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D4 Encyclopaedia Subterranica
D4 Encyclopaedia Subterranica
1
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Encounter Listing
Coordinate
# of Hexes
Encounter Name
Creator
Status
001
B/9
Predavolk
Complete
002
B/30-31
Eldersphinx
Complete
003
C/19
SoulCatcher78
Complete
004
D/3
Drow Checkpoint
Gary Gygax
Complete
005
E/15-F/16
SoulCatcher78
Complete
006
F/35
jmidd
Need Map
007
I/18
Bugs
Iain_IF
Complete
008
I/25
Michael Sandar
Incomplete
009
J-K/31
Xiuhcoatl "Xi"
Incomplete
010
K/4
Istarlome
Complete
011
L-M/19
Eldersphinx
Need Map
012
M/12
Gary Gygax
Complete
013
N/38-39
Kuo-Toan Town
wbeatty
Incomplete
014
O/10
Cleanup Crew
Eldersphinx
Complete
015
Q/18-19
Gary Gygax
Complete
016
Q/32
wbeatty
Incomplete
017
R/9
Wererats'Warren
Eldersphinx
Complete
018
S-T/17
Marco
Complete
019
S/27
thenraine
Complete
020
T/40
Runecrow
Complete
021
U/13-14
Runecrow
Need Map
022
W/22
Disjected
Complete
023
W/27
Thoopshib'
s Barge Crossing
Gary Gygax
Complete
024
X-A2/43-45
Eldersphinx
Need Map
025
Y/26
Eldersphinx
Need Map
026
Y/36
027
Z-A2/35
wbeatty
Complete
028
A2/20
Istarlome
Complete
029
A2/31
Gary Gygax
Complete
030
B2/14
031
B2/24
Elfdart
Complete
032
C2/20
Istarlome
Complete
033
E2/24
Istarlome
Complete
034
E2/43
035
F2/29
Eldersphinx
Need Map
036
I2-J2/34-35
037
I2-J2/47-48
Gnarley Bones
Incomplete
038
J2-K2/26-28
Istarlome
Incomplete
039
L2/31
Eldersphinx
Complete
040
L2/41-42
Gary Gygax
Complete
041
M2-N2/18
042
N2-O2/51
Papers and
Paychecks
Complete
043
O2-P2/23-25
Maldin
Incomplete
044
Q2/49
Gary Gygax
Complete
045
R2/28
046
R2/47
Gary Gygax
Complete
047
S2/30
The Smugglers
Elfdart
Complete
048
S2/33
grodog
Complete
049
U2/32
Elfdart
Complete
050
U2/48
Gary Gygax
Complete
051
W2-X2/27-28
052
W2/31
053
W2-Y2/44
Eldersphinx
Complete
054
X2/37-38
Elfdart
Incomplete
055
Y2-Z2/54-57
Gary Gygax
Complete
056
Z2-A3/24-25
057
The Ursinians
Terry
Need Map
058
Escaped Slaves
Disjected
Need Map
059
Eldersphinx
Need Map
WANDERING MONSTERS
Drow Merchant Train, small
1 Merchant: 4th/4th Cleric/Fighter (H.P.: 18; +3 drow chain, +3 drow
buckler, +1 for 15 DEX for AC of -3). Armed with +2 drow mace.
Carries the following spells:
First level:
Second level:
2 4th level fighters (H.P.: 18; +2 drow chain, +2 drow buckler, +2 for 16 DEX
for AC of -2). Armed with +1 drow dagger, +1 drow shortsword,
atlatl, and 3 poisoned javelins (9" range, +1/+2/+3 to hit at
L/M/S range, 2-7 H.P. damage plus sleep poison as above).
Treasure: 13 platinum pieces, 10 platinum pieces.
8 bugbears (H.P.: 15 each; ring mail and shield for AC 3). Armed with
heavy morningstar (+2 damage) and spear.
Slave bearers:
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
Half-orc
Goblin
Troglodyte
Hobgoblin
Hobgoblin
Human
Hobgoblin
Hobgoblin
Goblin
Orc
Half-orc
Half-orc
Elf
Hobgoblin
4 Pack Lizards (AC: 5; MV: 9"; HD: 6+6; H.P.: 44, 34, 30, 34; # AT 1; Dmg: 2-8
)
No valuable goods carried.
Orc
Hobgoblin
Hobgoblin
Dwarf
Orc
Human
Human
1 Pack Lizard (AC: 5; MV: 9"; HD: 6+6; H.P.: 39; # AT 1; Dmg: 2-8)
Second level:
Second level:
Treasure:
1st merchant: 20 platinum pieces, 20 gold pieces, 3 base 100
g.p. gems, black iron hook brooch
2nd merchant: 16 platinum pieces, 16 gold pieces, 2 base 100
g.p. gems
3rd merchant: 22 platinum pieces, 22 gold pieces, 1 base 100
g.p. gem
4th merchant: 22 platinum pieces, 22 gold pieces, 4 base 100
g.p. gems
Guards:
6 2nd level fighters (H.P.: 9; +1 drow chain, +1 drow buckler, +1 for 15 DEX
for AC of 1). Armed with +1 drow dagger, +1 drow shortsword,
and hand crossbow (6" max range) and 10 poisoned bolts (1-3
HP damage plus save vs poison at -4 or sleep for 3-12 turns).
Treasure: 4 platinum pieces, 2 platinum pieces, 3 platinum
pieces, 5 platinum pieces, 5 platinum pieces, 4 platinum pieces.
3 4th level fighters (H.P.: 18; +2 drow chain, +2 drow buckler, +2 for 16 DEX
for AC of -2). Armed with +1 drow dagger, +1 drow shortsword,
atlatl, and 3 poisoned javelins (9" range, +1/+2/+3 to hit at
L/M/S range, 2-7 H.P. damage plus sleep poison as above).
Treasure: 13 platinum pieces, 15 platinum pieces, 10 platinum
pieces.
16 bugbears (H.P.: 15 each; ring mail and shield for AC 3). Armed with
heavy morningstar (+2 damage) and spear.
Slave bearers:
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
Human
Hobgoblin
Orc
Gnoll
Orc
Orc
Half-orc
Bugbear
Goblin
Orc
Orc
Half-orc
Bugbear
Bugbear
Orc
Orc
Half-orc
Human
Human
8 Pack Lizards (AC: 5; MV: 9"; HD: 6+6; H.P.: 27, 40, 34, 31, 37, 36, 32, 31;
# AT 1; Dmg: 2-8)
Valuable goods: 3 mithril bars, 100 gold pieces weight each.
d.
1.
The inside of the doors have hidden firing slots for crossbows
outside. They are closed and can only be discovered by
searching the doors (1 in 6 chance per turn). Otherwise they
are identical to the outer doors.
Once inside, the party will note that the area is well lit by
glowing lichens and Continual Light spells cast on the ceiling.
A smooth road cuts through the area. The area is deathly quiet.
Despite being well-lit, the cavern gives off a distinct aura of
uneasiness.
2.
3.
3B.
3C.
3E.
3F.
3G.
3H.
3I.
3J.
3K.
4.
4P.
5.
6.
Very little progress had been made before the 2 Eye Killers (H.P.:
24, 20) moved into the dark area. They stand over the skeletons
of many rats and are eager for fresh prey after being deprived
of the dwarven miners. They are quite hungry and will attack
with little hesitation if characters enter the innermost left tunnel,
or if they hear the sounds of combat from the Tappers. If faced
with intense illumination (e.g., Continual Light), they will split up
and attempt to flee.
7.
7B.
7D.
7E.
7F.
7G.
The stairs between Lvl 2 and Lvl 3 are trapped with a Glyph of
Warding that will cause blindness to any non-dwarf unless it is
disarmed by Beros (see 7L).
7H.
7I.
7K.
Third Level:
Fourth Level:
Statistics for the lesser ranks of duergar are listed here, to avoid needless
duplication below. The total number of duergar of each type present in
the Redoubt is also listed, in the event that a massed-forces battle is
fought. The Dungeon Master should feel free to use these numbers as a
guideline, however, and not a limit of the total manpower available in
the encounter area.
4.
The barracks area shown here has two levels, connected with
a ladder and trap door. The lower level is a common area and
training ground, where the majority of guards gather. The
upper chamber contains weapon racks, barrelfuls of spare
crossbow bolts, and also a trio of ballistae that can be quickly
loaded and aimed at enemies attacking the gate from the
east (inflicting 2d6 H.P. in damage, as per the siege engine rules
- DMG p.108). The ballistae are not normally kept loaded, but
can easily be manned if the duergar detect enemies
approaching the gatehouse.
OLD GATEHOUSE: This point, where the tunnel widens into the
expanse of the larger cavern, was once fortified by the duergar
to defend their holdings. It was shattered in the most recent
battle between the dark dwarves and their enemies, however,
and has never been rebuilt. A thick and unstable field of
rubble and debris remains, mostly avoided by the duergar. The
true defenses of the area lie further within.
All ground movement through the marked area is reduced to
two-thirds of maximum speed, at best, due to unstable footing
and the need for constant detours. In addition, bits of rusted
weaponry and other dangerous bits of metal have been
abandoned within the rubble, so that any character crossing
this location without paying careful attention to their steps has
a base 20% chance of stepping on or tripping over some
sharpened scrap for 2d4 hit points of damage. Note that a
careful examination is likely NOT possible if the party is retreating
from the encounter area at high speed, after a hostile
encounter with the duergar!
2.
3.
MIDDEN HEAP: This pile of garbage, mold, and offal has been
established as a waste dump for the duergar'
s activities.
Though possessed of a truly vile smell and home to more than
a few good-sized spiders, centipedes, and roaches, it is not
inhabited and holds no treasure.
TROLL LAIR: This small series of caves has been taken over by a
gang of nine trolls (H.P.: 43, 39, 39, 36, 35, 33, 30, 29, 27) that
work for the duergar as enforcers and trackers. Though stupid
and greedy, they are incredibly tough and possess a certain
low cunning that serves the duergar quite well.
If encountered by a group of three characters or less, the trolls
will attack on sight. The appearance of a larger party,
however, will give them pause, and leave them amenable to
parley, if the adventurers choose. The trolls'terms are simple interlopers who provide sufficient amounts of either metal or
5.
6.
of the ingots is 5,000 g.p.. Each bar weighs some forty pounds.
Duergar Smith (AC 2 (plate and shield); H.P.: 39; armed with
hammer +1 and short sword)
dispel magic
Smith'
s Assistant (AC 0 (plate, shield +2); H.P.: 21; armed with
hammer, broadsword and twelve thrown darts)
7.
8.
Second Level:
12.
COMMON AREA: This large, mostly open area is used for battle
training, clan assemblies and general socialization, though it is
as often empty as inhabited. Under normal circumstances, 0-2
(roll a d3 and subtract 1 from the total) groups, each of 1d4+1
duergar of the 1st level, will be off-duty and present in this
place. In the event of hostilities, all duergar normally within the
barracks locations, the smithy, and the mines will be mobilized
here, then marched forth as a unit to combat intruders.
11.
10.
The slag pit behind the smithy is ringed at all times by no less
than sixteen lit torches, each made of slow-burning fungus and
angled inwards over the pit. This is for a very good reason, as
an enormous black pudding (H.P.: 72) makes the bottom of the
pit its lair! Though well-fed by the base metal ores thrown over
the side by the duergar, the pudding will seek to escape in
search of other prey if the torches are snuffed or removed,
emerging 1-3 turns after such action is taken. If the adventurers
remain near the smithy, they will likely be attacked immediately;
otherwise, treat the black pudding as a wandering monster.
NORTH MINE SHAFTS: The mine shafts here extend upwards and
downwards for several hundred feet, opening into small
chambers at irregular intervals. This was the first area worked
by the duergar upon their arrival, and has long since been
stripped clean of valuable ores. The area has accordingly
been all but abandoned, used nowadays mostly for the
cultivation of edible fungi.
If the party has managed to explore the encounter area
without fighting a pitched battle against the duergar, there is a
non-cumulative 20% chance per hour spent within these shafts
that they meet a group of 1-4 duergar of the 1st level of ability,
on patrol and harvesting duty. If the characters are known to
be loose within the Redoubt, however, this location will be
absent of duergar, with those assigned here called to defend
more vital areas of the complex.
9.
First Level:
LIVESTOCK PEN:
This fenced location contains twenty
good-sized subterranean lizards (5'long from nose to tail) kept
by the duergar as livestock and very infrequent pack labor.
Each has between 3-10 hit points, Armor Class 7, and no means
of attack. If threatened, they will cower and attempt to flee.
14.
At any given time, the tavern will have many patrons present 2d12 common duergar, 3d4 duergar of the 2nd level of ability,
a 50% chance of 1-3 3rd level duergar, and likewise a 50%
chance of 1-3 4th level duergar. There is also a 75% chance
that a duergar swashbuckler is present.
17.
18.
The lower floor of these barracks are much like the main
barracks to the northwest - a total of ten 20'square chambers
serving as quarters for six duergar of the 2nd level of ability
Fourth Level:
WEST (MAIN) MINE SHAFTS: These are the largest set of mine
shafts, worked at all hours by the duergar to bring forth iron,
silver, copper, gemstones, and many other types of metal
besides. Some of it is carefully traded to other denizens of the
underworld in return for needed prizes, but most is kept and
stored, or worked into weapons and other items of pleasure to
the grim hearts of the duergar.
Though extensive in both their breadth and depth, the mine
shafts are well maintained and in good repair. Indeed, many
humans and halflings might even travel through them with little
fear of the masses of stone overhead, and a surface dwarf
might even find them cheery. At any time, as many as 4d8
duergar of the 1st level of ability and 4d10 duergar of the 2nd
level are working these mines, overseen by 1d6 duergar of the
3rd level, an equal number of 4th level duergar, and also two
swashbucklers, a myrmidon and a cleric/assassin.
Catching any of these workers unawares and separated from
his fellows will require extreme cunning and stealth, however,
for at the first sign of battle or intrusion anywhere in the Redoubt
alarms will be sounded, resulting in all present assembling as a
single relief force within the space of but one turn. The
assembled duergar will then march forth, challenging any who
would dare contest their control of their stronghold.
Duergar Swashbucklers (2) (AC 2 (plate and shield); HD 5; H.P.:
37, 36; armed with hammer, short sword and pick)
Duergar Myrmidon (AC 2 (plate and shield); HD 6; H.P.: 39;
armed with hammer and short sword) carries a potion of
extra-healing
Duergar Cleric/Assassin (AC 2 (plate and shield); HD 3/3; H.P.:
20; armed with short sword and light crossbow)
First Level:
Second Level:
Duergar reach if they are forced to fall back after 2 rounds of combat,
is a pair of pit traps. The floors of these ten foot wide, ten foot deep, pits
are studded with metal spikes. Anyone falling into the pit suffers 1d6 H.P.
falling damage and an additional 2d6 H.P. damage from the metal
spikes. The pits are covered and locked so that the Duergar may safely
cross them, but may be activated with the pull of a cord. Once the cord
removes the locking pins, they open if a twenty pound weight is placed
on them.
The Duergar will retreat if they determine their opponents overmatch
them, hoping to return with reinforcements from their clan, located in hex
B30-31. Duergar guards will inform the other Duergar of their assailants,
and the party should be hard pressed to get any future support from the
Duergar. The Duergar have full access to their psionic abilities (expansion,
invisibility, molecular agitation, and reduction) and use them to their full
extent.
Duergar Skirmisher Statistics:
1 Duergar Battle Leader (AC 2 (plate and shield), 5/5 Cleric/Assassin; H.P.:
28) armed with broadsword, spear and light crossbow; carries a cleric
scroll with curse and hold person at 7th level. The Battle Leader has the
following spells:
First Level:
Second Level:
Third Level:
dispel magic
1 Duergar Hero (AC 2 (plate and shield); 4th-level Fighter; H.P.: 23) armed
with hammer, heavy crossbow and short sword.
2 Duergar Swordsmen (AC 2 (plate and shield); 3rd-level Fighter; H.P.: 18)
armed with hammer and short sword.
4 Duergar Warriors (AC 4 (chain and shield); 2nd-level Fighter; H.P.: 12)
armed with pick and heavy crossbow.
The tunnel ahead appears to lead into a cavern, one of many seen
before, but as the party approaches it, a feeling of general unease
settles on them. Shadows move and shift at the edges of sight, but
nothing is present when focused on. The plaintive moan of wind blowing
through rocks fills the air, its tempo rising and falling like some great beast
drawing breath, but, most unsettlingly, the air is as still as a tomb.
7.
TROLL SLAVES: These Trolls (6) (H.P.: 30, 34, 38, 42, 45, 48)
wandered into the chasm area quite a while ago. They are
kept by the Cloakers in case of either a food shortage, since
the trolls regenerate, or invasion. If additional help is needed
against invaders, the embattled Cloakers will summon these
trolls, who will move at maximum speed to the battle.
8.
Environment
The chasm stretches the length of the cavern. At one time a stone
archway bridge connected both sides of the chasm to an "island" in its
middle. The stone bridge has been long broken, and the rubble lies far
below at the bottom of the chasm. The cavern is a "wet" cave: the
sounds of dripping water echo across the cavern, and stalagmites and
stalactites are common throughout. Surprisingly, small wildlife (bats, rats,
other vermin) are not active in the cavern, though the smell of rotting
meat wafts up from the chasm. The ceiling varies in height from 20 feet
at the entrances to 100 feet at the center. The chasm appears
bottomless, but is anywhere from 50 feet, at it'
s shallowest point, to 150
feet, a crevasse in the northern corner where the Cloakers dispose of
carcasses, deep.
1.
2.
2a.
3.
4.
5.
SLIPPERY SLOPE: The walls and floor of this section of the chasm
are slick and wet. Anyone attempting to climb the chasm
incurs a climb walls penalty of -50%, which can be avoided by
using a rope to lower or raise people in the chasm. Water
2.
Forgotten Temple
1.
2.
3.
Well House
1.
4.
5.
6.
Second Level
Third Level
Fourth Level
Fifth Level
Sixth Level
Seventh Level
The inner sanctum (dungeon area) is designed for a high level party; for
lower level groups this encounter area can end at Area F. The
relationship between the drow and Atagush, the demon lord, will be
elaborated later.
the surrounding area will reveal that a sizeable battle took place here.
Of what little remains of the combatants, details such as race and
outcome will be difficult to determine (the battle was between rival drow
parties and their allies over the discovery of the mysterious golden wall at
Area F; speak with dead and similar spells will fail to reveal information,
refer to Area F for details). However, evidence that includes blast marks,
fused stone, and discolored areas indicate that the battle involved
powerful magical forces.
The most notable denizens are the family of six carrion crawlers that make
their home among the guano and debris piles. They are a family, but
they operate independently. (Option: replace one or more carrion
crawlers with a carrion shambler.)
A.
B.-E.
F.
G.
H.
leave by the same means, as the gates do not exist on the inside. The
foundation and structure of Parillernia cannot be altered and any
attempt to do so or to disbelieve the reality of this place will cause that
person to suddenly believe that s/he has been transported inside a solid
wall (save vs. petrification to avoid death on the first offense; no save on
the next transgression). In the event of a failed or denied save, the
affected person(s) will be frozen in place and turned to stone. Stone
statues and other litter will be immediately picked up by one or more of
the servants and brought upstairs to be dropped into the shaft on the top
floor (Area C5a).
Perceptive characters might recognize the similarities of Parillernia and
Mordenkainens Magnificent Mansion. Like the mansion created by that
spell, Parillernia is an ideal place to rest and recover spells. It is also an
extra-dimensional place and the consequences of bringing or creating
extra-dimensional objects inside should be handled accordingly. The
consumption of Parillernias food has a slightly different effect than the
food conjured by the spell and is dependent on the consumers
alignment. Chaotic beings will gain the benefits of a heroes' feast at the
end of one hour for the next 20 hours. All others will be affected as
follows: Upon leaving they will be famished; for every fake meal
consumed inside Parillernia they must spend 1 hour sitting and eating
normal fare, replacing the fake meals with real ones. Failure to do so
means that s/he will lose one point of strength for every hour spent within
Parillernia. The strength loss is restorable upon eating and resting as
noted, but this must be done within 6 hours or the loss will be permanent.
As long as the time spent eating and resting starts within 6 hours of
leaving Parillernia and is not interrupted by strenuous activities (nothing
more taxing than a slow walk), the 6 hour time limit will be extended.
The servants are, in reality, the enslaved spirits of the fallen; they have no
memories of their prior life, as that was taken from them by Atagush. Any
intelligent creature possessing a life force that dies within 100 yards of
Parillernias pearly gates will either have its soul sucked into the refuge
and either enslaved for an eternity of service or devoured by Atagush.
On the uppermost floor of the mansion is a hidden room. The only
significant feature in that room is a dark hole, 10 feet in diameter in the
middle of the floor. The hole is actually a 600 deep shaft that absorbs
light as if affected by two continual darkness spells. This shaft leads into
Atagushs unholy sanctum (Area 1 of the dungeon).
BASEMENT: All of the food here will be appetizing and nourishing, but the
effects of satisfaction will fade upon leaving Parillernia. Any food
removed from the mansion vanishes as if it never existed.
a.
b.
c.
d.
e.
4.
LEVEL 1: The great doors of the Repository are real only from the outside;
from within, they are replaced by a stone wall. The doors open into a
foyer that is half as high as the doors and anything entering Parillernia will
be reduced in size to fit.
1.
FOYER: (60 high ceiling) Fine tapestries adorn the walls behind
supple, leather sofas and chairs and an elegant red carpet
leads away from the wall where the portals should have been,
beyond an open doorway into a great hall. A pair of sculpted
marble magi in flowing robes stands in the corners of the foyer
providing a warm, golden light with the crystal headpieces of
their platinum staves.
2.
3.
SPIRAL STAIRS: This dimly lit stairwell leads up to the other three
levels.
LEVEL 2
A1.
LIBRARY: The north wall is lined with floor to ceiling shelves, filled
with leather-bound tomes with a variety of titles. Book contents
(d6): 1-4=filled with gibberish, 5=blank, 6=choose a random
subject; the content will be misleading, deceptive or otherwise
false.
A2.
GALLERY
A3.
STUDY
A4.
SUITE
a. BATH
A5.
SUITE
a. BATH
A6.
MASSAGE
a. BATH
A7.
MASSAGE
a. BATH
A8.
A9.
others stepped through the portal and when, each person will
be transported to an identical, but separate, chamber, and
nothing short of a wish will enable a person to escape his/her
fate. Those who fail to fight and defeat The Assessor will join
the ranks of Parillernias mindless servants. Those who are
successful will hear a distorted voice say, Return when you are
worthy, as they are transported outside the Repository to Area
G. (By some strange quirk of fate the voice is that of the flesh
golem.)
SOUTH ARCH, The Correspondent Arch or The Portal of
Alliance (symbolized by an equals sign): Passing through this
arch will cause one randomly selected enchanted item (this
must be a magic item with multiple uses, not expendable
magic items such as potions and scrolls; a random ability point
will be taken if the subject does not have a suitable magic
item) possessed by that person to vanish as the subject is
transported outside the Repository to Area G (vanished items
are transported to Area B23 on the second level of the
sanctum). The subject will (unknowingly) acquire the Mark of
Atagush. There is no save against the effects in this encounter
since the subject willingly accepted the consequences as s/he
stepped through the arch. Those with magic resistance may
choose to forfeit the resistance check in compliance with their
previous decision or attempt to resist the effects (which are L20
in power), but a failure to resist results in instant transportation
through the east arch.
The Mark of Atagush: This invisible mark, in the form of a black
skull with T shaped bars radiating from the four compass
points, is placed over the heart of select subjects by Atagush.
It radiates a slight aura of evil and magic to all but its bearer.
The mark is difficult to detect as no feeling or sense is
associated with it. The mark is borne by Atagushs friends and
allies, and it will grant its bearer protection against the
soul-rending effects in his sanctum, for the life forces of the
marked individuals have been reserved for Atagush.
Flesh Golem (1) AC: 9; MV: 8"; HD: 9; H.P.: 40; # AT: 2; DAM:
2-16/2-16; SD: +1 or better weapon to hit; AL: N; SZ: L(7'tall)
Clay Golem (1) AC: 7; MV: 7"; HD: 11; H.P.: 50; # AT: 1; DAM: 3-30;
SA: haste for 3 rounds; SD: +1 or better blunt weapon to hit; AL:
N; SZ: L(8 tall)
LEVEL 3
B1-7:
GUEST SUITES
b. BATHS
c. BEDROOMS
AIR
C2
FIRE
C3
WATER
C4
EARTH
Secret door
C5
C5a.
(save to avoid intense pain for 2d4 turns; to hit and damage roll
penalty of -2); AL: N; SZ: Individual: S (1"long), Swarm:
approximately 100 ants per square foot; XP: 975 (for the entire
swarm). Each point of damage inflicted on an ant swarm kills
1d20 ants. The ants may be scattered with smoke or fire;
immersion in water washes them off. If half of the swarm is
killed, the survivors will scatter and hide.
2.
STICKY FEET: The floors of this corridor appear normal until tread
upon. The darkened areas (B) seem to be affected by invisible
webs, similar to the second level MU spell.
a. A permanent alarm has been placed here. It is similar to the
spell, but the sounds can only be heard in areas B21-25 and the
passages connecting them. The purpose of the alarm is to alert
the drow stationed there to ready the ambush sites in areas 22
and B1.
7.
8.
Trapper (1) AC: 3; MV: 3; HD: 12; H.P.: 54; # AT: 4+; DAM: 4+AC of
victim/round (+constriction); SA: smothers in 6 rounds; SD:
immune to heat and cold based attacks; AL: N; SZ: H (20'
-30'
dia.)
Efreeti (1) AC: 2; MV 9"/24"; HD: 10; H.P.: 59; # AT: 1; DAM: 3-24;
MR: 25%; AL: N (LE); SZ: L (12'tall)
4.
MAGMA LAKE AND RIVER: A stream of lava will gush into the
prison chamber at a rate of 10'
/round when the concealed
door is opened. The molten river and lake, the home of
salamanders and fire snakes, are connected by a
subterranean opening in the wall to the cauldron in Area 5.
The lake is 20-40 deep, and the river varies from 10-25 deep.
9.
11.
ROTATING CORNERS
16.
21.
THE LIVING WALL: The outer wall of the large spiral stairs is a
modified version of a living wall.
This tunnel and the bridge is often used by lone travelers, outcasts, and
misfits, since it is rarely patrolled. Experience has shown that the
Gloomwings are drawn to light, so those who have passed here before
know to hide any light source and rely on other vision to avoid undue
attention. Any light shown near the bridge will draw a single Gloomwing
(H.P.: 26) in 1d4+1 rounds. In general, the Gloomwing will alight on a
rocky outcropping at the furthest extent of vision, giving opportunity to its
prey to see its confusing wing patterns, before attacking one of the
travelers. Note that combat with a Gloomwing releases pheromones that
have a 20% chance each round of attracting 1-4 additional
Gloomwings. While only one Gloomwing will investigate the light source
at a time, multiple Gloomwings may be drawn into combat.
On the far side of the bridge lies the remains of a lone traveler who fell to
the Gloomwings. Several eggs were laid and two have hatched from
within his corpse. Now two Tenebrous Worms (H.P.: 55, 45) are present,
blocking egress from the bridge.
Lastly, the area above the bridge, on the right-hand side, contains the lair
of a Tunnel Worm (H.P.: 48). It will attack any Gloomwing that flies by,
such as one interested in the party. If frustrated in its attacks on the
Gloomwing, it will happily take a character for dinner instead. If badly
wounded, it will retract into its tunnel.
The corpse is of a surface dweller, probably a human. Its armor is
destroyed by the hatching of the Gloomwing eggs, but its backpack
contains four potions, two of healing, one of super-heroism, and one of
invulnerability. Wedged into the side of the crevasse, ten feet below, is its
shield +1, +4 against missiles, but it is unreachable from the surface. Two
drow daggers, already corroding, are wedged into its belt, next to an
empty scabbard. Two large rubies worth 500 g.p. and a gold necklace
worth 300 g.p. sit along with 30 platinum pieces in its belt pouch.
Beyond the crevasse, the tunnel begins to widen appreciably and
becomes close to 300 feet wide. The tunnel continues with these
dimensions for another thousand feet, until the ceiling begins to lower
and the walls come closer. In this narrowing space hop hundreds of
cave crickets of varying sizes. The smallest of the crickets are barely
larger than their above-ground brethren, but the largest approach the
size of a horse, and pose an inadvertent threat to the party. The cave
crickets are the natural prey of the Tunnel Worms and Gloomwings. The
chitinous remnants of the dead crickets crunch underfoot.
The cave crickets are naturally reticent and will avoid contact with party,
if not crowded. So long as the party avoids displaying light, the
remaining thousand feet of tunnel can be safely traversed, and the
tunnel will resume its normal size and shape through the Depths.
malnourished and very tired. They are all chained together by one ankle
each. Their captors (described below in area B) know, from experience,
of the Pechs ability to shape stone. The chains are one deterrent against
escape. The slaves stop working when they notice the party.
The Dwarf speaks for the slaves and will mistakenly believe the party is
part of the group that captured him. He will ramble on about how the
mine he and the Pech are working was abandoned long ago and will
never yield anymore gold.
If the party inquires as to how he and the others came to their present
fate, the Dwarf will explain that he was captured, along with his family,
while traveling a few miles south of the cavern complex. He has no idea
how the Pech got there.
He explains that he and the Pech must comply for fear of what their
captors will do to their families. The Dwarf has seen at least three
humans, but is sure there are more. He says their captors are powerful
and well armed, and that they stay somewhere across the main passage.
He doesnt know exactly where.
During the time the party spends with the slaves there is a 1 in 6 chance
per turn that one of the NPCs (the thief) will visit area A to check on the
slaves. Should this happen, the party will have a 1 in 6 chance to notice
the thiefs presence. If the thief observes the party, and the party doesnt
notice, the thiefs compatriots will set up an ambush for them outside of
area A. If no NPC visits area A during the partys time there, the NPCs will
be located in area B, behind the secret door. A magic mouth spell has
been placed on the secret door and will yell out an alert if the party
opens it.
The NPCs reside in area B, when they are not tormenting the slaves. Area
B consists of six rooms; three (1, 2 and 3) for the NPCs and three smaller
cells (4, 5 and 6) for the prisoners, the families of the Dwarf and the Pech.
The five NPCs are described below. Its important that the DM play the
NPCs effectively. They are of reasonably high level and will fight hard
and intelligently. If things go against them, they will run or try to bargain
with the party. Since the NPCs hold the prisoners as leverage against the
slaves, not the party, they wont bother harming the prisoners.
Area 1: The NPC leader is MerShannon, a tenth level, LE magic user (H.P.:
52; ring of protection +1, bracers of defense AC 4, for an overall AC of 3).
He is armed with a +1 staff and a +2 dagger and carries a scroll
containing four spells (forget, geas, Bigbys forceful hand, and delayed
blast fireball). MerShannon has the following spells available to him:
First Level:
Second Level:
Third Level:
Fourth Level:
Fifth Level:
MerShannons first action will be to cast haste on the NPC fighters in area
2. He will then cast spells as to inflict the most damage on the party, until
his followers engage. He will then try to cast fumble on an enemy fighter.
Area 2: These are the quarters for two CE NPC fighters. Targnol is tenth
level (H.P.: 66; +1 plate mail, +3 dexterity bonus, for an overall AC of -1)
and fights with a long sword +1, +3 vs. regenerating creatures. He is +1
to hit and +2 to damage due to strength. The second fighter is Tulkas. He
is a 9th level fighter (H.P.: 64; +1 splint mail, +2 dexterity bonus, for an
overall AC of 1). He carries a broadsword +2, dragon slayer and has
strength bonuses of +1 to hit and +1 to damage. Both fighters attack 3
times per 2 rounds.
Area 3: The last two NPCs are here. Matias is a tenth level, NE cleric (H.P.:
62; +1 banded mail, +1 shield, +1 dexterity bonus, for an overall AC of 1).
He fights with a +2 mace and carries two potions of healing and two
potions of extra healing. His spells are:
First Level:
Second Level:
Third Level:
Fourth Level:
Fifth Level:
Matias will most likely use protection from good, spiritual hammer, and
flame strike early, before closing to fight.
The other NPC residing in this area is a 9th level, CE thief named Jukka
(H.P.: 48, +2 leather, +4 dexterity bonus, for an overall AC of 2). Jukka,
unknowingly, fights with a cursed -2 short sword that detects as a +1
sword of wounding. He will be the first to flee if things get tough.
If the party dispatches the evil band and release the families, all of the
slaves will be forever grateful. A search of the area will not find much in
the way of treasure, as the NPCs carry what they own. Found among the
usual adventuring equipment is: 5,000 silver pieces, 3,000 gold pieces,
and 4,000 g.p. worth of gems. In addition, the Dwarf will tell the party that
the digging he and the Pech did actually uncovered gold nuggets worth
a total of 5,000 g.p.. He offers them to the party, explaining that he hid
the gold in hopes that the NPCs would give up on the mine and let them
go. The Dwarf felt that any gold found would only delay his and the
others releases.
Second Level:
Third Level:
Fourth Level:
Fifth Level:
Ancarix'
s presumed partner, the Purple, is a much more reclusive figure.
A mind flayer (H.P.: 47) of uncertain past, the Purple is so named because
of the color of the sumptuous robes it constantly wears. Some rumors
suggest that the body beneath the fabric is branded, scarred, or
deformed, but no evidence one way or the other has ever been
determined. The Purple is only rarely seen, even within the Trading
Grounds, and even more rarely spoken with. In all instances where it has
met with others, it has brought a slave along to act as its mouthpiece
rather than speaking on its own behalf. Its motivations and goals are
uncertain, but it is likely either opposed to the other members of its dark
race, and subtly acting to blunt their actions within this region of the
underworld, or else secretly an agent of their interests. The Purple wears
a ring of invisibility, and also possesses a scarab of insanity (11 charges)
and a scroll of protection (magic) that it will use in combat.
The area of the Trading Grounds is divided into two parts - the public
area proper, where beings of all races can meet and do business, and
the stronghold of Ancarix and the Purple, which cannot be entered
without explicit invitation. Visitors - even adventurers - can pass through
the public part of the Trading Grounds without fear, so long as they
refrain from violence themselves. Attempts to breach the inner
stronghold, however, or to engage in open battle anywhere within the
Trading Grounds, will likely result in the offenders facing the combined
wrath of all others present.
Each of the entrances (locations marked with '
e'
) to the Trading Grounds
is warded by powerful magic. A permanent-effect magic mouth greets
arrivals with the message "The Trading Grounds lie ahead. Bring no
violence here," repeated in Drow-elvish, svirfneblin-gnomish, and the
Goblin tongue. The voice is loud enough to be easily heard throughout
the encounter area, warning those within of new arrivals. Continuing
further along the passage (through the sections marked with dashed
lines) subjects passerby to a dispel magic effect cast at the 8th level of
ability. This effect has no chance to ruin potions, but is sufficient to
negate ongoing spell effects, particularly invisibility and silence.
Past the entrances to the cavern is an open space used as a common
meeting ground and market. Travelers can rest here, converse with
others present, and even erect temporary dwellings and make camp if
they choose. Several small wells are spaced throughout the area,
drawing forth bitter-tasting, but potable, water. All other commodities
must be purchased, either from the agents of Ancarix and the Purple or
from other visitors.
The trading grounds are a busy place - when the adventurers first arrive,
there will be 1d6+2 large parties present, as well as 4d6+6 individual
travelers and mercenaries. These groups will often have lean-tos or tents
erected for some modicum of privacy, as well as pack animals, carts, or
travois for hauling goods, but in many cases will have only what supplies
they can carry. Individuals will typically be fighters, of 1st-4th levels of
experience (see below for exceptions); identity of large parties is
determined as follows:
Roll
Composition
2-3
8-9
Duergar party
10
11
12
Deep gnome party: These groups consist of 11-16 svirfneblin present for
purposes of exploration, trade or the hiring of mercenaries (Dungeon
Master'
s discretion). They will likely be favorably inclined towards visitors
from the surface, and may attempt to make common cause with a band
of capable adventurers. If trouble occurs they will fight reluctantly, but
capably, in defense of the Trading Grounds, as it is one of the few places
where they can acquire goods, tools and magic beyond their own
capabilities to make, as well as information on the plots of other races.
Drow parties: These groups are more fully detailed in module D1.
Merchants may be either doing business at the outpost or simply passing
through. Patrols are traveling between Erelhei-Cinlu and other areas
within the underworld. In both cases, they will be cool and arrogant if
approached by the party, to the point of outright insult. Merchants may
Mthkrri is a smoke mephit (H.P.: 19) who works as a guide and sometime
spy within this area of the underworld. He can hide in shadows, move
silently, hear noise, and find (though not remove) traps each as a
6th-level thief. He can serve as a guide to any of the encounter locations
south of row A2 (inclusive) on the encounter map, if paid the sum of 50
gold pieces per day. He will not fight in battle. Mthkrri is 75% likely to
betray the party'
s presence to any mind flayers encountered, fleeing any
battle afterwards.
The half-Drow Zethaca is a lissome, dusky-skinned beauty. She is quite
skilled in both the priestly and magical arts, being a cleric of the fifth level
of ability and a magic-user of the fourth level. Though she is of neutral
evil alignment, she considers money to be of greater importance than
morality and will willingly serve any party that does not question her own
standards or beliefs. Her request is for a half-share of any treasure
claimed, as well as first pick of any single magical item acquired. She will
use such a pick to claim drow weaponry and armor, or else spell scrolls
and wands usable by spellcasters, by preference. She has a sharp
tongue and a short temper with any males that are over-amorous.
Zethaca (AC 3 from drow chain +1, shield and DEX 15; H.P.: 20) fights in
battle with footman'
s mace, possesses a wand of fire (with but 12
charges), whose power she will call on only in an emergency, and
commonly carries the following spells:
First Level:
Second Level:
Third Level:
Effect
locate object
divination
project image
duo-dimension
mind blank
The two caves in the eastern part of the encounter area have floors a full
5'higher than other caves to the west, with a sheer drop at the entrance
that prevents passage by the gelatinous cubes. Lairing here are two
exceptionally large rust monsters (H.P.: 33, 27) that sometimes roam the
outer caverns, but have learned to spend much of their time in these
upper caves where they can expect to be safe. The wererats sometimes
use these caves as an entrance point when journeying westwards,
divesting themselves of metal before meeting the rust monsters. The
wererats keep a small hidden cache in the southern wall of the cave,
some 8'above floor level. It presently holds two drow short swords +1, an
additional two drow daggers +1, and six normal wooden quarterstaves.
The cache can be located as a concealed door (1-2 on 1d6, or 1-3 for
elves and similar).
thief. These creatures will fight to the death against any intruding party.
A small coffer set against one wall holds the treasure of this place: 500
gold pieces and 300 platinum pieces, three blocks of incense of
meditation, and a small brass ring which radiates magic. If the brass ring
is placed on a finger, the wearer will feel an odd mental pressure coming
from the northwest (originating from the mind flayers'gate, in U/13-V/14)
and will afterwards be able to determine direction to the latter encounter
area with but a moment'
s thought, as long as the ring is worn.
Once this encounter area is cleared, reduce numbers of wererats
encountered (in both pre-written encounter areas and in random
encounters) by half.
First Level:
Second Level:
Third Level:
Fourth Level:
Roll
Creature
1-8 agarats
1-2 denzelians
4--6
food train
7--9
318 ghasts
10--12
1315
10-60 ghouls
16
2-20 ghoulstirges
17
gnoll pilgrims
18
19
20
Agarats: Elite among ghouls, they will attack and kill any non-drow.
Denzelians: These creatures excavated many of the warren tunnels. They
are inedible, and ghouls do not bother them.
Drow priestess party: Such groups consist of a female level 7 cleric (AC
-3; H.P.: 41; drow +3 mace), 2-5 level 5 underpriestesses (AC 0;H.P.: 25
each; drow +2 mace), and an escort of either 1 mezzodaemon (10%),
3-12 shadows (40%), or 2-8 ghasts (50%), who chase off ghouls whose
hunger gets the better of their good judgement. The upper level cleric
has the following spells:
Second Level:
Third Level:
General Notes
From area 1 begins a winding maze of cramped tunnels, 3-10 wide and
4-12 tall. The burrows are roughly at the same level, sloping as needed
for over- or underpasses, or to achieve the elevations shown for the cave
mouths in area 2. The floors are thick with offal, bones, skulls, and carrion,
yet devoid of rats. The putrid smell of uncovered graves saturates the
warrens and subjects explorers to the constant effects of ghast stench (-2
on all to hit rolls, no save allowed due to the unrelenting odor). For
every day spent in this place, each character has a 5% chance of
contracting a disease. The party encounters wandering monsters on a
roll of 1 in 8, checked every 3 turns.
These priestess possess the usual innate abilities for drow females over 4th
level. Each drow carries 1-8 electrum, gold, and platinum pieces per
level, plus a 100 g.p. gem per level.
Food train: These groups consist of two files of 6-24 chained captives
driven by 4-9 ghasts, destined for the horrible ghoul larders. The race of
each captive is as follows:
Roll
Race
bugbear
goblin
half-orc
89
hobgoblin
1012
human
1314
kuo-toa
15
norker
1617
18
quaggoth
19
svirfneblin
20
troglodyte
Each ghast has a 70% chance of bearing a cage on its back containing
11-20 rats (50%), 2-5 jermlaine (35%), 1 snyad (10%), or 1-2 mites (5%), a
quarter of these creatures are already dead. The ghasts will ignore the
party, being more concerned with rushing to the larders before being
mobbed by ravenous ghouls.
Ghouls and Ghasts: Groups of ghouls and ghasts are usually feeding.
Ghoul groups generally do not attack, unless hungry. Ghouls witnessing
attacks on other ghouls generally do not care, and will move to consume
the fallen. However, turning undead will enrage all ghouls in sight, who
Shadow Demon and Shadows: These groups are returning from spying on
others in the Underdark and will avoid the party if not noticed.
C.
D.
E.
EMPTY: These vacant dens may (25% chance) be roosts for 1-20
ghoulstirges. These places have no treasure.
L.
P.
1.
BONE PITS: These pits are sinkholes, 10-60 deep, filled almost to
the top with bones and old junk. It takes hours to search these
pits, but within are 10-100 copper, silver, electrum, gold, and
platinum pieces, 5-50 gems worth 10 g.p., 2-20 gems worth 50
g.p., and 1-10 gems worth 100 g.p.. Some usable equipment,
such as backpacks, spikes, lanterns, or arrows, may also be
found.
THE DEATHS HEAD GATES: The entrance to the ghoul warrens
Roll
Creature
Megalocentipede (1-4)
Phycomid (1-4)
3.
4.
Creature
Mobat, 6 HD (1-8)
Doombat (1-8)
Ghoulstirge (3-30)
Gloomwing
Grell
5.
6.
PARLOR: In this littered cave are 27 ghasts (H.P.: 29, 28, 27x2,
25x2, 22x3, 21, 20x2, 19x2, 18x3, 16x3, 15, 14, 13x2, 11x2, 10).
Unlike their ghoul cousins, when these undead are sated from
feeding, they engage in more sophisticated pursuits, such as
tattooing, scarification, body piercing, fang sharpening , bone
whittling, and the like. The ghasts are seated among
sarcophagus lids hauled to these warrens from despoiled
sepulchers. Scattered among the bones are 4,892 copper
pieces, 2,310 silver pieces, 1,801 electrum pieces, 1,223 gold
pieces, 450 platinum pieces, 102 gems worth 5 g.p., and 33
worth 10 g.p..
8.
9.
10.
11.
12.
Roll
Hallucination
13.
14.
15.
17.
18.
19.
THE BLACK LAKE: This large cavern has a high (120) ceiling
covered with rows of stalactites and flowstone draperies. The
cave is flooded by 6-12 of inky water, and drifting about are
the waterlogged, bloated bodies of humans, demi-humans,
and humanoids, being cured by a thorough soaking. Poling
a raft among these gruesome, bobbing obstacles is a bodak
(H.P.: 51), dressed in tattered black robes with a hood drawn
tightly over its head. The bodak is armed with a nasty hook on
its pole (treat as a bill-guisarme, damage 2-8) that it uses to
snag corpses in the water.
The boatman hides its treasure in a hollowed stalagmite
protruding from the water at the far end of the cave. Inside is
a sack of human skin with 216 electrum pieces, 511 gold pieces,
and 39 platinum pieces. A bowl-like fragment of dwarf cranium
contains 18 gems (2x100 g.p., 9x500 g.p., 7x1000 g.p.), a
platinum earring with a moonstone worth 470 g.p., a broken
ebony wand, a spoon of stirring, a talisman of the sphere, 4
bolts +2 (which will fit drow hand crossbows), and a drow
dagger +3.
20.
On the cavern ceiling are also 3 chasmes (H.P.: 43, 36, 29),
enjoying the foul atmosphere. These disgusting demons attack
immediately, then in 1-4 rounds the shambler awakens, and
begins assembling its body over the next 2 rounds. The carrion
shambler may be attacked during this time.
Day 4-6
Day 7-9
Day 10+
STORAGE ALCOVE: This tiny alcove is filled with clay jars, urns,
bowls, vats, and amphorae of ingredients used by the ghastly
cook. There are 6 urns of strange crystalline mineral salts; 1 jar
of violet fungus spores (2-8 violet fungi sprout within 6 turns of
spreading the spores on a suitable surface); 1 jar of 14 live rot
grubs (1 H.P. each); 4 urns of dried clotted bugbear blood and
1 of drow blood; 3 small vats of human tallow; 1 larger vat of
olive slime (6 H.P.); and 4 bowls of rotting, severed fingers, dead
mice, eyeballs, and tongues.
Scattered among the containers are 2 jars of oil of slipperiness,
a jar of elixir of madness, and an urn with 18 gems worth 500
g.p. each. Wrapped in a rag and concealed behind a pile of
shattered urns is a secret ingredient, and potentially a huge
embarrassment for the cook: carrots, obtained from the surface
lands at great trouble and expense.
22.
24.
PAINTED CAVE: The walls of this cave are covered with crude
drawings depicting scenes that are disturbing in their
commonplace nature: farming, domestic household activities,
town markets, a wedding, etc.
Occasionally, vestigial
memories from a past life surface in a ghouls consciousness,
who may feel the need to express itself here. The pictures are
often quickly defaced. This chamber is generally shunned, and
if a random encounter occurs, it is with a lone ghoul or ghast
who flees.
25.
socket and a 1,000 g.p. black sapphire in the other, the remains
of a long-destroyed eye of fear and flame.
26.
27.
29.
First Level:
SMALL DEN: This ghoul den is much like those areas marked
D, but is inhabited by 5 sheet ghouls (H.P.: 30, 27, 22, 21, 13)
that have gravitated to the same warrens as their kin. In the
filth are 2,948 copper pieces and 43 gems worth 5 g.p. each.
TEMPLE OF YEENOGHU: This smooth cavern is faintly lit by dim
purplish light from strange, spiked and fluted iron lamps
mounted on the walls. The flickering light illuminates little,
leaving the chamber walls in shadow and the ceiling
completely shrouded in darkness. The only thing clearly visible
is a 12 statue of an anthropomorphic hyena, the demon lord
Yeenoghu, clad in a real toga of canine furs, holding in its paws
a jeweled, adamantite flail, and possessing glittering eyes.
Before the idol is a dark brown, 8 diameter, flat stone, stained
by centuries of sacrifices, and to either side are a pair of 10
diameter, 10 deep pits covered by iron grills. The rest of the
chamber is decorated with the impaled skulls of gnolls, flinds,
ghouls, and ghasts. Yeenoghu accepts any sentients as
sacrifices, but only these are worthy of display.
Those coming within 20 of the statue are confronted by a pair
of 7 robed figures who step from behind the idol. One carries
a huge flail with 3 balls, while the other has a vicious
voulge-guisarme. Their heads are cowled, and only blazing red
eyes are visible beneath the hood (DM should note which
players immediately state their characters avert their eyes). The
figures pause to await the proper obsequiousness, and, if not
forthcoming, they throw off their robes and attack the next
round. The creatures are babau (H.P.: 60, 56), and characters
who did not avoid their eyes are automatically subject to their
gaze attack (range 20). The babau close in, expertly wielding
their weapons (damage 2-7+7 and 2-8+7 respectively for the
flail and pole arm). Players unfamiliar with these demons may
mistake the gaunt beings for tall ebony-skinned ghouls.
Any combat in this shrine also attracts, on the following round,
20 vargouilles (H.P.: 9x2, 8x2, 7x4, 6x3, 5x2, 4x3, 3x2, 2x2) from
their dark hiding places near the ceiling. Additionally, a violent
cacophony of barks will erupt from each pit, where 3
Second Level:
Third Level:
Fourth Level:
If turned, the agarat shaman leaves with its hounds but, after
3-12 rounds, returns with 40 ghouls, 20 ghasts, and 5 agarats.
With the yeth hounds tracking abilities, they stalk the party and
attempt to slay them through ambushes and hit-and-run tactics.
Eight of the stuffed canines in the cave have gem-set collars,
worth 200-1,200 g.p. each.
31.
32x500 g.p., 10x1,000 g.p., 2x5,000 g.p., 1 star ruby worth 10,000
g.p., 1 diamond worth 10,000 g.p., and a huge emerald worth
50,000 g.p. One of the 1,000 g.p. gems is a jewel of attacks.
32.
33.
The central pit has a tunnel on one side leading to the main
warrens, so the common ghouls may come and jape at their
queen when she holds court, and hopefully have a live victim
tossed to them. A muttering mob of 5-20 ghouls is in the pit at
all times, but beyond hopping and howling in outrage, they will
not be a factor any combat above, as they cannot climb out.
Behind the seat in the skulls mouth is a bare stone block used
as a bier by the Mother. The block may be moved with a
successful bend bars/lift grates roll, revealing a hollow behind
it, although the action releases dust of sneezing and choking
from within the hollow. In the cavity are 13,566 copper pieces,
10,801 silver pieces, 8,090 electrum pieces, 7,832 gold pieces,
3,112 platinum pieces, 31 gems (19x100 g.p., 8x500 g.p., 3x1,000
g.p., 1x5,000 g.p.), a silver mace worth 450 g.p., a plain
electrum ring (2 g.p.) enchanted with Nystuls magic aura, an
onyx skull worth 750 g.p., a gold spider medallion suspended on
an intricate web of delicate silver chains worth 2,850 g.p., a
jeweled gold orb decorated with tiny platinum spiders worth
9,600 g.p., a gold and mithril crown set with precious stones
including 4 large rubies and 1 huge emerald worth 46,000 g.p.,
3 potions (poison, vampire control, oil of timelessness), a
clerical scroll (resist cold, wyvern watch, animate dead, speak
with dead, tongues, and insect plague, written at 14th level),
an illusionist scroll (darkness, detect illusion, ultravision,
wraithform, phantasmal killer, and confusion, written at 12th
level), a pair of bracers of archery, and a +3 dart of the
hornets nest (fits drow hand crossbows). A tome, bound in
demon hide and decorated with inset platinum wires, sporting
a jewel-studded spine, gold latches, pages of soft drow skin,
letters of silvery ink, and margins extravagantly illuminated in
gold and silver leaf is carefully wrapped and placed in the
hollow. This libram is an extraordinarly detailed study of the
comparative anatomy of humans and demi-humans, illustrated
in exquisite detail. The language is unknown, but the pictures
tell all. The libram is worth up to 22,000 g.p. to the right collector,
with many potential buyers in Erelhei-Cinlu.
WAITING CAVE: In this small cave a night hag (H.P.: 40) awaits
an audience with the Mother of Ghouls to petition for the soul
of one of the prisoners in area 24. The horrid creature does not
dare gating in help, since her hostess would be gravely insulted
if a barbed devil responded. The hag has 3 gems worth 100
g.p., 2 gems worth 500 g.p., and her periapt (possessor cured
of all diseases and has +2 on all saves; decays 10% with each
use). A 5 tall covered wicker basket in the corner holds 8
larvae (H.P.: 6, 5, 4x3, 3x2, 1).
35.
36.
37.
Third Level:
Fourth Level:
Each drow has 1-20 electrum, gold, and platinum pieces per
level and a 100 g.p. gem per level. The upper level priestess
also has a 500 g.p. gem and a 350 g.p. gold spider amulet. The
2 cleric/assassins have similar amulets made of silver (100 g.p.
each).
39.
Third Level:
Fifth Level:
Sixth Level:
Second Level:
Fourth Level:
In addition to her spells and shade abilities, Issiril has the usual
drow abilities. Before a confrontation, Issiril prepares herself
with protection from good, aid, and prayer. She lets the spider,
shadows, and a dust devil do her fighting and avoids melee
using sanctuary, cloak of fear, and her shade abilities to hide
in shadows and create shadow images. She reserves her
innate darkness ability to neutralize light spells and keep the
ambient illumination at an advantageous level for a shade. If
combat goes against Issiril, she ducks behind a drape and
opens a secret hatch on the side of the conclave building. She
steps onto one of the cables suspending the cube and nimbly
runs for the exit, ordering the demons (if still alive) to cover her
escape. She avoids using shadow-walk to flee, since the return
from the Plane of Shadow is lengthy. Besides her equipment,
she has 50 gold pieces, 50 platinum pieces, and 4 star rubies
worth 1,000 g.p.
Issirils quarters are spartan, for she has forsaken ordinary
comforts. The walls are covered with black and violet drapes,
and the furnishings include a simple bed, nightstand, desk, and
chair. Hanging between the curtains is an impressive collection
of odd weapons, including a blowgun, sap, staff sling, falchion
and khopesh swords, scythe, flindbar, and various oriental
weapons (c.f. OA pp. 43-48), as well as a kuo-toan harpoon
and pincer staff; a derro hook fauchard, aklys, spiked buckler,
and repeating light crossbow; a thri-kreen throwing wedge and
double-bladed polearm; a rutterkin snap-tongs device,
double-crescent polearm, saw-toothed flatchet, and 3-armed
throwing blade; a yagnodaemon tol-kendar; and a bearded
devils saw-toothed glaive.
The desk is strewn with papers and scrolls, along with a silver
and turquoise inkwell worth 270 g.p. and a pen made from a
cockatrice feather. On a large shelf above the desk are:
--a large glass jar containing a pickled illithid brain;
40.
13
14
18
41.
Chest # 2:
Chest # 3:
HIT DICE: 1 + 6
% IN LAIR: 70%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: S
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: III/105 + 2 per hit point
The scream of an agarat is its most feared attack, causing all characters
within 20 to save vs. spells or suffer a temporary 1 level energy drain
lasting 1-4 turns. After this time, characters who are still alive regain their
lost level(s). Agarats can only scream once per turn. The effects of
agarat screams are cumulative, and creatures temporarily drained of all
life energy will fall unconscious and cannot be awakened for 2-12 turns.
Agarats are immune to sleep, charm, and hold, and they are turned as
spectres.
Carrion Shambler (Bruce R. Cordell, Steve Miller)
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 6
HIT DICE: 16
% IN LAIR: 100%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 4-16/4-16
SPECIAL ATTACKS: Suffocation
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Neutral (evil)
SIZE: 16
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: IX/8100 + 20 per hit point
These enormous agglomerates of putrid undead tissue spontaneously
arise from charnel houses, mass graves, and other concentrations of
corpses that become saturated with energies from the Negative Material
Plane. At rest, the shambler resembles a heap of rotting flesh and bones,
but when roused, takes a roughly humanoid shape similar to a huge
shambling mound.
The shambler attacks with two flailing arms, and if both hit, the victim is
engulfed and suffocates in 2-8 rounds. An engulfed victim may escape
through a successful Bend Bars/Lift Gates roll. The shambler is immune to
blunt weapons and takes damage from slashing and piercing
weapons. Fire does not affect it, and lightning adds 1 HD and 1 height
per die, although an engulfed victim will take full damage. The shambler
is additionally immune to mind influencing spells, and because it is a
collective of dozens of undead, it may not be turned.
Ghoulstirge (Lenard Lakofka)
FREQUENCY: Rare
NO. APPEARING: 2-8
ARMOR CLASS: 7
MOVE: 3/8
carving of a hyena skull, made from the bones of a gnoll or flind shaman.
The shoosuva is gated in by Yeenoghu after a 1 round delay, and
immediately attacks all enemies of the summoner. The shoosuva remains
until slain (whereupon its spirit is sent back to the Abyss) or after one hour,
at which time it fades away.
Aside from summoning via talisman, a gnoll shaman may call on
Yeenoghu for assistance, who may send a shoosuva with a chance of
2% per petitioners clerical level. The shoosuva remains 1 round per
shamans level, and it provides any advice Yeenoghu is able and willing
to give. The shoosuva also defends the summoner.
Shoosuva are immune to enchantment/charm and death spells, and
have 30% resistance to cold, heat, and electricity spells. If a spell
overcomes their resistance, they still take damage if they fail their save,
or damage if the save succeeds. Holy water does 2-8 points of
damage per vial, and clerics may turn them as special creatures. A
shoosuva must always be fed carrion by as a reward for its services.
BIBLIOGRAPHY
Lakofka, Lenard. L1: The Secret of Bone Hill. TSR Hobbies, Inc., 1981.
Moore, Roger. The Humanoids. Dragon # 63. TSR Hobbies, Inc., 1982
Willis, Tomas. Creature Catalog. Dragon # 89. TSR Hobbies, Inc., 1984.
Morris, Grame; Kirby, Tom. X8: Drums on Fire Mountain. TSR Hobbies, Inc.,
1984.
Nesmith, Bruce; Niles, Douglas; Rolston, Ken. Lankhmar: City of
Adventure. TSR Hobbies, Inc., 1985
Cordell, Bruce R.; Miller, Steve. Die Vecna Die! Wizards of the Coast, Inc.,
2000.
Clegg, Scott; Campbell-Robson, K.L.; Petersen, Sandy; Clegg, Jacqueline;
Hutchinson, Susan. Places: The Underworld. H.P. Lovecrafts
Dreamlands. Chaosium Inc., 1988.
Miller, Kurt. The Lurker in the Crypt. Fatal Experiments. Chaosium Inc.,
1990.
Uru Development Team. Kadish Tolesa Age. Uru: Ages Beyond Myst.
Ubisoft Entertainment, 2003.
powered apparatuses are set up for sifting earth and rock on the north
side of the cavern. These apparatuses make quite a bit of loud noise
while in operation. Several long sluice boxes for the separation of gold
dust and other precious metals from soils are visible as well. Mining carts,
loaded with unwanted soil and rock, are constantly being rolled over to
a large crevasse to be dumped by these mighty giants.
There are 2 stone giant guards (H.P.: 50, 49) - one posted at either
entranceway. If the party openly approaches the cavern, a guard will
sound a loud horn, and all the stone giants will cease their mining
activities. All noise from the excavating machines will cease within one
round.
The stone giants will confront those that enter the cavern. Their leader,
Bigwig (H.P.: 65) will pronounce in the common tongue, "There are no
other mining claims in this area! This mining operation belongs to stone
giants alone! Please state your business, we have work to do!" Bigwig is
reasonable, for a stone giant, and will be willing to sell common goods
at three times the normal asking price. Bigwig has a well-stocked
storeroom and is resupplied every two weeks when new stone giants
arrive to replace weary workers completing their shift.
Third Level:
1
First Level:
If the party mentions being at odds with the drow, it will make the stone
giants favorable to them. The stone giants consider the drow as
untrustworthy usurpers! Peaceful discussion will result in an invitation by
Bigwig to retire to a small cave at the back of the cavern.
Second Level:
In this little cave, animal furs are piled everywhere to form crude sofas
and chairs. In the center of the room is a fire pit with a rothe roasting
over it on a spit. Several large filets of smoked fish hang from strings
around the pit. A large crock of tasty, spicy mushroom soup and a large
barrel of ale are available to round out a meal! Bigwig, if on friendly
terms, will discuss their journey while relaxing and sharing a good meal.
At the back of the cave, barrels and crates of provisions are piled high.
Three of the nondescript barrels are filled with gold dust (value 10,000 g.p.
each). Two of the chests are locked. One has a poison needle
trap(save vs poison or die) and contains 500 gems worth a total of 75,000
g.p.. The other # 2 contains 12,500 g.p..
Fourth Level:
Bigwig may ask the party for help if they seem sufficiently trustworthy! A
drow patrol is in the area and has been heavily taxing the giants. Bigwig
would be free of them! As a reward for the partys help, he will offer the
party 50% of all treasure seized from the drow in addition to a djinni bottle
containing a noble djinni named Valoo!(will grant 1-3 wishes at DM'
s
discretion!) Bigwig has enjoyed holding him captive for the past 2 years,
but is far too superstitious to trust a creature that doesn'
t keep his feet on
the ground like a good stone giant! Therefore, Bigwig has never opened
the bottle and will not be too sorry to see it go!
Bigwig has a small dwarf named Ozark (6th level fighter, AC 5 due to
chain mail; H.P.: 54; S:14 I:17 W:14 D:12 C:18 CH:14; AL:NG) in his employ
who is the resident gemcutter for the operation and is also the
mechanic/engineer for the equipment. He will assist the party in
restocking their goods at Bigwigs request. Ozark is not bound to his
employer and is free to take up with the party if the opportunity arises!
DROW PATROL:
Second Level:
comprehend languages,
detect magic, magic missile
(X2), sleep
know alignment, levitate,
mirror image, web
fireball
7th level female cleric (AC -5; H.P.: 35; SA: as 5th
level female + spells) drow +3 chain mail, drow +3
buckler, drow +3 mace
Third Level:
Mercenaries:
2 fire giants (AC 3; H.P.: 62, 60; D; 5-30) armed with
swords and 2 small boulders each
4 giant trolls (AC 4; H.P.:45, 43, 40, 38; SD:
regenerate)
1 two headed giant troll (AC 4; H.P.:60; SD:
regenerate)
1 bugbear leader (AC 3; H.P.:24) armed as below
with +3 damage bonus.
15 bugbears (AC 3; H.P.:15 each)armed with
heavy morning stars (+2 damage) 2 spears each,
ring mail and shield
Treasure to be determined randomly by type, except for the drow cleric
who has a flawless pearl necklace valued at 11,000 g.p., 1 diamond ring
worth 5,000 g.p., and a pouch containing 4 rubies(1 x 5,000 g.p., 2 x 2,000
g.p., 2 x 1,000 g.p.).
FINAL NOTE: In the unfortunate event the party attacks the stone giants,
the giants will fight to the death. Due to the mining activities surrounding
them, they have unlimited throwing rocks at their disposal.
B.
Many gypsum and halite flowers grow in this area of the cavern.
C.
Here, the ceiling of the cavern is rent from side to side by a narrow
crevasse. Like a steady spring shower, water rains down from the
crevasse and into the cavern, creating a curtain of rain that divides
the cavern in half. Along this water-line, the floor of the northern half
of the cavern lies a full 50'below the southern half. In times past,
some great upheaval sundered the cavern ceiling and floor,
causing the northern vault to sink to its present location.
D.
The waters from the curtain flow down the slightly concave floor of
the northern vault to gather in a small lake here. The waters of this
subterranean lake reach a depth of 20'
. The island in the midst of
the lake is a collection of rocks that have been thrust upward by the
forces that shaped the cavern. In the middle of the island is a
shallow pool of water roughly 20' in diameter and 3' deep.
Gathered under the waters of the pool is the treasure of Ythrandikus.
Five-thousand polished chips of onyx (each worth 1 g.p.) comprise
the dark and glittering bed of the pool. Lying upon the center of the
bed are 16 jets (each worth 100 g.p.), 11 jets (each worth 250 g.p.),
9 sapphires (each worth 500 g.p.), 5 black opals (each worth 1000
g.p.), 6 black opals (each worth 1,500 g.p.), 3 black sapphires (each
worth 5,000 g.p.) and 1 black sapphire (10,000 g.p.).
Ythrandikus Pejorative (Ancient Shadow Dragon)
Spells:
First Level:
Second Level:
Third Level:
Fourth Level:
Some time ago, the mind flayers established the outpost for the main
purpose of harvesting the weird crystal growing in the caverns. The
crystals have a psionic quality to them and are semi-intelligent. Any
psionic being will immediately recognize this fact when they enter the
cavern. The mind flayers use their slaves to gather the crystalline
formations that are grown in the caverns beneath the outpost. They are
then transported back to the mind flayer city for a variety of malevolent
purposes.
DOORS AND CEILINGS: The portals in the outpost are made of stone and
require an open doors roll. However, a cut piece of the psionic crystal
has been set into the face of each door, allowing any psionic being to
open the door by mere mental command. Unless otherwise noted, all
ceilings within the outpost are 10 in height.
3.
SLAVE PENS: There are 14 svirfneblin slaves (H.P.: 13, 14 x5, 15, 17, 18
x3, 20, 22) in this chamber. The area is otherwise spartan, containing
little more than scattered mallets, iron spikes, picks and shovels. The
slaves sleep upon several large growths of black mosses. Stone stairs
lead down into the crystal mines. The svirfneblin have been
psionically blinded by the mind flayers and are loyal to their masters.
They will attack any strangers in the outpost and attempt to raise an
alarm. They will wield their mining picks as weapons.
4.
SLAVE PENS: There are 9 duergar slaves (H.P.: 5, 6, 7 x3, 9 x4) in the
chamber. It is otherwise identical to Area 3. The duergar will react
to strangers in the same manner as the svirfneblin.
5.
6.
7.
8.
This is actually a two-way gate between the outpost and the mind
flayer city of Da-Mur-Shou. A psionic being may activate the gate
with a series of mental commands. The portal will then remain open
for 1 round. When the portal is opened, the stone in the section of
the wall will ripple like water and continue to do so until the gate
closes.
9.
center of this room. The table is 10 across and eight stone chairs are
fixed at each side of the table. The mind flayers occasionally gather
here in routine meeting to discuss, scheme and plan nefarious
activities. Currently 4 mind flayers (H.P.: 29, 40, 43 x2; PS: 278, 333,
295, 264) are seated at the table, discussing reasonable time
projections for the total domination of the subsurface world by their
kind. A basin sits in the midst of the table. It is filled with liquid
plasma and contains six brains.
17. PSIONIC GUARDIAN: The walls in this room are covered with glyphs
inlaid with psionic crystal. Any non-psionic being passing through
the room will be attacked by an invisible psionic force. The force
created by the glyphs acts as an aerial servant (H.P.: 84). It will
attack until it is either defeated or the intruders have been
destroyed. It can leave the room and will pursue fleeing characters.
Once the psionic guardian is manifested, it will take the crystalline
glyphs one full day to regain the power to manifest another.
18. PSIONIC GUARDIAN: This room is identical to room 17 in
appearance. However, instead of creating a psionic force, the
glyphs in this chamber will cause any non-psionic beings passing
through the area to save versus petrifaction at -4 or be affected as
by a symbol of discord. The crystalline glyphs are able to affect all
beings in the room, but once they have been discharged, they will
become dormant for one full day.
19, 20, 21: The walls of these rooms are filled with writings in the weird
script of the mind flayers. The writings shed a subdued, bluish light that
softly illuminates the rooms. The writings speak of things incomprehensible
and alien; terrible and unsettling to the mind. Any non-illithid (or illithid-like
at the discretion of the DM) reading the bizarre koan-like verses must
save versus petrifaction of suffer an immediate affliction of mania.
19. HALL OF STILLNESS: This area is empty. Psionic beings hear a low,
psionic hum in this hallway. The mind flayer savant will become
immediately aware of any non-psionic being in this hallway.
20. LIBRARY: The curved walls that stand between this room and room
21 are formed with large, stone bookshelves. Hundreds upon
hundreds of tomes and scroll-cases sit on the shelves. Many of the
books are formed in odd designs such as trapezoidal and
hexagonal, and most of them are written in the mind flayer tongue.
Some few books are written in the languages of unknown beings
dwelling in the vast, deep parts of the unexplored world. There is a
scroll of protection from magic and a scroll of protection from
demons on one shelf. Also contained among the books in the
library is a vacuous grimoire.
21. THE PSIONIC GARDEN: This crystal garden has been cultivated by the
mind flayers. It contains many growths of the psionic crystal, as well
as growths of black, white, and sickly-yellow mosses and red and
brown fungi. The psionic essence of the crystal has seeped its way
into the subterranean flora, allowing the crystal to manifest its energy
for strange effects. Any non-psionic being entering the garden and
remaining for more than 1 round will provoke the crystal into causing
the center area of the garden to animate into a fungi-covered
moss-creature. This creature is equivalent to an 11 HD shambling
mound (H.P.: 67) that is immune to charm and other controls. Two
rounds after this creature is formed - if the intruders remain - the
crystals will manifest 8 obliviax (H.P.: 2 x8) from the other mosses in
the garden. The domed ceiling of the garden is 20 in height.
22. MEDITATION CHAMBER: This small room is furnished with a single
ebony cushion in its middle. The room is used by resting mind flayers
to undergo a meditational trance. The room is currently occupied
by a mind flayer (H.P.: 33; PS: 301).
23. MEDITATION CHAMBER: This room is identical to room 22. A single
mind flayer (H.P.: 41; PS: 271) is meditating in this room.
24. PSIONIC GUARDIAN: This room is identical in appearance to room
17. Any non-psionic beings passing through the room must save
versus petrifaction. Failure means that the mind of the being is
Fourth Level:
Fifth Level:
Sixth Level:
anti-magic shell
26. THE SAVANT: This is the personal quarters of the mind flayer savant
(H.P.: 53). His flowing robes are jet-black, and he wears a scarab of
insanity (5 charges) beneath them. The walls are adorned with
black tapestries depicting hideous scenes of death and insanity.
The entire place is filled with a nauseating perfume.
Area A contains a small shrine to the Outer Mind. The chamber is
filled with the perfume of the vile incense burning here. It smolders
from within a small, metallic, silver-blue brazier set on a short, stone
pedestal. 5 unused sticks of the incense lay beside the brazier. On
the back wall of the shrine is a mosaic of a deathly-white
octopoid-entity with what can only be described as malevolently
diabolic features.
Area B is the private meditation chamber of the savant. Nothing is
here save for a silken, black pillow.
Area C contains a small, stone table with a single stone chair. The
chair is crafted to appear as though it were fashioned from bones
and skulls. A large book bound in black leather sits upon the
tabletop, along with a pair of brass-wire-framed spectacles. It is
Ilinzis spellbook, and it is fire trapped (1d4+12). The spellbook
contains the following spells:
First Level:
Second Level:
Third Level:
Fourth Level:
Fifth Level:
Sixth Level:
Most beings will likely never behold such a creature, since the savant will
rarely be encountered outside of the city of the mind flayers. However,
on rare occasions, a savant will leave the city to oversee some endeavor
deemed great enough to warrant their presence. In addition to the
standard psionic abilities of the mind flayer, the savant possesses the
following additional powers: clairvoyance, clairaudience, invisibility,
mind over body, object reading, dimension walk, energy control, mind
bar, telepathy, and mass domination. All psionic abilities are performed
at 14th level mastery.
Description: Mind flayer savants are distinguishable from others of their
kind only by their eyes which shine brightly in the ultraviolet spectrum.
than other areas where the party has been. The party is entering a
labyrinth. However, this maze is not random, but instead the workshop
for an Alu-Demon named Eiluvial.
As the party travels down the passage, anyone trying to identify tracks will
easily note that a great variety of creatures pass through, much more so
Eiluvial came to this place to study the minotaur behavior, with the
purpose of learning how to train even more vicious and effective
In a small trunk under her bed is her monetary treasure, which she
trades for needed things with the other denizens of this world.
Contained within are 27 gems (14X50 g.p., 9X100 g.p., 3X500 g.p.,
1X1,000 g.p.). Also in this trunk, wrapped in a cloth laced with dust
of sneezing and choking, is a platinum and ruby necklace of
demonic design worth 8,000 g.p..
Within the tunnels are signs of past encounters between minotaurs and
their prey. The details and frequency of these remains are left to the DM,
but no valuables are found at any of these sites.
2.
For each turn the party is in the maze, a 1 in 10 chance exists that they will
encounter either a wandering creature or patrolling minotaurs. If this
occurs, the DM may select any creature from the monster summoning I,
II, or III table or the wandering monster table. If patrolling minotaurs are
encountered, it will be a group of 2 minotaurs. There is a 1 in 20 chance
of encountering a combat between the minotaurs and a wandering
creature.
Once the party has encountered either a wandering creature or
patrolling minotaur, Eiluvial will become aware of the party'
s presence.
She will consider this to be a good test of her minotaurs in seeing how
they have come along. If the minotaurs begin to lose, she will intervene
to assist them, as with other combats, even to the point of using a Wall of
Force to break contact and allow her forces to regroup. She will not risk
her own life if the battle turns strongly against her. She will instead prefer
to flee to her chamber and, if necessary, use her scrolls to protect and
strengthen her defensive position. As a last resort, she will use the teleport
scroll to escape.
Eiluvial the Alu-Demon (12th Level Magic-User; H.P.: 40; Ring of Protection
+2, Wand of Polymorph (8 charges), +1 Dagger) has the following spells:
First Level:
Second Level:
Third Level:
Fourth Level:
Fifth Level:
Sixth Level:
The DM may modify this spell list as seen fit, keeping in mind that Eiluvial'
s
normal choice of spells would be focused on creating and manipulating
encounters with the minotaurs, as opposed to fighting off attackers.
The minotaurs in the maze are are all equipped with large Drow +2 Battle
Axes. Due to the additional training, eachm inotaur gains a +1 to hit.
When the minotaurs are encountered as a patrol, one minotaur is
generally sent to gather additional aid before the other attacks.
1.
Eiluvial'
s Chamber: This cavern has two entrances, each concealed
by a secret door. Eiluvial'
s personal items are relatively spartan, but
of high quality. On a desk in the center of the room are the volumes
in which she has recorded the behaviors of the minotaurs and what
she has accomplished in training their fighting skills. These 8 tomes
would be bulky to transport, but, to the right collector or sage, would
Minotaur Lair: Any adult minotaur not out patrolling will be found
here. At any given time (provided circumstances haven'
t dictated
otherwise) 4 minotaurs will be out patrolling in 2 groups of 2. The
remaining 3 minotaurs will be here. Also located here will be a
single, very young Minotaur (fights as a goblin). Eiluvial was most
excited to be able to begin breeding the minotaur while
experimenting. If the young in killed, any remaining adults will fight
in a berserk rage, gaining a +1 bonus to both to hit and damage.
Roll once per hour for wandering monster encounters when within the
Outer Marches. The base chance for an encounter occurs on a roll of 1-2
on d8; if the party has spent most or all of the hour in or around water
terrain, this chance rises to 1-3.
If the dice indicate presence of wandering monsters, roll 2d10 and
consult the table following. In fungal forests, add 4 to the 2d10 roll
(treating modified results of 21 or more as a roll of 20); in water, subtract
4 from the 2d10 roll (treating modified results of 1 or less as a roll of 2).
R
oll
Encounter
1 crimson death
2d4+2 merrow
3d6 mongrelmen
10
11
1 Naavros doppelganger
12
13
14
1 quasit
15
1d3 cockatrices
16
17
4d4 vargouilles
18
19
20
1d4+2 wyverns
Three types of terrain can be found in the outer cavern. The first, bare
stone, is default empty, unrelieved plains of cracked and raggedlyworn basaltic rock, broken only by the occasional patch of loose sandscree or a lonely fungal bloom. Vision and line of sight are unlimited when
within this region, as is movement for though many small fissures, ravines
and slick patches mark the area, it is certainly no more difficult to traverse
than say, a typical dungeon staircase.
Fungal forest, by contrast, presents many obstacles to travel, halving the
speed of all movement and imposing a to-hit penalty on missile fire of 2
per range bracket, as many interposing objects exist to block fire. Absent
the use of magics such as pass without trace, any travel through a fungal
forest leaves a track that a blind man could follow. Fungal forests are
found only on the tops of high ridges within the outer cavern, for reasons
that are not entirely clear, and exist of many kinds of strange, verdant
growth from oily mosses that crush slickly underfoot to towering
mushroom stalks that rise twice a grown mans height, and all sizes in
between.
Though eating the mushrooms found here is possible, it is not
recommended if any character experiments, roll d% to determine the
consequences. (If the character is a druid, ranger, or has extensive
wilderness survival experience, add +5 to the roll for every level/HD they
possess.) On a roll of 01-30, the mushroom in question is actually
poisonous roll 1d6; on 1-4, the poison only inflicts acute stomachache
and nausea, penalizing AC and to-hit by 2 apiece for the next 3-12
hours; on 5-6, the hapless adventurer must save versus Poison at +2 or die.
On a roll of 31-90, the mushroom has no harmful effect when eaten, but
no beneficial one either; on a roll of 91+, the mushroom is actually
healthy, and can be collected or consumed as standard rations.
Areas of open water within the Outer Cavern are quite often less than
habitable the water is often stagnant and bracken, tainted with many
kinds of unpleasant minerals, and if drunk untreated will inevitably result
in acute nausea shortly after consumption the mechanics of which will
result in the unfortunate victim gaining not only no respite from thirst, but
needing to consume an extra meals supply of food as well. Depth of the
water can vary greatly from location to location and even step by step
each pool shown on the map can have a depth ranging anywhere
from 4 to 10 (roll 2d4+2 to determine, if necessary) and incautious
waders will discover that the murky and seemingly-calm surface of the
waters hide, all too often, a sudden and precipitous drop-off of the rock
floor beneath!
Wandering Monsters
Manticore, Naavros (MM 65) stalks along the ground, looking for prey; it
will strike with its tail spines from a distance, then charge into melee.
Manticores within this cavern are slightly different from their surfacedwelling cousins; their wings are smaller than usual, heavily armor-plated,
and unusually flexible, thus not suitable for flight but able to block up to
four attacks per round from thrown or missile weapons (no roll needed;
the missile simply deflects harmlessly off the interposed wing-armor).
Manticores will fight until killed; if the party attempts to flee, these beasts
will pursue for only 1d4 combat rounds before abandoning the hunt.
Shambling mounds (MM 87) may attack openly, but are more likely (75%)
to flatten themselves out upon the partys approach, so that they appear
to be nothing more than an unusually thick coating of moss and slime
upon the rock. They will remain in this position until the adventurers
attempt to pass over or around them, at which point they rise and attack
achieving surprise on a roll of 1-3 on 1d6. Natural fungi in a forested
area where these creatures dwell will be stunted, wilted and slowgrowing, as the shambling mounds take much of the nutrients and similar
needed by the fungi for survival.
Merrow (MMII 96), or aquatic ogres, fight with piercing spears as well as
crudelyshaped hurled knives (1d3+2 damage, -2 to hit due to poor
balance and construction). They will attempt to take prisoners if given the
chance, and force-march any captives to their lair at location 2. They will
also seek to retreat to their lair if reduced to half maximum HP, but make
little effort to hide their trail and can easily be followed as long as they do
not cross into deep water. No treasure is carried aside from weapons
and a few bits of spoiled meat, results of a poor days hunt.
Vargouilles (MMII 123) keep as close to the ground as possible while still
remaining airborne. Though not by any means intelligent, they do have
enough cunning to recognize most major holy symbols, and will attack
those characters that have such emblazoned on shield heraldry, tabards
and gambesons in preference to more mundanely garbed targets. These
foul creatures will fight to the death.
Mongrelmen (MMII 92) are all of but 1 HD in strength; they are outcasts,
scouts and scavengers within the caverns surrounding the Forsaken City,
and will seek to avoid combat with the party unless forced to fight. They
can offer little to the adventuring party, but may trade information for
foodstuffs or treasure if the party is willing.
The mongrelmen can offer basic directions to the merrow lair (location 2),
the mycotene grove (location 7), the eternal flame (location 10) and the
high warren (location 12). Note that in all these cases the mongrelmen will
Wyverns (MM 102) are hunting creatures, and only 25% likely to attack a
group of wellarmed travelers if not provoked with missile fire or spell
attack. They generally keep to a slow glide some 100-200 above the
surface of the cavern, however, so can easily be spotted and attacked
by an alert party; the wyverns will suffer surprise on 1-4 on 1d6 if attacked
from the ground, as these creatures are almost never threatened by any
of the ground-dwellers present in this place. Once engaged in combat,
however, the wyverns fight with utter viciousness and fury, leaving no
prey knowingly alive behind them.
1. NORTHERN TUNNEL
cave are 800 p.p., a lavender ellipsoid ioun stone, and an axe +2,
throwing.
3. MYSTERIOUS STATUE
This area, a valley some 100 wide and surrounded on all sides by ridges,
is notable for the complete smoothness of the cave floor within flat and
uncracked despite the significant tectonic activity elsewhere in the
cavern. In the center of the area, placed upon a small outcropping of
natural stone, is something even more unusual a statue of a humanoid
figure, some 8 tall and carved out of yellow-whorled marble. The statue
is finely detailed, down to individual locks of hair, wrinkles on its
outstretched hands and folds of cloth in the robe it wears but its face
is absolutely bare of any features whatsoever. A spear or staff, also
carved from marble, is clutched in the figures left fist butt against the
ground, upper point broken off long ago.
The presence of the statue here has three notable effects. First, no
random encounters occur while the party remains in the area; no
monster of less than High intelligence will follow the adventurers into the
statues vicinity, and visitors will feel a strong sense of calm and tranquility
while in the area. Second, power of divination spells is strongly increased
identify drains only 4 Constitution if cast in this area, rather than 8;
casting time for legend lore is halved; and all other divinations take
effect as if the caster was four full levels of experience higher. Third and
finally, the statue does sometimes suppress other, outside enchantments
brought into its presence there is a 5% chance per hour (check every
six turns subsequent to the partys arrival in the area, chance not
cumulative) that every character present is affected by a dispel magic,
cast at the 12th level of ability.
4. SHADES BASTION
As adventurers approach this area, they will notice that obscuring
shadows begin to appear with more and more frequency puddling
beneath the least overhang or fungal frond, deeper and more
foreboding than any such should be beneath the omnipresent golden
glow of the cave above. Stepping into or beneath the shadows will result
in an unpleasant sensation of tingling and sense of smothering warmth,
extending to shortness of breath and lassitude if the character remains for
extended periods (1 turn or more). None of these sensations produce any
in-game penalties, though naturally the players need not be informed of
this fact
The grounds outside of the Bastion are patrolled by a pack of twelve
shadow mastiffs (MMII 84, hp 30, 28, 27, 25, 24, 22, 22, 21, 18, 18, 17, 15)
which prowl below ridgelines and slink in and out of patches of shadow.
Though there is only a 20% chance that the mastiffs are directly in front of
the characters when they approach the area, they will quickly pick up
on any intrusion and arrive within 1-2 turns unless the PCs approach with
absolute stealth. They will attempt to use their panic-inducing howl on first
approach, but close to melee only if the party attacks in response or
otherwise takes openly hostile action.
The external wall surrounding the Bastion proper is simply built, of large
blocks quarried from a pale gray granite and set into place. Adventurers
who have visited the Forsaken City itself will easily notice an obvious
similarity between this wall and the wall surrounding that place; though
the construction of the fortifications of this place are of much lower
quality, comparatively speaking, looking to be merely adequate
examples of the masons art. Walls are 15 high, 10 thick at the base and
narrowing to a mere 5 thickness at their top, and have no battlements
or crenellations.
The towers set into the external wall extend some 30 high, but are mainly
for show; the interior of each is but a single bare room, with the tower
roof as its ceiling. Resident within each tower are seven shadows (MM 86,
hp 24, 18 x6) which take the appearance of inky-hued, featureless
warriors in full plate armor and carrying stubby halberds; they move and
Within the curtain wall and towers is a broad, empty courtyard half
open-air space, half high-roofed shallow cave hollowed out from the
side of the cliff face. Through a combination of natural rock overhangs
and ancient shadow magic, this entire area is lit only to twilight brightness
at best, and with even worse visibility in many places; artificial lighting of
some sort or infravision is necessary to see clearly.
Lining the back side of the courtyard are seven towers five of which are
home to the five shade wizards (qv) resident in this place, the other two
of which have been abandoned for centuries. The Dungeon Master may
decide which shade dwells in which tower, and which of the towers are
vacant.
Each of the towers has three levels. The first serves as entryway,
guardhouse and deterrent against unwanted visitors in addition to
other defenses to be chosen at the Dungeon Masters discretion,
powerful magics exist here which will target any living creature that
remains here for more than two rounds, forcing a save versus death
magic or be drained of 1-4 points of strength for 2-12 turns (as per the
touch of a shadow), paralyzation or suffer blindness (as the clerical spell)
and spells or suffer confusion for 4- 16 rounds (as the magic-user spell).
The second level of each tower is used by each shade to pursue
personal interests, and so is different for each of the towers. Note that as
two of the towers have been long since abandoned, the furnishings
within those two towers will remain but be badly decayed, covered with
dust and suffering from extreme neglect. The exact nature of each
towers contents is as follows:
- One tower features a library of magical texts, written in ancient and
forgotten tongues and dealing with many esoteric and abstruse matters
of the art Arcane. Study of the texts here requires some magical method
for the comprehension of languages, as the vast majority of the writings
here are in alien and forgotten tongues; however, should such an ability
be available, a character may treat their Intelligence as two full points
higher than its actual score for the purpose of learning new magic-user
or illusionist spells. Note that new spell magics are not immediately
available here a character must bring spell scrolls or spellbooks with
them for study, but once present will be able to use the resources of the
library in order to unlock increased understanding of magic.
- One tower has a taxidermists lab within many shelves filled with
embalming fluids, wire ties and similar paraphernalia, stands and
workbenches featuring preserved corpses or reassembled skeletons in
pose or repose, and cubbyholes in which spare pieces and bodies can
be stored while another project is in progress. Many of the creatures
being worked upon here are surface-dwellers, though none are of
humanoid form or intelligent (at least, as far as the characters
experience extends at any rate). None of the cadavers here are
animated undead.
- One tower has a weapons chamber within, with sparring dummies,
target pells, and other tools for practicing the martial disciplines placed
throughout. Devices for training in the form of nearly every type of
weapon known, from blade to bludgeon to polearm to missile weapon,
can be found, all well-crafted and showing the nicks and dents of
frequent use.
Along one wall is a weapon display case, bronze-framed and with glass
panels, within which are four elegantly-crafted weapons a scimitar, a
long dagger, a broadsword, and a two-handed sword. All of these
weapons are well-made, but nonmagical. The case, however, bears a
powerful and subtle enchantment if locked with the proper key, any
later attempt to claim a weapon from the case without use of that same
- One tower has a library and research area dedicated to the study of
the demiplane of Shadow. Books here discuss the environment of that
strange and alien place, its inhabitants, societies and customs. Access to
these books allows research on shadow creatures and the plane of
Shadow as a sage; in addition, magic-users may learn enough from the
texts here to be able to summon shadow mastiffs with use of a monster
summoning IV spell, and tenebrous worms with use of monster
summoning VI. Note that the character must be able to cast such magics
normally through other methods already in order to access such powers;
the knowledge here merely expands the options available to him.
- One tower has within it a music hall and conservatory, with several
instruments placed throughout lutes, woodwinds, a harpsichord against
one corner, &c. Several comfortable chairs have been placed
throughout, and the interior walls of the area have been added to in a
way that enhances and refines the acoustics within. One result of this last
effect is that any spell or spell-like ability cast within the area that relies on
volume or pitch of sound to create its effect (such as a shout spell, or the
charming song of a harpy) is saved against at 2 to the roll, and deals an
additional +1 h.p. of damage per die.
- One tower features within it a large steam-filled room, kept at a
constant sweltering heat that is uncomfortable though not truly
dangerous. The steam reduces visibility to a maximum of 1, and to some
extent muffles quiet sounds as well attempts to hear noise are at a 10%
penalty to the roll. If an air elemental is summoned using the steam as a
focus, it will possess all the normal abilities of its kind and take but half
damage from fire attacks as well; however, cold-based spells will slow it
in addition to inflicting full damage if the elemental fails its save against
spells.
The third and topmost level of each tower is a sumptuous and wellappointed bedchamber, in the colors and tastes of its owner; though the
shades have no need for food, sleep or similar they do recollect
somewhat of the habits of their mortal life and so maintain these
chambers in order to maintain such practices. The furnishings and
sumptuary in each of these chambers has an assessed treasure value of
between 5,000 and 15,000 g.p. apiece (roll 2d6+3 and multiply the result
by 1,000) and may have additional minor magic as chosen by the
Dungeon Master as well.
A brief description of the five shades (MMII 108) resident in this area
follows. The Dungeon Master should remember that these beings have
lived for centuries and possess just as much cunning and life experience
as any archmage or lich, and roleplay them accordingly. Though they
remember the Forsaken City of Naavros in its prime and have studied it
from a distance for a great many years now, the shades will not willingly
part with any information on the history or occupants of the city, save
under the most dire of circumstances.
Dungeon Masters should remember that a shades combat statistics are
modified extensively in the presence of light of varying levels, as per MMII,
and make the appropriate adjustments should combat occur. The
2nd
level:
3rd
level:
4th
level:
5th
level:
6th
level:
7th
level:
1st
level:
2nd
level:
3rd
level:
4th
level:
5th
level:
6th
level:
1st
level:
2nd
level:
2nd
level:
3rd
level:
3rd
level:
4th
level:
4th
level:
5th
level:
5th
level:
6th
level:
6th
level:
7th
level:
7th
level:
monster summoning V
2nd
level:
3rd
level:
4th
level:
5th
level:
6th
level:
7th
level:
8th
level:
9th
level:
time stop
Trimestigen is the leader of the shades of the Bastion, and has great
power indeed in spite of his reclusiveness. Any spell of light or continual
light cast directly on him, or centered on an object or area within 10 of
his position, is immediately reversed in effect, producing a similar area of
magical darkness. Trimestigen always wears a ring of elemental
command (shadow), a unique item which appears to provide nothing
more than a constant blur effect until its full powers are unlocked;
Trimestigen has achieved this initiation, and can also use the rings
powers to invoke ray of enfeeblement (once per turn), spectral force
(twice per day), shadow magic (once per day), vanish (once per week).
The archimage also owns a set of bracers of defense AC 2, a staff of
power with 18 charges, a scroll inscribed with limited wish, power word,
blind and imprisonment, and potions of diminution and extra-healing.
5. BOILING LAKE
The waters of this lake are unusually warm to the touch (though not
sufficiently so to cause damage) and create a thick fog that persists
constantly over the waters surface, to a depth of 6 to 12 inches at all
times. As a result, seeing the depths of the lake is all but impossible from
the surface; some clues as to the nature of this place can be seen from
examining the rocks around its edges, which are pitted and pockmarked
as if by intense heat. A glint of green-hued crystal can be seen from the
island at the center of the lake, though identifying the source is difficult at
best.
Dwelling beneath the waters of this place is a rare aquatic remorhaz
(MM 82, 14 HD, 70 hp) which will emerge to strike at passerby 1 turn after
their arrival, or as soon as any character comes within 1 of the waters
edge. In addition to its normal move, the remorhaz can swim at a speed
of 18; it does, however, require water to breathe, and will begin to
suffocate if trapped in air for longer than three combat rounds. If within
the water, it is capable of lunging up to 20 high in its initial surfacing
action, which may serve to surprise low-flying prey! Reducing the
creature to 20 hit points or less will suffice to drive it back below the
surface, to lick at its many wounds.
If the remorhaz is dealt with or avoided, the party may investigate the
island; the glint of crystal comes from a deposit of green emerald
gemstone, weighing a full 20,000 cn in its raw state and able to be refined
into some 3,000 g.p.v. of gems if handled by a proper crafter. The intact
gemstone deposit would also be valued by many a surface elven clan,
who would be able to use its size and structure to weave in many
powerful ritual magics (of effects to be decided on by the Dungeon
The mouth of this tunnel emerges some 60 above the floor of the cavern
below, allowing characters an excellent view of the surrounding
landscape, nearby landmarks (provide a brief description of locations 5,
7, 9 and 10, as well as pointing out the location of the Forsaken Citys
walls) and possible obstacles intervening. Descending the relatively short
distance to the canyon floor, however, is no easy task, requiring two full
turns to traverse the many switchbacks and avoid weak patches of trail.
There is a base 50% chance that some type of wandering monster
encounters the party during this descent. Exit from the cavern through this
passage is equally taxing, and has the same odds of an unwelcome
encounter.
7. MYCOTENE GROVE
No less than five different ridges meet at this point and jam together into
a single highland plateau, rising in some places to a full 100 above the
surface of the remainder of the cavern. The top is heavily covered in the
varieties of fungi that are commonly present throughout the rest of the
cavern, and one unique type a high-reaching stalk that sprouts blooms
of a brilliant emerald, easily visible from several hundred yards away. The
slopes surrounding this area are steeper than usual, and quite unstable
though they can be ascended, any effort to do so by a nonthief is 50%
likely to trigger a minor avalanche, requiring all below to save versus
Dragon Breath or else suffer 2d6 damage. Descending the slope suffers
a similar problem, though in this case the chance of an avalanche is only
20% and only those characters in the front half of the marching order risk
damage.
Within the fungal forest at the top of the ridge dwell five unusual creatures
mycotenes, which are to large fungi as treants are to normal trees. If an
encounter occurs, treat the mycotenes here as 7 HD treants (MM 96, hp
32, 31, 28 x2, 26) save with the following changes; Alignment is Neutral
(evil); fire-based attacks are only at +2 to hit (and 2 to save against);
lightning and electricity-based attacks have no effect whatsoever; no
ability to animate other trees/fungi. The mycotenes are 90% likely to
attack any being which intrudes on their grove, unless a druid is in the
party; and even in this latter case there is only a 50% chance that the
mycotenes will issue an immediate warning to depart forever rather than
simply attacking with intent to kill.
If the mycotenes are dealt with or evaded, the adventurers will be able
to examine the emerald blooms scattered throughout the area. A total
of seventeen are present, scattered across random fungus stalks around
the area; no single stalk has more than one bloom upon it. If plucked, a
bloom can be consumed, either immediately or at a later date, and
serves as a potion of healing; this potency lasts for 3-6 days only,
however, and subsequent to this period is either simply useless (75%
chance) or actually toxic (as a potion of poison; 25% chance).
8. SHADES REDOUBT
The sides and summit alike of this large, sheer-sided hill are cloaked in
eerie, pooled shadows, and the assorted fungus crowning its peak have
fronds and foliage of an unnerving hue of purplish-black, alerting even
the least perceptive of the fey and otherworldly magics that lie present
in this place. Approach here is 50% likely to be met by a small pack of
1d3+1 shadow mastiffs (MMII 84), part of the large pack of these monsters
kept by the masters of this place along the tops of the hill. Even if the first
group of these monsters is vanquished, check again every three turns for
a fresh encounter, as nearly two dozen mastiffs in all prowl along the
slopes and ravines of the exterior part of this hill.
2nd
level:
3rd
level:
4th
level:
hallucinatory terrain
freeing it from captivity only for brief periods. If given its freedom by
accident or deliberate forethought, the vampire will consider Evahxtus
its foremost enemy but will certainly not bear interfering adventurers any
good will, either
- A small shrine, well-cleaned and in good condition, is present in another
outbuilding; its holy symbols and regalia are very similar to that of a deity
of good aspect of the Dungeon Masters choice, but differ in subtle but
important ways; only careful inspection by a cleric of 7th level or greater
will discover the deception. No power or aegis bars Evahxtus, or any
other demonic being, from entering this place, and the cambion may try
to exploit this fact by meeting the party here while in polymorphed guise.
10. ETERNAL FLAME
At this point, a smooth, shallow depression has been carved from the
rock, in an oval some 5 wide and 3 long, and to a depth of 18 inches
at its center. Within burns a brilliant blue flame, seemingly without fuel or
generative source yet alight regardless. No means short of magic will
suffice to douse its brilliance; should a character be so foolish as to touch
bare skin directly to the flame, it will burn for 1-6 points of damage. A
torch, lantern or other light source lit from this flame will exhibit some
unusual properties burning for twice as long as usual, and with a 25%
chance of not being snuffed in normal (non-magical) conditions that
would normally suffice to do so. This includes deliberate attempts to snuff
the flame by those who lit it a potentially annoying inconvenience!
11. SOUTHERN TUNNEL
The entrance to this tunnel is located off a blind turn into a shallow cave,
and appears to casual inspection to be nothing more than an empty
cranny blocked by a rockfall. Searching, as for a secret door, is required
to recognize the truth and determine the methods by which key boulders
can be shifted to reveal an entrance. However, any such attempt to gain
passage must first contend with the other traps placed here for this
entrance to the caverns around Naavros is known to the cambion
Nyrextes, and he has taken measures to insure that others will find it
difficult to use.
The most obvious threat here is the presence of a giant lizard-ghast, a
larger cousin of the ghoulish lizards sometimes found roaming the outside
cavern, which makes the cave area its lair. Treat it as a ghast (MM 43),
save as follows: Hit Dice 9 (and 54 hp), # ATT 2 for 2-20/3-12 damage (bite
and tail slap), Size L (20 long). Its treasure includes 6,000 c.p. and 1,200
e.p., mixed in scattered piles along the floor of the cavern, and two
scrolls of protection from magic.
Even if the lizard-ghast is defeated, one more spell-trap remains; any
being passing through the secret door within the rockfall must save versus
spell or contract a wasting ailment (as a clerical cause disease spell). This
affliction may be cured in the normal manner, but has a chance to take
effect again if the party ever passes through the portal once more. The
spell-trap can be avoided by a thief who makes a successful Remove
Traps roll, at a 25% penalty due to the infernal nature of the magic
involved, or by application of both remove curse and exorcise on the
area by a cleric of at least the 9th level of ability.
12. HIGH WARREN
At this location along the caverns edge exists a series of natural
chimneys and wellplaced handholds, such that ascent up the side of the
cavern wall is possible to a reasonably high distance. Any character with
climb walls skill can ascend a distance of 240 in but three turns; even
unskilled and unaided characters have a 50% chance of making such
a climb, though such an endeavour will require a full hours exertion. The
apex of such efforts is a reasonably flat ledge space, a good 15 by 20,
and with an excellent view of the surrounding valley and even something
of the buildings within the walls of Naavros.
While the party is in this area, check for random encounters as usual. If
the dice indicate an encounter has occurred, it is automatically with a
flock of 1d4+4 wyverns, who will automatically notice and attack the
party, and who cannot be surprised. Characters in the midst of
ascending to or descending from the High Warren will have to make a
difficult choice between fighting off their assailants or concentrating on
avoiding a fall.
THE FORSAKEN CITY
Journeying through the cavern wilderness may be long and arduous, but
eventually will result in characters reaching the lost and abandoned city
of Naavros. Up close, the city is quite awe-inspiring ringed about with
massive walls a full 50 high, 30 wide at the base and narrowing to 10
wide at their uppermost point. The stones used to construct the wall are
massive in size, each weighing several tons, and so cleverly placed
together that there is seemingly no need for mortar. The skill in
construction and smoothness of the walls imposes a 20% penalty on any
thiefs attempt to climb walls.
The gateway arches beneath the city gates are 20 wide and 30 high,
and open for transit in and out of the city though characters passing
beneath them will feel a sudden chill and feeling of nameless dread. The
streets beyond are strangely empty, narrow and twisting with featureless
buildings on all sides. Houses and shops are constructed all alike, of claybrick walls inscribed all over their outside surface with ancient runes of
binding engraved in lead. Buildings are generally two to three stories
high, windowless on the ground floor, and show signs of sudden
abandonment food drying on plates inside, pots rimmed with the
gummy residue of evaporated liquids, beds unmade and clothes waiting
to be laundered. Unless the Dungeon Master decides otherwise, nothing
of value can be acquired here even food will crumble to tasteless dust
if touched or taken.
The nature of the Forsaken City is such that many kinds of magic are
altered or limited within its walls. Spells that create fire are severely
weakened, producing only brief sparks as opposed to full-on blazes;
spells that cause fire-based damage do only 1 point of damage per die.
Magics of flight and levitation are also limited, allowing the character to
ascend only to a height of 10 above the ground; this applies both to
spells cast and to magic items, though not to natural flight. Finally, spells
that summon or charm monsters have a 20% chance to fail, and
detection magics are severely limited, with their duration measured in
rounds rather than turns. All these effects persist as long as the characters
are within the walls of Naavros.
Random Encounters
While exploring the Forsaken City, the characters will likely encounter both
wandering monsters and magical hazards. Rather than place all such
encounters, a random check is used to determine the frequency of
meetings with such dangers.
If the party is engaged in active explorations, the chance of a random
encounter is 1 in 10, checked every three turns, and checked on 2d6 on
the table below. If the party takes refuge in a house or other building,
however, the chance of a random encounter ranges from 1 to 1-3 on
d10 (exact odds should vary based on Dungeon Master discretion of the
partys overall efforts to keep a low profile; adventurers who avoid
lighting a fire, keep a quiet watch &c will have the minimum chance for
an encounter, while those who are boisterous and destructive will be
more likely to attract hostile intention) and the creature attracted should
be selected with a roll of 1d4+3.
2 1 iron golem
3 1 (75% chance) or 2 (25% chance) clay golems
4 3-12 stone guardians
5 4-10 chaggrin grue
6 2-5 Naavros golems
7 3-18 margoyles
8 Binding trap
9 Suffocating dust trap
10 Electricity trap
11 Noise trap
12 Magic drain trap
Binding trap takes the form of a web of grayish-white magical energies
spread across the street ahead of the party for a distance of 20 to 50.
They are only faintly visible without magical aid of some kind (assume 10%
chance to spot in advance unless the party is advancing cautiously and
checking for traps) and will activate and ensnare all those within, one
combat round after being disturbed. Each character in the area of
effect must save vs. spells, or be subjected to one of the following spell
effects (choose randomly for each character targeted): feign death,
flesh to stone, hold person, slow, each lasting for a period of 1-4 hours
unless cured or dispelled before that time. Note that the torpor imposed
by feign death cannot be voluntarily ended by the target of this effect,
and the condition of flesh to stone, being only temporary in nature, does
not require a system shock roll when cured or when the effect expires.
After initial discharge, the trapped area will be safe to traverse for 1-3
turns.
Chaggrin grue (MMII 72) normally lair in location 2, and are prowling the
city in search of prey and useful information. They may seek to ambush
a small or careless adventuring party, but if faced with superior firepower
will likely be content to shadow potential prey and wait for a larger
confrontation to begin before joining in to cause maximum chaos. Their
stealth skills are somewhat lacking, however, so that they can be easily
spotted in such an effort. If reduced to half their normal numbers they will
flee.
Clay golems (MM 47) patrol the streets of the city of Naavros in an aimless
fashion. They will attack the closest living creature they see and fight until
all visible enemies are killed or they themselves are destroyed; however,
they will not pursue opponents into buildings or leave the city. If
appearing in pairs, the golems will exhibit minimal grasp of tactics,
seeking to guard each others backs and moving to flank a powerful
enemy. Each golem has a 50% chance of having a random type of gem
set into its forehead, which may be freely taken if the construct is
destroyed.
Electricity trap will be generated from a glowing sphere of intricately
woven magical energy, set against the ground, a wall or other fixture, or
freestanding as the Dungeon Master desires. When discharged,
characters within 10 take 8d6 damage, characters at a distance of 10
to 20 take 6d6 damage, and characters 20 to 30 away from the sphere
take 4d6 damage. A save vs. Wands will, in all cases, prevent all damage
from the trap effect. The trap will reset itself in 5-10 combat rounds.
Iron golem (MM 48) appears only singly, but otherwise has behavior
similar clay golems (qqv) appearing within Naavros. Its fists take the form
of massive, bulky hammer-heads, which may (if the monster is defeated)
be detached from its body and worked into weapons by a competent
smith; the resulting weapons strike at +3 to hit and damage, and inflict
double damage on magically-constructed and magically-animated
beings of all types.
Magic drain trap is a colorless mist smelling noticeably of ozone and
rusting metal; it is otherwise undetectable save by magic. Spellcasters
entering or passing through an area affected by the mist have a chance
(base 75%; if the character has Intelligence or Wisdom above 15, reduce
by 10% for each point above this value, to a minimum chance of 15%) of
losing 2-12 levels of spells, chosen randomly; spell slots lost in this way
cannot be replaced or rememorized for 24 hours. Characters will be
instantly aware of this loss once it occurs, but not the reason why.
Margoyles hunt in packs throughout the streets of the city, staying mostly
on the ground but willing to take wing for short periods or to gain
attempt is made to disturb the burnt-out ruins or clear away the ash and
char.
Thorough searching here will locate a brazier commanding fire
elementals in the depths of one of the houses; chance of discovery
without magical aid is but 5% per hour of work, and even when located
to unearth it from its present resting place will take a full three hours of
labor. This may be aided with clever use of a dig spell or similar magics,
but such must be employed carefully or else the brazier may be
damaged (25% chance) and rendered useless.
3. PIT OF THE MARGOYLES
The buildings surrounding this area have been forcibly torn down, their
brickwork heaped and scattered across the street to form crude
barricades some 5 to 10 high. These barriers can be climbed over if
care is taken, but to climb over one barrier requires a full turns effort, and
in addition a saving throw versus Wands must be made; failure results in
2d4 damage due to falling and bruising, a loose part of the barricade
collapsing against the character, or similar.
Resident within this area are a total of 26 margoyles (MMII 83, hp 31 x3,
30 x4, 29 x2, 27 x7, 26 x5, 25 x3, 23 x2) which use this area as a lair and
home base. They scavenge for food mostly in the wilderness outside the
city, but return to this place regularly for safety; the canyons and fungal
forests outside have many powerful and dangerous creatures, while the
Pit within is relatively safe given the barricades collapsed across streets
that would otherwise grant golems access.
The one building that remains standing in this place is home to the
margoyle hetman and warchief (fights as a 7 HD monster; hp 42) and his
advisor, an obsequious and greedy spined devil (MMII 49, hp 17),
banished from the Nine Hells for unspecified crimes. The spined devil is
the mastermind behind the creation of the barricades surrounding this
area; he fantasizes of ransacking treasures from the heart of the Forsaken
City, but has neither the bravery nor the ability needed to realize such
dreams.
In addition to Black Marlin, several other beings are in residence here. Six
wraiths (MM 102, hp 26, 24, 23 x2, 22, 19) fill the roles of servants and
confidants in the death knights odd fantasy of noble ennui, and an illtempered nightmare (MM 74, hp 36) is kept in the stables. This last beast
might be released to a PC to serve as a mount for no more than 24 hours,
if the PCs agree to enter the Golem Laboratory (location 8) on Black
Marlins behalf and retrieve a small bronze pyramid from that location;
if such an agreement is not reached, however, the nightmare will react
with naught but hostility towards the party, battling them to the death if
ever met.
4. EARTHEN DOME
A huge mound of glistening earth and stone rises from the ground in this
area, a full 60 in diameter and 20 high at its peak. Its exterior is utterly
smooth, as if cut by a razor, and there is no known portal or entrance.
Attempts to breach the surface via nonmagical means will fail utterly;
even magical weapons will merely scratch the surface, though spells and
items specifically designed for excavation or construction will suffice to
gain entrance.
Each of these five houses has been occupied by an ochre jelly (MM 75)
of four times normal size and twice normal Hit Dice. They may be instantly
identified by the absolutely foul reek emanating from them, and the
cracks and reddish discolorations marking doors and window shutters.
If characters seek to enter, the ochre jelly will be waiting for them, and will
instantly attack. It fights to the death.
The inside of the dome is hollow, home to a dao (MMII 32, hp 47) of the
Elemental Plane of Earth who seeks to investigate and loot the Forsaken
City. This fell genie, Mazzerone by name, is greedy, grasping and ruthless
though he wears an attitude of relaxed and cosmopolitan urbanity.
Unless the adventurers respond with open hostility, he will be quite willing
to parley with them and extend his hospitality; he has a small stash of
human-suitable confections and liqueurs which he will share to put them
at their ease. In conversation, Mazzerone will seek to (politely) pump his
guests for any information they may have uncovered about the city of
Naavros, while stonewalling their own questions or actively misleading
them in an effort to bring them grief. If caught in a lie, he will be icily
correct and seek to end conversation as quickly as possible. Mazzerone
is quite capable of using his natural powers to exit the dome without
difficulty, and may meet face-to-face with adventurers who spend
extended periods lingering about the outside of his demesne.
If a battle begins, Mazzerone will be able to call on not simply his own
capabilities but also his two pet crysmals (MMII 26, hp 34, 31) and six
chaggrin grue (MMII 72, hp 25 x6) that will aid him in battle. If five or more
of the daos minions are destroyed, Mazzerone will attempt to flee; if he
successfully escapes he may appear later at the Dungeon Masters
This large building is noteworthy for being built not from clay-brick, but
from stone the same stone as that used to build the city wall. The walls
radiate strong abjuration magic if examined magically; experimentation
will reveal that they cannot be penetrated with dig, passwall or similar
magics. Spells of apportation, such as dimension door, will still work.
The southern antechamber to this area is vacant when the party arrives;
this is the only part of the complex with an exterior door. All doors here
are locked, with a cunning design that imposes a 20 penalty on open
locks checks.
The main, central chamber seemingly was once filled with desks,
workbenches and similar, but has long since been smashed into ruin;
furniture is but kindling, and tomes and scrolls reduced to scraps of
illegible paper scattered across the debris. Passages lead north, east and
west as well as back south to the entry antechamber; a pair of iron
golems (MM 48) stand sentry in the northwest and northeast corners of
the room. They will not move unless attacked, or unless a character
approaches one of the exit passages; the golem in the northwest corner
will move to block any attempt to pass beneath the northern or western
exits, while the golem in the northeastern corner will attempt to block
passage through the eastern or northern exits. One final note: A powerful
aura of magic permeates this room, such that all golems and other
constructed beings present heal damage equal to one-fourth their total
hit points each round (so 20 hp healing/round for the iron golems) but
have their move reduced to one-third normal (so the golems walk at a
speed of merely 2). Thus, outright combat will prove extremely difficult,
but outmaneuvering the golems may prove effective.
Each of the side chambers to the north, west and east is of similar design
in somewhat better condition than the central chamber, but still seeing
some signs of havoc and destruction. Four Naavros golems (new
monster) are present in each chamber, and will attack on sight; the
magical aura present in the central chamber does not extend to this
area, and so the golems present will move and fight normally. Each of
the three chambers here has different treasures within, which the party
may claim if the golems are defeated:
- Western chamber: two potions of longevity, magic-user spell scroll of
protection from normal missiles, cloudkill, anti-magic shell.
- Northern chamber: key capable of unlocking all doors in the encounter
area, cursed scroll, manual of golems (clay golem).
- Eastern chamber: bronze pyramid (of unknown powers and
provenance), potion of poison, magic-user spell scroll of detect
invisibility, magic mouth, gust of wind, extension I, as well as a tome of
leadership and influence.
9. COLLEGE OF TESTING
The doors to this building stand open, seemingly allowing free vision and
passage inside but any who attempt to enter must make a saving throw
against dragon breath, or be frozen in place for a long moment, then
forcibly and painfully ejected, to sprawl helplessly in the middle of the
street. Such an effect, besides attacking the targets dignity, will also
impose a 1 penalty on attack rolls for the next 1-6 turns, as the residue of
the binding effect lingers in muscles and limbs. An ejected character may
freely attempt to re-enter this location, but must make a second saving
throw; characters who succeed in their saves may enter and leave freely
and without fear for up to 24 hours. Entry into the building will result in the
characters looking around a small entry area, tastefully decorated and
with several weapons forged from bluish-black metal placed on stands
around the room. The weapons available here include:
- a well-balanced longsword;
- a massive, double-bladed battleaxe;
- a finely-crafted footmans mace;
- a long, slender dagger, suitable for either melee or throwing;
- a broad-headed spear, its haft made of the same metal as the rest of
the weapon;
innermost side of the staircase beyond; they may be dealt with via
disintegrate as normal, but such spells will only destroy a 10'square
section of wall at best.
If the characters find some way of breaking down or bypassing the walls
and enter into the blackness, they will quickly find themselves suspended
in a strange place of shadows, separated from any companions that
may have followed them and seemingly unable to move, breathe or
speak. Each character so affected will be attacked within 3 combat
rounds by a pack of 1d4+2 shadows (each with hp 12), which will swoop
at the character from all directions; run the resulting battle normally, for
though the character will not be able to '
see'or '
feel'his blows strike
home the monsters will recoil in pain and fear when struck regardless. A
character who wins his battle is transported to the center of location 3,
below; a character who dies has their body and soul trapped within the
underworld, recoverable only by careful use of a wish.
Characters who hold to the main passage will find matters much less
strenuous; the only danger lies halfway down the stairway, where a
sphere of annihilation hovers in the middle of the air. Though dangerous
in the extreme if touched or prodded, this strange creation of magic is
immobile unless prodded at by a PC, and can easily be sidestepped or
ducked under (though the Dungeon Master should feel absolutely free
to roll dice behind a screen, to increase paranoia on the part of players).
The sphere may be controlled by a magic-user in the normal fashion, but
only to keep it moving within this level of the tower - if a PC attempts to
force it up to the next level or down below the bottom of the stairs, or tries
to use the sphere to destroy the metal making up the tower'
s structure, it
immediately changes shape into a screen 5' wide and 10' high
(completely filling the passage), remains motionless for 1 combat round,
then sweeps towards its former controller at a speed of 3" per turn,
annihilating everything in its path! Retreating from its advance or finding
some way to enter the blackness beyond the stairwell are the only ways
to avoid certain destruction. The transformed sphere'
s movement
continues until it reaches either the top or the bottom of the stairwell, after
which it remains in place for 1 turn, then vanishes and resumes its original
shape and position.
At the bottom of the staircase is a strange archway, inlaid with colorless
gemstones and within which a strange mist of pale red billows, blocking
all sight of what lies beyond. Those passing through appear within
location 3.
3. Upon entry into this place, the characters may at first believe that they
have somehow left the Brazen Tower entirely, for it is a strange, blasted
plain, empty of all life and greenery and with a vile and sulphuric tint to
the air. A ridge in the form of a half-circle bounds part of the immediate
area, from its highest point in the '
west'to the '
east'where it merges with
the remainder of the plain, but the land continues without end in all
directions, a waste more desolate than could ever seem possible. The sky
overhead is a pale, unpleasant yellow, unmarked by cloud, star or sun.
In fact, this place is - by some means - a superimposition of the Tower
upon one of the innumerable planes of the Abyss. Demons and other
inhuman creatures sometimes pass through, but cannot depart from this
place into other parts of the Tower without the guidance of a mortal - like
the PCs! Adventurers would be wise to find quick egress from this place,
to continue their quest unhindered; if the party chooses to leave the
vicinity of the area shown on the map, they must make their own fate but
are unlikely to find prosperity or weal.
Exactly where the characters enter this location depends on their method
of departing the previous location. Characters who descended the
staircase and entered the arch appear on the '
westernmost'peak of the
half-circle ridge; behind them, though undetectable by any sense or
spell, is a similar arch that will return them from whence they came.
Characters who braved the blackness appear in the effective '
middle'
of the encounter area, standing on the endless plain. The exit is to the
south, beneath a large boulder which keeps it from being easily seen; it
can be located as a secret door, and accessed via a bend bars/lift
gates check or other method of shifting heavy objects. Traversing it will
lead to location 4.
No danger initially threatens characters in this place. However, for each
full turn spent within the location, there is a 10% chance of a pack of 4-24
manes (hp 4 each) wandering into the encounter area. Arrival of more
powerful demons may be warranted if the PCs spend extremely long (6+
hour) periods within this location.
4. This chamber appears similar to location 1, above - a shallow staircase
spiralling downwards into a great, empty circular chamber, with a
trapdoor in the center of the floor leading further downwards. However,
further passage here is barred not by any sort of spell, but instead by the
presence of a movanic deva (hp 64) who stands here, brutally scarred
and with his jaw ruined and shattered, but still proud-eyed and
unbowed. He will await the party at the base of the stairs.
When the adventurers descend, the deva will greet them wordlessly (for
his injuries render him completely unable to speak) and will gesture for
them to return in the direction whence they came. Should they refuse, he
will bar their passage with his body, and fight boldly if attacked. His
weapon is a two-handed sword +3 (Int 9, Ego 18, LN alignment; detects
evil and invisibility to 1" radius; special purpose - overthrow chaos,
causing blindness 2-12 rounds on a successful hit; note that the deva'
s
vigil in this place is always assumed to fulfill the sword'
s special purpose)
and he may cast fumble; hold person; mirror image; slow each 1/day in
addition to normal spell-like powers.
If the deva is defeated, the adventurers may claim his sword if they dare;
however, the weapon will be close-minded and sullen, and not provide
any use of its powers until after the party has departed the Brazen Tower
(at the very least). Paladins and other clerics of lawful alignment should
likely seek to return the sword to a patriarch of a holy church, rather than
claiming it for their own to wield. Passage through the trapdoor to
location 5 is also possible.
5. The drop from the trapdoor above to the floor of this chamber is a full
50'
, onto an extremely hard surface; it is up to the adventurers to
determine how they may enter safely, as well as preserve some way of
exiting once more. The exit from this area (to 6.) is through a spiral
staircase leading downwards, on the north wall.
However, the adventurers will not likely seek to depart this location
immediately, for it is the treasure vault of the Brazen Tower; many chests,
coffers, shelves and stands are here, all glistening with rare, beautiful and
valuable things. The total quantity of gold, platinum and gems here is well
in excess of 50,000 g.p.v., and there are many items of magic present as
well - sword +2 nine lives stealer; mace +4; splint mail +2; shield +1, +4 vs.
missiles; ring of protection +3; staff of command (with a full 25 charges);
chime of opening (with 40 charges); robe of scintillating colors; 6 potions
of choice and 6 scrolls of choice of a nature to be determined by the
Dungeon Master.
No immediate threat or guardian awaits in this room; however, the dread
magics that bind the demon lord below do have some effect on treasure
gathering within this room, with the result that no matter how hard the
characters try, each may only carry forth a single item (defined as one
sack holding no more than 200 coins, or one gem with a value of at most
500 g.p.v., or one magic item) from this place. Attempts to claim greater
prizes result in the extra items simply slipping away, like fairy gold, once
the eye is taken off of them, to end up in this chamber once more.
6. This final location is an echoing pit of absolutely Stygian blackness;
unlike the other locations, it is not lit in any part by continual light spells,
and descends some 300'(to a depth even below the surface of the
ground outside) to the floor below. Such a depth requires several spirals
of the staircase (1200 steps!) to complete, each one trod in the echoing
silence of a tomb.
At the very bottom of the chamber, standing in silent and motionless
repose, is chained a great figure, somewhat humanlike in shape but with
four arms and formed entirely from shards of shattered glass. This being
is the demon lord Ahazu (sometimes also called '
Ihazu'or '
Azahu'
), a onetime lieutenant of Demogorgon and a warrior of fell and terrible power.
He will note the presence of the PCs if and when they approach, but will
not acknowledge their presence, converse with them, or otherwise make
any visible sign of being aware of their existence.
The adventurers will hopefully not be foolish enough as to seek to free
Ahazu; should they try, the efforts needed to shatter his chains may be
freely chosen by the Dungeon Master, either as simple or as difficult as
desired. Seven shackles bind great Ahazu - one around each wrist, one
around each ankle, and the last locked around his neck. If Ahazu is
freed, these shackles may be claimed as treasure, and each will provide
protection from spells and spell-like abilities which cause instant death if
worn, for 3-12 such spells per shackle; however, those wishing to claim
such a prize must first survive Ahazu'
s wrath, for he will not be grateful.
Ahazu will inflict attacks upon his foes for 1-3 rounds; his AC, hit points,
and other statistics are not fully detailed here, for defeating him in such
a short span of time is undoubtedly far beyond the capabilities of the
PCs. Ahazu attacks by striking with his fists (4 attacks per round, for 2d8+4
damage each, hitting as a 20 HD creature), or casting blade barrier,
incendiary cloud, or creeping doom against enemies; Ahazu'
s full powers
are greater than these, but fortunately he will depart by magical means
after only a short time battling on the Prime, to seek out older enemies
elsewhere.
Thus concludes the chronicle of danger and adventure to be found
within the Forsaken City of Naavros. Yet the end of such a journey
cannot but lead to the beginning of many others, within the depths of
the Earth and beyond
NEW MONSTER
Golem, Naavros (Glass golem)
FREQUENCY: Very Rare
NUMBER APPEARING: 1 or 1-4
ARMOR CLASS: 4
MOVE: 9
HIT DICE: 32 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
# ATTACKS: 2
DAMAGE/ATTACK: 1-12/1-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: L (7 long)
PSIONIC ABILITY: Nil
Naavros golems, also sometimes referred to as glass golems, are an
esoteric and littleknown breed of magical construct. They are sometimes
crafted in humanoid form, but more often in the shape of great cats or
massive hunting hounds, their bodies sculpted from smooth, whorled
glass. Though not possessed of exceptional speed, a Naavros golem
does move with a liquid grace that is remarkable to behold at least,
when such grace is not devoted to seeking to rip the observers throat
out.
A Naavros golem can be constructed by a high-level magic-user,
employing a limited wish or wish, along with glassteel, Otilukes freezing
sphere, polymorph any object and protection from normal missiles. They
will obey all simple commands, but have a 2% cumulative chance per
1.
THE UMBER HULKS: Two Umber Hulks (H.P.: 44, 61) have wandered
into this cave, and they will attack as soon as they see any intruders.
Near the western wall are three corpses that can be easily seen from
the cave entrance. Two of the corpses are dark elves while one is
a large demonic-looking creature (a mezzodaemon). They have
been dead for several months. On the floor around the corpses are
42 gold pieces, placed there by the Jermlaine. Two short swords, a
crossbow, a buckler, and several javelins are evident, all of dark elf
manufacture and no longer carrying any bonus.
The Jermlaine have a guard post consisting of three Jermlaine (H.P.:
1, 1, 2) and two rats (H.P.: 1, 2) at area a on the map. If the party
engages the Umber Hulks, one of the guards will run back to the
Jermlaine Warren. He will gather 10-40 of the others and return to
ambush the party. If a lightly armored party member is rendered
confused by the Umber Hulks or falls unconscious during the battle,
the Jermlaine will swarm the character en masse to subdue and
drag their victim (see FF, pp. 53-54 for tactics) back to the warren
(area 7). The tunnel at area a varies from 1 - 3 in width and is just
under 2 high. If the party seems to have little difficulty handling the
Umber Hulks, the Jermlaine will silently retreat up the tunnel back to
the Warren and wait for the party to pass by the pool (area 2). See
The Jermlaine Plot below for more information.
In the southernmost part of the cave, area b, a fire beetle corpse lies
on the floor. It is infested with non-intelligent yellow mold. Anyone
investigating the beetle corpse will disturb the yellow mold. On the
floor in the northern part of the room, near a, is a perfectly spherical
can be bribed with virtually any kind or amount. The Jermlaine dont
value gold and silver, per se. While they know that others value it, they
find no intrinsic value in precious metals. It is only used as a lure for their
ambushes and as an offering in their shrine. They would be willing to
allow the party to gather the coins at the shrine (area 19, below,) though
note the reaction of other Jermlaine to the looting of their shrine.
ENCOUNTER AREA Z/35-A2/35: MAP C
2.
Jermlaine Reward
If the party agrees to help the Jermlaine, they will be permitted to use THE
SHRIEKER CAVE as a loud, but safe haven. The Jermlaine will not bother
them, but wandering monsters may still be drawn to the noise of the
shriekers. The Jermlaine could also be counted as an ally of sorts not
completely trustworthy, but good at gathering intelligence in the
Underdark. They love cloth (and have very little of it right now), so they
If the party has been seen in the cavern of THE UMBER HULKS (area
1), the Jermlaine will vandalize them as they pass this point. While
the party skirts past the pool, the Jermlaine will dart out of the tiny
tunnels (9-12 in height) and partially cut straps, sheaths, belts, packs,
or whatever they can. They are virtually undetectable (5%
chance/10% for dwarves and gnomes) but will not fully cut any
This area has become the dump for the Jermlaines waste. In the
central chamber is a pit, 3 across, that falls 32 into a small tributary
of the Svartjet. The rats push anything they dont want into this pit,
where it washes downstream. A search of the central chamber
could reveal chainmail +1, longsword +1, shortsword +1, 351 silver
pieces, 14 gold pieces, some arrow heads, spear heads, daggers,
swords, bits of chainmail, helmets, etc.
strap. Their goal is to get the party to stop in THE SHRIEKER CAVE to
reposition equipment, repair or replace straps, etc.. The party will
get 400-500 up the corridor before the straps begin to give way.
If detected, the creatures will flee into the tunnels.
The Jermlaine can defend the lair; they have 6 crossbows that they
use as ballistae and fire down from the ledges. They also have a
large boulder trap above the southern edge of the pool that will
crush for 4-32 damage. A successful DEX check will reduce damage
to a quarter.
3.
4.
7.
8.
THRONE ROOM: Here, the Jermlaine Elder, Direarn (H.P.:4), rules his
clan from a tiny carved bone throne. Beside the Elder is the wererat
advisor, Gramil Filian, 5th level Illusionist who was infected with
lycanthropy seven years ago (wererat Illusionist: AC 6; MV 12"; I5;
H.P.: 13; THAC0 16; # AT 1; D 1-8 or by weapon; SA Surprise on 1-4; SD
+1 or silver weapon to hit; SZ S (M); Int Very; AL LE). The wererat
wears an amulet (a demonic visage wrought in gold, the very
amulet the Shadow Demon is seeking), has a tiny dagger +2 and
wears a ring of shrinking (see New Magic Items) that allows him, and
items on his person, to shrink down to size, in his case 16 tall. His
spells are:
First Level
Second Level
Third Level
Continual Darkness
In the throne room with the Elder and the wererat are always 3-12
Jermlaine, 1-6 rats and 1-3 giant rats. Gramil'
s spellbooks are hidden
at area 20 (in the Secret Garden) with his personal treasure.
5.
6.
9.
10. THE TUBE: Traveling north-northwest for 1300, the party will come to
THE TUBE. The 40 wide corridor here is transected by a very smooth,
12 diameter tunnel that cuts through the corridor at a 90 degree
angle (see map area). Ages ago, some creature bored through the
stone here. The lower tube winds for several thousand feet through
solid rock ending at a cave in (unless the DM chooses to develop
this area further). The upper bore leads to THE SECRET GARDEN and
beyond. The party will have to contrive a way to climb this tube. If
the Jermlaine have led them here, they will signal other Jermlaine at
the top of the shaft. They will lower a rope from the top of the shaft
down to the party. Any activity that makes too much noise will
attract the attention of the Shadow Demon, who will come to
investigate (see area 19) and attack.
The ceiling of the corridor is 20 here and that of the Tube is 80
beyond, straight up. THE SECRET GARDEN (area 11) is 100'above the
corridor floor here.
A tentamort (H.P.: 10/10/24) that the Jermlaine do not know about
has taken up residence 60 up the tube (20'from the top). The
tentamort will attack any creature larger than a Jermlaine who
climbs the tube. Any Jermlaine climbing with the party will attack
the tentamort.
Creature
1-3
1-4 shadows
6-7
10
11. THE TUBE: The shaft drops 80 from here to the ceiling of area 10
below. The shaft continues upwards another 220 past these
caverns before abruptly changing direction at an unstable point in
the rock (which caused a cave in at that point, again, unless the DM
wants to develop this further). The opening here is a 12'diameter
hole, a tight fit, that opens into THE SECRET GARDEN cavern.
12. CRYSTAL GARDEN: This area of the cavern is filled with beautiful
crystalline stalactites Crystal Spires. The dim light in the cave is
reflected, refracted, and strangely amplified; in some areas it is
almost as bright as sunlight. The stalactites are fairly fragile, and
some have been damaged by the Shadow Demon in its search for
the amulet. The mephits will not willingly enter the area of the
CRYSTAL GARDEN, though they may be forced by the Shadow
Demon. The mephits will suffer a -3 penalty to hit if they must melee
in the CRYSTAL GARDEN due to the brightness of the light.
17. SPIDER LAIR: Seven Giant Spiders (H.P.: 17, 19, 19, 20, 24, 25, 33) are
here (unless three of them have been encountered in the LICHEN
BEDS). The lair contains a rotting backpack with 123 gold pieces, 27
uncut gems (worth 100 g.p. each), bracers of defense AC5, Drow
buckler +1, and a Drow shortsword +2.
18. WATER POOL: A stream falls from a crevice high on the cave wall
(about 30) and crashes down here into a pool. The water is tastes
sweet but is mildly poisonous (save at +4 or suffer dysentery for 1d4
days).
19. THE SHRINE OF THE Jermlaine: The Jermlaine discovered on this little
island in the pond a small shrine to an unknown and forgotten god.
They bring various treasures here as an offering.
Outside the shrine (unless something has drawn its attention, like
combat), attempting to contact ShLantraardal, is a Shadow
Demon. The Shadow Demon is in a trance-like state, while the five
Mephits are moving nervously around it.
In the CRYSTAL GARDEN are 2 Crystal Oozes (H.P.: 18, 19). The
Jermlaine know about them and know how to locate them.
Untrained eyes will find the oozes very difficult to spot among the
rubble of the shattered crystals (20% chance, 30% for dwarves and
gnomes).
Clinging to the ceiling near one of the largest CRYSTAL SPIRES is a
large Crysmal (H.P.: 32) that will drop on a party member if it can.
The Crysmal has 8 rough beryl (50 g.p. base value) gemstones in its
craw. The Jermlaine do not know about the Crysmal, and the
Crysmal will ignore the Jermlaine unless attacked.
13. ANCIENT RUINS: Several walls stand here, though what the structures
were originally used for is impossible to discern. In one ruin, three of
four walls and part of a roof remain, making a defensible position
should the need arise. Among the rubble is a deep gnome skull with
a silver tooth (value 1 g.p.).
14. THE TOWER: The Jermlaine have carved a fortress into a giant
column here. There are 20-80 (2d4x10) Jermlaine (H.P.: 2 each) in this
fortress at any given time. All of the Jermlaine clans in the area are
represented (2-12 will be from the Jermlaine clan included in this
encounter). Tiny windows and balconies riddle the column from the
floor to the ceiling of this cavern. Tunnels radiate out from above
When they notice the party, one of the mephits will arouse their
master. The party will have one free round to attack the Shadow
Demon while it comes out of its trance, though the four remaining
mephits will attack immediately.
The Shadow Demon'
s first attack will be to cast darkness, 10' radius
over an obvious spellcaster, then emit far in a 30'radius. It will
attempt to magic jar the closest character into the 1,000 gp ruby in
the island treasure pile. It will then attack with its claws. Bear in mind
that the Shadow Demon can move very fast, so it is likely to sprint
around the area, clawing at the party as it charges past, leaping up
to 30'to crash into characters before leaping away.
Shadow Demon: AC 5; MV 12"; HD 7+3; H.P.: 44; THAC0 13; # AT 3; D
1-8/1-6/1-6; SA Melee Bonus +1; SD Immune to Fire/Cold/Lightning;
SZ M; Int Very High; AL CE
5 SMOKE MEPHITS: AC 4; MV 12"/24"; MC: B; HD 3+1; H.P.: 15, 16, 19,
21, 22; THAC0 16; # AT 2; D 1-2/1-2 ; SA Ball of Smoke Breath Weapon
(1-4,3/day), Invisibility/Dancing Lights (1/day), Gate 1-2 Mephits
(25%, 1/hr); SD Immune to fire; SZ M; Int Avg; AL *E
On the island are the remains of the caryatid columns that once
guarded the shrine of the Jermlaine. The shrine itself resembles a
marble gazebo, 20'in diameter, 10'high, with a statue in the center.
It is difficult to tell exactly what the statue once looked like, as the
Jermlaine have worked it "into their own image." Scattered around
the base of the statue are 2,214 gold pieces, 5,198 electrum pieces,
11,345 silver pieces, 6,003 copper pieces, 3 bloodstones (worth 50
g.p. each), 2 Garnets ( worth 100 g.p. each), 1 opal (1000 g.p.), 1
ruby (1,000 g.p.), a potion of plant control, a potion of polymorph
(self), five potions of extra healing, a scroll of protection (demons),
four arrows +1, a javelin of piercing, and a necklace of missles.
These treasures are offerings made by many different Jermlaine
clans in the area. If the party loots the shrine, they will incur the
wrath of all the Jermlaine clans, who will stalk them and seek to
ambush, trap, or get them killed in dangerous areas. They will stir up
monsters in the party'
s path, make noise when they are trying to be
silent, etc. It is up to the DM to determine how long this torment lasts.
NOTE: If the encounter is too easy for the party, ShLantaardal could
gate in. He will not immediately attack the party, however, even if
they are decimating his servants. He might call for a truce to
demand his amulet be returned. If the party knows nothing about
it, chooses to attack, or refuses to help Sh'
Lantaardal, he will attack
as potently as he is able. Should they agree to return the amulet, he
will promise rewards to them, though if they succeed in returning his
amulet, he will immediately attack them (thinking that the amulet will
return him to his home plane should they get the best of him. He
does not know the magic has been drained from the amulet).
Sh'
Lantaardal - Type V Demon: AC -7/-5; MV 12"; HD 7+7; H.P.: 40;
THAC0 12; # AT 7; D by weapon; SA Spells; SD +1 weapon to hit; MR
80%; SZ L; Int High; AL CE
20. GRAMIL FILIAN'
S SANCTUARY: Gramil, the Wererat Advisor to the
Jermlaine, discovered this small cave tucked away behind the
waterfall. Here he keeps his spellbooks and his personal treasure in
a small locked chest. The lock is trapped with a poisoned needle
(save vs. poison or suffer 1 H.P./round damage for 4-40 rounds). The
treasure consists of a staff of command with 2 charges left, a potion
of flying, 214 gold pieces, and, of course, his spellbooks, which
contain the following spells:
First Level:
Second Level:
Third Level:
21. THE CORRIDOR ENDS: The main corridor ends here. While a good
bit of this passage has been worked stone, the work ends abruptly.
If the party searches, they will find some very old, rusted pickaxes
and shovels. They can also trace several runes that were once, long
ago, chiseled into the stone where the workers stopped. The stone
that the rune is chiseled onto is a stone very different in color and
texture to what comprises the rest of the corridor (it is a greenish
marble with black veins running through it).
NEW MAGIC
Amulet of ShLantaardal
Before the Jermlaine Elder drained the magic power from this amulet, its
function was to return ShLantaardal to his palace before a death blow
could be delivered. A simple enchant an item spell will restore the
function.
Ring of Shrinking
This ring causes the wearer and all items on his/her person to shrink to
size. The effect lasts until the ring is removed. The transformation takes
one round.
Cursed Dagger +2/+3 vs. creatures larger than man-sized
This weapon has been cursed to be useable by only Neutral Evil
creatures. Anyone who carries the dagger must perform an INT check
once per day or begin an alignment shift toward NE. Success causes
vague feelings of anxiety about the dagger. Five successful checks in a
row and the character will suffer from Paranoia (DMG 84), feeling that
the dagger is trying to kill him/her.
party and preventing any clashes. If the party pays the toll, they are
allowed to pass without incident. If the party refuses to pay, the Fire
Giants attack by throwing rocks at any spell casters and then moving in.
In the event that the party enters the area from the northwest, the events
will occur in a similar fashion, except that the Fire Giants at area 1 will
allow the party to pass them before appearing. One will then call out
from behind the party.
The party will not find any treasure on the Fire Giants but a search of area
1 will reveal the following: 2,000 silver pieces, 2,000 gold pieces, a figurine
of wondrous power (serpentine owl) and a long sword +1, +3 vs.
regenerating creatures.
When the party reaches area B, two male Fire Giants (any two from
ENCOUNTER AREA C2/20) will step out of area12. They are armed with
huge swords and each carries a large rock. One female Fire Giant will
step out from behind cover in area 2 and will not be noticed unless a
character turns to look in that direction. She is also armed with a huge
sword and a large rock. She will take aim on any character who
appears to be a spell caster.
One of the males will greet the party. What happens next depends on
the partys reactions. If the party tries to parley with these huge beings,
the giants will explain that a toll is required from anyone wanting to pass
through this area. The Fire Giants are quite clever and will ask for 10 to 50
gold pieces from each party member wishing to pass. The amount goes
down as a groups apparent strength goes up, so that strong parties pay
less. This tactic ensures the best chance of extorting some coins from the
The area is the lair for a band of Fire Giants who attempt to extract
treasure from anyone traveling through the passage at ENCOUNTER AREA
A2/20 (described later). The party might enter the lair from the east,
southeast, or southwest. If they enter from the southwest it means that
they have encountered Fire giants at the ambush site (A2/20). If they
enter from the east or southeast, there as is a 25% chance that all of the
giants are in their lair. Otherwise, there will be two male and one female
1:
This area contains the bedding for two but is obviously a males and
females quarters. Hidden are 3,000 electrum pieces, 7 gems (10
g.p., 50 g.p. and five 500 g.p.), a potion of climbing, and a scroll
(Cleric: cure critical wounds).
2:
This area also contains the bedding for two. In the northwest corner
is a large fissure which is the source of intense heat and some of the
wondering monsters in the area surrounding this lair. Hidden are
2,000 gold pieces, and a scroll of protection from possession.
3:
This area is the nursery. One female Fire Giant with an infant will be
found huddled against the wall. She will fight fiercely if anyone
closes with her, but will leave if allowed. Bedding for two is found
here. Hidden are 9,000 silver pieces, a +1 mace, +1 studded leather
armor and 2 scrolls (Cleric: speak with plants, exorcise, MU: detect
invisibility).
2 Pack Lizards (AC 5, HD 6+6, MV 9", Damage: bite for 2d4) These
pack lizards have been scavenged from assaults on drow caravans.
Each can carry 450# at full move, but will not move at all if loaded
with more weight.. Each bears a large scar on its flank where an
identifying House brand has been removed. The price includes tack
and harness. Cost: 1,000 g.p. each
4 Mount Lizards (AC 5, HD 4+4, MV 15", Damage: bite for 2d4) These
One suit of Drow chainmail +4 fitted for a large human (over 6'tall
Senses
Race
infravision 120'
, -2 in bright
light
Drow or Lerara
infravision 90'
, -1 in bright
light
Drow/Elf hybrid,
Lerara/Human hybrid,
Lerara/Orc hybrid
34
infravision 60'
, -1 in bright
light
Orc, Goblin
56
infravision 60'
, no penalties
in bright light
Half-elf, Half-orc,
Hobgoblin
Human
Shore Dweller
Shore Dweller
10
Shore Dweller
Most of the dwellers of this forsaken place are out foraging, so only 3-12
will be found here at any given time, with only a hundred (half of whom
can'
t fight) living here total. One of the humans, humanoids, hybrids, or
demi-humans in the first group encountered has found a fancy leather
scroll case (worth 100 g.p.) in the river. He will gladly trade it for 1,000 g.p.
in gems or coin( enough to buy food, clothing, etc., for a year). The scroll
case contains three scrolls:
Scroll # 1: vocalize, improved invisibility, wall of fire written at the 10th
level
Scroll # 2: Cursed -victim will turn into a wererat in 1d6 days unless a
remove curse is cast.
Scroll # 3: This scroll appears to be an invoice for trade goods, but is
in fact a coded message from Nilonim to Eclan (see below), warning
him that his Lerara assassin is actually a Drow spy, and that his next
raid (scheduled for two days from now) is a trap. Eclan and Nilonim
are the only ones who know the code. Any character who tries to
break the code has a percentage chance equal to his Intelligence
score to decipher the warning. Multiple attempts are allowed, but
each attempt takes a full hour.
South Shore:
A few of the more daring (and vicious) of the people from the West Shore
have joined forces with other outcasts to form a band of raiders who
spend most of their time working on their boats and otherwise preparing
for an upcoming raid. This workshop and training ground is hidden in a
grotto concealed by a powerful illusion of unknown origin. Unless a PC
or NPC specifically states they do not believe the rockface in the south
end of the cavern is real, there is no chance to disbelieve the illusion.
They have put together a longboat capable of 12 knots under oar and
sail. This vessel can hold up to 60 men and 20 tons of cargo. It is armed
with two ballistae (fore and aft) and numerous special missiles (smoke,
incendiary, armor piercing, acid, holy water, etc) that can be shot by the
siege weapons or hurled as javelins. They have also constructed a
smaller longboat capable of holding 20 men and 7 tons of cargo at the
same speed.
Pitchy Flow.
The Captain and his crew will ignore party as much as possible unless (a)
the party has weapons or other equipment to sell or trade, or (b) they find
the coded message mentioned above. If the party does find the
message and thwart the spy'
s attempt to kill the Captain, they will be
invited to join Eclans crew.
Captain Eclan is a 10th level human fighter (AC -2 or -5 vs. missiles; H.P.:
101; AL N; STR 18/98, DEX 17, CON 18, CHA 18) currently equipped with +1
Banded Armor, a Large Shield +1/+4 vs. missile weapons, Drow Dagger
+2, Scimitar of Speed +5, and a Potion of Frost Giant Strength. He is
doubly specialized in scimitar and is saving the potion to be used when
raiding Erelhei-Cinlu.
Eclan has recruited a number of officers for his ship.
Azano is a 9th Human Thief (AC 4; H.P.: 39; AL N; PP 70, OL 67, F/RT 60, MS
70, HS 56, HN 30, CW 98, RL 45; DEX 16) who wears +2 leather armor and
wields a Drow Short Sword +4 or a short bow with 40 arrows.
Feldmore is a 6th Human Fighter (AC 3; H.P.: 39; AL LN; DEX 15) who is
specialized in the composite longbow. He wears splintmail and carries
a +1 longsword and 60 arrows for his bow.
Kolaz is a 6th level Lerara Assassin (AC 3; H.P.: 23; AL NE; PP 45, OL 37, F/RT
35, MS 33, HS 25, HN 15, CW 88, RL 20). Kolaz wears leather armor and a
Ring of Protection +5, all under a Cloak of Invisibility. He carries a Dagger
+3 and a light crossbow with 24 bolts, 4 of which are poisoned (save vs.
poison at -3 or die)
(NOTE: Kolaz is a spy for the Drow. He plans to assassinate Eclan and the
crew by poisoning their food and drink with a slow-acting, non-lethal
drug before they set out to attack the Vault. He will leave the crew to be
disposed of by the Drow, who will sacrifice them in the mostly ghastly way
possible. If his plan fails, he will try to shoot Eclan with one of his poisoned
bolts, preferably in the back, and use his cloak to escape.)
Witaz is a 5th level Lerara Thief (AC 3, H.P.: 18 hp; AL LN; PP 60, OL 57, F/RT
45, MS 50, HS 41, HN 15, CW 90, RL 25; DEX 18 ) who wears Bracers of
Defense AC 7. In combat, he wields a Drow Short Sword +2 and a hand
crossbow with 20 bolts, 4 of which are coated with sleep poison.
The raiders are led by one Captain Eclan, who arranged the ambush
that killed the Drow noble and his hunting party. He plans a raid on
Erelhei-Cinlu as part of an uprising in the city. He knows nothing of the
fate of Nilonim.
Captain Eclan and Crew:
The crew Captain Eclans longship are a collection of humans,
humanoids, demi-humans, and other crossbreeds. Their numbers include
two stone giants and a pair of charmed aquatic ogres (merrows).
Captain Eclan, a surface-dwelling human, leads this motley band.
Captain Eclan once led an expedition into the Underdark, but it came
to a gruesome demise. His comrades were either killed by combat and
traps or enslaved, in some cases sacrificed to the vile gods of this hellish
realm. Captain Eclan is a very charismatic leader who, over the last few
years, has assembled a crew who are fanatically loyal, regardless of
racial or alignment differences, to him. After building their longboat, they
have slowly and quietly scrounged equipment necessary to turn them
into a formidable combat team.
Captain Eclan has been in contact with Nilonim (see D3, VAULT OF THE
DROW) and together they plan an uprising in Erelhei-Cinlu. In the chaos
of the uprising, they hope to lead a mass escape of slaves and other
disaffected inhabitants of the Vault by way of boats and barges on the
Elsa Jae is a 5th level half-Drow half-Lerara Cleric (AC -3; AL CG; H.P.: 23;
WIS 15, DEX 17). She protects herself with Drow Chainmail +2 and a Drow
Buckler +2, and wields either a Drow Mace +2 or a hand crossbow with
20 bolts, 4 of which are coated with sleep poison. Elsa Jae is a cleric of
Trithereon and despises anyone or anything having to do with the slave
trade. Should the she discover that the party is involved with the buying
or selling of slaves, she will attack them filled with divine fury (+3 to hit and
damage).
Elsa Jae has the following spells:
First Level:
Second Level:
Third Level:
Ovilan is a 4th level half-Drow Fighter (AC 2; H.P.: 24; AL NG; DEX 16) who
is a dagger double-specialist. He carries a plethora of daggers secreted
on his person, including six Drow Daggers +1, a Drow Dagger +2, and a
Dagger +2. He wears Drow Chainmail +1.
Duolim is a 5/5 Drow Magic-User/Thief (AC 4; H.P.: 17; AL N(G); PP 70, OL
52, F/RT 45, MS 65, HS 56, HN 25, CW 100, RL 25; DEX 18) who wears
Second Level:
Third Level:
Haste
Second Level
Dusko is a 7th level Half-Lerara, Half-Orc Fighter (AC 1; H.P.: 72; AL N; STR
16, DEX 17, CON 17) who is specialized in the heavy crossbow. He wears
banded armor and carries a battle axe +2, 44 bolts for his heavy
crossbow, 4 of which are bolts +2; and dagger, coated with poison as his
brother Luciens.
Kurch is a 4/4 Half-Lerara, Half-Orc Fighter/Assassin (AC 5; H.P.: 33; AL LE;
PP 35, OL 38, F/RT 35, MS 27, HS 20, HN 20, CW 92, RL -10; STR 16, DEX 15)
who wears leather armor and carries a Small Shield +1. He bears a Drow
Dagger +2, Drow Short Sword +2, a Heavy Crossbow with 44 bolts, 4 of
which are bolts +2; and dagger, coated with poison as his brother
Luciens.
Eclans crew is a diverse bunch. The most powerful are two Stone
Giants(H.P.: 60 each), but they are nearly met in ferocity by two charmed
Merrows (H.P.: 26 each) who wield huge barbed spears (+2 to hit/+5
damage). Four Hobgoblins (H.P.: 6 each), armed with a heavy crossbow
with 40 bolts, falchion, and dagger; eight Goblins (H.P.: 4 each), armed
with a light crossbow with 60 bolts, hand axe, and knife; and twelve Orcs
(H.P.: 5 each), armed with 4 javelins, a broadsword, a dagger, and a
large shield, form the bulk of raiders. This raiding band is supported by
four Half-Orcs who are specialized in dart and clad in bronze platemail
and carry large shields (F1; H.P.: 7 each; 24 darts each - specialized: 4
attacks per round, +1 to hit/+2 damage). The half-orcs also carry a Drow
Mace +1, dagger, and hand axe for boarding. Four Human Fighters in
banded armor act as archers (F1; H.P.: 7 each; specialized in longbow
with 80 arrows), though they will readily wield their longsword or dagger.
Twelve Shore Dwellers have join Eclans crew as well. Four have 120'
infravision, but are light-sensitive (-4 to hit in bright light). They are very
perceptive (treat as half-elves for surprise, secret doors, etc.) and are
clad in leather armor to act as scouts (F2; H.P.: 12 each; equipped with
short bow with 20 arrows, horseman'
s flail, and knife). Three have 90'
infravision (-2 to hit in bright light) and are more robust (treat as half-orcs
for special abilities). They are clad in banded armor to act as
polearmsmen (F2; H.P.: 13 each) with their glaive-guisarme, two hand
axes, and dagger. Three have 60'infravision and are clad in platemail
and shield to protect the ship (HD 2; H.P.: 11 each) with their morning star
and 4 javelins. Two have exceptional hearing and smell, as well as 90'
ultravision (use elf abilities for surprise, secret doors, etc.) They (HD 2; H.P.:
11 each) are guides for any foray into the Vault and tend to avoid direct
battle if possible. They are clad in Studded Leather +1 and carry a heavy
crossbow w ith40 bolts, horseman'
s pick, and dagger.
NEW MONSTERS
Shore Dwellers
AC: by armor type, but with a natural bonus of +1
HD: 2+1
MV: 12
AL: Neutral
Size: Medium
INT: Average to Very
SA: +2 to damage with melee or thrown weapons
SD: Surprised only on a 1
Special Abilities: One in ten Shore Dwellers have the same abilities as
2nd-level thieves, including the ability to backstab, inflicting double
damage. One in twenty also has the ability to assassinate as a 2nd-level
assassin if they should gain surprise. This is in addition to their 2nd-level
thief abilities. A small number (5%) will also have the racial abilities of one
of their ancestors, such as the surprise abilities and sword and bow
bonuses of elves, or the mining and detection abilities of orcs, goblins or
hobgoblins.
humid.
When the party is within 35 feet of the cave, they will hear several curious
sounds: laughter, as if from two different groups of creatures; small
explosions; and what sounds like angry voices in a totally foreign
language. The sounds come from the interaction between groups of
Lava Children, Magmen, and Salamanders. The groups are made up as
follows:
Lava Children: Five Lava Children (H.P.: 14, 17, 19, 20, 27) are heartily
amused by the events within the cave. The largest is a 5 HD warrior, who
is +1 to hit. The others are 4 HD warriors. All are AC 4 and have 3 attacks
per round, in the form of two claws (damage 1-6) and a bite (damage
2-12). They are immune to metal of any kind; metal weapons have no
effect on them and any opponents metal armor is ignored for the
purpose of calculating AC. Fire and earth-based magic do not affect
2.
2-12 stirges
3.
4.
5.
Dwarf merchants
6.
Cavern Walls
1.
2.
1-2 thoqqua
3.
2-20 stirges
4.
5.
6.
1-4 doombats
2.
1-4 blindheim
3.
4.
5.
6.
1-4 blindheim
Treasure: Each will carry 4 gold pieces and 2 base value 50 g.p. gems.
Dwarf merchants: There are a total of 20 dwarves in a small caravan.
They are on their way to the Svirfneblin stronghold to trade their goods for
gems. Several pack mules carry mining and smithy equipment along with
dwarven-made armor.
The group is composed of: Twelve merchants (H.P.: 5; each AC 4) who
fight with short swords and spears at 1st level and wear chain mail and
shield. Five 2nd level fighters (H.P.: 10 each; AC 4) wear chain mail and
shield and fight with short swords and light crossbows. A 4th level fighter
(H.P: 19; AC 3) is armed with +1 axe and a hammer and wears +1 chain
mail and shield. The final fighter is of 6th level (H.P.: 24; AC 2). He also
wears +1 chain mail and a +1 shield. He fights with a +1 short sword and
+1 hammer. The last member of the group is a 4th level cleric (H.P.: 20;
AC 4) wearing +1 chain mail and armed with a +1 mace. He has the
following spells available:
First Level:
Second Level:
These parties are out looking for slaves, and a 30% chance exists that they
have 13-18 slaves with them (made up of 10% Dwarf, 30% Human, and
60% Deep Gnome). They wont mind trying to capture more.
All dwarves have a natural resistance to magic and poison and make
saving throws at 4 levels higher than their actual level.
1-3 4th level fighters (H.P.: 26 each; AC 1), each armed as above but
having in addition 4 acid filled darts that do 2-8 h.p. of damage and
destroy 3 diameter of armor where they hit.
Several pack mules carry various animal skins, foodstuffs, and herbs and
spices for cooking and medicinal purposes (DMG pg. 220).
1 5th fighter (H.P.: 32; AC 0) armed as the 4th level fighters above.
All Deep Gnomes have the following attributes: 20% (+5% per level over
3rd) magic resistance and the ability to cast blindness, blur, and change
self, as an illusionist, once each per day. They radiate non-detection
continually and detect all illusions and phantasms. They save against
poison at +2. All other saving throws are at +4.
This group is out for the specific purpose of encountering and destroying
Derro or Kuo-Toa and finding where these creatures live.
Treasure: Each Svirfneblin will carry 13 silver pieces.
Duergar scouting party: This group consists of ten 1st level fighters (H.P.:
9; AC 4), two 2nd level fighters (H.P.: 11; AC 4), and one 4th level fighter
(H.P.: 32; AC 2), who leads the group. The 1st level fighters are armed
with pick, hammer, and spear and wear chain armor with shield. The
2nd level fighters carry pick and light crossbows and also wear chain with
shield. The leader wears plate mail with shield and is armed with a
hammer and short sword.
Duergar are surprised on a 1 in 10 and surprise others on 3 in 6. They
make all saving throws against magic at +4 and are immune to paralysis
and poison. Illusions and phantasms have no affect on Duergar.
All Duergar have the following psionic disciplines: expansion, invisibility,
molecular alteration and reduction.
The Duergar scouting party is from far away and are in the area scouting
for new territory to inhabit. They have not gained a foothold, unlike the
Derro and Kuo-Toa.
platinum pieces.
2.
3.
These areas are the same as those at A except they house the
higher level Deep Gnomes. There are 15 5th level fighters, 8 6th
level fighters (2 with illusionist abilities and 4 who can summons
earth elementals as detailed below), 3 4th level clerics, and 2
6th level clerics per neighborhood.
The passage here has been blocked by the Svirfneblin to keep
intruders from entering their stronghold from this direction. The
northwest side of the blockage has been fashioned to appear
to be a dead end. There is a Svirfneblin patrol on guard, at all
times, watching for anyone tunneling through the makeshift
wall.
Second Level:
Third Level:
4.
27
3 HD
warriors
4 HD
warriors
5 HD
warriors
6 HD
lieutenants
7 HD leader
6 HD
savants
5 HD
student
savants
gargoyle
allies
15
1st level
slaves
Savant Derroes have the following spells available and are cast at
12th level of ability: affect normal fires, light, anti-magic shell,
lightning bolt, blink, minor creation, charm person, paralyzation,
cloudkill, repulsion, ESP, shadow magic, hypnotic pattern, spider
climb, ice storm, ventriloquism, invisibility, wall of fog, levitate, and
wall of force. They may cast seven spells from the list. Student
savants may cast two spells. All savants and students also
comprehend languages and read magic.
The lair is broken into 3 sections with small rooms and passages
running throughout. An equal number of 3 and 4 HD Derro,
savants,students and slaves occupy each section. The leader and
the lieutenants will be found in a small room off of one section. They
are accompanied by the gargoyles who are busy torturing slaves.
If any section is attacked, support from the other two sections will
come in 3-8 rounds (roll for each other section).
Treasure: Each Derro will carry 20 gold pieces and 2 base level
gems. In addition, the lair contains 4 gems of 50 g.p. each. The
gargoyles treasure is made up of 1000 silver pieces and 2 gems of
100 g.p. each.
5.
THE STOROPER: This area is very rocky with some very large rocks
reaching 30-40 feet high. It is the home of a very large storoper
(H.P.::39; AC 6, immune to normal missiles) who came into the area
looking for easy pray. High in intelligence, it will remain perfectly still
until someone wonders to within 50 feet. It will carefully choose its
victims, going for those with less armor first. It attacks two victims
with three tentacles each trying to inject its venom and immobilizing
them. Injected characters will then aid the storoper to the best of
their ability after one round of petrification. The storoper will then
turn its attention to the rest of the party.
Treasure: Inside the storoper are 5 gold pieces, 5 platinum pieces
and 4 gems of 50 g.p. each.
2.
3.
4.
the carrion crawlers off of vermin they have caught and eating
the very rare intruder. It will stalk any adventurers that arrive,
intending to kill and eat them. Within the thing'
s gullet, in
addition to 9 platinum pieces, are 7 gems worth 200 g.p. each,
and a gem of brightness.
The entrance to the inner sanctum (location G) has been well-guarded
by the mage who claims this area. To begin with, it has been sealed by
a wall of force; in addition, the well-appointed space behind has been
disguised via hallucinatory terrain to appear as bare cavern, with all
surfaces of unworked stone and many jagged outcrops. Should these
defenses be overcome, explorers must still beware the pit trap which lies
beyond; it is 20'deep, with spikes, and disguised by a permanent illusion
blending seamlessly with the surrounding floor (imposing a -50% penalty
to a thief'
s ability to Find Traps).
The interior of the sanctum has many prizes. In addition to sumptuous
bedding and furnishings, worth up to 5,000 g.p. if somehow successfully
transported to the surface and offered to a properly discriminating buyer,
a small, but well-chosen, library may be used by magic-users and
illusionists to reduce the costs of independent spell research by half (as
per the Dungeon Master'
s Guide). A brain mole is kept in a cage near
the bedside as a pet and object of study, and a barbed devil (40 H.P.)
has been frozen in temporal stasis in the corner. At the Dungeon Master'
s
option, additional treasures or information about nearby encounter
areas may be found here. The Dungeon Master may also choose to
place a teleportation chamber connecting to the mage'
s tower in the
surface world, or possibly one or more locations on another plane, as a
lead-in to future adventures.
2.
The lake contains seven wraiths which lurk in the depths. The wraiths
are very difficult to see underwater (treat as if AC 1) and owing to
the action of the water, only thrusting weapons will do full damage
against them; slashing and crushing weapons will inflict the minimum
possible damage (assume a "1" on each damage die). The wraiths
will attack together.
The jeweled casket has a glyph of warding on it that will drain one
energy level (save versus spells) from anyone who opens it. It is
empty.
Drowads are to Dark Elves as Dryads are to the goodly elves of the
surface. All Drowads are female, and they breed with Dark Elf males for
continuance.
Only one of the rings is magical: a cursed ring of petrifaction that will
turn the first person to put it on into stone (save versus petrifaction at
-4 to avoid). The bracers are perfectly ordinary bracers of defense
(AC7), while the crown (which contains gold and jewels worth
40,000 g.p.) also acts as a helm of opposite alignment.
Deep beneath the earth there are great forests of fungi, of many strange
and varied kinds. The greatest of these fungi have rigid structures for
stems, which bear an outward resemblance to the trunks of great trees,
and it is these fungi that serve as the habitat of the Drowads. It is rare for
a Drowad to be far from her fungus for long.
4.
ROPER CAVE: Three 12-hit dice ropers lurk at the end of this passage
(H.P.: 77, 64, 61). They have normal (diced) treasure, while the
largest one has a gem of seeing in its gizzard in addition to the
ropers'standard treasure.
5.
Drowads are weak in combat. They use the attack tables of magic users,
and do not receive any of the bonuses from high ability scores that their
cousins the Dark Elves receive; neither can they fashion the strange
semi-magical equipment used by the Dark Elves, nor do they show much
interest in technology. However, the Dark Elves do keep them supplied
with the +1 daggers they prefer for situations where combat is
unavoidable.
The mage-drowad will use her slow spells on the party as early as
possible in any conflict, trying to double-slow them (one action every
four rounds) if at all possible.
3.
THE LAKE OF GREED: This lake appears placid, tranquil, quite clear,
and up to 30'deep. In the center of the lake, at a depth of 20'or
more, many beautiful gold coins, several rings, a pair of bracers, a
crown, and a jeweled casket are visible.
The third scene is an image of the six hundred and sixty-fifth layer of
the Abyss. Any character witnessing this scene must roll a save
versus death magic or have his or her alignment changed to
chaotic evil.
Drowads are renowned for their potions. From the weird spores of the
strange fungi they tend, they are able to manufacture potions of many
kinds. They are the ultimate source of the sleep poisons employed by the
ideal places to hide and carry on transactions best kept secret. If the
party has traded with the greedy Deep Gnomes at B2/24, they will be
able to trade with the Svirfneblin who skulk about in this stretch of
passageway, as they will have been told where to meet them. The Deep
Gnomes know about the White Goblins but will tell of a bellowing roar
they sometimes hear from the goblins'lair. If friendly, they will warn the
party not to approach the goblins empty-handed, as those who are not
there to trade will be considered attackers and shown no mercy.
Beyond such furtive contacts, little is of value here.
Each of these races maintains a stronghold on the banks of the Svartjet.
The White Goblins have a fortified warehouse (A) full of bulk goods
(mainly food, wool, and cloth) that is heavily guarded by their
surface-dwelling lackeys. White Goblin patrols and leaders (including a
barghest) make frequent visits. On the opposite shore, the Svirfneblin
have a tower (B) in which they store their valuables before and after
transactions. The Grey Dwarves maintain a tower and lighthouse (C) on
the other side of the tunnel bridge. For the most part, the food, wool, and
weapons available here are nothing special and are valuable since they
are bought and sold by the ton. The weapons are standard short swords,
crossbows, daggers, bolts, etc. though if a party should acquire a
bundle of weapons and examine them, there is a 10% chance of finding
one or more Drow-made weapons in the mix. Payments are mostly in the
form of silver and other small denomination coin. The Duergar will
certainly entertain offers, but will insist on not selling their goblinoid slaves
to the PCs, since they can be sold to the White Goblins for much more
than anyone else typically offers.
While trade is brisk and relatively peaceful, each side guards against the
others, as well as the many horrors that pass through this area, for the
goblins, gnomes and dwarves know they are not alone. Among other
terrors that find their way to these shores (the typical wandering
monsters), any number of winged creatures are heard, but seldom seen,
flying above in the darkness, and the Kuo-Toa use the river as a highway
to travel from the Sunless Sea to their ghastly Shrine. While the different
factions are not openly hostile, they are not friendly either, and one
group will not intervene should another be attacked (though if they spot
weakness, they will certainly exploit it).
For every 3 turns spent in this area, roll a d6 for encounters, which will
occur on a 1. Hundreds of carnivorous normal bats and 5-20 mobats
nest aloft in the highest parts of the cavern. They will not attack
(preferring to flee if threatened) but will scavenge the dead if given the
opportunity. The encounters are:
Roll
Encounter
Duergar Slavers
Hobgoblin Patrol
5-6
their way to the refuge at ENCOUNTER AREA B2/24. They have had little
luck, which is why 2-12 of them are found here.
Hobgoblin Stragglers: This band contains a female hobgoblin "princess"
and her 6 "ladies in waiting". Characters familiar with goblinkind who roll
lower than their INT on 1d20 will be able to discern that these are
surface-dwelling hobgoblins, rather than the subterranean kind. The
"princess" is the daughter of a powerful hobgoblin king who was killed
along with all of his tribe, save this band. She has heard tales of an
ancient haven for her kind deep beneath the Oerth and has fled with her
retinue to find it.
Hobgoblin Princess: AC 5; HD 4; H.P.: 27. She is armed with a mace,
dagger (both +2 damage due to her ferocity), and composite short bow,
and she wears a silver necklace worth 50 g.p.
Hobgoblin Ladies in Waiting (6): AC 5; HD 1+1; H.P.: 8 each. Each is
armed with a composite short bow, and falchion and carries 10 silver
pieces.
Hobgoblin Patrol: A patrol from the stronghold of the White Goblins is
usually made up of six regular hobgoblins and one of the Hobgoblin
King'
s bodyguards. This patrol has extra muscle; there are 2 bodyguards,
4 "serjeants," and 12 regulars. With them are a pair of Death Dogs; thus,
they cannot be surprised. When the Hobgoblin King heard rumors of a
hobgoblin "princess, he sent this patrol to find her and bring her to him.
This means that they will seek to parley with any strange creatures
(especially surface-dwellers), and, should the party prove helpful, the
Hobgoblin King will express his gratitude and offer gifts (nothing of real
value, but refusal will be considered the gravest of insults) and safe
conduct through his realm.
Hobgoblin Bodyguards: AC 4 (banded); HD 3+1; H.P.: 15. Each is armed
with a heavy crossbow, whip, hand axe, and mace.
Hobgoblin Serjeants: AC 5; HD 1+1; H.P.: 8. Each is armed with a heavy
crossbow and mace.
Hobgoblin Regulars: AC 5; HD 1+1; H.P.: 6. Each is armed with a heavy
crossbow and falchion.
Each hobgoblin is armed with 40 regular bolts plus 4 acid-treated bolts
that do an extra 1d6 of acid damage with each hit and carries 5 gold
pieces. Each serjeant carries a smoke bomb similar to the ones the Deep
Gnomes make (see D 1-2, page 15) and 15 gold pieces. Like the other
goblinkind of this area, they are skilled at taking carefully aimed shots
with their crossbows obtaining an additional +2 to hit and damage while
forfeiting initiative.
White Goblin Traders: Four large wagons (each with roughly two tons of
cargo) pulled by teams of yoked rothe are accompanied by 4 White
Goblins mounted on Death Dogs and armed with hand crossbows, light
crossbows, and daggers. Each wagon has a goblin driver and a second
goblin riding "crossbow" (a heavy crossbow on a bipod that gives +2 to
hit and damage, in addition to other bonuses). The first two wagons
carry foodstuffs: various fungi, cured rothe meat, and numerous spices.
The second two wagons carry rothe wool cloth and cave ibex horns. The
contents of each wagon are worth anywhere from 200-1,200 g.p. (quality
is widely variable) if they can be brought to the lair of the Deep Gnomes.
Third Level
Fourth Level
Fifth Level
Flame Strike
Cavalier 8 STR 17; DEX 19; CON 16; AC -7; H.P.: 64; +1 to hit with mace
and falchion; +2 to hit with lance; Drow Mail +4, Drow Buckler +3, Death
Lance, Falchion of Sharpness +1, Drow Mace +2, Drow Dagger +2,
Javelin +2 (x2), Javelin of Lightning.
Cavalier 7 STR 16; DEX 18; CON 15; AC -5 (Drow Mail +3 and Drow
Buckler +2); H.P.: 49; +1 to hit with mace and longsword; +2 with lance.
Armed with Longsword +1, Drow Mace +2, Lance, Drow Dagger +2.
Second Level
Fighter 7 DEX 18; CON 15; AC -6 (Drow Mail +3 and Drow Buckler +3);
H.P.: 47; Drow Mace +3, Drow Dagger +3, Light Crossbow of Speed +1
(specialist) with 40 bolts, Hand Crossbow with 20 bolts. All bolts are
coated with sleep toxin: save vs. Poison at -4 or fall unconscious.
Fighter 6 DEX 19; CON 15; AC -4 (Drow Mail +5); H.P.: 39; Drow Short
Sword +4, 2 Hand Crossbows (specialist) with 20 bolts each (poisoned as
above), Dagger +2. This Drow retainer has tracking abilities equivalent
to a 6th level ranger.
5 Cavaliers 3 DEX 16; CON 15; AC -2 (Drow Mail +2 and Drow Buckler
+2); H.P.: 20; Drow Short Sword +1, Drow Dagger +1, Lance (+1 to hit).
2 Fighters 3 DEX 16; AC -2 (Drow Mail +2 and Drow Buckler +2); H.P.: 17;
Drow Mace +2, Drow Dagger +1, Heavy Crossbow with 40 bolts
(poisoned as above).
Magic-User 8 DEX 18; CON 15; AC -4 (Bracers of Protection AC 3 and
Cloak of Protection +3); H.P.: 29; Drow Dagger +5, Staff +1.
Assassin 5 DEX 19; AC -2 (Leather Armor, Ring of Protection +4, and
Cloak of Protection +2); H.P.: 18; Drow Dagger +4 (poisoned for three hits:
save at -2 or die), Heavy Crossbow with 40 bolts (poisoned as the other
bolts), 4 bolts (poisoned: save at -2 or die).
Ten of the Drow in this special patrol are mounted on riding lizards. The
highest-level cavalier is mounted on a riding lizard with Drow Mail
Barding (providing a +4 AC bonus or AC 0). The assassin and
pseudo-ranger are mounted on swifter riding lizards (MV 21") that are
covered with chamfrons that act similarly to Drow Cloaks, giving 75%
concealment to their mounts. There are 20 bugbears and 30 troglodytes
that act as beaters and menial labor for this expedition. The troglodytes
are usually left behind to guard the barges used to ferry the darks elves,
their lackeys, and their mounts up and down the river.
Kuo-Toa Pilgrims: These scaly monsters have come up from the Sunless
Sea. They are pilgrims taking the scenic route to the Shrine, but are also
looking for victims to take back to their lair. See D2: SHRINE OF THE
KUO-TOA for details of Goggler pilgims.
Deep Gnome Smugglers: Unless the party had contact with the other
greedy Svirfneblin, these gnomes will be polite as possible to the party,
but will give them very little information. They have no wish to be
discovered by or identified to their fellow Deep Gnomes. If the party is
near the bridge tunnel, then the deep gnomes will be afoot, sneaking
about to sell their smuggled weapons without being caught by their
fellow gnomes in the tower. If not, the gnomes will be encountered
aboard their river barge, along with the regular Svirfneblin crew of 20
deep gnomes.
The barge is 40 wide by 80 long and can carry 40 tons of cargo. It is
powered by a crude boiler and can travel 10 mph up or downstream.
The river being as dangerous as it is, the barge is heavily armed: two
ballistae are cocked and loaded at all times. In addition, a tube is
connected to the boiler and can spew steam up to 60 for 2-24 points of
scalding damage. Another tube can siphon icy cold water from the river
and shoot it up to 90 with tremendous force (similarly to a Decanter of
Endless Water) and doing 1-6 points of cold damage (double damage
vs. fire and heat-based creatures like hell hounds, elementals, etc.) per
round in addition to stunning and knocking down opponents. To top it
off, there is a flamethrower (range 60, damage 4-24). The barrels, crates,
bundles and other pieces of cargo are always arranged so the gnomes
can use them as cover (50-75%) while manning their weapons or using
crossbows and darts.
Svirfneblin (5-10): AC 2; MV 9: HD 3+6; H.P.: 20. The Svirfneblin are armed
with a non-magical dagger +1 and pick+1, 7-10 gas darts (damage 1-3,
plus save vs. poison or be stunned for 1 round and slowed for 4 rounds
after), and 3-6 acid darts (damage 1-3, plus 2d4 for acid damage). Both
types of darts may be hurled at +2 to hit up to 40 at a rate of two per
round. Note that 20 more deep gnomes are stationed in their tower,
along with two ballistae. From their outpost they can watch over their
barges as they load, unload, and travel upriver.
from behind the safety of their arrow slits (90% cover), if necessary. Two
lookouts on the warehouse roof double as crew for a ballista that is kept
cocked and loaded at all times. If the alarm is sounded, or if trouble is
detected elsewhere in the area, two more goblins will climb the ladder
to the roof to increase the rate of fire. If intruders should reach the door
at the dock below, the crew on the roof will drop a bladder filled with the
same oily concoction as is used in the murder holes. The goblins in the
part of the tower with the arrow slits will likewise pour acid on anyone
trying to force the door. The acid is poured into a tube that will spray
everyone within 20 feet of the door for 2d4 damage.
These goblins are of the surface variety, and their brick red hides and
tanned leather jerkins blend in well with the red ochre formations in this
corner of the cavern. If they remain still in such areas, they are 75%
concealed to anyone within 60 feet and, for all practical purposes,
invisible to anyone beyond that range.
While these goblins have it better than other clans, they still resent their lot
as flunkies for the White Goblins, who lord over them at every opportunity.
The leader of the surface tribe is a shaman (7th level cleric) who has
beseeched the infernal powers for aid. A pair of hell hounds keeps
watch here as well.
Unbeknownst to the shaman, his prayers were answered several years
earlier and a powerful barghest was sent to protect (and exploit) the
goblins. Unlike others of its kind, this barghest prefers to remain
anonymous while preying on creatures with souls and hoarding treasure
in secret. It usually takes on the guise of one of the surface regulars,
though sometimes it will pass itself off as one of the White Goblins,
hobgoblins even one of the enslaved races. No matter the guise, the
barghest will always have a large wooden shield, to which are fastened
nine darts (6 regular, 3 poisoned as above) that he with hurl with great
velocity (1d3 + 12 points of damage per hit). In addition, this particular
monster prefers to remain on the Prime Material Plane rather than return
to its own. There is a 25% of the barghest being found here. If not, there
is a 5% chance of it being found among the regular goblins in any
encounter between this area and the Realm of the White Goblins (roll for
each encounter until found or until the party attacks the Goblin Barracks).
Goblins:
[40] AC 6 (5 w/shield); HD 1-1; MV 6"; H.P.: 4 each. Each armed with
crossbow, short sword, and darts.
Second Level
Third Level
Fourth Level
Deep beneath the river (80), a huge, oval underwater cave (120 feet by
120 feet) serves as a lodge for Kuo-Toa pilgrims. The gogglers use the river
as a highway to reach ENCOUNTER AREA W-27, and, from there; they
continue their sojourn to the horrific Shrine of their horrific goddess. As
these pilgrims try to avoid the surface, their slave bearers are a dozen
locathah, who the kuo-toa plan to devour once they reach Thoopshibs
crossing, since their usefulness will have diminished.
Kuo-Toa:
18 unarmed pilgrims (males): AC 4; MV 9"//18"; HD 2; H.P.: 12 each; # AT
2; Dmg 2-5/2-5.
6 unarmed pilgrims (females): AC 4; MV 9"//18"; HD 2; H.P.: 10 each; # AT
2; Dmg 2-5/2-5.
4 3rd level fighters: AC 4; MV 9"//18"; HD 3; H.P.: 18 each. Each is armed
with short bow and dagger.
5th level fighter: AC 4; MV 9"//18"; HD 5; H.P.: 35. Each is armed with
harpoon and dagger.
2 3rd level clerics: AC 4; MV 9"//18"; HD 3; H.P.: 18 each; # AT 2; Dmg
2-5/2-5.
Monitor: AC 1; HD 7; MV 18"//36"; H.P.: 56; # AT 6; Dmg 2-8 (x 4), 2-5 (x 2);
SA only surprised on a 1 in 10.
12 locathah slaves: AC 6; MV 12"; HD 2; H.P.: 10 each; Dmg By Weapon
Type.
The locathah are shackled with restraints made of seaweed and giant
fish entrails. Each carries food for their kuo-toa masters but only half of
what is needed for a round trip to and from the Shrine, since slaves are
portable rations for the gogglers. If freed, the locathah will aid the
party in any way possible, so long as the party remains underwater.
Otherwise, they will race back to the Sunless Sea and from there to their
abode near the surface world.)
8.
Note: The chance for random encounters is 1 in 12 (standard for a tertiary
passage); intelligent creatures will be very wary, due to Zavaxs recent
depredations in and around this area.
1.
2.
CAVERN WITH LEDGES: herein are 3 gargoyle scouts, which will not
attack, but will travel down the connecting tunnel to area 4 and
report the partys numbers, position, equipage, etc.
3.
SMALL STREAM AND POOL - Both contain blind cave fish of brown,
green, blue-ish colors. In the bottom of the pool, covered by silt, is
a mostly-buried kuo-toan corpse. Upon/around it are a slightly rusty
dagger +2, a silken pouch of 58 platinum pieces, and a blue-steel
trident of fine workmanship (mithral alloy, 200 g.p. value).
4.
5.
6.
7.
SIDE GALLERY This section of cave was once a stream bed, and is
therefore smoothly floored and walled, although perceptive
characters will notice a fine layer of dust over much of the floor,
along with a large number of small, sharp stones. The ceiling,
however, is unsafe, and could collapse if damaging spells are used
in here. Simple loud noise will cause some dust to filter down from
the ceiling. A collapse causes 15-36 damage (7d4+8), save versus
petrifaction for half. If more than 30 points are taken, the victim is
unconscious, buried alive, and will die in (Str + Con)/5 rounds.
ZAVAXS DEMESNE This large cavern has been Zavaxs home for
the past two months, and it shows: the place is a terrible mess.
Corpses, boxes, bones, crates, broken stalactites and stalagmites,
two small carts (both missing a wheel, disintegrated by Zavax during
his attack), rock debris, miscellaneous loot and weapons, and
petrified statues (several partially broken/disintegrated, including
two roth with yokes) clutter the cave. Zavax is a fat, slovenly,
slob-of-a-beholder, and he knows it. He is a dark grey hue with
grey-green and green-blue scales; his central eye is yellow with a
black iris, and is continuously bloodshot. If encountered with his trolls
(85%), one will be holding the leash on the rust monster (which is
normally wrapped around a stalagmite).
Zavaxs personal treasure is stored in open coffer upon the
south-western ledge. The coffer contains 700 platinum pieces, 11
gems worth a total of 7,250 g.p., and 4 pieces of jewelry (2 drowic
clan pins from houses Xynthral and Aleval, 1 silver ring inset with a
300 g.p. tourmaline, and 1 brass tiara inset with bloodstones
(druidical work, 1800g.p.)), and 4 potions (delusion of flying, healing,
ESP, clairvoyance; 1 dose each). He wont hesitate to use the
potions if necessary (via his telekinesis eye). Scattered throughout
the cavern is loot from the two missing drowic trains:
- Various bodies, partial sets of armor, a scattering of
non-magical, normal drowic weapons hand crossbows,
darts, javelins, a small supply of sleep poison (4 doses), and
some short swords and spiked bucklers; to sift through the
dead, empty crates, investigate stoned victims, and overturn
miscellaneous, uninteresting debris will require at least 6 turns.
- A mahogany coffer with golden lock, handles, and hasp (450
g.p. value). The coffer contains 45 gold ingots of 100 g.p.
weight each; each ingot is stamped with drowic characters
indicating purity/weight, and is worth 400 g.p. each.
- Two ironwood chests bound with corroded bronze (locked
and trapped with a brown-mold-filled compartment in the fore
of the chest); contains 222 silver ingots (as above), worth 90 g.p.
each)
- A two-foot-long tube of cairngorm (blue smoky quartz), with
a closed cap (300 g.p. value); it contains a carved teakwood
rod of cancellation
- A black polished metal box containing several books and a
large assortment of papers - miscellaneous account records,
mostly; a map to an interesting location in the UnderOerth; and
two scrolls mixed in with the various other papers: protection
from possession and a clerical spells scroll of meld into stone,
sanctuary, and augury (at 7th level casting)
- A small chest of oak, worked in demonic visages, intertwining
tentacles, maws, etc. (worth 200gp); a leering Type III demon
with tongue lolling out is carved into the wood front-and-center
on the lid. To open the chest, the tongue must be pressed
down. It is, of course, trapped; if shakkaz is not spoken
before opening the chest, the glyph of warding arcs lightning
outward from the demons eyes and chars anyone touching
the box for 8-32 H.P. damage, no save; anyone with 10 feet
takes 1-4 H.P., no save; dispel attempts are against 13th level.
The chest contains 12 padded compartments, each of which
firmly holds a steel test-tube vial with a screw-on cap. The vials
are not labeled and are all potions:
a) direction
b) mental restoration (3 doses)
c) pain suppression
d) elixir of youth
e) oil of elemental invulnerability
f) extra-healing (2 doses)
g) invulnerability
h) elixir of health
i) clairaudience (2 doses)
j) healing
k) etherealness
15.
16.
ice ray (5" range, 5d4+8 damage, save vs. petrifaction for
half damage)
17.
ray of rot (4" range, as per violet fungi touch, save vs.
poison avoids the effects)
18.
19.
heat metal or chill metal (4" range, lasts for 8 rounds; 45%
chance for either, 10% chance for both in the same eye)
20.
Ability
1.
2.
telekinesis (8" range, 2700 g.p. weight plus 10g.p. weight per
hit point above 55)
3.
flesh to stone (5" range, 25% of beholders can also use stone
to flesh with this eye ray as well)
4.
5.
6.
hold monster (5" range, save at -3, duration 1 round per hit
die, plus 2-7 rounds)
7.
8.
ray of enfeeblement (7" range, 35% loss plus 3% per hit die)
9.
10.
light burst (4" range, as per Eye of the Deep; very useful
against drow, illithids, duergar, intellect devourers, etc.)
11.
12.
13.
repulsion (4" range, lasts one round per HD, save at -1)
14.
fumble (7" range, lasts two rounds plus one round per two hit
dice
Beholder eyes are also all randomly placed, so you cant count on
disabling a beholder'
s anti-magic by hitting his central eye, for example.
In the center of the tunnel, a trackway large enough for a cart leads
onward. A party will have to travel single file to navigate the stone
outcrops. The west passage gets lighter along its length.
North Passage
Guarding the north passage is a goblin patrol consisting of 30 goblins; 6
sub-leaders; the goblin leader, a stunted, wicked witchdoctor; and a pair
of death dogs. The goblins all wear black paint, dark clothes, soot-
covered armor, weapons, etc., and enjoy 75% concealment (+3 to AC)
even when not hiding. The goblins are armed with light crossbows, the
sub-leaders with heavy crossbows. They are divided into three squads,
each consisting of 10 goblins and led by a sub-leader. The other three
sub-leaders usually wait to attack from the rear with surprise. After firing,
they duck down to reload.
The goblins are a rare subterranean breed with the ability to see in the
dark up to 120'
. They have a -3 penalty to hit if bright light is shined in their
faces, so much are they adapted to the underworld. However, this -3
penalty applies only for one round, since the goblins have excellent
hearing and smell. Faced with bright light, they will use these senses,
rather than sight and regain normal fighting ability after the initial "shock"
round is over. This hearing/smell is effective up to 60'and also means the
goblins cannot be surprised in this tunnel. Otherwise they are the same
as regular goblins.
The goblins patrol the lesser passage very frequently and know every
outcropping. They will be sure to take cover before they attack. This
cover will be at least 50% up to 75% (+4 or +7 to AC), with the sub-leaders
using the best cover. If they start taking losses, some goblins will duck
down for 90-100% cover. These humanoids are experienced not only at
using cover, but at taking careful aim with their weapons braced against
cover. They receive a bonus of +2 to hit and damage when firing from
combat, though, after the initial round of combat, they forfeit initiative
while shooting this way. They are clever enough to single out spellcasters
and elves first, and are usually fairly spead out (they are all too familiar
with fireballs and other magic). Their chief tactic is for one "squad" to
start shooting from a distance, while a second waits in hiding until their
comrades are being attacked to shoot from closer range. While the first
squad scatters or ducks for cover, and the party turns on the second
"squad", the third will then unleash a volley.
The Witchdoctor is an exceptionally wily and sinister goblin. He is a lanky,
wizened, wicked little monster who still bears the wounds of many battles,
including a pronounced limp. He wears a suit of Drow Chain Mail +4,
Drow Cloak (both goblin-sized) and wields a Drow Mace +1 and a Drow
Dagger +5. Because of his infirmity, he rides one of the death dogs like
a jockey.
Due to the darkness of the tunnel, any light source (even relatively dim
ones) will alert this patrol over 200 yards away. Any noise (that is, if any
party members are not using some kind of stealth) will alert the goblins at
100 yards. Bright lights and loud noise will betray an intruder'
s presence
at 400 yards. At this point the withdoctor will gather his patrol into a tight
huddle and cast Prayer on the group. While the others take position, he
will cast Resist Fire on himself and his mount.
The Witchdoctor will usually hang back behind the third unit and will use
his spells, but if his fellows take more than 50% casualties, he will spur his
mount and flee for ENCOUNTER AREA Y2-37 and ENCOUNTER AREA X2-37
to warn the Goblin King.
Goblins (30)
Sub-Leaders (6)
Witchdoctor
Second Level:
Third Level:
Fourth Level:
augury
cause blindness
poison
Magic-User Spells
First Level:
Second Level:
ventriloquism, identify,
shield
invisibility, vocalize
a range of 06-20).
Roll
Encounter
Initial Note
Giant slug
10
11
12
Stirges (4-24)
13
Aerial Servant
14
Skeletal Peryton
15
Shadows (3-18)
16
17
18
Gas Spore
19
Ghost (1 or 1-3)
20
Sylph
As the party approaches within five miles of this encounter area (by
ground distance traveled the tunnels in hex Y2/47 would not qualify, for
instance), they will notice an odd breeze beginning to stir in the vicinity.
At first, this will be a mere murmur, with a velocity of only a few mph. As
they grow closer to the encounter area, however, it will grow to a
strength of 15 mph at 4 miles distant, 30 mph at 3 miles, 50 mph at 2 miles,
and finally 75 mph speeds at a distance of 1 mile or less.
At the closest extent, travel will be difficult (all ground movement is slowed
to half normal speed); thrown or fired missiles with a weight of less than
20 coins will veer hopelessly off course, automatically missing their targets;
and even attacks with heavier weapons will suffer a 4 penalty to hit, in
both missile and melee combat. Any thief who attempts to detect noise
or climb walls will suffer a penalty of 50% to checks, due to the force of
the winds and the din of the gale. On the upside, all chances to move
silently are doubled. Adventurers suffer these penalties both near to and
within the encounter area, though most of the monsters resident within
are used to the conditions. They suffer no penalties for movement or
combat. The druid spell, call lightning, may be used throughout the
encounter area, with targets suffering a 4 to their saving throw.
If and when the party reaches the Chasm proper, they will discover a
remarkable and bizarre sight a seemingly bottomless chasm, carved
out of the depths of the very earth itself! This strange rift extends, both
upwards and downwards, to the limits of the characters'vision and light
sources, and is filled with fresh, breathable air; a welcome difference
from the dry and stagnant vapors of the remainder of the underworld.
Several islands of rock seem to rise from the chasm'
s murky depths, either
balanced on precarious stone needles or hovering completely in midair.
Of course, the Chasm is not truly bottomless, though in many cases it
comes close. The canyon floor is several hundred feet below the lowest
surface shown on the encounter map, resulting in an almost certain 20d6
falling damage to any character who missteps. The sole exception is if
a character falling from the edge enters one of several slowly-moving
vortices to the Elemental Plane of Air that drift throughout the Chasm. The
chance of this happening is 10% and, in this case, the character is
instantly transported, undamaged, to a random location in Elemental Air.
Note that magical flight through the Chasm also runs some risk of
encountering one of these vortices, though, if the character has control
over his own movement, the chance of an encounter is lowered to 5% check once per full turn the character remains airborne. A character
who engages in flight, only to remain close to the ground, may not risk
encountering a vortex at all, at the Dungeon Master'
s discretion. An
elemental vortex is not visible to normal sight, but can easily be spotted
via use of detect magic, detect invisibility, wizard eye or any similar spell,
and avoided with ease once its presence is discerned. Most of the
monsters resident in the Chasm are either able to detect the vortices
naturally (by dint of long experience and practice), are uncaring as to
whether they get sucked into the plane of Air, or both.
Wandering Monsters
Most wandering monsters within the Chasm of Deadly Breath are
capable of flight or are undead bound to the service of the Master of the
Chasm or his enemies. Encounters occur on a 1 in 6 chance; check
each turn, rolling 2d10 if an encounter is realized. If south of the first
dotted line shown on the encounter area map, subtract 4 from this roll
(treating modified results of 1 or less as a roll of 2, for a range of 02-16).
If north of the second dotted line shown on the encounter area map,
add 4 to the roll (treating modified results of 21 or more as a roll of 20, for
Unless specific hit point values are listed in the wandering monster
description, roll hit points randomly at the beginning of the encounter.
Aerial servant: Brought unwillingly to the Material Plane and driven
half-mad by its confinement in the normal'plane of existence, any aerial
servant who encounter the party will attack on sight, fighting until
destroyed. Perhaps fortunately, these beings travel alone within the
Chasm, and are not so intelligent as to attempt to grapple with
adventurers in most circumstances.
The forceful presentation of a holy symbol (in the same matter that a
cleric would turn the undead, or a righteous soul ward off a vampire)
gives a 10% chance of staying the wrath of an aerial servant. If
successful, the aerial servant considers the bearer a powerful cleric and
sees in such a chance to return home. The aerial servant will break off its
attacks and refuse to further damage the party. However, it will
immediately attempt to seize the character it has identified as a priest
and carry that being into the sky! Once airborne, the servant will blindly
attempt to seek out an elemental vortex. If it locates one, either through
chance or with the assistance of its passenger, it will pass through at top
speed carrying its abductee with it to the Elemental Plane of Air. If an
elemental vortex is not located within one hour, the aerial servant will
drop its abductee (for a probable 20d6 damage) and depart in a rage.
Air Elementals: Present by random happenstance, they barely recognize
as living beings any adventurers they encounter. 80% of the time, one of
the air elementals will be in whirlwind form and "buzz" the party on initial
encounter. If the party attacks the elementals in response to this
provocation they will fight with a will, but if the party does not initially
react with hostility the elementals will depart without causing further
mischief.
Demons, Type I: The demons are either in service to the drow, or travel
the chasm for their own malicious pleasure. In either case, they will likely
be cruel, vicious, and inclined to attack party members on sight. A flock
of 1-4 of these foul creatures will appear at any one time. They will use
their flight abilities to strike at adventurers from behind or above, or their
magical abilities to attempt to force enemies off a cliff edge. These
demons receive the same penalties to physical attacks and ground
movement as the adventurers, though it is very unlikely that they will
remain landbound for sufficient time as to suffer the latter penalty. Note
that the demons'senses do allow them to detect elemental vortices, and,
if the chance permits, they will attempt to goad or trick flying characters
through one of these strange gates!
Drow scouting party: House Noquar of the dark city of Erelhei-Cinlu, and
more specifically to the priestess Chariness (qv) of that house, has sent
this scouting party. They are exploring the more southern reaches of the
Chasm as part of their mistress'
s plots. They will not seek to enter combat
with adventurers unless pressed, or unless they have reason to believe the
party is already openly hostile to House Noquar or to drow in general.
The drow can provide much detail about life in Erelhei-Cinlu, and even
some details of factional politics between the great Houses and
merchant clans of the city, but will not do so without the aid of powerful
magics. Even then, the target receives a save at +4 to resist speaking of
any such matters this applies both to effects which would compel the
will (such as charm person) and spells which reveal the target'
s thoughts
(ESP, etc).
5-10 male first level fighters appear in the patrol (AC 1 from drow +1 chain
mail, drow +1 buckler, +1 for 15 Dexterity; H.P.: 8 each;) each armed with
a drow +1 short sword, atlatl and six poisoned javelins (9" range, +1/+2/+3
to hit at short/medium/long range, 2-7 H.P. damage and save vs. poison
at 4 or sleep for 3-12 turns; a character affected by venom and within
5'of a cliff edge must save against death ray at +2 or topple over the
side) and able to use dancing lights, darkness, and faerie fire each once
per day, as a 2nd level caster. The drow are not experienced in fighting
within the Chasm, and so suffer the same penalties to hit and movement
as does the party. They are commanded by a male fighter/magic user
of 4th/3rd level (AC 1 from drow +2 chain mail, drow +1 buckler, +2 for
dexterity of 16; H.P.: 18) armed with a drow +2 short sword and drow +2
dagger, and the ability to use the following spells:
First Level:
Second Level:
Subterranean lizards: Packs of 1-6 lizards often seek to attack prey from
below, running sideways along the wall of the Chasm beneath its lip until
closing to within melee distance. Because of this attack mode, they
achieve surprise on a roll of 1-3 on a six-sided die. One encounter in four
will be with lizards that possess functional glide-flaps between fore and
hind legs, and so can ride the winds of the Chasm at a flight move of 6".
Sylphs: From location 20, they wander the Chasm in search of beings of
good heart who can help them deal with the undead masters of this
place. They will be encountered singly outside of their lair, remaining
constantly invisible unless they choose to parley or they are attacked. If
the party seems valiant and good at heart, they may be guided to the
sylphs'refuge and asked to either confront the lich Alphaios (qv) or the
denizens of the Baleful Heart (also qv).
Wind walkers: These creatures appear in groups of 1-3. The force of their
blows is somewhat blunted within the Chasm of Deadly Breath, inflicting
only 3-8 hit points of damage, but characters affected must, in addition,
make saving throws versus death ray or be swept over the edge of the
chasm. They will trouble the characters for 2-5 rounds only, departing
after that time if not defeated first.
Wraiths: These undead will attack any living being they encounter on
sight, fighting until victorious or dead. They suffer the same penalties to
movement and attacks as the party. 1-8 will be present in the central
section of the encounter area, 2-12 in the northern section.
1.
2.
Second Level:
Third Level:
Fourth Level:
detect lie*
resting place for the common warriors. 8 male fighters of 2nd level
reside here (AC 1 from drow chain mail +1, drow buckler +1, +1 for
dexterity of 15; H.P.: 12 each,) and armed with drow +1 dagger,
drow +1 short sword, atlatl with three javelins tipped with sleep
venom. This location, as well as caves deeper within the Noquar
outpost, have been magically shielded from the winds of the Chasm
there is no penalty to movement, missile fire or attacks for either
drow or player character combatants.
Caves b'and c'each house 6 female fighters of the 3rd level of
ability (AC 0 from drow chain mail +1, drow buckler +1, +2 for
dexterity of 16; H.P.: 17 each,) and armed with drow+1 dagger,
drow+2 short sword, hand crossbow with 10 poisoned bolts. Their
leader (one per cave) is a female fighter/cleric 3rd/3rd (AC 1 from
drow chain mail +2, drow buckler +2, +1 for dexterity of 15; 15 H.P.)
armed with drow +1 mace and hand crossbow with 10 poisoned
bolts, carrying a potion of climbing, able to use the following spells
(those innate to the drow denoted with a *):
First Level:
Second Level:
Third Level:
Fourth Level:
4.
The reason for such prudence is the creature that lies in wait for any
passerby a very old, and very large, lurker above with a full 75 hit
points. It has been very successful in its predations over the past
several years, so successful, in fact, that it can no longer emerge into
the main part of the Chasm to hunt (for the high winds would blow
its monstrously-sized form away). Instead, it must remain here,
consuming what it can trap. If blasted by a gust of wind spell or
similar effect, this creature is 75% likely to unfold itself from its prey
and withdraw from combat for a period of 1-4 rounds; if the party
uses this opportunity to retreat from battle, the lurker above will not
pursue.
detect lie*
5.
Second Level:
Third Level:
Fourth Level:
SPIDER'
S BURROW: This maze of tunnels and cul-de-sacs is lined on
all sides with filmy and sticky cobweb, such that any observant
adventurer will instantly guess what sorts of creatures await. A total
of thirteen giant spiders (H.P.: 28, 26, 25, 23, 23, 22, 21, 19, 19, 18, 18,
16, 14), as well as twenty huge spiders (H.P.: 10 each), lie in wait for
any who dare venture here. They will not attack all at once, but
instead in groups of 3-8. They cling to ceilings and hide within
webbed-over side tunnels whenever possible, until their prey has
passed and they can strike from behind with surprise. In such a
situation, even giant spiders attack with surprise on a roll of 1-3 on
1d6.
If the entirety of the lair is cleared of foes and the area searched,
there is a 1 in 8 chance per turn of uncovering some portion of the
spiders'treasure. Five treasures in total are present, but only one
may be found with each successful roll to search. The treasures
include a total of three matched bracelets, crafted from silver and
inlaid with chips of tourmaline, valued at 500 g.p. each (if all three
are found and sold as a set, the total value increases to 2,000 g.p.),
a small traveling chest of sturdy wood, locked but not trapped,
within which is stored 9,200 silver pieces; an airtight ivory scroll case
containing a pair of magic-user scrolls. One holds the spells
comprehend languages; audible glamer; dimension door; and
shatter; the other passwall. If the adventurers take the time to burn
out all the webs of the cavern (3 hours'work, requiring much use of
torches and lantern oil and sending out a plume of smoke that alerts
all intelligent beings within the encounter area to the party'
s
whereabouts), subsequent searches each have a 4 in 8 chance of
locating a portion of treasure.
LAIR OF THE LURKER ABOVE: The floor within this grotto is rarely flat.
It shifts into inclines of up to 45 degrees at times and breaks into
step-like shelves, with distances of 2'to 3'between each shelf.
Observant characters will notice that while small rats, sightless bugs,
and similar vermin are present in this location, few larger creatures
are present.
weakness, these bridges are actually quite sturdy, and will not, under
normal circumstances, snap or shatter during travel. The manner in
which they bounce and sway in the wind, however, does reduce
safe movement upon them to a maximum of 3" per turn.
Check for wandering monsters as usual while the party is traversing
these bridges, however, only those monsters that may fly will engage
the party. Treat any other result on the wandering monster table as
no encounter'
. If forced into battle upon the bridge, adventurers
must make a saving throw versus wands (adding their Dexterity
bonus to attacks, if any, to the total of their roll) if hit in any combat
round for 5 or greater points of damage; failure indicates that the
character has lost their footing on the bridge, and fallen over the
side! If a character is hit more than once during a combat round,
only one save per round need be made. Experience awards for
battles fought while trapped on a bridge should be increased by
20%, to reflect this added factor of risk.
7.
8.
Roaming the fungal scrub surrounding the towers are a four packs
of spotted lions (H.P.: 27 each), each with 2-5 members. They avoid
the edge of the island, to avoid falling over the side, but otherwise
will hunt the party. Any giant can call off a lion pride on the prowl,
but will do so rarely instead preferring the sport of watching their
pets hunt the small folk'
.
9.
Second Level:
Third Level:
Fourth Level:
Fifth Level:
Sixth Level:
Seventh Level:
Eighth Level:
Ninth Level:
The first level of the tower serves as a deterrent to the unwary. It has
been divided into a maze of twisting and turning passages, none
wider than 5'
. Furthermore, it is filled with a cloudkill effect of
permanent duration, which will not exit the tower doors, but instead
remains bound within. Additionally, eight wights (H.P.: 25, 23, 22, 22,
19, 18, 16) lurk within the maze at various points, and will seek to
ambush characters as they explore. Because of the cloudkill vapors
and the silence of their passage, these creatures surprise on a roll of
1-4 on 1d6. This level of the tower, and all others save the topmost,
have been warded against the winds, and so penalties to attacks
and thief abilities do not apply. A staircase at the rear leads up to
the second level.
The tower'
s second level is a trap for the greedy and short-sighted.
It appears at first glance to be a rich treasure house, filled from floor
to ceiling with chests overflowing with silver, gold and jewels; but
when removed from the tower, the gold turns to lead, the silver to
ash, and the gemstones are revealed to be cheap pebbles. Only
four items here are not dross, and three are cursed; they are an
amulet of inescapable location, a chime of hunger, a jewel of
attacks, and finally a talisman of pure good with three charges
remaining. (The presence of the last is the lich'
s warped sense of
humor at work; the talisman is neither of any use to him nor any
direct threat, and he is aware that most beings removing it from this
treasury will consider it worthless or cursed when the illusion is
revealed, and so discard it as quickly as feasible.)
The stairs leading further up from the second level are masked by a
powerful illusion, which cannot, without deliberate forethought, be
pierced by any being of less than a 24 Intelligence. Even then a
saving throw versus spells must be made to see through the illusion.
Any individual who has attempted to claim treasure from the
second floor suffers a 8 penalty on their save, for they are complicit
in the illusion!
12. GRELL DEN: The wind in this chamber is even stronger and less
predictable than in other areas of the Chasm of Deadly Breath,
requiring beings who enter to take special care in their movements,
lest they be thrown off balance. When combat begins, each
character or creature has a base 10% chance per round of being
unable to take any action, as they are caught off-balance by a
sudden gust or gale. Check for each character separately and only
after intentions are declared, for spellcasting may be disrupted and
single-use magical items lost!
The one occupant of this area is a vicious and bad-tempered grell
(H.P.: 19) who once roamed the Chasm freely. It has recently
chosen to hide within its lair following an encounter with drow (see
location 3) that it only barely managed to escape from alive. It will
attack on sight and fight to the death. If wounded by any weapon
of drow manufacture, it will go berserk, attacking at +2 to hit and
damage but suffering a 4 penalty on armor class and saves.
13. ENCHANTRESS'
S GRAVE: This island is the final resting place of an
elven princess, of great beauty and noble heritage, once
kidnapped by the lich Alphaios for his foul schemes. The torments
that she suffered unhinged her mind and spirit, and, following her
death, her spirit returned to this island as a groaning spirit (H.P.: 31),
of delicate and ethereal beauty. In addition to its other powers, the
spirit'
s appearance will induce fascination in all males of human or
elven heritage (no save), resulting in a 2 penalty to initiative as well
as a 1 penalty to attack and damage.
The burial shroud of the elf princess herself is of the finest
cloth-of-gold, worth 3,000 g.p., and she wears a signet ring worth
1,500 g.p. due to excellence of craftsmanship. If the groaning spirit
is laid to rest, this signet ring will acquire the power to grant a single
limited wish; but if the ring is somehow taken from its resting place
while the groaning spirit remains undestroyed, it inflicts bestow curse
(no saving throw) on whoever holds it.
14. EYE OF THE STORM: This island floats in midair within the Chasm of
Deadly Breath, seeming unsupported from above or below. It
appears made, not of stone, but of an odd, grayish crystal as hard
as steel. Winds upon this island often increase to 100 mph or more,
limiting all ground movement to 3" at best, halving flight movement,
and making missile fire of any sort impossible. While on this island,
random encounters are reduced they occur only on a roll of 1 on
a d12, and, if occurring, are always against 2-5 air elementals, each
of 16 Hit Dice.
At the very center of this island, hidden from direct view by
surrounding outcroppings of rock-crystal, is a small magical
weaving, a mere 1'in diameter, of blue-white light, formed into
intricate, overcrossing knots and ropes.
This is the visible
manifestation of the great magics that power the winds of the
Chasm. It is almost impervious to any single power at the
adventurers'command such forces as a rod of cancellation, wand
of negation, or antimagic shell will merely suppress its power for 2d4
rounds, after which it will spring back to full life. Even a wish will
merely cause it to disappear for no more than 1d3 turns.
Continued invocation of spells and effects that create or control
earth, stone, or metal may suffice to weaken it, however . If the total
number of spell levels cast on the weaving reaches 25, the winds
within the cavern drop significantly (to average speeds of 45-50
mph), allowing movement rates of up to three-quarters normal
speed, reducing penalties to hear noise and climb walls to 25%
each, and lowering penalties to attack rolls to only 2. Chances to
encounter a portal to the Elemental Plane of Air are also halved. If
a total of 45 spell levels are cast on the weaving, another drop in
average windspeed, to but 25 mph, occurs. This results in full,
unpenalized movement and use of thief abilities and unrestricted
use of missile weapons, though penalties to attack rolls remain.
When the party first arrives at the prize altar, it holds five fripperies
with a value of 50 g.p. each; thirteen bits of jewelry, each worth 200
g.p.; eight prizes with a value of 750 g.p. each; a drow short sword
+2 taken from the Noquars (base value of 2,000 g.p., for purposes of
making an exchange that satisfies the invisible stalkers); and a staff
of curing with 11 charges remaining (considered by the invisible
stalkers to have a base value of 5,000 g.p.). Other items lost by the
party in earlier encounters may also have been brought to this
place, as the Dungeon Master chooses, and should those
characters reclaim that which formerly belonged to them the stalkers
on guard duty'will not object.
19. ISLE OF THE BATS: This island'is a massive stalactite, hanging from
the ceiling of the cavern some 200'above. It has no surface, though
a few tunnels wind through its center and several walkways are
affixed to the outside by craftsmen now long-departed and
forgotten. Its primary dwellers these days are giant bats some
twenty flocks (each with 10-15 members 1/2 HD each, 3 H.P.) that
nest in shallow caves on its outside and sixteen doombats (H.P.: 27
each; these creatures nest and hunt alone). Though they rarely
depart from their isle'
, here the bats are master; few other creatures
dare approach.
20. REFUGE OF THE SYLPHS: These caverns are inhabited by a group of
six sylphs (H.P.: 19, 17, 16, 15, 12, 11) who consider the existence of
the Chasm of Deadly Breath a real danger to the inhabitants of
Elemental Air and the balance between good and evil. They have
explored much of the Chasm while protected by their invisibility, but
lack sufficient power to act against the threats they have
discovered. They will likely request that the adventurers attempt to
deal with any of the following encounters the lich Alphaios at
location 11; the groaning spirit at location 13; the spell matrix at
encounter 14; the shadow demon at location 16; the ghosts at
location 21, and the unknown power in the chambers beyond. The
sylphs can offer little recompense for such endeavors, though they
do possess a clerical scroll (cure disease; remove curse; and raise
dead) and a scroll of protection from elementals that they will offer
to any heroes promising to aid them, in furtherance of the cause of
good.
If the adventurers should seek to melee against the sylphs, they will
unleash battle spells against their tormentors, then turn invisible and
flee. All further encounters with air elementals and invisible stalkers
will be 100% hostile, unless and until the adventurers find some way
to make amends. Each sylph may use 4 first level, 3 second level, 2
third level, and 1 fourth level spell. The spells used by the sylphs
should be selected from the following lists:
First Level:
Second Level:
Third Level:
Fourth Level:
21. GHOSTLY WATCH: The entrance to this cave is raised slightly above
the main body of the chasm, and so commands an excellent view
of its surroundings. Attempts to enter unobserved by using thiefly
hide in shadows or other non-magical means of concealment will
fail. Only a cloak of elvenkind, invisibility, or similar will suffice.
Within dwell no less than five ghosts (H.P.: 56, 50, 48, 42, 37) that are
the principal caretakers and guardians of the Baleful Heart. While
within this chamber, their attacks deal 2-12 hit points damage in
addition to aging effects, and they will not be harmed by any form
of attack or spell that inflicts fire damage. Normally they will not
pursue enemies from this room (though see encounter notes for
location 23, below).
A secret niche in the western wall hides the ghosts'treasure sacks
holding 3,600 silver pieces, 4,000 gold pieces, and nine rubies, each
valued at 500 g.p.; a sword +4, defender; six arrows of slaying
undead; a wand of enemy detection (fully charged); a treasure
map (scroll) showing the location of one treasure located elsewhere
in the underworld, or elsewhere in the campaign setting at the
Dungeon Master'
s discretion. This location is so cleverly hidden that
it can only be found on a roll of 1 on a d12, even for elves.
However, if the Baleful Heart is destroyed, the entrance will open of
its own accord, revealing the prize within.
22. SPORE NEST: No less than eighteen gas spores (H.P.: 3 each) float
here, mostly unaffected by the cavern'
s winds. A 10% chance per
hour exists that one is blown free into the larger area of the Chasm,
never to return; however, an additional 1-4 new spores sprout from
loose rhizomes spread around this lair, meaning that total numbers
remain fairly constant over the long term.
In addition to the gas spores, other threats await the unwary. The
floor of this area is coated in yellow mold (which, despite its size, is
not intelligent) that will react in its usual manner to any intruder.
Many gas spore rhizomes have found their way into cracks and
niches in the cave walls and ceilings over the years, and have a 10%
per touch to infect the body of a person touching any stone surface
in this area, besides the floor. Such infection is fortunately obvious,
being manifested as a sudden sharp pain and rapidly spreading
rash, but must be cured with magic or result in the same effects as
a successful attack from a gas spore.
23. MISTS OF MADNESS: This series of tunnels is filled with a strange, violet,
faintly luminescent, mist that smells faintly of rotting meat. It is
distasteful, but not dangerous, to breathe at least not immediately.
Any character who spends two or more rounds within the mist must
make a saving throw against petrification or else be affected by
confusion, as the spell, for the duration of the time spent in this area
and an additional 2-7 rounds thereafter. There is a base 75%
chance that a ghost from location 21 will enter this area to attack
interlopers, if that area has not been cleared in an earlier encounter.
24. BALEFUL HEART: Within this place lies a force for great evil the
Baleful Heart, a blackened and misshapen lump of stone. Though
its power is subtle and, at the moment, quiescent, it has the potential
to summon many foul monsters to this location and slowly corrupt
those beings and magics already present in this place, eventually
unleashing them in an irresistible wave against the surface world!
Dungeon Masters are free to determine the details of any such
invasion to suit their own campaigns, if the adventurers choose not
to deal with this threat.
In spite of all its dark might, the Baleful Heart is more an engine of
greater corruption than a power in its own right, and so has few
direct defenses of its own. Heroes who have won past the dangers
outside to reach this place may remain here as needed, and even
strike at the Baleful Heart with weapons and spells, without fear of
being attacked first. However, some impressive defenses and
malefic effects do apply:
-The entirety of this cavern has been shrouded in darkness of
unparalleled potency, blocking all forms of normal vision,
infravision and ultravision. Even continual light will only serve to
counter the darkness, not banish it completely, though once
this is done other light sources will serve to brighten the area
Sentries (8): (AC 5 (with large shield); HD 1+1; 7 H.P. each) Each sentry
carries a spear and a falchion.
The end of the tunnel is blocked by a thick granite and concrete wall.
Four arrow slits in the wall allow eight goblins, two at each arrow slit, to
simultaneously shoot their crossbows while enjoying 90% cover (-10 to
AC). A pillbox tower, mounted over a broad iron doors, is built into the
wall. The pillbox contains four levels, each mounting two ballistae. The
platforms allow the ballista crews, and other archers near them, to fire
with 75% cover (-7 to AC). Anyone or anything approaching the gates
will shot at by the guards, unless they make the secret sign with the blue
moss, which is visible at 240 yards. The iron doors cover a sturdy metal
portcullis and are kept shut at all times. Beyond the portcullis is a short
passage that travels through the wall and ends in another portcullis and
iron door combination. The Nockrey King'
s personal guard stands watch
over each portcullis. They will either hurl jugs filled with flaming oil (2-12
H.P. damage) at anyone caught between the portcullises in the entry
tunnels or attack with their polearms should intruders only get through the
iron doors.
King'
s Guards (10): (AC 3 (plate mail); HD 3+1; 16 H.P. each; +2 damage
due to size and strength) Each guardsman wields glaive-guisarme, hand
axe, and dagger.
The pillbox has four levels, each accessible by ladder. On each level are
two ballistae, each manned by five goblins, four firing the ballista and
one spotting for it. 44 javelins, 40 regular and 4 specials, are bundled
next to each ballista. Because of the construction of the pillbox, the
ballistae operators can not aim the ballistae, but instead rely on another
to be the spotter. Use the THAC0 of the Spotter to resolve attack rolls.
Several crossbow-wielding goblins and hobgoblins are on each level.
The arrow slits on each level of the pillbox tower are worked by two
goblin and two hobgoblin crossbowmen, the latter of whom rotate when
they shoot. Therefore, two light crossbow bolts and one heavy crossbow
bolt are shot from each slit every round.
Thus, on each level are:
BALLISTA # 1:
ARCHERS:
NOTE: All goblins and hobgoblins armed with crossbows (heavy or light)
have the ability to take "aimed" shots (+2 to hit and damage, but
forfeiting initiative) with their weapons. Leader types have 4 special bolts
coated with a vile fluid (saliva from the Dreadwurm) that inflicts an extra
1d6 H.P. of acidic poison damage. Each ballista is equipped with 4 such
missiles that inflict 2d6 H.P. damage from acidic poison, in addition to
normal damage from the missile itself.
Should attackers make it through the hail of bolts from the defenders,
groups of goblin skirmishers are perched on hidden ledges to either side
of the tunnel. They will rain darts and flaming oil from above on attackers
at the wall and iron doors. The ledges, due to their cunning construction,
look like featureless sections of the wall from the tunnel floor. Unless the
party members specifically state they are watching the upper tunnel
walls, the goblin skirmishers will automatically gain initiative. The goblin
skirmishers are even divided on each side of the tunnel.
Skirmishers (18): (AC 5 with large shield; HD 1; 5 H.P. each) Each armed
with 15 darts (6 clamped inside shield, 3 carried in hand, six in belt), club,
Drow Dagger +1, and 1 oil flask.
Should the wall be breached, alarms will ring throughout the Dome, and
its inhabitants will move at once to destroy the intruders.
Seven ballistae manned by goblin and hobgoblin crews sit behind the
firing ports. The firing ports provide 90% cover, a -10 bonus to AC, to all
crew members. Six of the ballistae are the same as those described at
the South Gate, but the seventh is crewed by five goblin leaders.
North Gate
BALLISTA # 7:
One hundred and thirty feet before the North Gate, a ditch is carved into
the floor. It is carefully concealed to look like the floor of the tunnel. The
ditch is 10'deep and lined with metal spikes. Anyone who falls into the
trap will suffer 2-12 H.P. damage from the fall and the spikes and also be
stunned for 1-2 rounds. Anyone running towards the ditch will have no
chance of discovering the trap and will take double damage, including
being stunned for 3-4 rounds. The ditch is angled in such a way as to
allow the crossbowmen and artillerists in the North Gate to fire without
obstruction down at anyone caught in the ditch. Those who fall in the
ditch have no cover.
A granite stronghold carved into the tunnel blocks this passage. Seven
large firing ports dominate the tunnel, and several smaller arrow slits
surround them. A large entry gate, blocked by a portcullis, provides
passage through the stronghold. The entry passage contains both a front
and rear portcullis. The front portcullis is closed at all times.
their shields), and short swords. They are quite disciplined, and, after
launching three volleys of darts, will form a shield wall in front of the
archers. The shield wall provides -4 to AC, but the goblins forming the
shield wall are unable to attack. The two sub-leaders will each hurl small
jars of acid, each causing 2-8 H.P. damage, and then their javelins,
which are coated with the same acidic venom as the ballista bolts. Note
the goblins will take up positions allowing them to fire through the
portcullises at intruders. The goblins who garrison this entryway carry
among them about 1,000 g.p. worth of gold and platinum wire.
Goblin Archers (20): (AC 6; HD 1-1; 4 H.P. each) Each armed with light
crossbow, with 20 normal bolts and 2 bolts covered in acidic poison,
club, and dagger.
Goblin Spearmen (40): (AC 5 with shield; HD 1-1; 4 H.P. each) Each armed
with spear, 9 darts, and short sword.
Sub-Leaders (2): (AC 5 with shield; HD 1+1; 6 H.P. each) Each armed with
footman'
s pick, 3 jars of acid, and 3 javelins.
like bits of wire (one has 50 g.p. worth, as he cheated his fellows
downstairs at knucklebones)
4 sub-leaders (mace, dagger) each has 5 g.p. worth of hacked
up bits of gold and platinum, which look like bits of wire
Leader (broadsword, javelin) 12 g.p. worth of hacked up bits of
gold and platinum, which look like bits of wire
The outer door is solid iron and 3 inches thick. It is usually (75%
chance) kept barred, unless any kind of commotion occurs outside,
in which case it will certainly be barred. Normally, two guards, each
armed with spear and short sword, sit by this door, while two goblin
regulars, each armed with a light crossbow and 20 bolts, a club,
and a knife, are stationed at the crossbow slits to the sides of the
door.
40
30
horseman'
s flail, knife
10
Each male goblin carries 5 s.p. worth of hacked up bits of gold and
platinum, which look like bits of wire. One of the females has a 25
g.p. gem mounted in the handle of her knife. The food and drink in
the room are foul and unfit for human and demi-human
consumption (roll for disease and parasites if anyone ingests the
goblin fare).
1.
STORE ROOM: This room contains 120 crossbow bolts, 20 spears and
20 light crossbows. In a small barrel are 60 bolts soaking in venom
from the Dreadwurm. These bolts do an additional 1d6 in acid
damage.
1.
Level Four:
This floor is a huge nursery. Seventy goblin whelps are watched after
by a dozen surface goblin females. The females will fight as
hobgoblins with berserk rage (either two attacks per round or +2 to
hit and damage), wielding clubs. No treasure is here.
At the other two crossbow slits along the outer wall are regulars
armed with a light crossbow and 20 bolts, club, and knife. Between
them, they have 12 s.p. worth of hacked up bits of gold and
platinum, which look like bits of wire.
2.
LATRINE
3.
SHAMAN'
S QUARTERS: If the party does not meet the shaman at the
North Gate, he will be here. In any event, his favored females (2
White Goblins and 2 Surface goblins) will be found here. Three fight
as kobolds (AC 10; H.P.: 3 each), but one of his surface goblin wives
(the smallest) fights as a berserk bugbear with a battle axe (AC 7; HD
3+1; H.P.: 15; either 2 attacks per round or +2 to hit and damage)!
The two white goblins have gaudy jewelry of only 5 g.p. value,
though it appears to be worth much more. The two surface goblins
have only cheap brass baubles of no value whatsoever, though the
vicious one'
s battle axe is made of cold wrought iron and will do
double damage vs. ghouls.
The floor is covered by a 10'x 20'carpet worth 500 g.p.. The other
furnishings are worthless, but cooking over the brazier in the corner
is a small, foul-smelling pot of soup that the shaman concocted. If
eaten, it has all the properties of a Heal spell. Two servings are
available here, though it must be eaten soon. The soup will lose its
properties in 1 week.
Level One:
As the goblins have no need for privacy, 100 females and an equal
number of young are stuffed in here at any given time. The females
fight as half hit die monsters wielding knives. Twenty five males,
each armed with light crossbows and 20 bolts, daggers and clubs
also are present, visiting.
1.
STORE ROOM: This storage room is filled with food and drink
preferred by goblins, unfit for human and demi-human
consumption.
2.
STORE ROOM: This storage room is filled with food and drink
preferred by goblins, unfit for human and demi-human
consumption.
3.
LEADER'
S QUARTERS: Wanting easier access to the females whenever
he pleases, one of the White Goblin leaders has made this his
personal quarters. The room holds a table and chairs, covered with
food and drink, and a plush bed. In a locked strongbox in the
corner of the room are roughly 50 pounds of flawed gems and brass
jewelry, altogether worth 5 g.p.. The jewelry does appear, to the
untrained eye, to be worth thousands of gold pieces and is the
leader'
s pride and joy. This White Goblin leader (AC 3, goblin-sized
Drow Chainmail +2, Drow Dagger +1, falchion) carries 23 g.p. worth
of hacked up bits of gold and platinum, which look like bits of wire.
Stuck in the underside of the table is a rusty, old dagger that is, in
fact, a Dagger of Throwing +1.
4.
Level Three:
MAIN CHAMBER: Inside this huge room are 100 female goblins, who
will arm themselves with knives and makeshift clubs if attacked, of
both types and an equal number of non-combatant young. Most
will be asleep unless an alarm has been sounded. A number of
White Goblin males are also here:
10 regulars (light crossbow with 20 bolts, short sword) each has 2
g.p. worth of hacked up bits of gold and platinum, which look
HIDDEN STORE ROOM: Although all the goblins know of this hidden
store room, only the leader has the key to open it. Inside are seven
50-gallon barrels of distilled liquor. The poor quality drink is worthless.
However, it is highly flammable and can be used as flammable oil.
The goblins will use it in place of acid if a general alarm is sounded
or their acid stocks are depleted. The drink is handed out on special
occasions only.
Basement/Dungeon:
Twenty White Goblin guards, four of them standing guard in Room
1, are on duty here at all times. They are accompanied by a pair of
death dogs. The death dogs will start baying if anything but a White
Goblin enters the room. There is a 50% chance that these guards are
in the process of torturing one of the prisoners when the party enters.
The guards each carry a short sword, spear, and dagger. Five of
these guards are dexterous enough to wield two weapons at the
same time.
Death Dogs (2): (AC 7; HD 2+1; H.P.: 11 each)
If the death dogs howl, the guards in this room will immediately bar
the iron doors shut. They will then proceed to kill the prisoners in
these cells, most of whom (all except rooms 4 and 8) have been
reduced to one or two hit points.
2.
3.
A Lerara thief (4th level) is held in this cell. He will also offer a huge
reward, which he can'
t pay. He'
s desperate to get out of here. If the
party should forgive his dishonesty, he will gladly serve any PC who
will have him for five years, for room and board only.
4.
This cell contains a fresh human corpse. If the party should use raise
dead on the mortal remains of Hodkin, he will gladly serve as a
henchman so long as the PCs remain of good alignment, provide
him with equipment, and support his costs of living. Hodkin was a
6th level thief who become a ranger. He is now 7th level in that
class.
Hodkin T/R 6/7; S 17 I 17 W 17 D 15 C 14 Ch 9
5.
A dozen surface gnomes (AC 10; HD 1; H.P.: 5 each) are held in this
cell, and they will gladly take up arms against the goblins.
6.
This cell contains a huge troll that has been tortured to just two hit
points. It lies motionless, appearing completely dead, while it
regenerates back to its maximum of 48 hit points. Once it reaches
its maximum hit points, the monster will attack in a frenzy, as if
hasted.
7.
8.
A pseudo-vampire lurks in this cell. The goblins are waiting for their
shaman to tell them what to do with the creature, as they are scared
to death of it.
9.
BARRACKS:
The chief and the higher-ranking White Goblins live and amuse
themselves in this building. On the ledge between the first and
second floors are 12 regulars armed with light crossbows with 20
bolts each and clubs. At the iron door to the barracks is a squad of
12 guards armed with spears, short swords and daggers.
Level One:
This large room is divided into two sections. One section is a kitchen,
where 20 surface goblin females are preparing meals for the goblins
who live in the barracks. If a non-goblin should enter, they will pick
up their knives, butcher knives (treat as daggers), and cleavers (treat
as hand axes) and attack immediately. Otherwise, they will ignore
what goes on the other section. They know better than to enter
without bringing food and drink to the guards.
In the main section are 20 guards armed with spear, short sword,
and dagger, 3 sub-leaders armed with mace, javelin, and dagger,
and a leader armed with a falchion +1 and a bullwhip. They are
busy playing knucklebones, drinking, eating, brawling. Soon the
guard shifts will change, and they can go to the Keep and visit the
females there.
Basement:
Eighty regulars are sleeping off the liquor and other vices they
indulged in earlier. Also present are 20 surface goblin females who
are supposed to be working outside. They are shirking their duties by
remaining here. All are just inebriated enough to avoid attacking
intruders for 1-4 rounds. (A combination of being under the influence
and being primarily concerned with being caught carousing rather
than doing guard duty or menial work.) Once they gain their senses,
they will sober up and attack as normal. Although half of them have
crossbows, they will use clubs, hand axes, short swords, and daggers
in equal numbers, attempting to swarm over intruders. The females
will use knives, club-like bits of furniture, or any weapons dropped in
combat.
Level Two:
Twelve regulars armed with light crossbows with 20 bolts and a club,
three sub-leaders armed with heavy crossbow with twenty bolts and
a short sword, and a leader armed with a bastard sword and a jug
of distilled spirits are on guard here. If an alarm is sounded
elsewhere, this bunch will not descend the stairs, but will remain here
to make sure no one reaches the level above. In the center of the
room is a table with a small brazier heating a pot of stew only a
goblin could enjoy. If intruders come up the stairs, the leader will
sound an alarm, light the distilled spirits with the brazier, and hurl the
flaming jug at the stairs, inflicting 4-14 (2d6+2) H.P. of damage on
anyone hit. The fire will burn for 4 rounds, setting fire to anyone
setting foot on the stairs and inflicting an additional 1d6 H.P.
damage per round.
Level Three:
Twelve sub-leaders armed with heavy crossbows with 20 bolts each
and short swords are discussing future plans, mainly work schedules,
herding rothe, and harvesting underground plants. There are 400
bolts kept in barrels about the room. One barrel contains 50 bolts
saturated with venom from the Dreadwurm (+1d6 acidic poison
damage).
Level Four:
Two guards (AC 4, H.P.: 6 each) armed with Drow Shortswords +2
and Drow Bucklers +2 are always alert at the top of the stairs. Four
leaders, each armed with a Drow Footmans Mace +2 and a
dagger, and the Chief, who carries a javelin of lightning, a Drow
2.
The females and young are ushered out to work spinning wool into
cloth.
3.
The some 200 male White Goblins not on duty will congregate in the
enclosure to eat before going about their tasks. They get the best
food, at least by goblin standards, and will spend up to two hours
stuffing themselves.
4.
The male surface goblins are served next. A mob of over a hundred
surface goblins are given their meals and sent out on guard duties.
They mostly watch slaves, but also tend livestock and do other
tedious jobs.
5.
The females and young are finally allowed to eat the scraps left over
when the males are done, plus whatever they can forage for
themselves.
In the fields that compose most of the northern half of the Great
ENCOUNTER AREA
This great tower, fully 500'in height and 300'in diameter, rises far above
all other structures within the Forsaken City. Its outer surface is unmarred
by doorway, window, or other portal, but has been etched with an
unending stream of interweaving sigils and symbols by unknown hands.
The sigils and symbols seems constant and changeless, but the eye, in
some way, will attempt to impart meaning to them if they are stared at
for too long.
The Tower is built from a substance otherwise unknown on the Prime
Material plane. The material is seemingly similar to both metal and stone,
and yet not wholly of either nature. It is incredibly hard - even weapons
of drow-forged adamantium will barely suffice to scratch its surface - and
bars all form of teleportation magics, as well as disintegrate, passwall,
phase door and similar. Not just exterior walls (with a thickness of 20'
), but
also the floors and ceilings (10'thick between each level) are made of
the strange metal. Its barrier extends into the ethereal and astral planes,
preventing ingress from these planes as well. An entrance does exist
through the tower roof, but given the difficulty with use of fly and
levitation magics within the Forsaken City, it is up to the adventurers'
ingenuity to gain entrance.
1.
A wide, shallow staircase descends into this room from the top of the
tower. Each step is a full 5'square, with a mere 3 inches of descent
between steps. The distance traversed in descent is some
three-quarters of the chamber'
s perimeter. The walls and ceiling are
studded at intervals with harsh white pinpricks of continual light that
illuminate the area. When adventurers reach the bottom, they find
themselves in a great, circular, seemingly empty chamber, save for
the radiance of a prismatic sphere glowing in the exact center.
This prismatic sphere blocks access to a trapdoor that allows travel
to the next lower level. Its layers may be negated in the normal
fashion, but as each of the layers is negated, a 20% chance exists of
a rainbow guardian the color of the negated layer appearing.
(Thus, when the red layer is removed, a 20% chance exists that a
crimson-hued rainbow guardian appears; when the orange layer
is removed, a 20% chance exists that an orange-hued guardian
appearing.) Each of these monsters has 40 H.P., moves and fights
as an efreeti lacking spell ability, may generate a prismatic spray
3/day (all rays of the hue of the guardian itself), and is immune to all
spells, save those that deal electricity damage (which will paralyze
the guardian for 1d4+1 rounds). These creations will fight until
destroyed, or banished by the complete destruction of the prismatic
sphere (as detailed below). When defeated, each rainbow
guardian leaves behind 2-12 shards of tinted crystal, worth some 100
g.p. each.
The one exception to the appearance of the rainbow guardians
described above lies with the final, violet-hued layer of the prismatic
sphere. If this layer is removed via use of dispel magic (after all
other layers have been removed), all rainbow guardians active are
immediately banished; but if the entire sphere is destroyed at once
by a rod of cancellation or similar item of power, a violet-hued
rainbow guardian immediately appears and will fight to the death.
Once the sphere (and any guardians created by its dissolution) are
dealt with, the characters may pass through the trapdoor into the
level below.
2.
Characters who hold to the main passage will find matters much less
strenuous; the only danger lies halfway down the stairway, where a
sphere of annihilation hovers in the middle of the air. Though
extremely dangerous if touched or prodded, this strange creation of
magic is immobile unless prodded at by a character, and can easily
be sidestepped or ducked under (though the Dungeon Master
should feel absolutely free to roll dice behind a screen, to increase
paranoia on the part of players).
Upon entry into this place, the characters may at first believe that
they have somehow left the Brazen Tower entirely. Around them is
a strange, blasted plain, empty of all life and greenery and with a
vile and sulphuric tint to the air. A ridge in the form of a half-circle
bounds part of the immediate area, from its highest point in the
'
west'to the '
east'where it merges with the remainder of the plain.
In the other directions, the land continues without end, a waste
more desolate than could ever seem possible. The sky overhead is
a pale, unpleasant yellow, unmarked by cloud, star, or sun.
In fact, this place is - by some means - a superimposition of the
Tower upon one of the innumberable planes of the Abyss. Demons
and other inhuman creatures sometimes pass through, but cannot
depart from this place into other parts of the Tower without the
guidance of a mortal - like the party! Adventurers would be wise to
find quick egress from this place, to continue their quest unhindered.
If the party chooses to leave the vicinity of the area shown on the
map, they must make their own fate, but are unlikely to find
prosperity or weal.
Exactly where the characters enter this location depends on their
5.
The drop from the trapdoor above to the floor of this chamber is a
full 50'onto an extremely hard surface. It is up to the adventurers to
determine how they may enter safely, as well as preserve some way
of exiting once more. Note that neither fly nor levitate spells function
within the Forsaken City. The exit from this area (to 6.) is through a
spiral staircase leading downwards, on the north wall.
However, the adventurers will not likely seek to depart this location
immediately, for it is the treasure vault of the Brazen Tower. Many
chests, coffers, shelves, and stands are here, all glistening with rare,
beautiful, and valuable things. The total quantity of gold, platinum
and gems here is well in excess of 50,000 g.p.. Many items of magic
are present as well: sword +2, nine lives stealer; mace +4; splint mail
+2; shield +1, +4 vs. missiles; ring of protection +3; staff of command
(with a full 25 charges); chime of opening (with 40 charges); robe of
scintillating colors; 6 potions of choice and 6 scrolls of choice of a
nature to be determined by the Dungeon Master.
No immediate threat or guardian awaits in this room; however, the
dread magics that bind the demon lord below do have some effect
on treasure gathering within this room, with the result that no matter
how hard the characters try, each may only carry forth a single item
(defined as one sack holding no more than 200 coins, or one gem
with a value of at most 500 g.p., or one magic item) from this place.
Attempts to claim greater prizes result in the extra items simply
slipping away, like fairy gold, once the eye is taken off of them, to
end up in this chamber once more.
6.
ENCOUNTER AREA
Slug Farm
He will tell them that just ahead in the northern passageway is a giant
slug (H.P.: 80) which eventually the stone giants will have to deal with.
ENCOUNTER AREA
The Ursinians by Terry
This smallish cavern bristles with jagged rock formations and glimmering
pools. Dimly lit by a lone torch, a Deep Gnome leads the way along a
clearly-cut path through the stone, peering through narrowed eyes into
the darkness. An orderly line of Dwarves struggles to keep up. They toil
silently, towing a large wagon via a mighty iron chain. The wooden
wheels of the wagon occasionally squeak as they bump along the
uneven ground, disturbing the suffocating silence.
Ursinians are only hit by magic weapons. They can Levitate, Detect
Good, and Detect Magic at will, and Dimension Door or Dispel Magic [at
10th level] three times per day. Each face has a powerful breath
weapon usable once per day: the left face can Roar in a 15x30'cone
[save vs. Petrification or be stunned for 1d4 rounds]; the center face can
spew a Cone of Cold as an 8th level magic-user; the right face can expel
an Insect Plague at the 8th level. There is a 25% they can Gate in another
Ursinian [50%]/Babau [20%]/Type II [20%] or a Type III [10%], once per day.
About 10% of these beings will use weapons most often a Whip of the
Serpent that functions as a Staff of the Serpent [venomous snake], but is
often used to pull a foe back to the crushing grip of its arms. When
wielding weapons, they are +10 to damage due to their enormous
strength.
ENCOUNTER AREA
Merirg:
The other slaves have already chosen to flee the area, leaving only these
four. All of the slaves have suffered from mistreatment, hence the
reduced Con and H.P.. Their actual H.P.: and Con scores are listed in
parenthesis. While the hit points may be able to be restored very quickly
with potions and such, the Con scores will be restored, assuming proper
food and rest, at a rate of 3 days per point. A heal spell or similar level of
healing magic could restore the Con scores immediately.
Additionally, due to the stress of their enslavement, all of the slaves should
be expected to have some affect on their mood and personality. Actual
alignment of the characters is left to the discretion of the DM so that the
characters are able to fit into the existing adventure or party without
undue strain.
The drow merchants goods have no significant value. However, there
will be enough general supplies for the new player characters to outfit
themselves for basic adventuring. The remaining supplies will be taken
by the other slaves for their attempt to escape the underworld.
If the Magic-User/Fighter is chosen as a replacement character, the need
for a starting spell book could be an issue. If the party does not have a
spell book recovered from a dead associate, a careful search of the
drow merchants personal chest will reveal a secret drawer. Inside this
drawer is located his spell book. At the DMs discretion, this may be
provided to the players as a starting point for spells. Spell components
will be able to be located with in the merchants effects.
Spell Book
First Level:
Second Level:
Third Level: