Devoured Labyrinth · p.6 · 3p
Open source p.6Introduction
Welcome to the Devoured Labyrinth, a tome of short, easy-to-use "drop-in" style dungeons for the Shadowdark role-playing game. This book is made possible through the generous support of all of our Kickstarter backers. If you are one of them — thank you! You made this happen!
How the Book Came to Be
Before diving into the details of the book, we want to share how it came about. Sometime in early 2024, about a year before we started the book, Zac invited several of our creator friends and myself to play in a very unique campaign. He proposed to run the entirety of the Moria megadungeon detailed in Free League's Moria: Shadow of Khazad-dûm but using the Shadowdark system and with us playing three separate groups of dwarves. The campaign ended up lasting almost a full year, and for many of us it was not just a chance to nerd out in Middle-Earth, but also an unforgettable introduction to the power of Shadowdark as a system. As we finished the campaign, being a wild pack of RPG designers, , the immediate question was: "Hey, should we all make something for Shadowdark?" So was born the Devoured Labyrinth. With nearly two dozen of us in the game, and a book format that allowed everyone to contribute, more creator friends inevitably jumped aboard as well. So now, the tome you hold has work from over two dozen distinct authors from around the industry, but very much remains a project made by friends who play together and wanted to create together. Our visions and styles are often distinct, and we wouldn’t have it any other way.
What's in the Book
The Devoured Labyrinth gives you stand- alone mini dungeons, each of which is either one or two pages in length and self-contained. You need the Shadowdark core rulebook for some of the monsters and treasure. IIn three cases, we've also referenced the Cursed Scrolls, when this is the case, it's flagged in the table of contents. This project was nearly complete prior to the announcement of The Western Reaches campaign setting, but based on what we’ve seen, we think it fits perfectly alongside it! Although it’s filled with stand-alone parts, we wanted to give the Devoured Labyrinth a bit of structure, both because we wanted it to fit somewhere in the world of Shadowdark, and because we thought some of you may want to use it as a campaign or hex crawl. Thus was born Fiodholm — an ancient kingdom that was founded beyond the mountains, destroyed, forgotten, and now devoured by the jungle. Whether you want to drop in individual dungeons, or the whole region, it should work seamlessly with the rest of your Shadowdark campaign. If your game can have a mountain range, Fiodholm can be just beyond (or through) it! For both thematic and practical reasons, we divided the area into five separate regions, each with its own sub-theme and level range…although we did make sure to throw a couple of mimics into things; after all — a goblin region that's all goblins all the time would have been a bit boring. We made sure that some of the level ranges overlap as well. To round out the book, we added a couple of things we think you'll find useful. We added a thematic Level Gauntlet that can be
used to kick-off a party’s journey and a set of overland and underground or in-dungeon random encounters that can be used to facilitate travel between places. Each set of random encounters is thematically designed to enrich our regions. Finally, we added a hex map. Given the drop-in nature of our book, we did not want every dungeon on it to have a canonic location. So for each region, you will find a few locations that have unique markers on the map, while other locations in the region are indicated by a "general" marker — letting you randomize which of the remaining dungeons of the region is located there. This makes it easy for you to add your own dungeons or other published dungeons here, all using the same map. The opening page of each region’s section gives additional tips for using it. Depending on the nature of your campaign, you can either have the characters return aboveground to continue their exploration, or have them find ancient passages underground that connect the individual locations.
Although there is a greater story to the fall of Fiodholm, we've kept lore to minimum, giving you an opportunity to build it up in whatever way suits your campaign. Primarily, the special random encounters included in the Six Tombs of the Emissaries, and the high-level adventure Her Majesty in Entropy, tell the story of the fall from the giants' perspective, and are designed to be lightly woven through a party’s adventures. This too is open enough to let you mold it to your game — there was a plague, a demon attack, a war — but what really happened in the final days of Fiodholm remains intentionally malleable and open to you or your players’ interpretations. The story from the humanoid kingdom’s perspective is entirely yours to shape. We hope you find things that are useful in this book, and have as great of a time playing Shadowdark as we did. On behalf of everyone involved in the making of the Devoured Labyrinth,
Andrew Bishkinskyi with Zac Goins
Maps (4)
Rooms (55)
Devoured Labyrinth Lore Devoured Labyrinth Lore p.10
Devoured Labyrinth Lore
The Devoured Labyrinth is the remains of an ancient once-prosperous kingdom called Fiodholm, which now lies buried beneath a distant jungle.
Ancient History of Fiodholm
Millenia ago, Empress Vlassa IV rode farther south with her army than any before had dared. Having crossed the Iceless Peaks, her forces tamed the jungle, warred with viperian warlords, and treated with mighty giants. In the end — by conquest and diplomacy both — she had extended her realm, and established the region of Fiodholm. Upon the empress' death, the empire passed to her daughter Vlassa V, who had little interest in the jungle, and declared Fiodholm an independent kingdom, to be ruled by her ambitious eldest son Tavir. King Tavir continued to build Fiodholm, using its rich resources — precious metals and gems were all abundant — to expand its cities. War soon came to the kingdom on two fronts. As the king's miners dug deeper below, plucking out the precious metals and stones, they crossed swords with two subterranean civilizations — a territorial dwarven kingdom, and a cultlike drow enclave. Meanwhile, aboveground, as the Fiodholm forces pushed further south, past the deepest jungle, they found an impassible, nearly vertical wall. Smoke and heat came off the mountain, and it came to be called the Wall of Flame. No sooner had the wall been discovered that hungry demons began to emerge from its cracks and crevices. Forts were established as a defensive measure against the demon invasion and to mark the borders
of the kingdom. This soon became known as the Demon Frontier. It is said that after a time, even viperians came to serve in King Tavir's armies, and to fight against the demons. The drow, however, sought to use the demons to destabilize Fiodholm. After a period of flourishing and building, Fiodholm suffered a cataclysmic plague and was wiped out nearly instantly. Fearful of the plague's spread, travel beyond the Iceless Peaks was forbidden, and the place left to be overtaken by the jungle, until it was rediscovered millenia later.
The Devoured Labyrinth
Today, what was once Fiodholm is buried beneath the jungle. Ruins of disparate buildings and whole cities form an occasionally interconnected maze below the surface. Aboveground, Fiodholm's tallest buildings look like little more than earthen mounds now, taken back by the jungle. Yet excavations lead to treasures and buried secrets, if one is brave enough to face the dangers. The Fiodholm Valley— which can be reached by crossing the Iceless Peaks or traversing the Path of Teeth — consists of five regions. THE PATH OF TEETH (CHARACTER LEVEL 0 GAUNTLET) Instead of going over the Iceless Peaks to reach the Fiodholm Valley, an adventuring company may brave an unexplored and brutal wild path through the mountains. This deadly passage is called the Path of Teeth.
THE GOBLIN HIDEYHOLES (CHARACTER LEVELS 1-2) At or just below the surface level, goblins have discovered entrances to many of the mounds, and now use them as hideyholes. The goblins fight against or succumb to Fiodholm’s undead defenders and underground predators, only to spoil priceless historical treasures, and abandon a place once they fill it with waste. The goblins hide from the viperians who still prowl the jungle, and would rather face dangers in the ruins than the vicious hunters above. Goblins are mainly present in the northern third of the jungle, with fewer and fewer venturing into the dangerous south. THE CENTRAL JUNGLE (CHARACTER LEVELS 3-5) The fierce vipereans have their own settlements and care little for the ruins of the ancient kingdom, other than in using them as a foundation for their own temples. Their biggest temples are in what was the central part of Fiodholm, and they can be found raiding goblins to the north and fighting demons to the south. THE LABYRINTH (CHARACTER LEVELS 4-7) Deeper in the ruins, beneath the hideyholes of the goblins and the new temples of the viperians, lie passages to the best-preserved ruins of Fiodhom. The undead here are stronger. Some are uneasy from the curses and horrific acts of the Kingdom's final days, while others carry remnants of the past plague — less virulent, but just as deadly. In some parts of the ancient city, deadly life persists. Ancient civilizations of dwarves and drow — once fierce enemies of Fiodholm — have converted its buildings into their dwellings, and taken the riches for themselves.
THE DEMON FRONTIER (CHARACTER LEVELS 6-9) At and beneath the southernmost parts of the jungle, the Wall of Flame looms large and belches foreboding smoke. Long buried are the defensive forts of Fiodholm, yet some protective magics have persisted, keeping most demons at bay. These protections are ancient and continue to weaken, letting some demons slip through, above, and beneath the wall. The demons have had no allies in the jungle, not even the viperians — who fight them tooth and nail. But now, with adventurers come to reclaim Fiodholm's past glory, the profane drow seek to use the uncontrollable demons against the perceived invaders. THE GIANT HILLS (CHARACTER LEVELS 8-10) In the region's southeast lie several overgrown hills, around which the few surviving giants of the jungle make their home. These few giants, while still imposing to humanoid eyes, are a far cry from their mighty progenitors. Yet they defend their holy hill with all their might. Inside the hill lie ruins of what was once the city of the giants. It now serves as the tomb of Kaiva Thunderstep, their mighty ruler who had once treated with Empress Vlassa herself — and made the giants live in peace with Fiodholm. It is rumoured that the giants betrayed Fiodholm in the days of the plague, and tried to conquer the land. Other rumours say that Kaiva would have never willingly betrayed the alliance, and that she must have been influenced by some nefarious force. The truth lies buried in the ancient stronghold of the giants, where each hall is the size of a humanoid city square, and where, deep within, lies the giant Queen herself.
Hex 005 Betwixt the Teeth (The Gauntlet) p.12
Betwixt the Teeth
The Gauntlet
For months, many have tried and failed to slip through the mayhem called “the Path of Teeth.” Discovered just a season ago, this chilly passage leads to a lost world – a valley filled with jungle ruins and untold hoards of treasure! The PCs are commoners from a nearby village that has fallen on hard times. They’re keen on changing their fates, testing their luck, and being among the first to enter the valley. Start at LV 0 (S). EARLY LEVELING [Optional] Earn a class early; may only be earned once. Level up again when you enter the valley. Using more than just the core four? Use GM discretion. Most of these can flex-fit. If you die, go back to LV 0.
Fighter: deal 8+ dmg on a single hit or slay a LV 4+ creature. Priest: aid the drider (Area 11), carve your name (Area 17), purge fiends (Area 18), or commune with dead (Area 26). Thief: surprise and kill an enemy, loot/use lockpicks, secretly filch a gem (Area 12). Wizard: loot/use a wand, aid the mage (Area 14). Add these to found loot to seed flavor from future locations in the Devoured Labyrinth. EXTRA LOOT Giant’s Blade: 1. an ancient dagger for them, a greatsword for you (15gp). 2. Demonic Idol: shaped magma, appears elvish (25gp). 3. Viperian Bracelet: gold serpent, emerald eyes (50gp). 4. Ancient Tapestries: depict giants warring against demonkind (50gp).
Areas
1. STAR CHAMBER northwest, Branching pathways to the southeast, northeast and . Northwest:
- steep stairs to a broken door, a bare room, and damaged doors on either side. Southeast:
- frozen tunnel, DEX DC 10 or 1 dmg and slide into Area 7.
- Northeast: tunnel diving under a stone structure. WIS DC 12 to notice goblin tracks. 2. HILLMEN HOLD bunks tables Moldy , rotten , and goblins trembling . Bunks:
- WIS DC 14 to find a shiv (dmg: ).
- Tables: 2 bottles, 4 table leg “torches.” Goblins: 3 terrified goblins (S),
- peeking toward Area 5.
- Loot: clubs, shortbows, dead rat. 3. DILAPIDATED STORAGE chests barrels lockbox Dusty and . One pristine .
- Chests & Barrels: long ransacked. Two broken arrows. Lockbox: a young mimic (S)
- with 16hp.
- Loot: goblin bones, crowbar. 4. HILLMEN BASTION Skeletal remains of the last watch. A ceiling filled with bats.
- Remains: 2 bodies pierced with 2 arrows. Crossbows, 9 bolts, deck of cards. Bats: a bat swarm (S) nests here.
- 5. HILLMEN MAUSOLEUM coffins skeletons Five along the side, five door battering down the far .
- Coffins: opened and empty, save for gp in copper treasures.
- Door: barred from the other side. Sounds of men. Skeletons: 5 skeletons (S) disturbed
- from their slumber.
- Loot: chainmail & shortswords.
6. BARRICADED ROOM Once ornate chambers. Crackling fireplace. Desperate men.
- Fireplace: WIS DC 18 or check thoroughly to find secret passage to Area 7. Men: bandits (S)
- with sacks of goblin loot. Not keen on sharing. Led by Rictus Thimble (halfling).
- Loot: 2 leather armor, 2 shields, clubs, 12 rations, aged incense, roll 2x on Treasure 0-3 plus gp in ancient coinage. 7. ETERNAL POOL Gurgling, deep pool. Tunnels leading further in.
- Pool: fed by underground stream. A long swim to Area 12. Roll 1x on Treasure 0-3 for what lies beneath. [Hidden] False Walls:
- to Area 6 & Area 9. WIS DC 16 to notice. [Hidden] Giant Frog: giant frog
- a (S) resting in the pool. Attacks if water is disturbed. [Hidden] Darkmantle: darkmantle
- (S) tucked into the tall ceiling. 8. GOBLIN OUTPOST shrine Goblins Once a druidic . waiting for comrades. Shrine:
- long rests here recover hp. All rituals attempted here are at DISADV. Goblins: goblins (S)
- on watch. A goblin shaman investigating the ruins.
- Loot: clubs, shortbows, 1 leather armor, staff, Wand of Unlife (S).
- Pray: once per party, fully heal a PC. 9. COLD TUNNELS wind Chill coming down the mountain. A ledge narrow beyond. Wind:
- rests near here test CON DC 12 or fail. 1:6 chance torches extinguish each round.
- Edge: DEX DC 10 each 15' or fall to death. Access to Areas 13, 17, and beyond.
10. SKIRMISH SITE A wider cavern with a pitched battle between men and goblins! Cavern:
- rising to a tunnel in the south; a tight passage to the north. Bandits: bandits (S)
- seeking Rictus (Area 6).
- Loot: clubs, shields, shortbows, 8 arrows, 2 torches. Goblins: goblins (S) and a boar
- (S) mount tearing into the men.
- Loot: clubs, shortbows, 12 arrows, 60’ rope, manacles. 11. DROW HIDEOUT spiderwebs drider A corner alcove filled with . A lurking within. Spiderwebs:
- disturb and 1:6 chance of spider swarm (S) . Drider: Ichtheen the drider (S)
- plotting revenge against men and goblinkind. Not averse to help. Can summon a spider swarm in this area.
- Loot: mithril chainmail, longsword, silver pendant of Shune (300gp).
- Desire: aid the imps in defiling Area 18 & kill mage in Area 14.
12. THE SACRED SHELVES Natural stone shelves dotted with ancient holy relics. A cloaked entity moving slowly among them. Relics:
- incense sticks and generations of ancestral memorials. WIS DC 14 to locate a 25gp gem. Roll Treasure 0-3 each additional search. Entity: invisible stalker (S)
- an tending to its sacred charge. If it notices robbers, it casts aside its cloak and disappears. Hunts down the thief. 13. GIANT’S NOOK Wide opening to mountainside. A giant takes shelter here.
- Mountainside: long rests here recover hp. All rituals attempted here are at DISADV. Giant: goat giant (S)
- Grey the ancient rests here during his treks. Drinks from the stream. Speaks only Giant.
- Loot: greatclub, dead mountain goat, warhorn, 3 sacks.
14. BANDIT LAIR A cozy hold turned campsite. Plenty of gear and bandits. Hold:
- long rests here recover hp. All rituals attempted here are at DISADV. Gear:
- bedrolls, 5 backpacks, lantern, 2 oil flasks, 20 rations, crowbar, 20 arrows, 3 javelins, flint & steel. Bandits: bandits (S)
- and mage (S) Sage the elven . Distrustful and secretive.
- Loot: leather armor, clubs, shields, lockpicks, Cloak of the Bat (S).
- Desire: find the hillmen’s wand (Area 22), hunt down the drider (Area 11). 15. SUNKEN HALL Stairs in all directions. The lower hall collapsed stream into the . Stairs:
- north and northeast: abandoned halls. Southeast: open platform with crumbling pillars (Area 18). Make noise here and stingbats from Area 16 arrive.
- Stream: gurgles along. WIS DC 12 to hear fiendish chatter to the east over the noise.
16. HILLMEN ARCHIVES Not yet looted by the mage…with good reason. Stingbat nest. Stingbats: stingbats (S)
- and about a thousand eggs. Loot:
- ruined books, moth-eaten papers, Scroll of Mage Armor (S), and a partial account of Olm the Watcher, a powerful mage who watched over this keep. 17. HALL OF MADEERA A stone statue of a goddess. An overlook to the north.
- Statue: laws and the names of the faithful etched into her form. An iron chisel rests in her open hand. Lawful PCs may pledge themselves via ritual. seraph (S)
- Support: a manifests to support new priests for 10 rounds. Overlook:
- 2 unused torches. A glimpse through the mists of the Devoured Labyrinth.
- The first PC to glimpse gains Luck.
18. HILLMEN ORD SHRINE Four pillars with gilded script. A small altar across the stream. Tiny winged devils throughout. Script:
- functions as Scrolls of Light (S) and Augury (S). Anyone may attempt to cast. Failure: DISADV on all checks for rounds. Altar:
- burn incense to gain ADV on next attack. Imps: imps (S)
- burning desecrations into the pillars and altar. Summoned by dead drow. 19. HILLMEN BATHHOUSE woman A floating, scarred, beautiful surrounded by glimmering coins amidst a dry bathing pool. Woman: cubi devil (S)
- Rizka the suspended and slowly being eaten by a gelatinous cube (S) . Only her will keeps her alive. The cube would love to devour another.
- Loot: x 5gp in various coins and an infernal medallion.
- Desire: escape, then help building a space of summoning. 20. GRANDROOM doorways murals More than walls. Crumbling of hillmen. Doorways:
- north, west, and south: broken doors. East: barred doors. The southeast door is barred from this side. Murals:
- hillmen warriors contending with elven (drow) sorcerers.
- [Hidden] Vault: behind the murals. Set of plate mail and greatsword. 21. RIVERSIDE STEPS stream Wide steps leading down to the . A small raft moored. Stream:
- gentle current to the east. roper (S):
- [Hidden] lurking underwater.
- Raft: of crude, goblin-craft. INT DC 12 each round to navigate. AC 10, HP 9.
22. HILLMEN OVERLOOK Barricaded door to a rats’ nest made from filth and skeletal remains. Nest: dire rats (245)
- and mewling kits. Remains:
- bits of cloth, gnawed bones, 3 brittle torches, roll 2x on Treasure 0-2, and a Wand of Warding (S). 23. GOBLIN RESIDENCE Roasting carcasses, flea-ridden beds, and plenty of goblins.
- Carcasses: Roll . Eat to gain benefit. 1. piranha (ADV on attacks, 1hr) 2. mushroomfolk (Telepathy, 1hr) 3. darkmantle (see in darkness, 1hr) 4. rat (ration) Beds:
- search for mundane items (S). Goblins: goblins goblin boss
- , a (S) rust monster (S) , and a caged .
- Loot: clubs, shortbows, 7 arrows, chainmail, spear, sack of coins (64gp). 24. HILLMENT TURRET corpse Gaze upon a and the mountains. Even bats more , larger this time. Corpse:
- a desiccated goblin, dagger, lockpicks. Bats: bat swarm giant bat
- a hungry and a (S) . Their last meal was the goblin. 25. WYVERN’S WATCH ledge dragon A wider . Claw marks from a in the rock. Ledge:
- overlooks a deep canyon. Access Area 27 or tight squeeze (DEX DC 14) into Area 24. Dragon: wyvern (S)
- 2:6 chance a is here now. Loves throwing PCs off the ledge.
26. PATH OF THE LOST Four sarcophagi along the southbank. A statue of two twisting entities on the northern shore. Sarcophagi:
- contain the first hillmen specters priests. Their haunt this space.
- Loot: chainmail, warhammers, gems (200gp), but anger the specters. Specters: shadows (S)
- 4 attempt to possess PCs, speak in strange tongues (Primordial). Allow them to inhabit your mind to become a Priest and Speaker.
- Statue: an effigy to The Lost (S). Destroy to eliminate the specters. Burn incense to learn Primordial, once per party. 27. WYVERN’S PERCH cave The largest, tallest in the complex. A monster’s nest high among the rocks. Cave:
- 40’ tall, littered with bones, smells of rot. The tunnels to the east and southeast allow escape from this dungeon!
Monster: 3:6 chance a wyvern (S) is
- here now. Extremely territorial.
- Loot: bandit & goblin bones, 1 roll Treasure 4-6, a single wyvern egg. 28. FUNGAL FARM Along the bank, a fungal grove growing in and around remnant supplies.
- Grove: strange, oversized, sometimes animated fungal growths. INT DC 16 to turn concoct healing poultices (hp). Moving past the grove via the stream allows escape from this dungeon!
- Animated: mushroomfolk (S) usually peaceful, but harried by goblins and bandits into conniving wrath.
- Supplies: old barrels of rope, 2 grappling hooks, lantern, oil flasks, 10 iron spikes, 2 rusted shortswords, 5 javelins, and a mace.
Goblin Hideyholes: Region Overview Goblin Hideyholes: Region Overview p.18
Goblin Hideyholes
This first section of the Fiodholm Valley is where the characters either start their adventure or emerge into after using the Betwixt the Teeth gauntlet. Adventures are designed for levels 1-2. There are 9 locations to visit, and 4 of them are highlighted with unique icons to indicate distant visibility or ease of locating. Consider these the first things that a group notices during their scouting from a hilltop. Doom Hold or the Lost Watch are both excellent ways to start off your characters adventuring. Conversely, the distant glowing tower from A Glowing Evil and explored after the characters reach level 2. Other locations in the region can be also spotted with scouting, or moved and discovered during travel.
should be treated as a destination,
Adventure Locations
To match the location on the hex map, find the correct row (000 for the exit hex from the Betwixt the Teeth gauntlet) and count hexes from left to right (fifth hex means 005 for Betwixt the Teeth).
Pre-located Adventures
108 Doom Hold: Goblins? Zombies? Goblin Zombies? ------------------------------ 22
106 The Lost Watch: Goblin boss Krast feeds a Hungry Thing. -------------------- 24
410 A Glowing Evil: An eerily lit tower holds ancient undead. -------------------- 25
405 Nest of Vrock: The Rotted Priestess awaits sacrifices for her cult. ---------- 30
Flex-location Adventures
Location Options: 204, 207, 210, 303, 408 The Carrion Hollow: Cannibal bandits hide in ruins. ----------------------- 26 Hornfel Outpost: Hunted goblins have turned the tables on a viperean. ----------------------------------------------------------------------- 27 Mood Rings: A goblin group begrudgingly guards an undead-infested cave. ------------------------------------------------------------- 28 Three Demon Cave: Goblin offerings at a demon shrine beckon evil. -------------------------------------------------------------------------- 29 Goblin Bones: A goblin survivor has found a necromantic tome. ----------- 32
Goblin Hideyholes: Random Encounters Goblin Hideyholes: Random Encounters p.20
Random Encounter Tables
Exterior
Random Encounter fairy 1 A offers a sip from a paralytic mango drink. A hungry skeleton 2 A gesticulates wildly, frustrated after leaving its opened mound. If not helped, it attacks. rot flower 3 A grows out of skeletal remains. There is gold among the bones. drow 4 A has lost its way and its companions. To be seen means death. wight 5 A seeks those who opened its burial mound, and is blind with rage. mushroomfolk 6 Two friendly offer food and safety, but don’t understand what poisons humanoids. apprentice guards 7 A haughty leads three hired be trouble. giant frog 8 A bloated twitches, near death. A panthers 9 A mated pair of stalks the party. One tests and distracts them, the other attacks from hiding. 10 A desiccated lizardfolk corpse lies below ten full and languid. 11 A partially excavated door in the earth, long abandoned. Leads to (pg110). giant’s skull 12 A (pg115) splits the heavens, hovering amidst the clouds before touching down nearby.
Additional Encounter Ideas
For additional random encounters in this area, use level-appropriate monsters of levels 1-2. In addition to goblins and a variety of undead, there are jungle beasts, plants, monstrosities and bandits. Note that due to its remote location, the bandits of Fiodholm are less likely to be typical brigands, and are likely just “morally-flexible” explorers. The Devoured Labyrinth has no predetermined merchants or rest areas, but if an opportunistic trader were to set up shop after following the party, they would probably do so in this region.
crocodile will arrive soon.
on a frivolous treasure hunt. Bound to
centipede swarm bursts from its innards.
stingbats roosting. are
Lost Emissary tomb
Interior
Random Encounter 1 A goblin has returned to grab something it forgot, not expecting anyone else to be there. 2 A panicked giant bat can’t find its way out. 3 A cursed animated armor wanders, the corpse of its former wearer still inside. 4 A ghoul eats the remains of a goblin loudly, distracted for the moment. It desires fresher meats. 5 A wight has appointed itself a guardian of the ruins and stalkers intruders. 6 An earth elemental bursts through a wall, passing through to elsewhere. Its tunnel offers a shortcut. 7 A will o’wisp imitates torchlight, shining around corners. It lure victims for a grey ooze. 8 Five goblins ambush the party with nets, mistaking them for competing goblins. 9 The cries of a hunting vrock demon echo throughout. It hunts down any who do not remain silent. 10 Three deep gnome prospectors seek supplies and treasure before returning below. 11 A priest and two knights seek to lay the dead to rest. They do not suffer tomb raiders. 12 An ogre battles a cave brute, seeking to take its mandibles as a trophy.
Hex 108 Doom Hold p.22
Doom Hold
Once a blessed waypoint and place of shelter from the days of Fiodholm, goblins attempted to convert Doom Hold for their own needs. However, their antics angered the humans’ gods, causing the divine to intervene and possess the goblin leader Isnot, who attacked his companions and now awaits intruders as a zombie.
Areas
1. ENTRANCE Two granite pillars chiseled with runes but vandalized stand near an earthen mound.
- Pillars: creeping vines, runes of good and blessings. Vandalized:
- crude goblin writing from mud, blood, crushed berries. “Goblin’s now! We claim! No viperian!” 2. BLESSED STONES Seven worked granite pillars, now disheveled and worn. Weathered ancient chiseled runes of blessings and protective magic are crudely painted over.
- Pillars: covered in creeping vines.
- Paintings: vulgar goblins battling viperian. [Hidden] Snakes: cobra snakes (S)
- 2 . WIS DC 14 to notice. 3. ANTECHAMBER Six large piles of garbage and decaying food, stacked upon wooden tables and chairs. Ancient script painted along the north wall reads, “Accept the gods’ blessings of Kingdom Hold and be protected.” However, “Kingdom” is painted over in crude text.
- Piles: 20% chance each of containing a creature. Roll : 1-2. 2 rats (S), 3. 1 giant rat (S), 4. 1 otyugh (S) which defends itself but is too involved with eating to pursue. Text:
- goblin text reads “DOOM.”
4. SHRINE Behind dirty and tattered purple drapes, two life-sized human statues each hold a stone tablet and stand on a raised platform. Drapes:
- goblin text reads “Isnot Bad!” Statues:
- clergy reading from sacred text. Vandalized with painted moustaches, thick eyebrows, other defacings. Tablets:
- act as Scrolls of Cure Wounds (S) and Bless (S).Cannot be removed. Recharge at dawn. 5. STAIRS (adventure Stairs leading to The Labyrinth connector, random encounter, or dead end) . 6. MURALS Faded elegant murals depicting praying humans, some painted over with childish images, cover the walls.
- Murals: obscured symbols of good- aligned god.
- Images: vandalized. A few holy images crossed out. Door:
- locked, see Area 7. 7. ARMORY Slightly corroded and tarnished weapons hang from rusty steel hooks. Damaged door.
- Door: locked, obvious attempts made to pick the lock or bash the door. DEX DC 12 or key in Area 8.
- Weapons: random weapons. 1:6 chance each is damaged. 8. PRIEST QUARTERS Small, quaint room adorned with colorful tapestries. Blanket covers a small lump on the bed.
- Tapestries: brightly colored threads in a prismatic display. Moldy. (100gp) Bed: zombie (S)
- resembling a goblin. Attacks if blanket removed, but ceases if covered again.
- Loot: WIS DC 12 reveals a Potion of Healing (S) and a key (Area 7) under a loose stone below the bed. 9. COLD STORAGE Large rock covered in blue mold near the center of this unusually cold room. Rotten meat hangs from the ceiling on lengths of rope.
- Mold: emits cold. Touching deals dmg. 10. KITCHEN Completely ransacked and filth-covered.
- [Optional]: random encounter. 11. SCARED WELL Natural stone stairs lead to a small pool water of clear .
- Water: clear. 5’ deep. Goblin skeletal remains at the bottom.
- Skeletons (S): attack if the water disturbed. 12. DEAD END Refuse Collapsed tunnel. piled at bottom. body Decaying goblin holding a gleaming shortsword lays atop the pile. Refuse:
- decaying food and/or goblin excrement.
- Shortsword: Shortsword. Body: Isnot (zombie [S]). Rises if
- disturbed or if PCs attempt to leave Doom Hold. Chases.
Hex 106 The Lost Watch p.24
The Lost Watch
Atop a low hill of dirt and moss, the top of a watchtower bulges like a rough crown. Goblin Boss Krast thought the structure would be a perfect lair, until he disturbed hungry ghouls. Now Krast traps passersby so he won’t have to feed his own people to the Hungry Thing.
Areas
1. TOWER TOP Crenelations jut from soil-like teeth. Strewn leaf mold. A rotten door.
- Leaf Mold: rotted plant matter, silences approach footsteps. Door:
- iron-reinforced wood, damp- swollen, and ajar. “Come On Inn” scratched in Common. Stairway:
- leads down into darkness. 2. MESS Filthy wooden table, gnawed bones, and piles of trash. A door with iron brackets. Table:
- scarred with scratched graffiti. Bones and a dented silver tankard (10gp). Brackets:
- hammered into stone, designed to hold a bar. Goblins: goblins (S)
- [Hidden] lurk behind the door.
- Loot: sp.
3. ARMORY junk A thoroughly vandalized armory, with in goblins heaps. Several desperate .
- Junk: roll twice on Treasure 0-3, plus a wood bar, five arrows, and a mace.
- Bar: fits brackets in Area 2. Goblins: goblins (S) and Boss
- Krast (boss goblin (S)), trapped between the delvers and the Hungry Thing.
- Loot: gp, sp, and a random . potion (S) 4. LANDING A goblin corpse, its neck twisted. Old bunks with footlockers behind a tattered curtain near a wooden door.
- Corpse: broken neck from falling down stairs, several jagged wounds. INT DC 13 reveals bite marks.
- Footlockers: cloak, 12gp tucked inside. Door:
- wooden, unlocked. 5. GHOUL LAIR The long-buried entrance hall. Stinking flesh piled in a side chamber.
- Hall: former tower entrance now a dark tunnel (leads to other adventures or can be blocked off).
- Flesh: blood-stained oak table holds offerings of gnawed bones and putrid flesh. A and Shortsword of the Thief (S) shield buried in the offal. gp in coins, scattered on the floor. Ghouls: ghouls (S)
- [Hidden] two ready in ambush. They feast on Boss Krast’s offerings.
Hex 410 A Glowing Evil p.25
A Glowing Evil
The Grim Tower glows, bathing all in an eerie light. Who will risk all to keep this horrid light from engulfing those who behold it?
Areas
1. REVERED MOTHER’S ROOT A large pillar juts from the earth, imposing and glowing with a blinding light. Rope ladder along the side, or a low entry.
- Light: DISADV on tests using vision. Zombie (S):
- [Hidden] shambles about the base of the monolith. They suffer the same DISADV due to the light. [Trapped] Ladder:
- feels sturdy but pulling/ barbed net (, climbing triggers a falling S) . Thieves spot traps immediately. WIS DC 12 otherwise. Entry:
- dark as pitch. A thrum makes hearing difficult.
- 1A: stairwell ascends, ends in a heavy door. Opens into a small chamber. Stairwell leads to Area 2.
- 1B: spirals up to a hall. Statues sit in niches. two hold +1 Daggers. The third holds nothing. 2. FEAST HALL food Partly moldy sits on a table beneath a giant painting of a dragon engulfing a hero in fire. bag Something glints from a small upon the table. Stairs continue.
- Food: eat to heal .
- Bag: bags of 50gp each. 3. ALTAR altar A small chamber with a central . An exterior platform circles the monolith. Altar:
- big bloodstained dais. +1 Dagger.
4. DRAGON MOTHER SHRINE priest High atop this monolith, a wight stares into an artefact in the center of this platform, distracted by its beauty. Priest: fallen and lost to the glamour of
- the Orb. Use wight (S) with a dagger instead of a bastard sword. AC of 12 (robes).
- Defeat: glow reduced, tower grows silent…but for how long?
Orb of Wonder
Size of a human head, glows and hums with great power, drowning out the world. Bonus: touching the orb allows one to speak with any close dragons. Curse: test CHA DC 14 each round or become allured for 1 hour, seeing the awe-inspiring aura of the dragon doomed within. Fail twice and permenantly allured.
The Carrion Hollow The Carrion Hollow p.26
The Carrion Hollow
Deep in the jungle, where the light has been choked so that shadows can breathe, ruins of a watchtower peek free of the strangling trees. Beneath, a long forgotten sanctuary. It is here the cannibal bandits have made their home.
Areas
1. LABYRINTH OF RUINS Crumbled stone walls. Tangles of trees and strange flora. Thick shadows and an eerie silence. Bones and dried blood litter the area.
- Walls: 30 HP. Bones:
- obviously human. [Hidden] Bandits: bandits (S)
- stalk shadows. Attempt ambush.
- Loot: clubs, daggers, bone jewelry.
- Sniper: from Area 2. Picks off adventurers. 2. THE TOWER’S REMAINS Moss-caked beneath the trees, sun-bleached above. Old stones spiral toward the sky. [Hidden] Meals:
- 3 days’ rations stashed on the second level. [Hidden] Sniper: bandit (S)
- with shortbow.
- Loot: shortbow, eight arrows. 3. THE MAW Doors of ancient iron open to reveal coils of statue rotting gore on old rock. A chipped faces the opening, dark tunnels in all directions. Statue:
- priest with hollow eyes. 4. BUTCHER PIT The suffocating stink of raw meat. A pit of bones. Piles butcher of discarded belongings. A at a stone table, cutting. Piles:
- searching turns up one random weapon and one roll on Treasure Table 0-3.
Butcher: bandit (S)
- with a cleaver (). 5. THE GRAND CAVERN A ceiling of arched rock, a floor of blood and dirt. statue A beheaded of black stone stands upon a raised area, flanked by crude statues of imps. man Before them stands a giant of a . At his side, panther crew a and his . Statue:
- shallow bowl carved into stump of its neck. Offering of flesh heals hp. Man: berserker (S)
- Cyrm, . Carries greataxe Bloodspout. Panther: obeys Cyrm.
- Crew: bandits (S) rush to join
- the fray.
- Loot: clubs, jewelry of bone and mummified flesh, roll times on Treasure Table 0-3.
Bloodspout
A black blade streaked with crimson, a handle made of human bone. Bonus: greataxe. Benefit. Rite of Rage (S) blessing.
Hornfel Outpost Hornfel Outpost p.27
Hornfel Outpost
A dwarven outpost carved into the face of a crag, once featured a tower suspended on granite columns. The tower is long gone, but the interior halls remain. The current inhabitants are goblins, recently hunted by vipereans. The goblins managed to capture one assailant, though they lost many of their own. The survivors revel in their victory, taunting their prisoner.
Areas
1. GRANITE COLUMNS pool Eight granite columns surround a of water. opening Two dozen feet above, vines obscure an in the rock. Pool:
- drinking heals hp once per day. Opening: Area 3
- vines obscure opening to . STR DC 14 to climb.
2. HEWN HALL Stairs lead to a chamber of rough-hewn granite, copper Corpse veined with . lies at the entrance. Cracked floor with rivulets of water flowing goblins amid detritus discarded by .
- Corpse: viperean, riddled with stab wounds. WIS DC 12 reveals a false eye carved of jade (5gp).
- Copper: mining for hours earns 1gp of copper. Goblins: goblins (S) chip away at
- copper veins with rocks. 3. GREAT HALL Goblins rest amid granite columns. Vines opening altar conceal the southern . A defaced stands to the north. Goblins: goblins (S) rest here.
- Opening: overlooks Area 1 at a height of 20'.
- Altar: to Ord (S), now covered in offal. 1 hour cleaning grants Luck token. 4. TARNISHED ARMORY Rusted armaments litter this room and its alcoves. Statues of stern dwarves flank a shrine on a raised walkway. Goblins revel near a pit.
- Pit: 10' deep. Greased walls (STR DC 20 to climb). Viperean (S) prisoner.
- Prisoner: hostile but can be reasoned with if saved. Divulges the location of a supply stash by way of thanks. The supply stash, located an hour away, holds rations, torches, and a Potion of Healing (S).
- Shrine: honors dwarven warriors, defaced. Atop lies a necklace of jade (20 gp) etched with dwarven runes. Goblins: goblins (S)
- hurl stones at goblin boss (S) prisoner as cheers.
Mood Rings Mood Rings p.28
Mood Rings
Strange rings of stone mark an entrance to a cave absolutely littered with the undead. A goblin band stands guard but is unhappy with the assignment. Their leader Grimmgut may decide to abandon the area at any moment.
Areas
1. CRUDE WARNING A crude wooden sign, scratched and painted. A goblin guard sleeps against it.
- Sign: skulls and goblin text in white paint: "Dead men walkin’! Grimmgut in charge." Guard: goblin (S)
- one nodding off. Grumbles and kicks rocks if disturbed. 2. GOBLIN HUT Just out of sight of the sign sits a hut made of rotten hides. Goblins bicker inside.
- Hut: crudely tanned boar hides with a tangled mass of tusks (66gp) draped atop. Goblins: goblins
- arguing with the goblin shaman (S) Goreflax. No one likes it here, but the shaman insists on staying.
- Goreflax is learning necromancy in secret, using the undead to practice. Has a Wand of Animate Dead (S), breaks on 1-4. 3. STONE RINGS Two rings of massive stones, with a central firepit. A few more goblins milling about.
- Stones: leyline stones of long-forgotten druidic magic. If activated, serve as a zone of . truth (S) Goblins: goblins (S)
- furtively glancing toward the groans coming from the cave.
4. BOAR STABLE boar An oversized , saddled as a mount. An goblin mash equally oversized feeding it a of reptile guts and blackberries. Plenty of filth.
- Mash: serves as gross rations. Boar: one irritated boar (S).
- Grimmgut’s mount. Goblin: Grimmgut, a goblin boss (S),
- lost in thoughts and exit strategies. Carries a shortbow dipped in pig filth (CON DC 10 or infected). 5. UNDEAD CAVES wall A bamboo palisade corrals a growing zombies mass of .
- Wall: can resist up to 8 zombies before collapsing. Zombies: zombies (S), with
- added each night.
Three Demon Cave Three Demon Cave p.29
Three Demon Cave
The goblin shaman Deadclaw and his followers have claimed a forgotten shrine but cannot open its inner doors. Seeking fiendish favor, they pile offerings before the shrine’s demonic statues, causing evil to be summoned within.
Areas
1. BLOOD STONES Goblins prepare a fresh corpse atop a stone slab. A bloody knife lies nearby.
- Slab: granite, blood-stained, ceremonial markings. Fiend-touched:
- first PC offering own blood gains Advantage on attacks for 1 hour. Knife:
- +1 Dagger. Goblins: goblins (S) prepare
- offering corpse. 2:6 chance each round that Deadclaw arrives from Area 2. 2. GOBLIN CAVE bedding A terrible stench and crude fill this boulder tall cave. A large blocking a tunnel. Boulder:
- move to access Area 3. Bedding: giant centipede
- Deadclaw’s (S) hides within.
- Loot: Roll on Treasure 0-3 table once. Deadclaw: goblin shaman (S) rests
- here. 3. DEMON SHRINE corpses A rotting stench from decaying covering statues the floor and stacked before demonic . Doors on either side. Corpses: cave
- numerous bare corpses with creeper (S) hiding amidst.
- Loot: roll on Treasure 4-6 table once.
- Statues: grotesquely carved black stone with gold-painted eyes.
- [Hidden]: simultaneously pressing statues’ eyes unlocks doors. Doors:
- locked. Smooth onyx stone. STR DC 18 to force open. 4. SUMMONING CHAMBER Shadows summoned by the goblins’ sacrifices sigils stir above inscribed arcane . Sigils:
- ADV on spellcasting within chamber. Shadows: shadows (S)
- . Reinforcements.
- 3:6 chance after each round 1 imp from Area 6 arrives through secret door (WIS DC 12 to notice). 5. PROFANE SANCTUM Imps magically scribble glowing blasphemous text above demonic altars. Text:
- Nearby non-evil spellcasters have DISADV spellcasting. Imps: imps (S)
- .
- Altar Loot: Scroll of Burning Hands (S), blackened skulls (20gp), ravenite candles (30gp).
Hex 405 Nest of Vrock p.30
Nest of Vrock
The Cult of Vrock led by Valentina the Rotted Priestess inhabits a river cave, keeping a filthy demon fed with the flesh of innocents. Some time ago, discourse began among the devotees concerning Valentina's leadership. The power struggle resulted in a slaughter leaving Valentina with few sisters, as the vrock feasted upon the rebels’ flesh. But the vrock was still hungry and threatened to consume the remaining sisters. In desperation, Valentina crafted a rumor around her river cave, an adventurers’ tomb filled with spoils from their escapades. Now she waits for others. Raiding goblins just arrived.
Areas
1. CAVE ENTRANCE Tracks in a narrow muddy walkway above a swift river. The air is cool and musty, conversation muffled . Tracks:
- small and medium humanoid footprints. Conversation:
- drowned out by the river but coming from further in. 2. GUARDS A narrow path opens into a wider chamber with two green-skinned goblins guarding a walkway. Walkway:
- crafted wooden bridge, hazardous. Goblins (S):
- pacing back and forth.
3. SOUTH PASSAGE In this slender, winding passage, the air smells of campfire smoke, and the sound of water gets louder. Walls and floor spattered with wet blood crimson .
- Blood: a corpse was dragged out of here.
- [Hidden] Trap: trip wire to dangling bells. WIS DC 12 to notice. 4. LIVING CHAMBER Blood trail continues across another wooden bridge. Three bedrolls surround the small smoldering campfire. Two rectangular crates in corners. Crates:
- one is filled with dried meats, bread, cheese, and bottles of wine. The other contains the possessions of the six rebel sisters: jars of eyes, tongues, teeth, finger/toe nails, and gold necklaces and rings (30gp). Each sister's feather crown is wrapped in their scalp and hair (10gp each). 5. VROCK NEST The bloody trail continues up the roughly carved stairs. Munching sounds echo from the chamber. coffins Seven wooden lining the walls. Three women bloody-robed kneel at the edge of pit a wide . Coffins:
- dug from a nearby cemetery. Empty, save for simple clothes. Pit:
- littered with humanoid and bestial bones, sticks, human hair, and cave mud. Atop it all is a larged, winged demon.
- Demon: a blue-skinned, vulture-like vrock (S). Women: three human vrock
- cultists (S).
6. TOMBS OF BETRAYERS Across the wooden bridge, in a half-moon- shaped chamber, two grunting goblins attempt to open a series of wooden doors while one stout bossy-pants bellows, “HURRY UP!! Or I’ll cut the tips of your ears off!!”
- Doors: lead to seven small rooms with wooden coffins.
- Coffins: scarred skeletons placed face down, iron spikes driven through hands and feet. Those who betrayed Valentina. No possessions or markings. Opening betrayers’ coffins unleashes Curse of Vrock in room.
- Curse of Vrock: CON DC 15 or uncontrollable desire to consume dead flesh daily. Over the next days feathers painfully sprout from your arms and hands. Fingers sharpen and grow in length (Claws [ dmg]). Once the transformation is complete: reduce CHA by 3. Goblins (S): terrified of this place.
- Bossy-Pants: Stubs-his-toe the goblin
- boss (S).
Goblin Bones Goblin Bones p.32
Goblin Bones
Slunk the Vile was the only survivor of a goblin raid on a temple full of undead. He “survived” by using a tome of necromancy found in the temple, preserving himself in a state between life and undeath. He continued to practice dark magic and to reanimate corpses of his warband and other undead.
Areas
1. ROTTING VESTIBULE Rotting goblin corpses skewered with spears & arrows, buzzing with flies.
- Corpses: long dead, INT DC 12 to discern they actually died by tooth and claw. Spears:
- javelins, spears.
2. DEAD FOYER platform A circular room with a , the bottom doors half has 3 and 2 archways. More rotting bones goblins lay amongst .
- Platform: 10’ above lower half.
- Doors: heavy stone. Door to Area 5 blocked by something heavy. Opening doors trigger corpses & bones to animate.
- Bones: currently inanimate. If animated, rise as goblin zombies (1hp, S) and skeletons (S) and attack.
3. MAGE’S CRYPT Short stair leads down to a ransacked crypt. Only paintings remain. [Trapped] Stair:
- 10 lbs of pressure on bottom step activates crude wooden spike wall to swing at the entrance (DEX DC 12 or dmg). Paintings:
- dedicated crypt for one of King Tavir’s court mages. 4. PRAYER ROOM Short stair leads to a room coated in a chipped matrix of black enamel. Patterns seem to shift.
- [Trapped] Stair: 10 lbs of pressure on bottom step activates crude wooden spike wall to swing at the entrance (DEX DC 12 or dmg). Patterns:
- text readable only to the insane, dedications to a forgotten death god. One of The Nine, perhaps one of The Lost. 5. CENTRAL CHAMBER An amalgamation of goblin flesh and human bone shuffles around goblin corpses. Corpses: zombies (1hp, S) hear
- the sound of heartbeats and attack. Amalgamation: flesh golem (S)
- shrieks and rasps in pain and anger. 6. EMBALMING ROOM Four stone slabs and a statue of a mage.
- Statue: holds the saw and scalpel of a mortician (removable). Use to gain ADV on checks to investigate bodies. 7. ASSEMBLY ROOM viscera Half-formed flesh golems and strewn about. Broken statue in a recess.
- Viscera: haphazardly sorted through. Not enough for a golem. 8. MORTALITY REFLECTION statue A in a recess hums softly. [Trapped] Statue:
- young, thin mage. Radiates heat. Teleports creatures to Area 9 when touched.
9. IMMORTALITY REFLECTION A statue in a recess hums and vibrates. [Trapped] Statue:
- elder mage, horrifically gaunt. Freezes the air. Explodes on touch (all close DEX DC 12 or dmg). 10. PLACE OF PREPARATION Two golden bowls sit atop an altar.
- Bowls: small, remnants of incense (30gp each).
- Burn Incense: gain ADV on necromantic spells for the rest of the day. 11. COLLAPSED ROOM Debris from a false ceiling. Flattened goblins caught under the rubble. 12. PLACE OF REFINEMENT amalgamations A pair of quizzically hold body goblin parts as a strange attempts to fuse them with magic. Amalgamations: flesh golems (S)
- 2 . Goblin Shaman (S): Slunk the Vile,
- too many bones in place of left arm, missing the left half of his jaw.
- Loot: Scrolls of Animate Dead (S) and Fabricate (S).
Central Jungle: Region Overview Central Jungle: Region Overview p.34
Central Jungle
Once the characters have explored the Goblin Hideyholes, they move to the Central Jungle region. It is important to note that the Central Jungle – which is designed for character levels 3-5 – shares its map space with the Labyrinth region which lies deeper underground, and is designed for levels 4-7. Hexes belonging to the Labyrinth are marked with a small stairway icon, and have their own chapter. Central Jungle and Labyrinth locations can easily be intermixed, especially if characters choose to travel underground. A feature of critical importance to the Central Jungle is the Red River which runs east-west and marks the south border of the region. The river runs through a gorge and is too wide and wild to cross anywhere other than the bridge in hex 1404. This bridge has its own special dungeon called The Bridge of Eternal Sacrifice, which is detailed in the Special Locations section near the end of the book. The Central Jungle is home to 11 locations to visit, with 5 of them being highlighted with unique icons to indicate distant visibility or ease of scouting. Things get deadly quickly in this region and retreats may be warranted. The Riverside Redoubt adventures. Throne of the High Botanist and Sinful Wishes Temple of Burning Cold is best saved for the upper end of the level range.
and Traiter’s Throne are likely early provide some unique foes, while the
Adventure Locations
To match the location on the hex map, find the correct row and count hexes from left to right.
Pre-located Adventures
609 Throne of the High Botanist: of two towers. ------------------------------------------------------------------------ 38
507 The Traitor's Throne: Goblins and undead guard a giant's remains. ----- 40
903 Sinful Wishes: Subterranean terrors en route to a conniving Djinni. ------ 42
1204 Temple of the Burning Cold: claimed temple. --------------------------------------------------------------------- 44
504 Riverside Redoubt: Wererat-led explorers and a giant croc. ---------------- 46
Flex-location Adventures
Location Options: 601, 706, 708, 809, 906, 1102 The Specter's Tomb: Vipereans seek the treasure of a buried Queen. ----- 47 Legend's Depths: Corrupted plantlife guards an ancient temple. ---------- 48 Temples of the Triad: Vipereans and a bone naga occupty a trio of temples. --------------------------------------------------------------------------- 50 Temple of Thazk Zarraz: Living and undead vipereans, puzzles and history. ------------------------------------------------------------------------------- 52 Whispers of a Wish: Chaotic halls of corrupted, telepathic foes. ---------- 54 The Quivering Depths: A gelatinous journey to the Cubemother. --------- 56
A hag and dryad feud in a tale
Ancient statues and books in a viperean-
Central Jungle: Random Encounters Central Jungle: Random Encounters p.36
Random Encounter Tables
Exterior
Random Encounter scarecrow 1 Two effigies mark the edge of the territory of a band of viperians. treant manticore 2 A can’t catch the that has been rampaging within the grove. It offers safety and healing for help. goblins owlbear 3 Three have caught a tropical about to escape. 4 Disease carrying mosquitoes swarm the party, followed by two hungry goblin shaman 5 A is completing the ritual to animate a viperians 6 Four aim to capture sacrificial victims for their temple. druid elephant 7 A hermit rides an , seeking to crush viperians. bulettes 8 Two repeatedly tunnel and erupt from the earth in a mating ritual, destabilizing the area. doppelgänger 9 A begs for aid. It leads victims to its master, a viperians and two . ghost 10 A wants the treasure back that it died for. It lies in a crater filled with five jellies . 11 The remnants of a path lead to a hillside moss-covered door and (pg109) 12 Freshly snapped trees and smashed vegetation; in the midst of it all, a titan’s (pg115) leaking smoke.
Additional Encounter Ideas
The Central Jungle is the biggest and most diverse area of the Fiodholm Valley, and has a wide level range. Devouring Labyrinth adventures here focus on vipereans and undead, but just about any enemies are game. Rogue demons infiltrating the jungle from the Frontier can serve as foreshadowing of things to come, while drow and the more powerful goblins also have a presence. We intentionally avoided dinosaurs for our theme, but if you want them, this is the place to add them. If the characters wish to establish a base, the north end of the Central Jungle is probably the best location. In terms of selling their items, once characters have earned their respect, viperean or bandit merchants may be willing trade.
in a net. It is furious and
bat swarms . clay golem to serve their tribe.
viperian wizard
ochre
Aisling’s Tomb
skull
Interior
Random Encounter 1 A drider seeks temporary allies to hunt a dangerous foe, hoping the trophy will restore its status. 2 Two kobold sorcerers search for arcane reagents and holy relics. They claim they’ll pay well later. 3 Three goblin wererats, shunned by their kin, have fled the Hideyholes to start a new life. 4 A gorilla and a grick are locked in territorial combat. Helping the gorilla earns its loyalty. 5 Two trolls have followed the smell of adventurers, hoping for a softened-up meal. 6 Two ghosts of old Fiodholm reenact their living routines. They are despondent if interrupted. 7 Three centipede swarms pour forth from cracks in the walls, drawn by light and warm bodies. 8 A couatl defends itself and the site from a 9 A herd of eight manic dretch demons race through the area, delighting in death and destruction. 10 A drow priestess accompanied by three drow wizard over gold. viperian wizard 11 A , a viperian ophid , and three viperians seek a rumored magic item. 12 A viperian summoner lost marilith control of a and dretch demons eight . They seek revenge.
viperian ophid and three viperians.
strikes a deal in secret with a viperian
Hex 609 Throne of the High Botanist p.38
Throne of the High Botanist
Deep in the Central Jungle of Fiodholm lie the ruins of what used to be the highest towers of a palatial estate. These towers served as the home of a mad alchemist bent on experimenting on the local plant life and demons that inhabited the area. Note: All plants and enemies here have the demonic quality (S).
Areas
1. CLEARING BETWEEN THE RUINED TOWERS The jungle recedes to reveal shattered ruins of four towers. Two are nought but scattered stone. Two others rise above the creeping jungle. A whisper carries over the wind, words in a language no one knows clawing at the mind, promising…something.
- Jungle: rot flowers (S) grow around the base of the round tower. Tower (west):
- entered through broken window. Leads to Area 2. Tower (Round):
- entered through decayed balcony at ground level. Leads to Area 5. 2. WEST TOWER ENTRY Mildew and mold cover decaying furniture. A spiral staircase leads up into the tower, murky water drops from between the stones above. Mold:
- characters that rest here are infected with spores from above. Furniture:
- rotten lumber and decayed scrolls, written in a long dead language.
3. GARDEN OF BLEEDING EYES Water is pooled on the floor here slowly fungi dripping down. Violet huddle near the northeast corner. Water:
- drips from above. Thick with demonic spores and algae. Sip for violent visions. Drinking their fill enslaves character to the queen’s will. Fungi: violet fungus (S) whisper in
- foul language. Attempt to force any intruder to drink deep. 4. BOTANICAL THRONE ROOM rain Unnatural falls from the ceiling. In a throne queen of overgrown skeletal remains sits the of entourage the tower surrounded by her . Rain:
- infused with diabolic spores that fuel the demonic plants. Entourage: violet fungus (S)
- surround queen. Die to protect her. Queen: demonic dryad (S). Pretends
- to be an ally. Attempts to trick characters to drink. Desires to kill the hag and rule both towers.
5. COMPOST Filled with dead rot flowers that crunch underneath the foot. Reeks of decay, the heat is unbearable, and something moves beneath the soil. Decay:
- can be used to grow magical herbs. [Hidden] Path:
- circular path up along the western wall. Something: giant centipedes
- (S) burrow through decay. Test DEX DC 13 to avoid disturbing them each time you move. All attack if disturbed. 6. NURSERY flowers Rot in various stage of bloom, making it treacherous to navigate the room. A shelf on the vials far end, packed with . Vials:
- random magic potions (S). Rot Flowers (S):
- Test DEX DC 16 to avoid disturbing them each time you move.
7. HAGREST Walls lined with rotten plants and skinned animals still dripping with gore. The home of a hag, practicing her foul alchemy. In the center of the room, an axe is lodged in the stone. It calls for you. Weald Hag (S):
- a formidable opponent but willing to barter. Offers axe as a prize to the one who brings her the dryad’s head. Axe:
- the Axe of Pruning (as Greataxe of the Horde [S]).
Hex 507 The Traitor's Throne p.40
The Traitor’s Throne
Snaking vines weave through the crumbled remains of a fallen tower that stands as a burial mound for the victims housed inside. A single opening in the foundation acts as a siren’s call to those seeking to uncover the treasure that may be hidden within.
Areas
1. CEREMONIAL MEAD HALL A stony path opens into the remnants of a once glorious mead hall, now littered with signs of war. A plaque inlaid into the ground rests at the entryway.
- Signs of War: mixed remains of drow, humans, and viperians litter the hall. Battle damage from a large creature marks the terrain. Plaque:
- reads "Announce yourself to the noble who owns these halls and be welcomed".
- Failure to Announce: 1hp dmg to a character each time they enter a room. 2. WARRIOR’S REST Muffled voices sound from the chamber below where three stone doors prevent raiders from looting. Goblins: goblins (S)
- attempt stone doors to breach the . DEX DC 12 surprises the goblins. Otherwise, goblins take a defensive stance but don’t immediately attack, and offer an alliance
- They let the party trigger traps.
- Intend to attack and take treasure after all rooms are looted.
- Doors: STR DC 15 to open doors or DEX DC 12 to pick locks.
- Tomb 1: a crypt embellished with a woman in thick furs, surrounded by ice.
Winter Winds:
- once opened, frigid air blasts forth. CON DC 12 or take cold dmg.
- Treasure: Nightcloak Armor (S).
- Tomb 2: a crypt embellished with a man encased in brambles.
- Brambles: once opened, gnarled vines shoot out, covering the chamber and pinning the remains to the back wall. DEX DC 12 or snared by the vines.
- snared creatures take dmg when escaping vines.
- traversing a square with vines deals 1hp dmg. Treasure:
- Ring of Feather Falling (S) on chain around the neck of the remains.
- Tomb 3: crypt is opened. Charred remains lie beside it.
- Treasure: a Lifelight Lantern rests inside the crypt.
Lifelight Lantern
A wrought iron lantern adorned with an angelic figure. Benefit. You can use your blood as a fuel source to light the lantern for an hour. This deals 1hp damage.
3. NOBLE’S MEETING CHAMBER A corpse is hammered to a stone seat with heavy iron spikes. A sign that reads “TRAITOR” hangs from its neck. Corpse:
- reaching 15’ of the giant, it belches out undead creatures until emptied. It skeletons (S) zombies holds 4 and 6 (S) inside. Shriek:
- when an undead creature is defeated, the giant shrieks. Sound fills the dungeon. Creatures in this chamber take a dmg. It Speaks?!:
- if communication is attempted, the giant only responds by bellowing The Queen Lies! Otherwise it watches as creatures move about the chamber.
- Treasure: WIS DC 12 notices a collection of gemstones embedded into the stone chair. Valued at 50gp. 4. ANCIENT FOOD STORES mold Large mounds of a yeasty devour fragmented remains of furniture in this chamber. The pungent smell of cheese radiates from the mold. Mold:
- eating the mold allows creatures to regain hp. CON DC 12 or become drunk for 1 hour. Drunk creatures have DISADV on all WIS checks. 5. BEAST DEN A skittering swarm of rats has nested in this chamber. Rats: rat swarm (S)
- . Aggressive and hungry. Morale checks at 1/4 health instead of 1/2. 6. ELEVATOR SHAFT An ancient shaft maneuvered by a complex system of levers and ropes.
- Shaft: descends to an area beyond this adventure.
7. THE PILFERED TREASURY Splintered wood lies scattered throughout. Signs suggest this room has been picked through.
- [Hidden] Stash: WIS DC 15 uncovers hidden stash behind a false panel.
- Treasure: 150 gp, Potion of Vitality (S), leather-bound ledger.
- Ledger: contains detailed maps denoting army movements. Notes suggest an uneasy alliance with drow.
Hex 903 Sinful Wishes p.42
Sinful Wishes
Rumoured to be a den of a giant spider with a priceless venom, this cave is now home to a myriad of monsters. The most hazardous is the lost Djinni Nayal. The Djinni had granted a group of adventurers that once dwelled here wishes, but each was twisted by the Djinni’s malevolence and the adventurers’ own “sinful” nature.
Areas
1. NORTH ENTRANCE A narrow maze of stalactites and vines, opens into a wide-reaching chamber. A raised area splits the path forward in two, catching the eye due to several arrows and blood splattered across the stalagmites.
- Area: 30’ climb STR DC 12, with a roper (S) waiting. WIS DC 14 to notice among stalagmites. 2. ANKHEG CHAMBER The air smells pungent and sour. A chaotic pattern of numerous 6’-wide holes makes for a dangerous path ahead. A pockmarked east wall splashed with dried, thick liquid.
- Holes: connected to a tunnel system created by ankheg (S). Tunnels give Ankheg passage to areas without stone floors.
- Explore: uncover remains of past meals. Roll on Treasure Table 4-6. Wall:
- covered in bits and pieces of half consumed human flesh and green acid.
3. DARKMANTLE DEN Descending the natural stairway torch light dims. Stalagmites obscure the walls and ceiling, and a collection of bones conceal the floor. A nook near the ceiling.
- Bones: WIS DC 14 to notice severed 2’-long tapering point tentacle in the mix.
- Nook: 30’ climb STR DC 14, nest with soft, gray-shelled darkmantle eggs (10gp). [Hidden] Darkmantle (S): a pair
- hiding amongst the stalagmites. 4. SPIDER COCOONS spider Thick webbing covers the ceiling through the winding chamber covering all entry points. cocoons Two unmoving, human-sized dangle from stalatite. Spider: 1 giant spider, along with 2 spider
- swarms (S) of its children.
- Cocoons: Decider (S) determine if the two hunters are alive.
- Loot: leather armor, flint & steel, gp. 5. HAUNTING Exceptionally clean rectangular chamber with smooth stone floor, ceiling, walls, and a split staircase. Four tall stone pillars in the middle of the room. A busted wooden door lies on the ground.
- [Hidden] Ghost (S): result of wrathful wish that their spirit would never rest.
6. DINING HALL Wooden table with seating for eight in middle of the room. At the table, four bloated corpses sit in front of a delectable premium spread of food upon golden plates. A grand centerpiece of sweet-smelling flowers and rare feathers. Corpses:
- their bellies have burst. Food:
- result of a gluttonous wish. Consume the food and you can’t stop. The meal never ends nor rots. Centerpiece:
- nothing can be removed from the table. 7. FACELESS MUSEUM Faceless statues and tapestries of a male in heroic poses. All seem to be the same person, but the blurred unicorn details of their face are . A is resting upon a mass of vines and mud. Blurred:
- result of that same vain wish. Unicorn:
- once the man Zara Dawoud who wished for all to envy his beauty. Speaks Common.
8. STORAGE ROOMS Clean neatly organized rooms with crates, barrels, and shelves. Organized:
- result of a sloth wish never to clean again. Roll 2x on Treasure Table 0-3 per room. 9. BEDROOMS All rooms are tidy, but one. It’s filled with shiny treasure.
- Treasure: The wish of greed buried the wisher alive in their sleep. Under the pile of x 100gp is the djinni (S) bottle and a corpse.
- Corpse: long dead, suffocated, wearing fancy sleeping gown (40gp).
Hex 1204 Temple of the Burning Cold p.44
Temple of the Burning Cold
When priests of Fiodholm found fissures leaking freezing gas, they declared the area blessed and erected a temple. Burning the gas produced a cooling effect, a respite from the jungle heat. After the fall of Fiodholm, viperians took over the temple. As their numbers diminished, they sought the patronage of a demon and spawned viperian demon hybrids.
Random Encounters
Roll : 1. A patrol of viperians (S) and one hybrid returns with items from the Treasure 0-3 table. If no treasure, they have a prisoner (bandit (S) or new PC). 2. A patrol of viperians (S) returns wounded. Each has 6hp. 3. A prisoner is thrown into the pool in Area 11. The spawn are (roll ) 1: placated, 2: agitated. 4. A gas bubble passes through the fissures with a rumble. Flames flicker, small stones fall.
Special Elements
Viperian Demon Hybrid Beastial snake-people with four arms and murderous instincts. Use viperian stats, except ATK 4 claws ()
Flames
Piped gas fuels flames throughout the temple as indicated throughout. The pale blue flames are pleasantly cooling. Extinguished pipes vent freezing gas, reptiles (including viperians) within near
CON DC 15 at start of turn or lose action. If eight pipes are plugged, tremors shake the temple and it collapses in turns.
Areas
1. APPROACH Vines reach into the opening. Tattered tapestries hang from pockmarked walls. 2. ENTRY CHAMBER statues Reliefs Two flank the entrance. cover arrow slits the walls with between.
- Statues: northern gods.
- Reliefs: northern nature scenes.
- Arrowslits: a distracted viperian (S) is posted in Area 3. 3. WORSHIP HALL A large sculpture stands atop a stepped dais. A curtain conceals an alcove.
- Sculpture: represents four seasons.
- Alcove: two pipes burn. Distracted viperian (S) guard, reading Ever Southward - Founding Fiodholm, worth 5gp. Has key to Area 4’s door. 4. STOREROOM door Iron bars set with a divides the room. Containers Serpents litter the south side. on either side.
- Door: locked. Viperian in Area 3 has the key.
- Containers: looted supplies worth 20gp. Serpents: a cobra snake (S) is on the
- north side. Its brood (snake swarm, S) is on the other.
5. FOUNDERS’ SHRINE Stone pews before three skeletons set into the wall. Skeletons (S):
- spirits of founding priests ask for vengeance. Trade secrets for viperian heads.
- Secrets: 1. “Plugging the pipes causes tremors.” 2. “The temple’s treasure was in knowledge.” 3. “This prayer controls the statue in the west shrine.” 6. AVALANCHE SHRINE Statue of a goddess with upraised arms. Crumbling reliefs on walls.
- Statue: avalanche tumbles down skirts. Arms are jointed. If moved, mechanism blocks all flame pipes. Reliefs:
- unreadable inscriptions. If scraped, gold tablets are visible underneath (30gp each). 7. FLAME SHRINE Flames burn from four pipes, a fifth pipe has none. Reliefs on northeast wall.
- Pipe: blocked with wadded rags. Reliefs:
- Empress Vlassa IV leading troops through a mountain pass into the jungle.
8. NORTH CHAMBER Flames burn from two pipes. Central column bears winter motifs. 9. LIBRARY books scrolls Shelves of and line the walls. Books:
- detailed history of Fiodholm. Each PC finds one worth x5gp.
- Scrolls: a Scroll of Light (S), a Scroll of Knock (S), and a Scroll of Dimension Door (S). INT DC 15 to find each. 10. DESECRATED SHRINE statue Shrine Three pipes burn. Toppled . smeared with mud. Statue & Shrine: stone
- an inanimate golem (S) . Animates and obeys whomever cleans the shrine and chants prayer learned from Area 5. 11. SACRED POOL pool Pipe burns on bridge above of yellow Effigy Viperian viscous fluid. opposite pipe. tends to pool. Pool: snake
- murky, hybrid spawn (as swarm (S) ) lurk below. Dormant unless agitated. Effigy:
- humanoid, has four wicker arms and a serpentine tail of braided vines. Viperian Wizard (S): rattling his staff
- over the water.
Hex 504 Riverside Redoubt p.46
Riverside Redoubt
In the jungle, along the banks of a large river, a band of explorers led by Durnin the Wererat have secured a small ruin for themselves, stockpiling the treasures recovered from nearby caves and dungeons.
Areas
1. LAGOON Slow-moving water gathers in a pool. Docks along the shore and stone structures in the hillside.
- Pool: 20’ deep, coated in scum. Docks:
- more recently constructed than the structures. [Hidden] Crocodiles: crocodiles
- (S) submerged. Attack if baited or water is disturbed overlong. 2. DURNIN’S RETREAT An ancient redoubt turned explorers’ hold. Each room filled with cots, gear, and lounging crew. Redoubt:
- once a dwarven outpost. There’s undoubtedly a mine not too far away. Gear:
- rations, torches, rope, iron spikes, hammers, and empty sacks. Crew: bandits (S)
- , paid pretty well, they won’t turn easily.
- Loot: leather armor, shields, clubs, shortbows, x10gp. 3. CHECKPOINT doors guards Barred and stout keep anyone from ascending the western steps. Doors:
- can’t be picked, STR DC 18 to break…or perhaps a large bribe would suffice. Guards: guards (S) watch the
- lagoon while Durnin counts his money.
4. DURNIN’S HOARD trove Behind barred doors, a sizable , along with ratman a and his critters.
- Trove: chests with chunks of raw jade (20gp each), 450gp in dwarven silver, and a Pearl of Power (S). Ratman: Durnin the wererat (S)
- with 24hp, a stubby blade, and a trio of pet dire rats (S). He doesn’t like you or your smell.
- Loot: shortsword, Nightcloak Armor (S). 5. CROC GROTTO muck Overflow fills this cave with thick cart and stagnant water. An overturned in the corner.
- Muck: slows humanoids speed to 5’.
- Cart: decayed, hides chunks of raw jade (20gp each). [Hidden] Ironhide: huge crocodile
- (S) with metal scales (AC 18, 40hp, 3 attacks).
- Loot: hide (150gp).
The Specter's Tomb The Specter's Tomb p.47
The Specter’s Tomb
During the final days of the plague in Fiodholm, palace guardians laid King Tavir’s beloved to rest in a tomb. There she has slumbered for countless years, undisturbed. A rogue viperian has shared the location of the tomb, but a party of his people has already started after the treasure.
Areas
1. GUARDIAN CHAMBER Beyond the entrance, a pair of sarcophagi sit atop tiered steps. Footprints in the dust.
- Sarcophagi: if disturbed, two ghasts (S) rise and attack. Footprints:
- viperians have recently passed this way. 2. SECRET PASSAGES When activated, two thick stone doors sink into the earth below with a rumble. Several alcoves with stone biers reveal themselves in the passages to the east and west.
- [Hidden] Doors: activated in Area 3. Biers:
- Skeletal remains rest on each. skeletons (S)
- Remains: reform from the remains. 3. SERVANT CHAMBER Two holes in the stone floor sit parallel to the sarcophagi on the stone riser to the north. A long wooden box sits on a lectern in between the two sarcophagi.
- Sarcophagi: 4 ghasts (S) spring from the alcoves.
- Loot: pair of brass rods. Holes:
- open secret doors in Area 2 when brass rods are placed. Box:
- roll twice on Treasure 4-6 table plus a silvered longsword.
4. NOBLE CHAMBER Crypts line the walls of this chamber. Animated skeletons bodies stand over slain viperian .
- Crypts: contain a quiver of silvered arrows, 213gp, and a torch. Skeletons: skeletons (S) reform
- from the remains along. Bodies: rise as 4
- zombies (S). 5. TRAPPED COFFIN Shattered stone sarcophagus reveals coffin a beneath.
- Coffin: a lever inside opens the secret door to Area 6.
- [Trap] Scythe: swinging blades slice across entryway. DEX DC 15 or dmg. 6. ARABETH’S SLUMBER gargoyles Two with ruby eyes stare forward. coffin Red curtains backdrop a chained and a pair of candelabras.
- Gargoyles: fire bolt attack DEX DC 15 or dmg.
- Coffin: Inside is the ghost (S) of Queen Arabeth, King Tavir’s wife.
- [Hidden]: behind the coffin is a room holding gp and Nightcloak Armor (S).
Legend's Depths Legend's Depths p.48
Legend's Depths
Traveling through the jungle, the party finds the remnants of a well-worn trail that opens on to the remains of a ruined temple's grounds.
Areas
1. WESTERN RUINS flower A emanating a putrid scent grows outside a collection of crumbling walls. Partially mosaics destroyed within depict different scenes. Rot Flower (S):
- attacks nearby creatures. Mosaics:
- 1. Man shining light on a pyramid’s peak. 2. Figures surrounding a larger figure in an act of praise. 2. PYRAMID pyramid A rough-hewn rises 300 feet above vultures the surrounding forests. A volt of nest are perched near the top. Parts of a large overhang the summit. Pyramid:
- difficult terrain. Vultures (S): vultures
- 4 perch 50’ from the top. Begin their attacks alongside the harpy or in response to being attacked. Harpy (S): begins singing once a
- player gets within 30’.
- DEX DC 13 to hide the PCs’ approach.
- Nest: metal stand, polished brass shield, and an item on Treasure Table 0-3, inside.
- PCs can use the stand and shield to reflect a beam of light, sent from the statue in Area 4, across the temple grounds. When directed at the deep waters or treant in Area 4, the following happens:
- Deep Waters: disperses the piranhas in the river. Removing the light causes the piranhas to return in 5 minutes.
- Treant: lighting the treant causes it and the fungi to take dmg. 3. DEEP WATERS swarm A piranha densely collected in the deep waters prevents creatures from passing. An depths ancient entryway is visible in the . Swarm: 3 piranha swarms (S) attack
- any nearby, swimming creature.
- Depths: lead to Area 5. 4. SACRIFICIAL TEMPLE fungi treant A violet infested lumbers around temple the entrance of a well-preserved . Treant (S): attacks any creature it
- can see on the temple grounds. Does not cross water. Once guardian of the temple, now overtaken by violet fungi. Removing violet fungi restores treant’s senses. It stops fighting and provides information.
- A creature beneath the waters can provide an answer to a single question.
- Creatures deemed as sacrifices can gather more answers but might not escape.
- Non-sacrificial creatures must offer something in exchange for their answer.
Fungi: violet fungi (S)
- 2 are attached to the treant. Can’t move but can attack. Temple:
- contains a sacrificial chamber, mosaic, and warrior statue holding a polished brass shield.
- Statue: STR DC 16 to drag along stone track. Once outside the temple, it reflects light to the top of the pyramid.
- Mosaic: priest descending a staircase into water.
- Sacrificial Chamber: holds ancient vestments and holy instruments. A stone staircase at the back of the chamber descends into dark waters.
- Treasure: ruined vestments dotted with ruby chips (15gp) and a Circlet of Wisdom . (S)
5. UNDERWATER TEMPLE Cold waters fill the algae-covered stone halls before you. A shadowy presence lurks in the darkest part of the largest chamber awaiting its next offering. Presence: an aboleth (S) has claimed
- this temple as its lair. Entreating with it results in one of the following encounters depending upon which entrance was used.
- Staircase: you are viewed as a sacrifice. The aboleth toys with PCs initially but does not intend to let them leave.
- Deep Waters: aboleth is impressed by the PCs’ skill. Offers a single answer about the region’s history to each PC, provided they make an offering.
- Offering must be a treasure of 25gp or more.
- [Hidden] Treasure: a Genie Lamp (S) sits atop a pile of bones and rotted treasures along with 4x items on Treasure Table 0-3.
Temples of the Triad Temples of the Triad p.50
Temples of the Triad
In the heart of the jungle, a trio of temples entomb the Triad, a set of ancient viperian leaders. Each temple is built the same, but holds the bones of a different member, and is guarded by unique entities. All of them hold secrets, both of the serpent culture and of access points to the labyrinth below.
Areas
1. TEMPLE EXTERIOR Pillars laced with humanoid skulls. Yellow vapor seeping from every crack in the stone.
- Skulls: bound to the columns over the course of years. The bones of trespassers and lost explorers. Vapor:
- poisonous fumes. CON DC 9 or dmg if inhaled. 2. FANGED ENTRANCES The mouths of serpents opened wide with sharp fangs looming above.
- Fangs: magical, they slam down if non- serpents enter. DEX DC 11 or dmg from poison. The fangs block the exit like a heavy gate. 3. PRIEST QUARTERS Several coarse-rope hammocks, a collection of guardian priests, and a hanging pig carcass.
- Hammocks: where the priests rest and bundles of supplies are stored. Roll twice on Treasure 0-3 table, plus a Scroll of Charm Person (S).
- Pig: caught recently, swollen with venom. Eating produces fever and visions. Priests: viperians (S) whose
- scimitars are coated in venom. CON DC 11 or stunned and swollen for rounds.
4. INCENSE PITS incense Thick, roiling clouds of poisonous . gemstones Fragments of jade and emerald nestled in the heat.
- Incense: heated sap that coats everything within deep vats. Explosive when exposed to open flames, DEX DC 13 or dmg.
- Gemstones: etched with serpentine runes of venom and heat. Generate the heat necessary to create the incense fumes. Valuable (120 gp). 5. NAJA SHRINE effigy A stone of a coiled cobra, attended to by a wizard blind viperian . Effigy:
- set with emerald eyes. Pray to the cobra to gain ADV on spellcasting for the next casts. Wizard: a viperian wizard (S).
- Ancient and blind. Attacks against him are at Advantage. 6. BROODPITS snakes Twisting masses of slipping in and out of corpses desiccated that litter the floor. Corpses:
- underneath the snakes. Bodies of victims. Roll on Treasure 0-3 for each thoroughly searched form. Snake Swarm (S): filling the area at
- the base of both stairs. Attack only if disturbed. 7. SCALED MURAL MAP map Linked serpent scales with a finely etched of the tunnel network that connects this shrine to two others and a third that can be used (GM discretion) to connect to other locations in the Labyrinth region.
- Map: long rests here recover hp. All rituals attempted here are at DISADV. [Hidden]:
- flip the scales to their underside to reveal a Scroll of Speak with Dead (S) written underneath. May be used to converse with the bone naga. 8. BONES OF THE NAJA MATRON A giant cobra skeleton coiled around a trio of pale eggs.
- Eggs: nearly petrified, certainly rotten. Crack open and drink the viscous fluid. CON DC 12 or drop to 0 HP and dying. Must be stabilized three times (DC 15). Succeed the check to increase INT by 1 permanently and learn the tongue of serpents. Skeleton: a bone naga (S) mother
- who still guards her brood in undeath. 9. LABYRINTH TUNNELS Underground passageways that lead to the Labyrinth and other shrines. Plenty of cobras nest here in the dark.
- Labyrinth: the beginnings of the underground ruins may be found through several hours of tunnels.
- Shrines: other viperian temples, two of which are similar to this one (as shown on the map). Cobras:
- scattered throughout the nearby cobra snakes (S) caves, . May be summoned/controlled by angered viperians.
Sister Shrines Naja Shaman Shrine. The resting place of a bone naga (S) that may still cast agony and guards a vast array of holy toxins. Viperians and a goblin shaman leading a raiding crew. Naja Lord Shrine. Viperian wizards (S) have resurrected the naga (S) lord who readies for war against the undead and other invaders. Giant snakes (S) and will-o’-wisps (S) that serve the serpent lord are also here.
Temple of Thazk Zarraz Temple of Thazk Zarraz p.52
Temple of Thazk Zarraz
During the last days of the Kingdom, temples functioned as a place of worship and as a gauntlet to test their warriors. This temple is devoted to the lesser god of war, Thazk Zarraz, to test viperian warriors for their battle with the demons pouring from the Wall of Flame. If they survived, they received Thazk Zarraz’s blessing. It now serves as a resting place for viperian souls wiped out by a demon onslaught.
Areas
1. TEMPLE ENTRANCE words Viperian carved into every surface of zombies the walls, floor, and ceiling. Viperian wander around. Words:
- “Thazk Zarraz” is repeated. INT DC 14 to decipher the purpose of the temple. Zombies (S): 1 + 1 per PC. They hiss
- “Thazk Zarraz” as they attack. 2. MURAL mural crystal shield A spectacular . A on the ground. Mural:
- a lone, thin, pale viperian (Thazk Zarraz) with glowing red eyes fights a throng of demons pouring out of a crack in a large wall.
- Crystal Shield (used in Area 7): cursed: if used in battle, the wielder loses hp per round. 3. STONE PEDESTALS figures Two dark viperian study objects upon pedestals six . Figures: wights (S)
- viperian . They ignore the characters until close. Pedestals:
- each pedestal has a stone carving of an object on it, and is inscribed with a number of dots equal to the following numbers: 1 Helm, 2 Book, 3 Spear, 4 Bowl, 5 Ring, 6 Shield.
4. SLIPPERY PIT Grease-covered room with a pile of rotten planks in it. A crystal spear lays on planks. A pit with spikes.
- Planks: long enough to span pit, but only strong enough for a halfling or goblin to cross. Crystal Spear (used in Area 7):
- cursed: if used in battle, the wielder loses HP per round. Pit:
- STR DC 16 to jump the slippery pit, or dmg. 5. HIDDEN CAMP Three demons whispering while sitting in detritus. One wears a crystal helm. Demons: dretch (S)
- Three cautious camp here, afraid since abandoned a millenia ago. They’ll trade something valuable in exchange for the helm. They're afraid of the “Big Ghost.” Crystal Helm (used in Area 7):
- cursed: if used in battle, the wielder loses hp per round. 6. STATUES Three glowing statues near a raging river below.
- Statues: if touched, a will-o’-wisp (S) emerges from that statue and attacks. River:
- whoever falls into the river takes dmg, and is deposited at Area 5.
7. GRAND HALL crystal altars Three along the northern wall. Crystal Altars:
- dots are carved on top as follows: altar 1= 3 dots, altar 2 = 1 dot, and altar 3 = 6 dots.
- Puzzle: the three crystal objects (helm, spear, and shield) must be placed in the order: altar 1=spear, altar 2=helm, and altar 3=shield. If in the wrong order, lightning shoots from altars, DEX DC 12 or dmg. In correct order, a secret stairway opens to Area 8.
8. TREASURE ROOM ghost A viperian priest’s . Three huge piles of bones adorn the area. Ghost: ghost (S)
- Thazk Zarraz priest’s outraged at blasphemous invasion of the skeleton (S) temple. He summons 1 per player. On his turn, roll : on a 4-6, he summons another skeleton. Drops Ring of Ramlaat (S) when he dies. Bones: each pile has AC 12, and HP
- 11. If a pile is destroyed, deal dmg to each enemy, and confer to the ghost’s summoning roll for each pile destroyed. If all three are destroyed, all enemies are killed. Roll on Treasure 4-6 for each pile searched.
Whispers of a Wish Whispers of a Wish p.54
Whispers of a Wish
For those desperate or mad enough to seek out such rumors, tales tell of an old viperian temple lost to time. Somewhere deep within rests a genie’s lamp said to have been brought south when Empress Vlassa IV departed from her ancestral homeland to conquer the jungles.
Areas
1. GREAT HALL Deep beneath rotting ruins a staircase opens into a crumbling and overgrown great hall. Massive mushrooms, vaguely the shape of men, sprout from the soiled floor. A strong stench like rotting carrion is laced with something strangely sweet. Running water gurgles nearby.
- Mushrooms: mushroomfolk (S) with a paralytic touch (CON DC 14, 1 hr). litter the hall in clusters. Only awaken in light. Peaceful, but will defend their colony. Offer bioluminescence in exchange for extinguishing any light. Stench: rot flowers (S)
- with toxic spores scattered amidst various vines and fungi. Exposure to spores (Near): CON DC 12 or parasitic fungal infection: grow fungal limbs, gain telepathy, CHA. Can be cured with fire. 2. STAIRWELL (WEST) A dilapidated stairwell leads upward to an obliterated portion of the ledge. To the south is a barren storage closet.
- Closet: strange locking mechanism on door. 3. GALLERY Whatever treasures this chamber once held have long been stolen. A heavy rattling sound comes from a locked side-chamber.
- Side-chamber: bone naga (S) trapped inside.
4. STAIRWELL CHAMBERS (EAST) A stairwell connected to a series of small chambers . The ledge above disintegrates midway through upon contact, leaving it impassable. Mushroomfolk below become hostile.
- Chambers: rotting and filled with fungi. 4. patinated switch on the floor opens northern door of the secret passage upstairs. Roll . 1-2: violet fungus (S), murderous, child-like, telepathic. 3-4: spider, swarm (S), jump (near). 5-6: void spider (S), can teleport in bursts. 4a. locked door (DEX DC 16 to pick; STR DC 20 STR to break) to a chamber with another switch [opens southern door of the secret passage upstairs] and a well- preserved book shelf (random scroll). 4b. liminal chamber. Western door clogged by immense fungal growth. violet fungus (S), murderous, child-like, telepathic. 4c. longer chamber. Beginning to be overtaken by glowing toadstools. Small stream penetrates walls opposite entrance. mushroomfolk (S) Singular sits against wall. Trades scavenged wares. Wares:
- 4 random items to trade (Treasure Table 0-3). 5. FOUNTAIN PASSAGE The stream bisecting the trading chamber contains a hole in the southern wall just large enough for a Small-Medium creature to fit inside. Midway through is a webbed alcove. The stream ends in a turgid, semi-circular pool. Alcove: ettercap
- home to an infested (S) , brilliant, telepathic, extra fungal- growth limbs. Lonely and insane.
6. UNREACHABLE ROOM A door midway through the secret passage stands partially open. From the darkness comes the hissing sound of a viperian. Viperian Wizard (S):
- two-headed, telepathic, the additional head is a fungal growth. Heals 5hp each turn.
- Loot: random wand. 7. GAUNTLET OF HORRORS A series of derelict chambers.
- Chambers: containing the remnants of the infected viperians, and not much else. 7a. viperians (S) , telepathic, fungal-growth extra limbs. 7b. viperian , boneless. Speaks Common, very amiable. Merging with the floor. 7c. empty. 7d. centipede-like cobras (S), burrowing, fungal-growth limbs, attack twice per round. 7e. viperian skeletons (S), fungal growth extra limbs.
8. THE FINAL CHAMBER An unlocked door leads to a room with shallow, crystal-clear water. Upon a raised dais, sits a shimmering brass lamp.
- [Trapped] Door: illusory trap monitors the opening across the threshold – dropping adventurers (and water) into the locked closet (Area 2), flooding it. Lamp: efreeti (S)
- imprisons an .
The Quivering Depths The Quivering Depths p.56
The Quivering Depths
A dungeon swarming with gelatinous cubes, endlessly spawning from the massive, sentient Cubemother. A small cult worships her, praying and preaching to adventurers: “convert and be absolved, refuse and be dissolved.” Cubes: telepathically connected to Cubemother. Can squeeze through door cracks. Cubes in adjacent rooms investigate loud noises or combat in rounds. Cubemother: gained sentience through dissolved unicorn skull. Spawns a cube for every cultist dissolved.
Areas
1. PLATES OF RED JASPER Beneath a ruined painting sit three red jasper left plate middle plates. The holds bones, the plate right plate various coins, and the scraps of paper. Left Plate:
- placing a flesh offering on plate causes a gelatinous cube to drop from above to dissolve it. Middle Plate:
- the sound of a coin offering gelatinous dropped on plate draws cubes (S) .
- Right Plate: scraps of parchment pledging service to the Cubemother. A character that adds their pledge rolls , effect lasts 1 hr.
- + acid to unarmed strikes.
- Can climb vertical surfaces.
- Eyes turn green. Advantage talking with cultists.
- Telepathic connection with Cubemother.
2. TRIAL OF THE INITIATES unicorns Two stone peer down from a balcony ten feet above. A haze lingers in the air.
- Unicorns: eyes glow green. Telepathically say “Welcome Initiate. How will you accept the Eternal Embrace?” Positive answers (i.e. bravely, happily) unlock the south door. Neutral or negative answers trigger poison gas.
- Poison: CON DC 15 or dmg per round and paralyzed for rounds. 3. LONG HALL Iron table and benches bolted to the floor. Tall niches cloak line the north and south walls. A hangs from one of many dangling chains. Cloak:
- sleeve ends partially dissolved. Harmless cockroach inside, triggers gelatinous cubes in niches to reveal themselves and attempt to dissolve it.
- Niches: most filled with smooth, melted debris. One has three gelatinous cubes stacked upon each other. Metal cups, plates, and silverware float in the air suspended inside the cubes.
- Gelatinous Cube (S): pillar of cubes attempt to fall onto several adventures and surprise attack. 4. SHRINE OF THE EMBRACED Stacks of humanoid bones, armor, and portrait weapons beneath a blackened . “Thank you Mother” is scrawled in red over the looters burnt canvas. Two are being chased by gelatinous cube a .
- Portrait: Pearl of Power (S) behind, in wall. Looters:
- thieves Barrin (smelly halfling) and Corr’el (gaunt elf) running from cubes and looting the dead. Falsely pledged to Cubemother. Conniving.
- Roll 2x on Treasure Table 4-6. Gelatinous Cube (S):
- easily confused. 5. RITUAL OF THE INITIATE pool priest Beyond a boiling black a cloaked dips his face into a large ritual bowl. When he raises it, his face has been dissolved. Pool: keletal priests
- acid, dmg. s emerge from pool if disturbed. Priest (Cultist, S):
- asks if thou will accept the eternal embrace of the Cubemother. If refused, throws bowl into pool, attacks. Treasure:
- gold ring set with shiny glass cube (10gp). Priests (Skeleton, S): can grab (STR
- DC 14 or held by skeleton, STR DC 14 on turn to break free). Contested STR to pull creature into pool.
6. CLEAN HALLWAY A spotless hallway with featureless melted statues at either end.
- Statues: a gelatinous cube sits on each statue. Gelatinous Cubes (S):
- wait to trap creatures between them. 7. SANCTUM OF THE CUBEMOTHER Six priests with dissolved faces chant around the massive Cubemother filled with treasures, skeletons, and a glowing unicorn skull. Cubemother (S): offers treasure in
- exchange for worship and service. Modified stats: HP 96, 2 attacks, plus Exhumate and Spawn.
- Exhumate. Unleashes skeletons (S). Self-sacrificed priests inside the Cubemother. Spawn.
- Two priests sacrifice themselves and are engulfed. Creates gelatinous cube (S) one . Priests:
- don’t attack until Cubemother orders.
The Labyrinth: Region Overview The Labyrinth: Region Overview p.58
The Labyrinth
The Labyrinth region refers to areas deeper underground, beneath the Central Jungle. Hexes belonging to the Labyrinth are marked on the hex map with a small stairway icon. The adventures in this region are designed for levels 4-7, and can be explored concurrently with the Central Jungle locations, or on their own during dedicated subterranean exploration. There are 7 total locations to visit in the Labyrinth, with 2 of them highlighted with unique icons. Unlike overland locations it’s unlikely that these could have been spotted with a sharp eye from atop a hill. Instead, characters would have picked up some hints or a map leading them to the Four Brothers Tomb. Meanwhile the eerie light of picked up from an overhead ledge while passing through different subterranean passage.
Serpent and the Pink Glow may be
Adventure Locations
To match the location on the hex map, find the correct row and count hexes from left to right.
Pre-located Adventures
908 Four Brothers Tomb: Ancient undead and a mummy. ---------------------- 62
1106 Serpent and the Pink Glow:
Flex-location Adventures
Location Options: 703, 901, 904, 910, 1202 Fiend in the Fort: A deadly assassin hides in ruins. --------------------------- 66 The Pool Temple: Lair of a viperean vampire. A vampirean if you will. ----- 67 The Demon Pit: Statues, levers, and a demonic summoning. ---------------- 68 Fires of the Father: Azers and a golem in dwarven halls. ------------------- 69 Sanctum of the Cosmic Magi:
A snake cult is about to sacrifice a human. 64
A magical mystery detour. ------------------- 70
The Labyrinth: Random Encounters The Labyrinth: Random Encounters p.60
Random Encounter Tables
Exterior
Random Encounter ghasts 1 The stink of two proceeds them. They have wandered far and are carelessly ravenous. gladiator 2 A dwarf is the last one standing of a party sent to dispatch an vampire 3 A dwarf has been shunned. He seeks revenge today and thralls tomorrow. air elemental fire elemental 4 An and a battle in a drow settlement, threatening the dwellings. drow priestess erinyes 5 A summoning an can be heard nearby. Her folk have disappointed her. 6 A bloated dwarf corpse impaled by a gilded sword. sword is removed. shadows 7 Five , the spirits of cursed Fiomholdians, attack for rounds before fleeing inexplicably. remorhaz 8 A from deep below has been awakened by the quarrels of the dwarves and drow. guards glabrezu demons 9 Six dwarf flee from two them loose. cave brute zombies 10 A tunnels by. Fourteen duergar 11 Ten set up blockades behind the party’s path, anticipating the arrival of drow ten . 12 The crumbled remains of a Healer’s Stronghold (pg111), now marked with red graffiti.
Additional Encounter Ideas
Perhaps more than any other part of the Devouring Labyrinth, this region is ripe for adding in your own adventures, or incorporating other pre-written ones. The wide level range, and the open-ended nature of being able to find just about anything underground, make this perfect for expanding the campaign. Generally, there are no friendly locations underground. When traversing the Labyrinth, characters must return to the surface to resupply. It is possible that a dwarven enclave is present in the depths below, but they would be hard to find and apprehensive of surfacers.
otyugh .
Black pudding spills out if the
. They accuse the party of setting
trod behind it, arriving in pairs each round.
Interior
Random Encounter 1 A giant snake has stirred up a rat nest, a 2 A goblin shaman and four goblins are looking for special bones for totems and rituals. 3 An archmage seeks the counsel of a lich on arcane matters, if only they can find them. 4 Three cockatrices run hither and fro in a panic. A fourth runs headless and collapses. 5 A thief hastily hands off a stolen cursed treasure to the party. A isn’t far behind. 6 Two wraiths swirl about at the edge of the light, patiently waiting for it to go out. 7 A ghost offers to lead the party to treasure if they can remove a the area. 8 Three ghouls run on all fours before a vampire 9 A lich with two invisible stalker servants wants to verify the existence of a magical treasure. 10 An undead purple worm tunnels through the area. when damaged. 11 A befouled air elemental carries the disease of the last days of Fiodholm in the air of its being. 12 Three minotaurs have claimed these halls as their own. Ten dwarf before them.
rat swarm runs like water away from it.
vampire
black pudding from
, acting as her hunting hounds.
Skeletons slough off it
guards flee
Hex 908 Four Brothers Tomb p.62
Four Brothers Tomb
In centuries past, four brothers fought and died as generals in the legions of Fiodholm. They were interred in a hillside tomb that was sealed with dark magic. The tomb was impenetrable to would-be thieves until an earthquake created a new entrance.
Areas
1. ANTECHAMBER Four stone heads on the north and south walls. Remains of a camp. Sealed door to the east.
- Heads: each is inscribed with the name of a brother buried within. Faint whispering can be heard. Camp:
- torches can be found on search. Door:
- an enchantment melded the door with the surrounding stone. Cannot be opened. 2. FRESH ENTRANCE A muddy descent leading into the tomb. Descent:
- DEX DC 12 check to climb down without rope. dmg on failure and Area 3 wights attack.
- Connects to Area 3 and stairs down to lower level. No sunlight reaches the tomb’s interior. 3. GUARD ROOM Sculptures line the walls, celebrating the deeds of the four brothers. Warriors in ancient armor stand on a dais.
- Sculptures: small statues (10gp each). Warriors: wights (S)
- eternally guard the tomb.
4. SACRIFICIAL WELL well A dominates this small room. Ancient manacles on the walls bind human remains.
- Well: sides carved with profane symbols and runes. Impenetrably dark, descends to Area 5. Shadows: 4 shadows (S) are the
- cursed spirits of the sacrificial victims. 5. RETAINERS’ TOMB door A locked leads to this room. Numerous niches line the walls containing the remains of many humans and animals. The shadows from Area 4 will be encountered here if not already destroyed. [Trap] Door:
- the lock is easily picked, trap but may trigger a : falling stone, damage.
- Niches: the remains of valued servants and pets.
- Loot: gem encrusted gold dog collar (50gp). 6. TWINS TOMB sarcophagus An oversized sits in the middle of a frescoes room with many on its walls.
- Sarcophagus: if opened, a curse on the sarcophagus summons two gibbering mouthers (S).
- Loot: 2 mummified bodies and the key to the secret door to Area 7.
- Frescoes: they show deeds of the two youngest brothers. One scene shows the brothers locking a door on a curved staircase with a distinctive key.
7. SECOND BROTHER’S TOMB A secret door is the only entrance. Piles of rotted goods and small treasure chests are scattered around the room. An ornate sarcophagus stands against the north wall. Entrance:
- access only with the enchanted key from Area 6. Treasure:
- 200gp, Immovable Rod (S). Sarcophagus:
- the coffin of the second brother. If opened, a cloud of gas bursts from within: living creatures within near CON DC 15 or DISADV on attacks for three rounds.
- Wight: a wight (S) with 16 AC and 30hp emerges.
- Secret Door: the back of the sarcophagus is the secret door to Area 8.
8. FIRST BROTHER’S TOMB A trapped secret door. A mummified corpse on a bier. Reliefs and grave goods line the walls. Door:
- poisoned blade trap. dmg, CON DC 15 or paralyzed for rounds. Corpse:
- the eldest brother rises as a mummy (S) . Goods:
- 500gp in jewelry. Moonwrought Chainmail (S) or other appropriate item.
Hex 1106 Serpent and the Pink Glow p.64
Serpent and the Pink Glow
Thirty-three nights have passed since the ground shook so fiercely that ancient statues cracked and tumbled. This cataclysmic event released that which was trapped inside by old magics. A massive boulder along the riverbank, dislodged from the tremors, slithered into the water. Behind where it once stood, an ominous pink glow emanates from the cracks. A cult devoted to the blood wurm is inside, attempting to release encased viperians from their magical bindings.
Areas
1. BLOOD POOL pool A mix of river water and blood creates a statue connecting natural caverns. A faces the pool. Statue:
- human-sized, snake-like creature made of unnatural, glowing, translucent pink glass. Pool:
- ripples show movement through the murky darkness. [Hidden] Wurms: snake swarm (S)
- swim in the pool, feeding on blood. 2. HOLDING CELL HALL Mushrooms grow up the wall opposite a long pen Statues holding . are in the corners. Mushrooms:
- eat to heal 2hp. Behind the growth are bas-reliefs celebrating mighty wurm-people.
- Pen: captives, stripped of their belongings.
- Statues: jade viperian (S). If 2hp of blood is spilled on the statue, it will be released from its magic prison.
3. CULTIST QUARTERS Living quarters filled with rudimentary beds and desks alcoves stone . Open line the walls.
- Desks: covered in ancient tomes, quills, ink, and paper. INT DC 14 reveals the wurm- people have been magically transformed to jade and how to reverse the process.
- Alcoves: random personal items in each nook. Roll for mundane items (S). 4. STORAGE ROOM Locked door opens to a musty room with a spot shelves dark on the floor and stone lining the walls. Spot:
- is the Well of Many Worlds (S).
- Shelves: random gear taken from the cultists’ captors. 5. BREEDING PITS Stench of wet soil, decaying leaves, and ammonia pits fills the long room. Two are at opposite ends alcoves of the room, and doored line the walls. Pits: snake swarm (S)
- is in each pit. Human remains beneath the slithering. Rings and necklaces can be found if searched.
- Alcoves: contain either a cobra snake or giant snake (S). 6. RITUAL ROOM Dust covers ancient stone carved in a vine-like statues altar pattern. Four stand facing a jade Cultists surrounded by Blood . Statues:
- same as Area 2.
- Altar: solid jade with a viperian wizard (S) lying atop. If 4hp of blood spills on it, the wizard is released. Statue in Area 1 is also released from its prison as a Giant Snake (S). Cultists:
- in the middle of a ritual to release the viperian wizard. A captured human is shackled, about to be bled out. One of the cultists holds the Staff of the Cobra (S).
Blood Cultist
Heavily scarred worshipper, devoted to the blood wurm. Through bloodletting, everything flows. AC HP ATK 11, 8, 1 serrated dagger () or MV S D C I W 1 spell, near, , , , , , Ch AL LV , C, 2 Fearless. Immune to Morale checks. Bloodletting (WIS Spell). DC 14. Focus. All near enemies take additional damage when cut.
Fiend in the Fort Fiend in the Fort p.66
Fiend in the Fort
A trained killer has fled into the ruins of the old subterranean fort. Thinking that this predator is now their prey would be a party’s final mistake. This “dungeon” is a combat scenario. The Assassin: A drow (S) wearing Nightcloak Armor (S). Attacks twice per turn, 30 HP, longbow () and 2 scimitars ().
Areas
Roll for drow’s starting location. Location 1 Broken archway, facing the open field and stream. 2 Area 5, sniping into the archway, courtyard, and field. 3 Area 8, sniping from the ramparts into the courtyard. 4 The crumbling tower, the final stand.
1. RUSHING STREAM stream A wide cuts across the path.
- Stream: two places to cross: Wide shallows (DEX DC 8, takes 3 turns) or narrow deep (DEX DC 12, takes 2 turns). Fail: halve speed for 1 minute. 2. OPEN FIELD open The main approach is an stretch littered stonework with broken . Open:
- fish in a barrel, deadliest place in the fort. Stonework:
- strewn about, can give cover. 3. CRUMBLING FOYER walls Debris litters the floor among crumbling . Walls:
- unstable. DEX DC 12 or dmg. centipedes (S)
- Swarm: of attack if disturbed. 4. BROKEN ARCHWAY. walkway Once a guards’ , now a precarious perch. Walkway:
- DEX DC 13 to scale, damage on fall. 5.,6.,8. OPEN COURTYARD Crumbling walls show ages of wear from the elements more than ancient war.
- 5. Portcullis: safest place in the keep (full cover from ranged attacks). 6. Debris:
- solid walls, cover options. 8. Blasted Wall:
- easy escape from attacks. 7. THE CRUMBLING TOWER A dangerous, dilapidated tower. Death from above.
- Tower: scour to roll on Treasure Table 0-3.
The Pool Temple The Pool Temple p.67
The Pool Temple
Underground ruins open to a large chamber before a temple complex. Once dedicated to viperian gods, it’s now home to the viperian vampire Ssythlyyyk. This dungeon can be entered via Area 1 or Area 3.
Areas
1. POOL pool Statues A faintly glowing, large . of gelatinous cube viperian priests. A lurks within. Pool:
- 11’ deep, clear, and glows with residual magic. Drink to restore hp once per PC. Statues:
- (false) gems for eyes. Removing any gem releases close-sized gas from the statue’s mouth (DEX DC 13 to avoid); inflicts dmg and paralyzes for one hour (CON DC 15 to avoid). Gelatinous Cube (S): lurks in the
- pool, practically invisible.
- Loot: roll once on the Treasure Table 4-6. 2. TEMPLE ENTRANCE façade A 30’ stone structure with an ornate . altar Inside lies an . Façade:
- viperian priests engaged in foul rites.
- Altar: greenish stone with dark stains.
- [Hidden] Chamber: roll twice on the Treasure Table 4-6 table plus Chainmail with scaled links. Has armor benefit 1 and armor curse 9 (S). 3. OVERLOOK balcony archway A overlooks the pool while an blade opens to other ruins. A black on the balcony rail. Balcony:
- stone rail with a black glass blade atop it. Dark-stained floor below.
Archway:
- can lead to Demon Frontier adventures.
- Blade: an Obsidian Witchknife (S). Thin wire secures the knife to the rail. 4. UNDERCROFT Colder than the rest of these subterranean ruins. Doors on either side. Doors:
- the door to Area 5 is locked (DEX DC 15 to pick; STR DC 18 check to batter down).
- Left Door: leads to empty room with stale air. 5. VAMPIRE LAIR sarcophagus Bare except for a lone ornate . Sarcophagus:
- viperian form on the lid. Empty.
- Vampire: Ssythlyyyk, a viperian vampire spawn (S) usually sleeps here but stalks the PCs. May summon a snake swarm (S) .
- Loot: gp, a bone Wand of Feather Fall (S), and the key to Area 5.
- Ward: placing a holy symbol inside prevents Ssythlyyyk from returning, ultimately killing him.
The Demon Pit The Demon Pit p.68
The Demon Pit
Passageways open into a lost chamber. A stone door slams shut as the party enters the halls. There must be a way out.
Areas
1. DROW STATUARY Three statues each holding a gemstone are locked behind iron gates.
- Statues: embedded with a plaque. Statue 1 Plaque:
- “Pass through flames to find your way or your death.”
- once placed, creature takes double fire damage until demon is defeated. Statue 2 Plaque:
- “To find the way, do not rely on the eyes. Follow your path in faith.”
- once placed, creature is blind until demon is defeated.
- Statue 3 Plaque: “Only the bound understand what it means to fight.”
- once placed, restrains creature until demon is defeated. Gates:
- open when assassin in Area 3 is defeated.
2. CONTROL ROOMS rooms levers Two each containing a pair of , stand before you. A moon is carved above the northern entrance, a sun is above the southern poem entrance. A is etched between.
- Rooms & Levers: control rings of columns in Area 3. Northern room rotates inner ring, southern outer ring. Rotating rings to correct position reveals hidden lever in Area 3.
- Correct position: rotate inner clockwise twice, rotate outer counterclockwise once.
- Puzzle: annual rotation of moon and sun. INT DC 13 provides hint.
- Poem: “A guiding sight twirls twice in night, a year turns once by light.” 3. DEMON’S PIT Two rings of stone columns surround a stone basin at the room’s center.
- Columns: contain alcoves for gemstones from Area 1.
- [Hidden] Lever: pulling causes an assassin (S) to apparate. Only targets creature that pulled lever. Has Dagger of the Goblin Hero (S). Defeat:
- assassin disappears and lever resets if creature dies. Basin:
- fills with magma once gemstones glabrezu (S) are placed. A emerges and attacks. Magma:
- dmg. Glabrezu is immune.
- Defeat Demon: magma cools and basin collapses. Reveals 30' drop. 4. A WAY FORWARD Remains of a skeleton lie below, reaching path towards a deeper into darkness. Remains:
- contain Goblin Bomb (S). Path:
- leads to Demon Frontier.
Fires of the Father Fires of the Father p.69
Fires of the Father
A small bastion of azer work an ancient forge powered by their father’s corpse, using it to sculpt beautiful relics of mystic energy. Dwarven characters have a chance at parley and trade.
Areas
1. ENTRANCE Dwarf shieldbearers carved from stone with beards and hair of sculpted flame stand guard alongside open archways.
- Shieldbearers: “Shamukh Krauth” (Hail Kin) etched upon shields in Dwarven. If non-dwarven PCs attempt entry, animate as 3 stone golems (S) and attack. 2. FORGE HALL Dwarven metal effigies with hair of citrine stones along the far wall. Alcoves hold empty armor racks.
- Effigies: attack any non-dwarves as 10 animated armor (S).
- Loot: may be broken down to 10 plate mail sets and pile of gems (1,000gp). 3. WELL OF MOLTEN ARCANA A bronze trough holds a large pool of green magma. Nearby a stack of steel bars and a lone azer.
- Magma: swirling with elemental magic, a corpse nestled within.
- Bars: to be fused with magma. Azer (S): dipping iron into magma
- with bare hands. May hurl molten steel (Near) (, ignites flammables, treat as on crit). fireball
- Loot: flaming warhammer, Potion of Vitality (S).
4. ASSEMBLY Three different levels of tables, anvils, and azer tools of blacksmithing and gemcraft. Two armor finishing gleaming sets. Azer: don’t like interruptions. May cast
- dragon breath (INT Spell) DC 12. Near, 3 targets, dmg.
- Loot: flaming warhammers, crossbows.
- Armor: two sets of Plate Mail of Cold Resistance. 5. QUENCH pool A shallow in between stairs. An alcove statue holds a three-headed, six-armed dwarf .
- Pool: used to quench molten metal.
- Statue: holds the tools of gemcraft. Animates on the command of azer (use chimera [S]). 6. ROTUNDA sculpture Obsidian of a dwarf marked with the rune “Adad” (Father).
- Sculpture: a memorial to the father, animates as iron golem (S) if desecrated.
Sanctum of the Cosmic Magi Sanctum of the Cosmic Magi p.70
Sanctum of the Cosmic Magi
Deep beneath the jungle ruins lies a rotting manse shrouded in mystery and secrets, and hiding a secret deeper still – a trap door hidden high within a crumbling tower. Any soul who crosses the threshold sets foot into a pocket dimension, and getting out may not be quite as easy as getting in…
Areas
1. ANTECHAMBER Stairs empty into an antechamber made of prismatic, semi-opaque black crystal with vaulted ceilings. A massive, unblinking eye looms in the exterior void, enveloping the heavens. Opposite, a fountain spills dark liquid into a small pool. Alcoves to each side house crystal statues, with one having been shattered. The door to the south is barred, but the one the north stands open.
- Fountain: shimmering obsidian vortex. Extremely alluring. Placing a hand in the fountain drains all power from one magic item. Statues:
- haunting visages and unique gargoyles poses. Actually 3 tentacled (S) . Only activate if adjacent. 2. RESEARCH CHAMBER A set of majestic armor at the far end. Door to the west, and an archway to the east stands open.The chamber beyond contains six alcoves, each with a unique crystalline sarcophagus… save one. A desk at the back of the chamber, littered with arcane notes.
- Door: locked, cannot be picked. Sarcophagus:
- Roll for contents of rime walker (S) skeleton each: 1. , 2-11. (S) , 12. Treasure Table 10+.
Notes:
- One random Scroll (S), a Crystal Ball (S), and a macabre key ending in a clawed hand. Detailed notes about lichdom, devils, and the cosmos. Armor: animated armor (S)
- [can teleport in bursts]. If defeated a secret door opens.
- Secret Door: three small, dilapidated chambers for sleeping. Roll for a random Wand S). 3. COSMIC CONSERVATORY Stars reflect upon the black crystal from floor to ceiling. A large, arcane symbol is etched in gold upon the floor. Opposite is a grand motif of stained glass depicting a strange cosmic elegy across multiple panes. Two richly detailed tapestries depicting horned demons hide alcoves flanking either wall. Tapestries:
- behind one is a small room with 3 sealed coffins. Matching plaques with ancient names. Reading plaque releases a wraith (S) . 4. SHIMMERING SHRINE A vaulted chamber dominated by a pool of liquid obsidian flecked with gold. On the opposite side is a large statue of a smiling aquatic woman with the lower half of an octopus. Liquid:
- magic lost in the fountain (Area 1) is returned; those who offered no sacrifice have all items drained of magic while crossing.
5. HIDDEN STASH Two small, squid-like statues flank either side of the larger statue of the tentacled woman. One has a hollow eye-socket. Eye-socket:
- shaped for the macabre key (Area 2). Relief opens to hidden room. Hidden Room:
- roughly hewn crystal corridors lead to a small library filled with forgotten knowledge. One random Scroll. 6. ETERNAL CORRIDOR A corridor with ever-changing, stained-glass windows lit by braziers burning with blue flame.
- Corridor: stretches into an infinite corkscrew until a rest is taken [1 week . in real time]
7. LIMINAL LIBRARY A massive vaulted library of great arcane magnificence which defies physics and contains lost knowledge. Also supposedly hides passages to other realms. Within is a delirious mage with an imp for a pet. Mage: archmage (S)
- and third magi. Tentacled, heals 8hp each round, knows antimagic shell (S). Imp (S):
- two-headed, second head breathes fire ( to all Near), roll : 4-6 fire breath recharges. 8. ARCANE LABORATORY An arcane laboratory containing a large steel slab covered in a mass of pulsating flesh. Flesh: flesh golem (S), telepathic,
- pleads for its life as it attacks.
Demon Frontier: Region Overview Demon Frontier: Region Overview p.72
Demon Frontier
The Red River cuts across the Fiodholm Valley, separating its Southmost areas – the Demon Frontier and the Giant Hills. Short of magical transport, the only way to reach this region is by crossing the only existing bridge. This bridge is actually a fortress that has held back the demonic hordes for centuries. This bridge is detailed in its own adventure called T of Eternal Sacrifice, located in the Special Adventures section near the end of the book. The bridge’s location is well-known across the valley, and characters have likely learned of it by the time they reach it. Once across the bridge, the Demon Frontier features deadly adventures for levels 6-9, and there is nothing stopping characters from trudging across it to the well-visible Giant Hills, and the even greater dangers located there (levels 8-10). Fane of Chaos and The Last Great Ward are recommended early adventures in this area, but the danger is great in any of them, and nothing is likely to come easy. If the characters make their way to the Wall of Fire, they’ll find all sorts of intense mayhem in If the characters choose to beeline straight from the bridge to the Giant Hills, they still have to cross a few hexes that can contain Flex-location adventures.Giant Hills. If they choose this path, they still have to cross a few hexes that can contain Flex-locations.
he Bridge
Darkest Dwellings.
Adventure Locations
To match the location on the hex map, find the correct row and count hexes from left to right.
Pre-located Adventures
1304 Bridge of Eternal Sacrifice:
1405 The Last Great Ward: A marilith's cult and a betrayed drow priestess. -- 76
1303 Fane of Chaos: Drow priestesses and a glabrezu demon. -------------------- 78
1504 Darkest Dwellings: Fiery hell breaks loose: ropers, elementals, demons. -------------------------------------------------------------- 79
Flex-location Adventures
Location Options: 1305, 1402, 1506 Hunger of the Gilding Rat: Organ Grinder: Hag and hellhounds. ------------------------------------------- 82 Incursion: Drow lurk in tricky caves infested by toad demons. ------------- 84
Undying warriors hold back demons. ---- 100
A devious glabrezu marshalls rats. ----------- 80
Demon Frontier: Random Encounters Demon Frontier: Random Encounters p.74
Random Encounter Tables
Exterior
Random Encounter drow 1 Six use hit and run tactics to weaken the party and lure towards traps. vrock demons 2 Four circle overhead, attacking anything that leaves the cover of the jungle canopy. viperian wizard wyvern 3 A rides a , researching a site for a demon-binding ritual. viperian ophid viperians 4 A and four hunt drow. They are open to a temporary allegiance. gricks glabrezu demon 5 Four rampage before a knights 6 Three dwarf are bound as offerings to demons. A bear witness. drow priestess drow 7 A and four negotiate an allegiance with a dretch demons 8 Twenty root through the undergrowth, flushing out and devouring rat swarms . balor demon 9 A has slipped through the wall and the jungle burns in its path. The Breach 10 Steam rising from (pg112), a hole just wide enough to crawl through with walls of shaped stone. 11 A collapsed tower scattered across the stone. Only the lower floor remains of this Stand (pg113). skull 12 A glowing gargantuan (pg115) hovers along a cliffside before touching down upon a wide ledge.
Additional Encounter Ideas
The name of this region speaks for itself – there are demons here. What other encounters are appropriate here? The Demon Frontier is a great place for “enemy of my enemy” type of situations, with multiple factions partaking in an encounter. Powerful creatures – not just Drow – frequently seek to control or commune with demons. Encountering them makes for great stories. In terms of safety, once the characters have crossed the Bridge, it’s possible that some vipereans or other former enemies – now recognizing the characters as a superior force – may come across and establish a trading camp. Such a camp would be in constant danger from the demons.
. drow priestess drow and six
glabrezu demon .
Last
Interior
Random Encounter 1 A stumbling, wild-eyed dwarf marked with summoning sigils dies. Six spawn from the body. 2 Six drow have laid ensnaring traps. They seek sacrifices to win the service of demons. 3 Three reaver dwarves search and destroy, trusting no one after a doppelgänger infiltration. 4 An oni offers a demon-binding runestone to those who can retrieve a magic halberd. 5 The binding of the Wall of Fire degrades. A round for rounds. 6 A goblin shaman and four goblins try to catch a pack of hellhounds. 7 A marilith and three demonic reavers stalk the halls, painting the walls with blood. 8 A glabrezu corpse has been torn apart. Its spilled ichor animates as four black puddings. 9 A dwarf knight needs the tail of a marilith doomed in three days. 10 Six demon-tainted wraiths sweep through, seeking the death of any who would revive Fiodholm. 11 An archmage served by a marilith torments a captured 12 The light of a balor’s flame precedes it. All flee from it except those who welcome annihilation.
dretch demons
primordial ooze seeps from the floor each
dretch demon. The noise attracts a
to undo the curse upon him, or he is
sphinx for forbidden lore.
Hex 1405 The Last Great Ward p.76
The Last Great Ward
One of the final remnants of the Wall of Fire wards. The marilith Sheekreech slipped through elsewhere and has enthralled a viperian cult who do her bidding, working tirelessly to break through the magics of the Last Great Ward.
Areas
1. ANTECHAMBER A rock dome is supported by pillars shaped like giant fists. The fists press down against packs of demons clawing their way upward.
- Pillars: doomsday clocks. The more wards that break, the more the demon sections rise against the fists. Near the 11th hour.
- Release: should the ward fall, these columns shatter and demons swarm from below. 2. AMPHITHEATER Vaulted ceiling, a great rune etched into the floor. Viperians gouging symbols in and around it with wands.
- Ceiling: chipped, life-sized painting of a stone giant mage looking down in wrath. Rune:
- roll d% each round a wizard spends etching as the rune inches toward merging with their vile arcana.
- Merging: at 100%, the rune is linked with the drow in Area 7. Pillars in Area 1 move toward the 12th hour. Viperians: wizards (S)
- etching arcane spells of breaking.
- Loot: Wands of Dispel Magic (S).
3. MARILITH DEN luxury Imported viperian . Guarded by onyx snakes Sheekreech . lounges here, awaiting the 12th hour.
- Luxury: silk tapestries and plush cushions ( gp). Snakes: giant snakes (S),
- telepathic and immune to fire. Sheekreech: on the cusp of greatness.
- Alabaster skin with black veins. Flies to aid Area 2 or Area 7 if PCs create havoc.
- Loot: x 10gp in jewelry and wields a Blade of the She-Viper. 4. LIBRUM ARCANA Stacks of tomes and other arcane materials. Symbols crisscrossing the floor.
- Stacks: research material on wards, Fiodholm magic, and demonology.
- Loot: INT DC 18 (+ for each language you know: Giant, Reptilian, Diabolic). On success, find Scroll of Detect Magic (S), Scroll of Passwall (S), and Scroll of Summon Extraplanar (S). Symbols:
- from one doorway to the other. Extend down the hall toward Area 2. 5. PROTECTORUM Viperian cultists stationed behind a rough curtain. Symbols on the floor. Iron doors.
- Symbols: connect one doorway to the other. Arcane. Doors:
- magically sealed. Dispel magic to open, or STR DC 20 check. Cultists: viperians (S)
- , cannot fail Morale checks.
- Loot: scimitars, javelins, and demonic medallions.
6. LOCUS VINCULI A room alive with arcane etchings. A drow in an iron maiden in the back alcove.
- Iron Maiden: touch and CON DC 16 or dmg. Dispel magic or INT DC 18 to bypass seals. On failure, you and the drow take dmg. Drow: priestess (S)
- a , betrayed by the marilith. Used as a conduit for arcane power. Weakened and spiteful.
- Merging: if wizards finish their inscriptions in Area 2, link between the drow and conduit becomes complete and her lifeforce is drained to overload the Last Great Ward. 7. DRETCH PIT Through a gap in the stone, a cesspit of warm sludge and rank demons.
- Sludge: the oily secretions of dretch mixed with a bubbling tar pit.
- STR DC 16 to search. On success find bones and roll Treasure Table 4-6. Fail and get stuck. Fail twice and slip under. Fail thrice and drown. Demons: mewling dretch (S).
Blade of the She-Viper
A milky-white blade with a black handle of twisting serpents. Bonus. longsword. Benefit. When you critically hit, you may force the creature to pass a CON DC 16 check or die. LV 9+ creatures automatically succeed this check. Curse. Superheats when non-chaotic creatures touch, dealing 1 dmg each round.
Hex 1303 Fane of Chaos p.78
Fane of Chaos
Deep under the southern jungle, drow priestesses in service to their demonic goddess strive to summon powerful demons. In one temple, three drow priestesses have obtained a ritual book to attempt a summoning. The ritual proved to be outside of their reach, and they summoned a hostile glabrezu that tore through their people before the priestesses locked it in the temple. As they struggle to bend it to their will, the fane remains vulnerable.
Areas
1. ENTRANCE Tunnels lead into a series of web-bound chambers. Spiders of varying sizes skitter about. Webbed corpses hang from the northern chamber’s ceiling.
- Web: characters who move beyond close range in a round must make a DEX DC 14 check or get stuck for 1 turn.
- Spiders: giant spiders (S) hunt in the southern chamber. A drider and drow (S) lurk in the north. Corpses:
- corpses. If freed, roll a :
- Even: roll on Treasure Table 7-9. spider swarm (S)
- Odd: a .
2. LOCKED DOORS tapestries Chamber walls adorned with . A priestess door drow uses magic to secure the . Tapestries:
- depict demons burning dwarves. If destroyed, vandal is struck blind.
- Door: magically warded by the priestess, STR DC 16 to open while priestess lives. Priestess (S): desperate for aid.
- 3. DEMON SANCTUM Drow corpses lie throughout this blood- glabrezu splattered chamber, chewed on by a candles lounging on a dais. Extinguished lie doors before a pair of glowing . Candles:
- black candles. When lit, demons in close range suffer DISADV on attacks. Lasts for one hour.
- Doors: STR DC 16 to open while priestess lives. Glabrezu (S): hungry for mortal
- flesh. 4. FANE OF CHAOS statue A of a horned spider looms over altars books. Drow strewn with ritual hide within.
- Statue: horned Spider Goddess. Holds a Longsword (cursed), 8 black pearls for eyes (60 gp each).
- Books: contain scrolls of magic circle (S) and summon extraplanar (S). Drow: priestess (S)
- commands drow to find containment magic.
Hex 1504 Darkest Dwellings p.79
Darkest Dwellings
Drow in a fortress beneath the Wall of Fire have cracked the foundation of the material plane. Through this fissure, demons pour into the jungle ruins. The onslaught of demonic terror can only be stopped by slamming shut the molten fissure.
Areas
1. GEM OF DARKNESS Passage leading to heat-filled depths glows with a molten haze. A skull-sized onyx gem glints from within.
- Gem: dark, pulses with power. An elemental shard. Grants to spellcasting checks, goads wielder toward fissure in Area 5. [Hidden] Ropers: ropers (S)
- tucked within the walls. 2. MOLTEN BRIDGE A long stone walkway over a river of magma. A natural cavern to the east howls. Embers swirl violently.
- Walkway: burning, violent wind blows over the surface. DEX DC 14 or lose footing. Second failure: plummet into magma.
- Cavern: an efreeti’s home. Efreeti (S):
- weary of drow and demons. Barters for their removal. 3. GLOWING STONES Glowing stones animate and form into molten rock elementals. Elementals: pair of earth elementals
- (S) attack intruders.
4. CURSED EXPERIMENT ritual A horrible reveals itself from the darkness. priestess A drow narrows her brow and shrieks at the sight of your torchlight, drawing the wrath of others. Ritual: drow drow priestess
- and a (S) halt summoning ritual and attack. Priestess: retreats to Area 5 if able. If party
- flees, summons 2 vrocks (S) to hunt them. 5. FISSURE OF SUMMONING beasts Two ogre-like, horned leap from the molten river, a fissure to the demon realm. The onyx gem cries to be reunited with a altar desecrated . Beasts: horned devils (S)
- two block altar access. Altar:
- when onyx gem is placed on altar, fissure closes and horned devils melt.
- [Reward]: if a deal was made with the efreeti, return to him for gp and 2 items from Treasure Table 7-9.
Hunger of the Gilding Rat Hunger of the Gilding Rat p.80
Hunger of the Gilding Rat
After the plague ravaged Fiodholm, the rats came. Among them scurried the Gilding Rat, a cursed rodent doomed to endless hunger for anything it bit turned to gold. Deep in the devoured labyrinth, a demon ensnared it, guarding his cursed pet fiercely. Varsiccer (Glabrezu): Converted a drow temple to a stronghold to protect his gilding rat. Lord Shortlice and Goblins: They seek the gilding rat and hope to poison Varsiccer to gain the advantage. Rats: giant rats (S) dwell in every room. Harmless unless provoked or commanded.
Areas
1. FOUR OF CUPS cups Four copper stand on pedestals in alcoves. Each cup has one symbol on it: Stump, Seed, Sapling, or Tree. By the south door a plaque reads, “Time flows like wine on an autumn afternoon.” Cups:
- poisoned wine ( dmg). Tree symbol cup is half drunk.
- Plaque: red herring, all cups are poisoned. Crudely scrawled underneath it reads: "Yuck, barf wine." 2. PILLARS OF GOLD Six marble pillars each imbedded with a solid statue gold drow , the large central one appears darkness to be shrouded in magical . Darkness: drider (S)
- conceals a , branded by Varsiccer with desiccated tongue symbol. Moves about room touching its leg to the amethyst on the drow statues, animating them.
Statues:
- solid gold. Amethyst spider drow (S) over left eye. Use with AC18 and 40HP. If targeted (disadvantage), amethyst has 10hp, removes animation when destroyed. 3. FOUNTAIN OF THE RAT fountain Clogged statue carved like a giant rat pool stands next to a stagnant with red algae, goblins fur, and rat droppings. Several are preparing for battle. Fountain:
- mouth open, but no water pours forth. Inside a bag of holding shaped mimic (S) blocks the water's passage. Pool:
- drinking causes transformation into a giant rat for ten minutes. Lord Shortlice: goblin boss (S)
- prepares a poisoned offering for Varsiccer. Willing to work together. Will betray.
- Poison: CON DC 18 or paralyzed for rounds. Goblins (S): six gullible, greedy
- goblins, one in rat form being chased by the others. 4. GOLD GOLEM golem A large made of gold stalks around a central pillar. Crude drawings fill the walls depicting many scenes, many involving a golem and a rat. A crushed goblin lies on the floor. Stone Golem (S): amethyst spider
- on top of head, breaking it (10hp) ends animation enchantment. Wishes only to protect his rat friend. Assumes all want to cause it harm. Golem can push the central pillar three squares in any direction to crush enemies. Can say any combination of these six words: yes, no, friend, rat, horns, kill.
- Central Pillar Attack: DEX DC 16 or damage. Multiple targets.
5. SAND SPIDERS The stone walkway bisects the room filled with red sand. To the west a iron-banded chest sits half submerged, to the east a goblin cowers on top of a rock.
- Chest: gp, golden rat tail dagger, Scroll of Glassbones (CS1:31), demon wine. Spiders: spider swarms (S)
- three hide. Attack any who disturb the sand. Snaggle (Goblin, S):
- terrified. Attacked by spiders and left behind.
6. RAT SHRINE The large throne room is littered with golden objects. A white-furred, red-eyed dire rat hangs above a large pit. All drow ornaments replaced with rats.
- Pit: 20' deep filled with rabid drow (S) prisoners and rats (S). GGilding Rats:
- starved, paranoid, hateful dire rat (S) . Will bite and flee at every opportunity. Bite: CON DC 15 or petrified (gold). [Hidden] Varsiccer (Glabrezu, S):
- starts with invisibility. Attacks any who approach a gilding rat. Will parley to move into position. Commands regular or giant rats. Instead of crush, it can throw enemies into the pit.
Organ Grinder Organ Grinder p.82
Organ Grinder
Rumors suggest Lymith Switchtongue is one of the oldest night hags in existence. Fueled by vengeance, she seeks to resurrect her fallen sister and restore her coven. Now, on the precipice of success, she works to grind organs for the unholy ritual and return her wretched kin to this domain.
Areas
1. ROT & STONE The crumbling stone of an aging crypt has been stained crimson and bears the ravishing of battle. On the south wall two bloody corpses hang upside down, feet bound by yellow twine. Muffled growls and shrill whines fill the air.
- Corpses: chests pinned open, inner organs exposed. INT DC 13 reveals stomach is missing from one and lungs from the other. Growls:
- canine growls and whimpering emanate from the west.
2. CRYPTS hounds Fire pours from the mouths of two hell , warming the crumbling crypt. One snarls at crack a large in the west wall, the other lays whimpering on the floor. To the south, another body dangles limply by their feet.
- Crack: hidden inside: 2 giant centipedes (S) protecting a clutch of eggs. Body (Drow, S): unconscious but
- alive, bears markings outlining their lungs and scratches around their neck. Wakes in rounds. Desperate to escape or die trying. Stinks, hates hag and hounds. Hell Hounds (S): commanded to
- protect prisoner. One recently paralyzed by centipede, mobile in rounds.
3. SUMMONING CIRCLE Three drow corpses lie slumped near a bloody altar covered in ritual components and a piece of mildewed parchment. The floor bears a summoning circle outlined in wax and skulls from the crypt. Corpses:
- search the bodies, roll a weapon (S) and 2x Treasure Table 4-6. Parchment:
- details an hour ritual that consumes nearby components. Sacrificing hell a creature of LV 1 or greater summons a hound (S) under their command for hours. 4. GRINDING ROOM A gagged drow chained to a table struggles vainly next to a foul-smelling, brass meat grinder stained from use.
- Chessa (Drow, S) fresh markings around their heart. Paranoid, borderline feral from fear. Begs to be saved. Burns and bite marks on limbs. 5. TORN TAPESTRIES Tattered, reeking tapestries cling to the stone walls with three defaced paintings hung in between. The northmost tapestry swells outward as if something lurks beneath.
- Tapestries (Strangleweave): both are bewitched to ensnare intruders. Can give the illusion of creatures hiding behind.
Strangleweave
A tattered tapestry whose long strands are bewitched to ensnare the unwelcome. AC HP ATK MV 12, 13, 1 lash () + choke, S D C I W Ch AL near, , , , , , , C, LV 2 Choke. STR DC 12 or dmg and immobilized. Repeat check each turn.
6. BRIMSTONE URNS smoke Beyond the portcullis, red sulfurous urns billows from two , obscuring the area. Two light pinpricks of red float inside the smoke. Smoke:
- CON DC 15 when inhaled or dmg.
- Urns: contain ground organs. Smashing ceases smoke. Light: glowing eyes of hell hound (S)
- lurking in smoke. Alerts hag of intruders. 7. RESURRECTION RITUAL The body of a desiccated hag lies on an altar wreathed in burning bowls of herbs, bones, blood. Hundreds of snake skeletons dangle from chimes the ceiling, clattering like hollow . A figure cloaked stands back in the shadows. Chimes:
- creatures that enter the room CON DC 13 or deafened for rounds. Figure: Lymith the night hag (S)
- seeks to resurrect sister. If altered by hell hound (Area 6) she’s taken the form of a drow, pretending to be a prisoner. If not, may bargain for life offering them her Obsidian Witchknife (S).
Incursion Incursion p.84
Incursion
The Wall of Flame, glowing ever-present in the jungle haze, reveals a landscape of slag-stone and flaming pits. Somewhere in this hellish realm is a magical cache, hidden in an ancient keep. From a distance, it’s a moldy tomb of rotten green stone. Sticky orange vapors seep from the murky cave mouth.
Areas
drow All marked with an eye rune on map, patiently observe and only make their move from a position of superiority, striking from the shadows. Their ultimate goal is to and escape with the spellbook intelligence toad demons drider about the . A can be substituted for 2 drow. Toad demons are not aware of the drow. They are frustrated in their attempts to collect the spellbook. DOORS
- All doors are locked (DEX DC 16) and take two rounds to open.
- Closed doors keep vapors at bay.
RECURRING HAZARD (D): ICKY STICKY DRIPS Putrid wriggling polyps flop about on the floor until they slip into holes or pool on the floor.
- Drips: located at all (D) locations. If hit they are destroyed automatically.
- Chaos Ick: randomly bestow ADV or DISADV on a single opponent. RECURRING HAZARD (L): STINK LINES Reeking vapors conceal cracked stone floors. Damp rocks shift in the choking gloom. Stink Lines: (L)
- located all locations.
- Vapors: tendrils of stench (CON DC 15) or lose action and wretch violently.
- Stone: slip and fall on sharp rocks. Glassy shards (DEX DC 14) or dmg. 1. CAVERNS tunnels Narrow pockmark an eerily empty aura room. A low hum and sickly strobe in the bones dark. Reeking crawl with rats.
- Tunnels: (not shown on map) lead to other areas at random.
- Aura: chaos glimmers, shimmers, and hums. (WIS DC 14) or DISADV on next check.
- Bones: rabid rats, swarm attack (CON DC 13) or dungeon fever (DISADV until next rest).
2. PICKED CLEAN Long forgotten chambers have been largely plundered. Roll on a thorough search.
Found Item 1 Scroll of Magic Circle (S), cracked lizard skin tube with a stopper. 2 A silvered glass mirror that detects magic (S). 3 Scroll of Levitate (S), hollow bronze baton with a stopper. 4 Magic broadsword. 2x dmg against wounded opponents. 5 Scroll of Dispel Magic (S), folded in the last page of a ruined book. 6 Pouch of fire jellies are soft, squishy, and spicy. 4. ALCOVES Alcoves of blue stone studded with glinting metal fittings and pipes. A sickly glow illuminates a lifeless figure in some of the openings.
- Alcoves: covered with metallic figures and fixtures. INT DC 15 to open. Cool mist and smell of rotting loam inside. Partially formed body of a wizard in each. Glow: three toad demons. unsusceptible
- to distraction, attack immediately. [Hidden] Drow (S):
- 4 watch from hidden position.
5. TOAD HOLLOW A single symbol is marked near the door. Several misshapen mirrors lie about haphazardly. Reflections of the symbol are everywhere. Magic symbols are scrawled on the stones. Two toad demons flash aggressively and attack. Symbol:
- of Pain (see toad demon), affected by mirrors. Mirrors:
- symbol attacks. Shattering mirror glass makes things worse ( symbol attacks). Symbols:
- dormant Gate (S). Can be activated by uttering three croaks correctly (CHA DC 15). If this works a single toad steps through and attacks. 6. CHAOS GROT A silver pillar, wreathed in a mystic aura, spellbook symbols supports a magnificent . Two are painted with mercury and blood. A pair of toadlike demons look to be deterred by the pillar. They notice you and attack. Spellbook:
- bound by a curse. Breaking the curse is the only way to grab the book. The book can be populated from Wizard spell list (S). Symbols:
- Pain and Insanity (see toad demon), those who enter are affected by both symbols simultaneously. 7. DOWN OR OUT This path leads either down to greater depths or up and out to the surface. Four drow are here waiting in reserve for the scouting party.
Toad Demon
Croaking monsters cloaked in flashing auras. Share a language of chaotic symbolism. AC 16 (demon hide), HP 78, ATK 2 greatsword () or 1 Symbol, MV near, S , D , C , I , W , Ch , AL C, LV 7
- Symbol of Pain: as Magic Circle (S) plus creatures inside the circle take dmg for rounds.
- Symbol of Insanity: as Magic Circle (S) plus roll WIS DC 12 for every action or lose action.
Giant Hills: Region Overview Giant Hills: Region Overview p.86
Giant Hills
The Giant Hills region looms over the Fiodholm Valley like an ominous dark cloud on the horizon. It is likely that characters will have spotted it very early on in the scouting, yet travel to it is highly perilous. The Red River and the gorge containing it are widest north the hills, making the route impassible. The path through the Central Jungle leads over the Bridge of Eternal Sacrifice and through the Demon Frontier. Once near the hills, the area is full of deadly challenges for characters at levels 8-10. All five adventures in this area are pre-located. The caves of recommended first foray into this area. The swamp dragon found in the Haunted can occasionally be spotted flying over the river gorge, and seeking out its lair makes for a beckoning destination for brave – or foolish – would-be dragonslayers. The largest of the Giant Hills themselves contain a myriad of ancient ruins of a giant city. Treat the three specially marked hexes here as one exploration location, with three adventures and inserted random encounters. The Altar of the Forgotten God time of early, feral giants, while The Chained Titan men. Finally, Her Majesty in Entropy delves into the final days of the giant kingdom, and can serve as a capstone adventure to a campaign. Note that while the Giant Hills ruins are marked as a “tri-hex” on the map to highlight their importance, they do not necessarily cover the geographic area of three full hexes for travel purposes.
Crystalglitter are the The Lost Temple of Aphosh
is a temple that harkens back to deals with a deadly warmachine made by
Adventures in the Region
To match the location on the hex map, find the correct row and count hexes from left to right.
Pre-located Adventures
1109 The Lost Temple of Aphosh the Haunted:
1407 Crystalglitter: A cat-and-basilisk game played with deceptive duergar. ----------------------------------------------------------------- 92
Flex-location Adventures
Location Options: 1309, 1408, 1409 Altar of the Forgotten God: at an ancient altar. ----------------------------------------------------- 94 The Chained Titan: by magic. ---------------------------------------------------------------- 96 Her Majesty in Entropy:
Here be dragon. -------------- 90
Giants with a hunger for flesh pray
An eldritch horror turned war machine
Tomb of the ancient giant queen. ---- 98
Giant Hills: Random Encounters Giant Hills: Random Encounters p.88
Random Encounter Tables
Exterior
Random Encounter cyclops 1 A goat shepherd warily watches for tomb raiders. He messages other giants by hawk. stone giant 2 A confused awakens, covered in debris after sleeping for decades. It is eager for news. roc 3 A carries its prey alive to its nest for later. There is treasure among the bones there. giant goats 4 Six graze. A pair of giant sheepdogs ( protect them. wyverns 5 A mated pair of high above hunt giant goats, or anything else that runs. apes 6 Twenty throw stones at interlopers, hoping to chase them away from the cursed grounds. frost giant 7 Three pilgrims have traveled far in search of a magic ring. They have a vague map. gorgons 8 A herd of six docile mimic grazing. They are incensed to violence when stung by insects. hill giants 9 Four want help settling an inane argument about cold vs hot goat milk. The loser will be sore. fire giant 10 Five monks, among their last, guard the hills. They use the terrain against intruders. Prince’s Quarters 11 Rubble of a great palace, only the threaten to collapse soon. 12 Rising from the lake, a towering skull (pg115) flies to within 100’ of your location before slowing to a stop.
Additional Encounter Ideas
For campaigns seeking to add more high-level content, the Giant Hills are another fantastic place to incorporate additional dungeon-crawling. Whole cities and temples of the giants lie buried here, while demons and other powerful creatures have come seeking the area’s ancient magic. In our vision of Fiodholm, no living “true giants” inhabit the area today. Chaotic and feral hill and goat giants are more likely, or corrupted versions of greater ones. However, the arrival of the characters may cause some reclusive true giants – likely stone – to emerge and make peace, or offer trade if it suits your campaign.
dire wolf stats) aggressively
(pg114) remain and even they
Interior
Random Encounter 1 An iron golem tomb guardian crawls after intruders at half speed, its legs seized by rust. 2 An immobile stone figure is posed as though opening the next door. Two prowl nearby. 3 Two erinyes devils are bound to guard these halls. Riddles can break the binding. 4 Twelve mushroomfolk have sprung up in a leaking space. They want to keep their presence secret. 5 A crew of six deep gnomes followed a fissure and tunneled in. They want to find gold and escape quickly. 6 A grimlow follows as silently as it can, attacking if the light goes out. It swallows and runs. 7 Six snow apes threaten the party. They can speak a few words, “out,” “now,” and “doom.” 8 Seven duergar have stopped to count their loot. One opens a bottle holding an angry efreeti. oni 9 An bearing an obscure prophecy seeks a magic item of the giants to fulfill it. Maybe it will, or not. swarms of scarabs 10 Ten undead fly free from a malfunctioning trap. They attack for rounds, then die. animated armors 11 Eight march on patrol endlessly. If defeated, they rise again after rounds. 12 A giant’s ghost has possessed a balor, but has been driven to a fury by its demonic host.
basilisks
Hex 1109 Lost Temple of Aphosh p.90
Lost Temple of Aphosh
In defiance of the giants, the dragon Wreyxhurt carved her lair from one of their catacombs nestled deep below the lake. Over time, other creatures have begun to filter in. For empty rooms, check for encounter with giant ghosts (S), (, 1 = encounter).
Areas
1. ENTRANCE CHAMBER pillars Four support the ceiling, one fallen. Stone doors at the cardinal points. Pillars:
- decorated with symbols of Lawful gods, all defaced. Doors:
- doors to Area 7 have a seven- pointed-star depression, won’t open without that key. 2. UNDEFILED SHRINE Statue on a stone plinth outside the door, beyond which lies a shrine. Impassable rubble blocks the opposite corridor. A stone door blocks further progress. Statue:
- rotating opens door. Shrine:
- serene, dedicated to Lawful gods. Lingering 1 hour provides benefit of a rest daily. Rubble:
- skeletal arm with golden bracer (50gp), dented horned helm (10gp).
- Door: won’t open to force or thievery.
3. GRAND HALL A former audience hall, its furnishings moldered chamber to dust. A corridor leads to a private , pit bisected by an obvious .
- Chamber: rotted velvet couches, covered with slime. An aboleth (S) lurks here. Tries to use PCs to slay the dragon, willingly or no. Slimy nest holds eggs (90gp each). Sacrifice an egg to remove aboleth curse.
- [Trap] Pit: 50’ deep, 5’ across. Pressure plate on far side triggers poison arrow trap (CON DC 15, dmg). 4. CRYPTS Rooms with altars bearing candle stubs and dry, tombs crumbling flowers. Five massive . Tombs:
- senior clergy interred, fine vestments long rotted. [Hidden] Specter: ghost (S) of
- Winshella, a Fiodholm priestess, rises from central tomb. Detests dragon’s presence, calls for it to be slain. May attack if refused. 5. PREPARATION ROOM Crumbling linen and empty jars once used to Basilisks prepare the dead. slumber among the tables. [Hidden] Room:
- 6 alabaster jars (75gp) sealed with wax hold rare oils (180gp). Basilisks: 3 drowsy basilisks (S).
-
6. PILLAR ROOM Stone pillars line a narrow chamber. Carvings depict lawful heroes exploring strange, dark caves. Pillars:
- central pillar has a secret compartment, holds bronze star (use in Area 1). 7. ANTECHAMBER* The air here (and beyond) is damp. Several chests, a pristine shield mounted on the wall.
- Chests: the first two empty; the third, 80gp. Shield: a mimic (S), hunts with 2
- lesser earth elementals (S) that erupt from the empty chests. *Once first antechamber is entered, the other is empty. 8. THE PIT Torchlight fails to fill this vast chamber. A deep pit echoes with the grunts of a large creature.
- Pit: 20’ deep, search for 1x Treasure Table 7-9. Creature: bulette (S)
- , may seem contained but can leap from pit.
9. DRAGON’S HOARD Tunnel blocked by webs. Light reflects off piles of treasure. Scattered bones of a great serpent. A deep lake to the north. Web:
- false spiderweb, extends through Area 10. When disturbed, Wreyxhurt is alerted. Treasure:
- roll 3x on Treasure Table 7-9 plus 2 random magic items and x 1000gp in coin. A small fraction of Wreyxhurt’s hoard. Lake:
- seemingly fathomless. Dragon may attack here (see Area 10). Bones: uncoils at intruders’ approach, a
- mindless bone naga (S). 10. DRAGON’S LAIR lake A vast, silent cavern. To the north, a deep . A statue golden human in an alcove. Statue:
- of a forgotten king (5,000gp), weighs a ton. Lake:
- seemingly fathomless. Dragon deep within.
- Wreyxhurt: a swamp dragon (S), attempts to douse torches (as rend, uses two attacks). Tests Morale at ¼ HP.
Hex 1407 Crystalglitter p.92
Crystalglitter
Lost in a brutal steam-storm, the only hope is a tiny hollow and cave within. Inside is a much larger cavern, sparkling and glittering with crystallized walls.
- All Areas: difficult terrain, hard, sharp and slippery. Crystal seems to glow, reflect and act as a prism. The floor is puddled with crystal “slush.” (DEX DC 15) or dmg from lacerations and scrapes.
- Wandering Monster: the basilisk (S) does not attack directly, prefers to petrify from the shadows, this quickly turns deadly.
- Duergar: here to leverage elemental power. They have a knack for avoiding the beast. The rune means: “‘Ware the sun which lies beyond.”
Areas
Though the cave is beautiful, the footing is nightmarish. Occasional strange gurglings hint at inhabitants deeper in. A quickly carved rune marks the entrance within. 1. CRYSTAL CHUTES chutes Steamy plumes conceal crystal leading deeper into the caverns.
- Chutes: lead deeper (Area 3). Support moderate weight, more causes their collapse. DEX DC 13 (15 in Heavy Armor) to avoid collapse. Climbing gear has 50% chance of failure: dmg from crystals.
- [Hidden] Tracks: WIS DC 16 to identify basilisk. [Hidden] Duergar (S): watch the
- entrance, avoid the adventurers initially. 2. CLUTCH Warmer than the rest of the passages. Stoneflesh statues crouch and pose here. Huge pearlescent barbed bulbs are stuck to the stone with glittery goo.
Bulbs: basilisk
- disrupting alerts . It arrives in rounds, attacks to defend its eggs, sneaky otherwise. Holds actions when clutch is directly threatened.
- Loot: bulbous basilisk eggs (55gp each). 3. ELEMENTAL PILLARS Four pillars of huge crystal cubes, stacked and glyphs marked with elemental . One wall is beings crystal from floor to ceiling. Short can be pillars seen in shadow near the . Pillars:
- artifacts capable of producing elemental effects. Glyphs:
- INT DC 12 to decipher, CHA DC 10 to activate (each). Fail releases 8 azer (S) from the crystal wall. earth Fumble releases a crystalline elemental (S) . 1. Earth: tremors, crystal pummels enemies (STR DC 18, & prone). 2. Wind: salt winds, abrade enemy flesh, extinguish flames (CON DC 14, dmg & ½ movement 1 turn). 3. Water: fog, (DISADV on ranged attacks), lightning strikes opponents (DEX DC 16, & blinded 1 turn). Fire: 4. lit flames in area explode (DEX DC 12, Close, dmg). Beings: duergar (S)
- 6 examine the pillars intently. Not immediately aggressive, try to communicate. Attack if affronted or insulted. 25% chance each round they activate a pillar.
- Loot: chainmail, shields, war picks.
4. SHRINE Beyond the locked door are chambers with elemental glyphs inscribed on all walls, floor to ceiling. Rotted mats and crumbled regalia litter the rooms. Short flights of stairs connect them. Glyphs:
- inert, lore checks (INT DC 16) reveal how to use the elemental pillars with no Spellcasting check. Casters may use the glyphs to cast protection from energy (S) 3x. [Hidden] Secret Door:
- leads to Area 6. Secret Tunnels (noted on map) Natural crystal crevices and cleverly hidden locked doors block entry to secret tunnels.
- Crevices: allow glacier traversal, noise or violent action leads to catastrophe. crushing collapse (DEX DC 14 for half dmg or escape). Tunnels:
- well hidden (WIS DC 15), extremely confined, prone to collapse. Door:
- in Area 5 leads toward the Tombs in Area 7. 5. ELEMENT SHRINE Empty room with a vaulted crystal ceiling, filled with detritus. Detritus:
- each searcher test WIS DC 15. Treasure Table 4-6 on success. 6. SANCTUM Sanctified in some lost age, the place is spotless and timeless. A lit candle puts forth a warm glow. Four tapestries adorn the walls, vividly depict elemental power.
- Sanctified: resting removes all conditions and healing adds hp. Doors have complex locks (DEX DC 15). STR DC 15 to bash.
7. TOMB CELLS Unplundered tombs, overgrown with glittering crystals. Tombs:
- bones of the honored dead, bearing holy symbols. Elemental forces animate these corpses with energy (not necromancy), directing them to attack looters. A. Empty, save for masonry tools coated in dust. [Hidden] Secret Door:
- to Area 6. B. Aarin Haldane: dwarf mage (S), Ord holy symbol, regalia, +1 Dagger studded with jewels. C. James Redweather: human ghost- knight, knight (S) & ghost (S), St. Terragnis holy symbol, mithril plate mail, Bastard Sword (whispers when wielded). D. Mother Carmalla: elf druid (S), rune holy symbol, dark robes, Spidersilk Cloak (scrying can’t be used against you). 8. DUERGAR CAMP A large room and tunnels lead deeper down warriors to the undertunnels. Duergar in the vicinity, ready to engage if challenged.
- Warriors: 8 duergar (S), attempt communication or stand off in defense.
- Loot: chainmail, shields, war picks, random potions (S), 300gp in crystal.
Altar of the Forgotten God Altar of the Forgotten God p.94
Altar of the Forgotten God
Long before Fiodholm reached its great heights and fell, the valley giants worshipped a god long since forgotten. It was an angry, primal god, a god that took as much as it gave, and demanded sacrifice. As they moved on to more civilized gods, the giants sealed the temple to the old god and built atop it. Now, it has been rediscovered by their hill giant descendants, with their hungers a match for the promises of a forgotten altar.
Areas
1. BURIED PATH A hillside path leads through broken stone to ancient stairs, leading to a musty room with a pair of strange alcoves. Dirt has been tracked through.
- Alcoves: once used to hold sacrifices, human-sized manacles. Dirt:
- signs of recent passage by large feet. 2. BATTLECATS A trio of huge vicious cats guard this room. Cats: three smilodons (S),
- attack immediately. 3. ANCIENT FOYER Soaring ceilings are hidden in darkness above what was once the temple’s foyer. Coming up the stairs from the east are giant forms.
- Foyer: hewn stone, massive, lacks the precision of Fiodholm era.
- Stairs: once the entrance to the temple. Lead down to earthen-walled lairs of hill giants. Giants: two hill giants (S), attack
- immediately. Try to capture for sacrifice.
4. TEMPLE OF THE FORGOTTEN GOD A wide-open area with a massive headless statue . In front of the statue is a scene of profane madness. Humanoid and animal bodies impaled pits on stakes. Several large fire filled with viperian charred bone. A , missing an arm and bound to a stake, twitches in desperation.
- Statue: imprecisely carved, missing head. A giant with strange features. One human leg, one goatlike hoof. An eye in the palm of one hand, a set of sharp teeth in the other. Chants “eat,” “gift,” “eat of the gift” on approach. Any characters who hear must test WIS DC 15 or gain a desire to consume humanoid flesh for 1 minute, if they do, they regain hp and gain the cannibal curse for 1 hour; if they fail to consume, they must test again until success. A PC that consumes 3 times is cursed permanently.
- Cannibal Curse: you can’t regain more than 1hp by any means other than consuming humanoid flesh. When you consume raw humanoid flesh, you regain hp, then test CON (DC = ), on failure you can’t regain hp again until you rest.
- Pits: used to cook humanoids. Remains of humains and vipereans.
- Viperean: helpless sacrifice. Satisfies “humanoid” requirement of cannibal curse. [Hidden] Goat Giants (S):
- a pair from Areas 5 & 6 emerge. Echo the statue’s words in Common, otherwise speak only Giant. Do not attack if characters eat the viperean (or each other).
5. & 6. RITUAL ROOMS (IDENTICAL) A massive stone slab and shackles on walls. A barely-breathing viperean impaled on a hook. Animal furs cover the floor, with discarded humanoid belongings strewn about. Massive stone doors look to have been sealed for centuries. Shackles:
- not usable, hint at sacrifices dating back centuries. Viperean:
- helpless sacrifice. If freed, finds its pack and produces a slicking oil container that reduces the DC of stone door by 5. Belongings:
- roll on Treasure Table 0-3 once per PC, per room. Roll on Table 4-6 once (south room) and on Table 7-9 once (north room).
- Doors: long-sealed, STR DC 20 unless oiled.
7. ANCIENT RELIQUARY Centuries-old air. Remains of furs and tapestries hang off walls like spiderwebs. A large axe with an elaborately wrapped handle on a rack in the room’s center. Axe:
- well-preserved. In position of reverence. Actually a Greataxe of the Horde spectres (S). Two giant manifest when approached. [Hidden] Spectres: frost giants
- two (S) with undead type, each with one hoofed foot and strange features attack.
The Chained Titan The Chained Titan p.96
The Chained Titan
Deep beneath the Giant Hills lies Olothrox, the Chained Titan — a colossal abomination forged for war, its flesh bound by the screaming souls of Baron Delethmere’s Fallen Legion. A sect of Fiodholm wizards once summoned such eldritch horrors as machines of war, and now its shattered wards stir again. Ghostly Legion: Each Torch Timer, roll . On a 1, ghosts of the Fallen Legions briefly materialize and wail at party (CON DC 13 or dmg).
Areas
1. WALLBREACH A broken wall allows entrance that disturbs bats screeching jungle . Bats: giant bats (S)
- 3 nest here. 2. SUMMONING CHAMBER A shattered ritual circle surrounded by statues. Ten alcoves line the outer walls. A black pool at the center trembles soundlessly.
- Pool: use black pudding (S) with 2x HP, +2 dmg on attacks. Statues:
- cracked, touching triggers a fear aura (WIS DC15 or terror-stricken). Alcoves:
- hold remains of sacrificed arcanists. Circle:
- magic has effect die, but roll . On 1, chaos surge.
3. UMBRAL LIBRARY tomes Shelves sag under the weight of old in this shadow-soaked sanctum. A hum of ancient magics.
- [Hidden] Trap: pressure plate (DEX D C13) triggers poisoned dart (CON DC 13 or ).
- Tomes: reading forces WIS DC 15 test or - INT for 1 hour.
- Loot: intact tomes (250gp each) Scroll of Gate (1 use, uncontrolled rift), Book of Unsealing (breaks any seal, 1 use, whispers in the dark). 4. REAGENTS CONSERVATORY sigil The walls weep alchemical ichor. A on the floor glows faintly green.
- Sigil: more than 10 lb. touches the floor: cloudkill fills the room (CON DC 16, half dmg, rounds).
- [Hidden] Treasure: Scroll of Detect Magic (1 use), Potion of Mind-Fang (gain INT for 1 hour, then suffer Madness). 5. BREAKING CELL Manacles bolted to the cell walls marked with arcane wards. Scratches litter the stone— formed in a spidery script that makes the mind itch.
- Cell: once held fiends being “broken” for war. Entering triggers Symbol of Pain (WIS DC 16 or - to all rolls for 1 minute). [Hidden] Creature: starving Soul
- Revenant (ghast, S), but immune to turning, regenerates hp/turn in darkness).
6. RITUAL CHAMBER Smoldering sigils cover everything. Four unlit braziers.
- [Trap] Sigils: disrupting triggers a disintegrate ray (DEX DC 15 or dmg). Braziers:
- flash green-blue when lit, stir echoes of blasphemous chanting, WIS DC 17 test or stunned for 1 round and bleeding from the mouth ( dmg). Whisper Storm:
- lighting all 4 braziers causes a contact other plane effect, INT DC 15 or suffer permanent Madness. [Hidden] Treasure:
- Fiendbreaker’s Ritual Knife (Obsidian Witchknife (S), but lawful-only). 7. PROFANE ARMORY Blades rattle faintly upon entering. Living skin prickles as if cockroaches scurry beneath it. Blades:
- First weapon taken awakens a cloud of Wraithblades (DEX DC 15 or dmg per round while in the room, causes Madness on crit).
- Loot: The Harrowed Fang ( spear, crits force target WIS DC 12 or frightened), Shield of Broken Pact (, detects invisible creatures 1/day). 8. HOWLING CRYPT Lined with pillars and desecrated sarcophagi. At its end, a mummified titan kneels in chains—flayed chest pulsing faintly with trapped soul-fire.
- Titan: this is Olothrox. Immobile until approached, then speaks in 100 voices, begs for flesh and death. Any interaction provokes attack. Use fire giant (S) with undead traits and Howl of the Damned (WIS DC 16 or stunned rounds).
- Pillars: crack under titan’s rage. Every round after titan rises, roll . On 1, part of ceiling collapses (DEX DC 15 or ).
- Loot: giant's soul-tether gem (acts as a 1 use , trap a dying creature’s Soul Jar spirit for later use).
Her Majesty in Entropy Her Majesty in Entropy p.98
Her Majesty in Entropy
A crumbling empire choked by the weeds and vines of an unforgiving jungle, the giants are all gone, but their anguish remains, a miasma of sorrow rising like a thick choking fog from the hidden halls of this subterranean ruin. Her Majesty Queen Kaiva Thunderstep, who fought so hard to save her people, is imprisoned here, trapped in never-ending hellish life, driven mad by the pain of her failure and loss. Only through her final death and release may the jungles begin to heal from a tortuous and hateful curse. Inside the ruins is the once-opulent palace. Every surface is graced by moldering filthy marble and tarnished gold filigree beneath the grime of centuries. Every step echoes through the massive empty halls, making it impossible to ever feel truly alone.
Areas
1. ENTRANCE The entrance to the fallen palace is choked with squirming vines and rotting plants. The musty stench of rot and death wafts from deeper statues within. Two of giants stand sentinel, arches stone lead deeper in. Arches:
- branching hallway. Whispered words, indecipherable echo from deeper within. Statues: stone giants (S) 2 undead ,
- cracked and mindless. Attack when PCs’ backs are turned.
2. THE CHAPEL A large chamber, broken stained glass windows line the walls, empty pews broken and desecrated line the floor all facing a pulpit. priest At the altar a ghostly figure of a gives a water terrible sermon before a font of stagnant .
- Windows: depict scenes of Queen Thunderstep breaking a holy artifact into six pieces and giving to six emissaries. Some are broken and dirt and vines from outside intrude into chapel.
- Water: holy. Drinking heals hp. Enough for 4 sips. Priest: a wraith (S) of an ice
- giant. Shouts in the language of giants interspersed with demonic. Attacks if interrupted or if characters attempt to interact with font. 3. ARCHIVIST’S REST A reliquary attached to the fallen chapel, an giant undead cloud is here, surrounded by a white aura as he mumbles and frets with an scroll altar unfurled upon the he is chained to.
- Altar: free of grime or filth in contrast to rest of palace.
- Scroll: contains account of the final days of the Giants and fall of Queen Thunderstep. She took a powerful Giant Artifact, a golden tablet called the Elysian Accord, and broke it, hoping that by sending the pieces to allies across the jungle it would protect them all with its runic magic. This only weakened the protective powers of the artifact. Plague and demons swept across the jungle. The Queen was driven mad by her failure, cursed to immortality by the rage and sorrow of her people. Mentions that when the Accord was whole, it was held in a special slot in the queen's throne.
Giant: the Archivist. Radiates holy energy.
- Whispers in Celestial that “The scroll holds the answers but not the hope.” Cannot be harmed. If chains holding him are broken, collapses into flakes of golden dust, causing dmg to any witnesses. Upon his death the altar rots and falls into disrepair. 4. THE HOLE A charnel house of rot. The bodies of giant soldiers litter the floor. In the center of the room is a wide pit, moans can be heard from somewhere in the darkness within.
- Bodies: searching the bodies uncovers Armor of the Oni (S) and Blade of Vengeance (S). Both are giant-sized. If used by a humanoid, the character has DISADV on STR and DEX tests except attacks.
- Pit: this is a mass burial site for the victims of the plague, who died furious.
- Victims: any noise causes giant zombies (S) to emerge from the hole and attack. After the first attack there is a 1:10 chance that more zombies will emerge every few minutes.
5. HER MAJESTY IN STONE EFFIGY This room contains a crumbling statue of the Queen. No undead enter this room, ceasing pursuit at the threshold and milling around just outside. An area of safety from the horde.
- Statue: holds aloft a holy symbol of the god of Giant-kind. Soothing, but something is terribly wrong. Safety:
- PCs can rest here, when they do, roll .
- 1-3: PCs are plagued by terrible nightmares, suffer damage.
- 4-6: PCs dream of Queen Thunderstep begging to be released in the language of Giants, recover hp. 6. THE MOURNFUL CONGREGATION ghosts A large amphitheater, dozens of giant dressed in rotting regalia hover in horrified stasis murmuring in fear and despair. There is an mausoleum obelisk — a to giant royalty — in the center. Ghosts:
- moan constantly, there is no resting here. Checks here at DISADV. Mausoleum:
- inside are stairs leading down into the Prince’s Quarters (part of Six Tombs of the Emissaries [pg114]).
7. THE FALLEN THRONE This massive throne room sits on a diaz on a bridge with deep pits to either side. In the center of the dais is a cracked stone throne surrounded by debris. On it sits the Queen herself. Throne:
- once one of three thrones, the Queen’s is the only one that remains. In the base is a relief. The Elysian Accord may be slotted into this space. Pits:
- the plague-ridden undead giants fill the pits, reaching up and shouting their curses and accusations with maggot-ridden mouths. Any character that falls off the bridge or dais is instantly torn apart. Queen:
- insane and cannot be reasoned storm giant (S) with. Stats as with 100hp, and Legendary Undead. She apologizes and wails her contrition as she tries to destroy the intruders.
- Legendary Undead: immune to morale checks. Only damaged by magical sources. Hostile spells targeting her are DC 18 to cast.
- Loot: Javelin identical to Memnon’s Blazing Javelin (S) except that it may only be wielded by Lawful characters.
The Queen can be killed, but revives in hours, at which point her javelin returns to her. The only way to stop this resurrection is to slot the Elysian Accord into the throne. If the Accord is slotted into the Throne, the effect is immediate: all undead within the Palace immediately crumble to dust and all evil influence is banished from inside the ruins. The Queen does not count as undead for this effect and must still be killed to release her from her curse.
Special Locations: Overview Special Locations: Overview p.102
Special Locations
The 4 adventures included here serve unique or optional purposes. Sacrifice is required to cross between the Central Jungle and Demon Frontier areas. Carnage is an utterly unique experience that can dramatically change a campaign — it can be inserted into a flex-location in the Demon Frontier or later. be used as random encounters in different areas to create a campaign-like throughline. Drifting Colossus is an optional wandering location.
Pre-located Adventures
1304 Bridge of Eternal Sacrifice:
Unique Adventures
Cavern of Carnage: A demonic dream upsets reality. -------------------- 102 Six Tombs of the Emmisaries: symbolic fragments. ------------------------------------------------------------ 105 The Drifting Colossus: Rakshasa master of illusion offers bizarre bargains. --------------------------------------------------------------------------- 115
The Bridge of Eternal Cavern of
Six Tombs of the Emissaries can The
Undying warriors hold back demons. ----- 90
Scattered crypts each holding
Hex 1304 Bridge of Eternal Sacrifice p.104
Bridge of Eternal Sacrifice
This fort was once a defensive position of Fiodholm forces against demons crossing the river gorge. As brave Fiodholm defenders made their final stand, a necromancer offered them a deal to give their lives and become eternal defenders. They agreed, and remain forever bound. The fort’s 13 eternal defenders are controlled by the Necromancer’s Orb in Area 5. Initially, the orb is attuned to the south setting. Map shows eternal defender positioning under south (S) and north (N) Orb settings. Murderhole positions refers to these. If spoken with, they say one of the following: “Sworn to duty. No demon shall pass,” “Forever vigilant, forever betrayed,” or “In my name, I am sworn.” Eternal Defender: AC 14 (chainmail), HP 23, ATK 2 longbow (far) ( + life drain), MV near, S , D , C , I , W , Ch , AL C, LV 4 Life Drain: CON damage. Death if reduced to 0 CON. Eternal: When destroyed, regenerates at its sworn post after minutes as long as its ritual contract is intact. Greater Undead: Immune to morale checks. Only damaged by silver or magical sources.
Areas
1. NORTHERN APPROACH A bridge high above the Red River leads to iron gates of an ancient fort. Sounds of battle echo from beyond. A demon takes flight from the opposite bank and is turned to dust by an energy beam striking from the fort’s undertower.
Gates:
- solid, locked (DEX DC 13). Enchanted. Close and lock 1 minute after being opened. If attempted to break open, a magical glyph triggers: DEX DC 15 or dmg. Glyph recharges after 1 minute. Can’t be opened while unbroken and Necromantic Orb is set to north or Breach.
- Shouts: of demons attacking south gate from Area 12. Not visible.
- Undertower: the lowest level (Area 6) where energy lashes out from. 2. THE PASSTHROUGH tunnel gate A stone leading to the south . Murderholes line the walls. Tunnel:
- conceals secret door leading to Area 3 (WIS DC 13 to find). Opened by pressing stone sequence, INT DC 13 to discern.
- Gate: sounds of combat beyond. Cannot be opened while Orb set to south. Magic seal visible.
- Murderholes: ominous, but no danger when Orb set to south. 3. WEST TOWER, GROUND FLOOR doors north south Closed lead and from this entryway.
- Doors: sturdy, unlocked.
- North: bare room, murderholes. Stair down to Area 4.
- South: bare room, murderholes. Stair up to Area 7. Eternal Defenders:
- positioned and behave per Necromantic Orb.
4-5. WEST TOWER, ARMORY Ancient weapons hang on the east wall. Several names are engraved in the stones. A stair at the far end leads down. Weapons:
- roll on Treasure Table 0-3; if the result is not a weapon or shield, select the nearest item that is. Stones:
- six Fiodholm soldiers’ names on stones. Hollow, hide the contract scrolls eternal defenders. If broken, the associated defender moves and attacks. Scroll can only be destroyed by holy fire in Area 10. Down:
- to Area 5.
- Area 5: two murderhole positions, then down to Area 6.
6. WEST TOWER, UNDERTOWER FLOOR A small room with more murderholes. A monstrosity of stitched-together corpses blocks a closed door. Monstrosity: flesh golem (S)
- . Says, “The mechanism is not to be disabled.” Attacks any who approach. Has key to door sewn into its body. Door:
- heavy, locked (DEX DC 15), underplatform to . Underplatform:
- good views to creatures flying across gorge. A guardian orb attacks immediately. Does not follow inside. Orb: floating iron ball. Use iron golem
- (S), except slam is “Radiant Beam” with far range, and Poison Breath is “Radiant Barrage” (deals same damage). When destroyed, can be used to make a Wand of Flame Strike (S).
7. INTERTOWER LEVEL A wider corridor containing murderholes, ancient weapons, and engraved stones. At its end are double-doors. Door:
- unlocked, to Area 8. Area 8:
- bare, two murderholes. Weapons:
- roll on Treasure Table 4-6; if the result is not a weapon or shield, select the nearest item that is.
- Stones: seven Fiodholm soldiers’ names on stones. Hollow, hide the contract scrolls eternal defenders. If broken, the associated defender moves and attacks. Scroll can only be destroyed by holy fire in Area 10.
- Double-doors: locked (DEX DC 15), to Area 9.
- Area 9: single murderhole. Stairs up to Area 10 and down to Area 11. 10. NECROMANCER’S VIEW Furnished with wooden paneling. An elaborate flames stone and metal dais in the center. White burn in the dais’ lower section. Its top section orb holds a crystal .
- Flames: holy flames. No heat. Can burn eternal defender contracts.
- Orb: controls eternal defenders. The dais has four symbols, each aligned with a cardinal direction, representing three settings (east and west symbols are identical). Changes the orb’s setting with INT DC 15 in 3 consecutive rounds. Settings:
- South (Demon skull symbol): eternal defenders occupy south-facing murderholes and attack only demons. The south gate is magically locked and can’t be opened. North (Human skull symbol):
- eternal defenders occupy north-facing muderholes and attack the living. The north gate is magically locked and can’t be opened.
- Breach (Broken Gate symbol): eternal defenders abandon gates and defend the fort’s interior. Both gates magically lock and can’t be opened. [Hidden] Necromancer’s Ghost:
- a rage wraith (S) ghost’s (S) filled with Possess ability. On possession, sets orb setting to Breach (3 turns, no check). 11. WEST TOWER, GROUND FLOOR This large room has murderholes on all sides, and an ancient wooden desk in the center.
- Desk: contains the necromancer’s journal, detailing eternal defender ritual. A secret compartment (INT DC 15) contains a Wand of Unlife (S). 12. SOUTHERN APPROACH demons A band of are making futile attempts to breach the fort’s immortal defenses.
- Demons: a glabrezu (S) and flying dretches (S + fly).
Cavern of Carnage Cavern of Carnage p.107
Cavern of Carnage
This scenario creates a total party kill without the characters actually dying. Unlike a dream sequence, the Cavern of Carnage ensures the characters’ lives will permanently change. The Outline 1. Characters enter the cave. 2. An obscene entity pulls different versions of the PCs (Voidlings) from the Dark Realms. 3. Only one version of each PC may survive. 4. In the end, a version of each PC exits the cave, though perhaps not the same one that entered. This scenario is atypical. It can be placed anywhere the hexcrawl, and it’s outcome can reshape the world. Here are some suggestions of when to put it to use:
- When you want a reset. Now’s your chance for a retcon.
- When you want to shift worlds or dimensions. change genre
- When you want to . The world may very well become apocalyptic.
- When you want to set up an epic diabolic foe .
- When you just want to throw players curveball a . The Villain Who is behind the machinations of this cave? Roll or choose. Obe-Ixx of Azarumme (S): 1. one or more of the PCs has offended the ur-vampire. Though the arbitrary laws governing cosmic beings forbids her from murdering every manifestation of a being’s existence, she has done the next best thing – orchestrating this cave as a trap that ensures all but one manifestation will die. The vampiress appears at the end to finish off any remaining duplicates.
- Campaign Modifier: Place Obe-Ixx in either The Pool Temple or Organ Grinder dungeons, replacing the main villain in that location. 2. The Ten-Eyed Oracle (S): has foreseen the collapse of the final wards. The only path of subversion is for the PCs to assemble the greatest versions of themselves. At the end of this scenario, all PCs have a vision of the oracle and gain a free level.
- Campaign Modifier: Place the Oracle somewhere within either the Crystalglitter or Sanctum of the Cosmic Magi dungeon. 3. Brain Eater (S) Cabal: Fate has seen fit to create these alter-entities, and there is great power to be gained by their sacrifice. The cave serves as an altar, upon the blood of these anomalies will flow. cabal members manifest from the shadows at the end of the encounter, blessing the characters as unholy avatars (ADV against divine spells).
- Campaign Modifier: Place the Cabal as the controlling entity within the Darkest Dwellings or Serpent and the Pink Glow dungeon. Luchus the Archdevil (S): 4. stitched together from the ancient carcasses of his rivals, this shapeshifting devil commands dopplegangers (S) a host of who observe the cavern and learn the intricacies of each PC. Dozens will populate the region, sowing chaos in advance of the Wall of Fire’s breach.
- Campaign Modifier: Place the archdevil upon the Bridge of Eternal Sacrifice or within the Fires of the Father dungeon.
Setup
Before you begin, you’ll need to put together the Voidlings. After that, determine how the world is reshaped by this dimensional merging.
- Voidlings: alter-entities of the PCs, have lived unique lives in a darker, parallel dimension. Obvious, superficial differences (clothing, personal items, scars, etc), plus roll to determine major changes: 1. Different Age: 15 years older and level. 2. 10 years younger and Different Age: level. 3. Different Alignment: cannot be Lawful. 4. Different Gender. 5. Different Class. 6. Roll twice again.
- Merging: changes the fabric of reality. Roll or choose a cataclysm. 1. move forward years. Time Surge: Ruins have been scoured. Wall of Fire has been fully breached. 2. Time Rewind: move backwards decades. PCs are alone in the region. Viperians are dominant. 3. Time Primordial: move backwards centuries. PCs are alone. Giants are dominant. 4. Ice Age: an overnight event. Plants and reptiles dying off.
5. Age of Flame: Wall of Fire rapidly expands in an overnight event. Everything is scorched earth. 6. Parallel Decay: initially everything’s familiar but strange details emerge (plants are rotting, disease is rampant). 7. Diabolic Portal: the nether-version of your dimension. The other side of the Wall of Fire. 8. Void Spawn: the Dark Realms brought to this dimension, atmosphere thins, nothing grows. Add hosts of Outsiders to the setting (S). Voidlings Near duplicates of the party, but pulled from the Dark Realms. Desperate to survive, they have already slain numerous other duplicates and are resigned to killing the PCs; however, they may choose to fill in details before attacking. They know the following:
- Who the villain is. At times, they have appeared throughout the carnage.
- What is at stake. See Villain and Merging sections.
- What must be done. GM Note: For added immersion, write down these bullets and give them to one of the players. That player now swaps characters, runs their voidling, and can communicate the info as desired.
Areas
1. CAVE ENTRANCE path Empty and smelling of salt brine. A steep shaft downward and a near-vertical with gleaming chests far below. Path:
- to Area 2. Stench of offal and blood rising in your nostrils, a distant tone, as of a bell tolling.
- Shaft: to Area 3, STR DC 14 to climb, DC 8 with rope, vibrations wash over your bodies, the sensation of insects crawling across skin, organs quiver, bones grate, your vision clouds as if staring through murky water (roll climb check with DISADV). Fall: dmg.
- [Hidden] Ward: exit is sealed by psychic energies until only one manifestation of each PC remains. Attempt to exit: impossible, CON DC 20 or dmg. 2. VILLAIN EFFIGY statue A onyx coated in rotting human skin. path The switchbacks as it descends further.
- Statue: beyond this point, all terrain is desecrated.
- Touch: visions of purpose and oblivion (refer to villain and merging).
- Move Past: vibrations wash over your bodies, the sensation of insects crawling across skin, organs quiver, bones grate, your vision clouds as if staring through murky water.
- Path: to Area 3.
3. FOOLS’ GOLD Chest upon chest of glimmering insects, dead and rotting. The path continues down toward the reflection of water. Insects:
- dead scarabs with shells of gold and silver. Mealworms eating their innards.
- WIS DC 12 to notice they rot rapidly or are actually going backwards in time (the mealworms seeming to stitch the scarabs back to life), as determined by merging the . Path:
- to Area 4 and a horrific stench. 4. POOL OF CARNAGE A wide pool saturated with dozens of bloated carcasses Torches . rise from the mass, flickering with pale white light. Standing in the midst are near-copies of yourselves. Carcasses:
- other PC voidlings, previously slain.
- Loot: copies of PCs gear, modified as desired by GM. Torches:
- while unwielded: radiate cold, take 1 dmg when move or start your turn Close. See Voidtorch for wielded. Near-Copies: voidlings covered in gore.
- Use stats of PCs, modified as needed.
- Loot: PCs’ gear, modified as desired by GM.
Voidtorch
Voidling bones encased in thin sheets of silver, inlaid with runes of blackest blood. When wielded by a living creature: Benefit. Emits light as a standard torch and deals 1 dmg to all Close enemies at the start of your turn. Extinguishes after 1 hr, but may be relit by recoating the torch in blood, reducing your current HP by . Curse. Deals 1 dmg to every Close creature each round, including wielder. To dispel the curse, a creature must take hold of the torch and crit on a CHA test. Curse returns when recoated.
Six Tombs of the Emmisaries Six Tombs of the Emmisaries p.110
Six Tombs of the Emmisaries
During the reign of the giant queen Kaiva Thunderstep, emissaries were sent from her domain to the Fiodholm holds of man, dwarf, and viperian to solidify the alliance against the forces of drow and demon. Each emissary carried with them a piece of the Elysian Accord, a tablet of gold forged from a promise made by the queen herself, a symbol of her divine mandate to rule her people. The tablet was a powerful artifact of blessing and protection against evil. Broken into six parts, each piece - overseen by its emissary - would grant protective power to a region. As the plague raged on and demons spread, the Fiodholm lands of man, dwarf, giant, and viperean fell, and the pieces of the Elysian Accord were lost and forgotten. In truth, they lie with the emissaries still, scattered in lost tombs across the regions in which Fiodholm once stood. The power of these artifacts has diminished from what it once was, but still remains. Place these tombs as desired throughout the region. They also are included in several sections’ random encounter generators.
Elysian Fragment A golden fragment of a shattered tablet, etched with runes of Giant and Celestial. Benefit. Benefits depend on the number of joined fragments. 1. You can speak and understand Giant. 2. You may cast light (S) as a priest. 3. Hostile spells targeting you are DC 15. 4. You have ADV on spellcasting checks to cast light. 5. You speak and understand Celestial. 6. The fragments form the Elysian Accord. Can only be wielded by a Lawful being. Benefits are cumulative.
Elysian Accord
A golden tablet composed of six joined fragments, etched with runes of Giant and Celestial that glow with a divine radiance. Benefit. Glows as a torch when held. Hostile spells that target you are DC 18 to cast. You can speak and understand Giant and Celestial. Can only be wielded by a Lawful being. Once per month, you may summon the Spirits of Unity (treated as two domini angels (S)) to fight by your side for 10 rounds.
Aisling’s Tomb
The tomb of the giant emissary Aisling Coreheart. Having treated with dwarves on many occasions, Aisling was celebrated as a friend of dwarvenkind. After falling to the plague, dwarves buried her deep underground.
Areas
1. CAVERN ENTRANCE A massive rune-carved granite door leads to a hall of polished stone. Stairs descend to a chamber adorned with frescoes. A pulsating green spiral clings to the eastern wall.
- Door: Dwarvish runes: “Come Peacefully or Remain.” Cross the threshold bearing unsheathed weapons: the door slams shut. STR DC 16 to open. Frescoes:
- polished stone. Giant and dwarves feast. Green Spiral: cave creeper
- sleeping (S) . Starved, flawed emerald (50gp) in its belly. 2. SHRINE A carved stone altar. Atop it, a bronze bowl filled with coins.
- Altar: carvings of dwarven woman (Madeera). Cloth over her eyes, holding scales. Bowl:
- holds 40gp. Heals 1 hp/coin donated (max 10). Thieves cursed blind while carrying taken coin. 3. AISLING’S REST A titanic sarcophagus of marble. Six stone coffins. Statue near the eastern wall.
- Sarcophagus: heavy lid, lift STR DC 15. Holds the preserved body of a giant, clutching an Elysian Fragment. Coffins:
- granite, unadorned. Bears a preserved dwarven body holding a greataxe.
- Remove the fragment: they zombies (S) attack as with ATK 1 greataxe (). Statue:
- marble. Giant bearing fragment fights demonic horde. “Aisling” carved in Dwarvish.
Lost Emissary
The giant emissary Cahir Mistwarden was travelling when he was set upon by a band of drow. He sought refuge in this chamber, but when the drow used their magic to bring an earthquake, Cahir was buried alive and forgotten.
Areas
1. WARDED ENTRANCE The door opens to a hallway of cracked walls, littered with debris. A wooden door on the opposite end bears a rune.
- Walls: barely holding together. Debris:
- broken statues. WIS DC 12 reveals they are lifelike depictions of drow and demons. Rune:
- a magical glyph depicting the word “statue” in Giant. Door opened: anyone Close roll CON DC 15 or petrified. INT DC 15 or dispel magic to disable. 2. THE PRECARIOUS PILE Partially collapsed into rubble. Ceiling sags. A partially buried giant skeleton. Something golden gleams in its hand.
- Skeleton: a long dead giant. Greataxe. Ceiling:
- bears cracks. 1:6 it breaks each round. Collapse:
- DEX DC 15 or dmg and trapped. STR DC 15 and an hour to clear. Only enough air for 3 hours.
- Rubble: removing anything with INT DC 15. Failure: 3:6 chance ceiling breaks.
- Golden: an Elysian Fragment.
Healer’s Stronghold
The giant emissary Maeve Fordbreaker shared advanced surgical practices with the humans of Fiodholm. Together, they established this small fort to heal those injured in battle against the demons and drow. Unfortunately, they found no relief from the plague and perished.
Areas
1. ENTRANCE The door to this building is carved with symbols. Someone has placed graffiti over it.
- Door: stuck, STR DC 15 to open. Symbols:
- denotes healing and rest. Graffiti:
- worn red paint, ancient script. INT DC 12 to translate. “Here be sickness.” 2. CHAMBER OF HEALING Filled with dozens of beds holding sheet- shrouded bodies. In the northwest corner, a pale giant paws idly at a golden fragment. In the southwest, a stain.
Bodies: skeletons (S)
- . One bears plate mail, another a platinum necklace set with a sapphire (65gp). All are infected with disease (see below). 1:6 chance each that they rise (per round). Giant: an undead giant (as frost giant
- (S), attacks cause disease). Compelled to “heal” the living through incisions with her axe.
- Disease: CON DC 15 or infected. CON DC15 each day or lose hp (can't heal). Ends on success.
- Fragment: Elysian Fragment. Stain:
- dried, greenish. WIS DC 15 reveals a secret door. 3. BEDCHAMBERS Moldering sheets and mattresses. The left is furnished for a giant, the right for a half dozen humans. 4. SUPPLY ROOM tools jars A closet filled with and , some of which are broken. Tools:
- surgical saws, clamps, and bandages.
- Jars: Potions of Healing (S).
The Breach
Attempts to tunnel beneath the Wall of Fire were made during the later years of the war against the drow and demonic forces. Knights of Fiodholm and the giant emissary Eithne Direwind made one such attempt utilizing a clay golem. They were overwhelmed by drow before the project could be completed and collapsed the tunnels as they fled.
Areas
1. THE TUNNEL A hole in the ground, steam rising from the depths. After 20’, turns to an angled tunnel of slick stone.
- Tunnel: acts as a slide, terminating in branching deposits. DEX DC 15 to carefully descend, or roll :
- 1-2: Dead end. STR DC 15 to climb out. Failure: dmg.
- 3: Area 2.
- 4: Area 3. 2. NORTH END sculpture Brass door stands ajar. Beyond, a fragment before a collapsed tunnel. A golden embedded in its chest. Sculpture: clay golem (S)
- a knight , with orders to destroy intruders. Will pursue, cannot ascend slide. Fragment:
- A golden Elysian Fragment. 3. SOUTH END A brass door etched with runes. Beyond, a steamy chamber terminates in a wall of fire. Strange figures move in the flames. Door:
- hot, runes of protection. STR DC 15 to open. Steamy:
- deals dmg each turn. Wall of Fire:
- thinner here. Passing through: fire dmg. Figures: approaching the wall:
- malicious hell hounds (S) emerge.
Last Stand
Below the demon frontier lie the remains of a tower built into a cavern wall, once defended by Fiodholm knights. Mostly destroyed, the first floor remains intact due to the efforts of the giant emissary Dierdre Flamesteady. As the tower fell, she held up the roof to ensure the knights’ escape, using a rune to turn herself to stone.
Areas
1. COMPRESSED DOORS Cracked and strained doors. Crunching can be heard from the rubble above.
- Doors: stone, holding up the weight of the frame above it. STR DC 15 to open.
2. GIANT COLUMN column The room is dominated by a giant in the ceiling middle holding up a crumbling , a ruined staircase behind it sits below a hole in the ceiling sounds where crunching emanate. In the giant’s gleam stone belt, a golden .
- Column: female giant, visage of sorrow.
- Ceiling: attempts to tamper with the column may cause collapse.
- Collapse: DEX DC 15 or dmg and trapped. Clear rubble: STR DC 15 and 1 hour. Only enough air for 3 hours.
- Sounds: vrocks (S) lair in a hollow above the ruined staircase, munching on bones. Investigate noise. Among the bones: suit of chainmail with rows of gold links (75gp). Gleam:
- An Elysian Fragment. INT DC 15 to remove.
Prince’s Quarters
The head of the emissaries was Prince Breandan Thunderstep, son of Queen Thunderstep, whose quarters were located near his mother’s. The prince has long since passed away, and his hall has now been taken by a demon-corrupted version of the Queen’s consort.
Areas
1. FOYER A massive chamber of marble, watched over by a severely damaged statue. Two demon-blooded sentries loom near doors.
- Statue: handsome giant holding a tablet. Vandalized marble. Base reads “Prince” but the rest is marred. INT DC 15 to notice the statue is hollow; within. Elysian Fragment Sentries:
- glowing red eyes, spikes stone giants erupting from onyx skin. Two (S) , resistant to fire.
2. SCRYING POOL A smaller chamber containing a pedestal topped basin by a of hammered bronze. A layer of dust over everything.
- Basin: filled with cool water, etched with "Emissaries.” Can be used by a wizard to cast scrying, but only to locate Elysian Fragments. If spellcasting fails: suffer dmg and the basin ceases to function for a day. 3. BEDCHAMBERS A once-opulent bedchamber adorned with paintings and a large circular bed occupied by a pair of giants. Paintings:
- paintings (200gp each), oil on canvas, pornographic nature. Bed:
- massive, bone frame.
- Giants: a female hill giant (S) engaged with Dude Cahir Mistfang, once the Queen’s consort, now demon-corrupted. He is a cloud giant (S) with iron scales (AC 17). Cahir responds to ruckus from Area 1.
The Drifting Colossus The Drifting Colossus p.117
The Drifting Colossus
Crawlers speak of sighting an enormous skull sailing the smoldering heights of the Wall of Flame, or above other overgrown jungle ruins, especially on particularly stormy evenings.They say the skull has a huge black crystal jutting out of the cranium above its right eye socket, causing its hollows to glow with an otherworldly light that can be seen through the clouds. Rumors about its true purpose, and interior, are some of the wildest in Fiodholm.
Rumors WIS DC 12 to have heard a rumor: 1. The ancient sea dragon still resides within, having long ago fallen sway to the chaotic powers of demons. All the lost treasures of Fiodholm are contained within its vast hoard. 2. Through an accord with demons, an infamous goblin warlord has taken up residence within, using it as his base of operations and plundering the surrounding lands. 3. The enigmatic floating skull is the final resting place of Empress Vlassa IV, and her tomb has been corrupted by demonic forces in a diabolical plot to resurrect her. 4. A heretical viperian warlock claimed the titanic skull for himself and now uses it as a laboratory to conduct heinous experiments upon the indigenous creatures of the jungle. 5. The skull is that of an ancient titan philosopher which, upon its death, bequeathed its skull to a young sea dragon. It now floats aimless and empty over Fiodholm. 6. A decorated drow soldier was bitten by a vampire and cast out from their society. He has since taken the skull as his floating fortress and named himself a Pirate King.
7. A rakshasa has taken up residence within the ancient artefact, and uses its latent magic, combined with powerful illusions, to indulge his own mercurial whims. 8. The massive skull now belongs to a powerful Demon Prince who uses it as his personal mobile outpost in the demonic encroachment upon the lands of Fiodholm.
Areas
1. TOOTH SOCKET Missing left tooth serves as the entrance, opens into a small chamber and a spiral staircase leading upward. Because the colossus lacks a bottom jaw there is no floor, only the ground upon which it sits. 2. NASAL PASSAGE Narrow, liminal antechamber with a large, nasal cavity opening at one end. A crumbling staircase on the east side of the hall.
- Staircase: leads upward into Area 3.
- [Hidden] West Staircase: WIS DC 18 to discern the illusion. Cross the threshold: an ear-piercing cacophony of screams. CON DC 24 or dmg, forced back into Area 2, and deafened for 10 minutes, blood dripping from your ears. 3. LEFT EYE CHAMBER Another staircase in the back.
- Staircase: Truth: leads up to a landing and then back down, turning in on itself and coming to a dead end. Illusion: PCs do not see a dead end; instead they see a hallway and the beginning of The Maze (Area 4).
4. THE MAZE Branches into identical offshoots and staircases which lead up or down into new hallways, all of which ultimately lead back to the main passage. After some time has passed, these passages begin to become more frequent and far stranger. Some hallways double back on themselves in repeating chambers impossible ways, and nightmares liminal create intense confusion, thresholds lead to passages that are upside down, or sideways, or completely impossible. Offshoots:
- disorienting hallways and impossible staircases create an infinitely looping maze, defying the basic laws of gravity in a non-euclidian nature.
- Roll every hour (15 min in real time) to determine what can be found as the party explores the maze:
- Repeating Chambers: liminal spaces filled with columns, statues, or other architectural features that seem to repeat infinitely and expand in strange directions.
Encounter/Chamber 1-20 Mesmerizing music permeates the maze. Succeed collectively on WIS DC 15, or add check to escape the maze. 21-40 Repeating Chambers can be found throughout (see above). Add check to escape the maze. 41-65 Encounter a mimic (S). 66-80 Encounter a mirage (CS:RS41) and add check to escape the maze. 81-97 Nightmare Chambers which may contain a variety of level-appropriate enemies (see above). 98-100 Encounter the minotaur (S) or reasoned with. Respawns in days. Carries a battle axe inlaid with gold (1/Day: ignite for 5 rounds, extra dmg).
- The Narrows: Do not go into the Narrows! scratched onto stone walls. Some offshoots offer narrow, single-file passages that, once entered, continue in innumerable turns in a single direction for what feels like days. Scattered bones and the words "NEVER TURN AROUND!" scratched onto the walls every few feet (the minotaur cannot fit in these passages). Nightmare Chambers:
- typically only encountered once, bend the laws of reality in ways not found elsewhere; some contain vague descriptions of potential threats or dangers.
- The Infinite Fountain: seemingly shallow pool with columns interspersed throughout stretching towards the ceiling. Reflects upon itself causing the columns to bow dangerously at the refraction point, while also creating an infinite waterfall that contains a massive, serpentine silhouette.
and remove checks to escape if defeated
- The Infested Library: ancient library filled with the knowledge of every age and dimension across existence. Bugs, worms, and spiders overrun the entire place (some massive). Texts have become so changed by primordial reclamation that they are nigh unreadable, slowly changing into a language altogether unknown.
- The Forgotten Shrine: circular chamber holds a large alabaster statue depicting a beautiful young woman with broken wings, weeping into her hands.
- The Cosmic Larder: large pantry extends upwards, out of sight, stacked with jars of preserved organs stored in unidentifiable substances lining decrepit shelves, some dedicated solely to large clusters of eyeballs that constantly scan all directions. Massive haunches of maggot-infested meat hang from impossibly long chains and create an unbearable smell, while swarms of flies hamper communication and sight.
- The Infernal Chapel: stained glass windows dominate a vaulted chamber, depicting all manner of devils – from gangs of imps torturing damned souls to majestic archdevils holding court.
- The Dyson Core: spherical core surrounded by concentric metal rings, spins and churns in unpredictable, yet rhythmic, patterns, emitting an almost tangible energy field and an audible hum. Metal pipes run through the back wall; one is broken, leaking a strange, greasy sludge that undulates. Strings of thick slime grow from the pipes, becoming thicker as they latch onto the walls to create strange web-like patterns. Ever-changing, return trips to the Drifting Colossus may eschew the maze altogether.
5. RIGHT EYE CHAMBER Nearly empty, save for a spiral staircase near the back wall, and a small, mucus-coated room above with a single, oversized armchair that has certainly seen better days. Sitting in the chair is a strange little merchant who waves and gives a quivering, yet polite, “Hello.” Staircase:
- leads upwards to a large trap door (Area 6).
- GM Note: The designer recommends the song “Viper’s Den” by Beats Antique as the soundtrack for this area. Merchant:
- an odd-looking fellow with beady eyes, a mouth full of too many teeth, and an oversized, bald head that appears to be cracking towards the top — cosmic motes of energy trail out of the cracks like dancing electricity.
- Approach: introduces himself as Egg the Interdimensional Eldritch Trader, claims to have several curious items for sale, but the prices are…unusual. Only barters if counteroffers meet or exceed his initial cost.
Items (not Cost exhaustive) Spyglass of True Sight You can no longer see color. Hourglass of the Every good memory Black Sands since childhood. Portable Hole Bag of Devouring (S) Flying Carpet Your speed is reduced by 5’. The Malediction The heart of an Infernal innocent creature. Tome of Mordanticus The tip of your tongue. Potion of Extirpation Mirror of Mischief (S) Sphere of The soul of your Annihilation closest friend. The Kytherian Your most prized Mechanism possession. (Complete) Return visits may find that Egg has departed to trade his wares in a new reality. He may reappear later.
6. THRONE ROOM A chamber made of hollowed obsidian crystal, ambient outside light filtered through burning sconces of blue-purple flame, and heavy clouds of smoke that reek of incense and strange herbs. A hazy, blacklight-style atmosphere. Upon an elaborate throne of gold-veined black marble sits a solitary figure. Figure: form
- Ahv’jali’s true is a rather rakshasa (S) rotund with tasseled robes of the finest silks and a matching fez. Has the coloring of a tiger with a white, flowing, mane-like beard. Eyes burn with infernal malice, voice thickly accented and syrupy sweet, and tall ears point upwards, ending in tufts like a lynx. So old that he does not remember his True Name (S). Forms:
- PCs will not meet Ahv’jali in his true form. Instead, depending on the region he’s currently in: Goblin Hideyholes:
- Big Hork - greasy, corpulent goblin warlord that constantly burps, hacks, and wheezes as he speaks. Bits of rotting food speckle his oversized form. Grunts and farts when displeased.
- Central Jungle: Zazz - gender-fluid, salacious viperian warlock interested in mining the secrets of the jungle. Extraordinarily attractive, highly intelligent, and great at conversation.
- The Labyrinth: Malek - disavowed, exiled drow pirate king long rumored to be a vampire. Long hair that covers one eye and a moody attitude. Prone to dramatic monologues and bursts of musical narration.
- Demon Frontier: Balphegon - demon masquerading as a devil. Horrible and yet beautiful to behold. Emits a seething energy barely masked by an overly jovial nature.
- Quests: may request that the party accomplish one of the following quests. Raid an item from his vast hoard as payment.
- Steal foodstuffs, artifacts, and anything else of value from the closest goblin camp.
- Recover a functioning Crystal Ball (S).
- Raid an ancient temple for lost treasures. Party gets half the take of any gold or gems, but must negotiate for magic items.
- Burn and clear a swath of jungle that has been overtaken by scimitar- wielding viperian skeletons.
- Destroy a drow stronghold deep within the Labyrinth.
- Recover an ancient artifact (GM’s choice) from the lost ruins underground.
- Kill a powerful demon lord hiding behind the Wall of Flame.
- Stop the advancement of a massive hoard of dretch.
- Raid a giant’s tomb. Party gets half the take of any gold or gems, but Ahv’jali keeps magic items.
- Recover any three giant skulls.
- Combat: though not openly hostile, there’s always opportunity for things to go sideways. Unique Abilities
- Summon Dervish: summon ras godi spinning spiritual assassins ( [CS:RS41] ).
- Dancing Blade: telekinetically wields his scimitar.
- knows the invisibility (S) spell.
- Loot: (can use in any form) Scarab of Protection (S), Amulet of Secrecy (S), Scimitar (trails incense, turns blood to rose petals, Thrown Property [S]), and Gem-studded Pipe (when smoked, see invisible creatures for 1 hr).