Belowdown · p.1-3 · belowdown · 3p
Open source p.1BELOWDOWN
About the Book. Dyson
Logos released a series of
23 relatively small maps with a theme: all these maps are connected via a central shaft. Logos called this “Iseldec’s Drop” and made these maps available to all creators.
We’ve used the first 19 maps, placing an entrance to the Utter
Below at the bottom. I imagine this as the home of the Shadowdark, as much as any worldwide malaise can have one.
We’ve decided to put our spin on this concept, calling it Belowdown.
You’ll find forgotten civilizations, eldritch runes, bestial mutants serving brassine masters, serpent-people waiting for the End Times, necro- wizards preparing to create an army of slimy, skeletal undead, and far more within.
ENTRANCES
•
Front door into the domains of the Three
Zorgtashes (Area 1-1).
•
Within a forested glade 4 miles east of the Belowdown entrance is a muddy cleft that wends for miles before opening into Area 8-8.
•
Narrow, slanted tunnel passage hidden in a grove of oak trees a far distance east of the front door (troglodyte caves, Area 9-6).
•
In the roots of an oak tree (distant from entrance) is a tight, winding, claustrophobic tunnel, only 3 feet wide, that twists and turns before opening into ruins (Area 12-4).
Crawling is quarter speed.
•
There are brass double doors that exit the Belowdown and enter a ruined duergar city (Area 12-
6). City was destroyed in war with drow.
•
A crevice near a fetid, black-water bog
(distant from Area 1-1)
leads to Area 13-9, where a gigantic black ooze devours interlopers.
•
A gully marked with a duergar runestone (3 miles south of Area 1-1)
leads to Area 16-7, into the den of a fog daemon summoned by drow magicians long ago.
•
Level 19 has doors to the Utter Below, an endless cave world.
•
Berserk, mindless automatons populate levels 5-6. While problematic, these erratic constructs act as a buffer between the Zorgtashes and troglodytes.
•
Troglodytes occupy levels 7-9. These hunched, toad-like cannibals hate the mutants but cannot invade the upper levels, thwarted by the automatons and bright light on levels
5- 6.
•
Levels 11-12 are power sources for the
Belowdown. The
Zorgtashes must recharge here periodically. With few inhabitants, resting may be possible.
•
Level 14 has a drow exploration party that entered via the doors on level 12. A giant ebony ooze ate several of their expedition.
MAJOR FACTIONS
•
Three Zorgtash automatons
(constructs containing copies of Grand
Magus Zorgtash’s psyche) control levels
1-4. Their mutant experiments aid them.
•
Level 18 holds the remnants of viperian civilization.
THREE ZORGTASHES
Three Zorgtashes, brass automatons, each store a duplicate of Grand Magus
Zorgtash’s consciousness.
Each believes they are the ultimate Zorgtash, and the others are mere shadows:
•
Paranoid Zorgtash
•
Scholarly Zorgtash
•
Arrogant Zorgtash
The Zorgtashes rarely speak with each other or cooperate but have co- existed in the Belowdown for decades. They share the Grand Magus’s pride and ego, considering the other Zorgtashes superior to any non-Zorgtash.
Each commands a small host of mutant servitors, bound by paranoia, isolation, and duty to serve unto death.
ZORGTASH THE LICH
Grand Magus Zorgtash dwells on level 19, where he abides until the time is right to raise an army of pool-born undead using the waters of the Black
Pool, a Reptilian artifact that creates skeletal minions. Zorgtash pays no heed to his automaton duplicates, considering them mere failures. He is savvy, puts his survival first, and hid his phylactery away from his body.
No extracted maps for this adventure — the map is in the source book: Open source p.1
Rooms (160)
18-1 Viperian Shrine p.103
18-1. VIPERIAN SHRINE
Shrine (Far). Wind whistles a continuous low note through chute on west side of cave. Cave floor is covered with hundreds of stone stacks, ranging from ankle to chest height.
Three shattered pillars on east side, down a series of tall stone steps.
Stacked Stones.
Hundreds of stacked oval stones, each identical in size and shape. Piles of dust have accumulated against taller stacks.
Many stacks have fallen or totter precariously.
Those versed in Reptilian lore may recall that viperians tracked kills in this fashion.
Pillars. Shattered, debris scattered around. Red- tinged mosaics depict a hermaphrodite figure with two arms ending in broad-mouthed viper heads. Each snake hand is swallowing a disc: one white, one yellow. Depicts
the snake-godling, Bahaal-Set, consuming sun and moon.
Steps. Five steps, each three feet tall. Uneven and worn by passage over many years.
Chipped, slivers broken off.
18-2 Hall Of Bahaal, West · Sasallog, Viperian Sorcerer p.103
18-2. HALL OF BAHAAL, WEST
Hall (Far). A 30-foot-long, diamond-patterned snake with a mighty- thewed human torso and viper head is coiled into a spiral in the center of the room, glimmering.
Heaped around the snake are piles of coins.
Two 15-foot-long, knee- high stone tables set against the west wall hold ruddy orange shrines and a collection of jade pottery. The eastern part of the chamber is circular and ridged, the west is rectangular. Four brass doors lead from the chamber, each barred with a stout brass rod
(NE, NW, SE, SW).
Ophid Viperian. This is
SaSallog, viperian sorcerer-lord. He is held in statis for the prophesied return of
Bahaal-Set. If SaSallog or the tables are disturbed, the glimmer fades and he stretches with a languid rustle. Unless quickly persuaded that
Bahaal-Set has manifested again, SaSallog attacks “warm- bloods” without mercy.
Piles of Coins. 500 sp, 200 gp, and many hand- made trinkets of dwarven craft are heaped around
SaSallog. The duergar worshipped him as a demi-god and avatar of
Chaos.
Tables. A carnelian shrine, dusty and faded with age, sits atop each table:
•
North shrine:
Writhing, winged
cobra spewing venom on an orb.
•
South shrine: Circular copper serpent swallowing its tail.
Canopic Jars. Tables hold five flute-necked jade urns, each 1 item worth
50 gp. Each urn is carved from a pristine jade, containing one of
SaSallog’s internal organs. Destroying one of the organs deals damage to SaSallog.
Destroying all five organs instantly slays the viperian.
Brass Doors. Barred from within this chamber (STR
18+ to force open from outside).
SASALLOG, VIPERIAN
SORCERER
A giant anaconda body merges into a humanoid torso with a large snake head.
AC 13, HP 46, ATK 3
falchion () or 2 spell , MV near (climb), S , D , C , I , W , Ch , AL C, LV 10
Impervious. Can only be harmed by magical sources.
Summon Viperians (INT
Spell). DC 13. Summon
loyal viperians that appear in near. They vanish in 5 rounds.
Venom (INT Spell). DC 12.
One target in far takes
damage.
Whispers (INT Spell). DC
14. Focus. All enemies within near of SaSallog have DISADV on spellcasting checks for the duration.
Dripper. 1/day, SaSallog’s falchion (longsword)
Dripper paralyzes on a hit:
CON 15+ or paralyzed rounds.
DRIPPER, VIPERIAN
FALCHION
A brass-hilted sword with a single-edged, broad- tipped blade.
Bonus. longsword
(falchion).
Benefit. 1/day, you can command Dripper to paralyze on a hit: CON 15+ or paralyzed rounds.
Curse. You cannot harm reptiles or reptilian creatures with Dripper.
- Sasallog, Viperian Sorcerer AC 13 HP 46 LV 10 C 3 falchion +9 (1d10) or 2 spell +5
18-3 Hall Of Bahaal, East p.103
18-3. HALL OF BAHAAL, EAST
Hall (Double Near). A close-width stream of churning water froths out of a mouth-shaped hole on the east wall and cascades over the edge of the rune-lined shaft to the southwest. Four brass doors lead out of the chamber.
Mouth-Shaped Hole. A 5- foot wide stone mouth jettisons spring water into a canal built into the floor. The mouth is incredibly realistic, down to cracks and visible cavities in the rear molars. The clear, cool spring water feeds from an underground aquifer.
Brass Doors. West and south doors are barred from the other side (STR
18+ to force open). Doors bear Reptilian glyphs announcing, “The Halls of
Bahaal-Set.”
18-4 Horn Of Chaos · The Ender Of Times, Balor p.103
18-4. HORN OF CHAOS
Chamber (Near). Taking up almost the entire room is a spiraling stark- black labrophone (horn of chaos) etched in blacker runes.
Horn of Chaos. 40-foot long, spiraling conical trumpet with mouthpiece. Can be blown, the vigor required is immense. CON 18+ to sound the horn. Etched in
Diabolic and Dwarven prayers that “sounding the horn brings the
Ender of Times.” Blowing the horn summons The
Ender of Times, a balor daemon, who remains for
rounds and annihilates anyone and anything.
THE ENDER OF TIMES, BALOR
Colossal, horned bat- beasts wreathed in the flames of hell itself. Their mighty swords and cracking whips of fire can slice through stone.
AC 19, HP 77, ATK 3
greatsword ( + hellfire) and 1 fire whip
(near) ( + grab), MV double near (fly), S , D , C , I , W , Ch
, AL C, LV 16
Impervious. Fire immune. Only damaged by magical sources.
Grab. DC 18 STR or target bound in whip. damage per round held, DC 18 STR on turn to break free. In place of fire whip attack, balor can fling a grabbed target double near on its turn.
Hellfire. DC 18 DEX or
damage per round until flames extinguished.
- The Ender Of Times, Balor AC 19 HP 77 LV 16 C 3 greatsword +10 (2d12 + hellfire) and 1 fire whip (near) +10 (2d6 + grab)
18-5 Pool-Born · Pool-Born Skeletons p.103
18-5. POOL-BORN
Chamber (Near). This room holds biers on the south and west walls and a sarcophagus in the center. Seven ooze- drenched pool-born skeletons repose, rising and attacking intruders.
POOL-BORN
SKELETONS (7)
Dwarven skeletons coated in amorphous jade-colored glop.
AC 13 (chainmail), HP 15, ATK 1 longsword ()
or 1 shortbow (far)
(), MV near, S , D , C , I , W , Ch , AL
C, LV 3
Accursed Undead.
Immune to morale checks. When a pool- born is destroyed, all other pool-born in near gain HP.
- Pool-Born Skeletons AC 13 (chainmail) HP 15 LV 3 C 1 longsword +1 (1d8) or 1 shortbow (far) +0 (1d4)
18-6 Pool-Born · Pool-Born Skeletons p.103
18-6. POOL-BORN
Chamber (Far). This room holds biers on the southeast wall and a sarcophagus in the west.
Eight ooze-drenched pool-born skeletons rest here, rising and attacking intruders.
POOL-BORN
SKELETONS (8)
Dwarven skeletons coated in amorphous jade-colored glop.
AC 13 (chainmail), HP 15, ATK 1 longsword ()
or 1 shortbow (far)
(), MV near, S , D , C , I , W , Ch , AL
C, LV 3
Accursed Undead.
Immune to morale checks. When a pool- born is destroyed, all other pool-born in near gain HP.
- Pool-Born Skeletons AC 13 (chainmail) HP 15 LV 3 C 1 longsword +1 (1d8) or 1 shortbow (far) +0 (1d4)
18-7 Belowdown Shaft p.103
18-7. BELOWDOWN SHAFT
Shaft (Near). A 20-foot- wide shaft lined with azure, fitfully hissing runes. A brass-runged ladder ends on the east side of the shaft. A stone channel ends in a sieve- like basin, dumping a water stream over the shaft's edge.
Runes. Reptilian screed invoking “the black waters below.”
Brass Ladder. Ends 10 feet above the landing, requiring a short (not dangerous) drop.
Climbing up isn’t as easy.
18-8 Murder Hole Hall p.103
18-8. MURDER HOLE HALL
Hall (Double Near). East- west hall, brass doors on eastern end, stairs down at west end.
Murder Holes. The ceiling is perforated with thousands of matchhead-sized holes, and a pressure plate in the center 20 feet of the hall. If stepped on, the plate releases a torrent of acid from the holes above, CON 15+ or damage. The acidic reservoir slowly refills via strange alchemy over 3 days.
Pressure Plate. The plate is a single large plate in the center of the hall. It’s apparent that someone stuck an iron spike under it, which was later removed. Moving around the north or south edge doesn’t trigger the trap.
Stairs Down. Lead to
Area 19-12.
18-9 Stairs Up p.103
18-9. STAIRS UP
Stairs (Near). Worn stairs, grooved with use, ascend to Area 17-1.
2-1 Zorgtash Shrines p.11
2-1. ZORGTASH SHRINES
Hall (Double Near). Two north alcoves have low wood altars. Each shrine holds:
•
Life-sized paintings of identical brass automatons (the
Zorgtashes)
•
Tankards of ale
•
Dried wildflowers
•
Huge flawed bright blue azurite (east shrine, worth 25 gp, counts as 5 gems)
•
Platinum coin depicting a Zorgtash and etched with the words “My Oath, My
Life” in Common
(west shrine, worth 10 gp)
2-2 Shaft And Shrine · Amber Ooze p.11
2-2. SHAFT AND SHRINE
Shaft (Near). Polished flagstones surround a 20- foot-wide shaft descending into darkness. A long-handled brush lies askew on the floor, and a tarry black
streak leads from the brush to the shaft’s edge.
A knee-high shrine against the south wall holds a painting and other objects.
Residue. An amber ooze lurks on the shaft’s wall, pulsating slowly and digesting a mutant it ate yesterday. It slurps over the edge and ambushes warm-blooded targets within near.
Shrine. The shrine holds:
•
Life-sized painting of a brass automaton
(Zorgtash)
•
Tankards of ale
•
Dried wildflowers
•
Fist-sized chunk of cloudy white quartz
(worth 20 gp, counts as 5 gems)
AMBER OOZE
Human-sized, amber- colored clot-puddle, quivers and pulsates.
AC 11, HP 19, ATK 2
pseudopod (), MV near (climb), S , D , C
, I , W , Ch , AL N, LV 4
Impervious. Immune to elemental damage.
Corrosive. Nonmagical wood, leather, or fabric that touches the ooze dissolves on a roll of 1-
3.
- Amber Ooze AC 11 HP 19 LV 4 N 2 pseudopod +2 (1d6)
2-3 Curtained Room p.11
2-3. CURTAINED ROOM
Chamber (Near). A green cloth brocade is strung up in the middle of this room. Common writing covers the eastern side of the cloth. On the west side of the room is a stone shelf with a dozen brass tablets. An unlocked stone door leads south.
Cloth. Emerald-green fabric with a woven floral design. On the eastern side of the curtain, tall black Common runes read, “No fake Zorgtash entry, by command of the real Zorgtash.”
Tablets. A dozen brass tablets covered in archaic
Common, worth 3 gp each, weigh 1 item each.
Studying for 1 hour learns the following:
•
The Zorgtash automaton’s origin as duplicates of the
Grand Magus
•
Grand Magus
Zorgtash’s supreme desire to become omnipresent
•
The Belowdown existed before
Zorgtash arrived and is suspected to have ancient Reptilian origins
•
Below the “civilized”
top levels are almost twenty levels filled with traps, monsters, and riches
•
The shaft itself is protected by anti- magic, guardians, nets, and runic glyphs, but stairs exist
2-4 Paranoid Zorgtash · Paranoid Automaton p.11
2-4. PARANOID ZORGTASH
Chamber (Near). Stone desk, bench, and neatly made bed. A 9-foot-tall brass automaton whirs and clanks while sitting at the desk (paranoid automaton). This automaton is rabidly paranoid, accusing intruders of working for the “lesser” Zorgtashes. It believes itself to be the one true, real Grand
Magus. Implying otherwise incites violence.
Cutting a Deal. A bargain to eliminate the other
Zorgtashes may be struck. Likewise, convincing this Zorgtash that the mutants are plotting an overthrow is possible. Regardless, betrayal is likely.
Bed. Neatly made, covered with a thick layer of dust. Hasn’t ever been slept in.
Secret Door. A button is hidden within the bed’s stone headboard.
Pressing it opens a secret door in the south wall.
The musty, concealed space is the size of a closet and contains a stone ladder leading down to Area 3-8. Several rungs are broken.
Desk. An empty clay cup is deeply stained with brown tea residue. A steel-nibbed stylus
(worth 5 gp) and inkpot sit next to a neatly arranged sheaf of parchment. The first page reads, “I AM THE REAL
ZORGTASH.” The other pages contain outlandish conspiracies involving dragons, faeries, and four- dimensional mega-gods.
PARANOID
AUTOMATON
AC 16, HP 20, ATK 2 fists
() or 1 spell , MV near (levitate), S , D , C , I , W , Ch , AL
C, LV 4
Command (INT Spell).
DC 12. Stuns one humanoid creature of LV
4 or less you can see within near for 3 rounds.
Mist of Paranoia (INT
Spell). DC 15. Conjures a near-sized cube of mist extending from Zorgtash.
Those within must melee attack a random target within range for 3 rounds.
- Paranoid Automaton AC 16 HP 20 LV 4 C 2 fists +3 (1d6) or 1 spell +4
2-5 Armed Mutants · Woggin And Soggen p.11
2-5. ARMED MUTANTS
Chamber (Near). Two mutant servants of the scholarly Zorgtash stand lazy guard here. They are playing dominos and eating dried apple slices.
When approached, roll
Reaction, ADV if spoken to kindly. The scholar’s mutants are open and amiable to conversation, especially if visitors seem learned or magically adept. Pungent scents of garlic and onions waft about.
WOGGIN AND SOGGEN
(MUTANTS)
Woggin is orc-sized, neon green, and has long black claws. Soggen is dwarf-shaped, translucent skin. Black tunics.
AC 13 (leather + shield), HP 12, ATK 1 longsword
(), MV near, S , D , C , I , W , Ch , AL
C, LV 2
Woggin. Add 1 claw
().
Soggen. ADV on stealth and hiding.
- Woggin And Soggen AC 13 (leather + shield) HP 12 LV 2 C 1 longsword +2 (1d8)
2-6 Kitchen And Pantry p.11
2-6. KITCHEN AND PANTRY
Chamber (Near). A cauldron of garlicky soup simmers over a charcoal brazier. Ceiling-high stone shelves hold a collection of dried foodstuffs, grains, and rock-hard bread (40 ration total.)
2-7 Stairs Down p.11
2-7. STAIRS DOWN
Stairs (Near). These stairs lead to Area 3-9. Dirt and dust spot the stairs, but they are otherwise clean.
Common runes on the wall. A palm-sized yellow sigil adorns the first stair.
Rune. In Common, proclaim, “Only the Most
Learned Zorgtash” may pass.
Sigil. If a non-mutant steps onto the first stair, a soft, putty-like face forms on the wall and shouts, “Alarm! Intruders! Alert the Zorgtash!” for rounds. The magic mouth then fades.
Defacing the rune stops the alarm.
19-1 Viperian Statue p.110
19-1. VIPERIAN STATUE
Cave (Distant). A series of 15-foot-tall cliff ledges steadily ascend to the northwest, ending at a toppled granite statue of a snake-headed humanoid wearing robes and jewelry. There is a jagged hole 20 feet high on the cave ceiling.
Statue. Sslith, petrified viperian wizard. If unpetrified, roll Reaction.
Sslith was subjected to gorgon gas for crimes against the viperians, and her statue was lost and forgotten here. If returned to flesh, Sslith wears a luxurious silken robe (25 gp) and ropey, twining silver bracelets and neck chains (two bracelets, each 15 gp, and two necklaces, each 30 gp).
Hole. Twenty feet overhead, leads to Area
18-1. Requires levitation, grappling hook, or some method to climb.
SSLITH, VIPERIAN
WIZARD
Viper-headed humanoid with black scales. She wears silk robes and silver, serpentine jewelry.
AC 13, HP 37, ATK 1
dagger (close/ near)
() or 2 spell , MV near, S , D , C , I , W , Ch , AL C, LV 8
Hiss (INT Spell). DC 12.
End one spell within far.
Summon Cobra (INT
Spell). DC 13. Summon
loyal cobras that appear within near. They leave in rounds.
Venom (INT Spell). DC 12.
One target in far takes
damage.
Whispers (INT Spell). DC
14. Focus. All enemies within near of viperian wizard have DISADV on spellcasting checks for the duration.
19-10 Pondering Room p.110
19-10. PONDERING ROOM
Chamber (Near). Door is unlocked. A musty, decaying couch and broad, brass-armed chair face the wall. A mirror is mounted on the wall at eye level to the chair. A low brass table alongside the chair holds a silver chalice filled with green, ichorous liquid.
Chair. Zorgtash ponders his plans here, sometimes getting lost in reverie for months. His silver chalice (worth 20 gp, 1 item) is filled with the waters of the Black
Pool, which instantly slay any mortal foolish enough to drink it.
19-11 Utter Below p.110
19-11. UTTER BELOW
Caves (Distant). Two 20- foot tall brass doors to the west with a foyer between. Leads into the
Utter Below, a nigh- unending cave system under the surface. See
Area 19-4 for details.
Brass Doors. Twenty-foot tall brass doors, barred from the east side. West door is heavily dented, as if a ram almost breached the door.
19-12 Stairs Up p.110
19-12. STAIRS UP
Stairs (Near). Ascend to
Area 18-9.
19-2 Belowdown Shaft p.110
19-2. BELOWDOWN SHAFT
Shaft (Near). A 20-foot- wide shaft lined with blue-green, crackling runes. Cave cliffs ascend to the northwest and descend to the northeast.
Shaft descends farther down, but no ladder or access is visible.
Runes. Insane Reptilian hymns invoking elemental Chaos and calling forth the restless dead. Repeated liturgy of
“The Black Pool is nigh.”
19-3 Cliffs · Winged Snake Swarm p.110
19-3. CLIFFS
Shaft (Near). Sheer, 30- foot-tall cliffs rise to the west and southwest. To the northeast, the cave descends via staggered ledges. Rhythmic, swift thrumming fills the air, like the wings of hundreds of swallows.
Winged Serpents. The cave ledges along the west side of this cave are home to many winged serpent nests. Three
winged snake swarms attack, darting and biting. Eggs can be harvested: eggs, each worth 5 gp to a gourmand or reptile collector.
WINGED SNAKE
SWARM (3)
A blue-scaled cloud of hissing, winged serpents.
AC 12, HP 19, ATK 3 bite
( + poison), MV near
(fly), S , D , C , I , W
, Ch , AL N, LV 4
Poison. CON 12+ or go to
0 HP in rounds.
- Winged Snake Swarm AC 12 HP 19 LV 4 N 3 bite +2 (1d4 + poison)
19-4 Utter Below p.110
19-4. UTTER BELOW
Caves (Distant). The
Belowdown gives way to the Utter Below, a nigh- unending cave system far below the surface. The
Utter Below is home to duergar, drow, cave creepers, and myriad creatures never beheld by halfling or elf.
Brass Door. Twenty-foot- tall brass door leads into the Belowdown in central
Area 19-4. This door is barred from the west side and covered with rents and furrows.
19-5 Zorgtash’s Army p.110
19-5. ZORGTASH’S ARMY
Hall (Double Near).
Neatly laid out are almost
100 corpses, mostly skeletons. They are arranged with the most intact bodies at the room's north end, and the poorest quality remains at the south end.
Many bodies still wear clothing, have hair or scraps of flesh, and are relatively fresh.
Corpses. Zorgtash has not animated these bodies yet but has assembled raw materials for a pool-born horde.
Searching the remains finds 91 gp, 228 sp, 237 cp, and random jewelry pieces worth
×10 gp each.
19-6 The Black Pool · Zorgtash, Lich p.110
19-6. THE BLACK POOL
Pool (Double Near). A burbling, frothing pool of
green ichor on the west.
Floor is splattered with runnels of viscous ooze. A horned figure (Zorgtash)
swathed in a black robe stands at the edge of the pool arms upraised, while six green-tinged pool- born skeletons arise from the waters.
Zorgtash. Cold, polite.
Assumes that any crawler this far down is capable and dangerous, doubly so if he senses his phylactery has been destroyed. Commands intruders to leave, otherwise orders his pool- born to attack and teleports to safety. If unable to Shadow Leap, destroys foes swiftly.
Wears the Robes of
Shune.
The Black Pool. Etched with Reptilian runes, “No life shall enter, only death shall leave these waters.”
A body placed in the waters animates as a pool-born in rounds, mindlessly attacking any mortal beings nearby.
Mastering the Pool’s magic takes years of study and a blasphemous oath to Chaos. A living creature that enters the waters is instantly and irrevocably slain, and the pool’s basin cracks forever, destroying the wretched thing.
POOL-BORN
SKELETONS (6)
A yellow-boned skeleton coated in amorphous jade-colored glop.
AC 13 (chainmail), HP 15, ATK 1 longsword ()
or 1 shortbow (far)
(), MV near, S , D , C , I , W , Ch , AL
C, LV 3
Accursed Undead.
Immune to morale checks. When a pool- born is destroyed, all other pool-born in near gain HP.
ZORGTASH, LICH
A wizard who has completed a
necromantic ritual to become a mighty, undead sorcerer. Its withered body is draped in moldering, silk robes, and red marshlights burn in its eyes.
AC 16, HP 62, ATK 2 touch
( + paralysis) and 2 spell , MV near, S , D
, C , I , W , Ch , AL C, LV 13
Supreme Undead.
Immune to morale checks. Only damaged by magical sources.
Phylactery. Can't be killed while spirit vessel
(tooth amulet, Area 11-7)
is intact.
Paralysis. CON 15+ or paralyzed rounds.
Create Undead (INT
Spell, ADV). Close. DC 15.
Summons a wraith. Lasts
rounds.
Disintegrate (INT Spell).
Far. DC 15. Green ray causes damage.
Flight (INT Spell). Self.
DC 13. Fly double near for
5 rounds.
Shadow Leap (INT Spell).
Self. DC 14. Teleport up to
100 miles.
Wither (INT Spell). DC 14.
damage to enemies within a near- sized cube centered on lich.
ROBE OF SHUNE
A sleek black robe that drifts hazily around the wearer, clasped with an orichalcum eye-shaped clasp.
Benefit. Only a chaotic wizard can wear this robe. Your unarmored AC becomes 15 plus your
Dexterity modifier.
Add your Intelligence modifier to the total when you cast a spell that deals damage.
You have advantage on casting the create undead spell.
- Zorgtash, Lich AC 16 HP 62 LV 13 C 2 touch +6 (2d8 + paralysis) and 2 spell +7
19-7 More Corpses p.110
19-7. MORE CORPSES
Chamber (Near). Triple- height, bunk bed-like brass shelves hold skeletal remains. These bodies are in far worse condition than those in
Area 19-5.
Corpses. Zorgtash has not animated these bodies yet. Searching the remains finds 24 gp, 102 sp, 185 cp, and random jewelry pieces worth ×10 gp each.
19-8 Altars Of Chaos · Necrophidius p.110
19-8. ALTARS OF CHAOS
Hall (Far). Long hall, floor streaked with goopy lines of slime. Two altars stand in northern niches.
Rubble and shattered stone scattered around the niches. Stretched out in the center of the room is a 40-foot-long centipede made of ribcages, vertebrae, and other bones, topped with a giant’s skull
(necrophidius), which attacks mortal trespassers, performing a writhing, sinuous dance of destruction.
Altars. Western altar laden with carved skulls, fat unlit candles, and a pile of dull yellow coins.
It is dedicated to Shune the Vile, patron of vile magic. The east altar is consecrated to Ramlaat in his guise as Harbinger of the Apocalypse.
Ramlaat’s shrine is sparse, holding only a palm-sized gold icon and a green bottle.
Rubble. Shattered pieces of stone and clay, the remains of Bahaal-Set’s profane shrines, are strewn around base of these two altars. Zorgtash destroyed them but never cleaned them up.
Treasure. Shune’s altar holds 40 exotic orichalcum coins, each worth 5 gp. Ramlaat’s gold icon is worth 40 gp and weighs 1 item. The bottle held Elvish wine, now turned to vinegar.
NECROPHIDIUS
Forty-foot long centipede formed of conjoined human skeletons, topped with a giant’s skull, burning red eyes.
AC 13, HP 44, ATK 3 bite
() and 1 dance, MV near (climb), S , D , C
, I , W , Ch , AL C, LV 9
Dance. All enemies in near range who can see necrophidius, CHA 15+ or helplessly entranced for
rounds.
Greater Undead.
Immune to morale checks. Only damaged by silver or magical sources.
Powerful Aura. Hostile spells targeting the necrophidius are DC 18 to cast.
- Necrophidius AC 13 HP 44 LV 9 C 3 bite +5 (2d6) and 1 dance
19-9 Sarchophagi p.110
19-9. SARCHOPHAGI
Hall (Far). Long hall, floor streaked with goopy lines of slime. Five open sarcophagi each contain a pool-born skeleton, which attack intruders.
POOL-BORN
SKELETONS (5)
A yellow-boned skeleton coated in amorphous jade-colored glop.
AC 13 (chainmail), HP 15, ATK 1 longsword ()
or 1 shortbow (far)
(), MV near, S , D , C , I , W , Ch , AL
C, LV 3
Accursed Undead.
Immune to morale checks. When a pool- born is destroyed, all other pool-born in near gain HP.
3-1 Study Hall · Scholarly Automaton p.17
3-1. STUDY HALL
Chamber (Near). 6-foot tall shelves surround a bright yellow rug.
Centered in the rug is a stone writing desk. A 9- foot-tall brass automaton sits at the desk, whirring and clanking while jotting down notes
(scholarly automaton).
Scholarly Zorgtash. Like the other automatons, this Zorgtash replica believes it is the one true magus, and the others are flawed and deluded copies. It is cordial as long as visitors are polite and willing to barter lore for one of its magic cube scrolls.
Shelves. The shelves contain hundreds of obscure, niche books about ancient human and reptilian history.
There are ×100 boring tomes, each weighing 1 item and worth 1 gp each.
Desk. The desk contains scattered papers, a quill
and inkpot, and three perfectly square cubes, each about 2 inches across (scrolls of detect magic, dispel magic, and fabricate). Shining a light through a cube projects its spell onto a close surface, where it can be recited or copied.
CUBE-SCROLLS
Appearance Scroll of…
Lapis lazuli detect magic
Red coral dispel magic
Ivory fabricate
SCHOLARLY
AUTOMATON
AC 16, HP 20, ATK 2 fists
() or 1 spell , MV near (levitate), S , D , C , I , W , Ch , AL
C, LV 4
Spell Worm (INT Spell).
DC 13. Target within near loses a random spell they can cast, and Zorgtash gains that spell.
Redact (INT Spell). DC 15.
A creature or object within near disappears into a dark, silent pocket dimension for 5 rounds, then reappears.
- Scholarly Automaton AC 16 HP 20 LV 4 C 2 fists +3 (1d6) or 1 spell +4
3-2 Belowdown Shaft · Bre, Brin, Strin,Mutants p.17
3-2. BELOWDOWN SHAFT
Shaft (Near). Three mutants exercise here, stretching and hefting lead-weighted batons. As above, the gilded shaft stretches up and down. A luminous glow fills shaft from below (Area 6-3).
BRE, BRIN, STRIN
(MUTANTS)
Bre and Brin look like conjoined twins who are unevenly separated.
Each has one arm and one muscular, pogo- stick-like leg. Strin has a ridged forehead and ten- fingered hands.
AC 10, HP 12, ATK 1 club
(), MV near, S , D
, C , I , W , Ch , AL C, LV 2
Bre and Brin. Leap up to near and attack.
Strin. Cosmetic mutations, no abilities.
- Bre, Brin, Strin AC 10 HP 12 LV 2 C 1 club +2 (1d4)
- Mutants AC 10 or 13 (chainmail) HP 12 LV 2 C none or 1 warhammer +2 (1d10)
3-3 Armory p.17
3-3. ARMORY
Stairs (Far). Two large racks on the southwest wall hold duergar-made arms and armor, all bearing the maker’s mark for “Lozo”:
•
Eight longswords
•
Four warhammers
•
Four crossbows
•
Four crossbow quivers
& bolts
•
Two suits of chainmail
•
Two shields
3-4 Guards And Stairs · Mutants,Redde And Medd p.17
3-4. GUARDS AND STAIRS
Chamber (Far). Two mutants lounge here, drinking herbal tea and discussing the finer points of battling troglodytes in Common.
They are on guard duty but are lax and inattentive.
Stairs Down. Eastern stairs descend to Area 4-
7.
REDDE AND MEDD
(MUTANTS)
Redde has a centipede- like lower torso with two dozen barb-tipped legs.
Medd is lemon-yellow and can fire crackling energy from her lidless, three-pupiled eyes. They are wearing black tunics.
AC 15 (chain + shield), HP
12, ATK 1 longsword
(), MV near, S , D , C , I , W , Ch , AL
C, LV 2
Redde. MV double near.
Medd. Add 1 eye blast
(far) ().
- Mutants AC 10 or 13 (chainmail) HP 12 LV 2 C none or 1 warhammer +2 (1d10)
- Redde And Medd AC 15 (chain + shield) HP 12 LV 2 C 1 longsword +2 (1d8)
3-5 Common Area · Mutants,Yu, Yir, Ser, Zu p.17
3-5. COMMON AREA
Walkway (Near). Four mutants lounge here, playing games. A table in the northwest corner holds a troglodyte skull lined with velvet. Scraps of leather bear tally marks, and stacks of coins sit on the table.
Southwest Door. Privy with a chamber pot.
Troglodyte Skull. Velvet- lined skull dice cup worth
5 gp. Inside is a set of six dice made from knuckle bones.
Mutants. If not hostile, playing dice and losing gives ADV on CHA checks with this group of mutants. They speak archaic Common to each other. Gossiping with them learns:
•
“A few levels down, there are berserk automatons.”
•
“We fought the cave troglodytes that live above the master’s magical power source.”
•
“Most things from the
Belowdown don’t come past the glowing sigil.” (Area 6-
3)
•
“Deep down are adamantine objects forged not by our hands.”
Coins. 98 gp, 66 cp, 39 sp, all neatly arranged in stacks of 10.
YU, YIR, SER, ZU
(MUTANTS)
Motley assortment of insect, reptile, mammal, and fungal bits and pieces glommed onto humanoid forms.
AC 15 (chain + shield), HP
12, ATK 1 longsword
(), MV near, S , D , C , I , W , Ch , AL
C, LV 2
Mutations. Wild looking but cosmetic.
- Mutants AC 10 or 13 (chainmail) HP 12 LV 2 C none or 1 warhammer +2 (1d10)
- Yu, Yir, Ser, Zu AC 15 (chain + shield) HP 12 LV 2 C 1 longsword +2 (1d8)
3-6 Bunks · Mutants p.17
3-6. BUNKS
Chamber (Near). Four triple-bunk beds on east end of room. Footlockers tucked under each bottom bunk.
Inhabitants. There is a 3:6 chance mutants are sleeping here, otherwise empty. Sleeping mutants require 3 rounds to don armor and prepare for battle.
Footlockers. Twelve footlockers. Each contains several sets of mutant-sized clothing,
mess kit, and has a 1:6 chance of sp.
MUTANTS ()
Motley assortment of insect, reptile, mammal, and fungal bits and pieces glommed onto humanoid forms.
AC 15 (chain + shield), HP
12, ATK 1 longsword
(), MV near, S , D , C , I , W , Ch , AL
C, LV 2
Mutations. Wild looking but cosmetic.
- Mutants AC 10 or 13 (chainmail) HP 12 LV 2 C none or 1 warhammer +2 (1d10)
3-7 Wash Basins p.17
3-7. WASH BASINS
Chamber (Near). The waist-high stone shelf holds four clay wash basins, soap, brushes, steel toothpicks, and other toiletries.
3-8 Secret Workshop · Steel Automaton p.17
3-8. SECRET WORKSHOP
Chamber (Near). In the center of the room is a metal hoop with several struts connected to an inert steel automaton, almost identical in appearance to the
Zorgtash automatons.
The automaton has a red gem embedded in its forehead. If an outsider enters the chamber, the automaton strides to life and attacks, announcing mechanically, “Nobody must know. Nobody.”
The stone ladder in the north alcove leads up to
Area 2-4. Secret doors in the northwest and south walls can be easily opened inside this room.
Automaton. An experiment made by the scholarly Zorgtash in an attempt to replicate itself.
Considered a failure, only capable of following basic commands, no independent thought.
Gem. Embedded in the automaton’s forehead is a thumb-sized ruby worth
100 gp. Cracking or dislodging the gem inactivates the automaton.
STEEL AUTOMATON
AC 18, HP 24, ATK 2 fists
(), MV near
(levitate), S , D , C , I
, W , Ch , AL C, LV 5
- Steel Automaton AC 18 HP 24 LV 5 C 2 fists +4 (1d8)
3-9 Stairs Up p.17
3-9. STAIRS UP
Stairs (Near). Stairs lead up to Area 2-7.
4-1 Secret Stairs p.23
4-1. SECRET STAIRS
Stairs (Near). An iron spike keeps the northern secret door open and visible. Dusty stairs lead down to Area 5-10.
4-2 Mirror Hall · Arrogant Automaton p.23
4-2. MIRROR HALL
Chamber (Double Near).
A 30-foot-long mirror sits in an iron frame. A 9-foot- tall brass automaton sprawls upon a long couch, staring at itself in the mirror and commenting about how spectacular it is (arrogant automaton).
Mirror. Creatures viewing themselves in the mirror see gorgeous, enthralling versions of themselves.
WIS 12+ or enraptured with their reflection for
hours. Immune for 24 hours afterward.
Arrogant Zorgtash.
Much like its twin siblings, this Zorgtash believes it is in the only real copy of the magus, and the other two are shoddy imitations. This
Zorgtash’s ego is unlimited, and it endlessly rambles about its superb design and intellect. Fawning, praise, and flattery easily sway it.
Criticism or opposition earns scorn or violence.
This Zorgtash is responsible for creating the berserk automatons on levels 5-6 but shifts the blame onto the mutants or other scapegoats.
ARROGANT
AUTOMATON
AC 16, HP 20, ATK 2 fists
() or 1 spell , MV near (levitate), S , D , C , I , W , Ch , AL
C, LV 4
Ego Whip (INT Spell). DC
13. Target within near takes damage and is stunned for 1 round.
Charm (INT Spell). DC 11.
Near, one creature, friendship for days.
- Arrogant Automaton AC 16 HP 20 LV 4 C 2 fists +3 (1d6) or 1 spell +4
4-3 Belowdown Shaft p.23
4-3. BELOWDOWN SHAFT
Shaft (Near). The rune- encrusted gilt shaft stretches up and down. A luminous glow fills the shaft from below (Area 6-
3). Whirring can be heard from the next level down, and the air smells of diesel oil.
4-4 Ego Banners p.23
4-4. EGO BANNERS
Hall (Near). Floor-to- ceiling pillars run east- west the length of this hall. Each pillar is carved with encircled dragons, but this stonework is mostly obscured by large cloth banners painted with blocky, black depictions of a Zorgtash automaton. Stairs ascend to the west. The north stone door is unlocked.
4-5 Dining Hall p.23
4-5. DINING HALL
Hall (Near). A 30-foot- long stone dining table runs the length of this chamber. A stone side table holds a silver ewer
(10 gp) and a single silver goblet (5 gp). Both are empty but stained with dried purple wine residue.
Table. The table has a dozen place settings, wooden plates, and wrought iron spoons. The mutants eat here during mealtimes.
4-6 Showers p.23
4-6. SHOWERS
Hall (Near). Six hanging copper tubes against the north wall, each with a copper knob underneath.
The knobs turn the showers on or off. Each shower has a rack holding soap, hairbrushes
(tangled with curly hair), and other toiletries. A gold-rimmed mirror
(worth 20 gp) is tucked amongst a bunch of silk hair ribbons.
4-7 Stairs Up p.23
4-7. STAIRS UP
Stairs (Near). Western stairs ascend to Area 3-4.
5-1 Flying Orbs · Whirring Automaton p.27
5-1. FLYING ORBS
Hall (Near). A dozen steps ascend to the east.
Arrow slits line the east wall, facing the
Belowdown shaft. Laying on the floor east of the shaft are six tennis-ball- sized brass orbs (whirring automatons).
Whirring Automatons.
Each studded with an onyx (10 gp). If a living creature approaches within double near, the
BELOWDOWN RANDOM ENCOUNTERS, LEVELS 5-6
Random Encounters
1
stingbats flit through (roll Reaction, attack if hostile due to hunger).
2
hostile whirring automatons (Area 5-1) on scheduled patrol route.
3
A rivulet of green slime drips onto a crawler, destroying a random item.
4
A bilious black fog fills the air. 3:6 chance of extinguishing light sources.
5
troglodytes exploring the upper halls (see Area 7-
5 for stats).
6
A strident countdown in Primordial from ten to zero begins, emitting from glowing sphere in Area 6-3. At zero, the sphere goes dark for rounds.
orbs sprout helicopter- like wings and flit around, zapping targets with electrical sparks.
WHIRRING
AUTOMATON
This tennis-ball-sized orb sprouts gyrocopter-like wings and flits about, zapping targets.
AC 14, HP 4, ATK 1 zap
(near) (), MV near
(fly), S , D , C , I , W , Ch , AL N, LV 1
- Whirring Automaton AC 14 HP 4 LV 1 N 1 zap (near) +2 (1d4)
5-10 Stairs Up p.27
5-10. STAIRS UP
Stairs (Near). Stairs up to
Area 4-1.
5-11 Stairs Down p.27
5-11. STAIRS DOWN
Stairs (Near). Stairs down to Area 6-8. Metal scrap, reddish-black stains. A squat skeleton with broad, toad-like jaws, a bone-tipped spear nearby.
5-2 Dead Mutants p.27
5-2. DEAD MUTANTS
Hall (Near). A half-dozen mutant skeletons are sprawled here. The remains are garbed in black tunics, several still grip longswords.
Between the two rooms is a narrow corridor with arrow slits facing west.
Four crossbows hang from hooks, along with four quivers. One quiver holds 20 silver-tipped crossbow bolts (worth 1 gp each, counts as a silver weapon) fletched with bright red feathers.
5-3 Belowdown Shaft p.27
5-3. BELOWDOWN SHAFT
Shaft (Near). The 20-foot wide shaft emits a bright white glow from 50 feet below (Area 6-3).
Alerting Automatons.
Without stealth or precautions, living creatures entering this area activate the inert automatons around the shaft (Areas 5-1 and 5-7), which chop, grind, and zap intruders.
5-4 Wreckage p.27
5-4. WRECKAGE
Chamber (Near).
Crumpled brass sheets and shards of glass coat the floor here.
Wreckage. All that remains of some automatons. Searching the wreckage finds three oval peridots (10 gp each).
5-5 Trog Corpses p.27
5-5. TROG CORPSES
Chamber (Near). Four skeletons are here, hacked into pieces. The bones wear caps of leather and hold stone- tipped spears. Bits of metal are strewn within the remains.
Skeletons. Dead troglodytes. A blend of lizard, frog, and man, with toothy, broad jaws and long tails. Intruded from levels 7-10 but ran afoul of the automatons.
Wreckage. All that remains of some automatons. Searching the wreckage finds a rectangular topaz (10 gp).
5-6 Ruined Statues p.27
5-6. RUINED STATUES
Chamber (Near). The ground is littered with metal scraps. Three broken stone statues against the west wall: one large humanoid statue missing its upper torso, flanked by two smaller statues.
Large Statue. The 15- foot-tall statue once depicted the Grand
Magus as a robe-garbed human with a staff. The plaque states, “Magus
Zorgtash.” Now, the statue is broken at the waist, and the upper half is lying on the ground.
South Statue. South smaller stone statue is 8 feet tall, depicting a long- haired human woman covered with glittering dust. The plaque reads
“Nyiss”. The dust is powdered diamond (30 gp worth), extracting it takes hours.
North Statue. North 8- foot-tall statue depicts a bald elf covered in Elvish
glyphs. The plaque below reads “Radnor.” The glyphs tell of outlandish adventures, each repeatedly mentioning
Radnor by name.
South Door. Jammed shut, heavy stone, STR 15+ or 5 minutes to force open. Grinds open.
5-7 Blockheads · Blockhead Construct p.27
5-7. BLOCKHEADS
Chamber (Near). Two hulking, muscular human-shaped statues
(blockhead constructs)
loom in the west and east corners. Each statue’s head is shaped like a giant square block, stained darkly. If approached or alerted, the blockheads lurch into motion, attacking intruders.
Spiral Stairs. A broad set of dark stone stairs spirals downwards. Wide enough for four abreast, debris-covered. Leads to
Area 6-4.
BLOCKHEAD
CONSTRUCT
10-foot tall stone statues of naked, muscular human men. Their heads are giant stone blocks.
AC 14, HP 26, ATK 2 slam
( + headbutt) and 1 head smash (), MV near, S , D , C , I , W , Ch , AL N, LV 5
Headbutt. If blockhead hits the same target with both slams, automatically hits target with head slam and target stunned
1 round.
- Blockhead Construct AC 14 HP 26 LV 5 N 2 slam +4 (1d8 + headbutt) and 1 head smash +4 (1d10)
5-8 Alchemical Storage p.27
5-8. ALCHEMICAL STORAGE
Chamber (Near). Racks on the west and north walls hold jars, urns, bottles, and vials.
Alchemical Supplies.
Many recoverable reagents, including powdered griffon beak, dried mimic tears, salamander ash, and other novel ingredients.
Worth 100 gp total, weighs 5 items.
Potions. There are two glass vials containing viscous, thick, azure liquid. The labels are illegible, crumbling, and worn. The contents appear identical. One vial is a potion of superior healing. The other is lethal poison (CON 18+ or go to 0 HP with a death timer of 1).
POTION OF SUPERIOR
HEALING
A vial full of viscous, thick, azure liquid. The label is illegible.
Benefit. The imbiber of this potion regains hit points.
5-9 Mutant Bodies p.27
5-9. MUTANT BODIES
Hall (Far). Three mutant skeletons are contorted, limbs and skulls smashed.
Skeletons. Mutants slain by the berserk blockheads in Area 5-7.
One mutant has a pouch containing 7 gp and 17 sp.
Dressed in tattered leather armor, sheathes hold longswords.
6-1 Stairs Down p.33
6-1. STAIRS DOWN
Stairs (Near). Stairs down to Area 7-1.
6-2 Hidden Viewing Room · Duergar Wight p.33
6-2. HIDDEN VIEWING ROOM
Chamber (Near). Two desiccated, withered duergar bodies (wights)
slump in the corners. The west wall is covered with a thick, black curtain.
Benches dot the chamber.
Wights. The duergar wights animate when a living creature enters the room, pretending to be dead until a victim moves within close range. One wight wields a black- metal singing mace that howls when swung.
Curtain. If pulled aside, reveals a series of tiny holes drilled into the west wall. Each hole has a glass fisheye lens wedged inside, giving a distorted but complete view of
Area 6-3.
DUERGAR WIGHT
AC 14 (chainmail), HP 15, ATK 1 mace () and 1 life drain , MV near, S
, D , C , I , W , Ch , AL C, LV 3
Greater Undead.
Immune to morale checks. Only damaged by silver or magical sources.
Life Drain. CON damage. Death if reduced to 0 CON.
SINGING MACE
A sharp-flanged, black- metal mace with a leather-wrapped handle that howl-sings ferociously when swung.
Bonus. mace.
Benefit. Once per day, you can command the mace to howl daemonically. All mortal creatures within near range must immediately make a morale check.
- Duergar Wight AC 14 (chainmail) HP 15 LV 3 C 1 mace +3 (1d6) and 1 life drain +3
6-3 Belowdown Shaft p.33
6-3. BELOWDOWN SHAFT
Shaft (Near). The sigil- engraved shaft emits a radiant glow. A blindingly bright sphere hovers in the center of the shaft.
Metal struts cross 20- foot-wide shaft.
Glowing Sphere.
Crystalline, glowing like a miniature sun and blazingly hot to the touch
( damage per round).
Sheds light quadruple that of a torch. Tethered to the wall via a flexible metal cable, light and heat slowly dim if disconnected. Worth 75 gp, weighs 1 item. Taking it angers mutants.
Ramifications. This light prevents deeper creatures from reaching the mutant levels. If it is removed or unlit, the mutants and then the
Belowdown region eventually become overrun with dark- dwelling monsters.
Struts. Sturdy metal beams, DEX 9+ to cross safely or fall 50 feet and be caught in troglodyte net (Area 7-3). Can be hefted or moved with great effort.
6-4 Spiral Stairs p.33
6-4. SPIRAL STAIRS
Stairs (Near). Steep, dark stone stairs ascend to
Area 5-7 and descend to
Area 7-5. Stairs down glisten with a chromatic sheen. Stone doors north and south, carved with scaly wyverns.
Oil. The stairs are coated with slick oil and rendered fat. DEX 9+ or fall prone and slide into
Area 7-5, taking damage and alerting the troglodyte guards. If warned, the guards light the stairs aflame.
Doors. Heavy. Depict stylized wyverns ready to strike. STR 15+ or 5 minutes to open, grinding and loud unless lubricated or quieted.
6-5 South Hall p.33
6-5. SOUTH HALL
Hall (Double Near).
Remnants of constructs lay strewn about, intermixed with splattered corpses of mutants and frog-lizard- men. Hundreds of twelve- sided, dice-sized dodecahedrons are scattered about the hall, throbbing erratically.
Sonic Caltrops. The twelve-sided dodecahedrons are sonic caltrops. Leftover tools of an ancient age, these caltrops blast damaging vibrations when exposed to noise. Quiet footsteps or cautious breathing won’t trigger an explosion, but regular speech, the tread of armored boots, or other non-muffled sounds cause the caltrops to explode with thrumming sonic vibrations, dealing
damage to all in the area.
Corpses. The mutant and troglodyte bodies have
been blasted limb from limb. One troglodyte wears a short, feathered cloak made of fantastically vivid scarlet plumes (cockatrice feathers, worth 50 gp), and one severed mutant hand grips a mithral longsword bearing the maker’s mark of Grell
Coalstone, a duergar smith (counts as a silver weapon, worth 120 gp).
The mutants may become hostile if an outsider displays this.
6-6 South Hall · Mutant Zombie p.33
6-6. SOUTH HALL
Chamber (Near). This door is stoutly barred from the inside (STR 18+ to break down, noisy).
Inside are six withered, dead mutant bodies
(mutant zombies).
Bodies. The six mutant corpses animate and attack intruders who open the door. Withered and gaunt, died of dehydration while desperately awaiting rescue. They still wear their chain armor and moan mindlessly.
Treasure. The zombies have 15 gp and 67 sp in pockets, pouches, and boots.
MUTANT ZOMBIE
Misshapen corpse, an amalgamation of insect, reptile, and mammal bits.
AC 11 (chain), HP 11, ATK 1 slam (), MV near, S
, D , C , I , W , Ch , AL C, LV 2
Mutations. Wild looking but cosmetic.
Undead. Immune to morale checks.
Relentless. If zombie reduced to 0 HP by a non-magical source, CON
15+ to go to 1 HP instead.
- Mutant Zombie AC 11 (chain) HP 11 LV 2 C 1 slam +2 (1d6)
6-7 North Hall p.33
6-7. NORTH HALL
Hall (Double Near). Three crossbows mounted on metal swivels, pointed south. Quivers of crossbow bolts bolted to the swivels. The floor here is splattered with dark red-black stains.
Crossbows. With 10 minutes of work, crossbows and quivers are retrievable.
6-8 Stairs Up p.33
6-8. STAIRS UP
Stairs (Near). Lead up to
Area 5-11. Dusty red stains and splotches coat the bottom steps. Broken crossbow bolts and metallic fragments.
7-1 Stairs Up p.39
7-1. STAIRS UP
Stairs (Near). Dusty, dirty steps ascend to Area 6-1.
Faded runes are scribbled on the wall in faint white chalk.
Runes. In Common, “Turn back now.”
7-2 Rotten Larder · Troglodyte p.39
7-2. ROTTEN LARDER
Chamber (Near). This chamber's stone north door hangs from one hinge. Filled with the troglodyte’s larder. Stinks
BELOWDOWN RANDOM ENCOUNTERS, LEVELS 7-9
Random Encounters
1
stingbats, trained to guard the caves from mutants and drow.
2
troglodytes drag a surface dweller towards The
Devourer (Area 7-7).
3
Yeergnaw (Area 7-3) enters, screaming in Reptilian, looking for lazy trogs.
4
Rumbling noises. 1 round later, rocks fall, DEX 12+ or
damage.
5
A terrified, wounded drow (one of Ezeken’s scouts, Area 14-2) is hiding.
6
A croaking Reptilian chant from Area 7-7 begins. rounds later, the troglodytes there complete their sacrifice to The Devourer.
of rot. The floor is covered with various corpses and questionable foodstuffs that assemble into a rotten cadaver mound and attack non- troglodytes.
Treasure. There is no treasure here, but the bodies are so rotten and putrid that anyone searching, CON 9+ or contract filth fever.
Alerting Yeergnaw. If combat ensues, Yeergnaw is alerted and enters the fray in rounds from Area 7-3.
Filth Fever. CON 9+ every day or lose HP
(cannot heal). Ends with success, dies at 0 HP.
CADAVER-FUNGI
MOUND
Animated pile of festering flesh, dead rats and vermin, piles of pale fungi, and sheets of dank lichen.
AC 14, HP 29, ATK 2 slam
( + engulf), MV near, S , D , C , I , W , Ch , AL N, LV 6
Impervious. Fire immune. Not undead.
Engulf. If a target is hit by both slams in same round, it is pulled into cadaver mound's body and suffocates in rounds. STR 15+ on turn to escape.
- Troglodyte AC 11 HP 5 LV 1 C 1 club +0 (1d4), or stone javelin (near) +1 (1d4)
7-3 Witch’s Quarters · Troglodyte,White Pudding,Yeergnaw, Troglodyte Witch p.39
7-3. WITCH’S QUARTERS
Chamber (Near). Filled with four 6-foot-tall stone pillars, each daubed with runes on red and black residue. Between the pillars is strung a hammock. Laying in the hammock is Yeergnaw
(troglodyte witch). Filth and discarded food piled in corners, stench is unbelievable.
Yeergnaw. Roll Reaction when first encountered.
Can be parlayed with, speaks only Reptilian.
Fears and reveres
Draconic speech but doesn’t understand it.
Any truce or alliance results in betrayal as soon as there is a moment of weakness or envy.
Runes. Reptilian, extolling the supreme powers of Yeergnaw, “The
Devourer” (white pudding), and the
“Unforgiving Winged
Ones” (dragons).
Alerting Cadaver
Mound. If combat ensues, the cadaver mound is alerted and enters the fray in rounds from Area 7-2, smashing the door between the rooms.
Treasure. Hidden in the debris is a silver hip flask etched with a griffin
(worth 30 gp), containing one swig of restorative elixir. Due to the filth, anyone searching, CON
9+ or contract filth fever.
YEERGNAW, TROGLODYTE WITCH
Iridescent green scales with a frilled orange crest that raises when angry.
AC 12 (leather), HP 28, ATK 3 staff () or 2 venomous spit (near)
( + poison) or 1 spell
, MV near, S , D , C
, I , W , Ch , AL C, LV 6
Poison. CON 15+ or paralyzed rounds.
Sunblind. Blinded in bright light.
Shield of Filth (WIS
Spell). DC 11. AC becomes
14 for 5 rounds.
Snuff (WIS Spell). DC 12.
Extinguish all light sources (even magical)
within near.
Troglodyte Stench.
Living creatures within near, CON 12+ or DISADV for 5 rounds. Immune to stench for 24 hours once successful.
RESTORATIVE ELIXIR
A draught of yellowish liquor. Tastes of cinnamon, peppermint, and thyme.
Benefit. You regain hit points and are cured of diseases or poisons.
- Troglodyte AC 11 HP 5 LV 1 C 1 club +0 (1d4), or stone javelin (near) +1 (1d4)
- White Pudding AC 8 HP 30 LV 6 N 3 tentacle +4 (2d6)
- Yeergnaw, Troglodyte Witch AC 12 (leather) HP 28 LV 6 C 3 staff +4 (1d4) or 2 venomous spit (near) +4 (1d8 + poison) or 1 spell +4
7-4 Belowdown Shaft · Troglodyte p.39
7-4. BELOWDOWN SHAFT
Shaft (Near). Light radiates down from the glowing ball above. The shaft and its bright light have been blocked with strands of webbing coated in lichen and moss. Small bats, cave grasshoppers, and the ilk are captured and harvested by the troglodytes. Six extra bone-tipped spears lean against the cave wall.
Webbing. The webs aren’t thick enough to stop a human-sized creature, but slow falling creatures enough so webs below capture them.
- Troglodyte AC 11 HP 5 LV 1 C 1 club +0 (1d4), or stone javelin (near) +1 (1d4)
7-5 Belowdown Shaft · Troglodyte p.39
7-5. BELOWDOWN SHAFT
Cave (Double Near).
Three grey-scaled troglodytes lurk here, sharing a handful of fatty grubs and grumbling in
Reptilian. The cave descends north at a steep angle towards Area
7-8.
Troglodytes. The troglodytes are wary of outsiders and love violence (roll Reaction with DISADV). If commanded in Draconic,
they grovel and cower before fetching
Yeergnaw, but don’t understand anything said. Parlaying in
Reptilian causes them to pause.
TROGLODYTE
Grey-green scaled lizard- frog-folk with a frilled red crest.
AC 11, HP 14, ATK 1 spear
(near) () and 1 bite
(), MV near, S , D
, C , I , W , Ch , AL C, LV 3
Troglodyte Stench.
Living creatures within near, CON 12+ or DISADV for 5 rounds. Immune to stench for 24 hours once successful.
- Troglodyte AC 11 HP 5 LV 1 C 1 club +0 (1d4), or stone javelin (near) +1 (1d4)
7-6 Prisoners · Halfling Peasant,Troglodyte p.39
7-6. PRISONERS
Cave (Double Near). Two grey-scaled troglodytes watch three halflings. The halflings’ hands and feet are bound in spiderweb rope.
Troglodytes. Staring intently to the southeast, slow to react if attacked.
Halflings. The halflings are farmers (peasants)
kidnapped on their way to sell cheese and eggs at the weekly market. If rescued, they can’t offer a reward but gratefully spread the tale of their salvation amongst local folk.
TROGLODYTE
Grey-green scaled lizard- frog-folk with a frilled red crest.
AC 11, HP 14, ATK 1 spear
(near) () and 1 bite
(), MV near, S , D
, C , I , W , Ch , AL C, LV 3
Troglodyte Stench.
Living creatures within near, CON 12+ or DISADV for 5 rounds. Immune to stench for 24 hours once successful.
HALFLING PEASANT
AC 10, HP 4, ATK none, MV near, S , D , C , I , W , Ch , AL L, LV
1
- Halfling Peasant AC 10 HP 4 LV 1 L none
- Troglodyte AC 11 HP 5 LV 1 C 1 club +0 (1d4), or stone javelin (near) +1 (1d4)
7-7 Sacrificial Stone · Halfling Peasant,Troglodyte,White Pudding p.39
7-7. SACRIFICIAL STONE
Ledge (Near). Three troglodytes stare unblinkingly at 20-foot tall ledge in the southeast, where a halfling peasant is tied to a stone pillar with web rope. A stone cauldron filled with roiling, bone- colored sludge (white pudding) sits at the bottom of the ledge. A tendril of snow-white slime extends upwards from the vat towards the halfling.
Cauldron. The cauldron’s stone lid leans against the bowl. STR 18+ to lift into place, sealing the cauldron.
White Pudding. The pudding is worshipped as a god by the troglodytes, who make sacrifices to their divine master. It becomes dormant if sealed within the cauldron, otherwise it fully emerges in rounds, sliding up the ledge and consuming its sacrificial offering.
Troglodytes.
Immediately attack interlopers, calling for help in Reptilian. If the white pudding is harmed, immediately make
Morale check.
Automatically fails Morale if the pudding is defeated.
Halfling. Farmer, from the same village as the halflings in Area 7-6.
WHITE PUDDING
A snow-white, lumpy mass of sludge.
AC 8, HP 30, ATK 3
tentacle (), MV near (climb), S , D , C
, I , W , Ch , AL N, LV 6
Impervious. Immune to acid and cold.
Corrosive. Wood or metal that touches the ooze dissolves on a roll of 1-
3.
TROGLODYTE
Grey-green scaled lizard- frog-folk with a frilled red crest.
AC 11, HP 14, ATK 1 spear
(near) () and 1 bite
(), MV near, S , D
, C , I , W , Ch , AL C, LV 3
Troglodyte Stench.
Living creatures within near, CON 12+ or DISADV for 5 rounds. Immune to stench for 24 hours once successful.
HALFLING PEASANT
AC 10, HP 4, ATK none, MV near, S , D , C , I , W , Ch , AL L, LV
1
- Halfling Peasant AC 10 HP 4 LV 1 L none
- Troglodyte AC 11 HP 5 LV 1 C 1 club +0 (1d4), or stone javelin (near) +1 (1d4)
- White Pudding AC 8 HP 30 LV 6 N 3 tentacle +4 (2d6)
7-8 Slope Down p.39
7-8. SLOPE DOWN
Slope (Near). Descends at a steep angle towards
Area 8-2. Climbing down is difficult, half speed or slip and fall, prone.
Reptilian glyphs are painted on walls.
Glyphs. Prayers to the
“winged masters” and
“The Devourer,” with ash- black cave wall paintings of four-fingered, clawed hands and dragons.
8-1 Slope Up · Troglodyte p.47
8-1. SLOPE UP
Slope (Near). Descends up into Area 7-9.
Climbing up is difficult, half speed. Cave wall paintings of wide-winged dragons and hunting troglodytes.
- Troglodyte AC 11 HP 5 LV 1 C 1 club +0 (1d4), or stone javelin (near) +1 (1d4)
8-2 West Trog Cave p.47
8-2. WEST TROG CAVE
Cave (Double Near). Filth is splattered about. Vile stench of putrid rot. Walls are adorned with
Reptilian marks, ashen paintings, and red streaks.
Reptilian Marks. List of names such as:
•
Grey-Scale
•
Snouter
•
Flat-Tooth
Paintings. Walls of pictographs depicting lizard-warriors hunting, eating, and copulating.
8-3 South Trog Cave · Troglodyte,Young Troglodyte p.47
8-3. SOUTH TROG CAVE
Cave (Double Near).
Three troglodytes dwell here, along with six young troglodytes. More refuse and filth, and an
overpowering stink. Walls are adorned with marks and dull grey paintings.
The smell of soot and smoke comes from the east (Area 8-8).
Young Troglodytes.
Throw themselves into the fray, fighting fiercely.
Haven’t developed their adult stench yet.
TROGLODYTE
Grey-green scaled lizard- frog-folk with a frilled red crest.
AC 11, HP 14, ATK 1 spear
(near) () and 1 bite
(), MV near, S , D
, C , I , W , Ch , AL C, LV 3
Troglodyte Stench.
Living creatures within near, CON 12+ or DISADV for 5 rounds. Immune to stench for 24 hours once successful.
YOUNG TROGLODYTE
AC 11, HP 4, ATK 1 bite
(), MV near, S , D , C , I , W , Ch , AL
C, LV 1
- Troglodyte AC 11 HP 5 LV 1 C 1 club +0 (1d4), or stone javelin (near) +1 (1d4)
- Young Troglodyte AC 11 HP 4 LV 1 C 1 bite +0 (1d4)
8-4 Belowdown Shaft · Troglodyte p.47
8-4. BELOWDOWN SHAFT
Shaft (Near). Runes lining the brassine shaft are dull, lifeless. Thick spider-strand webs stretch across, catching human-sized or smaller creatures. Webs fill the worked stone passage to the south.
Webs. A creature stuck in the web can’t move and must succeed on a STR
12+ check to free itself.
Troglodytes respond in
rounds to capture intruders and prepare a surprise feast.
- Troglodyte AC 11 HP 5 LV 1 C 1 club +0 (1d4), or stone javelin (near) +1 (1d4)
8-5 Spider Farm · Giant Spider,Troglodyte p.47
8-5. SPIDER FARM
Temple (Far). This worked stone passage is unlike the north caves.
Webs choke the passage, and dark black blobs (five giant spiders) scurry amongst strands.
Spiders. The troglodytes farm spider webs here, keeping the giant spiders at bay with makeshift torches. The spiders are
hostile but fear open flame (not light spells or lanterns).
Stonework. White marble stonework, tightly interlocking blocks with no chinks or gaps. Not dwarf work, but masons know it’s high quality.
Treasure. Troglodyte corpse hidden in webs
(SE corner). Wears copper bracers inset with turquoise studs (worth
40 gp).
GIANT SPIDER
Bulbous abdomen and eight, spindly legs.
AC 13, HP 13, ATK 1 bite
( + poison), MV near
(climb), S , D , C , I -
2, W , Ch , AL N, LV 3
Poison. CON 12+ or paralyzed hours.
- Giant Spider AC 13 HP 13 LV 3 N 1 bite +3 (1d4 + poison)
- Troglodyte AC 11 HP 5 LV 1 C 1 club +0 (1d4), or stone javelin (near) +1 (1d4)
8-6 Webbed Altar p.47
8-6. WEBBED ALTAR
Altar (Near). Webs coat surfaces and stretch between walls. Web- covered plinth on the north wall. Two chutes in the north and south walls, each chute has a ladder descending to
Area 9-1.
Plinth. Golden icon depicting a prancing goat-woman, mid-revel, blowing panpipes (worth
100 gp). Probably assumed to be a satyr, but eldritch scholars and occultists can identify her as Shub-Niggurath:
•
Twisted being entwined with the
Outer Dark
•
Her piping heralds
Armageddon
•
“The Black Goat of the Woods”
8-7 Lurker · Giant Spider,Troglodyte p.47
8-7. LURKER
Chamber (Near). Walls decorated with murals, obscured by webs.
Bisecting the middle of the room is a web skein.
A squat, misshapen, 15- foot-tall hunk of petrified wood is inset into a stone plinth.. Hunched atop the wood-stone is a fat, bulging, chittering spider
matriarch. Dangling cocoons hang from grey web-threads.
Spider Matriarch. Speaks
Thanian and Reptilian.
Regards troglodytes as juicy food sacs.
Motivations are simple, but alliances are perilous and fleeting.
Cocoons. Bats, rats, stingbats, all drained dry.
Petrified Wood. 15 feet tall, covered with Sylvan symbols. This is a dormant dryadic stone, connected to a similar stone in Area 15-3.
Touching the symbols causes rending sounds, and a narrow emerald portal manifests for rounds leading to Area 15-
3. Giant spiders are too large to pass through.
SPIDER MATRIARCH
Fat, bulging, chittering spider-queen. Grey abdomen bearing a scarlet skull.
AC 11, HP 31, ATK 1 bite
( + poison) and 1 strand (web), MV near
(climb), S , D , C , I -
1, W , Ch , AL C, LV 7
Poison. CON 15+ or paralyzed hours.
Web. A creature stuck in the web can’t move and must succeed on a STR
12+ check to free itself.
- Giant Spider AC 13 HP 13 LV 3 N 1 bite +3 (1d4 + poison)
- Troglodyte AC 11 HP 5 LV 1 C 1 club +0 (1d4), or stone javelin (near) +1 (1d4)
8-8 Meandering Exit p.47
8-8. MEANDERING EXIT
Tunnel (Distant). A faint breeze flows from this passage, carrying scents of honeysuckle and wildflowers. The air is humid, cave walls are slick. Passage emerges into a forested glade four miles east of the
Belowdown entrance.
8-9 Chutes Down p.47
8-9. CHUTES DOWN
Ladders (Close). Each chute has a stone ladder descending to Area 9-1.
1-1 Dragon Door · Mutants p.5
1-1. DRAGON DOOR
Entrance (Near). Grey flagstone hall with stone double doors at south end. Arrow slits on east and west walls. During the day, Ronden, a nearly blind mutant sits guard, staring in the light.
Hall. The floor is clean. A birch-twig broom leans in the corner by the doors.
Double Doors. Stone doors are carved with a design of two interlocking dragons
BELOWDOWN RANDOM ENCOUNTERS, LEVELS 1-4
Random Encounters
1
mutants from Area 3-5 carrying crates or patrolling for intruders.
2
Paranoid Zorgtash (Area 2-4) yelling for Gargin the mutant cook.
3
Grey ooze lurks nearby, dripping down from the ceiling onto a victim.
4
A blast of light emits from the shaft, dazzling within near (WIS 9+ avoids).
chittering giant rats, distracted by food.
A clanging groan echoes in the hall and the entire structure quivers.
entwined with each other. Each dragon clenches a brass knocker in its jaws. Heavy, unlocked, STR 15+ or 3 minutes to open. Well- oiled, quiet.
Arrow Slits. If alerted or forced into battle, the
Zorgtash’s mutant servants fire crossbows at intruders from Areas 1-5 and 1-6.
RONDEN (MUTANT)
Halfling-sized, scaly thing with fly-like compound eyes wearing a tan tunic.
AC 13 (chainmail), HP 12, ATK 1 warhammer
(), MV near, S , D
, C , I , W , Ch , AL C, LV 2
Ronden. Compound eyes, cannot be surprised.
- Mutants AC 10 or 13 (chainmail) HP 12 LV 2 C none or 1 warhammer +2 (1d10)
1-2 Belowdown Shaft · Farden And Doden,Mutants p.5
1-2. BELOWDOWN SHAFT
Shaft (Near). Polished, clean flagstones surround a 20-foot-wide shaft descending into darkness. During the evening, two mutants from Area 1-5 scrub the floors and polish the gilt shaft with long-handled brushes.
Shaft. The 20-foot wide shaft is flush with the floor and has no safety barrier. The interior of the brass-colored shaft is covered with a skein of blue, loop-whorled
Reptilian runes
displaying mathematical formulas.
Mutants. Roll Reaction for disposition. If not hostile, the mutants ask if visitors “come to pay tribute to the Esteemed
Grand Magus Zorgtash.”
FARDEN AND DODEN
(MUTANTS)
Farden is human-like with a swollen, bulging cranium and six arms.
Doden is covered with porcupine quills. Both wear tan tunics, Doden’s is shredded.
AC 13 (chainmail), HP 12, ATK 1 warhammer
(), MV near, S , D
, C , I , W , Ch , AL C, LV 2
Farden. 2 warhammer
().
Doden. Add 2 quill (far)
().
- Farden And Doden AC 13 (chainmail) HP 12 LV 2 C 1 warhammer +2 (1d10)
- Mutants AC 10 or 13 (chainmail) HP 12 LV 2 C none or 1 warhammer +2 (1d10)
1-3 Storage · Illen And Gronden,Mutants p.5
1-3. STORAGE
Chamber (Near). Two mutants here, snacking and telling bawdy jokes in Common. Pantry with circular racks holding food. Notably there is no meat stored here.
Contents include:
•
Bags of flour, millet, rye, cheesecloth filled with pungent, soft, aphid-green cheese, baskets of dried fruits, and satchels of hazelnuts (50 rations total)
ILLEN AND GRONDEN
(MUTANTS)
Illen is globular and tawny-furred. Groden is 9 feet tall and has tentacles instead of arms. Both wear tan tunics.
AC 13 (chainmail), HP 12, ATK 1 warhammer
(), MV near, S , D
, C , I , W , Ch , AL C, LV 2
Illen. Spherical, covered in thick leathery hide. AC
15.
Gronden. 1 tentacle
(near) ().
- Illen And Gronden AC 13 (chainmail) HP 12 LV 2 C 1 warhammer +2 (1d10)
- Mutants AC 10 or 13 (chainmail) HP 12 LV 2 C none or 1 warhammer +2 (1d10)
1-4 Bath & Toilet · Lorgo And Skaff,Mutants p.5
1-4. BATH & TOILET
Chamber (Near). Two nude, well-lathered mutants shave and shower in a steamy bathroom.
The west corridor leads to a well-oiled stone door.
The ceiling is perforated with dozens of small holes, and the room’s center holds several jutting stone pillars, each topped with a round stone knob.
A rack holds a collection of bone-handled straight razors, rough burlap washcloths, and soap chunks.
Toilets. The west door leads to an outhouse- style toilet. Brass chutes allow waste to flow into the central shaft (Area 1-
2).
Pillars and Knobs. Each pillar is topped with a knob labeled zero through eleven in
Common. Turning a knob to one through eleven causes all of the ceiling holes to start spraying water, soaking the area.
Turning a knob to zero turns the water off.
LORGO AND SKAFF
(MUTANTS)
Lorgo has glossy black eyes and a lion’s mane.
Skaff has a jabbing, spear-like proboscis and rubber bones.
AC 10, HP 12, ATK none, MV near, S , D , C , I , W , Ch , AL C, LV 2
Lorgo. Only cosmetic mutations.
Skaff. Add 1 proboscis
(near) ( CON damage). Rubbery, half damage from bludgeoning weapons.
- Lorgo And Skaff AC 10 HP 12 LV 2 C none
- Mutants AC 10 or 13 (chainmail) HP 12 LV 2 C none or 1 warhammer +2 (1d10)
1-5 Kitchen p.5
1-5. KITCHEN
Kitchen (Near). The door is slightly ajar, heavy stone, not locked. The smell of frying onions and garlic wafts down the hall. An unstrung crossbow hangs from a hook near the northeast
arrow slit. The east door is unlocked.
Gargin (mutant cook), wearing a leather apron, is cooking here, tending to a cooking brazier. He sautés onions and turnips in a broad skillet, which he uses as a weapon if needed. If not hostile, he’s excited to have visitors and offers a bowl of tasty vegetarian food.
Mentioning meat makes him angry.
GARGIN (MUTANT)
Squat, brawny mutant with white fur and rippling, corded muscles.
Wears a heavy leather apron.
AC 11 (apron), HP 12, ATK 1 skillet () or 1 crossbow (far) (), MV near, S , D , C , I , W , Ch , AL C, LV 2
Gargin. Deals +1 damage.
1-6 Sleeping Quarters · Mutants p.5
1-6. SLEEPING QUARTERS
Chamber (Near). This room holds five triple bunk beds. An unstrung crossbow hangs from a hook near the northwest arrow slit. The west stone door is unlocked. A table by the arrow slit holds:
•
Pouch with nine bloodstones (worth 5 gp each)
•
Small keg of ale
•
Rack with a dozen clean ceramic tankards
Mutants. There is a 3:6 chance sleeping mutants are here. If alerted, they take 3 rounds to don chainmail and arm themselves.
MUTANTS ()
Motley assortment of insect, reptile, mammal, and fungal bits and pieces glommed onto humanoid forms.
AC 10 or 13 (chainmail), HP 12, ATK none or 1 warhammer (), MV near, S , D , C , I , W , Ch , AL C, LV 2
Mutations. Wild looking but cosmetic.
- Mutants AC 10 or 13 (chainmail) HP 12 LV 2 C none or 1 warhammer +2 (1d10)
1-7 Stairs Down, West p.5
1-7. STAIRS DOWN, WEST
Stairs (Near). These well- kept stairs lead to Area 2-
3. If an elf passes down the stairs, a pair of animated lips (alarm)
forms on the wall and shouts, “Elven intruders!
To arms!” in Common.
Alert searching spots a single red glyph on the first stair that reads
“Alarm” in Draconic, marring this sigil deactivates the alarm.
1-8 Stairs Down, West p.5
1-8. STAIRS DOWN, WEST
Stairs (Near). These stairs lead to Area 2-2. They haven’t been swept recently and have bits of dust.
9-1 Ettercap Warren · Ettercap p.52
9-1. ETTERCAP WARREN
Chamber (Far). Stone ladders rise to Area 8-9.
Six ettercaps dwell here, lounging and eating goopy wads of flesh.
White, chalky paintings of phrases and pictographs cover all the walls.
Ettercaps. Aberrant spawn of the spider matriarch. Serve her devoutly, otherwise fickle and sinister.
Flesh. Unusual, not from any known beast (created by the Meat Baron’s floating eye in Area 9-5).
Paintings. Simple
Thanian words:
•
“Feed the Mother”
•
“Eat much, grow big”
•
“Kill those without fangs”
Chalk pictographs depict a series of circular webs with human-shaped figures trapped in the middle.
ETTERCAP
Bipedal, eight-eyed spiderfolk with spindly legs and purple fur.
AC 12, HP 14, ATK 2 bite
() or 1 poison web
(near) , MV near (climb), S , D , C , I , W
, Ch , AL C, LV 3
Poison Web. One target stuck in place and damage/round. DEX 12+ on turn to escape.
- Ettercap AC 12 HP 14 LV 3 C 2 bite +2 (1d6)1 poison web (near) +2
9-2 Belowdown Shaft · Ettercap p.52
9-2. BELOWDOWN SHAFT
Chamber (Far). Grey runes lining the shaft are inactive, lifeless. Thick webs choke the shaft, catching human-sized or smaller creatures. An assortment of cave bats, plump moths, and winged beetles are snared already, struggling to get free.
Webs. A creature stuck in the web can’t move and must succeed on a STR
12+ check to free itself.
Ettercaps and spiders move freely across the webs.
- Ettercap AC 12 HP 14 LV 3 C 2 bite +2 (1d6)1 poison web (near) +2
9-3 Ettercap Den · Ettercap p.52
9-3. ETTERCAP DEN
Chamber (Far). Two more ettercaps dwell here, spinning cocoons around vermin harvested from the shaft (Area 9-2).
They are intent on their work and do not notice intruders.
Cocoons. Three larger cocoons hold orcs. Each orc has a flaming skull branded on their forehead, the mark of the
Hell’s Skulls mercenaries.
One clutches a 2-foot- long black, curling tusk etched with silver runes
(scroll of acid arrow, usable as a short sword).
ETTERCAP
Bipedal, eight-eyed spiderfolk with spindly legs and purple fur.
AC 12, HP 14, ATK 2 bite
() or 1 poison web
(near) , MV near (climb), S , D , C , I , W
, Ch , AL C, LV 3
Poison Web. One target stuck in place and damage/round. DEX 12+ on turn to escape.
- Ettercap AC 12 HP 14 LV 3 C 2 bite +2 (1d6)1 poison web (near) +2
9-4 Ettercap Den · Ettercap,Meat Baroness,Meat Eye p.52
9-4. ETTERCAP DEN
Chamber (Double Near).
A bloated, ponderous ettercap (Meat Baroness)
is perched amongst the webs here, wrapping up fat bundles of fatty flesh with her spinnerets.
Meat Baroness. Speaks
Thanian, willing to parlay for her life. She is the only ettercap willing to handle the meat eye in Area 9-5, so other ettercaps revere her as a sorceress. Tries to trick the adventurers and flee.
Flesh. Fatty, nondescript strands of meat, not from any known beast.
MEAT BARONESS
Bloated, waddling spiderfolk with spindly legs and purple fur.
AC 12, HP 23, ATK 2 bite
() or 1 poison web
(near) , MV near
(climb), S , D , C , I
, W , Ch , AL C, LV 5
Poison Web. One target stuck in place and damage/round. DEX 12+ on turn to escape.
- Ettercap AC 12 HP 14 LV 3 C 2 bite +2 (1d6)1 poison web (near) +2
- Meat Baroness AC 12 HP 23 LV 5 C 2 bite +4 (1d6) or 1 poison web (near) +4
- Meat Eye AC 13 HP 1 LV 0 N 1 meat gaze
9-5 Meat Eye · Ettercap,Meat Eye p.52
9-5. MEAT EYE
Chamber (Double Near).
Floating in the center of the room is an eyeball the size of a soccer ball (meat eye). A brass chain runs from its drooping, pierced eyelid to a spike in the cave floor.
Meat Eye. Not truly sentient, a bizarre byproduct of chaos that the ettercaps caught and tamed some time ago.
Every non-living organic thing it beholds turns to wads of fatty, pink flesh.
The ettercaps cherish the eye.
MEAT EYE
AC 13, HP 1, ATK 1 meat gaze, MV near, S , D , C , I , W , Ch , AL
N, LV 0
Meat Gaze. All creatures the eye beholds within near, DEX 15+ or non- living organic things carried (wood, bone, leather, etc.) turn into fatty meat.
9-6 Cave And Exit p.52
9-6. CAVE AND EXIT
Cave (Far). Cave stretches northeast, eventually turning into a miles-long, winding maze of tight, claustrophobic tunnels barely large enough for a human- sized creature.
Tunnels. Well-hidden, emerges from a rocky outcropping four miles west.
9-7 Ettercap Brute · Ettercap p.52
9-7. ETTERCAP BRUTE
Cave (Far). The ettercap’s champion, a malodorous ettercap brute, lurks in the webs here. The south end of the cave glitters with mounds of coins, trinkets, and baubles.
Ettercap Brute.
Nicknamed Big Jaws by the other ettercaps.
Hates and schemes against everyone and everything. Dim-witted, savage, vile. Has a dozen glaring eyes that spread confusion.
Treasure. The pile contains all the shiny loot the ettercaps have plundered and gathered:
•
55 gp
•
2,000 sp
•
Four thumb-sized citrines (25 gp)
•
Necklace of carnelian beads (35 gp)
•
Chunk of raw, shiny amber, iridescent beetle embedded within (60 gp)
BIG JAWS, ETTERCAP
BRUTE
A hulking, spider-ogre with long mandibles, a dozen glaring eyes, and thick arms covered in barbed bristles.
AC 14, HP 28, ATK 2
mandible () or 1 huge poison web (double near), MV near (climb), S
, D , C , I , W , Ch , AL C, LV 6
Bewilder. Creatures within near that see Big
Jaw's eyes, CHA 12+ at start of their turn or dazed and no action.
Huge Poison Web. All targets in near-sized cube, DEX 12+ or stuck in place and damage/round. DEX 12+ on turn to escape.
- Ettercap AC 12 HP 14 LV 3 C 2 bite +2 (1d6)1 poison web (near) +2
9-8 Stairs Down p.52
9-8. STAIRS DOWN
Stairs (Far). Winding, spiraling stone slope- steps. Uneven, shallow and broad, difficult for a human gait. Go down hundreds of feet to Area
10-1.
10-1 Stairs Up p.59
10-1. STAIRS UP
Shaft (Near). Shallow, sloped stairs up to the west. The 20-foot-wide, rune-engraved shaft yawns open here. Runes are dull, lifeless. More angled, slope-stairs down to the south. Narrow, 2- foot wide circular tunnels lead north and south
(Areas 10-2 and 10-4).
More angled, slope-stairs down to the south.
10-2 Nw Power Shaft p.59
10-2. NW POWER SHAFT
Shaft (Near). A 20-foot- wide, rune-engraved shaft opens downwards.
Silver runes glint with blue fire, and a blue glow at the bottom (Area 12-2).
Narrow, 2-foot-wide tunnels lead south and east (Areas 10-1 and 10-3).
Runes. Reptilian runes display mathematical diagrams and schematics. Scholars identify these as physics
and alchemical equations.
10-3 Ne Power Shaft p.59
10-3. NE POWER SHAFT
Shaft (Near). A 20-foot- wide, rune-engraved shaft opens downwards.
Silver runes glint green, and a sullen, veridian glow burns below (Area
12-7). Narrow, 2-foot-wide tunnels lead west and south (Areas 10-2 and 10-
5).
Runes. Reptilian runes, equations of flesh- shaping and transmogrification.
10-4 Sw Power Shaft p.59
10-4. SW POWER SHAFT
Shaft (Near). A 20-foot- wide, rune-engraved shaft opens downwards
(Area 11-8). Dead, inactive runes. Narrow, 2-foot- wide tunnels lead north and east (Areas 10-2 and
10-5).
Runes. Reptilian runes, diagrams of physiology and elemental conjuration.
are irregular, uneven, mere inches tall.
10-5 Se Power Shaft p.59
10-5. SE POWER SHAFT
Shaft (Near). A 20-foot- wide, rune-engraved shaft with glowing red runes opens downwards
(Area 11-4). Seven alcoves encircle the shaft, and red lines run from the shaft’s edge into each alcove, where brass statues stand. Narrow, 2- foot-wide tunnels lead north and west (Areas 10-
3 and 10-2).
Alcoves. Three alcoves are empty. The other four alcoves hold inert 9-foot- tall brass automatons. If an active Zorgtash automaton from the upper levels is destroyed, its consciousness transmits ethereally and animates one of these backups.
10-6 Stairs Down p.59
10-6. STAIRS DOWN
Stairs (Far). Long, wide steps descend south.
Hundreds of stairs that
11-1 Stairs Up p.62
11-1. STAIRS UP
Stairs (Far). Long, wide steps ascend north. The stairs broaden out and form two stairways at the bottom. Corridor east- west, stone doors at both ends, engraved with whorling sigils.
Doors. Two doors lead north, one at each end of the corridor. Engraved with Reptilian sigils of complex math, physics, and alchemical principles. Embedded in each door is a stone pad displaying equations and covered with knobs, buttons, levers, and dials, all labeled in Reptilian.
Three potential ways to open these doors:
•
INT 18+ to rapidly solve equations
•
Fluent in Reptilian and a scholarly background, takes hours
•
STR 18+ to force open
11-2 Nw Shaft W/ Stairs p.62
11-2. NW SHAFT W/ STAIRS
Shaft (Near). Long, wide steps descend east. Silver runes glint with blue fire, and a blue glow at the bottom (Area 12-2).
11-3 Ne Shaft W/ Stairs p.62
11-3. NE SHAFT W/ STAIRS
Shaft (Near). Long, wide steps descend east. Silver runes glint green, and a sullen, veridian glow burns below (Area 12-7).
South passage collapsed, ceiling caved in.
11-4 Se Shaft Bottom p.62
11-4. SE SHAFT BOTTOM
Shaft Bottom (Near). In the center of the room, a sparkling diamond floats in mid-air, a faint red mist hanging around the stone. Northern grey stone door with the indent of a hand in the center. Sigils carved into doorframe.
Diamond. Thumb-sized, floating in midair, worth
200 gp. If taken, Zorgtash the lich becomes alerted of intruders, creating pool-born skeletons and sending them to retrieve his gem(s). Mist is soul energy.
Sigils. Large Reptilian and Elvish runes stating, “Sacrifice to earn secrets.”
The Elvish is drow dialect.
Indent. Hand indent stained red-black.
Placing hand inside, incredible agony: CON
15+ or damage.
Afterwards, the north door opens for 1 hour.
Door. STR 18+ or DEX 18+ to open. Beyond is a collapsed hall, impassable.
11-5 Sw Shaft Bottom p.62
11-5. SW SHAFT BOTTOM
Shaft Bottom (Near). In the center of the room, a sparkling diamond floats in mid-air. White mist hangs around the stone.
Northern grey stone door with the indent of a hand in the center. Sigils carved into doorframe.
Diamond. Thumb-sized, floating in midair, worth
200 gp. First time touched by mortal hands, emits a near pulse of ghostly energy, CHA 15+ or damage and stunned rounds.
Condenser for soul collector (see Area 11-4).
Sigils. Large Reptilian and Elvish runes stating, “Sacrifice to earn secrets.”
The Elvish is drow dialect.
Indent. Hand indent stained red-black.
Placing hand inside, incredible agony: CON
15+ or damage.
Afterwards, the north door opens for 1 hour.
Door. STR 18+ or DEX 18+ to open.
11-6 Defense Automatons · Puppet-Orb Automaton p.62
11-6. DEFENSE AUTOMATONS
Chamber (Near). Stone racks on the west and south calls, holding four beach ball-sized bronze spheres (puppet-orb automatons). Stone doors north and south, each with hand indents.
Automatons. If the doors to this chamber are forced open, the orbs activate, unfolding into puppet-like constructs with whirring arm-blades.
Otherwise, they only activate if disturbed or attacked.
Indent. Hand indent stained red-black.
Placing hand inside, incredible agony: CON
15+ or damage.
Afterwards, north and south doors open for 1 hour.
PUPPET-ORB
AUTOMATON
Beachball-sized bronze orb with a puppet-like human automaton upper torso and head.
Knives for fingers.
AC 15, HP 22, ATK 3
knifehand (), MV near, S , D , C , I , W , Ch , AL N, LV 4
- Puppet-Orb Automaton AC 15 HP 22 LV 4 N 3 knifehand +3 (1d6)
11-7 Belowdown Shaft · Shadow p.62
11-7. BELOWDOWN SHAFT
Shaft (Near). There is no easy access to this part of the shaft, which stretches distant up and down. This part of the shaft is filled with gloomy darkness.
Darkness. Magical, extinguishes all light. Can be banished with dispel magic. There is a small lead chest on the west ledge of the shaft, well- hidden in the magical dark.
Chest. Locked (STR 12+ or
DEX 18+ to open), Zorgtash the lich has key
(Level 19). If opened, eight murky shadows roil out and attack would-be thieves. Inside is a ruby- encrusted platinum amulet (worth 300 gp)
containing a yellow, cracked molar (Zorgtash’s phylactery). Radiates palpable magic, even without detect magic.
Phylactery. Zorgtash can’t be killed while tooth is intact.
SHADOW
Flitting, sentient shadows in the vague shape of a human.
AC 12, HP 15, ATK 2 touch
( + drain), MV near
(fly), S , D , C , I , W , Ch , AL C, LV 3
Drain. Target takes 1 STR damage. At 0 STR, target dies and becomes a shadow.
- Shadow AC 12 HP 15 LV 3 C 2 touch +2 (1d4 + drain)
11-8 Stairs Down p.62
11-8. STAIRS DOWN
Stairs (Near). Stairs down to Area 12-1. Splattered, broad glyphs mar wall.
Glyphs. Elvish graffiti declaring “No gods, no masters.”
11-9 Stairs Down p.62
11-9. STAIRS DOWN
Stairs (Near). Stairs down to Area 12-9. Glyphs and picture on wall.
Glyphs. Elvish graffiti.
“The true scholar sees the futility of immortality,”
and an outline of a dancing skeleton wearing a tilted crown (left behind by one of Zorgtash’s unhappy drow servitors.)
12-1 Stairs Up p.69
12-1. STAIRS UP
Stairs (Near). Stairs up to
Area 11-8.
12-2 Nw Shaft Bottom · Centimatixian Daemon p.69
12-2. NW SHAFT BOTTOM
Shaft (Near). Rune-lined shaft terminates in the ceiling. Set into holes in floor are thirteen smooth, glossy black orbs, each the size of a fist.
Orbs. Whisper faintly.
Condensing units for soul energy harvested from death within 1 mile of the
Belowdown. Each is a
BELOWDOWN RANDOM ENCOUNTERS, LEVELS 12-14
Random Encounters
1
A still gargoyle (Area 13-6) pretending to be a statue of a goblinish elf.
2
A patch of green slime drips from the ceiling, destroying a random item.
3
drow skeletons (see Area 13-2) in next area entered.
4
Rune flare (Area 12-5) for 1 round, emitting harsh, bright light.
5
giant rats appear, chittering and ravenous.
6
A slow, roiling black pudding appears (split off from ooze in Area 13-9).
perfectly round onyx sphere (worth 20 gp).
Disturbing orbs summons a centimatixian daemon, which eagerly tears intruders limb from limb.
Only one daemon appears.
CENTIMATIXIAN
DAEMON
Floating ball of a hundred grasping, rending, ever-shifting arms.
AC 13, HP 43, ATK 6 slam
(), MV near (fly), S
, D , C , I , W , Ch , AL C, LV 9
Rend. Deals an extra die of damage if it hits the same target with two or more slams.
- Centimatixian Daemon AC 13 HP 43 LV 9 C 6 slam +5 (1d8)
12-3 Canister Chamber p.69
12-3. CANISTER CHAMBER
Chamber (Near). Shelves hold thirteen brass- colored tubes.
Tubes. Canisters of green gel filled with slowly drifting bubbles. Each tube has a round hole at the top the size of a dwarf’s fist. Placing one of the orbs from Area 12-2 into a canister causes the gel to froth and churn before turning into chalky, rotten-smelling white paste. This white paste is toxic fuel for
Zorgtash the lich’s energy pool (Area 19-6). If touched or tasted, CON
15+ or drop to 0 HP. Onyx orb is consumed in the conversion process.
12-4 Teleportation Orb p.69
12-4. TELEPORTATION ORB
Chamber (Near). A shimmering, wispy orb hovers atop a glass-sided plinth in the center of the smooth-walled room.
Passage northeast (to
Area 12-6) is crumbling but passable. Narrow tunnel southeast that leads upwards.
Orb. Touching the orb teleports, whisking to
Area 18-3 with hazy puff.
Plinth. Images inside glass show a cascading waterfall pouring into a bubbling pool. Skeletal, goopy soldiers arise from water. Images move in slow motion before restarting.
Tunnel. Tight, narrow, and miles long, it emerges on the surface from a hole in the roots of an oak tree.
12-5 Belowdown Shaft p.69
12-5. BELOWDOWN SHAFT
Shaft (Near). Lined with blue runes that spit crackling sparks. The southeast edge is crumbling.
Runes. Reptilian runes, equations for necromancy. Mentions an
“animating pool” farther down.
12-6 Below Entrance p.69
12-6. BELOW ENTRANCE
Doors (Near). Stone double doors, engraved with runes and marked with white, faintly glowing chalk-like glyphs. Much of this area is collapsed, movement is half speed.
Doors. Barred from the outside, STR 18+ or DEX
15+ to open. Leads into an old, abandoned duergar city that was destroyed in the Unchaining, a duergar-drow war mostly unknown to surface dwellers. This city is
beyond the scope of this adventure.
Runes. Reptilian runes proclaiming dominion over sky and earth in the name of the Winged
Ones.
Glyphs. Giant “X” across doors and Elvish warnings (Drow dialect)
to “go no farther or face drow swords.”
12-7 Ne Entrance · Ectoplasmic Wight p.69
12-7. NE ENTRANCE
Shaft (Near). Rune-lined shaft terminates in the ceiling. A single glyph burns with dim emerald fire in the center of the room, partially covered with dust and debris.
Glyph. The glyph is
Reptilian for “gather the dead,” but is malfunctioning because it has been marred by rubble. Every round living creature is within near 2:6 chance to spawn an ectoplasmic wight. More marring or marking disables glyph.
ECTOPLASMIC WIGHT
A yellow-boned skeleton coated in amorphous jade-colored glop.
AC 14, HP 28, ATK 3 rend
(), MV near, S , D
, C , I , W , Ch , AL C, LV 6
Goopy Greater Undead.
Immune to morale checks. Only damaged by silver or magical sources.
Half damage from blunt weapons.
- Ectoplasmic Wight AC 14 HP 28 LV 6 C 3 rend +5 (1d6)
12-8 Stairs Down p.69
12-8. STAIRS DOWN
Stairs (Near). Descend to
Area 13-1.
12-9 Stairs Up p.69
12-9. STAIRS UP
Stairs (Near). Ascend to
Area 11-9.
13-1 Stairs Up p.74
13-1. STAIRS UP
Stairs (Near). Ascend to
Area 12-8. Scraps and fragments of dark metal scattered about.
Dark Metal. Black mithral arrowheads attached to broken, finely fletched arrow shafts.
Knowledgeable crawlers identify these as drow arrows. Once exposed to sunlight, the arrowheads decay, dissolving into ash within 1 hour.
13-10 Stairs Down p.74
13-10. STAIRS DOWN
Stairs (Near). Descend to
Area 14-1.
13-2 Hall Of Battle · Drow Skeletons,Duergar Skeletons p.74
13-2. HALL OF BATTLE
Hall (Double Near).
Skeletons and fragments of dark metal scattered about. Doors north and south, Belowdown shaft to east.
Dark Metal. See Area 13-1.
Skeletons. Eight skeletons (four duergar, four drow) animate and attack if disturbed. Short, bandy-legged bodies strewn amidst tall, long- limbed bones.
Treasure. A platinum chain wrapped around the neck of one drow skeleton (worth 50 gp). 15 gp and 60 sp mixed amongst duergar bones, scattered from a rotted belt pouch. Dark mithral dissolves once exposed to sunlight.
DROW SKELETONS
Tall, long-legged, strangely nimble skeletons wearing black chain armor.
AC 14 (dark mithral chainmail), HP 11, ATK 1 shortsword () or 1 shortbow (far) (), MV near, S , D , C , I
, W , Ch , AL C, LV 2
Undead. Immune to morale checks.
DUERGAR SKELETONS
Squat, bandy-legged, thick-boned skeletons wielding broadaxes.
AC 13 (chainmail), HP 11, ATK 1 greataxe (), MV near, S , D , C , I , W , Ch , AL C, LV
2
Undead. Immune to morale checks.
- Drow Skeletons AC 14 (dark mithral chainmail) HP 11 LV 2 C 1 shortsword +1 (1d6) or 1 shortbow (far) +0 (1d4)
- Duergar Skeletons AC 13 (chainmail) HP 11 LV 2 C 1 greataxe +2 (1d10)
13-3 Belowdown Shaft p.74
13-3. BELOWDOWN SHAFT
Shaft (Near). Shaft extends up and down.
Glyphs shimmer faintly.
Faint, repetitive hooting echoes from below.
Glyphs. Reptilian sigils about translocation and correspondence between spheres of magic.
Hooting. Skilled cave survivalists identify the sounds as hooting horrors (Area 15-6).
13-4 Ruined Quarters p.74
13-4. RUINED QUARTERS
Chamber (Near). Dust, wood splinters, graffiti on walls.
Graffiti. Elvish (Drow dialect) besmirching duergar prowess:
•
“My aunt fights better.
She’s dead.”
•
“Duergar are just grey goblins.”
•
“Want a real challenge? Try drow.”
13-5 Ruined Quarters p.74
13-5. RUINED QUARTERS
Chamber (Near). Dust, wood splinters, graffiti on walls.
Graffiti. Elvish (Drow dialect) extolling their supremacy over aboveworlders:
•
“Mosstrow, number one drow.”
•
“I eat cave trolls for breakfast.”
•
“Bite a bit off, get the whole thing.”
13-6 Statues · Gargoyle p.74
13-6. STATUES
Dais (Double Near). Dais runs east-west. Several short steps. Chipped, armless statues of bald dwarves holding axes and mallets. Two intact statues of goblinish elves in east and west alcoves
(two gargoyles).
Statues. Marble statues of duergar in heroic poses. Defaced plaques in Dwarvish (Duergar dialect) proclaiming names like “Forgelord
Bobam Snoot” and “Axe
Maiden Charish Murkul.”
Statues have been partially shattered.
Broken limbs scattered about.
Gargoyles. Look like a combination of drow and goblin. May not be hostile, roll Reaction.
Appear mere stone until they move. Serve drow masters, demand trinkets for safe passage.
GARGOYLE (2)
Grinning, stone goblin- elves. Can hold perfectly still for days.
AC 16, HP 20, ATK 2 slam
(), MV near, S , D
, C , I , W , Ch , AL C, LV 4
Impervious. Only damaged by magical sources.
- Gargoyle AC 16 HP 20 LV 4 C 2 claw +3 (1d6)
13-7 Ruined Chamber p.74
13-7. RUINED CHAMBER
Chamber (Near).
Wrecked room, stone has collapsed. Spurts of dust drift down. Grinding, grating sounds.
Stonework. While there’s no risk of further collapse, it seems unstable.
13-8 Ruined Armory p.74
13-8. RUINED ARMORY
Armory (Near). Empty racks. A dozen desiccated, bandy- legged, headless skeletons. Pyramid of skulls neatly stacked in center of room.
Skeletons. Inanimate, skulls severed and stacked as a pyramid.
Black candle wax coats skulls, flecks of burnt wick.
Racks. Empty weapon racks.
13-9 Stairs Down · Black Ooze p.74
13-9. STAIRS DOWN
Stairs (Near). Descend to
Area 14-6. Stairs are cracked, broken, much rubble, narrow crevice to south. The glitter of glinting gems can be seen to the south, amidst shadowy boulders. A gargantuan black ooze lurks here, attacking interlopers.
Black Ooze. Drastically bigger than most oozes.
Ezeken’s drow in Area 14-
2 know of it and may mislead intruders into this area.
Crevice. Leads up to surface, emerging in a fetid, black-water bog.
Gems. The ooze has eaten many foolish
Belowdown dwellers over time. There are three finger-length sapphires, each etched with a name in Elvish (worth 30 gp each), as well as ten emeralds (worth 15 gp each) and a brass-bladed longsword (Dwarfslayer).
Sapphires. Each etched with a name: “Yandravil,”
“Souterra,” “Iova”. Once set into breastplates
(dissolved by ooze). These
are Ezeken’s cousins
(Area 14-2).
BLACK OOZE
Cascade of tar-black, frigid sludge.
AC 8, HP 43, ATK 3
tentacle (), MV near (climb), S , D , C
, I , W , Ch , AL N, LV 9
Impervious. Only damaged by fire.
Corrosive. Wood or metal that touches the ooze dissolves on a roll of 1-
3.
DWARFSLAYER
(LONGSWORD)
Longsword formed of a single piece of brass.
Whirling glyphs parade down the yellow-orange blade.
Bonus. longsword.
Benefit. Indestructible unless doused in the black blood of a great daemon. Blade’s glyphs are a list in Elvish of the
True Names of dwarves the blade has slain. When dwarf-kin are killed with
Dwarfslayer their True
Name appears in Elvish glyphs.
Curse. If wielded by dwarf-kin or a coward, strikes wielder, not foes.
Personality. Chaotic.
Constantly telepathically muttering in Elvish. Hates cowardice, demands wielder scorn those who flee from battle.
14-1 Stairs Up p.80
14-1. STAIRS UP
Stairs (Near). Ascend to
Area 11-10.
14-2 Grand Hall, North · Drow p.80
14-2. GRAND HALL, NORTH
Hall (Far). Lit by a guttering, blue-flamed fire at the hall's east end.
Ezeken (drow champion)
and four drow camp here.
Drow. Making camp. May not be hostile, roll
Reaction. Ezeken is injured from battling skeletons below and warns adventurers. Their arms and armor are dark mithral, which dissolves once exposed to sunlight.
Fire. A low, sullen blue flame burns on the stairs up (Area 14-6). Repels the gargantuan black ooze
(Area 13-9).
EZEKEN (DROW
CHAMPION)
A soot-hued elfin warrior in black plate mail, wielding a spiked flail.
AC 17 (mithral plate mail
+ shield), HP 15* (23), ATK
2 flail (), MV near, S
, D , C , I , W , Ch , AL C, LV 5
Rally Cry. 1/day, gives all drow within near ADV on attacks for 3 rounds.
Sunblind. Blinded in bright light.
DROW
A graceful, shadowy elf that pounces like a spider.
AC 16 (mithral chainmail), HP 9, ATK 1 poison dart
(near) ( + poison) or
1 longsword (), MV near, S , D , C , I , W , Ch , AL C, LV 2
Poison. CON 15+ or sleep.
Sunblind. Blinded in bright light.
- Drow AC 16 HP 9 LV 2 C 1 poison dart (near) +3 (1d4 + poison)1 longsword +1 (1d8)
14-3 Grand Hall, Center p.80
14-3. GRAND HALL, CENTER
Hall (Far). Near width, curved hall sweeps around the Belowdown shaft (Area 14-4). Grey statues of duergar in west alcove.
Statues. Depict duergar.
Partially shattered, headless. Broken limbs scattered about.
Treasure. Hidden in mud behind the northern statue is a single gold hoop earring set with an emerald (20 gp).
14-4 Belowdown Shaft p.80
14-4. BELOWDOWN SHAFT
Shaft (Near). Lined with faint blue runes that spark and glow. The east edge is chipped and cracked. Stairs curve downwards around the edge of the shaft.
Runes. Reptilian necromancy, sigils for blackest sorcery.
Mentions “calling back those who once were dead.”
Stairs. Descend to Area
15-1. Cracked, tilted, broken, move at half speed.
14-5 Grand Hall, South · Pool-Born Skeletons p.80
14-5. GRAND HALL, SOUTH
Hall (Far). Curves east, rubble and ruin. Remains of skeletons, covered with faint green slime, and two dead dark elves.
When a mortal creature approaches within near, Belowdown shaft runes
(Area 14-4) flare a silver- blue, and the skeletons
(five pool-born skeletons) animate and attack. Spent crossbow bolts litter floor.
POOL-BORN
SKELETONS (5)
A yellow-boned skeleton coated in amorphous jade-colored glop.
AC 13 (chainmail), HP 15, ATK 1 longsword ()
or 1 shortbow (far)
(), MV near, S , D , C , I , W , Ch , AL
C, LV 3
Accursed Undead.
Immune to morale checks. When a pool- born is destroyed, all other pool-born in near gain HP.
- Pool-Born Skeletons AC 13 (chainmail) HP 15 LV 3 C 1 longsword +1 (1d8) or 1 shortbow (far) +0 (1d4)
14-6 Stairs Up · Drow p.80
14-6. STAIRS UP
Stairs (Near). A low, sullen blue flame from several drow torches burns on the stairs (Area
14-6). Repels the gargantuan black ooze
(Area 13-9).
- Drow AC 16 HP 9 LV 2 C 1 poison dart (near) +3 (1d4 + poison)1 longsword +1 (1d8)
15-1 Stairs And Shaft p.85
15-1. STAIRS AND SHAFT
Shaft (Near). Lined with hazy azure runes that spit and hiss. Stairs curve upwards around the edge of the shaft, and a broad cavern opens to the west.
Stairs. Lead to Area 14-4.
15-2 Central Cave · Hooting Horrors p.85
15-2. CENTRAL CAVE
Cave (Far). Sheer-walled, columnar cave, 30-foot tall ledge to north.
Knobby, 10-foot wide, many-armed grey starfish (tendrilous siphons) cling high on
BELOWDOWN RANDOM ENCOUNTERS, LEVELS 15-16
Random Encounters
1
Raucous hooting from hooting horrors (Area 15-6)
2
A sullen, moist wind tries to extinguish torches (3:6)
3
Green slime roils up from ground and coats floor, 3:6 to dissolve footwear and deal damage. Lasts 1 round.
4
A spray of muck spatters the area. CON 9+ or sickened for rounds.
5
bat swarms appear, chittering and ravenous.
6
duergar led by random duergar crawler arrive, hunting drow.
the walls and ceiling.
Lumpy, dark forms sprawl in the middle of the cave floor.
Tendrilous Siphons.
Hundreds of table-sized, land-based starfish perch on walls and ceiling, firing blood-draining dart- tubes from central vent holes. Each round, siphons fire blood darts tipped with dart-like hollow needles at warm- blooded creatures within far. Not sentient. Too numerous to easily eliminate.
Blood Dart. Dart (far)
( + blood drain).
Blood Drain. Embeds in target; auto-hit the next round. STR 9+ on turn to remove.
Forms. Four dead drow, withered and drained of all bodily fluids. Wear backpacks with crawler’s kits, dark mithral chainmail. Gripping dark mithral longswords. Dark mithral dissolves once exposed to sunlight.
Pouch. One drow has a pouch with 10 dull coins of an unusual yellow metal (orichalcum), each worth 5 gp to a wizard, collector, or metallurgist.
- Hooting Horrors AC 12 HP 28 LV 6 C 2 hooks +4 (1d10 + bleed)
15-3 South Cave Ledge · Hooting Horrors p.85
15-3. SOUTH CAVE LEDGE
Ledge (Near). A moist, grey cave tunnel runs east-west. East passage is shrouded in billows of white, corpse-scented fog. 40-foot-tall ledge to the south. Ferns, vines, and lichen sprout from crevices.
Ledge. Atop the ledge is a squat, misshapen, 15- foot-tall hunk of petrified wood covered with
Sylvan symbols. This is a dormant fey dryadic stone, connected to the dryadic stone in Area 15-6.
Symbols. A mortal touching the symbols causes rending sounds, and a gaping emerald portal manifests for rounds leading to Area 15-
6. If the hooting horrors in Area 15-6 haven’t been slain, they rush through the magical portal, eager to shed fresh blood for
Chaos.
Fog. Fog reeks of dead flesh and obscures all vision, leads to long, curved stairway down
(Area 15-7). Light only illuminates within close.
- Hooting Horrors AC 12 HP 28 LV 6 C 2 hooks +4 (1d10 + bleed)
15-4 Upper Cave p.85
15-4. UPPER CAVE
Cave (Far). 30-foot drop at south edge of cave.
Tunnels wend west and east.
15-5 Dripping Bat Cave p.85
15-5. DRIPPING BAT CAVE
Cave (Far). Cavern’s ceiling stretches 40 feet, arching overhead. Ankle- thick layer of pasty white guano covers uneven floor. Rustling from overhead. Narrow, close- width ledge in southwest corner of cave, 20-foot drop to Area 15-2.
Bats. Cavern is filled with hungry bats, which feast on insects and bugs.
Gigantic bat swarm hangs from the ceiling.
Loud noises or bright light disturbs bats, causing them to erupt in a swarming cloud before dispersing. DEX 12+ or damage.
15-6 Hooting Horrors · Hooting Horrors p.85
15-6. HOOTING HORRORS
Cave (Far). Fat, ogre- sized chunks of rubble cover the cave floor, and a low, owlish hooting echoes about. Pale white cave ending in a rough- shaped circular chamber.
Floor slopes down,
creating a bowl-shaped depression. A squat, misshapen, 15-foot-tall hunk of petrified wood is in the cave's center.
Hooting Horrors. Two hooting horrors hide amongst the rubble, maneuvering within striking range of intruders. They speak
Diabolic and loudly shriek-hoot their passion for carnage while attacking.
Hooks. Each horror has two ivory tusk-sized hooks, worth 40 gp each
(weigh 2 items each).
Petrified Wood. 15 feet tall, covered with Sylvan symbols. This is a dormant fey dryadic stone, connected to the dryadic stone in Area 15-3.
Touching the symbols causes rending sounds, and a gaping emerald portal manifests for rounds leading to Area 15-
3.
HOOTING HORRORS
Twelve feet tall, black- feathered, malevolent, fiendish, with giant bone hooks for hands, eyeless beaked face.
AC 12, HP 28, ATK 2 hooks
( + bleed), MV near
(climb), S , D , C , I -
1, W , Ch , AL C, LV 6
Hooting. Echolocation.
Loud noises or silence causes DISADV on all checks.
Bleed. CON 9+ on turn or take damage.
Bandages or healing stops.
- Hooting Horrors AC 12 HP 28 LV 6 C 2 hooks +4 (1d10 + bleed)
15-7 Foggy Stairs p.85
15-7. FOGGY STAIRS
Stairs (Far). Fog- shrouded, irregular stairs down. Fog carries the smell of dead meat, deadens sound and light.
Leads to Area 16-8.
15-8 Stairs Down p.85
15-8. STAIRS DOWN
Stairs (Far). Irregular stairs descend to Area 16-
1, curving west and south.
16-1 Stairs Up p.90
16-1. STAIRS UP
Stairs (Far). Long, looping stairs ascend to the north and turn east.
16-2 Duergar True Stone p.90
16-2. DUERGAR TRUE STONE
Cave (Double Near). A
10-foot drop to a smooth- floored, black-walled cavern. Against the east wall of the cave is a pyramidal obelisk.
Obelisk. Dwarf-height, square, obsidian obelisk with a pyramid-shaped top. A single, perfectly bored hole runs through the stone. Covered in square, choppy Dwarvish runes. Peering through the hole, behold visions of a mighty, grey-skinned dwarf pouring the molten essence of existence into a world- shaped mold and then quenching the blazing- hot orb into the viewer’s eye (see Beholding the
Stone).
Runes. Dwarvish runes
(duergar dialect) declare
this “the 33rd of the
Duergar True-Stones”.
Beholding the Stone.
Non-dwarves, CON 15+.
Dwarves and prior viewers are immune.
Regardless of the outcome, they become
Sunblind permanently, skin becomes mottled grey, hair turns bone- white. Success: gain
Enlarge permanently.
Enlarge. 1/day, + damage on melee attacks and ADV on STR checks for 3 rounds.
Sunblind. Blinded in bright light.
16-3 Ledges And Ladders · Fog Daemon p.90
16-3. LEDGES AND LADDERS
Cave (Far). A slimy, grey- walled cave stretches southwest before forking south and southeast. The southern fork has a 20- foot, rough-edged drop down to another cavern
(Area 16-4), while the southeast ledge veers into a roiling, obscuring white fog.
Southeast Ledge. Drops
30 feet, but the bottom is obscured. Fog is shed from the fog daemon in
Area 16-5, where it lurks aimlessly near the shaft.
Fog. Fog reeks of dead flesh and obscures all vision, getting progressively thicker to the east. Light only illuminates within close.
- Fog Daemon AC 14 HP 29 LV 6 C 2 bites +4 (1d8)
16-4 Duergar Haunts · Duergar Ghost,Fog Daemon p.90
16-4. DUERGAR HAUNTS
Cave (Far). Upward ledge ascends 20 feet to the north, eastern drop descends into a foggy morass. A half-dozen dead, gaunt duergar corpses are scattered on the east side of the cave, and six more corpses lie down the tunnel to the southwest. Several corpses hold weapons, but none are armored.
Duergar Corpses.
Withered, thin, gaunt, women and young children. Crawlers experienced with famine spot signs of starvation.
Disturbing the corpses
causes a duergar ghost to arise, attempting to possess the strongest- looking crawler. If the ghost is successful, it hurls itself over the ledge and engages the fog daemon in battle until its host or the daemon is dead. If its host is slain, the ghost manifests here again and attempts to possess another crawler to continue the fight.
Weapons. There are two warhammers and a shortsword amongst the bodies. The shortsword glints with a strange yellow hue, almost but not golden. This is
Drowslayer, an orichalcum blade forged by duergar to kill elven folk.
DROWSLAYER
The honey-yellow blade of this shortsword is crinkled and serrated like a beech leaf.
Bonus. shortsword.
Cannot be wielded by an elf.
Benefit. Deals double damage to elves, including drow.
Curse. Must shed blood once drawn, or else it turns against its wielder.
DUERGAR GHOST
A withered, emaciated grey-skinned dwarf spirit, grimacing with hate.
AC 13, HP 27, ATK 2 death touch ( + life drain)
or 1 possess, MV near (fly), S , D , C , I , W
, Ch , AL C, LV 6
Greater Undead.
Immune to morale checks. Only damaged by silver or magical sources.
Incorporeal. In place of attacks, become corporeal or incorporeal.
Life Drain. CON damage. Death if reduced to 0 CON.
Possess. Must be corporeal. One target,
close range. Contested
CHA check. If ghost wins, it inhabits target's body and controls it for rounds.
- Duergar Ghost AC 13 HP 27 LV 6 C 2 death touch +5 (1d8 + life drain) or 1 possess
- Fog Daemon AC 14 HP 29 LV 6 C 2 bites +4 (1d8)
16-5 Foggy Shaft · Fog Daemon,Stench Daemon p.90
16-5. FOGGY SHAFT
Shaft (Near). 20-foot wide shaft, almost invisible in the billowing mist that fills the area.
Shaft is lined with gossamer, humming runes, and a brass- runged ladder is attached to the east side.
Ladder. Brass ladder in fair condition, descends far distance to Area 17-5.
Fog Daemon. Lurking here is a malignant fog daemon, summoned by a now-dead drow warlock to wage war against the duergar that long ago dwelt in the Belowdown.
The spirit is feral and vicious, attempting to ambush intruders and push weak-looking targets down the shaft. If struck a death blow, the fog filling much of Level
16 sucks into the dying daemon with a hurricane wind, leaving this level unclouded.
Runes. Reptilian binding sorcery for “taming the untamable foe.” The fog daemon is banished if the runes are besmirched or destroyed. While not summoned by the runes, the marks continue their eldritch purpose, binding the daemon here.
FOG DAEMON
Cloudy, white-grey face.
The eyes stare dispassionately and the mouth bares multiple sets of grinding, slimy molars.
AC 14, HP 29, ATK 2 bites
(), MV near (fly), S
, D , C , I , W , Ch , AL C, LV 6
Spittle. Each time fog daemon is hit, 3:6 chance of spitting out a stench daemon, which attacks enemies for 5 rounds before dissipating into vapors.
STENCH DAEMON
Mist-daemon that stinks of oily filth.
AC 12, HP 11, ATK 1 claw
() or 1 gas, MV near, S
, D , C , I , W , Ch , AL C, LV 2
Gas. All in near CON 12+ or vomiting and retching for rounds.
- Fog Daemon AC 14 HP 29 LV 6 C 2 bites +4 (1d8)
- Stench Daemon AC 12 HP 11 LV 2 C 1 claw +2 (1d6) or 1 gas
16-6 Foggy Hall · Fog Daemon p.90
16-6. FOGGY HALL
Hall (Near). Shrouded in deep, whitish fog.
Hundreds of square, steel-grey dice-sized cubes are scattered about the hall, barely visible within the mist.
Stunning Caltrops. The cubes are paralytic caltrops. Duergar-made, these caltrops explode with a stunning blast when stepped on.
Unfortunately, the fog daemon is mere vapor and doesn’t trigger the caltrops. DEX 12+ to avoid touching one of the caltrops. Otherwise, all caltrops explode with a metallic squeal, CON 15+ or stunned for rounds. The fog daemon
(Area 16-5) investigates if detonated.
Fog. Fog reeks of dead flesh and obscures all vision, progressively thicker to the west. Light only illuminates within close.
- Fog Daemon AC 14 HP 29 LV 6 C 2 bites +4 (1d8)
16-7 Passage Up p.90
16-7. PASSAGE UP
Tunnel (Distant).
Shrouded in deep, whitish fog. This tunnel narrows and extends into the earth, faintly sloping upwards.
Fog. Fog reeks of dead flesh and obscures all vision, progressively thicker to the north. Light only illuminates within close.
Tunnel. The ceiling of this tunnel is 5 feet, reducing
taller creatures to hunching over. After far distance, the death- scented fog fades, replaced by a steady breeze flowing down. The passage finally emerges into a small gully 3 miles south of the Belowdown entrance. The gully’s edge bears a worn runestone carved with
Dwarvish runes (duergar dialect). The runes state, “succor for true dwarves.”
16-8 Stairs Up p.90
16-8. STAIRS UP
Stairs (Near). Miasmatic, cloudy fog muffles vision and sound. Stairs lead up to Area 15-7.
Fog. Fog reeks of dead flesh and obscures all vision, progressively thicker to the west. Light only illuminates within close.
17-1 Stairs Down p.97
17-1. STAIRS DOWN
Stairs (Near). Chipped, cracked stairs descend to
Area 18-9. Each stair is a single large stone block, plinth-sized. Toe-sized mushrooms jut from cracks.
17-2 Pool-Born Crypt · Pool-Born Skeletons p.97
17-2. POOL-BORN CRYPT
Crypt (Double Near).
Stone doors in southwest and southeast corners. Both doors are locked (STR 18+ to force or DEX 15+ to
BELOWDOWN RANDOM ENCOUNTERS, LEVELS 17-19
Random Encounters
1
pool-born skeletons marching on their way to surface. Hostile.
2
viperian servants of Zorgtash, carrying freshly dead bodies.
3
wary drow (Ezeken’s scouts from Area 14-2)
hiding and taking notes.
4
Thick fog fills area. 3:6 chance to extinguish light. shadows attack if light goes out.
5
ravenous rat swarms appear. Can be dissuaded with food or rations.
6
Diabolic chanting (from Area 19-6) as Zorgtash creates more undead.
open with thievery).
Three open sarcophagi in east and northeast corners (three pool-born skeletons rest within).
Black-mailed, goop- covered bodies (pool- born drow) are propped in the southwest corner.
Sarcophagi. Interior is coated with a pudding- like, jade-colored slime.
This is residue from the
Pool of Shune (Area 19-6), which the lich Zorgtash uses to create his pool- born servitors.
Pool-Born. Three pool- born skeletons lay in the sarcophagi, and five pool- born drow corpses are propped upright in the
SW corner. If a living creature moves within double near, pool-born lurch into lifeless motion.
The drow wear dark mithral chainmail and wield dark mithral longswords. Dark mithral dissolves if exposed to sunlight.
Southwest Door. Marble door engraved with snake folk frescos. Has a ponderous wheel lock made of three dials, similar to a bank safe. STR
20+ to force or DEX 18+ to open with thievery. Heavy gouges cover the floor, but whatever was inside was dragged out long ago. Secret panel on the south wall holds a rusted iron trinket box.
Iron Box. Contains 150 sp and 20 dull coins of an unusual yellow metal
(orichalcum), each worth
5 gp to a wizard, collector, or metallurgist. Stamped in old Reptilian, “Payment.”
POOL-BORN
SKELETONS (3)
A yellow-boned skeleton coated in amorphous jade-colored glop.
AC 13 (chainmail), HP 15, ATK 1 longsword ()
or 1 shortbow (far)
(), MV near, S , D , C , I , W , Ch , AL
C, LV 3
Pool-Born Undead.
Immune to morale checks. When a pool- born is destroyed, all other pool-born in near gain HP.
POOL-BORN DROW
CORPSES (5)
Stiff-jointed, white-eyed drow staggers about aimlessly, coated in green goop.
AC 15 (mithral chainmail
+ shield), HP 15, ATK 1 longsword (), MV near, S , D , C , I , W , Ch , AL C, LV 3
Pool-Born Undead.
Immune to morale checks. When a pool- born is destroyed, all other pool-born in near gain HP.
- Pool-Born Skeletons AC 13 (chainmail) HP 15 LV 3 C 1 longsword +1 (1d8) or 1 shortbow (far) +0 (1d4)
17-3 Thin Pillars p.97
17-3. THIN PILLARS
Hall (Double Near). Dirt, debris cover floor of room. Dust everywhere.
Six narrow pillars span floor to ceiling. Locked door on west wall (STR
18+ to force or DEX 15+ to open with thievery).
Pillars. Thin, 2-foot wide marble pillars, dusty and grimy from neglect.
Under grime are extensive carvings:
•
Snake-headed, glowing sorcerers lift their arms around a frothy pool
•
Skeletal bodies stagger out of pool
•
A featured snake- being has a giant snake body and a human torso
17-4 Burial Workshop p.97
17-4. BURIAL WORKSHOP
Chamber (Near). North stone door is barred from south side, heavy brass rod (STR 18+ to open).
Inside chamber are tables against north and west walls, covered with tools and urns.
Tools and Urns. Funerary tools: rotted brushes, green-tinged hook- edged scalpels, tiny pliers, and small tongs.
Urn. Most urns contain dried pigments and inks.
One verdigris-spotted urn is still sealed with lead.
Sealed Urn. Holds fat flecks of gold mixed with rock-hard paste. Adding wine or other alcohol reconstitutes paste
(sovereign glue, 1 use, worth 15 gp if sold just for gold).
SOVEREIGN GLUE
Viscous, milky-white paste dotted with nubby flakes of gold.
Benefit. One use of glue covers a close-sized square surface and takes
1 round to set. Once set, the glue’s bond can be broken only by the wish spell.
17-5 Belowdown Shaft p.97
17-5. BELOWDOWN SHAFT
Shaft (Near). A 20-foot- wide shaft lined with fizzling green-purple runes. Ten-foot-tall, staggered ledges surround the shaft, ascending north and south. Brass-rung ladder is attached to the east side, going up and down.
Ladder. Brass ladder in fair condition, far distance to Area 18-7 (down) and
Area 16-5 (up).
Runes. Reptilian necromantic runes and a proclamation, “The black pool awaits below.”
17-6 Upper Cave Ledge p.97
17-6. UPPER CAVE LEDGE
Cave (Near). Six 10-foot tall ledges ascend to this fungi-dotted cave. Atop the highest ledge is an irregular, double-close width hole (Area 17-8).
Fungi. Many clusters of neon-violet, tubular fungi.
DEX 12+ to avoid or the fungi deflate, releasing a vivid, tinny whistle audible for far. Nothing within hearing responds to whistle, but the crawlers have no way of knowing this.
17-7 Upper Cave Ledge p.97
17-7. UPPER CAVE LEDGE
Cave (Near). Two sets of
10-foot-tall ledges ascend towards Area 17. Angled steps lead southeast to a stone door.
Stone Door. Cracked and marred, deep gashes.
Barred from south side, heavy brass rod (STR 18+ to open).
17-8 Chute p.97
17-8. CHUTE
Hole (Double Close).
Atop the highest ledge is an irregular, double-close width hole. Rough, crooked handholds are carved into the chute’s walls.
Hole. Descends far into
Area 18-1. DEX 9+ with handholds or fall for damage. Once falling into
Area 18-1, DEX 9+ or continue falling into Area
20-4 for more damage.