardens Office (Room 5). The removable art objects in the room include
Otherwise, the room is occupied by Johud, the a large platinum holy symbol of Typhon (worth
nalfeshnee (see Appendix C, New Monsters, p. 348) 1,500 gp), a ceremonial ivory mace (worth 500 gp),
in the service of Viator (Room 5). and an alabaster plaque with the words Bonito
and Justitio inlaid in jade (2,600 gp). Although
Termaxian Guards (8) [AL C, MV 120 (40), thoroughly aligned with Chaos, Viator cherishes
AC 3 (banded mail & shields), HD F5, HP an illusion of himself as stern and honorable servant
31, 23, 22, 20, 21, 18, 16 (2), #AT 1, DG of the Thulian Empire.
1d6 (short swords), SV F5, ML 9]
6. Mortuary Chamber
5. Wardens Office
The large wooden table at the center of this room
A large wooden desk and chair dominate this once hosted meetings. Now it holds the corpses of
room. Behind the desk hang decorations and art a dozen men. Judging by their clothing, which is
objects associated with law and justice. Sitting in the centuries out of date, these men likely died during
chair is Viator, a Termaxian necrolyte (see Appendix Thulian times, but their flesh is preserved and their
C, New Monsters, p. 357) who has been trapped in bodies and limbs remain supple. There is a slimy
the Prison for 200 years and has been attempting to quality to the corpses, as if they have been immersed
free his masters in the Inner Prison (Room 41a) for in some kind of gelatinous substance that clings to
most of that time. He believes the secret to releasing their undecayed flesh. Nevertheless, there is ample
them lies with clerical magicin this, he is correct evidence of physical violence and trauma, like axe
and will thus take a keen interest in any clerics who or sword wounds, on all the bodies.
enter, whether of their own accord or brought here These are failed or destroyed Termaxian husks Level
by the turnkey golems. See Chapter 6, Overview of
the Dungeon, p. 66, for details on how clerical
magic can deactivate the barrier.
If not attacked, Viator will behave amicably and
from the Chamber of Husks (Room 24), brought
here for examination by Viator. By careful study of
his failures, Viator hopes to learn how to improve
his methods of creating the husks. The corpses are
8
will attempt to win the characters over to his point not dangerous, but if anyone ingests any of the
269
Level 8
slime coating on the husks, he must make a suc- 8. and 9. Golem Storage
cessful saving throw versus Poison or begin the
process of becoming one (see Appendix C, New These otherwise bare chambers each contain
Monsters, p. 361). four turnkey golems (see Appendix C, New Monsters,
p. 359) standing on small bronze pedestals. The
7. Guard Station golems are normally inactive. If the room is entered
by someone who received the mark of a deviant at
The only sign that this was one of the main guard the Identification Station (Room 3), the turnkey
stations on this level are the empty weapons racks golems immediately activate and attack. Otherwise,
along the walls. It is now the duty post of a marilith they activate only if attacked or otherwise disturbed.
(see Appendix C, New Monsters, p. 346) named
Kevokulli, placed here by Viator (Wardens Office, Turnkey Golems (8) [AL N, MV 180 (60),
Room 5). She considers guard duty beneath her AC 2, HD 10, HP 52, 46 (4), 41, 42, 30,
and chafes at serving Viator, whom she considers #AT 2, DG 2d10/2d10, SV F5, ML 12]
an inferior being. Consequently, if Viator should
ever flee here, Kevokulli will do little to protect Any turnkey golems summoned by alarms trig-
him, though she will attack any intruders who move gered on the northern half of the Prison are drawn
against her, as she hates all mortals equally. from these rooms. If these golems are destroyed,
they are not replaced.
Kevokulli (1) [AL C, MV 120 (40), AC 6,
HD 7+6, HP 29, #AT 7, DG 1d8(6)/2d4, 10. Locked Cell
SV F7, ML 9]
The adamantine steel hatch to this cell is locked,
but can be opened by various means, magical and
Chapter
18
270
The Prison
mundane, including the use of a greater Termaxian straight-bladed sword in a red leather sheath. The
passkey (see Appendix A, New Magic Items, p. 327). hilt of the sword is made of polished orichalcum
Inside are the skeletons of three Men and the crum- fastened in the shape of a lion, with a red tassel. If
bling stone corpse of a dwarf. The skeletons are unsheathed, the sword reveals itself to have a blade
clothed in threadbare attire and the dwarf appears of pure starmetal, carved with runes of law. It is
to have once worn something similar. Carved in Chaosbreaker, a holy avenger (see Appendix A, New
the stones of the northern wall are the words, in Magic Items, p. 326) belonging to the paladin Hu
High Thulian, Turms is no god! There is noth- Pan (held in stasis in Room 49). The nigh-inde-
ing else in the room. structible sword has been placed here for safekeeping.
The adamantine steel hatch to the holding area 15. Guard Station
is locked and can only be opened by means of a
greater Termaxian passkey (see Appendix A, New The shattered remains of wooden stools and
Magic Items, p. 327). Within, the area consists of weapons racks are piled up in one corner of this
two areas, labeled a and b on the map. Area a room, which is now patrolled by two turnkey golems
is the larger of the two and holds a set of six wood- (see Appendix C, New Monsters, p. 359) that attack
en chairs and two tables. Area b is the smaller and anyone not bearing a greater Termaxian passkey
is located behind locked steel bars that crackle with (see Appendix A, New Magic Items, p. 327).
magical energy. The bars can only be opened by
means of a greater Termaxian passkey (see Appendix Turnkey Golems (2) [AL N, MV 180 (60), Level
A, New Magic Items, p. 327). Any other attempt
to open them will fail; touching them results in a
shock dealing 8d6 damage, or half that with a
successful saving throw versus Spells.
AC 2, HD 10, HP 51, 40, #AT 2, DG
2d10/2d10, SV F5, ML 12]
8
Clearly visible on a stone platform inside b is a
271
Level 8
16. Panic Room any, characters sit in the chair and then make
certain that they utter no falsehoods for the full
The secret door to the Panic Room is actually a duration, regardless of whether their players wish
magical portal. The portal is utterly invisible and to do so or not.
impassable to Chaotic characters, and cannot be
seen or traversed by them by any means. It is visible 19. Under-wardens Office
to Neutral characters as a misty doorway, but still
cannot be traversed by them. Lawful characters can A wooden desk, a chair, and shelves occupy this
readily see and pass through the portal. room. One of the desks drawers holds a greater
Inside the hidden room lies the desiccated Termaxian passkey, a brooch of the Terrim (see Ap-
corpse of a man in armor. A Thulian hero, he pendix A, New Magic Items, p. 327 & 320), and
expired here of wounds suffered when Dwimmer- a wrought gold ring worth 600 gp.
mount fell to the Termaxians centuries ago. Still If the Outer Prison barrier has been deactivated
hanging on his belt is a bag consisting of ten gems: for more than a day, there is a Termaxian magic-us-
an eye agate (10 gp), a turquoise (10 gp), a mala- er and two guards in this room, rifling through its
chite (25 gp), a rhodochrosite (50 gp), a zircon contents for anything worthwhile. Otherwise, the
(75 gp), a zircon (100 gp), a coral (500 gp), a room is unoccupied.
spinel (500 gp), a jacinth (1,000 gp), and an opal
(1,000 gp). The man wears Thulian plate +2 (see Termaxian Magic-user (1) [AL C, MV 120
Appendix A, New Magic Items, p. 327) and car- (40), AC 8, HD MU6, HP 17, #AT 1, DG
ries a shield +2 and sword +3, frost brand. The shield 1d4 (dagger) + spells, SV MU6, ML 8]
+2 is a made of adamant, large and rectangular, Spells: 1-shield, sleep; 2-mirror image, web;
and bears the crossed maces of the Thulian legion. 3-hold person, lightning bolt
The frostbrand has an azoth-infused adamant
blade with a pommel shaped like a white dragon Termaxian Guard (2) [AL C, MV 120 (40),
head and a crossguard resembles dragon wings. AC 3 (banded mail & shields), HD F5, HP 30,
22, #AT 1, DG 1d6 (spears), SV F5, ML 9]
17. Desecrated Shrine
20. Golem Storage
In the Thulian era, this room was a shrine
dedicated to the goddess Anesidora and the god Four turnkey golems (see Appendix C, New
Typhon, who together were the patrons of this Monsters, p. 359) stand motionless on small bronze
Prison. Their headless statues can be found on pedestals. The golems are normally inactive. If the
opposite sides of the door leading to the Chamber room is entered by someone who received the mark
of Truth (Room 18). The artwork that decorates of a deviant at the Identification Station (Room 3),
the walls of this chamber once praised these two the turnkey golems immediately activate and attack.
deities, but has long since been desecrated in ob- Otherwise, they activate only if attacked or other-
scene ways. There is a 30% chance that, when the wise disturbed.
characters enter this room, it contains 1d8 Ter-
maxian husks (see Appendix C, New Monsters, p. Turnkey Golems (4) [AL N, MV 180 (60),
356), released by Auxitius from the Chamber of AC 2, HD 10, HP 53, 47, 44, 39, #AT 2, DG
Husks (Room 24). 2d10/2d10, SV F5, ML 12]
Termaxian Husks (6) [AL C, MV 120 (40), Any turnkey golems summoned by alarms trig-
AC 7, HD 6, HP 33, 24, 23, 19, 15 (x2), #AT gered on the southern half of the Prison will be
2, DG 2d10/2d10, SV F5, ML 12] drawn from this room and/or from Room 28. If
these golems are destroyed, they are not replaced.
18. Chamber of Truth
21. Barracks
This large circular room contains only a single
chair made from green marble. The chair is impos- This Thulian-era barracks is furnished with eight
sible to move, and strongly radiates of magic should beds, each accompanied by footlockers, arranged
Chapter this be detected for. along the east wall. A card table and four stools are
272
The Prison
slow-acting poison. Those who drink the fluid must +4, defending (see Appendix A, New Mag-
make a saving throw versus Poison at 4 or die ic Items, p. 326) of Thulian make, with
1d10 rounds later. a single-fullered blade of starmetal en-
graved with runes of protection, set on a
22. Latrine moonsilver hilt. Otherwise, the result is
as in i.
Even through the door, this room gives of a iii If the user is a cleric of Typhon or Ane-
noticeably unpleasant odor. Inside, the odor is so sidora, the northeast pillar descends to
nauseating that all who enter must make a success- reveal a staff of Law (see Appendix A, New
ful saving throw versus Poison or suffer 2 to hit Magic Items, p. 326) made of white oak,
and saving throws while in the room. The odor with interlaced bands of silver and gold.
arises from the broken and befouled toilets and The staff as ten charges. Otherwise, the
sinks of this latrine, which feature such hideous result is as in i.
growths and dripping excrement as to beggar de- iv If the user is of Lawful alignment, the
scription. Lurking within the filth are four Termax- southeast pillar descends to reveal a net
ian husks (see Appendix C, New Monsters, p. 356) of entanglement (see Appendix A, New
placed here by Auxitius from the Chamber of Husks Magic Items, p. 324) made of shimmer-
(Room 24). ing moonsilver fibers. Otherwise, the
result is as in i.
Termaxian Husks (4) [AL C, MV 120 (40),
AC 7, HD 6, HP 34, 31, 27, 26 (2), 17, #AT When a pillar descends, it creates a loud rumbling
2, DG 2d10/2d10, SV F5, ML 12] noise which might get the attention of the dungeons
denizens. The referee should make a wandering
As with other latrines throughout Dwimmer- monster check each time a pillar is lowered.
mount, there are pipes connecting the toilets to
the wall. However, these are sealed off from the 24. Chamber of Husks
rest of the dungeon by hundreds of yards of poi-
sonous filth, and cannot be traversed even by rats. The door to this room is locked from the inside
by the necrolyte Auxitius, who holds the keys. Any
23. Defense Cache failed attempt to unlock or force open the doors
alerts the rooms occupants.
Four pillars made of adamantine steel stand in Once a place of healing under the Thulians, this
the corners of this room. A sign is painted on the chamber has long since become a place of horrors.
north wall, which reads (in High Thulian) In the Foremost of these horrors is a huge glass tube, 10
event of emergency, lower pillars. Knocking on feet in diameter and 20 feet tall, containing an
the pillars produces a metallic echo, suggesting they undulating blackish-green liquid in which float
are hollow containers of some sort, but there is no several glaring red eyes. This is the demon lord
apparent mechanism for lowering them. Jubilex (see Appendix C, New Monsters, p. 345),
The controls for doing so are actually located in captured long ago by the Termaxians and experi-
the nearby corridors, where a series of small steel mented upon for centuries. As a result of their
hatches (labeled i, ii, iii, and iv) each about experimentation, the Faceless Lord has lost all
one foot square in size, are set into the walls. When cohesion, becoming a soupy mass that has lost much
a hatch is opened, a small red-lit nook is revealed of its intelligence and demonic abilities.
and a magic mouth forms on the adjacent wall. Surrounding the tube are a series of six upright
Speaking High Thulian, it says Please insert your iron tables, to which pale, hairless, nude men (ac-
hand into the compartment to verify your identity. tually Terrim from The City of the Ancients) have
The effects of inserting a hand into the nook vary been bound and strapped. All of the men have thin
for each of the four: resin hoses running from their arms back to Jubilexs
i If the user is a cleric of Typhon or Ane- holding tube, through which bits of the demons
sidora, the northwest pillar descends to lord ichor are being injected into them. Through
reveal a Typhonian mace (see Appendix this horrific and agonizing process, the men are
A, New Magic Items, p. 328). Other- slowly becoming Termaxian husks (see Appendix
wise, the magic mouth shouts Intruders! C, New Monsters, p. 356), the children of Ju- Level
Intruders! to summon 1d4 turnkey go-
lems from Golem Storage (Room 28) to
slay them.
ii If the user is of Lawful alignment, the
bilex. If the hoses are removed from the mens arms,
and a cure disease or neutralize poison spell cast
upon them, the transformation can be halted. Oth-
erwise each will become a husk in 1d6 rounds.
8
southwest pillar descends to reveal a sword Halting this hideous transformation will be hard,
273
Level 8
Chapter
18
274
The Prison
as Auxitius the necrolyte is personally supervising be fully reformed with all of its lost powers and
the process and will slay any who interfere. Auxitius intelligence restored. Once reformed, it would
is protected by 4 husks and (if the barrier has been seek vengeance on Auxitius, his minions, and
deactivated for more than a day), a cadre of Ter- anyone else in the vicinity before returning to the
maxian guards. As other husks are completed, Aux- Great Void.
itius will free them to join the battle.
Jubilex (1) [AL C, MV 30 (10), AC -7, HD 21,
Termaxian Guards (4) [AL C, MV 120 (40), HP 100, #AT 1, DG 4d10, SV F21, ML 10]
AC 3 (banded mail & shields), HD F5, HP
29, 27, 22, 13, #AT 1, DG 1d6 (spears), SV 25. Hoard
F5, ML 9]
The door to this room is concealed behind what
Termaxian Husks (4 - 10) [AL C, MV 120 appears to be a metal vent. The vent slides parallel
(40), AC 7, HD 6, HP 27, 26, 21, 16, #AT to the wall to reveal a secret storage room, where
2, DG 2d10/2d10, SV F5, ML 12] Auxitius (Room 24) has hidden the spoils he has
garnered from his various visits to The City of the
Auxitius (1) [AL C, MV 120 (40), AC 2 (ring Ancients (Level 9). The hoard consists of the fol-
of protection +1), HD 7, HP 38, #AT 1, DG lowing: 5,000 gp; a turquoise (10 gp); a malachite 7-24: Auxitius knows the
1d10 + energy drain, SV MU7, ML 11] (25 gp); a tiger eye agate (25 gp); a banded agate following numbered facts,
Spells: 1-magic missile, shield, sleep; 2-in- (50 gp); a moss a gate (50 gp); an obsidian (50 gp); which he might reveal
during diplomacy or inter-
visibility, web; 3-haste, hold person; 4-poly- a blue quartz (50 gp); an onyx (100 gp); two sard-
rogation: 4-7, 4-8, 4.9, 4-10,
morph other onyxes (100 gp); a chrysoprase (250 gp); a blood- 5-5, 5-6, 5-7, 5-10, 5-11,
stone (250 gp); a jade (750 gp); a star sapphire 5-12, 5-14, 5-16, 5-17, 5-18,
Auxitius possesses a wand of magic missiles (elev- (1,000 gp); a headband of glass beads (10 gp); a 5-22, 6-1, 6-2, 6-6.
en charges remaining), and a scroll of ward against brass necklace with a dangle fastened in the shape
magic. He also carries a greater Termaxian passkey of the Iron God (30 gp); an orichalcum comb (80
(see Appendix A, New Magic Items, p. 327) and gp); a wrought silver medallion bearing an image
the key to this chamber. of a spiral galaxy (300 gp); a wrought gold ring
Auxitius first began making Termaxian Husks with a liquid-crystal stone that changes color in
during the Fifth Era by experimenting on various different temperatures (400 gp); a wrought gold
human captives brought to The Prison. His efforts pendant fastened in the shape of an astral vessel
were temporarily stalled by the fall of Dwimmer- (800 gp); a bracelet with dangling liquid-crystal
mount. When the barrier in the Crevasse (Room stones (800 gp); a crystalline arm band bejeweled
26) was weakened by the machinations of the Sleep- with moonsilver (1,400 gp); a wrought platinum
ing God, Auxitius made an expedition to The City comb (1,200 gp); and moonsilver medallion with
of the Ancients (Level 9) and captured a few Terrim. an inset liquid crystal (1,700 gp).
When these proved viable candidates for his pro-
cedures, he began to regularly travel to and from 26. Crevasse
the City, always in search of more Terrim to turn
to his cause. Auxitius hopes that with a sufficient A large crack splits the floor of this circular room.
number of husks, he can take over the City below The crevasse was created by magical explosions
and gain the power he needs to break through the during the fall of Dwimmermount. If the Outer
magicks imprisoning his master. Lately, however, Prisoner barrier has been deactivated by the Great
Auxitius has more and more begun to think of the Machine (Room 40) on The Manufactory (Level
Sleeping God, not Turms Termax, as his master 6B), then the crevasse leads straight down 50 feet,
While completely devoid of compassion or em- where it visibly opens into the domed ceiling of
pathy, Auxitius is fundamentally a coward, and if The City of the Ancients (Level 9) 400 feet above
battle turns against him, he will flee to the Crevasse the Haywire Defenders (Area 9).
(Room 26) and leap into it to avoid death. Auxi- If the Outer Prisoner barrier has not been deac-
tius will immediately flee if Jubilexs holding tube tivated, then the route to The City is blocked after
is shattered. The tube will shatter if successfully 10 feet by the barrier. However, unlike the impass-
struck (v. AC 0) with a deliberate attack from an able wall at the Entrance (Room 1) to this level,
enchanted weapon that deals at least 5 points of the barrier here flickers with occasional distortions Level
damage, or if the tube sustains 25 or more points
of damage from being in the area of effect of spells.
If the holding tube is shattered, Jubilex will begin
to return to its former state, gaining 10 hit points
that seem to rip open the fabric of its curtain of
light. These distortions are caused by the uncon-
scious mind of the nearby Sleeping God (Area 3 of
Level 9), which detected the Outer Prison barrier
8
per round. When it reaches 100 hit points, it will when it was exposed by the earthquake here, and
275
Level 8
has been tearing at its arcane fabric ever since. As A character who possesses a greater Termaxian
a result, the barrier in the crevasse is thinner than passkey and an engineers control rod (see Appendix
elsewhere on Level 8. Even if the Outer Prison A, New Magic Items, see p. 327 and 320) can
barrier has not been deactivated, the crevasse allows use the machinery in area b to reconfigure the
limited ingress and egress down to The City below. turnkey golems instructions. This requires a suc-
When a character attempts to pass through the cessful Intelligence check at 4. Each successful
wall, he may make a saving throw versus Spells. If check allows a user to command them to attack a
Chaotic, the character gains a +4 bonus to this specific type of target or stop targeting a specific
saving throw. If the save fails, the character receives type of target as the user wishesbut not both.
a painful shock that deals 1d12 points of damage The necrolyte Anzoy is here at all times, con-
and paralyzes him for a number of rounds equal to tinuing her ongoing salvage operations, along with
the damage done. However, if the saving throw two turnkey golems (see Appendix C, New Monsters,
succeeds, the character passes through the barrier. p. 359) here at all times. If the Outer Prison
While doing so, he experiences a momentary psychic barrier has been lowered for more than a day, there
connection with Sleeping God, which he will ex- will be Termaxian guards here; otherwise, the ba-
perience as a great and terrible mind of inhuman lor Ndulu (see Appendix C, New Monsters, p. 336)
power. Normally deities use such links to empow- will be found here as her aide. (If Ndulu has already
er mortals with spells, but the Sleeping God instead been encountered in Room 34, of course, he will
drains the character of all memorized spells and not be here.)
unused spell-like abilities he may possess. This stuns
the character for one round. Such spells and abili- Anzoy (1) [AL C, MV 120 (40), AC 2 (cloak
ties can be regained through rest as usual. of protection +1), HD 7, HP 31, #AT 1, DG
Despite the intervention of the Sleeping God, 1d10 + energy drain, SV MU7, ML 11]
the barrier here still cannot be bypassed by in- Spells: 1-magic missile, shield, sleep; 2-in-
ter-planar travel (such as dimension door, passwall, visibility, mirror image; 3-fire ball, hold person;
and teleport) or other means. See Chapter 6, Over- 4-wall of ice
view of the Dungeon (p. 66), for more details on
the arcane barrier. Anzoy has a wand of ice (ten charges remaining)
Currently, the chamber is filled with six Termax- (see Appendix A, New Magic Items, p. 328), a
ian husks (see Appendix C, New Monsters, p. 356) greater Termaxian passkey, and an engineers control
preparing to descend to the City of the Ancients. rod. The wand is fashioned from the shin-bone of
a frost giant and very cold to the touch. Anzoys
Termaxian Husks (6) [AL C, MV 120 (40), cloak of protection +1 is made of dark, heavy fabric
7-24: Anzoy knows the AC 7, HD 6, HP 32, 29, 28, 24 (2), 20, #AT that is resistant to stains and spills.
following numbered facts,
which he might reveal
2, DG 2d10/2d10, SV F5, ML 12]
during diplomacy or inter- Turnkey Golems (2) [AL N, MV 180 (60),
rogation: 4-7, 4-8, 4.9, 4-10,
5-5, 5-6, 5-7, 5-10, 5-11,
27. Control Room AC 2, HD 10, HP 55, 48, #AT 2, DG
2d10/2d10, SV F5, ML 12]
5-12, 5-14, 5-16, 5-17, 5-18,
5-22, 6-1, 6-2, 6-6.
This hourglass shaped room is filled with ma-
chinery to the west and east. The machines of the Termaxian Guards (4) [AL C, MV 120 (40),
western bulb (area a on the map) are entirely dark AC 3 (banded mail & shields), HD F5, HP
and silent, and many look to have been torn open 26, 19, 14, 12, #AT 1, DG 1d6 (spears), SV
and used for scrap or spare parts. The machines in F5, ML 9]
the eastern bulb (area b), made of nephelite and
orichalcum, are dotted with blinking lights and Ndulu (1) [AL C, MV 60 (20)/fly 150 (50),
give off a quiet hum. AC 2, HD 8+7, HP 45, #AT 1, DG 1d8+1
When Dwimmermount was at its height, this or 3d6, SV F8, ML 10]
large room was the nerve center of the Prison, filled
with machinery to monitor and provide for its in- 28. Golem Storage
mates. During the fall of the citadel, most of this
machinery was deliberately damaged by paladins Two turnkey golems (see Appendix C, New Mon-
under Hu Pan (held in stasis in Room 49) to prevent sters, p. 359) stand motionless on small bronze
Chapter Turms Termaxs escape. All of the machines in area pedestals. The golems are normally inactive. If the
276
The Prison
Turnkey Golems (2) [AL N, MV 180 (60), littering the floor are all that remain of the rooms
AC 2, HD 10, HP 51, 49, #AT 2, DG once-grand furniture. The chamber currently serves
2d10/2d10, SV F5, ML 12] as the lair of a discomfited glabrezu demon (see Ap-
pendix C, New Monsters, p. 342). The glabrezu was
Any turnkey golems summoned by alarms trig- brought here by Ndulu in the Hall of Worship (Room
gered on the southern half of the Prison will be 34) just before the fall of Dwimmermount, and was
drawn from this room and/or from Room 20. If then unable to return to the Great Void when the
these golems are destroyed, they are not replaced. barrier was activated. It still serves Ndulu, but seethes
in rage at its centuries-long entrapment. Consequent-
29. Pillars of Law ly, it will lash out at any non-demon who enters the
room, regardless of whether they carry a Termaxian
The hatch to this room is locked and barred from passkey (see Appendix A, New Magic Items, p. 327)
the outside. The bar is makeshifta large piece of or not. The Termaxians avoid this area.
twisted metalwhich suggests that it was placed
there by someone after Dwimmermount fell. If the Glabrezu (1) [AL C, MV 90 (30), AC 4,
hatch is unlocked or forced open, it reveals a dusty HD 10, HP 52, #AT 5, DG 2d6/2d6/
room with pillars of white marble set in each corner. 1d3/1d3/1d4+1, SV F10, ML 9]
The sides of the pillars facing the center of the room
are cut with niches roughly the size and shape of a 33. Smoky Room
man. If a character presses himself (or is pressed)
into one of the niches, he must immediately make a The scent of burnt wood and incense wafts from
saving throw versus Spells or have his alignment shift this room into adjoining corridors. Opening a hatch
to Lawful. The alignment shift is a zealous one, to the room reveals the source of the odor: a reddish
meaning that anyone who uses a pillar will no longer smoke coming from a censer hanging from the ceiling.
associate or cooperate with anyone of Chaotic align- This censer is filled with incense of obsession (see Ap-
ment. The effect can be reversed through the use of pendix A, New Magic Items, p. 323), which will
remove curse or similar spells. affect any cleric who meditates or prays within. The
incense of obsessions burns for one hour after the char-
30. Office acters first come near the room (the referee should
keep track of this time). There are four more blocks
The hatch to this room is locked. The room with- of the incense on a small table in the northern corner.
in is an ornate office with a wooden desk and three
chairs. Inside one of desk drawers is a greater Ter- 34. Hall of Worship
maxian passkey (see Appendix A, New Magic Items,
p. 327). Behind the desk are book shelves contain- A burning smell, noticeable at some distance, greets
ing dozens of codices and tomes. These volumes, the nostrils of characters who approach this room. The
written in High Thulian, detail the inmates in the stones of the entering corridor, as well as the walls and
Prison over the centuries. The collected works weigh ceiling of the room itself, all show visible scorch marks
150 lbs. and could fetch as much as 5,000 gp in a from flames. Two marble statues, one of Typhon and one
large city, much lower if sold in a smaller locale. of Anesidora, stand in alcoves on the north and south
walls, while two granite pillars, one bearing the Ancient
31. Armory Thulian word Justitio (Justice) and the other Lego
(Law), stand in alcoves on the west and east walls.
The hatch to this room is locked. Inside are met- Between is the smoking, fiery form of Ndulu, a
al shelves and weapons racks. One set of shelves holds balor demon (see Appendix C, New Monsters, p.
the components (helmet, cuirass, pauldrons, vam- 336) summoned here before the fall of Dwimmer-
braces, tassets, and greaves) to make a complete set mount and trapped ever since. Ndulu believes that
of Thulian plate (see Appendix A, New Magic Items, the Termaxians may yet find a way to free their
p. 327). Two Thulian crossbows (see Appendix A, masters and, along with them, himself, but never-
New Magic Items, p. 327) hang on one of the racks. theless Ndulu chafes at his predicament and blames
The rest of the shelves and racks are empty. the Termaxians for his troubles. For that reason, he
attacks any who enter this hall unbidden, even Ter-
32. Demonic Lair maxians. (If Ndulu has already been encountered in Level
The walls of this large, open room were once covered
with colorful mosaics, but these have been battered so
fiercely that only occasional streaks of colorful tiles still
Room 27, of course, he will not be in his lair.)
277
Level 8
278
The Prison
8
279
Level 9
280
The City of the Ancients
and jape for his amusement. He may even show this 49. A Paladin of Law
to the characters as evidence of his power.
Comentas martyrdom has imbued his skeleton The door to this cell is locked; the key is kept
with a measure of divine power. If a Lawful worship- at all times by Pericleia. The cell holds a frail, 8-49: If freed, Hu Pan can
per of Typhon carries a finger-bone or similar fragment white-haired man of Eastern bloodline, strapped reveal the following num-
of the skeleton, he will gain a +1 bonus to saving down to a near-vertical steel table. A sinister-look- bered facts to the charac-
throws against effects from Chaotic opponents. ing device, resembling a large metal-plated fork, ters: 5-1, 5-2, 5-3, 5-8, 5-9,
6-2, 6-3, 6-4, 6-5, and 6-6.
is held over him by a jointed mechanical arm
47. Empty Cell connected to a ceiling-mounted platform. This is
a Termaxian pain amplifier (See Appendix A, New
The last inhabitant of this cell either died or was Magic Items, p. 326).
released before the fall of Dwimmermount. The cell The captive is Hu Pan, a paladin hailing from
is now completely empty and its door is unlocked. the Kingdom of the Priest-King to the East. The
Kingdom was restored to the worship of Law cen-
48. Otherplanar Cell turies ago through the ministries of Sarana (Turms
Termaxs former lover). She, Hu Pan, and several
A magic circle of binding covers the floor of this other paladins entered the dungeon during the
room. The 20 foot diameter circle has been etched rebellions of its final days with the goal of trapping
into the floor and then inlaid with moonsilver. Turms Termax and sealing off Dwimmermount.
During Thulian times, it was used to hold beings Hu Pan made the ultimate sacrifice and allowed
from other planes as prisoners, but this one was not himself to be sealed in the Prison with Turms. See
occupied at the time of Dwimmermounts fall. The Chapter 2, History of Dwimmermount, p. 29, for
magic circle still functions, however, and any being more details on these events.
not native to Telluria who passes over its edge will Since then, Turms and his inner circle have kept the
become imprisoned and powerless until the circle paladin in suspended animation in the Stasis Chamber
is broken by someone not bound by it. (Room 50), periodically releasing him from time to
time to torture him. After each session of torture, the
Level
9
281
Level 8
necrolytes return him to stasis to heal so that they can If Pericleia has not yet been encountered in Room
do it again a few weeks, months, or even years later. 42, she will be here torturing Hu Pan using the
Hu Pan is thus chronologically over 250 years old, Termaxian pain amplifier.
though he has lived only about 60 of those years, the
last 10 in agonizing torture. His most recent tortures 50. Stasis Chamber
will have begun 2d4 days before the characters arrive.
Hu Pan is weak and near death. If freed, he will This room contains three stasis tubes identical
thank the characters and ask for a weapon with which to those found in the Stasis Chamber (Room 49)
to aid them. He will do his best to fight by their side, of The Laboratory (Level 2A). Two of the tubes
and if he encounters any Lawful fighters amongst have broken down, but one remains functional.
them, will attempt to convert them to the service of Anyone placed within the functioning stasis tube
Law. If they accept, they will be granted the powers is placed into a state of ageless, suspended animation.
and abilities of a paladin (see Adventuring in Dwim- Body functions virtually cease and the character
mermount, p. 39). Hu Pan will suggest they does not age. Natural healing continues, albeit at
travel to The City of the Ancients (Level 9) and 10 the normal rate, so someone placed within the
1 th
re-unite with Sarana, believing that in the centuries tube for a long enough period of time will regain
since their last meeting she will have learned a way all lost hit points.
to permanently destroy Turms Termax.
51. Empyreal Prison
Hu Pan (1) [AL L, MV 120 (40), AC 8,
HD P9, HP 5 (45), #AT 1, DG 1d3+1 or by The door to this room is locked (the key is kept
weapon, SV F9, ML 11] at all times by Turms Termax). A magic circle of
binding, identical to that found in the Otherplanar
Chapter
18
282
The Prison
Cell (Room 48), covers the floor of the cell beyond. it the equivalent of AC 5. If his head is reduced
Trapped within the magic circle is the Iron God, to 0 hit points, the golem body ceases functioning.
an empyreal (see Appendix C, New Monsters, p. See Appendix G, Secrets of Turms Termax, p. 387,
341) once worshipped as a god. Turms ensnared for more details.
the Iron God centuries ago in hopes of wresting
from him the secrets by which he apotheosized Golem Body (1) [AL C, MV 60 (20), AC 3,
from empyreal to deity. The empyreal has repeat- HD 18, HP 100, #AT 1, DG 4d10 or spells,
edly explained that he is not a god and never was, SV F18, ML 10]
and that all his power flows from the one true
deity, Law; but these are facts that Turms stub- While the Iron God is trapped within the mag-
bornly refuses to believe. ic circle, he is immune to any harm Turms might
Unless already encountered elsewhere, Turms wish him, but he cannot escape, either. The Iron
Termax will be here, inside his golem body. Turms God will aid the characters, provided that they are
will be interrogating the Iron God with the same not Chaotic-aligned and they break the magic cir-
questions he has asked for centuries. cle that traps him here. Turms will do his utmost
The golem body resembles a bronze statue of to prevent this, but barring that, will summon any
Turms as he was in life; Turms actual head is con- remaining members of his inner circle to aid him
cealed within the sculpted bronze head of the go- in battle.
lem body. When attached to his golem body, Turms
Termax can cast any of the spells described for his Iron God (1) [AL L, MV 90 (30)/fly 180
head (Room 45), while physical statistics are those (60), AC 7, HD 13, HP 79, #AT 1, DG by
cited below. His head can be attacked separately if weapon or spells, SV F13, ML 11]
desired, but the protection of the golem body grants
Level
8
283
Chapter
The City of the Ancients
19 Level
9
Overview of the from The Deep Hollows (Level 7), guarded by
I
City of the Ancients the dwimmerdragons (see Appendix C, New Mon-
sters, p. 339). However, the dwimmerdragons
N THIS BOOK, THE CITY will only allow parties to pass if they can present
of the Ancients is treated as Lev- a brooch of the Terrim (see Appendix A, New Mag-
el 9 of Dwimmermount, even ic Items, p. 320), and even then only in limited
though it is really a separate en- numbers. A more roundabout way to enter the
vironment from the rest of the level is to use the Crevasse (Room 26) on The
mountain fortressa subterra- Prison, but in addition to being harder to reach,
nean urban wilderness that it is also more dangerous.
represents a decadent outpost of the Great The City of the Ancients is large and mostly
Ancients (see Chapter 2, History of Dwimmer- ruined. Therefore this chapter describes in detail
mount, p. 22). only some of the more populated areas of the City.
The City of the Ancients is separated from the rest The remainder are purposefully left undetailed, so
of Dwimmermount by thick layers of rock, several as to allow the referee the ability to flesh them out
hundred feet beneath The Prison (Level 8). In addi- as he sees fit. However, this chapter also provides
tion, the levels ceiling is an azoth-infused dome that, tools, in the form of random tables, to aid the
until two centuries ago, completely shielded the level referee in this task, in addition to notes and adven-
and its inhabitants from prying eyes. Magical combat ture seeds. It is hoped that the City of Ancients
during the fall of Dwimmermount tore open a Cre- will serve as the jumping off point for higher-level
vasse (Room 26) in the floor of The Prison that opens characters as they explore the subterranean realms
into the ceiling over The City of the Ancients. Despite beneath Dwimmermount, which potentially hold
the crack, the dome itself continues to operate, albe- as many secrets and dangers as the dungeon itself.
it sporadically, which wreaks havoc on the casting of
certain spells (see below). However, the explosion in Inhabitants
the dome half-awakened the Sleeping God (Area 3),
which has probed the fissure ceaselessly since then in As an outpost of the Great Ancient civilization,
search of a means of escape from his Tomb. whose survivors fled underground after it was de-
Because it is buried so deep, Level 9 is not feated by the Eld (see p. 24), the City of the
easily accessible from the rest of the dungeon. The Ancients is inhabited first and foremost by the
simplest entrance are the Stairs Down (Room 35b) descendants of that civilization. Broadly speaking,
Level 9
these descendants consist of two sortsthe sophis- other plane, control weather, dimension door, fly,
ticated Terrim and the degenerate Derrim. The two gate, invisible stalker, passwall, raise dead, rein-
groups, and their servitors, exist in an uneasy bal- carnation, and teleport, and any effects involv-
ance at present, punctuated by regular, small clash- ing planar travel and communication. All other
es in the ruins. Besides the Terrim and the Derrim, spells have a chance of not functioning normal-
the city is currently home to groups of mongrelmen ly. The chance of successfully casting other spells
and thelidu, newly arrived Termaxian cultists, and is calculated by subtracting the spell level from
more. More details on these groups can be found the casters level, multiplying the result by 5%
in Chapter 7, Factions in the Dungeon (p. 89). and adding it to 40%. For example, a 9th-level
magic-user casting a third-level spell ([9 3 =
Spell Effects (Level 9) 6] 5% = 30%) has a 70% chance for his spell to
go off normally. If it does not, the spell is ex-
The dome above the cavern housing the City pended as if it had been cast, but has no effect.
of the Ancients impedes certain magical effects, All beings in The City of the Ancients are af-
although erratically. The following spells and fected by this phenomenon, including monsters
abilities do not work at all in the City of the with spell-like effects. In their case, use their
Ancients: commune, conjure elemental, contact Hit Dice in place of level.
Chapter
19
286
The City of the Ancients
287
Level 9
19
18 Submerged (partially sunken into the rock beneath it)
19 Ground Zero (damage in the center spreads outward in concentric rings)
20 Hidden Decay (looks stable but will collapse immediately upon entering it)
288
The City of the Ancients
RUIN INHABITANTS
Roll 1D20 Inhabitants
1 Rival Adventuring Party (see Appendix D, Rival Adventuring Parties, p. 363)
2-3 Undead Lair (1-3: 1d8 Wights; 4-5: 1d12 Mummies; 6: 1d6 Vampires)
4-5 Humanoid Lair (1-2: 5d20 Mongrelmen; 3-4: 2d12 Derrim; 5: 3d6 Ranine; 6: 1d4 Thelidu)
Monster Lair (1: 3d6 Boring Beetles; 2: 1d4 Dwimmerdragons; 3: Gloom Crawler; 4: Intellect Devourer; 5: Mucu-
6-7
lent Worm; 6: 1d2 Otyugh; 7: Giant Slug; 8: Tenebrous Worm; 9: Tentacled Eye; 10: 1d4 Xorn)
8-9 Corpses (1-2: fresh; 3-4: rotting; 5-6: skeletons)
10-13 Empty
14-15 Looters (one faction is scavenging the ruins)
16-18 Disputed Territory (two factions are currently fighting over the ruin)
19 Null Magic Zone (neither spells nor magic items of any sort function within the ruin)
Wild Magic Zone (spells and magic items function erratically, with a 50% chance of being 1d6 levels more
20
powerful and 50% chance of being 1d6 levels less powerful each time they are used within the ruin)
The salamanders recently slew a small party of Stone Golems (2) [AL N, MV 60 (20), AC
Termaxians that had snuck past the dwimmerdrag- 5, HD 14, HP 72, 62, #AT 1, DG 3d8, SV
ons on The Deep Hollows by using invisibility 10 F14, ML 12]
radius. Most of the bodies have fallen into the
Fissure, but three bodies remain, that of a mag- 3. Tomb of the Sleeping God
ic-user and two fighters. Though the bodies are
badly gnawed and scorched, the following can be This large, secure structure is always guarded
salvaged: 2700 gp, 325 pp, a shield +3, a potion of by four stone golems (see Appendix C, New Mon-
invulnerability, a scroll of lightning bolt (9th-level sters, p. 343), who attack anyone who comes with- 9-3: A sketch of the
Sleeping Gods canister
caster), and a treasure map to a supposed Chaotic in 20 feet of it unless they display a greater brooch counts as partially reli-
temple at the base of the Great Fissure (30,000 gp of the Terrim (see Appendix A, New Magic Items, able evidence of num-
value). The shield +3 is a crescent-shaped shield of p. 321). Prolonged fighting here will eventually bered facts 1-9, 2-6, and
Eldritch make, of azoth-infused adamant with il- draw the intervention of the inhabitants of the 3-9.
lustrations of the Four Worlds painted on its face. Terrim Compound (Area 6), who feel that entering
The Great Fissure was torn open during the the structure is too dangerous for ordinary mortals.
second cataclysm, when the Thulians brought down
the Perimeter barrier and drove out the Eld, and it Stone Golems (4) [AL N, MV 60 (20), AC
has never been explored by the cautious Terrim. 5, HD 14, HP 69, 68, 64, 56, #AT 1, DG
Precisely where the Fissure leads and what dwells 3d8, SV F14, ML 12]
down there is therefore unknown, and is left to
each referee to decide should he wish to expand his The Terrim are right, for the Tomb houses the Level
campaign beyond what is described in this book. Sleeping God, one of the artificial minds created
millennia ago by the Great Ancients which are now
worshiped as gods in most parts of the world. The
Sleeping God differs from his counterparts among
9
the pantheon of the Great Church by being pow-
289
Level 9
er-mad on a scale that makes even deities like Ty- ister approximately 10 feet wide and standing 50
phon appear sedate. The Sleeping God, whose feet tall, reaching from floor to ceiling inside the
original designation was Termagant (though that Tomb. Termagants canister is surrounded by a
is long forgotten by anyone but the god himself), number of machines, which could be used to free
fell away from Law when he came to see himself as (awaken) him or permanently destroy him. How-
greater than his makers and greater than the rules ever, the machines have been powered down, and
they had bound him by. The God secretly began they means to power them lies within the Terrim
to improve a cult of followers, leading to the Compound (Area 6). The Terrim have no interest
transformation of men into the first Eld. For these in either awakening or destroying the Sleeping God,
misdeeds, carried out in violation of the ordinanc- whom they see as a deterrent against attack by the
es of Law, the Sleeping God was imprisoned and Eld and the Thulian gods.
the Eld exiled (see Chapter 2, History of Dwimmer- For its part, the Sleeping God, while not awake
mount, p. 19). enough to grant spells after the fashion of the
When Dwimmermount was later invaded by other gods, is still sufficiently conscious to speak
returning Eld, the ancestors of the Terrim went to to a handful of individuals, such as the necrolyte
great lengths to bring the Sleeping Gods arcane Auxitius in The Prison (Level 8) and the Children
canister with them when they retreated to the City. of the Sleeping God spread throughout the City.
This served two purposes: It kept the Sleeping God Any character who enters the Tomb immediately
from falling into the hands of the Eld, who could becomes aware of a presence he can only interpret
have received clerical magic from him; and it served as divine in origin. After one round in the Tomb,
as a deterrent against further attack, lest the Terrim the character must make a saving throw versus
harm the Elds god. Spells. If the character fails the saving throw, the
Since his imprisonment, the Sleeping Gods con- Sleeping God establishes a telepathic link with him.
sciousness has resided inside a large metal can- For 1d6 turns after the telepathic link is established,
Chapter
19
290
The City of the Ancients
the Sleeping God is able to project whispers into Vodaro (1) [AL N, MV 120 (40), AC 7
the targets mind, promising wealth and power to (dwimmersilk garments), HD 10, HP 46, #AT
any who awakens him. Through the link, the Sleep- 1, DG 1d8+16 (warp sword) + spells, SV E10,
ing God will provide detailed directions on how to ML 10]
enter the Terrim Compound, route power to the Spells: 1-charm person, detect magic, mag-
Tombs machines, and return to use the machines ic missile; 2-ESP, invisibility, knock; 3-dispel
to wake him up. magic, invisibility 10 radius, lightning bolt;
Characters who touch the canister of the Sleep- 4-confusion, hallucinatory terrain, polymorph
ing God must make an additional saving throw self; 5- feeblemind, telekinesis
versus Spells. Those who succeed are temporarily
telepathically linked (as above). Those who fail their Nalpi (1) [AL C, MV 120 (40), AC 7 (dwim-
saving throw are affected as by a suggestion spell mersilk garments), HD 9, HP 39, #AT 1, DG
that lasts for 24 hours. Every 24 hours thereafter, 1d8+16 (warp sword) + spells SV E9, ML 10]
affected characters must succeed at another saving Spells: 1-charm person, hold portal, shield;
throw or remain under the magical effect. Charac- 2-ESP, invisibility, knock; 3-clairvoyance, dis-
ters in this state have the same kind of telepathic pel magic, fireball; 4-arcane eye, polymorph
contact, but are expected to do everything within other; 5-cloudkill
their powershort of personal injury or deathto
awaken the Sleeping God. Children of the Sleeping God (11) [AL N or
Through his telepathic links, Termagant will C, MV 120 (40), AC 7 (dwimmersilk gar-
present himself as a benevolent father figure who ments), HD 8, HP 30 each, #AT 1, DG 1d6
has been unjustly punished by oppressors for bring- + spells, SV E8, ML 8]
ing immortality to his children. In reality, Terma- Spells: 1-charm person, detect magic, mag-
gant is an utterly ruthless Chaotic megalomaniac, ic missile; 2-ESP, invisibility, knock; 3- dispel
who seeks nothing less than total mastery over the magic, lightning bolt; 4-arcane eye, poly-
Terrim, Dwimmermount, and then the world, in morph self
that order. Once power has been restored to the
Sleeping Gods canister, the malign entity can then All of the Children of the Sleeping God wear
grant Chaotic spells. Over time, he will create a dwimmersilk garments and carry simple hand weap-
hierarchy of cultists devoted to it and use them to ons (mace or short sword). Vodaro and Nalpi each
spread the word of his coming to any and all who carry a warp sword with a fully-charged power cell
will listen. Just how this plays out in an individual (see Appendix A, New Magic Items, p. 325). Voda-
campaign is beyond the scope of this book. The ro also owns a greater brooch of the Terrim, which
referee is encouraged to use the Sleeping God as a enables him to approach the Tomb safely.
rising force of evil in the world, working behind
the scenes until such time as it has amassed sufficient 4. Termaxian Camp
power and influence to reveal itself.
There is a 25% chance that the Children of the A small expeditionary force of Termaxian cultists
Sleeping God will accost characters leaving the have taken up residence in this ruined building.
Tomb of the Sleeping God. When encountered, The force was originally part of Ermenjarts group
either their leader Vodaro or his lieutenant Nalpi in the Base Camp (Room 19) of The Deep Hollows
will be present (50% chance of either), along with (Level 7). When the release of Turms Termax was
2d4 other Children. The Children are a small group foiled by the encryption on the Great Machine
of rogue Terrim devoted to awakening the Sleeping (Room 40 of Level 6B), Ermenjart decided to send
God, whom they believe will restore the Terrim to an expeditionary force to The City of the Ancients
their ancient glory. As their faith is taboo, the to see if the ancient outpost held any information
Children know they have little hope of convincing that might be useful to free Turms. The leaders of
their fellows to join them in their great cause, the expeditionary force, Alyaume and Gersant, each
and the group knows it needs further allies. How- carried a brooch of the Terrim, which granted them
ever, the Children have only just narrowly escaped and their men safe passage past the dwimmerdrag-
having their cult exposed, and Vodaro will assume ons that guard the stairs to Level 9.
any characters he encounters are agents of the Ter- The expedition fell apart almost as soon as it
rim unless they persuade him they already worship reached the City of the Ancients. Alyaume saw Level
the Sleeping God. Nalpi, however, is less paranoid,
and will seek to persuade any characters he encoun-
ters to join the cult.
little of interest in the City, believing it nothing
more than a ruin. He argued for an immediate
return to their comrades on The Deep Hollows
(Level 7) to report on the Citys decayed state. This
9
belief led to a strenuous disagreement with his
291
Level 9
292
The City of the Ancients
they return to the worship of Law and take an Spells: 1-hold portal, magic missile, sleep;
active hand in world affairs. Sarana has twice in the 2-detect invisible, ESP, web; 3-dispel magic,
past intervened in the affairs of the surface once, fireball, lightning bolt; 4-charm monster, con-
disastrously, when she was seduced by Turms and fusion, wall of fire; 5-cloudkill, hold monster
set him on his path to godhood; the other, more
successfully, when she brought the worship of Law Koralo wears Terrim battle armor and is equipped
to the Kingdom of the Priest-King, founded the with a warp sword, stun stick, and shield belt. All of
paladins, and toppled Turms. See Chapter 2, His- these items are energized by a fully-charged power
tory of Dwimmermount, p. 19, for a recounting cell. As a badge of his office, Koralo wears a great-
of these events. er brooch of the Terrim. See Appendix A, New Mag-
At present, Zamis and three other archons hold ic Items (p. 317), for details on these items.
the majority, but Sarana is not prepared to admit If outsiders submit to the guards, they will be
defeat. While she will not use violence or deceit to taken inside, separated from one another, and indi-
undermine Zamis, she will nevertheless do her best vidually questioned as to their identities, origins, and
to convince other archons that they must embrace intentions. They will also be subjected to ESP spells
the outside world. This is no easy matter, for the to determine if they are lying. If they lie or engage in
Terrim, dwindling in numbers and beset by enemies a hostile action, they will be treated as enemies.
on several fronts, are extremely paranoid of outsid- Provided that they tell the truth and take no
ers, particularly those who show any signs of having hostile actions toward the Terrim, they will be rec-
interacted with the Derrim. ognized as friends and permitted to move about the
Per Zamis instructions, the walls surrounding Compound freely, though they will not be given
the Terrim Compound are patrolled at all times their weapons back until they leave the Compound
by six stone golems, who attack anyone not bear- and/or have proven themselves useful. In no case
ing a brooch of the Terrim (see Appendix A, New will they be allowed near the machinery which con-
Magic Items, p. 320). 10 Terrim guards, led by trols the Tomb of the Sleeping God (Area 3).
their captain, Koralo, are stationed on the first If the characters are recognized as friends, they
floor of the Compound where they can watch the will be allowed be able to interact with any of the
main gate. Terrim that they wish. They will find that most
If outsiders bearing brooches of the Terrim ap- Terrim are worried about their future, seeing enemies
proach the Compound without a display of violence, everywhere, but few of them are willing to abandon
the guards will ask them to hand over their weap- their isolation to achieve greater security. Most believe
ons. If they do not, they will be attacked until they that their magical might and defenses will continue
either are driven off or slain. Even Sarana agrees to protect them as they have thus far. A handful
with this policy; in no case will the Terrim tolerate however, believes that greater contact with the out-
attempts by outsiders who wish to force their way side world is not only good, but necessary.
into the Compound. Regardless of their stance, all the Terrim treat
outsiders politely, albeit distantly. They are happy
Stone Golems (4) [AL N, MV 60 (20), AC to share with them whatever they know of the City,
5, HD 14, HP 69, 68, 64, 56, #AT 1, DG as well as information about the history of the Great
3d8, SV F14, ML 12] Ancients and Dwimmermount, in exchange for
information about the surface world. They also
Terrim Guards (10) [AL N, MV 60 (20), provide lodgings and food for them while they are
AC 2 (Terrim battle armor), HD 8, HP 36 there. The lodgings are comfortable, but the food,
each, #AT 1, DG 1d8+16 (warp sword) + unfortunately, is quite unpalatable, being made
spells, SV E8, ML 10] mostly from subterranean fungi and the meat of
Spells: 1-charm person, hold portal, shield; lizards and other local wildlife.
2-detect invisible, ESP, web; 3-dispel magic, Of the Terrim, Sarana is the most friendly and
lightning bolt; 4-polymorph self, wall of fire helpful. If the characters explain to her the threat
posed by the Chaotic forces at work in Dwimmer-
All of the guards are equipped with Terrim mount, and their intent to combat them, Sarana
battle armor and warp swords energized by power will equip them with a set of Terrim weapons and
cells with 1d12 charges each. See Appendix A, New equipment. Each character will be offered his choice
Magic Items (p. 317), for details on these items. of warp sword or stun stick, and either Terrim bat- Level
Koralo (1) [AL N, MV 60 (20), AC 2 (Ter-
rim battle armor), HD 10, HP 51, #AT 1,
DG 1d8+16 (warp sword) + spells, SV E10,
tle armor, shield belt, or dwimmersilk garments,
along with fully-charged power cells for these items.
(Alternatively Sarana may offer other items of An-
cient super-science of the referees own design.)
9
ML 10] Sarana can also convert any Lawful fighters to the
293
Level 9
service of Law. If they accept, they will be granted Archons (5) [AL N, MV 120 (40), AC 7
the powers and abilities of a paladin (see Adven- (dwimmersilk garments), HD 9, 10, 10, 11,
turing in Dwimmermount, p. 39). 12, HP 33, 35, 31, 36, 40, #AT 1, DG 1d8+16
If asked about Turms Termax, Sarana will reveal (warp sword) + spells, SV E9-12, ML 10]
the true story of his rise and fall, and her own part Spells: Varies by archon. Each has capabil-
in it. (See Chapter 2, History of Dwimmermount, ities equal to that of a magic-user of the same
p. 19, as well as Appendix G, Secrets of Turms level as his hit dice.
Termax, p. 387). Her feelings for Turms are quite
complex and she still sees him as a tragic and mis- Sarana, Zamis, and the archons all wear flowing
guided figure, rather than an evil one. If the char- dwimmersilk garments fastened with greater brooch-
acters announce plans to destroy Turms once and es of the Terrim. Each has a warp sword, stun stick,
for all, Sarana will deny that this is possible and and shield belt, all energized by fully-charged pow-
suggest that leaving him imprisoned remains the er cells. (See Appendix A, New Magic Items, p. 325,
best option. In truth, she has long had several for these items.) From her expeditions to the surface
theories as to how this might be accomplished, but world, Sarana also has a ring of protection +2, me-
lingering feelings for Turms prevent her from want- dallion of thoughts (90), and periapt of health (see
ing him killed. Only if Hu Pan is recued, and/or Appendix A, New Magic Items, p. 325).
Turms is freed or about to be, will she share the
means by which he might be killed. See Appendix Terrim Adults (79) [AL N, MV 120 (40), AC
G, Secrets of Turms Termax, p. 392, for a list of 7 (dwimmersilk garments), HD 8, HP varies,
these possibilities. #AT 1, DG 1d6 + spells, SV E8, ML 8]
Should the characters have rescued Hu Pan from Spells: Varies. All are natural spellcasters,
9-6: Each Terrim with his cell (Room 49) in The Prison (Level 8), the two however, with capabilities equal to that of
whom the characters will share a joyous reunion, having been lovers as magic-users of the same level as their hit dice.
score friendly reactions well as comrades in the centuries prior. As a thank
might reveal one of the
you for rescuing Hu Pan, Sarana will reward the Unlike the heavily-armed guards, the average
following numbered
facts to the characters: characters with an orb of moonsilver (25,000 gp Terrim wears loose dwimmersilk garments and car-
1-1, 1-2, 1-3, 1-4 1-5, value). If Turms has been freed along with Hu Pan, ries just a simple hand weapon (mace or short
1-6, 1-7 1-8 1-9, 1-10, Sarana and the paladin will offer to join any expe- sword). (Note that only 79 Terrim adults are list-
2-1, 2-2, 2-3, 2-4, 2-5,
ditions against him. edthe remainder of the 110 adults were the pre-
2-6, 2-7, 2-8, 2-9, 2-10,
3-1, 3-6, 3-7, 3-8, 3-9. viously presented 7 archons, 11 guards, and 13
Sarana (1) [AL L, MV 120 (40), AC 5 Children of the Sleeping God.)
(dwimmersilk garments and ring of protection
+2), HD 14, HP 61, #AT 1, DG 1d8+16 (warp 7. Renegade Termaxian
sword) + spells, SV E14, ML 10]
Spells: 1-charm person, detect magic, mag- The rogue Termaxian magic-user Gersant dwells
ic missile, protection from evil; 2-detect evil, alone in this small building. She abandoned the
detect invisible, ESP, knock; 3-dispel magic, other Termaxians in the City of the Ancients to
fireball, haste, lightning bolt; 4-charm monster, seek out greater knowledge about the City, its in-
polymorph self, remove curse, wall of fire; habitants, and its magical treasures on her own.
5-cloudkill, hold monster, telekinesis; 6-an- Her devotion to the cult of Turms Termax is rap-
ti-magic shell, disintegrate, geas; idly fading. In principle, she still concerns herself
with its teachings, but in practice, her overriding
Zamis (1) [AL N, MV 120 (40), AC 7 (dwim- interest is the City itself. She bears no grudges
mersilk garments), HD 13, HP 52, #AT 1, DG against any faction or group and is interested in
1d8+16 (warp sword) + spells SV E12, ML 10] helping anyone who shows genuine interest in the
Spells: 1-charm person, hold portal, magic City. Characters who approach her diplomatically
missile, shield; 2-arcane lock, detect invisible, and treat her well will find Gersant to be a font of
ESP, web; 3-clairvoyance, dispel magic, light- information. Gersant might even accompany a group
ning bolt, protection from normal missiles; heading out on a quest to find new knowledge or
4-arcane eye, confusion, polymorph self; 5-fee- to visit the Terrim Compound. She is able to han-
blemind, telekinesis, wall of stone; 6-anti-mag- dle herself in combat, but is more of a scholar than
Chapter ic shell, death spell an adventurer and would prefer to avoid violence
19 if possible.
Gersants knowledge is extensive, but has several
significant gaps. She knows much about the Terrim
and the Derrim, including that they are the lineal
descendants of the Great Ancients, and she has de-
294
The City of the Ancients
duced that the mongrelmen are the inbred descen- 9. Haywire Defenders
dants of the Ancients slaves. However, she knows
nothing of the thelidu beyond exaggerated legends. Erratically wandering around along this cross-
She is similarly ignorant of most of the unique mon- roads are two stone golems (see Appendix C, New
sters of this level, though she knows enough to warn Monsters, p. 343) that seem to have suffered some
people away from the Shattered Forge (Area 8). form of malfunction. The golems actions are jerky
and spastic, and instead of responding favorably
Gersant (1) [AL N, MV 120 (40), AC 3 toward characters who bear a brooch or greater
(bracers of armor (AC 3)), HD MU7, HP 20, brooch of the Terrim, they instead attack the bearers
#AT 1, DG 1d4 (dagger) + spells, SV MU7, of those items and pursue them relentlessly. The
ML 8] golems only stop their pursuit if they or their targets
Spells: 1-charm person, magic missile, sleep; are destroyed.
2-invisibility, phantasmal force; 3-fire ball,
hold person; 4-confusion Stone Golems (2) [AL N, MV 60 (20), AC
5, HD 14, HP 77, 68, #AT 1, DG 3d8, SV
Gersant carries a wand of magic missiles (ten F14, ML 12]
charges remaining), a Termaxian passkey (see Ap-
pendix A, New Magic Items, p. 327), a brooch of the The golems have actually been reprogrammed by
Terrim, and a chime of opening. The wand of magic Auxitius, a necrolyte residing The Prison (Level 8)
missiles is made of silver-grey azoth-infused iron. who frequently enters the City of the Ancients to
capture Terrim. Auxitius enters the City through a
8. Shattered Forge crevasse in its domed ceiling 400 feet above the
crossroads, where the Outer Prison barrier has been
Once upon a time, this building served as a frayed by continuous psychic assaults by the Sleeping
magical forge for the construction of golems by the God (Area 3). For information on traversing from
Great Ancients. The forge was shattered in fighting the City to the Prison, see the room description for
long ago between the Terrim and Derrim. Neither the Crevasse (Room 26) of The Prison (Level 8).
faction had the tools nor the knowledge to repair When the characters first reach the crossroads, the
the forge, and it was abandoned. In the years since, bodies of a half-dozen Terrim will be neatly arranged
a succession of creatures have taken up residence in here, having been previously slain by the haywire
this building, the most recent being a tentacled eye defenders and dragged here for recovery by Auxitius.
(see Appendix C, New Monsters, p. 356). If the Terrim bodies are searched, the following can
be found on them: a greater brooch of the Terrim, a
Tentacled Eye (1) [AL C, MV 90 (30), AC long sword +1, +2 vs. spellcasters, and a ring of fire re-
4 (tentacles 5), HD 14, HP 73, #AT 8 or 1, sistance. The long sword +1, +2 vs. spellcasters is of High
DG 1d8 (x8) or 2d6, SV F14, ML 10] Thulian make, with a wide, straight starmetal blade
with a single fuller and a bronze hilt. The ring of fire
There is a hoard of treasure in the forge, a leg- resistance is made of burnished copper, set with tiny
acy of its past occupants, though the tentacled eye rubies, and is always cool to the touch.
itself has very little interest in it. The treasure hoard
consists of a jeweled box (1100 gp), holding a tiger 10. The Docks
eye agate (10 gp), a malachite (50 gp), a carnelian
(75gp), a citrine (100 gp), a carnelian (100 gp), a The Docks rest on the edge of a sunless sea that
jasper (250 gp), and a chrysoberyl (500 gp); a gar- is one of several underground waterways beneath
ishly painted palm-sized statuette of a Terrim war- Dwimmermount. In the past, the Terrim plied this
rior with jointed, movable arms and legs (40 gp); sea in boatsfour of these craft are still present,
a wrought silver medallion engraved with 5 inter- though in bad repairbut they have not done so
locking rings (200 gp); a ceremonial chain of az- in some time, partially out of apathy and partially
oth-infused silver (400 gp); a wrought gold ring because the Docks are now the main base of the
with inset liquid crystals (900 gp); an azoth-infused Derrim (see Appendix C, New Monsters, p. 338).
platinum arm band set with moonstones (1700 gp); Led by Zovlap, the Derrim are a deformed and
potions of climbing, extra-healing, and levitation; a depraved offshoot of the Terrim, wholly given over
brooch of the Terrim (see Appendix A, New Magic to Chaos. They number only 44, which is too few Level
Items, p. 320); and a rod of lordly might (see Ap-
pendix A, New Magic Items, p. 325).
to launch a full-scale assault on their rivals. Con-
sequently, they spend most of their time on the
outskirts of the level, terrorizing the mongrelmen
and looking for new ways by which they might gain
9
an upper hand over the Terrim.
295
Level 9
Unlike the Terrim, the Derrim are not suspicious scientific achievement, of wrought gold set with
of outsiders and indeed welcome them into their liquid crystals (1700 gp); a potion of giant strength;
area. The difference is of course, that the Derrim and a scroll of ward against lycanthropes.
are completely duplicitous and intend one of two
fates for any outsiders who come to them. The first 11. Slave Pens
is a slow and agonizing death in one of the many
torture chambers scattered amongst the Docks Long ago, this area served as quarters for the
buildings. This fate is reserved only for those the many beastmen slaves used by the Terrim. After
Derrim deem immediate threats or beneath their they successfully rebelled against their masters, the
interest. The second fate is co-option. The Derrim slaves took over their pens and turned them into
do their best to paint the Terrim as decadent tyrants an armed camp, complete with a stockade. Their
who cast out the Derrim for questioning their ways. descendants, the mongrelmen (see Appendix C,
This is naturally a lie, but Zovlap can be remarkably New Monsters, p. 348), live here still.
persuasive and points to the decay on the level as At present, there are 62 mongrelmen, led by a
proof that the Terrim no longer care about the chief named Arjash. The mongrelmen mostly keep
other inhabitants of the City. If he succeeds in to themselves, scraping by through scavenging and
making any headway using this tack, Zovlap then hunting the local wildlife. They avoid both the
attempts to make the outsiders his spies, and with Terrim and the Derrim, though lately, Arjash has
luck, his minions. been attempting to convince his people to take up
Unlike the Terrim, the Derrim are not magical arms against the Terrim in revenge for the mistreat-
by nature, so they instead make use of a wide vari- ment of their ancestors. So far, he has met with
ety of magical items and subterranean beasts to little enthusiasm for this endeavor.
bolster their prowess in battle. Zovlaps tribe has Outsiders will initially be viewed with suspicion,
domesticated a nest of boring beetles, which they since nearly every other faction in the City of the
use as mounts in battle. Ancients dislikes the mongrelmen and treats them
with derision. Consequently, anyone who visits the
Zovlap (1) [AL C, MV 60 (20), AC 2 (band- Slave Pens uninvited will not find a warm welcome.
ed mail +2, shield +2, & displacer cloak), HD Indeed, the mongrelmen may attack, even if out-
9, HP 46, #AT 1, DG 2d8+2 (long sword +2), siders make a show of good faith beforehandthe
SV D9, ML 9] mongrelmen are nothing if not opportunists.
However, Arjash sees outsiders as an opportu-
Zovlap wears a displacer cloak and a girdle of nity to advance his own goals of war with the Ter-
giant strength. The displacer cloak is made of black rim. He will intervene on behalf of them in any
phase tiger fur. The girdle of giant strength is az- dispute and try to win them over to his way of
oth-infused leather etched with runes of strength. thinking, stressing the indignities that his people
His long sword +2 is a wicked-looking weapon with suffered in the past. Of course, the contemporary
a wavy adamant blade and hepatizon hilt. In his Terrim think little of the mongrelmen and do noth-
quarters he keeps a secret weapon, a pair of drums ing to harm them, as they are too consumed with
of panic, by means of which he hopes to shatter the their own worries.
Terrim morale in a future battle.
Arjash (1) [AL N, MV 60 (30), AC 6, HD
Derrim (43) [AL C, MV 60 (20), AC 3 (band- 9, HP 45, #AT 1, DG 1d10+1 (two-handed
ed mail & shield), HD 8, HP 40 each, #AT 1, sword +1), SV F9, ML 8]
DG 1d8 (long swords), SV D8, ML 9]
Mongrelmen (61) [AL N, MV 60 (30), AC
Boring Beetles (10) [AL N, MV 60 (20), AC 6, HD 8, HP 36 each, #AT 1, DG 1d10
3, HD 5, HP 25 each, #AT 1, DG 5d4 (bite), (polearms), SV F8, ML 8]
SV F5, ML 7]
The mongrelmen do not have a significant
Each Derrim carries 1d10 gp. They have, as a amount of treasure, but they do have some. Each
group, amassed the following treasure: 34,500 gp; mongrelman carries 1d12 cp. Arjash has also
a bronze Thulian military medal (30 gp); a wrought amassed a hoard consisting of 88,006 cp; 4,000
Chapter silver arm band (200 gp); a wrought electrum pin ep; a wrought gold ring set with a liquid crystal
296
The City of the Ancients
12. Thelidu Lair There is, in fact, a sizable trove of treasure hid-
den amongst the rubble of the marketplace, includ-
A party of eight thelidu (see Appendix C, New ing a pay-chest with 24,000 sp; a tied leather sack
Monsters, p. 358) from the subterranean realm of with 6,500 gp; a bronze-dipped laurel headband
Ygolcyak have established themselves in this ruined (20 gp); a plain wrought silver ring (40 gp); an
building. These strange beings have been exploring ivory cloak-clasp (80 gp); a seal with Ancient pic-
the City of the Ancients in search of slaves and tographs (300 gp); a wrought bronze belt with
magical power. Thus far, they have enslaved eight inlay of electrum (600 gp); a wrought electrum
mongrelmen (see Appendix C, New Monsters, p. bracelet with inlay of bronze (600 gp); a wrought
348) and unearthed a number of magical items, gold medallion with 5 interlocking rings (700 gp);
which they have stashed in their lair while they an ivory arm band set with pearls (700 gp); a neck-
examine them. The thelidu are utterly alien and lace of black and white pearls (1100 gp); and a
therefore have little in common with of the levels jeweled box (1300 gp). Each full turn of searching
other inhabitants, which in turn has left them with- through the rubble garners 1d4 of the items above
out any allies. In response, they have adopted an (determined randomly).
attitude of hostility to any outsiders who come near
them. The thelidu will use their potent abilities Beyond The City
against any who challenge them, enslaving those
they can, killing and eating those they fail to enslave. of the Ancients
Ganglion, Thelidu Leader [AL C, MV 120 As presented in this chapter, Level 9 is only very
(40), AC 5, HD 4+3, HP 29, #AT 3 + mental broadly described, with its key areas detailed brief-
powers, DG 1d6/1d6/1d4, SV MU5, ML 9] ly and lots of scope for the referee to tailor it to the
needs of his campaign and his players. In addition,
Thelidu (8) [AL C, MV 120 (40), AC 5, HD the level suggests a wide variety of potential areas
4+3, HP 28, 27, 25, 22, 20, 19, 18, #AT 3 + for expansion. This is by design. The City of the
mental powers, DG 1d6/1d6/1d4, SV MU5, Ancients is not a traditional dungeon level and is
ML 9] meant to serve as a jumping off point for high-lev-
el characters interested in exploring what mysteries
Mongrelmen (8) [AL N, MV 60 (30), AC 6, lie beyond Dwimmermount itself. To help in this
HD 8, HP 43, 39, 35, 33 (2), 28, 26 (2), area, a few adventure seeds are described below.
#AT 1, DG 1d10 (polearms), SV F8, ML 8] They only scratch the surface of the possibilities
suggested by The City of the Ancients (Level 9).
Ganglion wears a greater brooch of the Terrim
(see Appendix A, New Magic Items, p. 321) and Adventure Seeds
a ring of invisibility made of translucent moonsilver The Terrim of the City are surviving descendants
set with clear crystals. He also carries a potion of of the Great Ancients, but are they the only such
extra-healing and a scroll of ward against elementals. survivors? Could there be other Terrim communi-
He will use any and all of these items in battle ties found elsewhere beneath the world? If so, what
should they be of benefit. In addition to these items, is their situation and how might they react to being
the thelidu have amassed 5,000 gp and 3,500 ep. contacted by surface dwellers? For that matter,
how would they react to the knowledge that there
13. Ruined Marketplace are other Terrim?
Assuming the player characters established good
When the City was at its height, this large, open relations with the Terrim, what might this mean
area was a thriving marketplace. Now the market- for the world above? The Terrim possess great
place lies in rubble, its largest arcade pierced by a knowledge and magical abilities, both of which
sinkhole nearly forty feet in diameter. Within the might bring great benefits to others. At the same
sinkhole nests a doom crawler, which often preys time, some might covetand fearthe Terrim and
on unwary explorers who come to pick through the see them as threats rather than potential allies and
rubble for treasure. The gloom crawler (see Appen- benefactors. For that matter, most of the Terrim
dix C, New Monsters, p. 342) lies in wait until a themselves fear the surface world and have no in-
creature comes within 10 feet of its location, when terest in dealing with its inhabitants. After all, the Level
it reaches out with its tentacles to grab them.
297
Level 9
Chapter
19
298
Original Dungeon Key for Level 2A, Laboratory by James Maliszewski.
Chapter
The Divinitarium
20 Level
T
Overview of The Divinitarium far-flung outposts and the gods themselves from
the Speaker to the Heavens (Room 17). Second,
HE DIVINITARIUM the level served as a Hangar (Room 19) for astral
(Level 0) is a hidden lev- vessels capable of traveling to other worlds (see
el of Dwimmermount. Appendix E, The Four Worlds, p. 375).
Physically, The Divinitari- Shortly before Dwimmermounts fall, an astral
um is located above The vessel returned from Kythirea bearing infectious
Path of Mavors (Level 1), spores from the Green Planets teeming jungles,
close to the summit of some of which escaped and infected its inhabitants.
Dwimmermount, but it can only be accessed The Termaxians sealed up the level in the hopes of
by means of the elevator from the Path of dealing with it later. Later never came, and The
Mavors and Halls of Lesser Secrets (Levels 1 Divinitarium has been cut off from the rest of
and 4). The elevator itself can only be operated Dwimmermount for two centuries, developing its
after power has been restored to it via the El- own weird ecology in the meantime.
evator Control Room (Room 14) on The Halls As a result of its isolation, The Divinitarium was
of Lesser Secrets (Level 4) or the Great Machine spared much of the fighting that damaged The
(Room 40) of The Manufactory (Level 6B). Manufactory and other wrecked the other First and
Consequently, most adventurers will explore Second Era levels, and its original elements remain
The Divinitarium sometime after they have largely intact. The exposed stone has been laminat-
already explored The Halls of Lesser Secrets ed with nephelite, and its interior walls are made
and the challenges on this level are roughly of the same. The floors are nephelite lacquered with
comparable to those on The Halls of Greater glossy alchemists resin. The levels ceilings are also
Secrets, The Ossuaries, and The Manufactory nephelite, punctuated by 4-foot by 2-foot vitreum
(Levels 5, 6A, and 6B, respectively). radiance panels at regular 10 foot intervals. While
The Divinitarium was constructed by the Great functional, these are operating on auxiliary power,
Ancients in the last centuries of the Second Era as illuminating most of the level with a dim red glow.
they began to explore the Four Worlds and launch Except where noted, the levels doors are blast doors
the Servitors into Astral Space (see Chapter 2, His- rather than the ordinary oak and iron doors com-
tory of Dwimmermount, p. 23). Prior to Dwim- mon to the upper levels. Other than The City of
mermounts fall, The Divinitarium served two the Ancients, it is the most futuristic level of Dwim-
purposes. First, it was a communications center mermount, anddue to horrific Kythirean fauna
where authorities maintained contact with both and flora that have invadedby far the most alien.
Level 0
Chapter
20
302
The Divinitarium
0
303
Level 0
8. Pantry the ceiling, one at the rooms northern tip and the
other at its southern tip.
This room exudes a musty odor that is noticeable Anyone who stands on either a white or black tile
from the far side of its doors. Within, the room is for one minute (6 rounds) is enveloped in an energy
furnished with built-in nephelite shelves, a pair of field of the same color emanating from the aperture
steel cupboards, a small steel stove, and a nephelite in the ceiling above. It does no damage, but attunes
wash basin with a leaking steel water pump. The the individual to either the Light Side or Dark Side
odor emanates from the four phycomids (see Ap- of Ioun (see Appendix E, The Four Worlds, p. 375)
pendix C, New Monsters, p. 349) that dwell here, for the next seven days. It takes one full minute
feeding off the decomposing stores of food and bathed in white energy to attune to the Light Side,
acquiring moisture from the water pump. The phy- but merely one quick and easy combat round in black
comids can sense the presence of living things in energy to attune to the Dark Side.
the room and react once they come within 10 feet Attempting to attune to both the Light and
of their current positions. Dark Side is very dangerous. A character who steps
onto an opposing tile before the duration of his
Phycomids (4) [AL N, MV 10 (3), AC 4, HD present attunement has elapsed must make a saving
4, HP 24, 19, 14 (2), #AT 1, DG 1d6 + throw versus Death or suffer 5d6 damage, in ad-
infection, SV F4, ML 12] dition to being struck as if by the spell feeblemind.
The feeblemind effect dissipates after twenty-four
9. Refectory hours, though it can be removed before then as per
the spell description.
Two large wooden tables, each with two wood-
en benches, occupy this room. A thin coating of 12. Gallery of the Four Worlds
brownish mold grows on one of the tables. The
mold is, in fact, harmless and the room is other- The walls of this large, open room are covered
wise unremarkable. with frescoes depicting the Four Worlds. The four
frescoes are:
10. Barracks
North wall: Telluriathe terrain looks re-
This former barracks for the Thulian soldiers markably like the area outside of Dwimmer-
once posted to this level contains two dozen wood- mount itself.
en bunk beds, arranged four rows. At the foot of East wall: Kythireathe terrain consists of
each bunk lies a footlocker; most are open and lush jungles filled with colorfully exotic
empty, but two are locked and still contain items plants.
of value. One contains a silk bag, inside of which South wall: Iounthe terrain is rocky and
are a hematite (50 gp), rock crystal (75 gp), and a desolate, and sharply divided between light
topaz (1,000 gp); while the other contains 325 gp and dark.
and a potion of invisibility. West wall: Areonthe terrain consists of
Five slime zombies (see Appendix C, New Mon- red and brown deserts, punctuated here and
sters, p. 361) lurk amidst the bunk beds. The there by huge mesas.
zombies shamble toward any non-plant creature
that enters the room. On the ceiling 25 feet overhead is an immense
mosaic that shows the relationship of the Four Worlds
Slime Zombies (5) [AL N, MV 15 (5), AC 8, to one another, as well as to the larger cosmos (see
HD 5, HP 24, 22 (2), 20, 19, #AT 1, DG Appendix E, The Four Worlds, p. 375). The room
1d6 + infestation, SV F4, ML 12] is cunningly illuminated by a golden glow coming
from the yellow vitreum sun in the mosaic. The
11. Lunar Attunement Room ceiling is supported by columns of stone standing
in the four corners of the room, one made of ordinary
Entrance to this room is by means of ornate granite, one of green marble, one of striated white
double doors of areonite. Within, heavy curtains, and black marble, and one of reddish sandstone.
tattered and threadbare, partially mask the north- When the room is first entered, two astral reavers
Chapter ern and southern portions of the room. The floor (see Appendix C, New Monsters, p. 335) will be
304
The Divinitarium
will say little, suggesting that the characters would such as normal rats or insects, can traverse the water
be better served to take them to the Audience Cham- pipes from the pool here onto other levels of Dwim-
ber (Room 27) to speak to their leader, Hraon. mermount. See Chapter 6, Overview of the Dungeon,
p. 76, for details on traversing the water pipes.
Astral Reaver Fighter (1) [AL C, MV 60 Conversely, the translucent ceiling of the Solarium
(20), AC 0 (plate mail +2), HD 6, HP 39, is actually a permanent magical effect and does not
#AT 1, DG 1d10+2 (two-handed sword +2), afford access to the dungeons exterior.
SV F6, ML 10]
15. Staging Area
The fighters two-handed sword +2 has a dou-
ble-grooved blade of azoth-infused adamantine This large, open space was once used to prepare
steel with an elaborate, twisting pommel. The plate the crews of astral vessels before they left Dwim-
mail +2 is sculpted of rounded interlocking az- mermount. The walls are of adamantine steel, and
oth-infused adamantine steel plates over black chain. the floor is of polished concrete, upon which a pair
of dark blue lines have been painted, pointing in
Astral Reaver Magic-user (1) [AL C, MV 90 the direction of the Hangar (Room 19). Sound
(30), AC 4 (bracers of armor (AC 5) & ring made within this empty, metal-walled room echoes
of protection +1), HD 6, HP 18, #AT 1, DG loudly, making it impossible to surprise the inhab-
1d4 (dagger) or spells, SV MU6, ML 10] itants of either the Solarium or the Hangar (Rooms
Spells: 1-charm person, magic missile, shield, 14 and 19 respectively) if those rooms are entered
sleep; 2-invisibility, web; 3-fire ball, hold person via this one.
The astral reaver magic-user has a wand of par- 16. Guard Post
alyzation (eleven charges remaining). It is fastened
of azoth-infused orichalcum with a crossbow grip. Two wooden stools and two empty weapons
His bracers of armor and ring of protection are of racks can be found here. There are also several
azoth-infused moonsilver. hooks on the walls, all of which are empty but one.
A single adamantine steel shield +1 hangs from that
13. Antechamber hook. The shield is large and rectangular, and bears
the crossed maces of the Thulian legion.
Small puddles of water cover the floor of this
room, seeping out from underneath the door lead- 17. The Speaker to the Heavens
ing to the Solarium (Room 14). The water has a
0-17: A sketch of this
slightly greenish tinge to it and smells of algae. In the center of this room is a large circular
machine counts as par-
device, resembling a stepped dais. Crafted from tially reliable evidence of
14. Solarium adamantine steel, it is about 4 feet high and 10 feet numbered facts 1-9, 2-7
in diameter, with a black nephelite and vitreum and 2-8.
If visited during daylight hours, this room is apparatus emerging from its centerpoint and a series
bathed in warm natural light streaming down of orichalcum cables running from its perimeter
through the translucent ceiling above. At all hours, into the floor. A control panel with an arrangement
the room is quite humid, owing to the presence of of dials and switches is mounted on the southern
a large pool at its center. The water is shallow (five face of the dais.
feet deep) and stagnant, as fresh water no longer The device is currently inactive. If this device
flows from the exposed resin pipes on the western is powered up by the Control Room (Room 20),
wall. Resting in the pool are two shambling mounds the black apparatus at its center projects a three-di-
(see Appendix C, New Monsters, p. 353) that rise mensional phantasmal image of Telluria surround-
up from muck at the approach of any living things. ed by a ring of what appear to be stars. Each of
the stars in orbit around Telluria is a different
Shambling Mounds (2) [AL N, MV 60 (20), color and, if stared at for more than a few seconds,
AC 0, HD 8, HP 37, 24, #AT 2, DG 2d8/2d8, it is revealed to be the floating symbol of one of
SV F8, ML 12] the Thulian deities.
Through the use of the various dials and switches
Beneath the water of the pool is a small steel on the circular device, the operator of the device can Level
chest containing 250 pp, an eye agate (10 gp), a
lapis lazuli (50 gp), chrysoprase (75 gp), a jasper
(100 gp), a spinel (750 gp), a black opal (1,000 gp),
and a potion of undead control.
attempt to communicate directly with his choice of
god. If the character succeeds in an ability check versus
INT at 2, he may communicate with the chosen god
as if using the contact other plane spell. A cleric of any
0
Characters affected by diminution, or creatures deity uses an entry one lower than the actual onethat
305
Level 0
is, treat four questions as threefor the purposes of Currently, the room is occupied by three astral
determining the chance of insanity, or two lower if the reaver fighters (see Appendix C, New Monsters, p.
deity he questions is the one he worships. 335), who are exploring the level. If battle goes
If the character fails in his ability check to operate against them, they will flee toward the Audience
the device, he suffers divine retribution in the form Chamber (Room 27).
of an electrical shock dealing a number of dice equal
to the level of the character in questionthat is, a Astral Reaver Fighters (3) [AL C, MV 60
6th-level character takes 6d6 damage. A successful (20), AC 3 (plate mail), HD 5, HP 28, 23,
saving throw versus Spells will result in half damage. 22, #AT 1, DG 1d10 (two-handed sword),
A character who attempts to question more than SV F5, ML 10]
one deity per day using the device automatically
fails at his ability check and suffers divine retribu- 19. Hangar
tion as above.
0-19: A sketch of the as-
tral vessel counts as par- The four blast doors leading to this large cham-
tially reliable evidence of 18. Mission Control ber are all magnetically locked. They can only be
numbered fact 2-2. unlocked from the Control Room (Room 20) or
The west wall of this room is covered with a with magic. The huge hangar doors built into the
series of eight opaque vitreum panels, framed in north wall also can only be opened from the Con-
adamantine steel. A long steel table dominates the trol Room, from the Great Machine (Room 40 of
center of the room, with a dozen utilitarian chairs Level 6B), or with magic. The hangar doors open
of alchemists resin arranged along it facing the directly to the outside, but when closed their ex-
west wall. If power is restored to Mission Control terior face is the natural rock of Dwimmermount,
from the Control Room (Room 20), the panels making them largely undetectable (as a secret door).
here will flicker on, displaying images and trans- Sitting in the center of the room is an astral
mitting sounds from the Hangar (Room 19) from vessel (see Appendix A, New Magic Items, p. 317),
various vantage points. which was used before the fall of Dwimmermount
Chapter
20
306
The Divinitarium
for transit to other worlds. It was this vessel that power flow on the level to The Speaker to the Heav-
brought back the spores that infected the level and ens, Mission Control, Hangar, and the Navigation
led to its current state. Room (Rooms 17, 18, 19, and 31a). Currently, The
The hangar is also home to four large patches of Speaker to the Heavens, Mission Control, and Han-
olive slime (see Appendix C, New Monsters, p. 349) gar are un-powered, while the Navigation Room is
and a large number of slime zombies (see Appendix powered. Directing power is a fairly simple procedure
C, New Monsters, p. 361)remnants of the Thu- of turning a dial below the readout, requiring no
lian crew who continue to live thanks to the slime ability checks or anything similar.
that now controls their deliquescent bodies. Three slime zombies move about the control
room idly, remnants of the technicians who once
Olive Slime (4) [AL N, MV 3 (1), AC 9, HD manned the machinery.
2+2, HP 18, 17, 16, 15, #AT 1, DG meta-
morphosis, SV F2, ML 12] Slime Zombies (3) [AL N, MV 15 (5), AC 8,
HD 5, HP 33, 26 (2), #AT 1, DG 1d6 +
Slime Zombies (8) [AL N, MV 15 (5), AC 8, infestation, SV F4, ML 12]
HD 5, HP 31 (2), 30, 26, 20, 17 (2), 11,
#AT 1, DG 1d6 + infestation, SV F4, ML 12] 21. Laboratory
Still secure aboard the astral vessel, in a locked steel Both doors to this room are locked adamantine
box, are 3450 sp, 630 gp, and a dagger +1, venom. steel hatches. The room is dominated by a set of
four adamantine steel tables. A shattered, pock-
20. Control Room marked stone lies on one of these tables, glowing
faintly green in the darkness of the room. This
This chamber contains several mechanical devices stone was brought back from Kythirea by the last
made of adamantine steel that emit low hums. Small Thulian astral vessel to visit there. Its hollow, me-
vitreum panels give data readouts for the control the tallic interior contained deadly spores that not only
Level
0
307
Level 0
killed those who came into contact with them, but course of the infection, the character will show
precipitated the spread of the alien plant life now gradually worsening symptoms such green mucous,
found throughout the level. The stone is now com- fungal growths on his flesh, etc. Once the trans-
pletely harmless, and worth over 5,000 gp to sag- formation is complete, the character will forget his
es interested in the Four Worlds. former self and attack his comrades like any other
Jumbled amidst the tables in a haphazard heap example of those monster types. Neutralize poison
are the skeletons of a half dozen men. The silvery does not cure the infection, but it does slow the
one-piece coveralls they wore in life have mostly progress of the spores, doubling the number of
rotted away. Their bones appear greenish in color turns before transformation occurs. Cure disease
and are surprisingly brittle; but like the greenish can cure the infection at any point before transfor-
stone, the bones are no longer dangerous. mation occurs, but thereafter will have no effect.
A line of nephelite shelves surrounds the tables Two rounds after being released, the spores will
on all sides, punctuated by a pair of large steel and circulate from this room to the Laboratory (Room
resin cabinets. The cabinets hang open, and the 21), and from there they will circulate into the ad-
vials and containers that were once within them joining corridors and rooms at a similar rate (one
and on the shelves seem to have dissolved into pools room or hallway every two rounds) until their prog-
of greenish-grey goo (also harmless). One vitreum ress is blocked. The circulation of the spores can be
container is still intact; ironically, it contains a potion blocked by a magically sealed door, with a wall of
of plant control. fire or similar spell, or by incinerating the spores with
a fireball. If left unchecked, the spores will eventu-
22. Locked Chamber ally re-infect the entire level. Once released into the
atmosphere, the spores survive for one month.
The door to this room is an adamantine steel
hatch that is both mechanically locked and sealed 23. Guard Room
by an arcane lock cast by a 9th-level caster. The
door is prominently marked with a High Thulian Though the sentries that were once stationed
symbol for danger. here are long dead, the two wooden stools and pair
If, despite these warnings, the characters open of weapon racks that furnished their guard post
the door, they find a spartan room lit by a bright remain. One of the weapon racks still has a Thulian
green glow. The glow emanates from a pair of stones crossbow (see Appendix A, New Magic Items, p.
very similar in appearance to the one found in the 327) and seven bolts +1 on display.
Laboratory (Room 21), except that they are both An ochre jelly creeps along the ceiling above the
intact. The stones are resting on a large nephelite entrance to the south, ready to drop down on any
countertop that runs along the northern wall. Both unsuspecting creatures that pass below.
stones radiate any chill that becomes noticeable at
five feet distance. Ochre Jelly (1) [AL N, MV 30 (10), AC 8, HD
Anyone who handles one of the stones without 5, HP 29, #AT 1, DG 2d6, SV F3, ML 12]
protection suffers 3d6 cold damage (a successful
saving throw versus Dragon Breath results in half 24. Preparation Room
damage). Both stones are very brittle, and any char-
acter touching or transporting one has a variable This small room is bare except for the six envi-
chance (10% + 10% per point of Strength above 13) ronment suits (see Appendix A, New Magic Items,
each round of accidentally cracking it open. Crack- p. 320) hanging on hooks. One of the suits has a
ing open a stone instantly releases the deadly spores tear on its surface, but the rupture is small enough
contained within into the room. Characters exposed that it will not be noticed unless the suit is careful-
to the spores must make an immediate saving throw ly examined. The tear renders the suit less effective
versus Poison, and an additional saving throw is against external contagions. Instead of being able
required every two rounds thereafter, unless they to ignore external contagions, as is usual when
are protected in some wayfor example, by wear- wearing an environment suit, the character wearing
ing the environment suits found in the Preparation the suit instead just gains a +2 bonus on saving
Room (Room 24). throws against external contagions. The referee
If a character ever fails the saving throw versus should make such saving throws for the character
Chapter Poison, he becomes infected by the spores. After in secret until the tear is detected.
308
The Divinitarium
25. Meeting Room here. Such beacons were not unusual on Telluria
in centuries past, when there was more interaction
A large steel table dominates the center of this between Telluria and the other worlds, but are rare
room, which is surrounded by ten utilitarian chairs to non-existent today, hence the reavers interest.
of alchemists resin. The walls of the room are Hraon has located the beacon, but no sign of who
decorated with hyper-realistic images, each 8 feet is responsible for activating it. (In fact, the beacon
by 5 feet in size. In clockwise order from the north has been on the whole time; its recent visibility is
the images are: a side effect of the Termaxians accidentally lowering
A busy marketplace filled with red-skinned the Perimeter barrier. Hraon is unaware of this, or
elves and human slaves. even that there are other expeditionary forces in
A steaming swamp in which two large di- the dungeon.)
nosaur-like reptiles contend with one an- If the characters seem to be useful allies, Hraon
other. offers a non-aggression pact with them. However, he
Darkened tunnels illuminated by dim blue makes it clear that he considers Dwimmermount fair
phosphorescence in which a variety of large game for his people to explore, to sack, and, if they
insects chitter. so decide, to occupy. If any objections are raised to
The vault of the heavens as seen from a rock this, he will order his underlings to attack. Otherwise,
floating in the void. he will wait for other opportunities to slay the char-
A vast desert of red, blowing sand. acters, as he desires no competition on this level or
A huge city built into an even larger tree. indeed anywhere in Dwimmermount. If his situation
If stared at for more than a few seconds, the becomes untenable, he will contact the captain of his
images seemingly transport the viewer into the astral vessel and arrange for himself and his men to
locale they depict. This is just an illusory effect and be picked up in the Hangar (Room 19).
the viewer can shake himself out of it with only a
thought. The images themselves are permanent Hraon (1) [AL C, MV 60 (20), AC 1 (plate
illusions and cannot be removed from the walls. mail +2 & cloak of protection +2), HD 7, HP
32, #AT 1, DG 1d10+1 (two-handed sword
26. Chapel +1, wounding) or spells, SV F7, ML 10]
Spells: 1-charm person, hold portal, shield,
This polyhedral-shaped room appears to have sleep; 2-detect invisible, ESP, mirror image; 3-fire
been a chapel, but not one dedicated to the worship ball, invisibility 10 radius; 4-dimension door
of any particular deity. The walls and floor of the
room are painted with white, red, and gold geo- Hraon wears the unseen ear (see Appendix A, New
metric patterns with mathematically perfect pro- Magic Items, p. 328) with which he maintains com-
portions. A white marble altar is stationed at the munication with the captain of his astral vessel. He
centerpoint of the south wall, positioned such that carries 150 pp. His two-handed sword +1, wounding
the patterns on the wall and floor seem to somehow has a serrated blade of azoth-infused steel with spiked
culminate there. The altar itself is carved with a pommel, while his plate mail +2 is sculpted of round-
number of symbols associated with Law, but none ed interlocking azoth-infused adamantine steel plates
belong to any of the standard Thulian deities. Rest- over black chain. His cloak of protection +2 is woven
ing on top of the altar is a brooch of the Terrim (see of dwimmersilk with stitched moonsilver.
Appendix A, New Magic Items, p. 320).
Astral Reaver Fighters (3) [AL C, MV 60
27. Audience Chamber (20), AC 3 (plate mail), HD 5, HP 23, 18,
17, #AT 1, DG 1d10+1 (two-handed swords
Two bronze thrones of Thulian make rest atop +1), SV F6, ML 10]
a dais in the eastern half of this room, whose im-
pressively vaulted ceiling is supported by two rows Astral Reaver Magic-user (1) [AL C, MV 90
of nephelite pillars. Between the pillars, four astral (30), AC 5 (bracers of armor (AC 5)), HD 5,
reavers (see Appendix C, New Monsters, p. 335) HP 12, #AT 1, DG 1d4 (dagger) or spells,
stand in audience before their captain, Hraon, who SV MU6, ML 10]
has seated himself on one of the thrones. Spells: 1-charm person, magic missile; 2-in-
Provided that initial reactions go well, Hraon visibility, web; 3-lightning bolt Level
is willing to parley with any characters that enter
this room. He is, like all astral reavers, thoroughly
evil, but he is also pragmatic and calculating. He
will explain that he and his party came to Dwim-
The astral reaver magic-user has a wand of fear
(six charges remaining). It is fastened of a human
bone, carved with runes and dipped in azoth. His
0
mermount after detecting the navigational beacon bracers of armor are of azoth-infused moonsilver.
309
Level 0
28. Cell and turning the buttons and dials on the beacon
causes its antenna (the orichalcum pole) to move
The adamantine steel hatch to this room is up and down, which tunes in the view screens
locked. It has a small barred window through which (windows) arrayed around the room to different
one can see the interior of the room, revealing a astral frequencies. When this occurs, some view
human skeleton whose bones have turned green screens will show different images while others will
and brittle from exposure to the spores that swept be become gray and distorted. If characters have
through this level from the Laboratory (Rooms used the machinery in the Control Room (Room
21). The room is otherwise empty and the skeleton, 20) to cut the power to the navigation beacon, then
despite its appearance, is not harmful. the beacon will emit neither light nor sound, and
the view screens will be opaque black vitreum.
29. Basidirond Lair The room is currently occupied by three astral reaver
fighters (see Appendix C, New Monsters, p. 335). One
A total of 18 wooden crates, each four feet square, of them is investigating the cylinder while the others
are stacked two high in this ancient storeroom. Hang- are on watch. All three will attack any intruders.
ing from the ceiling, partially obscured by the crates,
are two cone-shaped basidironds (see Appendix C, Astral Reaver Fighters (3) [AL C, MV 60
New Monsters, p. 336). These monstrous fungi (20), AC 3 (plate mail), HD 5, HP 28, 24,
attack any living things that enter their lair. 19, #AT 1, DG 1d10 (two-handed swords),
SV F5, ML 10]
Basidironds (2) [AL N, MV 20 (6), AC 4,
HD 5, HP 25, 22, #AT 1, DG 1d8+3 or 31b-d. Teleportation Pads
spores, SV F5, ML 12]
The floor of each of these rooms is set with a
If searched, most of the crates are revealed to raised pad of circular, silvery-black azoth-infused
contain moldy grain (valueless). One crate, howev- steel. All of the rooms are otherwise empty, save
er, contains 2,150 sp, 550 gp, a ceremonial military for Room 31d, which holds the skeleton of a man,
belt of wrought gold with bloodstones (1,600 gp), many of whose bones have been charred and fused
and a potion of sweet water in a bronze vial. together in unnatural ways.
If the Navigation Room (Room 31a) is current-
30. Shattered Hallway ly receiving power from the Control Room (Room
21), anyone stepping on one of these pads can be
Lurking in the rubble-strewn southern portion instantly teleported wherever the operator of the
of this partially collapsed hallway is a solitary asco- Teleportation Device (Room 34) sends them. At
moid (see Appendix C, New Monsters, p. 335) that present, Room 31b and 32c will both safely teleport
stirs if it detects any movement or light within 30 characters to the Portal to Areon (Room 8) on The
feet of its resting place. House of Portals (Level 3A). Each teleportation is
accompanied by a slow, brassy chime and a shower
Ascomoid (1) [AL N, MV 30 (10), AC 3, of golden particles.
HD 6, HP 27, #AT 1, DG 1d6+3 or spores, Room 31ds pad is damaged, however. A char-
SV F6, ML 12] acter stepping onto this panel must make a success-
ful saving throw versus Death or die in agony as
31a. Navigation Room his body is scanned, dematerialized, and then re-
materialized back on the pad in a grossly distorted
An adamantine steel cylinder, dotted with blink- manner. A cleric henchman or hireling present when
ing lights, occupies the center of this large room. this occurs must make an immediate ability check
There are many resin dials and buttons on the versus INT or exclaim, Hes dead, sir!
cylinder, which emits a faint but continuous whir-
ring sound. From the middle of the cylinder, an
orichalcum pole extends up towards the ceiling.
Arrayed on the walls around the cylinder are thir-
ty-two vitreum panels, resembling windows. Most
Chapter of the windows seem to look out onto a night
310
The Divinitarium
311
Level 0
The floor of this large, communal latrine and 41. Red Monolith
washroom is almost entirely covered in stagnant
water thickened with blue-green algae. All of the A large, asymmetrical monolith of polished red
fixtures in the room are shattered or broken, and areonite stands alone at the center of this room.
the water pipes connecting the fixtures to the walls The monolith stretches nearly ten feet high and
drip continuously, which keeps the room damp and has no markings to mar its perfectly reflective
mildewy. The latrine is now the lair of four algoids surface. A magic-user (or other arcane spellcaster)
(see Appendix C, New Monsters, p. 333), which who stares into it at his own reflection has a 50%
are quiescent within the water until another living chance of having all of the spells he memorized
thing enters the room. for the day being refreshed and a 50% chance of
having 1d4 of his highest level spells being stolen
Algoids (4) [AL N, MV 20 (6), AC 4, HD from his memoryrandomly determined by the
5, HP 28 (2), 26, 25, #AT 2, DG 1d8/1d8 referee. Once a magic-user has gazed into the
+ mind blast, SV F5, ML 12] monolith, he cannot be affected by it again until
he has rested for at least 8 hours.
0-42: If a player character Characters affected by diminution, or creatures If a character incapable of casting arcane spells gaz-
capable of speaking High such as normal rats or insects, can traverse the es into the monolith, he sees only his own reflection.
Thulian spends at least
water pipes from the latrine here onto other levels
one week reviewing the
books, the referee should of Dwimmermount. See Chapter 6, Overview of the 42. Archive
give the player access to Dungeon, p. 76, for details on traversing the
Appendix E and the de- water pipes if necessary. Behind a locked areonite door is an intact library,
tails it contains. In addi-
consisting of approximately one hundred volumes
tion, characters studying
the books will learn num- 39. Trophy Room of books, codices, and scrolls spread out across a
bered facts 1-3, 2-2, 3-2, series of areonite bookshelves lining the walls. The
and 3-5. A pair of triumphal columns of polished red volumes focus almost exclusively on information
areonite rise floor to ceiling, engraved with scenes about the Four Worlds and their inhabitants. The
of Eldritch exploration across the Four Worlds. books, in total, weigh 300 lbs. and are worth ap-
Between the columns are vitreum cases, and along proximately 10,000 gp to scholars of other worlds.
the rooms u-shaped walls are polished areonite
Chapter shelves, all holding various trophies from the Four
312
Original Dungeon Key for Level 3A, The House of Portals by James Maliszewski.
Section
3
Appendices
Appendix
318
New Magic Items
The war horse appears with harness and tack level), he may cast it 4 times per day. The owner of
and accepts the character that drew it from the bag the book may store it in another location, open to a
as a rider. Animals produced are always random, page, and still benefit from the powers of the book.
and only one may exist at a time. Up to ten animals However, there is a base 10% chance any time a spell
can be drawn from the bag each week. The referee is used that the page turns of its own volition. This
decides randomly which animal is drawn. probability is modified by +10% if the spell is not of
a level or class normally available to the owner, or
Belt of Adaptation +20% if the character is not of a spell using class.
Nothing can prevent a page from turning.
These belts have a silvery sheen but leathery
texture. When buckled on, a belt of adaptation Brazen Head
wraps the wearer in a shell of fresh air, making him
immune to all harmful vapors and gases. The belt Once the cult of Turms Termax gained control
can enable the wearer to survive in an environment over the Thulian throne, its hierophants took on
without air for one month, but then permanently roles of importance throughout the empire, acting
loses its potency. as advisers to provincial governors, military leaders,
and even the clerics of the state-sanctioned Great
Book of Lawful Wisdom Church. Each of these hierophants brought with
him a peculiar magical device known to later gen-
This magical book may be read by lawful clerics. erations as a brazen head.
Study takes 1 week, after which time the cleric As its name suggests, a brazen head is a brass
permanently gains 1 point of WIS and enough representation of a mans headthat of Turms
experience points to take him to the midpoint of himself, according to some sources. However, the
the next level. Neutral clerics who read or handle head is enchanted and possesses two unique func-
the book lose 2d4 10,000 XP. Chaotic clerics lose tions. Firstly, once every three days, its user may
experience to reduce them to the start of their commune directly with Turms Termaxas per the
previous level. Magic-users or elves must save versus 5th-level cleric spell of the same namewith the
Spells or lose 1 point of INT permanently. Those gods answers issuing from the mouth of the head.
who succeed in the save lose 2d10 x 10,000 XP. All Secondly, its user can, if the proper command words
other classes are unaffected by handling the book, are known, communicate by speech with the user
except assassins; these must succeed in a saving of any other brazen head within five miles of his
throw versus Death or be instantly slain. current location.
Brazen heads were never produced in large num-
Book of Infinite Spells bers, but, over the centuries, enough were crafted
that they can still be found in Thulian ruins every-
This tome is really a collection of bound magical where. Likewise, many magic-usersnot to mention
scrolls. If touched by a character who is unable to groups like the Argent Twilightseek out brazen
cast spells, he suffers 5d4 hit points of damage and heads, using them as a means to gain access to the
is stunned for the same number of turns. This is a secret wisdom of Turms. Others seek out the heads
one-time occurrence for that particular character. to destroy them, believing them to be a tool by
Thereafter, a character, regardless of spell casting which the god of magicor his contemporary
ability, is able to use spells on the pages of the tome cultseeks to spread his influence throughout the
as if cast from a scroll. The specific contents of the world. Indeed, there are many who claim that the
page are determined randomly per page. There are brazen heads only selectively tell the truth, so as to
20+1d10 pages in any book found. Refer to the seduce their users into the unwitting service of the
table below: Thrice-Great. There are similar claims that contin-
ued use of a brazen head leads to religious mania,
Roll d20 Page Contents
with the user forsaking all other deities in favor of
1-5 Cleric spell Turms. True or not, there are many superstitions
6-9 Druid spell about the brazen heads and the mere mention of
10-11 Illusionist spell them is enough to frighten some who fear and
12-17 Magic-user spell revile Termax and his once-mighty cult.
18-20 blank
319
Appendix A
320
New Magic Items
321
Appendix A
Holy Phalange
A holy phalange is the finger-bone of a Lawful
cleric martyred for his faith. When held by a Law-
ful character, the phalange will grow warm when-
ever Chaotic enemies are within 50 feet. If held by
a Chaotic character, the relic deals 1d6 points dam-
age per round. Neutral characters gain neither bane
nor boon from holding the relic, though it does
feel uncomfortably cold to the touch.
Horn of Valhalla
This magic instrument comes in four varieties.
Each appears to be normal until someone speaks
its command word and blows the horn. Then the
horn summons a number of human berserkers to
fight for the character who summoned them. Each
horn can be blown just once every seven days. Roll
d% and refer to the table below to see what type of
horn is found. The horns type determines what
berserkers are summoned and what character class
is needed to use the horn.
Any character who uses a horn of Valhalla but
doesnt have the prerequisite class is attacked by the
berserkers. Summoned berserkers attack anyone the
Helm of Astral Movement possessor of the horn commands them to fight
until they or their opponents are slain or until 5
Lowering the crystal visor of this magic item turns has elapsed, whichever comes first.
allows the wearer to perceive quintessence, the
ethereal fifth element. Looking through the d% Type of Berserkers Prerequisite
visor, items and creatures which are enchanted, Horn Summoned Class
invisible, or inherently magical will be seen. The 01-40 Silver 2d4+2, 2nd level None
field of vision is 10 wide and normally extends 30
41-75 Brass 2d4+1, 3rd level Cleric, Fighter, Thief
from the wearer, but creatures or items which are
infused with azoth can be seen at twice this distance 76-90 Bronze 2d4, 4 level
th
Cleric, Fighter
and concentrations of pure azoth can be seen up 91-100 Iron 1d4+1, 5th level Fighter
to 120 away. Ordinary matter does not block this
perception, although an enchanted door could
obscure detection of an invisible creature on the Incendiary Granatum
other side.
The helm of astral movement was designed so A granatum is a small metallic device roughly
that voyagers on the Astral Plane could travel out- the size of an apple, with indentations across its
side an astral vessel (see p. 317) for short distanc- spherical surface for ease of grasping. On one side
es without being swept away by ether currents or is a button that, if depressed, causes it to explode
caught unawares by astral beasts. This original in a shower of fire one round later, dealing 5d6
purpose may be relevant within the scope of Dwim- points of damage to anyone within 20 feet of the
mermount if characters fly the astral vessel out of granatum (make a saving throw versus Wands for
the Hangar (Room 19) of the Divinitarium (Level half damage). A granatum may be thrown with the
0) and into space. same range and chance to hit as a flask of oil.
322
New Magic Items
After absorbing 1d4x10 spell levels, the stone burns out and turns dull gray, forever useless. Level 6B). When a knowledge re-
After absorbing 2d4x10 spell levels, the stone burns out and turns dull gray, forever useless.
cord is read by a mechanical de-
vice, a disembodied voice will
begin to recite general informa-
tion about the subject covered by the disk. More
advanced devices can advance, halt, and resume the
data recital, or allow for queries about specific in-
formation about the knowledge records subject.
323
Appendix A
Precisely what information any given knowledge slipperiness immediately take 1d6 points of damage
record contains is left to the referee to decide. As a and must make an ability check v. DEX at 3.
rule of thumb, a knowledge record will have infor- Failure results in falling to the ground and taking
mation similar to that which a sage specialized in another 1d6 points of damage. To stand up requires
the same topic would know. a further DEX check, with failure resulting in more
damage, as before. The penalty to the DEX check
Mask of Breathing is negated if a fallen character is aided by a charac-
ter not currently standing on the oil, having been
This leather face mask grants the wearer immu- thrown a rope, etc. The oil can be easily washed
nity to all poisonous gases while worn. Wearing away with ordinary water.
the mask precludes wearing a helmet and impedes
spellcasting of any sort. Pastille of Life
Medallion of Light These appear as small white lozenges of thickened
syrup. If a pastille of life is placed within the mouth
A medallion of light appears as a circular neck of a man who has been dead no more than ten days,
ornament, normally fashioned of bronze, brass, or he is restored to life, as if the spell raise dead had
copper, set with a central crystal. If the medallions been cast by a 9th-level cleric. The pastilles will not
crystal is pressed, it will shed light equal to torch- work on any other race.
light, sufficient to illuminate a 30 radius area. The
light lasts until the crystal is pressed again, or 6 Pearl of Power
turns elapse, whichever comes first. Nothing pre-
vents its wearer from pressing the crystal again, This seemingly normal pearl of average size and
however; the medallion of light may be used as luster is a potent aid to magic-users. Once per day on
often as desired. command, a pearl of power enables the possessor to
recall any one spell that he had previously memorized
Net of Entanglement and then cast. The spell is then available to him to
cast again, just as if it had not been cast earlier. The
This 10 foot square magical net may be thrown spell must be of a particular level, depending on the
at an opponent 20 feet away to entangle him. The pearl. Different pearls exist for recalling one spell per
rope is extremely tough, requiring the equivalent day of each level from 1st through 6th and for the
of STR 20 to break free. The net turns away attempts recall of two spells per day (each of a different level).
to cut it, so it must be chopped or hacked, with an Determine the type of pearl randomly. Note that there
effective AC of 9. Alternatively, the net can be is a 5% chance that the pearl is cursed to have the
placed on the ground or hung in the air, and will opposite effect of making the magic-user forget a spell
drop or entangle with a command word. each day. These pearls cannot be discarded unless
remove curse or a similar spell is cast.
Net of Snaring Roll d100 Spell Level
This net can only be used underwater, but func- 01-20 1st
tions otherwise like a net of entanglement. It also 21-40 2nd
springs at an opponent if the command word is 41-60 3rd
given, to a maximum distance of 30 feet. 61-75 4th
76-85 5th
Nutrient Packet 86-99 6th
These freeze-dried rations are nearly tasteless 00 Roll 1d6 for spell level, can recall 2 spells.
but contain a restorative mixture of electrolytes,
enzymes, and vitamins. When a nutrient packet is Periapt of Foul Rotting
eaten, the character who ate it will heal a number
of hit points equal to his Constitution score after This engraved gem appears to be of little value. If
his next 8-hour rest. Nutrient packets are found in any character keeps the periapt in his possession for
quantities of 2d12. more than 1 day, he contracts a terrible rotting afflic-
tion that permanently drains 1 point of DEX, CON,
Oil of Caustic Slipperiness and CHA every week. The periapt (and the affliction)
can be removed only by application of a remove curse
A vial of this slick, red, acidic goo can cover 10 spell followed by a cure disease and then heal, limited
square feet. Characters that tread on oil of caustic wish, or wish. The rotting can also be countered by
324
New Magic Items
crushing a periapt of health and sprinkling its dust The target is allowed to make a saving throw
upon the afflicted character, whereupon the periapt versus Spells.
of foul rotting likewise crumbles to dust. Paralyze upon touch, if the wielder so com-
mands. The wielder must choose to use this
Periapt of Health power and then succeed on a melee touch
attack to activate the power. If the attack
This engraved gem appears to be of little value. fails, the effect is lost. The target is allowed
If any character keeps the periapt in his possession to make a saving throw versus Spells.
for more than one day, he gains immunity to all Deal 2d4 hit points of damage to an opponent
disease, including supernatural diseases. on a successful touch attack (no save) and cure
the wielder of a like amount of damage.
Potion of Neutralize Poison The following weapon functions of the rod do
not require the use of charges:
This potent antivenin detoxifies any sort of poison. In its normal form, the rod can be used as
A poisoned creature imbibing the potion suffers no a +2 mace.
additional effects from the poison; if poured down When button 1 is pushed, the rod becomes
the throat of a creature slain by poison in the last 10 a +1 flame tongue sword. A blade springs
rounds, the potion revives the creature with 1 hit point. from the ball, with the ball itself becoming
the swords hilt. The weapon lengthens to
Power Cell an overall length of 3 feet.
When button 2 is pushed, the rod becomes
This small, flat, circular piece of metal can recharge a +4 battle axe. A wide blade springs forth at
any magical device with charges, such as rods, staffs, the ball, and the whole lengthens to 4 feet.
and wands, when it is inserted into the slot of the When button 3 is pushed, the rod becomes
appropriate size on the rim of the power cell. A pow- a +3 spear. The spear blade springs forth,
er cell may also be used to activate other items found and the handle can be lengthened up to 12
within Dwimmermount. Each power cell can impart feet (wielders choice), for an overall length
fifteen charges or device activations before it is ex- of from 6 feet to 15 feet. At its 15 feet
hausted. The secret of creating these items was lost length, the rod is suitable for use as a lance.
with the fall of the Thulian Empire, but devices The following other functions of the rod do not
survive within Dwimmermounts Manufactory (Lev- employ charges:
el 6B) which can refresh an exhausted power cell. When button 4 is pushed, a spike that can
anchor in granite is extruded from the ball,
Rod of Captivation while the other end sprouts three sharp
hooks. The rod lengthens to anywhere be-
With the expenditure of one charge, all monsters tween 5 feet and 50 feet in a single round,
and characters within a 20 feet radius are charmed stopping when button 4 is pushed again.
by the wielder for one turn so long as they possess Horizontal bars three inches long fold out
minimal intelligence. All charmed beings hold noth- from the sides, 1 foot apart, in staggered
ing but respect and awe for the wielder, and will progression. The rod is firmly held by the
seek to please him by doing nearly anything short spike and hooks and can bear up to 4,000
of harming themselves or violating their alignment. pounds in weight, making it a highly ser-
viceable climbing pole/ladder. The wielder
Rod of Lordly Might can retract the pole by pushing button 5.
The ladder function can be used to force
This rod has functions that are spell-like, and it open doors. The wielder plants the rods base
can also be used as a magic weapon of various sorts. 30 feet or less from the portal to be forced
It also has several more mundane uses. The rod of and in line with it, then pushes button 4.
lordly might is metal, thicker than other rods, with The force exerted grants +4 to forcing doors.
a flanged ball at one end and six stud-like buttons When button 6 is pushed, the rod indicates
along its length. It weighs 10 pounds, and a strength magnetic north and gives the wielder knowl-
of 16 or greater is necessary to wield it. Any char- edge of his approximate depth beneath the
acter with less than 16 strength suffers an attack surface or height above it.
penalty of 1 per point below 16. Note that this rod may never be recharged. When
The rod has the following spell-like functions, the charges are expired, the functions that require
and each costs 1 charge: charges may not be used again, and neither may
Fear upon all enemies viewing it, if the the rod be employed as a +1 flame tongue sword nor
wielder so desires (60 feet maximum range). a +4 battle axe. These attributes are lost.
325
Appendix A
This piece of magical technology creates a field Sword +2, Holy Avenger
of arcane energy around the wearer. While active,
the field resists all forms of damage, including mag- This +2 long sword becomes a +5 holy avenger in
ic, absorbing the first 20 points of damage taken the hands of a paladin. In addition, when wielded
by the wearer per round. The belt operates by means by a paladin. it provides a 5-foot radius protection
of a power cell (see New Magic Items, p. 325). Each against magic the equivalent of dispel magic at the
minute that the field is active costs one charge. An paladins level. When used against Chaotic and
additional charge is expended each time the field evil creatures the sword provides +10 to damage.
absorbs 20 points of damage in a round.
Termaxian Pain Amplifier
Staff of Law
A sinister-looking device, resembling a large
In the hands of anyone other than a Lawful metal-plated fork, a Termaxian pain amplifier is
cleric, the staff of Law functions as merely an ordi- usually mounted on a wall or ceiling platform by
nary staff. A Lawful cleric, however, will find it a means of a jointed mechanical arm. If man-hauled,
potent relic in the service of his god. While bearing it weighs 80 lbs. When activated, the pain ampli-
the staff of Law, the cleric is warded as by a protec- fier emits a cone of electrochemical energy 20 feet
tion from evil 10 radius spell (no charge required). long and 5 feet in diameter which intensifies the
With the utterance of the proper command words, experience of pain in living creatures.
the cleric can use the staff to cast the spells bless, Any creature within the area of effect which
dispel evil, dispel magic, flame strike, or remove curse, suffers any damage must make an immediate saving
all at the 9th level of effect. Each of these abilities throw versus Paralyzation, with a 1 penalty per
requires one charge. In addition, with the expen- point of damage (e.g. a character in the pain am-
diture of a charge and a successful attack roll, the plifiers cone which suffered 5 points of damage
cleric can strike an opponent with the staff for 2d6 from a sword blow would save versus Paralyzation
points of damage, like a staff of striking. A staff of at 5). If the saving throw succeeds, the creature
Law will have 2d10 charges when found. maintains self-control despite intense pain. Other-
wise, the creature is incapacitated with agony for 1
Stun Stick round per point by which the saving throw failed.
If a failed saving throw leaves a creature incapaci-
This weapon is a metal baton that emits an arcane tated for a number of rounds greater than its Wis-
glow when activated. The stick, when it hits an dom score, then it becomes reduced to servile com-
opponent, crackles with energy that deals 2d6 dam- pliance towards the operator of the pain amplifier.
age and stuns the target for 1d6 rounds if a saving For one turn (10 minutes) thereafter, it will answer
throw versus Paralyzation is failed. The stun stick questions and provide assistance as if subject to
uses a power cell (see New Magic Items, p. 325), charm monster.
each charge of which activates the weapon for one If not connected to a fixed power source, a Ter-
minute. maxian pain amplifier requires a power cell to op-
erate. Each round of operation drains one charge
from the power cell.
326
New Magic Items
327
Appendix A
Tome of Understanding azoth (see p. 384 for the potential effects). Note
that devout worshippers of Typhon will see it as their
This thick book contains tips for improving in- sacred duty to return a Typhonian mace to the church.
stinct and perception. Its function is identical to the
tome of clear thought, but at the end of the mental Unseen Ear
exercises the character gains WIS +1 permanently.
This item resembles an oblong marble of green
True Water crystal. It fits snugly in the external auditory canal
of the ear and is almost unnoticeable once in place.
This primordial liquid is highly prized for its The unseen ear allows telepathic communication
mystical properties. When untainted by physical between two or more individuals who each wear
contaminants, true water never boils, evaporates, one of these items up to a distance of 120 feet.
or freezes, and cannot be altered or destroyed with Unseen ears may also be linked to a larger telepath-
even the mightiest of spells. Indeed, true water acts ic transmitter, which will allow communication
as a supernatural solvent, dissolving magical ener- between wearers up to 60 miles away even if they
gies within itself. are on different planes of existence.
If a pint of true water is thrown or poured onto
a single magic item (up to a one foot cube of ma- Wand of Ice
terial), it will dissolve some of the magical energies
in the item a single plus, one power, or 1d10 A wand of ice produces several spell-like effects,
charges unless the item makes a saving throw but can only produce one effect per round. The
versus Death. Items use the saving throws of their following effects require the expenditure of 1
possessor, or if unpossessed, of their creator (usu- charge: an ice storm (as the magic user spell; see
ally an 11th level magic-user). If thrown or poured New Spells, p. 331) can be evoked at a distance of
onto a creature, any spell effects active on the crea- 60 feet; or a wall of ice can be brought into existence.
ture are subject to being dispelled as if by an 11th The wall always has a thickness of 6 inches, but
level caster. If a creature bathes or soaks itself in may have any surface area as commanded by the
true water, it will benefit from a limited magic wand wielder to a maximum of 600 feet (for exam-
resistance while soaked 50% magic resistance while ple, 25 feet by 24 feet or 10 feet by 60 feet).
bathing and for the first round after emerging, 25% The wand of ice may produce a cone of cold with
for the next turn (10 minutes), and 5% for the the expenditure of 2 charges. The cone is 20 feet
subsequent hour or until dried off. Some sages in diameter at its maximum length of 60 feet. It
theorize that azoth touched by true water might deals 6d6 hp damage to all within the area of effect
be returned to its primordial quintessence. See (make a save versus Wands for half damage). Any
Appendix G, Secrets of Turms Termax (p. 387) for result of 1 on a damage die is treated as a 2.
details of what this might do. The wand of ice is rechargeable.
True water is susceptible to contamination when
transported away from the fresh springs from which Warp Sword
it bubbles. If not stored in a container of pure ad-
amant, orichalcum, or vitreum, it quickly loses its When turned off, this sword looks like a metal-
potency, becoming nothing more than normal lic handle with a hole in its end. When powered
water in 1d10 rounds. up, the sword generates a flickering 30-inch-long
blade of arcane energy. Attacks using this weapon
Typhonian Mace treat any armor as if it were two steps worse than
it actually is. Thus, plate mail is treated as AC 5,
Also known as a Mace of Typhon, these magical instead of AC 3. When it strikes, the sword deals
weapons are sacred to the clergy of the Thulian god 1d8+16 points of damage. The sword uses a power
of discipline, order, and trade. A Typhonian mace cell (see New Magic Items, page 325), each charge
deals double damage versus creatures infused with, of which powers the sword for two minutes.
or created using the substance known as azoth. In
addition, when such a creature is struck in combat
by the mace, a check must be made on the Turning
Undead table. For the purposes of this check, the
target uses its Hit Dice and the maces wielder turns
as if he were the most powerful of Typhons clergy
(currently a 12th level cleric). If the turning attempt
is successful, the azoth creature is obliterated and
all other creatures within 10 are spattered with
328
Appendix
New Spells
B
T
HROUGHOUT THE
text, there are references to
Augury
spells not included in the Level: 2 (cleric)
Labyrinth Lord rulebook. Duration: See below
All of these spells are pre- Range: 0
sented in this section as a An augury can tell the caster whether a partic-
convenience for the referee. ular action will bring good or bad results in the
immediate future. The base chance for receiving a
true reply is 70% + 1% per caster level; this roll is
Auditory Illusion made secretly. The augury can see into the future
Level: 1 (magic-user) only three turns, so anything that might happen
Duration: 2 rounds per level after that does not affect the result. Thus, the result
Range: 60, +10 per level will not take into account the long term conse-
The caster of this spell is able to create false quences of a contemplated action.
sound. The sound can be centered anywhere with-
in range, and within that range the sound can Blindness
fluctuate and move, imitating approaching or re-
ceding footsteps, laughter, voices, and other pos- Level: 2 (magic-user)
sibilities. The sound produced is the approximate Duration: See below
equivalent of noise produced by four human-sized Range: 30
beings. The equivalent sound produced can be If the victim fails a saving throw versus Spells,
increased by four for each level that the caster is he is rendered permanently blind. The blindness is
above the minimum required to cast this spell. Note magical, not physical, so typical spells employed for
that the sound does not have to be humanlike, but the purpose of curing blindness are ineffective. The
could be animal or monster sounds. In these cases caster may remove the effect at any time, otherwise
the referee will determine how much sound and the spell dispel magic must be used.
how many individuals it might represent. For in-
stance, the sounds of four humans might be ap-
proximately that of six or eight children, or two
ogres. Beings are allowed a saving throw versus
Spells to realize that the effect is illusory, but only
if they actively attempt to disbelieve.
Appendix B
330
New Spells
Hideous Laughter
Level: 1 (magic-user)
Duration: 1 round per level
Range: 25, +5 per two levels
This spell afflicts the subject
with uncontrollable laughter,
forcing him to collapse into gales
of manic laughter and fall prone
unless he makes a successful sav-
ing throw versus Spells. The
subject can take no actions while
laughing, but is not considered
helpless. After the spell ends, he
can act normally. A creature with
an Intelligence score of 2 or low-
er is not affected. A creature
whose type is very different from
the castersfor example, a de-
monreceives a +4 bonus on
its saving throw versus Spells,
because humor does not translate well. or otherwise misleading or wrong information is
conveyed when a detection spell is applied. The
Hypnotism caster of such a detection spell is allowed a saving
throw versus Spells to avoid the effect.
Level: 1 (magic-user)
Duration: 1 round, +1 round per level Paralyze
Range: 30
The casters gestures and droning incantation Level: 3 (magic-user)
fascinate nearby creatures, causing 1d6 creatures Duration: See below
in range to be mentally vulnerable to suggestion, Range: 10 per level
exactly as the magic-user spell of that name. A The caster can affect creatures up to twice his
successful saving throw versus Spells may negate level of HD total, in a designated 20 feet by 20 feet
the effect. area, making them feel as if they cannot move. All
creatures that fail a saving throw versus Spells are
Ice Storm affected. The effect may be dismissed by the caster
at any time, otherwise dispel magic or dispel illusion
Level: 4 (magic-user) can negate the effect.
Duration: 1 round
Range: 10 per level Phantasmal Force, Greater
This spell causes great magical hailstones in a
40 foot diameter area to pound down for 1 full Level: 2 (magic-user)
round, dealing 3d10 points damage to every crea- Duration: See below
ture in the area. Alternatively, the caster can bring Range: 240
into being a sleet storm with a diameter of 80 feet. This spell is an improved version of the mag-
Movement within its area is at half speed, with a ic-user spell phantasmal force. The area of effect is
50% chance of slipping and falling. a 40 feet cube, +10 square feet per level. In addition
to a visual illusion, subtle auditory effects accom-
Misdirection pany the illusion so that a creature makes sound as
it moves, or similar effects are heard. Coherent
Level: 2 (magic-user) speech is not possible, but mumbling sounds may
Duration: 1 round per level be heard. The caster can move at 50% his normal
Range: 30 movement rate while concentrating on the spell,
By means of this spell, the caster misdirects the and the illusion does not disappear until two rounds
information from divination spells such as detect after the caster stops concentrating on the illusion.
evil, detect magic, detect lie, and the like. On cast- Refer to phantasmal force for more details.
ing the spell, an object or creature is chosen with-
in range. For the duration, the opposite information
331
Appendix B
332
Appendix
New Monsters
C
W
hile this section
Algoid
presents many No. Enc.: 1d4 (1d4+2)
creatures that Alignment: Neutral
are sui generis, Movement: 20 (6)
others fall into Armor Class: 4
broader catego- Hit Dice: 5
ries that share Attacks: 2 (Fists) or 1
common qualities. Damage: 1d8/1d8 or see below
Plants are immune to mind-influencing effects, Save: F5
sleep, paralysis, stunning, polymorph, and poisons Morale: 12
not designed to work on plants. They are vulnera- Hoard Class: VI
ble to spells that affect plants. XP: 800
Constructs are unaffected by poison, disease, The algoid is a living colony of algae that has
and gas and are immune to the effects of hold, sleep, developed some semblance of intelligence and mo-
and charm spells. The subtype of constructs man- bility. It is roughly humanoid in shape and is green
ufactured using azoth can be held at bay by protec- in color. The algoid often lies in wait, partially
tion from evil and suffer 1d8 damage if struck by submerged in water or a bog, until its prey passes
supernatural solvents such as true water. nearby. It springs to attack with its powerful fists
Demons take half damage from attacks based when opponents come within range. Once per day,
on cold, electricity, fire, and gas. All have infravision an algoid can use a mind blast in a 60 foot cone.
(90) and telepathy, which allows all languages to Anyone caught within that cone must make a sav-
be understood. Demons are unholy beings that can ing throw versus Spells or be stunned for 3d4
be held at bay by protection from evil and can be rounds. In addition, an algoid can animate two
turned by powerful clerics as if they were undead. treeswithin a range of 90 feetin the same fash-
Undead are unaffected by mind-influencing ef- ion as a treant. In addition to plant immunities, an
fects including sleep, hold, and charm, and are im- algoid is unaffected by fire and electricity and takes
mune to poison, paralysis, and disease. half-damage from slashing and piercing weapons.
Appendix C
334
New Monsters
335
Appendix C
336
New Monsters
Individual believes that he is in a swamp and and weighs around 1,500 pounds. Its smooth chis-
1 elled body is shaped as a beautiful woman. The
strips off all gear and armor to avoid sinking.
Individual believes that he is being attacked by column always wields a weaponusually a long
2 a swarm of spiders. He attacks the floor and swordin one of its hands. The weapon itself is
surrounding area. constructed of steel, but melds with the column
Individual believes item held is a viper; drops like stone until the column animates.
3 Caryatid columns are programmed as guardians
item and retreats from it.
and activate when certain conditions or stipulations
Suffocationindividual believes that he is suffo-
4
cating and gasps for air while clutching throat. are met or brokensuch as a living creature enter-
ing a chamber guarded by a caryatid column. A
Individual believes that he has shrunk to one-
5 caryatid column attacks its opponents with its long
tenth normal size. He begins yelling for help.
sword. It does not move more than 50 feet from
Individual believes that his associated are dis- an area it is guarding or protecting.
6
eased. He will not come closer than 10 feet.
Any weapon that strikes a caryatid column has
Individual believes that he is melting; grasps self a 40% chance of shattering into pieces. A magic
7
in an attempt to hold together. weapon has a 5% less chance to shatter for each
Individual believes that his back is covered with point of its combat bonus. Thus, a +2 sword has
8 leeches. He tears armor, clothing, and equip- only a 30% chance to shatter. Due to their sturdy
ment from his back to get at them. construction and magical nature, caryatid columns
In addition to normal plant immunities, a ba- gain a +4 bonus to all their saving throws.
sidirond takes no damage from cold-based attacks.
Cave Kraken
Beetle, Boring No. Enc.: 1 (1)
No. Enc.: 3d6 (3d6) Alignment: Chaotic
Alignment: Neutral Movement:
Movement: 60 (20) Swim: 90 (30)
Armor Class: 3 Armor Class: 2
Hit Dice: 5 Hit Dice: 8
Attacks: 1 (bite) Attacks: 8 tentacles or 1 bite
Damage: 5d4 Damage: 1d8 x 8 or 1d10
Save: F5 Save: F8
Morale: 7 Morale: 10
Hoard Class: VIII, IX, XXII Hoard Class: XXII
XP: 200 XP: 1,560
These 9 feet long beetles live beneath the earth, A cave kraken is a frightening, octopus-like crea-
where they cultivate and harvest molds and fungi ture summoned by evil wizards to guard treasures
on rotting wood or vegetable matter they hoard in subterranean lakes and other bodies of water.
underground. They have a social behavior not un- They possess eight 12 foot long tentacles, which
like ants, where each beetle seems to intuitively are covered in wicked barbs. Tentacles that success-
understand its job. fully strike a target constrict for 1d8 points of dam-
age initially and then 1d8 per round thereafter
Caryatid Column until either the target is dead or the tentacle cut
No. Enc.: 1d4 (1d4) off. Each tentacle should be treated as if it has 6 hit
Alignment: Neutral points. For every tentacle constricting a single tar-
Movement: 60 (20) get, the target suffers a 1 penalty to attack rolls.
Armor Class: 5 If a cave kraken loses half or more of its tentacles,
Hit Dice: 5 it will flee beneath the water, attacking again only
Attacks: 1 (weapon) if it is pursued or to defend any treasure it might
Damage: 1d8 be guarding.
Save: F5 (+4 bonus)
Morale: 12
Hoard Class: Nil
XP: 350
The caryatid column is akin to the stone golem
in that it is a magical construct created by a spell-
caster, and has the associated immunities. Caryat-
id columns are always created for a specific defensive
function. The caryatid column stands 7 feet tall
337
Appendix C
338
New Monsters
339
Appendix C
340
New Monsters
341
Appendix C
342
New Monsters
343
Appendix C
344
New Monsters
Iounian from their gasbags and fly straight up, pulling the
No. Enc.: 2d6 (2d12) creature into the air, trapped in their net. Once
Alignment: Neutral trapped, the plants sting their prey, causing 1d6
Movement: 180 (60) points of damage and requiring a saving throw
Armor Class: 5 versus Paralyzation. When prey is dead or stunned,
Hit Dice: 6 the bulbous bodies of the jellyfish plants descend
Attacks: 5 on the body and drain it of fluids through a root
Damage: 1d4 (4)/1d6 or by weapon system at the base of their bodies, leaving a dried
Save: F6 out corpse. A stunned target suffers 1d6 points of
Morale: 10 damage per round for each jellyfish plant that is
Hoard Class: XIV sucking its fluids.
XP: 820
An Iounian is one of the insectoid natives of Jubilex (Demon Lord)
Tellurias only moon. Looking like a humanoid No. Enc.: 1 (Unique)
cross between an ant and a praying mantis, an Alignment: Chaotic
Iounian has six limbs, four of which can be used Movement: 30 (10)
for manipulationthe other two are used for lo- Armor Class: -7
comotion, two large compound eyes, two antennae, Hit Dice: 100 hp (21 HD)
and mandibles. They live in lightless warrens be- Attacks: 1
neath the surface of the Moon, where they congre- Damage: 4d10
gate in hives that can contain dozens or even hun- Save: F21
dreds of individuals. Once more numerous than Morale: 10
they are today, Iounians are suspicious of outsiders Hoard Class: X 2, XII 2
and generally attack anyone they encounter unless XP: 7,000
given good reason not to do so. Nevertheless, they Jubilex is the ruler over all slimes, oozes, jellies,
are highly intelligent and open to negotiation. and other disgusting and foul ooze-like creatures.
Iounians possess infravision to 90 feet and ESP as Known by some as the Faceless Lord, his home is
per the spell of the same name. a demon world in the planes of chaos. It is a steam-
Iounians are extremely fast and agile. Their legs ing, bubbling lair of putrid ooze and slime pits that
are also quite powerful, allowing them to leap 20 are constantly shifting and changing at his whim.
feet upwards and 40 feet forwards. When leaping Even the other demonic rulers loathe to journey
forward, they gain a +1 bonus to any attacks made here. He is constantly attended by and surrounded
immediately afterwards. They can attack either with with all sorts of slimes and oozes (1d4 of at least
their claws and a bite or by four weapons and a bite. four types). When confronted, he usually takes the
form of a 10 foot tall column of bubbling, squirt-
Jellyfish Plant ing ooze which resembles a large red-eyed bubbling
No. Enc.: 2d6 (3d6) mass of greenish black and foul-smelling liquid.
Alignment: Neutral Ooze, slime, and pus constantly squirt and seep
Movement: 20 (6) from its form. In combat he lashes out with a slimy
Fly: 50 (16) pseudopod, dealing 4d10 acid damage. Once per
Armor Class: 9 ten rounds he may launch a slime spittle up to 150
Hit Dice: 3 feet away with a 30 feet diameter area of effect that
Attacks: 1 (sting) combines the effects of contact with green slime
Damage: 1d6 and ochre jelly. Jubilex regenerates 2 hit points each
Save: F2 round. He can only be affected by +2 weapons or
Morale: 8 better and has normal demon immunities.
Hoard Class: Nil Jubilex has the following spell-like abilities, us-
XP: 80 able at will: cause disease, charm monster, circle of
Jellyfish plants are bizarre plants with long, thin cold (10 radius, 5d6 cold damage), darkness 15
tentacles extending out from a bulbous, shrub-like radius, detect invisibility, dispel magic, ESP, fear
body that houses a large gas-producing sac. They (as the wand of fear), fly, hold monster, invisibility
can move across the ground by dragging themselves 10 radius, locate object, phase door, project image,
with their small vines, but usually choose to fly, putrefy food and water, and telekinesis (1,500 lbs.).
their small vines wriggling below them. Jellyfish He can gate (75% probability of success) 1d4 hezrou
plants hunt in concert, landing near one another demons and utter unholy word once per day.
in a pattern that allows them to form a woven net
of tentacles across the ground. When a creature
steps into this net, the jellyfish expel a blast of air
345
Appendix C
346
New Monsters
jewels. They can attack with their six arms and with Mercury Ooze
their tails to constrict all in the same round. No. Enc.: 1 (1)
Mariliths are only affected by +1 weapons or better. Alignment: Neutral
They have the following spell-like abilities, usable Movement: 30 (10)
at will: charm person, darkness 10 radius, detect Armor Class: 9
invisibility, levitate, polymorph self, project image, Hit Dice: 5
pyrotechnics, and read languages. In addition, a Attacks: 1
marilith can gate (75% probability of success) a Damage: 2d4+3 + mercury poisoning
vrock, hezrou, glabrezu, nalfeshnee or balor demon Save: F5
(determine randomly) once per day. Morale: 10
Hoard Class: Nil
Memory Moss XP: 350
No. Enc.: 1d8 (2d6) Mercury ooze appears to be a sentient form of
Alignment: Neutral actual mercury. Created by some bizarre arcane
Movement: 0 experiment in ages past, the mercury ooze is a
Armor Class: 9 monster best left alone. It appears as a pool of shiny
Hit Dice: 1 (1 hit point) silvery-white liquid about 8 feet long and 6 inches
Attacks: 1 thick. It can compress its body to a thickness of 1
Damage: See below inch to slip into cracks and crevices. Anyone struck
Save: F1 by a mercury ooze must make a successful saving
Morale: 12 throw versus Paralyzation or lose 1 point of Dex-
Hoard Class: None terity and Constitution. One week later, a second
XP: 6 saving throw versus Paralyzation must be made or
Memory moss appears as a 1 foot square patch else the victim suffers the effects of a permanent
of black moss. When a living creature moves with- confusion spell. The effects of both the spell and
in 60 feet of a patch, it attacks by attempting to the ability score losses can be cured with cure disease
steal that creatures memories. It can target a or similar spells.
single creature each round. A targeted creature
must succeed at a saving throw versus Spells or Mimic
lose all memories made within the last 24 hours. No. Enc.: 1 (1)
This is particularly nasty to spellcasters, who lose Alignment: Neutral
all spells memorized within the last 24 hours. Movement: 30 (10)
Once the memory moss steals a creatures mem- Armor Class: 7
ories, it sinks back down and does not attack again Hit Dice: 7-10
for one day. Any creature who loses its memories Attacks: 1
acts as if affected by a confusion spell for the next Damage: 3d4
1d4 hours. Lost memories can be regained by Save: F7-10
eating the memory moss that absorbed them. Morale: 8
Doing so requires a saving throw versus Poison, Hoard Class: None
with failure resulting in the creature being nau- XP: 790+
seated for 1d6 minutes and suffering a 2 penalty A mimic can have almost any dimensions, but
to all rolls during that time. usually is not more than 10 feet long. These crea-
A creature that eats memory moss temporarily tures are able to take the form of inanimate objects
gains the memories currently stored therein, in- made of wood and/or stone, such as doors, statues,
cluding spells stolen from spellcasters. Any non-spell- and so on. Younger mimics (7-8 HD) are more
caster that attempts to gain a spell in this way must intelligent, can speak, and may negotiate with ad-
succeed at an Intelligence check or the spell fizzles venturers if it is made worth their while. Older
away. After 24 hours, the memories fade, though mimics (9-10 HD) have grown ancient and senile,
creatures eating the moss to regain their own mem- attacking with only the interest of consuming flesh.
ories do not lose them after 24 hours. When first Mimics attack when a being touches them. The
encountered, there is a 25% chance that the mem- being is held attached to the mimic with a glue-like
ory moss retains memories from its last target. Such substance, and the mimic bludgeons with an emer-
moss does not attack by stealing memories, but by gent pseudopod for 3d4 points of damage. The
assuming a vaguely humanoid form and casting more intelligent mimics speak their own language
whatever spells it may still possess. Despite normal and Common.
plant immunities, fire and cold kill a single patch
of memory moss.
347
Appendix C
Mongrelman Nalfeshnee
No. Enc.: 2d6 (5d20) (Demon of the Fourth Circle)
Alignment: Neutral
Movement: 60 (30) No. Enc.: 1d3 (1d6)
Armor Class: 6 Alignment: Chaotic
Hit Dice: 8 Movement: 90 (30)
Attacks: 1 Fly: 120 (40)
Damage: 1d10 Armor Class: 1
Save: F8 Hit Dice: 11
Morale: 8 Attacks: 3 (2 claws, bite)
Hoard Class: XX Damage: 1d4/1d4/2d4
XP: 560 Save: F11
Mongrelmen are abominable creatures that pos- Morale: 10
sess the blood and body parts of many different Hoard Class: XVIII
creatures. They are shunned by society and often XP: 4,400
retreat into underground caves or dungeons to eke These 10 foot tall demons have the torso and
out their existence. They are shy by nature and arms of an ape, with the head and legs of a boar.
often find themselves enslaved to a greater power. They have small, but functional feathered wings.
Mongrelmen live together in small groups where Nalfeshnee can only be struck by magic weapons
the largest and strongest serves as a chieftain. They and have the usual demon immunities. In combat,
are adept at mimicry and can imitate the sounds they attack with their claws and bite, or employ one
that they have heard at will. They are also skilled of the following spell-like abilities at will: darkness
at camouflage and prefer to hide, or lure opponents 10 radius, detect magic, dispel magic, fear (as per
into traps, instead of engaging in direct conflict. wand of fear), illusion (as per wand of illusion), lev-
Their language consists of a mixture of human, itate, polymorph self, project image, read languages,
goblin, and orc words along with a mixture of symbol (despair and fear), and telekinesis (500 lbs.).
animal sounds. Mongrelmen also include ambient In addition, a nalfeshnee can gate (65% probability
environmental sounds in their language to allow of success) a vrock, hezrou, glabrezu, or nalfeshnee
them to communicate without giving away their demon (determine randomly) once per day.
position to others. The hit dice of mongrelmen
varies; details are provided here for the type most Necrophidius
commonly encountered in Dwimmermount. No. Enc.: 1 (1)
Alignment: Neutral
Muculent Worm Movement: 90 (30)
No. Enc.: 1 (1) Armor Class: 2
Alignment: Neutral Hit Dice: 2
Movement: 30 (10) Attacks: 1 (bite)
Armor Class: 4 Damage: 1d8 + paralysis
Hit Dice: 10 Save: F2
Attacks: 1 (bite) Morale: 12
Damage: 2d6 Hoard Class: Nil
Save: F10 XP: 38
Morale: 10 The necrophidius appears to be a 10 foot long
Hoard Class: IV skeletal snake topped with a human skull, whose
XP: 2,400 eyes glow with a hellish red light. The necrophid-
A muculent worm is a slimy creature similar to a ius is a construct created by a magic-user to serve
purple worm, but much smaller in size, though still as a guardian or assassin. It performs either task
quite large (15-20 feet in length). Its body is covered with great skill and never questions its duty.
with a sticky mucus that quickly become coated with The necrophidius opens combat with an ability
earth, rocks, debriseven treasure! Because of this, called the dance of death. All within 30 feet of
a muculent worm is often difficult to distinguish the creature must make a saving throw against Spells
from its environment, which grants it the ability to or become entranced for 2d4 rounds, during which
surprise opponents on a roll of 1-5 on 1d6. Muculent time they can take no action. The necrophidius
worms eat their prey whole. Any attack that exceeds then moves into bite, which causes paralyzation for
its target by 4 or more results in the worms doing 6d6 rounds, unless the target makes a successful
just this. Swallowed targets take 2d6 points of dam- saving throw versus Spells.
age per round until either the worm or they are dead.
348
New Monsters
349
Appendix C
350
New Monsters
351
Appendix C
cave. A roper hunts by standing very still and imi- If a cat prince is present, he will always be served
tating a stalagmite. This tactic often allows it to by 1d4 charmed humans he has trained to dote
attack with surprise. When prey comes within reach, upon his every need. Cat princes prefer affluent
it lashes out with one of its six rope-like strands to elderly women with no offspring as their people,
a distance of up to 50 feet. If a roper hits with a as these have been proven to devote the most re-
strand attack, the strand latches onto the opponents sources to serving cats. Occasionally the charmed
body. This deals no damage, but drags the opponent servants of a cat prince temporarily regain lucidity
back towards the ropers immense mouth, in 10 (through a saving throw) and attempt to warn
feet increments per round. In addition, the victim others of the danger, but such talk is dismissed as
suffers from weakness for 1d4 rounds. A character the ravings of crazy cat ladies.
must succeed in a force doors check in order to Due to the inadequacies of the Termaxian alche-
break away from a ropers strand. Ropers suffer only mists who bred them, the offspring of sapient cats are
50% damage from cold-based attacks, and are im- prone to madness. The offspring of a pair of sapient
mune to electrical-based attacks. However, fire is cats will have a 50% chance to be violently insane. The
disagreeable to them and they suffer a -4 penalty offspring of a sapient cat and an ordinary cat will have
to their saving throws versus fire-based attacks. only a 10% chance to be mad, but only a 10% chance
to be intelligent. Mentally ill cats are usually killed by
Sapient Animal, Cat their sire the first time they show signs of madness.
No. Enc.: 1d2 (1d6) The cat princes have begun to wonder whether the
Alignment: Neutral secret to curing this genetic madness may lie in the
Movement: 120 (20) re-opened halls of Dwimmermount.
Armor Class: 7 Sapient cats find ordinary rats and birds to be
Hit Dice: 1d4 hit points easy pickings. Their favorite prey are sapient rats,
Attacks: 3 (Claw, bite) whose cunning intelligence makes them challeng-
Damage: 1/1/1d2 ing to hunt. A sapient cat who slays many intelligent
Save: F1 rodents is well on his way to princedom.
Morale: 7
Hoard Class: VI Sapient Animal, Rat
XP: 6 No. Enc.: 3d6 (3d10)
Sapient cats are a species of intelligent feline Alignment: Neutral
created by Termaxians mages to serve as familiars Movement: 60 (20)
and pets. Several members of the species escaped Swim: 30 (10)
servitude during the fall of Dwimmermount, and Armor Class: 9
have since spread throughout the realms of man. Hit Dice: 1 hit point
Sapient cats generally live in human communities, Attacks: 1 (Bite, per group)
often disguising themselves among ordinary pets, Damage: 1d6, disease
though if a cat prince is present, the cats will almost Save: 0 level human
certainly be in charge of the household (see below). Morale: 5
Physically, sapient cats are indistinguishable from Hoard Class: XX
ordinary domestic cats, typically weighing about XP: 6
8-11 lbs. and being 1 to 2 long. They can be black, Sapient rats are a species of intelligent rodent
brown, gray, orange, white, tabby or calico in col- descended from Termaxian lab rats. The subject of
or. Though they cannot speak Common, sapient cruel and horrific experiments, the first sapient rats
cats are nearly as intelligent as men, and can com- fled Dwimmermount during the rebellions which
municate fluently with anyone under the effects of toppled the Termaxians from power. The intelligent
speak with animals. rodents have since spread throughout the city-states
When sapient rats are encountered in their lair, of man. They dwell in secret warrens in abandoned
young equal to 150% of the number of adults will be tunnels and sewers, surfacing from time to trade for
present. Sapient cat young fight as sapient rats (see goods made by man. Only a tiny handful of traders
below). Certain additional creatures may also be pres- and thieves know of the rats existence, and these
ent. There is a 75% chance the cats will be accompa- find it in their best interest to keep it in confidence
nied by 2d6 ordinary cats, who serve as guards and both for the value of the coin and secrets the rats
companions. There is a 25% chance that the cats will deliver, and lest they be eaten by rats in the night
be led by a cat prince with AC 6, 3+2 Hit Dice, 18 Like ordinary rats, sapient rats range in size from
hit points, 3 attacks dealing 1d3/1d3/1d6 damage, 6 long to 2 long. They can be black, brown, gray,
and magic-user abilities at level 1d6 (always including or white in color. They live in small packs of up to
the spell charm person). As long as the prince alive, 30 members. Though they cannot speak Common,
the sapient cats will gain a +1 to morale rolls. sapient rats are nearly as intelligent as men, and can
352
New Monsters
communicate fluently with anyone under the effects blers body has an 8 foot girth and is about 6 feet
of speak with animals. Sapient rat packs fight in a tall when the creature stands erect. These creatures
viciously coordinated manner, getting 1 attack per batter opponents with two huge, arm-like append-
5 individuals (instead of 1 attack per 10 individuals, ages. If both hit in the same round, a victim has
as ordinary rats do). Each successful attack deals been grabbed and it will be smothered to death by
1d6 hit points of damage. If a character is swarmed the shamblers abundant mucus in 2d4 rounds. The
by 10 or more sapient rats, he must succeed in a victim can only get free if the shambler is killed.
saving throw versus Death or fall to the ground Shamblers take no damage from electricity. Instead,
under the writhing rodent horde. He may stand up any electricity attack used against a shambler actu-
the following round, but make as new saving throw ally causes it to grow and grants it 1 extra hit dice.
if still under the swarm. The opponent can make In addition, fire-based attacks do not harm it. Cold-
no attacks until he gets back on his feet. based attacks do half damage, or no damage if the
When sapient rats are encountered in their lair, shambler succeeds in a saving throw versus the
certain additional creatures may be present. A sa- cause. Weapons deal half damage. Shamblers are
pient rat lair has a 75% chance to be guarded by intelligent plant creatures and have the associated
5d10 trained ordinary rats and a 50% chance to be immunities.
guarded by 1d6 giant rats. There is a 25% chance
that the rats will be led by a rat boss with AC 5, 1 Skullmural
Hit Die, 8 hit points, 1 attack dealing 1d6 damage, No. Enc.: 1 (1)
and cleric abilities at level 1d8. As long as the boss Alignment: Chaotic
alive, the sapient rats will gain a +2 to morale rolls. Movement: 30 (10)
Sapient rat lairs will have young equal to 300% of Armor Class: 6
the number of adults. Young do not fight. Hit Dice: 3
Due to the inadequacies of the Termaxian al- Attacks: 1 (blood drain)
chemists who bred them, the offspring of sapient Damage: 1d6
rats are prone to stupidity and infertility. The off- Save: F3
spring of a pair of sapient rats will have a 50% chance Morale: 10
to be intelligent, but only a 10% chance to be fertile. Hoard Class: Nil
The offspring of a sapient rat and an ordinary rat XP: 65
will have a 50% chance to be fertile, but only a 10% A skullmural appears to be a horrifying skull-like
chance to be intelligent. This flaw in their bloodline design carved into a wall. It is in fact a bizarre amoe-
has kept the population of sapient rats quite small; boid creature suffused with Chaotic power. It can
perhaps 1 in 20 rats in Adamas and other city-states seep slowly along walls, ceilings, and other surfaces,
are sapient. Now that Dwimmermount has been positioning itself for attack, which can cause adven-
unsealed, the rat bosses will certainly seek a cure turers to think they have made a mistake in mapping.
for their races tragic condition within its halls. If anyone touches the skullmural, the creature gains
Sapient rats fear and hate sapient cats, recogniz- a free attack, at +4 to hit. The skullmural attacks by
ing them as their races natural foe. A sapient rat fastening tiny protoplasmic hooks and suckers into
who slays a sapient cat is a celebrated hero of his flesh to drink the victims blood and other juices.
people, much as a dragon slayer is among men. Once attached, it drains 1d6 hit points per round
and does not stop until killed or driven off with
Shambling Mound flame, alcohol, or melted butter. If blood is poured
No. Enc.: 1d3 (1d3) out near a skullmural, it will occupy itself with the
Alignment: Neutral blood rather than attacking creatures. A sated skull-
Movement: 60 (20) mural changes to a reddish color and bloats slightly,
Armor Class: 0 seeping back to its original position.
Hit Dice: 8-11
Attacks: 2
Damage: 2d8/2d8
Save: F8-11
Morale: 12
Hoard Class: VIII, IX, XIV
XP: 1,820
Shambling mounds, also called shamblers, appear
to be heaps of rotting vegetation. They are actual-
ly intelligent, carnivorous plants. A shamblers brain
and sensory organs are located in its upper body,
buried deep within its slimy dense trunk. A sham-
353
Appendix C
354
New Monsters
355
Appendix C
356
New Monsters
When a Termaxian mummy successfully strikes, Despite its skeletal appearance, it is a construct with
its victim is caught in its choking grip, suffering the azoth subtype rather than a type of undead.
1d12 points of damage on the first and subsequent The cold touch of a necrolyte deals 1d8 points of
rounds until either the victim is dead or the mum- damage and all of these creatures can cast spells as
my is destroyed or forced to relinquish its grip in if they were 7th-level magic-users. Many are also
some fashion. These mummies can be distracted equipped with offensive magic items, such as wands.
from their tasks by persons, events, or objects as- In return for the gift of immortality, necrolytes
sociated with their past life in a powerful wayor typically serve as guardians of locations of partic-
perception of the same, for just like mortal beings, ular importance to the cult of Turms Termax. While
they can be deceived, including through the use of acting as such, they are free to continue their re-
illusion magic. searches into magic and occult lore, unfettered from
Termaxian mummies are virtually indestructible the weaknesses to which all flesh is prone. Those
by physical means, being immune to damage by who serve the cult well might one day gain access
anything other than spells, including fire, as well to more powerful rituals that will set them further
as the normal undead immunities. down the path to apotheosis.
357
Appendix C
358
New Monsters
359
Appendix C
360
New Monsters
Zombie, Slime
No. Enc.: 1d4+1 (2d6+4)
Alignment: Neutral
Movement: 15 (5)
Armor Class: 8
Hit Dice: 6
Attacks: 1
Damage: 1d6 + infestation
Save: F4
Morale: 12
Hoard Class: None
XP: 820
Slime zombies are created when a living creature
is slain by a patch of olive slime (see page 349).
The zombies sole purpose is to capture or kill new
prey for its masterthat is, the olive slime that
created itwith which it maintains a mind link that
has a maximum range of 200 miles. Any creature
hit by a slime zombie must make a saving throw
versus Poison or be infested with olive slime. Despite
their name, slime zombies are plants rather than
undead. In addition to normal plant immunities,
they are immune to electricity-based attacks. Weap-
ons, whether normal or magical, do not harm them,
as they simply pass through their slimy form.
Zombie Lord
No. Enc.: 1
Alignment: Chaotic
Movement: 120 (40)
Armor Class: 5
Hit Dice: 3**
Attacks: 1
Damage: 1d8
Save: F3
Morale: 8
Hoard Class: None
XP: 80
A self-willed zombie of exceptional cunning and
power, a zombie lord retains the mind and mem-
ory of its mortal life, as well as the swiftness and
dexterity of its living body. Worse, a zombie lord
possesses innate necromantic power. At will, a zom-
bie lord can animate dead as a 9th level magic-user.
In addition, it can control by thought any skeleton
or zombie it encounters, as if it had created the
creature with animate dead. It gains a +2 to reaction
rolls with sapient undead. Like other undead, zom-
bie lords are immune to charm and sleep spells, but
remain susceptible to ordinary weapons.
To date only one zombie lord is known to exist,
but other creatures that die with unfulfilled obli-
gations or duties might, if slain in environments
rich with ambient azoth, rise in a similar manner.
361
1d6 Party (# of members) Align. Fighter Cleric M-U Thief Elf Dwarf Notable abilities
1 Five Delvers (5) Neutral 2 (1 )
st
1 (1 )
st
1 (1 )
st
1 (1 )
st
Charm person
2 Typhons Fists (6) Lawful 2 (1st) 2 (2nd) 1 (1st) 1 (2nd) Potion of heroism
3 Crimson Band (6) Lawful 3 (3 )
rd
1 (3 )
rd
1 (2 )
nd
1 (2 )nd
Sleep
4 Heralds of the Silver Dawn (6) Chaotic 2 (4th) 3 (3rd) 1 (4th) ESP, clairvoyance
5 Seekers (5) Lawful 1 (5 )
th
1 (5 )
th
1 (4 )
th
1 (5 )
th
1 (5 )
th
Speak with animals
6 Free Swords (7) Neutral 2 (6th) 1 (7th) 1 (6th) 1 (7th) 1 (6th) 1 (7th) Ring of invisibility
Rival adventurers are useful in a campaign for a variety of reasons. Firstly, they pro-
vide a link between the PCs and the outside world, especially in a megadungeon
campaign. Theyre as much a part of Gygaxian naturalism as are monsters who do
more than wait around to be killed. Second, they serve as a useful goad to the PCs.
If they know they have rivals who are after the same goals as they, odds are good
they might move a lot more precipitously, thereby leading to some interesting situa-
tions. In my Dwimmermount campaign, the players have found signs that someone
has been in the dungeon while they were away healing and disposing of their loot,
which has added another layer of urgency to their explorations. Finally, as a referee,
rival adventurers provide an opportunity to role-play with more depth than one is
typically afforded by most monsters. I love playing the role of venal, self-interested
antagonists; its fun in a way that playing Pig-Face Orc #231 is not.
James Maliszewski,
Grognardia,
March 31, 2009
Appendix
Rival Adventuring
Parties
D
T
HOUGH THIS BOOK those of other factions. The goals, motives, and
assumes that the player affiliations of the various parties are summarized
characters are some of the to the left.
only adventurers to enter Referees are encouraged to make rival parties
Dwimmermount since its a resource to be pulled out as the situation
fall two centuries ago, this demands, and a frequent touchstone for rein-
situation will not remain corporation of material improvised during play.
true for long. As soon as dungeon explorers When the players seek out a sage in a town where
return to civilization for the first time, word you dont have one prepared, make it Richal the
of the wealth to be had in the ancient moun- warrior-scholar of the Seekers. Or, if you didnt
tain fortress will inevitably spread, resulting think of Richal at the time, when you go over
in the appearance of rival adventuring parties. your session notes you might make a note that
What follows are descriptions of six such parties the sage you invented was one of Richals stu-
across a range of experience. Each party is fully dents or teachers. Building up a web of connec-
detailed in terms of game statistics, along with tions between players and rivals will make some
just enough additional informationpersonalities, trusted allies bound by mutual assistance. In
goals, etc.to be usable without much preparation other cases, this web may become so sticky and
while at the same time providing the referee with frustrating that the players eagerly await the
plenty of flexibility to develop them as he wishes. chance to meet their rivals in a dark dungeon
where there are no witnesses.
Rival Parties as Factions
Rival Parties as Hirelings
Not present in the dungeon at the start of the
campaign, rival parties will quickly be introduced The rival parties provide a resource for play-
into Dwimmermounts depths through the actions ers as well as referees. Although willing to risk
of the player characters and the consequences of adventuring on their own behalf, rival leaders
wandering monster checks. Each rival party will are also open to the more certain rewards of
become a faction (see Chapter 7, p. 89) as it working for hire. Hiring rival parties requires
becomes active within the mountain fortress, with successful negotiation, achieved through role-
its influence on the dungeon emerging from the playing and/or a favorable reaction roll, by em-
pursuit of its goals and motives. During the cam- ployers whose alignment and goals do not
paign, these motives may conflict or align with strongly conflict with the leaders own.
Appendix D
For each rival party, the table below shows the Shares and Weregilt
base where the party may be found, the leader with
whom negotiations will be conducted, and the cost The division of treasure found by rival parties
to hire the party. working for the player characters, or vice versa, must
The listed hire cost represents how much the be negotiated as part of the hiring agreement. The
leader expects their party be paid for a months standard arrangement reflected in the listed costs
work in a city or stronghold is that when hirelings are largely shielded from
far from danger; a week in danger by their employers, as a group they split a
the wilderness or areas of share of treasure equal to one of their employers.
the dungeon in which haz- (If the Five Delvers act as hirelings to four PCs,
[The Fortunes Fools] ordered a couple
ards are known and avoid- each PC gets one-fifth of the treasure and the
of their hirelings, twin Norsemen Erik and
able; or a day spent explor- Delvers divide the remaining fifth between them-
Ethil, to hang out in the inn at Muntburg
ing unknown regions of the selves.) When the rival party is hired to act on its
to see if they saw anyone who looked
dungeon or facing certain own, the standard arrangement is for treasure to
like they were also heading off to explore
opposition. be split equally between the party that recovers it
Dwimmermount.
The detailed descriptions and the employers whose directions they were fol-
of each party, provided later lowing.
James Maliszewski,
in this chapter, include lists The last standard element of contracts between
Grognardia,
of tasks in each category rival parties is weregild, an agreed-upon sum that
March 31, 2009
which its leader might feel the employer will pay to the family of an adventur-
competent to perform. The er who is killed while under hire. Although it is
partys rates increase with open to negotiation, the listed price for hiring an
dungeon level. Each entry entire party is generally the same as the weregild
shows safe levels where normal rates apply, haz- payment for each of its members.
ardous levels where double normal rates apply, and
lethal levels which the leader will charge triple nor- Bribery and Extortion
mal fees to enter. As a rule, parties will not willing- In the event of such a confrontation, one party
ly venture deeper than the listed lethal level. may seek to buy their way out of trouble. Referees
All of the rival parties are aware of one another are not expected to track the treasuries of rival
when the campaign begins. None have formed alli- parties. For the purpose of influencing reaction
ances, become enemies, or suffered schisms. At the rolls through bribery, as described in the Factions
referees discretion, rival parties may hire the services section, the hire price of a rival party can serve as
of each other and/or the player characters. In the its bribe increment.
latter case, the referee may use the cost listed for a
rival party of similar size and level as a guide to the
offer made by the PCs would-be employers.
364
Rivial Parties
Party #1 (0 XP): SAMPLE JOBS AND PAY RATES FOR THE FIVE DELVERS
Rate Sample Job
The Five Delvers 125 gp/month Keep an informer in Adamas charmed so that he does not report
the partys crimes to the Despot
The Delvers are a new adventuring party based 125 gp/week Camp out in the Chamber of the Face near the exit from the Path
out of Muntburg, led by the thief Asceline. Driven of Mavors, question it daily
by equal parts curiosity and greed, they are not
125 gp/day Blockade the stairs in the Path of Mavors against orcs seeking to
averse to aiding other adventurers when it is prof- enter from the Laboratory
itable to do so but they also have no qualms about
Base rates Path of Mavors (1)
dispatching rivals when prudent to do so.
Specialties: Spying, gaining human intelligence, Hazard 2 Laboratory (2A), Reliquary (2B)
burglary, monitoring activity in and near Muntburg Lethal 3 House of Portals (3A), Reservoir (3B)
Future Plans: The Delvers plan to spend the
treasure they take from Dwimmermount to increase
their preparedness as adventurers. This will include
hiring and equipping henchmen and torchbearers, There are lots of elements of old school play that have
establishing and maintaining a network of infor- been forgotten over the years and one of the ones I miss
mants and operatives throughout the City-States, a lot is rival adventurers. Starting with OD&D there was
and laying in barrels of holy water, flaming oil, and always the implicit assumption that the player characters
distilled spirits. werent the only adventurers delving into a particular
dungeon. These other adventurers might not necessarily
Asceline be evil, but, seeing as they were likely after the same
(Level 1 Neutral Female Thief) things as the PCs, they could certainly be called rivals,
Characteristics: AC 5 HP 4 STR 10 INT 15 with whom the PCs might even come to blows, as fa-
WIS 12 CON 13 DEX 17 CHA 15 mously illustrated in the Dungeon Masters Guide, which
Thief Skills: Pick Locks: 17% Find/Remove Traps: describes the battle between Aggro the Axe, Abner,
14 Pick Pockets: 23% Move Silently: 23% Climb Walls: Arkayn, and Arlanni against Gutboy Barrelhouse, Balto,
87% Hide in Shadows: 13% Hear Noise 1-2 Blastum, and Barjin.
Equipment: Short sword, dagger, leather armor,
backpack, waterskin, lantern, 4 flasks of oil, 1 weeks James Maliszewski,
iron rations, 10 pole, 50 rope, thieves tools. Grognardia,
Personality: Asceline is bold to the point of fool- March 7, 2009
hardiness. Her charisma makes her a natural leader.
Fortin Lorenz
(Level 1 Neutral Male Fighter) (Level 1 Neutral Male Fighter)
Characteristics: AC 4 HP 8 STR 13 INT 12 Characteristics: Characteristics: AC 2 HP 5
WIS 12 CON 11 DEX 9 CHA 9 STR 14 INT 12 WIS 12 CON 5 DEX 14 CHA 12
Equipment: Chain mail armor, shield, long Equipment: Plate mail, flail, dagger, short bow,
sword, dagger, 6 torches, backpack, waterskin, 1 quiver with 20 arrows, 6 torches, backpack, water-
weeks iron rations, 10 pole. skin, 1 weeks iron rations, 50 rope, small sack.
Personality: Fortin is the strong and silent Personality: Lorenz considers himself Ascelines
type; he keeps his opinions to himself and does protector and will do anything to keep her safe.
what he is told. Thonyn (Level 1 Neutral Male Magic-User)
Characteristics: AC 9 HP 3 STR 10 INT 16
Rique of Tyche WIS 13 CON 14 DEX 7 CHA 9
(Level 1 Lawful Male Cleric) Spells: 1-charm person
Characteristics: AC 5 HP 6 STR 7 INT 12 Equipment: Dagger, 6 torches, backpack, waterskin,
WIS 13 CON 13 DEX 13 CHA 13 1 weeks iron rations, 50 rope, vial of holy water.
Spells: None Personality: Thonyn is the least trustworthy
Equipment: Mace, leather armor, 6 torches, member of the Delvers; he would betray his fellows
backpack, waterskin, 1 weeks iron rations, 10 pole, if he felt he could gain magical power as a result.
wooden holy symbol.
Personality: Like many clerics of Tyche, Rique
is addicted to danger. He sees exploring Dwim-
mermount as a reward in itself.
365
Appendix D
366
Rivial Parties
367
Appendix D
368
Rivial Parties
Alina
(Level 3 Chaotic Female Magic-User)
Characteristics: AC 7 HP 8 STR 6 INT 17
WIS 10 CON 10 DEX 9 CHA 13
Spells: 1-detect magic, read magic; 2-locate object
Equipment: Dagger +1, 6 torches, backpack,
waterskin, 1 weeks iron rations, 50 rope, cloak of
protection +1.
Personality: Alina is a self-important tyrant; she
commands the Heralds as if she were a goddess
speaking to her worshipers.
Nantier
(Level 3 Chaotic Male Magic-User)
Characteristics: AC 8 HP 9 STR 13 INT 15
WIS 10 CON 15 DEX 15 CHA 10
Spells: 1-light, sleep; 2-knock
Equipment: Dagger, backpack, waterskin, 1
weeks iron rations, lantern, scroll of clairvoyance.
Personality: Nantier believes that he is Alinas
369
Appendix D
but he understands that sometimes, one must brave believes that Dwimmermount holds the key to his
death in order to gain great power. own eventual apotheosis.
Sernays
(Level 4 Neutral Male Fighter)
Party #5 (16,251 XPs):
Characteristics: AC 1 HP 13 STR 16 INT 13
WIS 13 CON 10 DEX 13 CHA 9
The Seekers
Equipment: Long sword +2, plate mail, shield The Seekers, based in Muntburg, are as their
+1, backpack, waterskin, 1 weeks iron rations, 6 name suggests, looking for lost magic and knowl-
torches, 2 small sacks. edge hidden within Dwimmermount. They are
Personality: Sernays is a mercenary, pure and Lawful in their orientation overall and willing to
simple. So long as he is well paid and treated, he assist fellow adventurers.
will obey Alina. Specialties: Discovery of knowledge located in
dangerous, difficult to reach, and accursed vaults
Pariset Future Plans: The Seekers plan to spend the
(Level 4 Chaotic Male Fighter) treasure they take from Dwimmermount by offer-
Characteristics: AC 2 HP 11 STR 15 INT 9 ing rewards for artifacts, maps, and nuggets of
WIS 10 CON 11 DEX 11 CHA 10 information which might help them assemble the
Equipment: Chain mail +1, shield +1, backpack, pieces of the puzzle emerging from the dungeon.
6 torches, waterskin, 1 weeks iron rations, 10 pole, They intend to hire a number of antiquarians and
2 small sacks. investigators to handle the process of verifying these
Personality: Pariset is an odditya warrior claims and making payment, who will be housed
devoted to the philosophy of Turms Termax. He in some of the vacant apartments within Muntburg.
370
Rivial Parties
371
Appendix D
Adaina Dooin
(Level 6 Neutral Female Elf) (Level 6 Neutral Male Magic-User)
Characteristics: AC 6 HP 16 STR 10 INT 15
Characteristics: AC 2 HP 20 STR 16 INT 15 WIS 8 CON 10 DEX 15 CHA 10
WIS 9 CON 12 DEX 15 CHA 15 Spells: 1-magic missile, shield; 2-ESP, invisibili-
Spells: 1-charm person, sleep; 2-invisibility, mir- ty; 3-clairvoyance, lightning bolt
ror image; 3-fire ball, haste Equipment: Dagger +1, ring of protection +2,
Equipment: Chain mail +2, long sword +2, short- wand of illusion, potion of undead control, backpack,
bow, quiver 20 arrows, 5 arrows +1, backpack, 6 torches, waterskin, 1 weeks iron rations, silver
waterskin, 1 weeks iron rations, 50 rope, potion mirror, 12 iron spikes.
of healing. Personality: Dooin is risk aversenot coward-
Personality: Adaina is a fairly typical elfaloof ly, but of the opinion that there is no such thing as
and disdainful of ephemerals. However, she takes too much preparation. He also grooms himself
great pride in her skills as an explorer and has vowed immaculately and takes inordinate pride in his phys-
to plumb the depths of Dwimmermount to find ical appearance.
what her employer seeks.
372
Rivial Parties
Bietron Vonias
(Level 7 Neutral Female Thief) (Level 7 Lawful Dwarf)
Characteristics: AC 4 HP 24 STR 11 INT 10 Characteristics: AC -2 HP 48 STR 18 INT 13
WIS 9 CON 11 DEX 16 CHA 13 WIS 9 CON 14 DEX 13 CHA 12
Thief Skills: Pick Locks 55% Remove Traps 53% Equipment: Plate mail +2, war hammer +2,
Pick Pockets 43% Move Silently 43% Climb Walls shield, potion of extra-healing, ring of fire resistance,
93% Hide in Shadows 47% Hear Noise 1-4 backpack, lantern, 50 rope, waterskin, 1 weeks
Equipment: Leather armor +1, short sword +1, iron rations.
dagger +1, shortbow, quiver with 20 arrows, 5 Personality: Vonias is friendly and affable; he
arrows +1, scroll of ward against undead, backpack, loves nothing more than engaging in conversations
thieves tools, 3 small sacks, waterskin, 1 weeks with his fellows about their shared adventures. He
iron rations, 50 rope, 12 iron spikes, mirror. also likes meeting new people.
Personality: Bietron loves testing herself against
danger in all forms, but she is especially fond of
encountering new traps, much to the chagrin of
Dooin.
373
Appendix
The Four Worlds
E
T
HOUGH THE HEAV- which the Great Ancients, the Eld, and, some
ENS are filled with plan- say, the Kythireans sprang. There is also the fact
ets, sages single out four all the other worlds and planets revolve around
of them as particularly Telluria, which suggests that there is indeed
notewor t hy. These something special about it.
fourKythirea, Telluria, During the time of the Great Ancients, the
Ioun, and Areonhave whole of Telluria was explored and inhabited. In
a shared history of interaction, from com- the aftermath of their fall and that of the Eld
merce to colonization to war, stretching back who succeeded them, much knowledge about
millennia. Dwimmermount is the nexus for the world has been lost. The kingdoms of men
these so-called Four Worlds. During its that arose in their wake are separated and scat-
height, the dungeon contained active inter- tered, often completely unaware of one anothers
planetary transfer points on The Hall of existence. The world is dotted with ruins and
Portals (Level 3A), as well as hosting astral evidence that once Telluria was a more advanced
vessels that plied the space between the Four and sophisticated world than it is now.
Worlds before coming to rest in the Hangar
(Room 19) of The Divinitarium (Level 0). Ioun
Consequently, a brief discussion of each of
these worlds is useful to the referee running a Occupying the first orbit in the heavens around
campaign centered on Dwimmermount. What Telluria, Ioun (also called simply the Moon)
follows is intended only as an overview. Should is Tellurias sole natural satellite. Ioun only shows
the campaign shift to one or more of these worlds, one of its faces to sub-lunar observers, its so-called
the referee is encouraged to take the information Light Side, while its Dark Side cannot be seen
presented here and expand upon it. at all. The surface of both sides is covered with
craters, the result of extensive mining operations
that were once carried out on the Moon, in search
Telluria of the valuable magical stones that abound there.
Telluria is the scholarly name for the world Both the Great Ancients and the Eld poured
on which Dwimmermount is located. Almost no untold resources into extracting these ioun stones
one on the world uses the name, preferring in- (see Appendix A, New Magic Items, p. 323),
stead simply to call it the world, as if it were and so successful were they that the stones are
the only one. Even if not technically true, Telluria now exceedingly rare.
is the most heavilyand diverselypopulated The Light Side of Ioun is governed by Law,
of the Four Worlds. It is also the world from while the Dark Side is governed by Chaos. Mag-
Appendix E
icand indeed realityworks differently on each Green Planet are the lizard men and the green-
side and, unless one has been properly attuned skinned men known simply as Kythireans. The
beforehand (see Room 11 on Level 0), there may lizard men of this world are very different than their
be dire consequences to visiting them. Fortunate- Tellurian counterparts, being highly advanced in
ly, most activity on Ioun takes place below its sur- many cultural arts, including magic. The Kythireans
face where neither Law nor Chaos holds sway. Here are similarly advanced and may be related to the
dwell nearly all of the Moons native species, in- Great Ancients and/or the Eld. Unlike either of
cluding the insectoid Iounians (see Appendix C, them, they are an entirely female and use their
New Monsters, p. 345). magic to reproduce themselves.
The Iounians once held sway over the all of Ioun, In addition to the lizard men and the Amazoni-
including its surface. The Great Ancients drove an Kythireans, the following monster types can be
them underground, eventually enslaving them to encountered on the Green Planet: algoid*, archer
mine for them, a practice the Eld continued. Need- bush*, ascomoid*, basidirond*, basilisk, black pud-
less to say, this did little to improve the demeanor ding, crystal ooze*, dinosaur, gas spore*, gelatinous
of the Iounians, who were already suspicious of cube, giant lizard, giant tick*, gray ooze, gray worm,
non-insectoid life. Now, they attack almost anyone green slime, jellyfish plant*, medusa, memory moss*,
who dares to enter their domain. There have also muculent worm*, ochre jelly, olive slime*, phycomid*,
long been rumors that some Iounians have taken purple moss*, purple worm, rot grub, shambling
to life on the Dark Side and consort with demons mound*, shrieker, slime zombie*, stirge, troglodyte,
for some foul purpose. vampire rose*, and yellow mold. For monsters marked
In addition to the Iounians, the following monster with *, Appendix C, New Monsters, p. 333.
types can be encountered on the Moon: boring bee-
tle*, carcass scavenger, giant ant, giant beetle, giant Areon
carnivorous fly, giant centipede, giant slug*, giant
spider, gloom crawler*, morlock, piercer*, subterranean Known as the Red Planet, both for its appear-
locust, tenebrous worm*. For monsters marked with ance and for its blood-drenched history, Areon
*, see Appendix C, New Monsters, p. 333. occupies the fifth orbit in the heavens. In the past,
trade with and travel to Areon were more common
Kythirea they are today, in large part due to the activities of
the Eldritch Empire, whose capital, the darkly beau-
Kythirea occupies the third orbit in the heavens tiful city of Sytor Arra, was located on Areon. With
and is commonly referred to as the Green Planet the overthrow of the Eld by the Thulians, most of
because of its appearance in the nighttime sky. Ob- the standing portals to Areon were destroyed and
served from Telluria, Kythirea appears to be a green contact with the planet and its inhabitants was
point of light visible just above the horizon at dawn proscribed. Of course, that did not prevent daring
and dusk. The name is also apt for another reason: sages and seekers of forbidden knowledge from
Kythirea is covered in lush jungles and other simi- finding alternate routes to Areon, a tradition that
larly plant-filled environments. In this respect, it is has continued even in the wake of the Thulians
the mirror image of Areon (see below), for Kythirea own overthrow.
teems with life of all sortsincluding its own race Areon is sometimes called the home of the
of men (see Appendix C, New Monsters, p. 333). Eld, but the truth is that it is the Red Planet is
In the past, travel to Kythirea was far more com- actually the place of their exile, and it was to Areon
mon than it is today. Indeed, many plants and that they fled again once Telluria proved inhospi-
animals found on Telluria were originally native to table to them. Since that time, the Eldritch Empire
the Green Planet, transplanted by sorcerers and has fragmented into dozens of squabbling successor
scholars who found them useful. Both the Great states, many no larger than a single city. This frag-
Ancients and the Eld traveled to Kythirea in the mentation has also had the unintended side effect
past, as evidenced by the large number of ruined of granting freedom to many slave races, including
structures to be found amidst the planets jungles. men, some of whom have established their own
These structures served a number of purposes, but petty kingdoms on the Red Planet. Unfortunately
a great many were established to extract azoth from for would-be visitors, these slave races have adopt-
the planet. The native species resisted such exploita- ed many aspects of Eldritch culture and are no more
tion and no doubt played a role in expelling them friendly to outsiders than are the Red Elves.
from Kythirea. Because the Eldritch Empire relied heavily on
Consequently, Kythirea is the most isolated of weird, Chaotic magic to support its depredations
the Four Worlds, as its inhabitants tend to both across the Four Worlds, such magic remains com-
hostile to outsiders and willing to use violence mon on Areon. Likewise, the Eld were renowned
against them. The two foremost peoples of the for their dealings with demons, which is why they
376
Azoth
are far more likely to be encountered on the Red When introduced into a world, ether thickens
Planet than on any of the other Four Worlds. and acquires a more conventional substance,
Indeed, there are rumors that several demon lords appearing like a silvery-black liquid metal. In
have established themselves upon Areon and now this form, it is known as azoth (see Appendix F,
rule there rather than from the Demon Worlds of Azoth, p. 379).
the Void. If such rumors are true, it is little won- Because of its liquid qualities, specially con-
der that there remains, even now, such a strong structed vessels can be specially constructed to
prejudice against any sort of commerce with the travel through the ether in a fashion similar to
Red Planet. water. At the dawn of the First Era, the Great
In addition to the Eld, the following monster Ancients fled through the ether to Telluria in a
types can be encountered on Areon: albino ape, domed city, while the Thelidu pursued in a crystal
arcane cadaver*, arcanoplasm*, bugbear, caryatid hemisphere. Later generations of men built astral
column*, chimera, crypt thing*, demon (any)*, vessels large and small to sail the ether (see Appen-
demon boar, doppelganger, eldritch bones*, gar- dix A, New Magic Items, p. 317).
goyle, gnoll, golem (any)*, green guardian*, mino- It is also possible to swim through the ether,
taur, necrophidius*, orc, owl bear, phase tiger, rust though this is slower and far less efficient than
monster, shadow, skullmural*, thessalgorgon*, using a vessel. Men doing so are soon swept astray
throghrin, and troll. For monsters marked with *, unless a helm of astral movement (see Appendix A,
Appendix C, New Monsters, p. 333. New Magic Items, p. 322) allows them to perceive
the treacherous currents within the ether. Such
The Astral Plane perception comes naturally to the denizens of the
Astral Plane (listed below).
The Four Worlds float in vast expanse of the Floating in the Astral Plane are numerous small-
Astral Plane, sometimes called Astral Space or sim- er bodies, not large enough to be deemed true
ply Space. The Astral Plane is suffused with ether. worlds. Some of these bodies are inhabited, both
Ether is a subtle, luminiferous, almost immaterial by creatures native to Space and by those who have
substance that behaves in a liquid-like fashion when come here from elsewhere. The most significant
interacting with objectsand beingsmade of more of these inhabitants are the Astral Reavers, a race
conventional matter. Alchemists and magicians be- of men who took up residence here centuries ago
lieve ether to be the fifth element (or quintessence) and have been warped by constant exposure to
and there is much evidence to support this view. the ether, becoming marauding servants of Chaos.
377
Appendix E
378
Appendix
Azoth
F
T
HE MOST PRECIOUS astral dome to continuously harvest azoth from
substance known to man, the heavens, artificially inducing the primordi-
azoth is a lustrous, sil- al quintessential rain.
very-black liquid in all but Though often likened to quicksilver, another
the coldest temperatures. lustrous silver liquid, azoth is not in fact a met-
There, paradoxically, it be- al at all. Consequently, it cannot be worked, but
comes the gas known as it can be used as a tempering agent to improve
quintessence. In this form, it suffuses the space the qualities of actual metals, as well as other
between the worlds and stars, transmitting both materials. In addition, azoth is strongly attuned
energy and light. Sages say that quintessence is to magical energies, which is why magicians and
the most sublime of all the elements, being the alchemists have long used it as a material in
very stuff of magic from which the gods wrought creating enchanted items. It is also why it is one
the cosmos. of the most sought after and valuable substanc-
Though a gas, quintessence behaves like a liquid, es in all of Telluria.
which is why old texts speak of sailing the Quint- During the height of the Eldritch Empire, the
essential Sea. With the right sort of vessel and the extraction, distillation, and use of azoth reached
means to launch it into the Astral Plane, it is indeed its fullest flower. The Red Elves refined the tech-
possible to sail through quintessence to other worlds niques of the Great Ancients almost to the point
and, theoretically, even the stars themselves. Of of mass production, producing immense quan-
course, no one has done this since the fall of the tities of magical weapons, armor, and other items,
Thulian Empire, but the knowledge still exists; all particularly potions and elixirs. Of course, these
that is lacking is the will to pursue it. techniques also led to the depletion of the azoth
Long ago, for reasons none can explain, quin- supplies on several worlds, which only further
tessence rained down on some worlds and satellites, increased its rarity and value.
becoming liquid azoth.In the past, Areon boasted The Thulians were much more circumspect
the largest quantities of azoth, but millennia of in their use of azoth, at least initially. Partly this
extraction by the Eld have left that world largely was because of its shrinking supply and partly
bereft of this precious material. Today, traces of this was because of their natural suspicion of all
azoth can be found on Areon, Kythirea, Ioun, and things relating to arcane magic. The Thulians
Telluria, but the largest reservoir of azoth known also suspectedwith reason, as it turns outthat
to the Four Worlds is found beneath Dwimmer- use of azoth could corrupts its handler and user.
mount. There the Great Ancients constructed an Of course, when Turms Termax and his cult
Appendix F
overtook the Empire, such concerns were thrown The referee who is uncomfortable with this pos-
to the wayside and azoth use resumed as it had sibility or who do not feel confident that he can
under the Red Elves. come up with ways to limit the use and abuse of
Unlike the Eld, the Termaxians did not reintro- azoth is therefore advised to suggest that the means
duce the massive use of azoth and azoth-infused of using it safely and reliably was lost with the fall
items. Instead, they used it on a smaller, but more of the Thulian Empire. That solution is viable at
focused scale, one directed specifically toward the least until Turms Termax is discovered in The Pris-
needs and desires of the cults inner circle. Elite on (Level 8), since he certainly possesses such for-
fighting men serving the cult had azoth-infused gotten knowledge and he might well bargain with
armor and weapons, while the rank and file did it to effect his escape from The Prison. In the end,
not. Likewise, azoth was used to augment magical like all things, azoth is presented as an option for
powers, both spells and enchanting. And finally, it the referee to use as he wishes. Anything that fol-
played a major role in the Termaxian quest for lows is merely a suggestion to be adopted or reject-
immortality, a quest that continues to this day. ed as the individual referee sees fit.
When Dwimmermount was sealed off two cen-
turies ago, azoth once again became extremely hard Raw Azoth
to acquire in many regions of the world. This led
to both a decline in the production of magical items Within Dwimmermount, azoth is usually found
and a huge increase in the value of even a smallest in raw form. In raw form, azoth is a magically inert
amount of azoth. Little wonder then, that getting substance. Handling raw azoth in small quantities
into Dwimmermount and to its legendary supply or for short periods of time has no ill effects, nor
of azoth has proved so desirable! does consuming a small amount (though it is bitter
and unpleasant to the taste). Long-term exposure
Using Azoth in Your Campaign to raw azoth, or exposure to very large quantities
of it, can be more dangerous; see Azoth in the
As noted throughout this book, azoth has a Environment, below.
number of uses, each of which is discussed in this The most obvious property of raw azoth is its
section. Before getting to that, two things must sheer combustibility. When set alight and thrown,
be borne in mind. First, handling and using azoth one ounce of raw azoth acts as a double strength
has long-term consequences (see Side Effects of flask of oil, dealing 2d8 points of damage per round
Azoth below). Second, because of the large quan- to any creature struck by it while aflame. Azoth
tities of raw azoth in Dwimmermount, some of burns slowly, meaning that it takes five rounds
these uses could disrupt the balance and feel of before it burns out completely. Likewise, burning
some campaigns. As written, the only limitation azoth cannot be doused by non-magical means.
on azoth use is the difficulty in finding machines The spells protection from evil and purify food and
capable of properly distilling it (and the slowness drink, when cast on a creature doused in flaming
of those machines). Theoretically, if more such azoth, will douse the flames; and in the case of the
machines were built and access to Dwimmer- former, the target will be immune to subsequent
mountparticularly The Reservoir (Level 3B) attacks by azoth incendiaries for the duration of
were less restricted, all of the following could the spell. When poured on the ground and set
become, if not commonplace, at least more com- alight, an ounce of raw azoth can cover 1 square
mon. Consequently, a referee who does not want foot of surface and has the same effects as above to
such a result should make some effort to restrict any creature that steps onto it while aflame.
or at least limit the distillation of azoth. In the A more subtle property of raw azoth, but the
original campaign from which Dwimmermount true source of its value, is its ability to be distilled
sprang, this was accomplished primarily by playing into a variety of other substances. Distilling raw
up the inherent dangers in handling azoth. The azoth requires a distiller, like that in the Distilla-
player characters thus avoided touching it, let alone tion Room (Room 35) of The Reservoir (Level
amassing it, and they did not make their knowledge 3B). A distiller takes 36 ounces of raw substance
of The Reservoir (Level 3B) available to any but and boils it down to 1 ounce of refined azoth.
a handful of trustworthy friends and allies. Of This process takes a variable amount of time (1d6
course, this was an inherently unstable situation, hours). The following substances can be distilled
and as more NPC adventuring parties ventured from raw azoth: refined azoth, panchrest, sovereign
into Dwimmermount, it was inevitable that The glue, universal solvent, and alkahest. Each is de-
Reservoir and its Distillation Room would be scribed below.
discovered, leading to a gold rush situation that
would forever change the campaign setting.
380
Azoth
381
Appendix F
are allowed a saving throw using the wearers save A creature which drinks alkahest must make an
versus Death, adding any magical bonus to the immediate saving throw versus Poison. If the saving
roll if applicable. A creature which is reduced to throw fails, the creature dies immediately as its
0 hit points by alkahest is reduced to black residue, tongue, jaw, and esophagus melt away. If the saving
and cannot be raised. throw succeeds, the creature dies 1 turn later as its
The spells protection from evil and purify food viscera melt out of its body. In either case, the result
and drink, when cast on a creature doused in is not pretty.
alkahest, will neutralize the acid; and in the case
of the former, the target will be immune to sub- Side Effects of Refined Azoth
sequent attacks by alkahest for the duration of the The use of refined azoth, including all azoth by-
spell. In addition, alkahest will not dissolve or products such as panchrest, has a number of potential-
damage alchemists resin or vitreum, so these ly unpleasant side effects, both immediately and long
containers are typically used to store it. See Chap- term. These effects apply to anyone who consumes or
ter 6, Overview of the Dungeon, p. 70, for details touches refined azoth, or otherwise directly handles
on these materials. refined azoth without special protective attire.
382
Azoth
Any time that a character comes into physical Needless to say, the use of azoth is hazardous
contact with refined azoth in any way, he must make and may lead to corruption and possibly death. At
a saving throw versus Spells (-2 penalty if the char- the same time, it is also a path to great power, which
acter is Lawful). If successful, there are no ill effects; is why so many magic-users and alchemists have
if the save is failed, the character must then roll on been drawn to it over the ages, including Turms
the following table: Termax himself.
All of the above effects are cumulative, and can
under certain circumstances, negate one another. Azoth in the Environment
Thus, if a creature gains 2 hit points as the result
of a roll on the Minor Azoth Effects Table and then In the natural world, raw azoth is found only in
later loses 2 hit points, the two results cancel each small quantities, when it is found at all. In Dwim-
other out. At the same time, a creature that twice mermount, raw azoth is everywhere in the rock,
gets the result can cast a random 1st level mag- in the water, and in the very air. When it accumu-
ic-user spell once per day can cast two spells per lates in such quantities, azoth begins to emit mag-
day. In cases where a result cannot be cumulative, ical radiation that can have a number of effects on
there is no additional effect. the environment and those dwelling therein.
383
Appendix F
384
Azoth
True or total immortality is the immortality of of gp during the process as usual. The azoth is
deities and demon lords. True immortality encom- consumed in the course of the process.
passes agelessness, physical indestructibility, and The alchemical transformation process can also
spiritual indestructibility. A truly immortal being transform non-human subjects into elves, although
would have a physical form that was nearly impos- in this case the resultant elf will retain some char-
sible to destroy; but if its form was destroyed, it acteristics of the non-human creature from which
would be able to re-form from its indestructible it was derived.
spirit. True immortals are sturdy enough to di- Movement: The elf will retain the movement
rectly tap the power of Law or Chaos, and thus capabilities of the non-human creature from which
can grant spells to worshippers. To date, no living it was derived, if any.
thing in the Four Worlds has ever achieved true Armor Class: The elf will have an AC equal to
immortality, though Turms Termax publicly claims the average of a normal unarmored elf (9) and the
to have done so, and privately believes he eventu- non-human creature from which it was derived.
ally will. The Servitors created by the Great An- Attacks: The elf will have the natural attacks of
cients might be true immortals; they can, at least, the non-human creature from which it was derived,
grant spells. if any.
Azoth, being the very stuff from which the Special Abilities: The elf will have the special
gods wrought the cosmos, can grant any of these abilities of the non-human creatures from which it
three states, but each step on the path towards was derived, if any.
true immortality is fraught with peril. The pro- In any case, the newly-created elf will be of the
cesses by which immortality is gained are always same age as he was prior to his transformation, but
expensive and time-consuming rituals that can be will thereafter cease aging. Elves lose the ability to
highly dangerous to those involved. Each process reproduce normally and can no longer be raised
should be considered a type of magic research (see from the dead if slain. While they retain their mem-
Labyrinth Lord, p. 126). The paths to immortal- ories of their human life, they lose their character
ity that have been tried in the Four Worlds are class and instead become elves of a level commen-
noted below. See Appendix G, Secrets of Turms surate with their earned experience points.
Termax, p. 394, for the details on Turms Ter-
maxs method of apotheosis. Termaxian Necrolyte
Tellurian Elf Chaotic magic-users who reach 11th level or
higher may transform a human subject into a Ter-
Elves of 9th level or higher may transform a maxian necrolyte through an alchemical process.
human subject into an elf using azoth. The process The subject must a magic-user of 7th level or high-
requires 5,000 gp plus an additional 2,000 gp per er. The process requires 5,000 gp plus an addition-
level of the subject and takes eight hours, plus one al 2,000 gp per level of the subject and takes one
hour per 1,000gp of cost. The process also requires day per 1,000gp of cost. The subject must die in
a number of elves to assist the elf performing the order for the transformation to take place, but can
process, the number of elves required being equal only have been dead for 1 day per HD, so it is often
to the number of hours required. best if preparations are begun before the subject is
To successfully transform the subject into an elf, killed. A magic-user may transform himself into a
the elf performing the process must roll 17 or Termaxian necrolyte if desired, though this requires
higher on 1d20. There is a 1 penalty on the die killing himself at the conclusion of the process or
roll for every 5,000 gp of cost (rounded up). The having himself slain by another.
elf or magic-user adds his level of experience and To successfully transform the subject into a
his INT modifier as a bonus to the die roll. A nat- necrolyte, the magic-user performing the process
ural roll of 1-3 is always a failure. If the die roll must roll 17 or higher on 1d20. There is a -1 pen-
fails, the subject remains in its natural state, but alty on the die roll for every 5,000 gp of cost, or
must roll on the Major Azoth Effects table. -2 per 5,000 gp of cost if the subject is unwilling
To perform the process, the elf must have access (rounded up). The magic-user adds his level of
to an alchemical lab at least equal in value to the experience and his INT modifier as a bonus to the
cost of the process. For every 10,000gp of value die roll. A natural roll of 1-3 is always a failure. If
above the minimum required for the process, the the die roll fails, the subject is slain to no avail.
elf or magic-user receives a +1 bonus on his die roll To perform the process, the magic-user must
to perform the process, to a maximum of +3. have access to an alchemical lab at least equal in
Transforming a subject into an elf also requires value to the cost of the process. For every 10,000gp
refined azoth with a total gp value equal to the cost of value above the minimum required for the pro-
of the process. Additional azoth can be used in lieu cess, the magic-user receives a +1 bonus on his die
385
Appendix F
Termaxian Mummy
Cultists and magic-users of chaotic alignment
who reach 11th level or higher may transform a
human subject into a Termaxian mummy using
azoth. The subject must 7th level or higher. A
character cannot transform himself into a Termax-
ian mummy, since the process enslaves the subject
to the creator. The process requires 15,000 gp plus
an additional 2,000 gp per level of the subject and
takes one day per 1,000gp of cost. The subject must
die in order for the transformation to take place,
but can only have been dead for 1 day per HD, so
it is often best if preparations are begun before the
subject is killed.
To successfully transform the subject into a Ter-
maxian mummy, the magic-user performing the
process must roll 17 or higher on 1d20. There is a
-1 penalty on the die roll for every 5,000 gp of cost,
or -2 per 5,000 gp of cost if the subject is unwilling.
The magic-user adds his level of experience and his
INT modifier as a bonus to the die roll. A natural
roll of 1-3 is always a failure. If the die roll fails,
the subject is slain to no avail.
To perform the process, the magic-user must
have access to a mortuary and embalming chamber
at least equal in value to the cost of the process.
For every 10,000gp of value above the minimum
required for the process, the magic-user receives a
+1 bonus on his die roll to perform the process, to
a maximum of +3.
Transforming a subject into a Termaxian mummy
also requires refined azoth with a total gp value equal
to the cost of the process. Additional azoth can be
used in lieu of gp during the process as usual. The
azoth is consumed in the course of the process.
Unlike a necrolyte (above), a Termaxian mummy
is automatically under the control of the magic-us-
er who created it. See Appendix C, New Monsters,
p. 356 for the circumstances under which a Ter-
maxian mummy can assert its free will.
386
Appendix
The Secrets of
Turms Termax
G
T
URMS TERMAX, GODhead of the Thulian pantheon, is the central
antagonist of Dwimmermount. Though reduced to a bodiless head by
a botched attempt to become a deity, Turms will to power lies un-
quenched. Centuries of imprisonment have not extinguished the iron
determination of the Thrice Great.
The history, motivations, and tragic fate of the Man-Become-God are fully
detailed in this chapter. The referee should be sure to review this chapter
closely when running encounters with the would-be god, as it details his many special abilities as
well as the possible means by which he might be destroyed forever or achieve his apotheosis and
reign as a god in truth.
thy mate for the greatest mage who had ever lived! enraged would-be god struck the man dead on the
In time, Sarana presented Turms with ancient spotlearning in that moment he had become ca-
books documenting that the Gods of the High pable of casting spells with just words. His disciple,
Church were false deities. Far from being omnipotent the magician Arsaphius, called this a miracle and
beings, they were merely creations of her ancestors, proclaimed Turms divinity on the spot. Shocked by
Great Ancients, forged with alchemy and azoth. Turms mastery over life and death, the collected
Rather than worship false divinities, the tomes ex- crowd acclaimed him as Man-Become-God.
plained, men should seek to embody the divine When Sarana saw the bodiless head of Turms
principle by internalizing the principles of Law. worshipped as a God, she knew that she had failed
Sarana hoped that this knowledge would lead to free Man from the yoke of false deities; and when
Turms to join her in liberating Man from the Gods. she gazed into the power-mad eyes of her lover, she
But Turms saw a different path: If Men could imbue feared she had yoked Man to a worse God than
their creations with divine powers, surely Men could before. Plagued with doubt and regret, Sarana
imbue themselves with divine power as well! Turms retreated to the City of the Ancients.
became convinced that, through the right alchem- Given his obsessive quest for divinity, Turms
ical processes, Men could achieve not just immor- Termax could only barely have been called sane
tality but divinity. before these events. Following the unexpected loss
With his mastery of alchemy, astronomy, and of his body and his soulmate, Turms Termax became
magic, Turms soon unlocked mysteries of azoth truly mad. Closeting himself in Dwimmermount,
that had been lost since the time of the Great An- he allowed his true form to be seen only by his
cients. He began to conduct magical experiments innermost circle. To all others, the cult taught that
upon his body, infusing azoth into his flesh. Each Turms had ascended to the Astral Plane, from which
day he felt himself closer to becoming a God and he could see all and communicate with his faithful
taking his place as master of the world. through brazen heads. Witnesses who said otherwise
vanished joining Turms in the heavens osten-
The Execution and The Apotheosis sibly, meeting an early grave in truth.
Turms began to openly preach that the Gods of
the empire were false, that Man himself could A Pretense of Godhood
achieve divinity by internalizing the laws of magic Even as Turms became the very villain the Em-
and alchemy, and that He, Turms-the Thrice-Great, pire had claimed he was all along, the Thulian
would be the first Man to ascend to Godhood. official attitude toward his teachings softened. Many
Such was Turms Termaxs brilliance and charisma of the Empires most powerful nobles joined his
that a cult grew up around his teachings, ready to cult, hoping to learn the secrets of by which Turms
worship him. Even Sarana allowed herself to em- had achieved immortality. Termaxiansas Turms
brace his vision for a time. followers became knownwere able to practice
In denouncing the Gods as false, Turms earned their faith openly, and the Empire lifted its restric-
the ire of the Great Church and the decadent Thu- tions on magic.
lian Empire. His increasingly fiery sermons demand- Within a generation, the Thulian Empire came
ed the attention of the authorities. Nominally they to depend heavily on both magic and the Termax-
feared he would inspire rebellion, though in truth ians as it spread farther across the continent and
many of his would-be jailers sought his secrets. The tightened its grip over its subjects. Shortly there-
Imperial authorities searched far and wide for after the cult seized direct control, with Termaxian
Turms, who eventually allowed himself to be cap- hierophants wearing the Iron Crown of Thule.
tured near Dwimmermount. Once firmly under Termaxian rule, the Thulian
Dragged in chains to the bowels of Dwimmer- Empire started to treat other religions as it had once
mount, Turms was secure in the imminence of his treated the followers of Turms. Only those faiths
apotheosis. His greatest allies were secreted among who acknowledged their Gods as aspects of the
the crowd of his executioners, ready to see his im- Man-become-God Turms Termax were allowed to
mortality proven. When the headsmen brought operate unrestricted. Those which would not accept
down his axe, Turms took comfort in knowing that their divinities as prefigurations of his glory were
his moment of apotheosis had arrived. Bodily and ruthlessly quashed.
spiritual immortality would be his. The pretense that Turms was the godhead from
But when Turms was beheaded, he did not apo- which all divinity flowed was essential to the success
theosize - not fully, at any rate. His decapitated body of his cult, as it allowed clerical magic performed
died, pumping out its lifeblood onto the floor of the by clerics of the Thulian Gods to be attributed to
execution chamber. Only his head remained animate. the power of Turms. In fact, Turms Termax could
When a Thulian general laughingly mocked the not even perform clerical magic himself, let alone
disembodied Turms as merely a god head, the grant it to his worshippers. No matter how many
388
The Secrets of Turms Termax
statues of the Gods he placed his own head upon, how to deliberately produce the gnomes and kobolds
no matter how many brazen busts he magically which had previously only been accidental and
animated, Turms Termax had not become the God usually undesired by-products of the attempt to
he claimed and desired to be. Indeed, corrupt- bring a carving to life. The most twisted spawn of
ed by azoth and his own lust for power, Turms these cultists were the Dworgs, a new and innate-
found the divine power of Law he sought entirely ly evil race of Dwarven descendants.
closed off to him. He therefore embraced Chaos None of these works, however, explained how
instead, dedicating the Thulian Empires resources Turms himself had achieved his own partial im-
to all manner of dark and terrible research in the mortality, or how he might finalize his ascension
hopes he might somehow learn what had gone to godhood. This failure represented an existen-
wrong in his apotheosis. tial threat to the Termaxian order; central to the
Many of his cultists were commanded to study cult of Turms Termax was its implicit promise
necromancy, an art Turms had until then largely that its hierophants would, in time, themselves
left unexplored. Based on their findings, the Ter- become immortal.
maxians rejected the paths of undeath for them- To this end, Turms Termax taught his most
selves, but they learned how to transform others loyal followers a corrupt form of life extension
into vampires, mummies, and ghouls, and to extract unknown to any previous science. These high-rank-
eternal loyalty from undead slaves. ing cultists were transformed through various secret
Other followers were assigned to study demon- rituals into the first necrolytes, becoming the death-
ology, a subject much discussed in the many Eldritch less satraps of Turms Termaxs Undying Empire.
texts that the Termaxians found Dwimmermount. The necrolytes were taught that their transformation
Beginning with simple summoning of imps and was the first step on the path of apotheosis that
quasits, the Termaxian demonologists grew ever Turms had walked. In truth, Turms was unwilling
bolder, ultimately enslaving the Demon Lord Ju- to share the true methods by which he had (partly)
bilex. Their experiments with azoth-infused achieved immortality, lest another apotheosize be-
draughts of Jubilexs ichor failed to create an ichor fore him, so instead he had developed an alternative
of immortality; the unlucky aspirants instead be- method to reward his cultists with endless life a
came the first Termaxian Husks. deathless dead end.
The demons were all too happy to share other
techniques for creating new life antithetical to Law. The Metal Flesh of a God
They aided Termaxian efforts to mutate new plant Turms Termax had secretly concluded that mere
monsters through sprays of azoth, and were espe- flesh would never be enough to sustain a god. The
cially helpful in perverting the Lawful reproduction next stage of his apotheosis would require him to
of Dwarves through the Foundry. Aided by their transfer his consciousness into an artificial mind
demonic mentors, the Termaxian cultists learned within a protective shell of azoth-infused metal,
like the Servitors. Though Turms was
able to forge himself a Golem body
that he could temporarily control with
his mind, he was unable to decipher
the means by which the Great Ancients
had permanently imbued mind into
metal.
What he needed, he knew, was a
sample. From studying the fall of the
Great Ancients and the rise of the Eld,
he knew that the Terrim in The City
of the Ancients kept watch over a slum-
bering Servitor. But he feared any at-
tempt to invade The City would almost
certainly lead to the Terrim destroying
the Servitor. Turms began to scheme
how he might weaken the Terrim
enough to might capture and study the
Servitor they held imprisoned.
389
Appendix G
run the Thulian Empire. Their tyranny provoked Save: MU18 F18
a rebellion against Termaxian rule. As the insur-
rections grew more numerous and the Termaxians Morale: 10 10
more desperate, reports of atrocities spread. The
Termaxians began using monsters as shock troops, Hoard Class: Special Special
supporting their offensives with the darkest Cha-
otic magic of the ancient Eldritch grimoires. These XP: 10,250 4,250
proved insufficient to ward off the relentless assaults
of the rebels. After a series of decisive victories, the Prior to his decapitation and partial apotheosis,
rebel armies were within a league of Dwimmer- Turms Termax was an 18th level magic-user with
mount, poised to capture the mountain fortress STR 14, INT 18, WIS 9, CON 13, DEX 11, and
and cut the Termaxians off from their great mag- CHA 18. As a disembodied head, his physical abil-
ical arsenal. ities are quite compromised. He effectively has a
Turms Termax was preparing to take the field STR of 0, and in the absence of magic cannot move,
himself when word reached him that an intruder use items, attack, etc. He is, nevertheless, far more
had been captured a paladin claiming that Sa- formidable now than he was as a living man.
rana was alive, nearby, and his lover. Turms and Because of his apotheosis, Turms can cast spells
his closest disciples gathered to interrogate Hu without regard to any requirement for somatic or
Pan in the Inner Prison to see if this paladin spoke material components. Through magical rituals,
the truth. Even as her lover was being tortured he has imbued himself with the following spell-like
below, Sarana used the Great Machine to seal abilities, each of which is usable at will: detect
Dwimmermounts arcane barriers, trapping Turms invisibility, detect magic, fly, read languages, read
in the Inner Prison. She then placed wards on the magic, suggestion, telekinesis (360 lbs). (Note that
Machine to prevent what she had done from being Turms cannot fly while within an activated or
undone. Belatedly realizing what had happened, sealed barrier.) Permanent wards grant him the
the Termaxians within Dwimmermount counter- protections offered by an amulet versus crystal balls
attacked, hoping to capture Sarana and force her and ESP, brooch of shielding, and scarab of protec-
to free Turms. They failed. Sarana herself escaped tion at all times.
to The City of the Ancients, and her paladins sold Because of his immortal state, Turms is immune
their lives so dearly that the Termaxians lost con- to gas and poison and unaffected by charm, sleep,
trol of the citadel. Saranas plan, and Hu Pans or hold spells. He treats all physical and magical
tragic sacrifice, sealed off Dwimmermount and damage as nonlethal, and no attack ever leaves a
bought the world two hundred years respite from physical mark on his head of any sort. He regener-
Turms madness. ates 5 points of damage each round. If reduced to
0 or fewer hit points, Turms is temporarily stunned,
Characteristics of Turms Termax but he will continue to regenerate. He will be able
Turms Termax has two sets of characteristics, to fight again when he regenerates to 1 or more hp.
one for himself and another for his golem body. Turms can further accelerate his regeneration
through the consumption of azoth. If he consumes
Bodiless Head Golem Body a dram of azoth, he will heal 1d6+1 points of
damage. If he consumes a pint of azoth (enough
Alignment: Chaotic Chaotic for one standard potion or flask of oil) he will heal
4d6+4 points of damage.
Movement: 0 60 (20) When Turms leaves his quarters, he always does
so wearing his golem body. The golem body re-
Fly: 360 (120) sembles an 8-foot tall bronze statue of Turms as he
was in life; Turms actual head is concealed within
Armor Class: 3 (5 if in go- 3 the sculpted bronze head of the golem body. When
lem body) attached to his golem body, Turms can cast spells
Hit Dice: 18 18 and use any of his at-will abilities, except he cannot
fly. His golem body allows Turms to walk at 60
Hit Points: 49 100 per turn and punch for 4d10 points of damage, as
well as pick up objects, open doors, and perform
Attacks: 1 (spells) 1 (fist or spells) other manual tasks.
Turms golem body has an AC of 3 and 100 hit
Damage: Spells 4d10 or spells points. Attacks against Turms while he is wearing
his golem body are considered to be targeted at the
golem body unless the attack deliberately aims at
390
The Secrets of Turms Termax
391
Appendix G
mount; Appendix D, The Four Worlds; and water deals to undead. Turms cannot re-
Appendix F, Azoth. He knows the layout of generate damage dealt from alkahest. If
every level of Dwimmermount save level 9. Turms head is submerged in alkahest, then
He does not forget anything. each round he takes 1d8 points of damage
He knows the characteristics of every spell, and must make a saving throw versus Death.
monster, and magic item in Dwimmer- If Turms is reduced to 0 hit points, or if he
mount, Telluria, and The Four Worlds. He fails a saving throw, his head is dissolved in
will never be unaware of the strengths or a grotesque manner and Turms is slain.
weakness of a particular monster or item. Burning Azoth: One of the most combustible
He will never reveal the secret to immortal- materials known to man, azoth burns hot enough
ity under any circumstances, and in general to melt metal. A sufficient quantity of burning
loathes giving real answers to questions, view- Azoth might be able to kill Turms, thought it would
ing knowledge as the source of his power. be a great sacrifice of a precious resource. If the
referee decides this theory is true, the following
Fate of Turms Termax effects apply:
Is Turms a tragic hero, irrevocably ruined by his If Turms head is thrown into one of the
own hubris? Or is he a megalomaniacal danger to azoth pools (Rooms 45-50) on The Reser-
all Lawful men and women, genuinely on the cusp voir (Level 3B), and the pools are set alight,
of becoming an evil god? Will he spend eternity in he is slain. Doing so also poisons everything
prison in Dwimmermount, be dissolved into pri- within Dwimmermount, and renders it
mordial quintessence, or orbit the astral plane as a uninhabitable until the huge quantity of
true God? These questions are for each referee to azoth burned itself out 2d4 years later.
decide in the course of running his Dwimmermount If Turms is inside Dwimmermount when
campaign. Below we offer recommended game the dungeons azoth circulation system is
mechanics for handling both the destruction and detonated (as described in Room 40 of
the triumph of Turms Termax. Level 6B), he is slain. Detonating the cir-
culation system also utterly destroys Dwim-
Turms Destroyed mermount, Muntburg, and the entire sur-
Turms Termax is not an easy man to kill (if he rounding hex in a thermonuclear explosion.
can even be considered a man at all). Turms him- The party that undertakes such destructive
self believes that his life force cannot be destroyed acts will be infamous across all of Telluria,
by any means, but in this he is wrong. There is at and probably marked for destruction by
least one means by which he can meet a final end. various cultists and sorcerers, of course.
Below we have provided several suggested means by Jubilex: The Faceless Lord is the demon prince
which the characters could destroy Turms Termax. of acids and slimes and master of eating, dissolv-
It is left up to the referee to decide which, if any, of ing, and devouring. While Turms is powerful,
these methods will suffice to destroy the Man-Be- Jubilex might be powerful enough to dissolve even
come-God. Referees who wish to call upon the the primordial substance of the universe. If the
oracular power of the dice can roll 1d3 for the num- referee decides this theory is true, the following
ber of methods by which Turms can be destroyed, effects apply:
and then roll 1d4 for each method: 1 Alkahest, 2 If Turms head is somehow placed inside
Burning Azoth, 3 Jubilex, 4 True Water. Jubilexs holding canister (Room 24 on
Alkahest: A solvent that allegedly can dissolve Level 8), Turms takes 4d10 points of dam-
anything, alkahest might be able to dissolve even age each round. Turms cannot regenerate
the immortal head of Turms Termax. If the ref- this damage. If reduced to 0 hit points,
eree decides this theory is true, the following Turms is devoured and slain.
effects apply: If freed, Jubilex can attack for 4d10 points
A flask of alkahest that strikes Turms golem of damage. Turms cannot regenerate dam-
body deals the same damage to the golem age dealt by Jubilexs attacks. If Turms is
body that burning oil deals to creatures. If reduced to 0 hit points by Jubilex, Turms
Turms golem body is submerged in alka- is devoured and slain.
hest, then each round the golem body takes True Water: A primordial liquid found in the
1d8 points of damage and must make a Cave of the Moon Pool (Room 28) on The Path
saving throw versus Death. On a failed of Mavors (Level 1), true water dissolves magical
saving throw the golem body dissolves, and energies. Azoth touched by true water might be
Turms head is exposed. returned to its primordial quintessence. If the
A flask of alkahest that strikes Turms head referee decides this theory is true, the following
deals the same damage to Turms that holy effects apply.
392
The Secrets of Turms Termax
A flask of true water that strikes Turms golem whether there is anything Turms could do to achieve
body forces the golem body to make a saving throw his goal. Below we sketch a few means by which
versus Paralyzation. On a failed saving throw, the Turms Termax might triumph.
golem body loses 1 Hit Die as some of its arcane Mind into Metal: If Turms gains access to the
energy is siphoned away. If Turms golem body is Sleeping God (Area 3) in The City of the Great
submerged in true water, the golem body must Ancients (Level 9), several possibilities open up. He
make a saving throw versus Paralyzation each round. could replicate the Great Ancients technique of
On a failed saving throw the golem bodys arcane encasing artificial minds in protective shells of az-
energy is drained, and it collapses into a heap of oth-infused metal and create Servitors to do his
parts, leaving Turms head is exposed. bidding. Or, rather than create his own Servitor,
A flask of true water that strikes Turms head Turms might upload his own consciousness into a
deals the same damage that holy water deals to Servitors casing, perhaps arranging to have his
undead. Turms cannot regenerate damage dealt cultists launch him into the Astral Plane thereafter.
from true water. If Turms head is submerged in Would a Servitor with Turms consciousness be
true water, he takes 1d8 points of damage and must Turms in a metaphysical sense? The referee would
make a saving throw versus Death each round. If have to decide whether it was his soul or his mem-
Turms is reduced to 0 hit points, or if he fails a ory that transferred perhaps Turms might inad-
saving throw, the azoth sustaining his immortality vertently create a rival for himself!
is reduced to quintessence and Turms is slain. Avatar of the Sleeping God: The Sleeping God
Clever characters may surmise these possibilities is capable of telepathically linking with other minds.
from the extant lore of the setting; less clever char- Most minds that the Sleeping God links with in-
acters might stumble upon them through trial and stantly fall under its power, but Turms would be
error. Alternatively, they might learn the methods immune to its charm. It is conceivable that Turms
from NPCs within or near Dwimmermount. Al- and the Sleeping God might come to an accom-
ternatively, they might learn the methods from one modation, in which Turms serves as the Sleeping
or more of the following NPCs within or near Gods physical avatar in exchange for the ability
Dwimmermount: to direct divine power through Termagant. Alter-
Sarana: The only person in Telluria who knows natively, Turms might upload his consciousness into
the true means by which Turms achieved his lim- the Sleeping Gods canister, either replacing Ter-
ited immortality is Sarana, and she is therefore the magants mind entirely or merging with it to achieve
most logical candidate to know the means by which truly profound levels of megalomania.
he might be undone. Sarana does, in fact, know Turms Termax Two: Turms Termax failed his Maliszewskis origi-
In James
the possible methods by which Turms might be apotheosis and (since he is now phys- nal draft, Turms Termaxs quest
slain, but lingering feelings for him will prevent her ically indestructible and cannot be was doomed to failure. Turms
from wanting him killed. Only if Hu Pan is recued, raised) is not in a position to try the is a victim of his own hubris,
and/or Turms is freed or about to be, will she share process again. What if he could clone an Ozymandias who must
the means by which he might be destroyed. himself using the Cloning Chamber look on his own work with
The Sleeping God: If awakened, the Sleeping (Room 61) on The Halls of Lesser despair. If the referee wishes
God would happily use its deific abilities to divine Secrets (Level 4), creating a being that to stay true to James vision,
a way for its loyal servants to destroy Turms Termax. resembled his own mortal self? Turms then none of the methods
Of course, such loyal servants would have to be might then transfer his consciousness below should succeed in the
Chaotic and thoroughly evil... or very capable liars. to his clone, perhaps using memory end, nor should any attempts
Thulian Gods: If the characters commune with moss, and try to apotheosize again. by the adventurers to achieve
the Thulian gods, or speak to them by means of Again, the referee would have to decide godhood for themselves.
the Speaker to the Heavens (Room 17) on The if Turms Termax Two was metaphys-
Divinitarium (Level 0), the gods may guide them ically Turms.
towards one or more means by which Turms can Jurms Jubilex: What if the Ter-
be destroyed. maxians who experimented with the ichor of Jubi-
lex were on to something? Perhaps the path from
Turms Triumphant man to god requires infusions of both azoth and
For almost three centuries, Turms Termax has demonic ichor. This might well be the most dis-
lived with the agony of a horrifically failed apothe- quieting option, as Turms could become a hideous
osis. For a man who expected true immortality to amalgamation of man and slime.
be his, the frustration of his condition has been
mind-shattering. Whatever benevolence and morals
Turms once held have long since withered. There
is now nothing Turms would not do to achieve his
goal of godhood. The unanswered question is
393
Appendix G
394
The Secrets of Turms Termax
Physical Immortality
A subject who achieves physical immortality
becomes immune to charm, death, hold, and sleep
effects, as well as petrification, poison, and gas. In
addition, he treats all physical and magical damage
as nonlethal, and no attack ever leaves a physical
mark on his head of any sort. He regenerates 5
points of damage each round. If reduced to 0 or
fewer hit points, he is temporarily stunned, but he
will continue to regenerate. He will be able to fight
again when he regenerates to 1 or more hp. He can
only be slain by the same method of methods that
can slay Turms Termax (see above).
The newly immortal character will be of the
same age as he was prior to his apotheosis, but will
thereafter cease aging. Like an elf, he loses the
ability to reproduce normally and can no longer be
raised from the dead if he is actually slain. He retains
his character class and can continue to advance in
level, however.
395
Name Tables
DWARVISH/GNOMISH NAMES
Azfal Madar
Danig Narin
Davazak Orad
Durad Tholo
Elid Thranamud
Geto Tokarum
Gimvar Ulras
Harrak Valdlak
Keldo Yeran
Kilnar Zuth
398
Tables
399
Backers
402
Backers
403
Backers
404
Backers
405
Backers
406
Backers
407
Backers
408
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over the prior art and any additional content clearly iden- Product Identity, including as an indication as to com-
tified as Open Game Content by the Contributor, and patibility, except as expressly licensed in another, inde-
means any work covered by this License, including trans- pendent Agreement with the owner of each element of
lations and derivative works under copyright law, but that Product Identity. You agree not to indicate com-
specifically excludes Product Identity. (e) Product Iden- patibility or co-adaptability with any Trademark or Reg-
tity means product and product line names, logos and istered Trademark in conjunction with a work containing
identifying marks including trade dress; artifacts; creatures Open Game Content except as expressly licensed in
characters; stories, storylines, plots, thematic elements, another, independent Agreement with the owner of such
dialogue, incidents, language, artwork, symbols, designs, Trademark or Registered Trademark. The use of any
depictions, likenesses, formats, poses, concepts, themes Product Identity in Open Game Content does not con-
and graphic, photographic and other visual or audio stitute a challenge to the ownership of that Product
representations; names and descriptions of characters, Identity. The owner of any Product Identity used in
spells, enchantments, personalities, teams, personas, like- Open Game Content shall retain all rights, title and
nesses and special abilities; places, locations, environments, interest in and to that Product Identity.
creatures, equipment, magical or supernatural abilities or 8. Identification: If you distribute Open Game Content
effects, logos, symbols, or graphic designs; and any other You must clearly indicate which portions of the work
trademark or registered trademark clearly identified as that you are distributing are Open Game Content.
Product identity by the owner of the Product Identity, 9. Updating the License: Wizards or its designated Agents
and which specifically excludes the Open Game Content; may publish updated versions of this License. You may
(f) Trademark means the logos, names, mark, sign, use any authorized version of this License to copy, mod-
motto, designs that are used by a Contributor to identify ify and distribute any Open Game Content originally
itself or its products or the associated products contrib- distributed under any version of this License.
uted to the Open Game License by the Contributor (g) 10 Copy of this License: You MUST include a copy of
Use, Used or Using means to use, Distribute, copy, this License with every copy of the Open Game Content
edit, format, modify, translate and otherwise create De- You Distribute.
rivative Material of Open Game Content. (h) You or 11. Use of Contributor Credits: You may not market or
Your means the licensee in terms of this agreement. advertise the Open Game Content using the name of
2. The License: This License applies to any Open Game any Contributor unless You have written permission
from the Contributor to do so. Crab, Monstrous from the Tome of Horrors Copyright 2002, Necroman-
12 Inability to Comply: If it is impossible for You to comply with any of cer Games, Inc.; Author Scott Greene, based on original material by Gary
the terms of this License with respect to some or all of the Open Game Gygax.
Content due to statute, judicial order, or governmental regulation then Crystal Ooze from the Tome of Horrors Copyright 2002, Necromancer
You may not Use any Open Game Material so affected. Games, Inc.; Author Scott Greene, based on original material by Gary
13 Termination: This License will terminate automatically if You fail to Gygax.
comply with all terms herein and fail to cure such breach within 30 days Crypt Thing from the Tome of Horrors Copyright 2002, Necromancer
of becoming aware of the breach. All sublicenses shall survive the termi- Games, Inc.; Author Scott Greene, based on original material by Roger
nation of this License. Musson.
14 Reformation: If any provision of this License is held to be unenforce- Demon: The Faceless Lord (Demon Lord) from the Tome of Horrors,
able, such provision shall be reformed only to the extent necessary to copyright 2002, Necromancer Games, Inc.; author Scott Greene, based
make it enforceable. on original material by Gary Gygax.
15 COPYRIGHT NOTICE Demon: Orcus (Demon Prince of Undead) from the Tome of Horrors,
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. copyright 2002, Necromancer Games, Inc.; authors Scott Greene and
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Clark Peterson, based on original material by Gary Gygax.
Authors Jonathon Tweet, Monte Cook, Skip Williams, based on original Demon: Stirge Demon from the Tome of Horrors, copyright 2002,
material by E. Gary Gygax and Dave Arneson. Necromancer Games, Inc.; authors Scott Greene and Clark Peterson,
System Reference Document Copyright 2000-2003, Wizards of the Coast, based on original material by Gary Gygax.
Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Demon: Tsathogga (The Frog Demon God), from the Tome of Horrors,
Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. copyright 2002, Necromancer Games, Inc.; author Scott Greene.
Rateliff, Thomas Reid, James Wyatt, based on original material by E. Fly, Giant from the Tome of Horrors Copyright 2002, Necromancer
Gary Gygax and Dave Arneson. Games, Inc.; Author Scott Greene, based on original material by Gary
Modern System Reference Document Copyright 2002-2004, Wizards of Gygax.
the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Gas Spore from the Tome of Horrors, copyright 2002, Necromancer
Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Games, Inc.; authors Scott Greene and Clark Peterson, based on original
Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte material by Gary Gygax.
Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, Golem, Wood from the Tome of Horrors, copyright 2002, Necromancer
John Tynes, Andy Collins, and JD Wiker. Games, Inc.; Authors Scott Greene and Patrick Lawinger.
Adventurer Conqueror King Copyright 2011, Autarch LLC; Authors Memory Moss from the Tome of Horrors, copyright 2002, Necromancer
Alexander Macris, Tavis Allison, Greg Tito, and Ryan Browning. Games, Inc.; authors Scott Greene and Erica Balsley, based on original
Basic Fantasy Role-Playing Game Copyright 2006-2008, Chris Gonnerman. material by Gary Gygax.
Castles & Crusades: Players Handbook Copyright 2004, Troll Lord Mercury Ooze, from the Tome of Horrors, copyright 2002, Necroman-
Games; Authors Davis Chenault and Mac Golden. cer Games, Inc.; author Scott Greene.
Castles & Crusades: Monsters Product Support Copyright 2005, Troll Mongrelman, from the Tome of Horrors Copyright 2002, Necromancer
Lord Games. Games, Inc.; Author Scott Greene, based on original material by Gary
Dwimmermount copyright 2012-2014, James Maliszewski; Author Gygax.
James Maliszewski, Alexander Macris, and Tavis Allison. Necrophidius, from the Tome of Horrors Copyright 2002, Necromancer
Labyrinth Lord Copyright 2007-2009, Daniel Proctor; Author Dan- Games, Inc.; Author Scott Greene, based on original material by Simon
iel Proctor. Tilbrook.
Labyrinth Lord Advanced Edition Companion Copyright 2010, Dan- Olive Slime, from the Tome of Horrors Copyright 2002, Necromancer
iel Proctor; Author Daniel Proctor. Games, Inc.; Author Scott Greene, based on original material by Gary
Algoid from the Tome of Horrors Copyright 2002, Necromancer Games, Gygax.
Inc.; Authors Scott Greene and Clark Peterson, based on original mate- Olive Slime Creature from the Tome of Horrors Copyright 2002, Nec-
rial by Mike Ferguson. romancer Games, Inc.; Author Scott Greene, based on original material
Archer Bush from the Tome of Horrors Copyright 2002, Necromancer by Gary Gygax.
Games, Inc.; Author Scott Greene, based on original material by Jean Phycomid from the Tome of Horrors Copyright 2002, Necromancer
Wells. Games, Inc.; Author Scott Greene, based on original material by Gary
Ascomoid from the Tome of Horrors Copyright 2002, Necromancer Gygax.
Games, Inc.; Author Scott Greene, based on original material by Gary Piercer from the Tome of Horrors Copyright 2002, Necromancer Games,
Gygax. Inc.; Authors Scott Greene and Clark Peterson, based on original mate-
Basidirond from the Tome of Horrors Copyright 2002, Necromancer rial by Gary Gygax.
Games, Inc.; Author Scott Greene, based on original material by Gary Purple Moss from the Tome of Horrors Copyright 2002, Necromancer
Gygax. Games, Inc.; Author Scott Greene, based on original material by Jean
Beetle, Giant: Boring Beetle from the Tome of Horrors Copyright 2002, Wells.
Necromancer Games, Inc.; Author Scott Greene, based on original ma- Rot Grub from the Tome of Horrors Copyright 2002, Necromancer
terial by Gary Gygax. Games, Inc.; Authors Scott Greene and Clark Peterson, based on original
Caryatid Column from the Tome of Horrors Copyright 2002, Necro- material by Gary Gygax.
mancer Games, Inc.; Author Scott Greene, based on original material by Slug, Giant from the Tome of Horrors Copyright 2002, Necromancer
Jean Wells. Games, Inc.; Author Scott Greene, based on original material by Gary
Cave Cricket from the Tome of Horrors Copyright 2002, Necromancer Gygax.
Games, Inc.; Authors Scott Greene and Clark Peterson, based on original Tenebrous Worm from the Tome of Horrors Copyright 2002, Necro-
material by Gary Gygax. mancer Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax.
Thessalgorgon from the Tome of Horrors Copyright 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary
Gygax and Wizards of the Coast.
Tick, Giant from the Tome of Horrors Copyright 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary
Gygax.
Troll: Two-Headed Troll from the Tome of Horrors Copyright 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original ma-
terial by Oliver Charles MacDonald.
Undead Ooze from the Tome of Horrors Copyright 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Sword
& Sorcery Studios.
Vampire Rose from the Tome of Horrors Copyright 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Tom
Moldvay and Jean Wells.
Zombie: Juju Zombie from the Tome of Horrors Copyright 2002, Nec-
romancer Games, Inc.; Author Scott Greene, based on original material
by Gary Gygax.
END OF LICENSE
Copyright 2012-2014 Autarch LLC. Autarch, Adventurer Conqueror
King, Adventurer Conqueror King System, and ACKS are trademarks
of Autarch LLC. Labyrinth Lord, Advanced Labyrinth Lord, and
Goblinoid Games are trademarks of Daniel Proctor. Dwimmermount
is a trademark of James Maliszewski.
DWIMMERMOUNT PRODUCT IDENTITY LICENSE Version
1.0
Subject to the terms of the Open Game License, above, you may create
derivative works based upon Dwimmermount (this document). Howev-
er, the Open Game License protects the Product Identity (explained and
detailed above) such that you must have permission from the copyright
holder before you may use any of the listed Product Identity. You may
use certain items of the listed Product Identity under the following con-
ditions:
1. You must comply fully with the Open Game License, version 1.0a, as
described above; and
2. The work may not be obscene in nature; in general, any work contain-
ing subject matter that would qualify for an NC-17 movie rating in the
United States, or an R rating due to explicit sexual content, is considered
obscene for purposes of this license.
If you comply with the above conditions, you may use the product iden-
tity element Autarch, Adventurer Conqueror King, Adventurer
Conqueror King System, ACKS, or Dwimmermount for the pur-
poses of identifying the source of open content which is re-used from this
document and discussing the relationship of the derivative work to this
original, subject to the following terms:
a. Any work making use of these elements must designate these elements
as product identity in accordance with section 1(e) of the Open Game
License version 1.0a;
b. Any work making use of these elements must bear a notice declaring
the fact that Autarch, Adventurer Conqueror King, Adventurer Conquer-
or King System, and ACKS are trademarks of Autarch LLC and that
Dwimmermount is a trademark of James Maliszewski.
If you wish to use other Product Identity from this work, you must request
and receive explicit permission from the copyright holder. In any of the
above cases where the Adventurer Conqueror King Product Identity is
used in your work, you must also include the Adventurer Conqueror King
website address autarch.co in that work.
You may place the website address adjacent to the logo and/or name, or
you may include it on your title page, or place it in some other location
where any reasonably observant person would expect to find it.
END OF LICENSE