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The Sunken Fort
The Sunken Fort
Cataclysms
The Sunken Fort
Nickolas Z Brown
Aside from stray bits of rubble and stonework poking out of the ground here and there, the only visible
portions of the fort are the enormous stone entry doors, and what remains of a ruined tower.
Everything else is covered in trees and centuries of biological muck.
This dungeon is ideal as a secondary starting adventure for Characters levels 1 thru 4. The difficulty is
moderate, and even an experienced group may find themselves dying a fair bit. There is plenty of
treasure and magic items within to reward those who are clever or determined enough to crack the
Sunken Fort.
The creature is reported to be humanoid, but anything but human as its bloated pale body has a single
protrusion for a head without a facial or neck structure. Where its face should be is a row of ever-
grinning sharp teeth and two beady black eyes. Its claws drip with a caustic black substance that fades
away upon contact with the morning sun.
Victims of this so-called ‘Shadow-Thief’ become severely weakened, their once-strong vitality
seemingly stripped away. Their reflections in mirrors also become semi-transparent, and any part of
their body that encounters direct sunlight turns to ash.
Merchants are rejoicing, of course, for burqa sales are up like never before.
In any case, the local authority has posted a bounty of 10,000gp for whomever shall slay this monster,
and return the shadows to their rightful owners.
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Xi: These tooth-littered stairs descend into an expansive Mega-Dungeon, known as the “Descent into
Madness” where horrors and wonders abound in equal measure.
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WANDERING MONSTERS
For wandering monster checks, roll a d12 every turn (or ten minutes). On a result of 1, roll a d8 on the
table to determine what monster appears. If no monster appears or the 1 is not rolled, increase the
threshold for the d12 from 1 to 2, making wandering monsters more likely to appear as time passes.
Be sure to reduce the population counter on the right as monsters are destroyed.
If an entire population is slain, remove that monster from the list. If subsequent checks roll an empty
result, no monster shows up.
The table below is for all rooms excluding 26 and 67+, which is the area behind the 3 portculli, and
behind the door labeled 22a.
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6 Something Create your own nightmare fuel! Use the below stat ranges to conjure a shadow Infinite.
Awful creature to terrify those hapless adventurers! Or just roll again... Source:
HD4 to 8, AC10 to 20, ATT#1 to 3, xtra1 to 3dmg portal in 26
You may roll for above stats to create a highly aggressive shadow monster.
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02: Firebats attack immediately Fire Oil - (Party can fill 20 more fire flasks from
this statue).
As the stone door grinds open, three bloated
orange bats screech and begin flapping towards
you!
02.1: Locked metal door. (Requires ‘Big Metal
Key’. No hinges are visible, and most lockpicks
Bats – (These 3 bats are ‘Bloated Firebats’. Once
are not strong enough to handle the complex
defeated, every time the adventurers return to
mechanism inside. Treat as -4 to lockpick checks
the room, there will be a 1/10 chance of there
on d6 skill roll.)
being a ‘Dire Bloated Firebat’ in the room. Once
slain, no more firebats will spawn here.)
BLOATED FIREBAT x 3 – A fat winged creature 02.2: A ghostly figure is pounding on the glass.
that has gorged itself on fire oil and transformed Beyond the window, you can see a stone bridge
into a flying orange blob. upon a column, perpendicular to you.
Hp1 AC12
Upon Death: 2/6 chance to explode for 1d6 fire Ghostly Figure – (If the glass is broken, the
damage. Window Specter will be released, and it is
*Oozes out fire oil on death, if it didn’t explode. hostile.)
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WINDOW SPECTER
HD3 AC14 SPD15
Insubstantial: Only harmed by magic and may 05: A skeleton rests beneath a glass panel in the
phase through solid objects. floor. In its hands is clutched a scroll.
On hit: deals 1d6 damage to maximum hp, so if
someone’s Max HP value is 8, it may be reduced Skeleton – (Just a normal, inanimate skeleton.)
to as low as 2.
*Will linger in the hallway, protecting it as its Glass – (Ordinary glass, can be broken easily.
territory. Causes a loud noise, which triggers a wandering
monster check.)
03: The south wall is lined with 2 shelves that Scroll – (Scroll is a trap. A person who reads it
hold two-dozen small gnome figurines. In their receives 2d6 fire damage; SvBurst for half
hands are various picks and hammers. (They are damage. Inflicts temporary blindness and facial
magical creatures. If one of them is smashed, or scars that damage charisma by 1d3. Scroll is
someone threatens them, they will come to life consumed when triggered.)
and attack.)
Gnome Figurines – (These are magical creatures. 06: The entire room is a pit, with a stone bridge
They each contain 10 coins, so if someone shakes held aloft by a round pillar in the center. The
one they’ll hear coinage jumbling inside. bridge is not physically connected to either
However, if one is smashed, or if someone entryway, . At the bottom of the 20' deep pit is
threatens to smash them, the Gnome Statues will black sludge.
come to life and attack.)
Stone Bridge – (This is a mechanism that can
GNOME STATUE x 24 rotate. Initially the bridge spans east-west, but if
Hp1 AC10 deal only 1dmg on hit. the wheel in room 34 is turned, the bridge can be
*Each gnome has 10gp bouncing around inside. set to face north/south.)\
If several gnomes are killed and the room is fled,
the gnomes will pile up the gold and guard it. Black Sludge – (A vicious, viscous creature with
an appetite. Will chow down on anyone who falls
into it.)
04: The air smells of fire oil, and there are 20 pots
on the floor. The floor is littered with the BLACK SLUDGE
skeletons of mice. HD10 AC12 SPD6, deals 2d6Dmg
If hit with fire, will explode dealing remaining hit
Pots – (Roll 1d20 for each pot’s contents. 3 pots points in damaging burst. SvBurst for half
are filled with 10 flasks worth of fire oil. 1 damage.
contains 500sp. 10 pots contain a poisonous and
aggressive Pot Snake.)
06a: A sturdy portcullis blocks this passage.
POT SNAKE (10 remain)
Hp1 AC13 SPD9 Portcullis – (Lifted by turning wheel 6.1, to the
On Hit: Deal 1 damage and target must SvPoison south; the wheel cannot lock in place. Otherwise,
or take 2damage/rd for 1d6 rounds. the portcullis is very heavy: a person gets a -10 to
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strength check to open. Those who assist may incessantly from the fountain. The creature is
add their strength modifier to the roll.) surprisingly muscular.
Gold Sculpture & Rubies – (Gold sculpture worth 09: Two heavily armored figures spar in a small
7000gp intact, 700gp if melted by fire. Each of pit of sand with sword and shield. There are
the 10 rubies is worth 100gp.) weapon racks around the room, with old
decrepit weapons.
Mysterious Floating – (The treasure is contained
within the Flame Jelly Slime Cube, whose Armored Figures – (These are armored oozes
presence will be detected as soon as it attacks. It who are focused on their spar, but will
is somewhat stealthy, but once someone knows immediately attack the party as soon as they
its there, they have no trouble seeing it.) notice them being too loud or obnoxious.)
FLAME JELLY SLIME CUBE – Primarily attempts to Weapon Racks – (Primarily hooks drilled into wall
engulf and suffocate victims. Avoids fire. bricks. One such hook is attached to a loose
HD7 AC10 SPD6 brick, which if pulled out will reveal a piece of
Will attempt to engulf targets, and suffocate jewelry worth 500gp.)
them dealing 1d6/rd to those grappled.
If hit with fire, will explode in a fiery burst dealing ARMORED OOZE x 2 – Wield sword & shield
its remaining hit points in damage. SvBurst for HD2+2 AC19 SPD9
half damage. *Upon Death: The black ooze will seep out of the
armor, dead.
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10: Three heavily armored figures sit at a long the locked gauntlet capability optional. Detect
table on benches, the table is set for dinner but magic is the ideal way to locate it, as otherwise it
there is no food. Their heads are face down on looks like an ordinary gauntlet.)
the plates. All three are wearing pieces of
jewelry worth 400gp each.
13: There is a stack of crates, upon which sits an
Armored Figures – (These armored oozemen will armored figure with a polearm. He tenses with
attack if party is loud or obnoxious. They wield hostile intent.
greatswords.)
Armored Figure - (Will attack if the party does
Set – (One plate has a red color sign on the not immediately leave.)
bottom, and the first to see the sign must SvBurst
or be blinded by red ink for 1d6 turns.) Crates - (The crates contain basic adventuring
gear such as ropes or iron spikes. Each crate has
ARMORED OOZE x 3 – Wield Greatswords 5 items, and there are 8 crates. Underneath the
HD2+2 AC17 SPD9 xtra1Dmg crates is a locked metal panel.)
*Upon Death: The black ooze will seep out of the
armor, dead. Locked Metal Panel - (Requires ‘Tarnished Metal
Key’ to open. Inside is a sack of 1800gp, and 5
gems worth 100gp each.)
11: 6 worn cots line the walls of this room. 2
Heavily armored figures with swords & shields ARMORED OOZE
rest on two of the cots, motionless. HD2+2 AC17 SPD9 xtra1Dmg
*Upon Death: The black ooze will seep out of the
Armored Figures - (When the party walks halfway armor, dead.
into the room, the figures will sit up, and watch.
They attack if the party leaves room 12 with
stolen equipment.) 14: Heaps of scrap metal rest in the corners and
the area reeks of oil. In the middle is a scrap
Worn Cots - (One of the pillows has a ‘Tarnished heap that resembles a lizard, with 2 legs, a snout,
Metal Key’ inside for opening a metal panel in and a tail, all stitched and bolted together.
room 13.)
Lizard - (This is the Metal Fire Lizard. It is asleep,
ARMORED OOZE x 2 – Wield Sword & Shield and will awaken if players disturb its metal piles.)
HD2+2 AC19 SPD9
Upon Death: The black ooze will seep out of the METAL FIRE LIZARD
armor, dead. HD6 AC17 SPD15
Breath Attack: 1/encounter, cone of fire that
deals 1d6+1. Targets may save to take ½ damage.
12: A pile of armor pieces rests in the center of Prefers to attack targets who carry flammable
this room. All manner of plate and chain and material, such as fire oil or torches. When the
shields. creature eats fire oil, it will recharge its flame
breath attack.
Armor - (The only special item is a magical *Upon death, will ooze fire oil and black sludge.
gauntlet that increases Attack rolls by 1, and has Remove from wandering monster table.
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21: The floor of this room is extremely dusty, the 22a: This sturdy metal door is locked with a
dust is a couple inches deep. There is a broom in padlock. A steel panel hangs from the handle,
the corner. engraved with a skull.
Dusty - (The dust appears self-replenishing. No Padlock – (There is no key, but several loud but
matter how much is swept, it'll just keep strong strikes should break it. Roll wandering
reappearing. This is because an enchanted monster check.)
emerald
Broom - (The broom is magic and grants flight 23: This is a 4-story ruined tower.
spd12 when mounted. Can also be loaded with
cargo and tugged along. Broom can only carry up Tower - (Floors 1 thru 3 have nothing but rubbish
to 15 stones, so a typical person +5 stones.) and rubble, but a blue dragon roosts at the top,
along with his treasure hoard. When a person
(If somehow the dust is swept totally aside, there wanders in, Sor’Ves the Blue dragon will kindly
is a floor grate, under which is an emerald worth ask for a piece of that person’s wealth. He may
500gp. Problem is, the emerald is cursed to spew be willing to cut a deal for more wealth, but if
dust everywhere so it's pretty worthless until the angered will demand more, even to the point of
curse is removed.) demanding the clothes off a person’s back.)
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water elemental that will serve them until it is a witch on a broom with a repeating crossbow in
destroyed. Only one can serve at a time.) each hand, pelting peasants and their chickens in
the fields below.
Treasure Hoard – (25,000gp, 200 gems worth
50gp each, and 80 gems worth 125gp each.) Mural – (Holds the Witch of the Mural captive.
Lighting the oil or fire, or striking the mural with a
SOR’VES THE BLUE DRAGON hammer will destroy it, as it shatters backwards
HD15 AC17 SPD15 ATT#3 xtra2Dmg into the courtyard. The sky will momentarily
As a full round action, may belch out a Water darken, and great heinous laughter will boom
Elemental to aid him in combat. out. The magic broom or room 21 will disappear,
as the witch will use it to fly through the skies,
WATER ELEMENTAL – It’s more slappy than attacking peasants and others with her repeating
drowny. crossbows. If the broom has already been
HD5 AC12 removed from the dungeon, her reign of terror
will be flightless.)
24: Before you are 8 pits, 4 along each wall. If you WITCH OF THE MURAL - Pure evil, murderous,
look inside, they descend into darkness, and and unwilling to negotiate.
appear to have no bottom. HD7 AC14 SPD15(While on broom) ATT#4
xtra1Dmg
Pits - (Each turn there is a 50% chance for an If struck while riding the broom, she must save or
Ethereal Skull to fly out of a pit, and chase a fall off.
player until it collides with them. When an item Repeating Crossbows: The source of her ATT#, as
is dropped into a pit, it will appear to fall each crossbow has 2 shots and deals 1xtradmg
endlessly before fading from view, and there’s a per round. *They can be looted afterwards, but
50% chance an Ethereal Skull will pop out. A they can be broken or lost.
dispel magic can dispel the pits, revealing them to
be just 20’ deep whereas before they seemed
bottomless. Items dropped in before can be 25.1: A face with an open mouth, 2 citrines
retrieved this way.) worth 200gp as eyes.
a: Portcullis - (Requires standard strength check 26: Three runed-pyramidal black stones face a
to open. Falls shut when released.) shallow pool of slowly swirling pale purple liquid.
The shadows in this room feel much stronger.
25: The back wall has oil dripping down a mural Black Stones – (Touching flesh one of these
of a man screaming fire into the sky. In the sky is obelisks will drain 1d6hp, and temporarily
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activate the shadow portal, summoning a Pool - (This is a shadow gate to a corrupted realm
creature from the table below. Roll a d6 on the that contains dark and twisted monsters. If
following table to determine what is pulled someone is standing in the pool when a stone is
through the portal.) touched, they will fall into a dark and terrifying
world of nightmare.)
# Monster Description
1 BLOODSKULL SWARM
HD8 AC10 Takes 1 damage from non-aoe attacks.
It will roll after the party, seeking to grapple them and squeeze the life blood out of them, dealing 1d6/rd. 2 targets
may be grappled at a time.
2 TUBE-HEAD x 3
HD3 AC12 *special attack
Touch attack: Target must SvParalysis: If target fails, they will be stunned, as the Tube-Head wraps around the
victim's head, draining their life force for 1d6/round, over-healing itself. The victim must be removed by external
force before they shrivel like a raisin, dead.
3 SHUCK – A shadowy hound with red eyes
HD2 AC 10 It cannot be harmed, except by remove curse, dispel evil, or a divine weapon.
Will fix its eyes upon a target who must save to look away, or curse them giving them a -4 to all d20 rolls, and
increasing damage they take from all sources by 2.
4 SHADOWY SERVANT
HD3 AC12, Only harmed by magic weapons. Will do the bidding of the summoner, but if the summoner fails to
give it a task for a full day, it will attack the summoner until given a task.
5 MAGIC EATER x 3 - Floating shadowy serpent that glows with energy
HD3 AC15
+8 to saves vs spells, heals 2d6 from harmful magic before taking damage.
Will wriggle past formations to attack the most magical people and grab their magic items, then try to escape. Extra
2HD for grapples.
*Will hide in a secret spot as it digests the magic item over the course of a day. If digestion successful, another
magic eater will appear in the dungeon.
6 Roll a d4 on Table on Next Page
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1 HEAD OF SHADOW
HD5 AC15
A blank disc will appear, standing upright and hovering in the air. It will lance out, stealing a facial feature on
successful attack before retreating. It will attempt to stalk the party, laying ambush to steal yet more features. It
starts out blind until it gets eyes. Once it fills out its facial features, it will vanish, never to be seen again. Requires 1
nose, 2 eyes, a mouth, and 2 ears.
*If slain, will drop a shadow gem worth 2000gp. Body parts can be recovered, but can they be reattached?
2 SOUL EATER - A massive, black leather-skinned hulk with a gaping gullet that holds many corpses that writhe with
angry spirits.
HD15 AC16 ATT#2*special
Bite Attack: Will also grapple, dealing 1d6/rd automatically. While grappled, Spirit Attack will hit automatically.
Spirit Attack: Spirits lash out, draining 1d6 max HP
The bodies of slain enemies will be dragged inside and added to the mass of flesh.
*Will drop shadow gem worth 2000gp upon death.
3 HORNED SHADOW DEMON
HD12 AC18 SPD15 ATT#* xtra2Dmg
Only harmed by silver/magic weapons and effects.
Horn attack strikes 2 targets.
Claw attack strikes 1 target for 2d6 damage. *Will drop shadow gem worth 2000gp upon death.
4 HEART THIEF x 12 Vaguely humanoid shadow with long ethereal arms.
HD4 AC14
Only harmed by silver/magic weapons & effects.
On Crit, target must SvDeath or their heart will be torn from their chest, without leaving a hole, resulting in instant
death.
27: As soon as the door opens, an extremely 29: Every 10’ wall segment has a door. They are
muscular green arm reaches from a hole in the all identical.
floor, grabbing and slamming the door shut. It
does not appear to want anyone passing through Door - (Any door that only appears in this room
its tiny room. and not an adjacent room is a False Door, which
will slam the ground trying to smash the opener.
GREEN ARM - Does not allow passage through The False Door will then waddle after the
the room. creature in an attempt to kill it.)
HD5 (HD15+15 for grapple rolls) AC12 SPD0
xtra5Dmg. FALSE DOOR (7 total, but only attack 1 at a time
per interaction.)
HD3+3 AC13 SPD6
28: There is a full water basin upside down on
the ceiling. $ - (The middle of the east wall has a cache
carved out with a small golden gem-encrusted
Water – (The water and the basin have reversed statue worth 2000gp.)
gravity. If a creature drinks the water from this
basin, their gravity will be reversed for 1d6 turns;
on a roll of 6, roll again and add to the duration. 30: (North-East Angry Metal Door is a hostile
30 doses remain.) entity that will smack anyone who tries to pass
through it. After its first attack, it will flip
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around angrily, calming down once the party 32: There are 2 beds in this room. Each of them
leaves. This door will slowly fill the room with has an armor mannequin upon it. Each has 2
blue mist. Dispel Magic will disenchant the rings and a necklace, each of the 6 jewelry pieces
door.) is worth 200gp.
A blue mist spews from behind the door as it is Armor Mannequin - (Attempts to remove jewelry
cracked open. will result in a surprise, as the Armor
Mannequins smack their greedy hands away and
Blue Mist - (Creatures who breathe it in must hop out of the room with a bout of muffled
SvSpells. The mist does nothing, but seems scary. yelling.)
The room can air out, with the blue mist
dissipating into the next room. The room is Beds - (Inside the left mattress is a sack of 15
otherwise empty.) copper coins emblazoned with a fire icon that
explode for 1d6 damage each when thrown.
ANGRY METAL DOOR Multiple may be thrown at once.)
HD8 AC23 xtra2dmg.
ARMOR MANNEQUIN x 2
HD2 AC13 SPD15
31: There is a potted plant in the center of the More likely to surprise party, -1 to party surprise
room. roll.
Prefer to strike on a surprise round and retreat
Potted Plant - (If approached near, it will shake rather than fight a prolonged engagement.
violently as it begins to covertly cast ‘charm
person’. It will cast the spell repeatedly each
round until everyone is under its thrall, at which 33: The walls and ceiling are covered with vines,
point the adventurers will be forced to adventure and there is a small waterfall pouring out of a
in its name, the almighty Hedgemon. It has HD1 stone basin surrounded by lush shrubberies. The
AC5, making it vulnerable to attacks.) room is lit by a green glow. In the back of the
room, where the foliage is the most dense, is an
(Hedgemon prefers to be transplanted onyx obelisk inset with a series of radiant green
somewhere nice and fertile, where it will spread gems.
its leafy domain charming all who come near,
sprouting beautiful flowers and granting blessings Green Glow - (The room has a calming effect.
to its champions.) Creatures must save vs paralysis in order to make
an attack, as the entire room is under a
HEDGEMON – A potted plant, master of the ‘sanctuary’ spell.)
shake
HD1 AC5 Onyx Obelisk - (If the obelisk is broken from the
Can cast ‘charm person’ once per round, target floor to which it is attached, the plants here will
must SvSpells or be charmed to do Hedgemon’s wilt and die. The room will lose the sanctuary
bidding, so long as requests aren’t suicidal or effect, and the obelisk will cease to be magical.
unthinkable. The spellcast is only telegraphed by The Onyx Obelisk is worth 4000gp as art as a
the shaking. complete object. If gems removed, there are 20
and they are worth 80gp each.)
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34: Door is locked (requires ‘Blue-Bear Key’, but 36: There is a sword stuck blade-first into a
can be lock-picked normally.) pedestal. Upon the pedestal it says, "Speak with
noble intent.”
There are a couple large cages and a table. In the
cages are 3 humans, each naked and Sword - (+1/+1 sword, deals extra 1d6 damage to
unconscious. On the table are some broken blow notably evil targets. The sword will not budge
guns, and 4 darts tips with a mysterious from the magical stone, except for one who
substance. There is a wheel attached to the wall declares that they will take up the sword to
that looks like it can be twisted. There are destroy evil. That said, if they slay innocent or
sheddings of blue fur scattered about the room. particularly "good" entities, the sword will
become too heavy for them to bear, crashing to
Humans - (The naked humans will be somewhat the ground with enough force to crack flagstones,
feral, but will not attack on sight. They can be and there it will remain until picked up again by a
brought back to town and rehabilitated into righteous warrior. If too much time passes, it will
highly loyal retainers, as they were once fade and return to this pedestal.)
adventurers.)
Substance – (These darts are tipped with a sleep 37: A grey stone figure of a knight with 1 arm and
poison; targets struck must SvPoison or fall half its head missing levels a blade at you and
asleep for 1d6 turns.) prepares to attack!
Wheel – (Turning this wheel will rotate the bridge Grey Stone Figure - (Will attack until party
in room 6; this wheel may be locked in place.) retreats from room, where it will stand vigil for
reasons unknown.)
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(An old man, jittering with panic, has a crossbow Lizard - (It's a bloodthirsty Werelizard. If the
leveled at the door, and will fire at the first one party doesn’t immediately leave, it will turn
in. He can speak little more than Gibberish. The around, dropping the kobold, and attack.)
room is filthy.)
WERELIZARD
OLD MAN HD3 AC12
HD1 AC10 xtra1Dmg Lycanthropy: If someone is damaged to the point
that they roll on death’s door and live, they will
become a werelizard lycanthrope in 2d6 days. 2
days before turning, the character will come
40: A bejeweled, golden serpent slithers out from
down with an intense fever and feral urges. A
a pile of gold and silver coins.
cure disease spell can work before they turn, but
after they become a werelizard for the first time,
Golden Serpent - (It is immediately hostile.
it cannot be cured by most means.)
Worth 5000gp alive, 1,500gp dead.)
GOLDEN SERPENT
HD3 AC12 43: A ring of purple metal hangs from a string.
Bonus HD2 for grapples
Poisonous Bite: SvPoison or take 1d6 damage for Ring - (The purple ring is cursed. The wearer and
1d3 rounds. Each point of damage is bled out as everything they carry will have reversed gravity,
a gold piece. and the ring cannot be removed without a
‘remove curse’ or ‘dispel evil’ spells, which will
Pile - (1200gp and 900sp.) also destroy the ring.)
41: Southern door is made of stone, scorch 44: 8 Kobolds are standing here, their attention
marks can be seen beneath it. (Opening door pointed towards the South-Eastern door, their
will trigger the statue’s attack.) spears raised.
A small statue of an angry dwarf with a runed Kobolds - (Will be easy to surprise, with a -2 to
crown stares down the southern door. The floor their surprise roll. They will be startled by the
in-between is scorched by fire. group, roll morale to determine whether or not
they attack the party. They may demand to know
Statue – (Spews 2d6 fire damage as SvBurst where their friend Pokeri went. Spoilers: he got
attack, 15’ range. Triggers when there is motion eaten by the werelizard in room 42.)
in front of the statue. Takes 1 hour to recharge.
Statue may be picked up and moved around, or KOBOLD x 8
sold for 2000gp to the right buyer.) Hp1 AC10
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Crate 1 - (Crate on the left is rigged with a poison 47: A red light glows from under the door.
dart trap which causes the afflicted to remove
their clothes, scream, and sprint in a random Inside is a small grove of glowing red
direction through the dungeon for 1d6 turns, mushrooms, and you can hear the chanting of
attracting all kinds of attention. The crate spells.
contains assorted useless trinkets, as well as a
book that contains the knowledge to create basic Mushrooms - (Any alchemist will recognize that
poisons, granting the skill ‘Journeyman Alchemy’. the mushrooms are potent alchemical reagents,
Takes 1 week to read.) 80 of which are worth 25gp each.)
Crate 2 - (The crate on right has a poison dart Spells - (5 tiny, 5 inch-tall men with beards and
trap that causes wearer to go into fetal position pointy hats are casting offensive spells to defend
and wail loudly for 1d6 turns.) Inside the crate is their mushroom crop!)
a puzzlebox! (Toss a rubix cube to your player. If
you don’t have a rubix cube, you may require an TINY CONJURER x 5
int check with a -3.) Hp1 AC18 SPD12
Casts spells as 3rd level magic user.
Puzzlebox - (Inside the puzzle box is an incredible
piece of jewelry worth 5000gp. It will be reduced
to 1/10th its value if the puzzle box is busted
48: Three armored oozemen are in the room, and
open, damaging the jewelry.)
they are hostile! (Both parties must roll
surprise).
46: Two gears are sticking out of the north wall, ARMORED OOZEMAN x 3 Wield poisoned
one in each corner. They look like they can be longswords
turned. The floor is wet, and occasionally a drip HD2 AC17 xtra1Dmg
of water falls from the ceiling. Poisonous strike: SvPoison or target endures
Paralysis for 1d3 turns.
Gears - (Turning the left gear will raise a wall *Will ooze out of armor upon death.
revealing a secret chamber behind a portcullis,
and turning the right gear will raise the portcullis
that blocks entry to the secret chamber.
49: There is a firepit in middle of the room that
However, both gears will also slowly open a
burns low, on the verge of extinguishing.
floodgate in the ceiling that lets water into the
room, which will slam the doors shut. Spinning
Firepit – (The fire is actually a magical creature,
the gears back will close the floodgate, but not
and will never burn out. Feeding the fire
before too much water gets in and potentially
sufficiently will awaken the dormant flame djinni,
drowns someone. Drowning creatures take
who will immediately issue demands.)
1d6/rd. The solution is to wedge the doors
open.)
Demand 1 – (He demands a sacrifice of no less
than 10 beds. He emblazons a person with a mark
Secret Chamber – (Contains a pile of 1400gp, and
of flame, telling them they will combust within 1
2 jewelry worth 500gp each.)
days’ time should they not fulfill his demand.
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Five Cataclysms Sunken Fort
SvSpells with -4. He will attempt additional mark 51: There is a stack of 8 beds... and there is a
emblazons each round. Upon completion, the ninth bed, being eaten by a large scaled Glutton
mark of flame will vanish, and he will issue his creature with 5 horns and 8 eyes... It chomps
second demand.) through the bed in several bites, before turning
Demand 2 - (The flame djinni emblazons another its attention to you. (Hostile and hungry!)
character, and demands 5 stones worth of a blue
bear's fur. Upon completion, the mark of flame GLUTTON
will vanish, and he will issue his third demand.) HD6 AC14 SPD9
Bite attack, will grapple on hit and continue to
Demand 3 - (As his third demand, he requires chew its prey. Grappled targets have -4 AC.
‘The Bottled Breath of a Dragon’. He supplies the Multiple creatures can be grappled at once and
magical vessel with which to capture the breath. must individually succeed to escape.
Upon completion, the mark of flame will be If the glutton kills someone and swallows them, it
removed, and he will grant the party their just will heal for ½ that person’s max HP.
reward.)
Reward - (50 diamonds glimmering with inner 52: 5 motionless skeletons sit around a square
fire worth 400gp each. He will then rise up from table. On the table is a grid, with small
his hearth, and make himself a temple atop a miniatures of adventurers and monsters.
nearby mountain, devoted to the Flame God
Yaka.) Miniatures - (9 figurines of expert make, worth
50gp each.)
FLAME DJINNI
HD8 AC15 ATT#3 Harmed by ice or magical How I felt hosting games that involved
effects, but can only be killed by ice magic. battlemaps and individual initiative rolls.
Deals 1d6 fire damage to any melee attacker.
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Five Cataclysms Sunken Fort
DOPPELGANGER x 4
HD3 AC12
Will attempt to infiltrate the party by killing their 57: A great pile of corpses, refuse, broken
match, and proceed to kill the party one by one equipment, and more.
should the opportunity arise.
More - (A ‘detect magic’ spell will detect a metal
53a: (The opposite door leads to a small room serpent ring that regenerates health 1/turn. Also
with 800gp and a fancy silver mirror. The silver detected is a Small Elaborate Sword worth 40gp
mirror is a magical mirror that when you look as art which glows green when goblins are near.
into it, you see yourself outside the dungeon Has no bonuses, but counts as a magic weapon to
entrance. This is a mirror of recall. Can work on a damage incorporeal creatures and other non-
group, but everyone must be holding it, which magic resistant targets.)
can get tricky. Can sell as an art piece for 400gp.)
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Five Cataclysms Sunken Fort
Nest - (There are 24 baby kobolds wrapped up in The room has a few boxes of supplies, and some
the blankets. There are also small pouches that treats in the form of sugar-coated meat cubes.
contain 600sp total.) There is also a small totem in the back corner,
next to a lever.
Kobolds - (Will warn party to leave before
attacking.) Boxes – (The supplies are simple things like vials
and small tools, satchels and salt. Nothing of
Wheel – (Can be turned and locked into place. value or utility to adventurers.)
Operates the two portculli to the northeast and
southeast of this room.) Totem – (Shaped like a small bear, with a
pawprint on its head. If a bear paw is placed upon
KOBOLD x 18 the totem’s head, the room’s secret door will
Hp1 AC10 slide open. Non-bear hands will be pushed away
by an unseen force. Secret door may be pushed
open from the other side.)
61: At the far end of the room is a throne,
wrought from silver and studded with precious Lever - (Lever releases throne trap in room 61.)
stones.
BLUE BEAR (2)
Throne - (Upon close inspection, there are many HD4 AC18 ATT#2 xtra2Dmg in melee
holes around the throne with metal pole inserts. Poison Dart Attack: Full round action, afflicted will
When someone sits in the throne, a pressure fall asleep for 1d6 turns.
plate beneath the throne will activate and the Prefer to use poisonous sleep darts to capture
metal poles will slide up, trapping the person on humans.
the throne. Afterwards, 2 blue bears will walk If threatened, they will use melee.
out of room 62 to collect their catch, fighting off Each bear carries a ‘Blue-Bear Key’
others if necessary. Silver throne looks to be Wears plate armor and a Tam hat. Its body is
worth 2500gp, but weighs 20 stones.) covered with blue fur.
BLUE BEAR (2 from room 62) - Wears plate The sugared meat cubes are treats for humans,
armor and a Tam hat. Its body is covered with crafted from human flesh.
blue fur.
HD4 AC18 ATT#2 xtra2Dmg in melee
Poison Dart Attack: Full round action, afflicted will 63: There are several small crates in here.
fall asleep for 1d6 turns.
Prefer to use poisonous sleep darts to capture Crates - (One contains human noses. Another
humans. contains human scalps. Another is a box of
If threatened, they will use melee. testicles. Another contains kobold whiskers.
*Each bear carries a ‘Blue-Bear Key’ Another contains glass jars of black sludge that
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Five Cataclysms Sunken Fort
Barrels - (There are three barrels, one has 12 67: The dominating feature of this room is a
blowguns in it, another contains water, and writhing mass of bodies, seemingly fused
another holds flasks of liquids.) together, with the faces and eyes sunken in. A
large face of congealed flesh moans out: "You
Liquids – (20 doses of sleep poison: SvPoison or should not be here!!"
Sleep for 1d6 turns. 4 doses of paralysis poison:
SvPoison with -2, or be paralyzed for 1d6 rounds.) Writhing Mass of Bodies - (In order to pass
through the room, the party would have to risk
attacks on every other person as the writhing
mass reaches out to grab them and kill them.)
66: Two more blue bears are camping in this
room, and look both surprised and angry at your
presence.
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Five Cataclysms Sunken Fort
Tome - (The tome has two spells in it); Faces - (Placing gold/gem into any of them will
2nd lvl spell: ‘Summon Lesser Shadow’: make that face happy, and the other faces angry.
Summons a hostile shadow at target location Every face given wealth will make it happy, but
within 90', which will berserk and attack anything remaining ungifted faces even angrier. If one face
near it. Takes half damage in dark or dim light, is left out until the end, it will remain angry even
but may be damaged normally in bright light. if given treasure. Other faces will revert to angry
Lesser shadow has HD4 AC12. if their wealth is taken, or sad if all wealth is
4th lvl spell: ‘Shadow Tear’: Target must Save vs taken, but that one angry face shall be forever
Spells, or their shadow is torn away and obeys angry. The status of these faces reflects that
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Five Cataclysms Sunken Fort
statue of the faces in room 73, as they are the point of corruption. If any resist, his calm
same faces. Once the horned shadow demon in demeanor will quickly turn to one of rage and he
room 73 is defeated, the faces will vanish along will attack. Will not pursue enemies beyond
with the treasure they were given.) room 72.)
73: A massive horned shadow demon sits upon Marble Chest 3 – (Holds a solid brick of electrum
an Onyx throne. It grins with black teeth and that fills the chest, worth 4000gp. At the heart
beckons you forward. Along the walls are four of the brick is a massive ruby worth 5000gp,
faces, 2 north and 2 south, the same ones you which is not likely to be found.)
saw previously.
Potions:
Shadow Demon - (The demon is willing to allow Small Flask full of Dark Mist - (Shadow Walking
the party to leave if they accept his “blessing”. for 1d6 turns: Drinker becomes a shadow, and is
They must each allow the demon to grant them 1 impossible to track within other shadows.)
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Five Cataclysms Sunken Fort
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Five Cataclysms Sunken Fort
and straining to get free. There is also a SHADOW THIEF - Large pale creature with a pot
silhouette of a large chest. belly and no neck. Perpetual toothy grin, beady
little eyes.
Shadows - (If a person with a shadow enters the HD10 AC12 xtraD6Dmg May turn into shadow to
room, they will feel light tugs at their essence. squeeze through tight spaces
Harmless, but spooky. Shadows can be released Surprise attacks party, attempting to steal an
by inserting the ‘Shadow Key’ into a shadow individual's shadow before slipping away. On hit,
padlock that binds the chains.) he will grab the target's shadow and run, tugging
it away from them. Will then spend the next
Large Chest - (Cannot be interacted with directly, action severing the shadow which reduces
but may be unlocked with the ‘Shadow Key’. remaining hitpoints by half, removing their
Inside will be 5 shadow gems worth 2000gp shadow. He will eat it, gaining the hp that the
each.) target lost.
Shadow-less creatures will be dealt 1d6dmg/rd
by the sun, which cannot be recovered until the
79: (This is the lair of the shadow thief. 50% affliction is resolved. They also have no reflection.
chance that it'll be here.) A shadow will dissipate if its owner dies. Cannot
be remedied by remove curse.
The room is shrouded in shadows that pulse with *Upon death, Shadow Thief will vomit many
malevolence. shadows which return to their respective owners,
and he will drop a ‘Shadow Key’ which releases
Shadows – (Entering the shadows, a person must the shadows in room 78.
SvSpells or flee in fear for 1d6 rounds. In the dark
can be found corpses with their bones snapped
and suckled. There are also knives, cushions, and 80: The walls are completely dark, just like the
over 500’ of metal chain. The shadows can be previous chambers, but hanging in the air are
dispersed by a dispel evil spell, or temporarily by radiant diamonds that glow with astral radiance.
a light spell.)
Walls - (Dark walls cannot be broken due to
magical nature. They can be dispelled, though
they are a 15th level effect).
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