![]() |
|
![]() This work is licensed under a Creative Commons Attribution-Share Alike 3.0 License. the Maze of Cherno A D&D 3.5 Megadungeon for characters levels 1-5 by Peter Seckler email: Peter@the-never.net "The dwarven elementalist Cherno was always known as an unconventional innovator and genius. His obsession with precious metals and mining lead him to make fantastic journeys to mines across the known world.. and beyond. Late in life, he began to explore the Elemental Plane of Earth, where he was rumored to have forged strange alliances with great elemental lords. During one of these epic journeys, Cherno became lost between dimensions, and eventually found himself in a previously uncharted otherworldly place called the Far Realms. There, Cherno was quickly overwhelmed by alien creatures of madness and chaos. Although he is said to have defeated the creatures that attacked him, the dwarf was rumored to have become infected with a form of creeping insanity. When Cherno returned, he was not himself, and he was not alone. An alien-possessed Cherno began constructing the Maze--a hidden underground fortress deep in the mountains. He soon began seeking supporters and followers in the dark places beneath the mountains. Soon, Cherno had amassed a small mercenary group of mostly-dwarven outcasts, lead by Duergar officers. This force was dubbed the Darkjewel Legion, and they immediately set about seizing all of the available mines and elemental resources in the land. The Darkjewel Legion under the command of Cherno the mad may have indeed mastered the raw power of many elemental servants, but now their forces were augmented by alien parasites and chaos-creatures from the Far Realms. Then, just as suddenly as they appeared, the Darkjewel Legion unexpectedly retreated back into it's hidden lair in the mountains. A few dwarven mercenaries deserted, telling tales of how their leader had completely been absorbed by the alien presence that had infected him in the Far Realm. Cherno was never heard from again. A few Duergar officers and die-hard supporters of the Darkjewel legion still carry his banner, but the only thing left now is the Maze. And now, a few years later, someone's turned up an entrance to the Maze..." Dungeon Features: Throughout the dungeon, the walls and floor are damp and cool, but not wet or slippery. Walls: Unless otherwise noted, all straight walls are common gray masonry. Break DC 35, Hrdness 8, hp: 90 climb DC 15 “cavern” type walls (any rough looking or uneven walls) are rough hewn brownish grey stone. Break DC 50, hardness 8, 540 hp, climb DC 22. Floors: The floors are standard flagstone. Doors: Unless otherwise noted, all doors are standard simple-wooden soors: hardness: 5, hp: 10 Break DC: stuck 13, Locked: 15 Dungeon Profile: Maps:
Wandering monsters checks should occur once every hour or so. They aren't meant to be a punishment or strictly scheduled. (Don't count every 600 rounds exactly and then roll a wandering monster check..) Just roll them whenever they seem appropriate. Managing Play: It is very likely that players (especially low-level parties) will want to manage their losses by making periodic raids into the dungeon, and then retreating back out to sell things and re-equip after just a few battles. This should be allowed and encouraged! Players may also wish to hit the dungeon a few times, then do some other adventures.. and then come back to explore the lower levels at a later date. These are all perfectly acceptable ideas. No Boxed Text: When you run this dungeon, read what is in the room to yourself first and then describe it to the players in your own words. Feel free to embellish or change things around a bit if it makes sense to do so. Character Deaths: Some of the encounters might prove to be a little tough for characters, especially at low-levels. If this is an issue with your group, it is recommended that Player characters have access to a friendly NPC Cleric in the nearby town who can bring characters back to life, or just have a spare character ready in case their main character dies. Standard Dungeon Profile:
Using this Adventure with Gate of The Devourer The DM may wish to use this adventure with Gate of the Devourer. In that case, the Gate fits in adjacent to Level 2 of this dungeon, with a cave entrance from Level 2, and a hidden staircase that links from level 3 (in area #41). Instead of the Standard Dungeon Profile (above) please use the following profile:
Level 1 (EL 1-3) Wandering Monsters Wandering monster checks occur once every hour (or so) spent in the dungeon. Roll d20. On a 1-5, a wandering monster will appear. 1) Skeletal Owl bear (see area 2) 2) Meenlock (see area 14 or 17) 3) Stone Spike (free roaming, from area 6) 4) Skitiir, Pseudonatural lg monstrous spider (see area 10) 5) Meenlock (see area 14 or 17) 6) Munggrub the Rogue (see area 9)
Room Entries 1) Entry Room There is nothing of note in this room. There are a few wisps of dried mud and a scattering of dirt. The door to the north is stuck (break DC 13 to open)
2) Old Sculpture, and Skeletal Guardian Standing in the center of the room is a large hulking skeletal figure- it has a beaklike skull and a pair of heavy clawed hands. It stands hunched over, and does not animate to attack unless someone actually crosses the threshold into the room. The western half of the room is covered in what looks like an ancient bas relief that has been mortared into the wall. There are several small piles of dirt and dried mud on the floor.
The entire west wall is taken up by a crumbling and severely damaged triptych bas relief depicting a group of dwarven warriors in chariots and ancient looking armor crashing against a force of strange otherworldly monsters with multiple tentacles and bulging eyes that seem to be rising up from the earth. The bas relief shows a smoking volcano in the background. You can’t be sure which volcano the picture depicts. The bas relief is irremovable (without destroying it) and attempts to mess with it, always damage it somehow.
3) Devil’s Guardroom In the southeast corner lurk a pair of fleshy looking creatures- vaguely humanoid, but a shapeless mass below the waist. They surge towards any who enter the room with low moans. The devils have no treasure, and are merely carrying out the last orders given to them. They will not leave this room.
4) Wasps Nest The door is stuck shut, (break DC 16). Player characters will hear an occasional fluttering buzzing sound from within. Once it is open PCs will soon realize the door had been glued closed with some kind of built up papery cruft that sticks to it, and makes opening the door difficult. Once inside, you quickly realize that the entire room is strewn from ceiling to floor with weird sprayed grayish papery buildup, and there are a pair of paper-encrusted forms on the floor in the shape of sprawled bodies. Oh, and it gets worse, the wasp here..hanging upside down from the ceiling, directly above the door. And it talks with a high-pitched chittering voice. “intruderzzzz! Grzzvrx hungerrrzz!”
Grrzvrrx always transforms into it’s pseudo natural form (a bizarre tentacled membranous wasplike form covered with thousands of filthy cilia) as it’s first action, and then casting true strike.. before dropping down and attempting to sting as many times as it can. If it has even a single round to prepare it will have already transformed. The room is encrusted with paper like secretions from the giant wasp and the two victims- a dwarf and a human (mummified in paper-wrappings from the wasp) are former adventurers. The dwarf carries a sack filled with 100gp. The rest of his gear is ruined. The other corpse has an intact vial of Alchemists Fire still clutched in each hand, and a third one on his belt. Grrzvrrx was summoned by Khambash on the 4th level. He is “just now becoming aware.” He is intelligent, but just barely. Grrzvrrx does not patrol beyond the doorway.
5) The Murky Pool The door to the east is stuck (DC 13). This room has a tile floor- irregular bluish gray and green ceramic tiles are arranged in a rough pattern. The tiles are broken in a few places, and covered in growths of mold in others. The center of this room is dominated by a brackish pool-about 12’ on a side, and which looks fairly deep and filled with scummy water. There are buckets and pitchers scattered around the pool, and a few hooks are set on the wall. Probing the pool may reveal that it is some 10’ deep. An old statue seems to have been toppled and thrown into the water, but it’s hard to see because the water is so filthy. (If players decide to go into the water to check it out, take note of spot Dcs (DC 26) and precautions before they go in. They will not know they are being attacked). EL 1 Leech Swarm N Fine Vermin (aquatic, swarm) Init +0; Senses dark vision 60’, lowlight vision Listen +1, Spot +1 AC 18, touch 18, flat-footed 18 hp 7 (2d8-2 HD) Immune immune to weapon damage Fort +2, Ref +0, Will +1 Spd swim 10 ft. Melee (swarm 1d6+blood drain) Space 10 ft; Reach 0 ft Base Atk +1; Grp -- Atk Options swarm Special Actions swarm, anesthetize, blood drain, disease, distraction Abilities Str 1, Dex 11, Con 8, Int --, Wis 12, Cha 2 SQ immune to weapon damage, swarm traits, lowlight vision Skills Hide +16, swim + Anesthetize (Ex): Must spot creature (DC 26) to know it is being attacked. Blood Drain (Ex): take 1 point con drain per round of contact with the swarm. Disease (Ex): Fort save DC 15 or contract Red ache (see DMG pg 292) Distraction (Ex): Any creature that notices the leeches and begins its turn with leeches in its square is nauseated for 1 round (DC 10 fort save), Concentation DC 20 to cast from within the swarm. Treasure: At the bottom of the pool there is indeed an old statue of a human female form. It is broken into three pieces, and each piece weighs around 200 lbs. However, if a searcher looks carefully (DC 15 search check), he may find a finely wrought gold bracelet worth 100 gp.
6) Seal of Aym This room has an unusual circular stone seal depicting a complex runic pattern dominating the central floor area. A stone tablet engraved in dwarven runes is affixed to the south wall. Dwarves and those who read dwarven will be able to read the stone tablet. It explains that this circle is dedicated to an ancient dwarven queen known as Aym. Binders will immediately recognize the seal as Aym’s as well. Any non-binder or non-dwarf who steps inside the circle of the seal on the floor triggers a summoning spell; magical energies begin to swirl around the room, and within 1 round, a hostile stone spike will be summoned. The stone spike is not constrained by the summoning circle and will indeed pursue any adventurers that it sees. Binders (of any race) and dwarves who step into the circle for the first time they will be gifted with a handful of 1d6+2 copper coins that seems to rain down upon them. If they try to experiment with getting more coins, nothing happens. EL 2 Stone Spike N Medium Elemental (earth) Init -1; Senses dark vision 60’ Listen +6, Spot +4 Languages Terran, dwarven AC 18, touch 10, flat-footed 18 hp 25 (3d8+25 HD) Immune poison, sleep, paralyis, stunning, critical hits, flanking Fort +7, Ref +1, Will +1 Spd 20 ft. Melee 2 slams +6/+6 (1d8+4 damage/1d8+4) Space 5 ft; Reach 5 ft Base Atk +2; Grp +6 Atk Options Power Attack (+2) Special Actions Power Attack Abilities Str 18, Dex 8, Con 19, Int 4, Wis 11, Cha 11 SQ Elemental traits Feats Power Attack Skills Listen +6, Spot +4 If the stone spike is defeated, it crumbles to pieces, revealing a polished agate heart worth 275 gp. This will only happen the first time the stone spike is defeated. If the Pcs attempt to summon a second stone spike later, it will not have the agate heart. Careful searchers who examine the stone tablet on the south wall may detect a secret door (DC 20 search check).
7) Candle-Covered Shrine The south wall of this room contains a shallow alcove with a raised stone platform. Standing on the platform is a squat idol made of clay which depicts a fat one-eyed female figure clutching a pair of angry serpents. The stubby remains of 10 or so wax candles are encrusted here in front of the idol. The rest of the idol is covered with dwarven and terran runes.
8) Elemental Wolverine’s Burrow The entire floor of this room has had the flagstones uprooted and tossed aside, revealing bare stone and dirt underneath. Most of the rubble is piled along the east wall, where a small cavelike entrance is noted. An earth element wolverine with glittering gemlike eyes (captured long ago, and warped in Cherno’s elemental forge) guards this post. The wolverine generally remains in the eastern half of the room, where it has amassed the pile of rocks and rubble in front of it‘s narrow burrow entrance (8A). It lurks at the mouth of it’s earthen burrow and automatically attacks anyone not bearing the elemental symbol of earth in some way (most of Cherno’s forces have it arcane marked on the palm of their hand) as they pass through. It rages immediately after taking any damage. It especially enjoys phasing through the floor and leaping up to attack. Elemental wolverine CR 3 N Medium Outsider Init +2; Senses low light vision, scent, tremorsense; Listen +6 Spot +6 AC 16 (14 when raging), touch 11, flat-footed 15 hp 28 (3d8+15 HD); +6 hp when raging. Immune immune to sleep, paralysis, poison, stunning, critical hits Fort +7, Ref +5, Will +2 Spd 30 ft., burrow 20‘, climb 10‘ Melee Claw/Claw/Bite +5/+5/+0 (1d4+2, 1d4+2, 1d6+1 damage) Melee (Raged): claw/claw/bite +7/+7/+2 (1d4+4/1d4+4/1d6+3) Space 5 ft; Reach 5 ft Base Atk +2; Grp +4 Atk Options Rage! Burrow Special Actions Tremorsense Abilities Str 16, Dex 13, Con 19, Int 2, Wis 12, Cha 10 SQ lowlight vision, scent Feats Alertness, Toughness, Track Skills Climb +10, Listen +6, Spot +6 Rage (Ex): This creature rages immediately after taking damage. It can not voluntarily end its rage. +4 str/con, -2 AC Earth Mastery (Ex): an earth element creature gains +1 to attack and damage if both it and it’s victim are touching the ground. (If an opponent is airborne, it suffers -4 attack/damage) Burrow (Ex): an earth element creature can glide through rock, stone, and dirt (any sort of earth except metal) like a xorn. When it phases into the earth, it is impossible to target. Back in the creature’s burrow, there are a pair of bodies- the hapless victims who came through the area previously. Body #1) A withered human corpse clad in a serviceable suit of half-plate here is wearing a ragged backpack that contains 3 flasks of acid, 1900 gp, and a locked box. (The box is locked with a superior lock). The corpse has the key to the box on a keyring hanging from his belt. Inside the box is 210 gp. 9) Munggrub’s Room Note that the door to the north is locked as well as trapped. The entrance to the south is trapped as well by a pit trap. The North Door: The door is locked. There is an unusual ornate door handle here in the shape of a leering dwarven face. (The handle is the nose). Attempting to open the door without unlocking it or disabling the trap sets off the trap. Poison Needle Trap: CR 1: mechanical trap; touch trigger; manual reset; Atk +8 ranged (damage 1 plus greenblood oil); Search DC 22; Disable Device DC 20 The South Entrance: Directly in front of the south entrance, barely discernable in the dark, is a large straw mat. Camoflauged Pit Trap: CR: 1: mechanical trap; location trigger; manual reset; DC 20 Reflex Save avoids; 10’ deep (1d6, fall damage); Search DC 20; Disable DC 20 Inside the room: There is a rumpled bed, a nightstand, an old empty tankard (which looks to have been used recently), a table with three chairs, and a squat wooden chest, locked with an average lock (DC 25 to open). The chest is quite heavy. Inside the chest is a variety of dwarf sized clothing, a spare suit of (dwarf-sized) leather armor, and sizable coffer containing 7,000 copper pieces. 50% of the time (the GM should check beforehand) Munggrub (dwarven rogue 2/warrior 1) is hiding within. Munggrub Brallok Male dwarf rogue 2/warrior 1 LE med humanoid (dwarf) Init +2; Senses dark vision 60‘; Listen +1, Spot +1 Languages common, dwarven AC 14 (15 when dodging), touch 12, flat-footed 12 (+2 armor, +2 Dex,) hp 20 (1d6+2d8+3 HD) Fort +3, Ref +5, Will +1 Spd 20 ft. Melee MW battle-axe +4 (1d8+1damage) Ranged MW Light Crossbow +5 (1d8+1 damage) Base Atk +2 ; Grp +3 Atk Options Sneak Attack +1d6 Special Actions Will attempt to hide before players arrive in room, then sneak attack. Combat Gear MW battle-axe, light crossbow, leather armor Abilities Str 13, Dex 14 Con 13, Int 11, Wis 12, Cha 5 SQ stonecunning, trap finding, evasion Feats Combat Reflexes, Dodge Skills Climb +7, Craft Trap +4, Hide +8, Jump -1, Tumble +6 Possessions MW Battleaxe, MW Light Crossbow, leather armor, 20 +1 crossbow bolts, 2 potions of cure light wounds. 120 gp, gold ring worth 100 gp. Rogue Abilities: Sneak Attack (Ex): +1d6 Evasion, Trapfinding. Munggrub spends about half his time here in his room. He knows how to get back and forth past the elemental wolverine in area 8, and avoids the owl bear skeleton in area 2.
10) Spider Lair The south east corner of the room is covered in thick, ropy, webbing, evidence of some obviously monstrous creature. An intelligent, pseudonatural spider called Skitiir is here around 30% of the time. Otherwise it’s out roaming the level, searching for food. Bound in the webbing are several blood-drained human corpses. None of them have any treasure. It knows to avoid the wasp in area 5, but it can often be seen scuttling across the ceilings and walls of this level.
Skitiir uses true strike at first opportunity, bites, and then transforms last. If he thinks that he is in danger and he can avoid combat, he will.
The flagstone flooring you have been traveling on suddenly ends, as you approach the entrance of a largish 30’x30’ room. The room is completely filled with brackish, scummy water, with tiny bits of debris and trash thrown in. By the look of things, the water-level in the room seems to change from time to time, because there’s sort of a scummy line along the wall where the water has left it’s mark. It seems to have receeded a few inches from that. It smells terrible, the water is dark and dirty, and there is a constant buzzing of mosquitos in this room. From where you can stand at the edge of the room, you can see several exits out. The water is only around 3’ deep. It isn’t opaque black, but it is just filthy enough that you wouldn’t want to drink it. Player characters could conceivably wade their way through to cross the room, or climb (DC 15). If they wade, they are (secretly) attacked by giant leeches. Note that they will not realize this immediately, so take note of spot checks. See below. Drinking the unboiled or unpurified water transfers Red Ache (see DMG 292) unless the drinker makes a DC 15 Fortitude save. Giant Leeches (3) N Small Vermin (Aquatic) Init +1; blind sight 10’, scent; Listen +XX, Spot +XX AC 12, touch 12, flat-footed 11 hp 4 (1d8 HD) Immune Immune to mind affecting effects (Vermin traits) Fort +2, Ref +1, Will -1 Spd 10 ft Melee Bite +2 (1 plus blood drain) Base Atk +0 ; Grp +6 Atk Options anesthetize, disease (red ache DC 15 Fortitude) Special Actions roll hide when players enter the water! Players get spot checks when attacked. Abilities Str 6, Dex 12, Con 11, Int -, Wis 8, Cha 2 SQ blind sight, scent, Feats weapon finesse (bite) Skills Hide +9, Swim +6 Anesthetize (Ex): Players won’t know they are being attacked unless they successfully spot the creature. There is nothing of value in the water.
12) Hall of the Xorn This widened out hallway is permanently lit by hanging braziers that flare up as soon as anyone enters the room. Along the north wall is an elaborate, colorful painting. The painting depicts a repeating pattern of strange three-legged creatures bearing a parade of assorted gemstones. They seem to be crawling directly up out of the ground at the western edge of the painting, clutching an already cut gemstone, and bearing it down towards a seated stone figure (like a stone giant or simply a gigantic stony humanoid figure). Once 1 or more players get to the end of the painting, roll reflex saves. The Pit trap will take up to 4 PCs if they are standing on the breakaway part of the floor. There are four doors along the south wall, and each one bears a Terran symbol: from left to right: copper, silver, gold, platinum. None of the doors are locked or stuck. The copper door leads to room #13. The silver door leads to a hallway. The gold door leads to #14. The platinum door leads to #15. If characters venture to the eastern side of the room, they encounter a slide trap. A 10x10 section of floor gives way and spills up to 4 characters onto a greased, spiraling slide down to level 3. (DC 20 reflex save avoids, see below). Player characters are deposited in room #39 (dropping the last 10’ out of the ceiling of room #39 and directly into the pit in room 39. The fall causes 1d6 damage, and enrages the swarm of snakes that occupy the pit. Please allow a SECOND reflex DC save 18 for half damage from the fall!)
13) Empty Cell This room seems to have been arranged as a sort of prison cell. The front part of the chamber is set with rigid iron bars from floor to ceiling. The door is left singing open, and has no built in lock (it looks as if it were secured with an external padlock type of lock). Inside the cell is some scattered moldering straw, a filthy-smelling (but empty) bucket, and an old discarded blanket.
14) Wretched Mound This room looks like it once was some sort of office- a smashed desk and chair are piled near the door. Papers and assorted wooden debris are strewn about. In the southern end of the room is a large mound of grayish yellow claw, and several stacked cobblestones and pieces of flagstone. (Hidden in the mound is a secret door (DC 20 to search), which leads to a tiny crawlspace, barely large enough for a small-sized creature to worm his way through. The crawlspace leads to a similar hidden entrance in area 15 and 16.) Hiding in the room (Spot DC 26) is a Meenlock, see below. Meenlock CR 3 LE Tiny Aberration Init +1; Senses dark vision 60’; Listen +5, Spot +4 Aura fear aura (range 30‘ radius burst, Will save DC 14 or catctonic for 1d4+4 rounds)- as free action Languages telepathy! AC 13, touch 13, flat-footed 12 hp 18 (4d8) Fort +1, Ref +2, Will +5 Spd 20 ft. Melee 2 claws +5/+5 (1d2-2+paralysis) Base Atk +3; Grp +-7 Atk Options Paralyze (Fort DC 14 or paralyzed for 3d6 rounds) Special Actions Meenlock Transformation (after 1d6 hours of torture, victim becomes a Meenlock), Dimension Door (once every two rounds- distance 60’, no additional weight), Fear aura, Rend Mind(Will save DC 14 or take 1d4 Wis damage) 1/four rounds. Abilities Str 6, Dex 13, Con 10, Int 11, Wis 12, Cha 15 SQ dark vision, dimension door, telepathy 30’ Feats Track, Weapon Finesse (claws), Multiattack Skills Hide +16, Listen +5, Move Silent +8, Spot +4 Fear Aura (Su): as a free action, a meenlock can produce a 30' radius burst fear effect centered on itself. Any creature in that area that fails a DC 14 will save becomes catatonic for 1d4+4 rounds. Any creature that successfuly saves will be unaffected again by that meenlocks fear aura for 24 hours. Paralysis (Ex): Any creature hit by a Meenlock's claw attack must make a fortitude save or be paralyzed for 3d6 rounds. Rend Mind (Su): A meenlock can project thoughts and suggestions into the mind of a single creature within 300'. The target of this mind-affecting phantasm must make a DC 14 will save or take 1d4 points of Wisdom damage. A meenlock can only use this ability once every 1d4 rounds. Dimension Door (Su): Once every 2 rounds, a Meenlock can produce an effect like a dimension door spell, except limited to a range of 60' and no additional weight can be carried. Telepathy (Ex): A meenlock can communicate (usually only malevolently) with any creature within 300' using telepathy. 15) Destroyed Flagstone This room is mostly empty except for a few pieces of burned wood, that look to have once been furniture. The (mostly burned) wood has been piled in the center of the room. The door looks to have once been barred, but the bar is standing up in the corner. The flagstone flooring in the southern half of the room looks to have been torn up and uprooted. Several flat pieces of flagstone are piled in the western corner, and there is about a 10x10’ area of open dirt and natural cave floor. (There is a secret trap door hidden in the natural area of the torn up floor (Search DC 20) which leads to a tiny crawlspace, barely large enough for a small-sized creature to worm his way through. The crawlspace leads to a similar hidden entrance in area 14 and 16.)
16) Partially Collapsed Storeroom This largish room looks to have once been some sort of store-room. There are two empty sets of shelves on both walls, and a tipped over shelf in the center of the room. You can also see some smashed barrels, broken glass, and a pair of empty crates in the room. At the very southeastern edge of the room, the walls and part of the ceiling look to have partially collapsed, spilling rubble, broken rock , and wet clay almost 20’ into the room. A path through the rubble seems to have been cleared out to a partially open door on the north wall.
17) Filthy Chamber The door to this room is partially open. Inside, the room is filled with decaying filth and rubbish. A pair of bound dwarves corpses lay collapsed on the floor, their bodies blackened with decay. They look to have been tortured. (Hiding in the room behind a pile of rubbish (Spot DC 26) is a Meenlock, see below. It probably doesn’t attack the player unless it encounters a lone character or possibly a duo of weak or injured looking characters. Instead it attempts to follow any party, perhaps taunting them telepathically.) If possible it tries to lead the party towards area 14, where another Meenlock is hiding. Meenlock CR 3 LE Tiny Aberration Init +1; Senses dark vision 60’; Listen +5, Spot +4 Aura fear aura (range 30‘ radius burst, Will save DC 14 or catctonic for 1d4+4 rounds)- as free action Languages telepathy! AC 13, touch 13, flat-footed 12 hp 18 (4d8) Fort +1, Ref +2, Will +5 Spd 20 ft. Melee 2 claws +5/+5 (1d2-2+paralysis) Base Atk +3; Grp +-7 Atk Options Paralyze (Fort DC 14 or paralyzed for 3d6 rounds) Special Actions Meenlock Transformation (after 1d6 hours of torture, victim becomes a Meenlock), Dimension Door (once every two rounds- distance 60’, no additional weight), Fear aura, Rend Mind(Will save DC 14 or take 1d4 Wis damage) 1/four rounds. Abilities Str 6, Dex 13, Con 10, Int 11, Wis 12, Cha 15 SQ dark vision, dimension door, telepathy 30’ Feats Track, Weapon Finesse (claws), Multiattack Skills Hide +16, Listen +5, Move Silent +8, Spot +4 Fear Aura (Su): as a free action, a meenlock can produce a 30' radius burst fear effect centered on itself. Any creature in that area that fails a DC 14 will save becomes catatonic for 1d4+4 rounds. Any creature that successfuly saves will be unaffected again by that meenlocks fear aura for 24 hours. Paralysis (Ex): Any creature hit by a Meenlock's claw attack must make a fortitude save or be paralyzed for 3d6 rounds. Rend Mind (Su): A meenlock can project thoughts and suggestions into the mind of a single creature within 300'. The target of this mind-affecting phantasm must make a DC 14 will save or take 1d4 points of Wisdom damage. A meenlock can only use this ability once every 1d4 rounds. Dimension Door (Su): Once every 2 rounds, a Meenlock can produce an effect like a dimension door spell, except limited to a range of 60' and no additional weight can be carried. Telepathy (Ex): A meenlock can communicate (usually only malevolently) with any creature within 300' using telepathy. Level 2 (EL 2-4) Wandering Monsters Wandering monster checks occur once every hour spent in the dungeon. Roll d20. On a 1-5, a wandering monster will appear. 1) Meenlock (see area 17) 2) Murkov, the hooded dwarf (see area 25) 3) 1-2 Small Earth elementals (see area 26) 4) 1d3+2 Dwarf Warriors (see area 33) 5) Skitiir, Pseudonatural lg monstrous spider (see area 10) 6) Crystarak (see area 22- Crystarak has no ghoul glyphs prepared when found wandering)
18) Domed Chamber This spacious circular chamber is dimly lit from above by a flickering magical brazier. The ceiling here soars to about 30’ high in the very center, to around 12’ high at the edges. The interior of the dome is plastered and trimmed with bronze fittings and sturdy wooden beams. The triangular sections that rise to the center of the dome are decorated with a series of elemental symbols of earth (symbols for various minerals and gemstones) and flaking classic-style paintings of dwarves and humans bearing huge gemstones. The floor here is made up of smooth hex-shaped ceramic tiles in dark grey and crème-colored stone. Passages lead off from this chamber in every direction, and there is an octagon-shaped wooden reinforced door to the northeast. (The door, if tried, is not locked or stuck and swings open readily).
19) Chapel of the Stone The northernmost half of this largish chamber has a raised stone dais of black basaltic rock, upon which stands a massive chunk of grey stone- a boulder about 20‘ long, and 10‘ high. A series of brass poles (now pitted and rusty) support a roped off area around the giant boulder. The floor is tiled with square flagstones, perfectly cut and fitted, and seemingly ancient. (If tested, the boulder radiates faint elemental magic. There is nothing really special about it other than that it was brought in from the elemental plane of earth).
20) Curtained Room This massive room has a few scattered benches that look to be in poor repair in the northernmost section of the room. To the south, a hanging pole supports a scrappy looking black backdrop curtain that runs from wall to wall. The curtain looks to have several torn areas. (There is a secret door in this room-on the east wall, just in front of the curtained area-- DC 20 to search it out).
21) Secret Meeting Room The walls of this room are covered with thick patches of velvety black and purple fungus- almost mossy in areas. The fungus isn’t poisonous, but it does have noticeable sound-dampening qualities. Noise made in this room is automatically reduced to the sound of a low murmur, and cannot be heard very far. Inside are a table and 4 chairs. One chair has been bolted ot the floor and features locking shackles on the armrests.
22) The Hall of Shields This long hall is decorated with the shields and banners of 16 dwarven clans, with each shield mounted on the wall along with a mounted dwarves battleaxe. The western wall has a aged painting that depicts the likeness of a powerful looking dwarven queen, standing atop a hoard of gold coins. (At this point, allow a DC 18 spot check. A deathlock called Crystarak is lurking in the room, and will attack as soon as possible.; Once the players arrive he begins casting Summon Monster from the shadows as a full round action.) Crystarak CR 3 Deathlock, Medium Undead Init +6; Senses Darkvision 60’ Listen +7, Spot +7 Languages common, dwarves, abyssal, infernal AC 13, touch 12, flat-footed 11 hp 19 (3d12 HD) Immune undead immunities- mind affecting spells, paralysis, poison, stun, critical hits, Fort +1, Ref +3, Will +4 Spd 30’ Melee Bite +1 (1d4 damage) Melee Heavy Mace +2 (1d8 damage) Base Atk +1; Grp +1 Atk Options spell-like abilities Combat Gear MW Heavy Mace Spell-Like Abilities (CL 3): at will: detect magic, inflict minor wounds (DC 13), read magic 3/day: cause fear (DC 13), magic missile, summon monster I 2/day: Death Knell (DC 14), Ghoul Glyph (see below) Abilities Str 11, Dex 15, Con --, Int 14, Wis 13, Cha 14 SQ Turn Resistance +2 Feats Combat Casting, Improved Initiative Skills concentration +6 (+10 to cast on the defensive), Hide +8, Knowledge Arcana +8, Listen +7, Spell craft +8, Spot +7 Possessions 12,000 copper pieces. Ghoul Glyph (as shown in Libris Mortis, pg 66) Necromancy Level: Sorcerer/Wizard: 2 Components: V,S,M Casting Time: 1 minute range: touch Effect: Only 1 glyph per 5' square is possible. Duration: permanent until discharged Saving Throw: Fortitude, partial SR: yes Once created, a glyph is permanent until discharged. When activated, the glyph paralyzes it's first victim for 1d6+2 rounds. There is no save for this effect. Additionally, if the subject fails a fortitude saving throw, the paralyzed victim exudes a carrion stench that causes retching and nausea in a 10' radius. All those in the radiu s must also make saves or take a -2 penalty on attacks,weapon damage, saves, skill checks, and ability checks until the paralysis ends. The Ghoul Glyph effecst any creature that moves to within 2' of it. Unaffected (not triggered) by such things as probing though it can be dispelled. Read Magic identifies a ghoul glyph with a DC 13 spellcraft check. A rogue can search for and disable a ghoul glyph with a DC 27. (see Crystarak’s Scorpion, below)
Crystarak stands in the corner, in front of two “Ghoul Glyph” warded squares in the eastern end of the room, and begins by casting Summon Monster I as a full round action (on the defensive). The idea is that, anyone who rushes to attack him, will trigger the ghoul glyphs. He hopefully finishes his summon, bringing forth a Fiendish Monstrous Scorpion, then using his cause fear, and magic missiles. Treasure: Behind Crystarak, in the corner is a wooden chest filled with 12,000 copper coins. The large steel shields of the dwarven clans here are worth about 5 gold each- all of them are very old (-2 hardness and half hit points each). The axes are worth about 5gp each. Crystarak was once a dwarven sorcerer who joined up with Cherno, and was sent on many missions on the elemental plane of earth. Near the end of his career, he was trapped alive in a hardening sphere of elemental clay and tortured by gargoyles. Over time he was consumed by madness, and when he eventually died, the elemental energies preserved his body, even as the clay orb he was trapped in was cast into the negative material plane by the malevolent gargoyles. Cherno eventually recovered the body of Crystarak, but by that time, he had become the twisted undead creature he is today. Currently, Crystarak appears as a desiccated dwarf, covered with mangled flesh and warped grey and white skin. His body is bloated but his arms and legs are spindly and thin. He is clad in a clay-encrusted dark red and black cloak and a dull crimson robe. His eyes glow with a feral anger. In the painting, the dwarves queen appears to have strangled a large serpent in one of her hands. In her other hand she seems to be holding a golden goblet. She wears a crown on her head, and has a haughty expression. PCs who examine the painting closely may be able to find a secret door that leads to area 21 (Search DC 20). (DC 20 Knowledge History: allow dwarf characters a +4 on the roll. Any Binder will recognize this as the Dwarf Queen (Vestige) known as Aym.) Fiendish Small Scorpion NE Small magical beast (extra planar) Init +0; Senses dark vision 60’, tremor sense, Listen +0, Spot +4 Languages: understands abyssal AC 14, touch 11, flat-footed 14 hp 6 (1d8+2 HD) Resist resist cold 5, resist fire 5; SR 6 Fort +4, Ref +0, Will +0 Spd 30 ft. Melee 2 Claws+Sting +1/+1/-4 (1d3-1/1d3-1)(1d3-1+poison) Base Atk +0; Grp -4 Atk Options sting, constrict Abilities Str 9, Dex 10, Con 14, Int 3, Wis 10, Cha 2 SQ dark vision 60’, tremor sense, cold resist 5, fire resist 5 Feats Weapon Finesse(b) Skills Climb +3, Hide +8, Spot +4 Constrict (Ex) A monstrous scorpion deals automatic claw damage on a successful grapple check. Improved Grab (Ex) To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better Poison (Ex) Fort DC 12, 1d2/1d2 Con damage 23) Abandoned Campsite There is a pile of hay in the far western end of this room, and several handfuls of it look to have been gathered into small pallets to be used as bedding. An empty sack can be seen laying on the floor here, and there is a broken hand-drum near the door. The drum looks as if were struck by something heavy, and an attempt has already been made to repair it. However, the skin is slashed and useless. There is nothing else of value or interest in this room.
24) The Guardian Viper This largish hallway is made of alternating reddish brown and tan hex-shaped tiles. At the northern end of the hallway, a large coiled creature- a brown and gold-colored serpent the size of a small horse lays coiled. It’s eyes are open and glow strongly- casting a powerful spotlight beam wherever it looks. Guardian Viper N Large Magical Beast (augmented animal) Init +7; Senses Blindsense 60‘, dark vision, low light vision, scent; Listen +11, Spot +12 AC 15, touch 12, flat-footed 12 hp 13 (3d8 HD) Immune: Immune to Sleep, including magical sleep Fort +3, Ref +6, Will +4; +2 racial Bonus on saves vs. mind-affecting spells or abilities Spd 20’ climb, 20’ swim, 20’ move Melee Bite +4 (1d4+poison) Space 10 ft; Reach 5 ft Base Atk +2; Grp +6 Atk Options Poison! Fort DC 11, 1d6 Con/1d6 Con Abilities Str 10, Dex 17, Con 11, Int 1, Wis 16, Cha 2 SQ Scent, illuminated eyes, Feats weapon finesse, improved initiative, blind-fighting Skills Balance +11, Climb +11, Hide +8, Listen +11, Spot +12, Swim +8 Hook The massive serpent scans the room patiently, it’s glowing eyes emitting a cone of light. Illuminated Eyes (Ex): a guardian creature’s eyes emit a 60’ Radius of Light when they are open. Poison (Ex): Fort DC 11, 1d6/1d6 Con The guardian Viper is located at the northern end of the room, and attacks anyone who approaches the west, north, or eastern exits of the room. It will hiss threateningly at anyone from the southernmost entrance as well, but it will not leave the northern area unless attacked first (by missile weapons or spells).
25) The Long Hallway This long wide hallway stretches off into the darkness and seems to be unlit. The floor here is made up of smooth grey and black stone tiles. Characters with dark vision will see an armored dwarf immediately, standing just at the edge of their dark vision (40’ away). (For those characters without dark vision, allow for a listen/spot check immediately- an armored dwarf called Murkov is hiding (poorly) in the shadows, about halfway down the passage. (Spot check 9, listen Check 7), and attempts to mind blast from surprise.) After the initial mind blast, the dwarf follows that up with arrows, before closing in with his flail and a second mind blast. It is loath to use more than two mind blasts (reducing the host dwarf to Int 5) Murkov (Cerebral-Hood Infested dwarf fighter) Male dwarf fighter 3 NE Medium Dwarf (subtype) Init +2; Senses Blindsight 60‘, dark vision 60‘; Listen +1, Spot +1 Languages (understands dwarven and common- cannot speak. Cerebral Hood has telepathy 100‘) AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex,) hp 27 (3d10+6 hd) Immune doesn’t eat or breathe, immune to gases, inhaled diseases or poisons. Fort +6, Ref +4, Will +3 Spd 20 ft. (dwarven step) Melee MW flail +6 (1d8+2 damage) Ranged MW shortbow +6 (1d6 /x3 damage) Base Atk +3; Grp +5 Atk Options improved sunder, +2 disarm with flail. Special Actions special actions; special action feats] Combat Gear breastplate, heavy steel shield, masterwork flail, masterwork short bow Special: Cerebral Symbiont (see below) Feats Power Attack, Improved Sunder, Endurance, Die Hard Skills Jump +2 Possessions everything in combat gear (above), Cloak of Resistance +1 (already added into saves), Plus a Jeweled gold and bloodstone armband worth 550 gp Hook: The hooded dwarf fighter stumbles into view whirling his flail. His head seems to be covered in a slick leathery hood that covers his entire face (no eyeholes or nose holes are visible), leaving only his beard hanging from the bottom. He seems crazed and hostile, but makes no sound except choking, muffled grunts. Mouth Tube (Ex): The hood has extended its feeding tube down Murkov’s throat, and now sustains him. Murkov is effectively immune to gases, inhaled diseases or poisons. Unfortunately, this also prevents Murkov from using potions. Blind sight (Ex): Murkov is effectively blinded by the hood, but can discern objects and enemies within 60’ in all directions. Beyond that range, he cannot target his bow or mind blast powers. Mind Blast (Su): The cerebral hood (see Fiend folio pg 216) that has engulfed Murkov gives him a Mindblast power. 60’ cone. Will save DC 17 or be stunned for 1d4 rounds. Each time the hood uses this power, it deals another intelligence point of damage to the host. Note: Directly attacking the symbiotic hood is possible: the hood is AC 16 and has 9hp. Melee attacks provoke an attack of opportunity from the host. The set of double doors to the east are decorated with a pair of rusting brass panels. The panels depict a pair of one-eyed humanoids armed with clubs standing in front of some crudely drawn mountains. The double doors are stuck (Break DC 13), but not locked.
26) Stone Altar (EL 3) The door seems to open up into a rough-hewn natural stone room with a raised stone rock formation in the center of the room that looks like a stone-carved closed fist. Strange black-glass crystals jut out of the central rock formation at odd angles, and a sheer face of the stone formation facing the door (the back of the “fist”) has been cut off flat. Inscribed on the flat surface, inlaid with glittering crystals is an elemental symbol. Atop the stone formation are a pair of candles (used) as well as a small collection of polished stones- an assortment of agates and onyx. Knowledge Planes or Knowledge Arcana DC 10 check to know that symbol is for ‘elemental earth‘. Trap: Touching the gems on the altar sets off an inflict light wounds trap: CR2; magic device; touch trigger; automatic reset; spell effect inflict light wounds as 1st level cleric (1d8+1), DC 11 Will save for half damage. Search DC 26. Disable DC 26. Lurking in the room (submerged in the earth and stone, and camouflaged against the natural stone of the walls) are a pair of small earth elementals. They immediately attack anyone who touches the altar, or takes anything from this room. Small Earth Elementals CR 1 (2 elementals) N Small Elemental (earth, extra planar) Init -1 ; Senses dark vision 60’ Listen +3, Spot +2 Languages Terran AC 17, touch 10, flat-footed 17 hp 11 (2d8+2 ea) Immune poison, sleep, paralysis, stun, critical hits, flanking Fort +4, Ref -1, Will +0 Spd 20 ft. Melee Slam +5 (1d6+4 damage)(+1 more if Earth Mastery applies) Base Atk +1; Grp +0 Atk Options Push (Ex)- bull rush as no AoO, Earth Mastery applies, Power Attack Special Actions Earth Glide Combat Gear gear Abilities Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 13 SQ elemental traits, dark vision 60’, earth glide, earth mastery Feats Power Attack Skills Listen +3, Spot +2 Hook a small, vaguely humanoid figure with glittering gemlike eyes emerges from the stone. It swings boulder like fists and glides through the stone towards you! Earth Mastery (Ex) +1 to hit and damage if both the elemental and it’s target are touching the ground. Push (Ex): Earth elementals can bull rush without provoking AoO. Earth Mastery bonus applies. Earth Glide (Ex): Earth elementals can glide through stone dirt or earth except metal as easily as a fish through water. 27) Trophy Room This stale-smelling room contains a number of taxidermied trophies. The walls are decorated with the preserved and mounted heads of a variety of monstrously large creatures. You can see a giant snake head, a large horned bull’s head (identified on the mounting plate as a “minotaur”), a gargoyle-like head, and a number of normal beasts like a lion, a dark purple tiger-like head, and a massive owl’s head. Standing in the room, mounted in an “action pose” is a stuffed Krenshar, it’s face-skin pulled back in a terrifying grimace. (It’s inscription reads “Krenshar cat”). An ancient-looking wooden humanoid figure, battered and chipped as if by battle, stands nearby in another unlikely “action pose”. The inscription on his pedastal reads “Guardian Construct”. None of the trophies animate or do anything out of the ordinary. They are just trophies. The double doors to the west are stuck (break DC 13), but not otherwise locked. The door to the north is stuck (break DC 13) but not otherwise locked. The door to the east is hanging open.
28) More Trophies An ancient looking weapon rack stands in the center of the room, and seems to hold a variety of mundane dwarven weapons (a rusty battle-axe, a pitted morningstar, a decrepit heavy crossbow missing it’s string..). There is also an assortment of primitive looking weaponry and shields mounted on the walls- feather-covered cloaks, torn leather capes, and crude goblin weapons and shields by the looks of them. A rusty battered gong stands in the corner. Nearby is a small chest. Hiding in the room (DC 13) is a Necrosis Carnex- an undead creature made up of the sewn together corpses of three dwarves. It has 4 legs and four arms, and moves like an eerie, fleshy spider, with one lolling dwarven head sewn on in the middle. Black iron bands, inscribed with necrotic runes and sigils are bound around it’s ghastly flesh. It scuttles out to attack at the first opportunity. Necrosis Carnex CR 3 NE Medium Undead Init +3; Senses Darkvision 60’; Listen +5, Spot +4 Aura Malign 30’. See below. Languages languages AC 21, touch 17, flat-footed 18; Mobility hp 26 (4d12 HD) Immune undead immunities Fort +3, Ref +4, Will +5 Weakness Vulnerability to Good (+50% extra damage) Spd 40 ft Melee Necrotic Touch +5 (1d6+2 damage) See below. Space 5 ft; Reach 5 ft Base Atk +2; Grp +3 Atk Options Necrotic Touch Special Actions Unholy Burst (see below) Abilities Str 12, Dex 17, Con --, Int 3, Wis 12, Cha 7 SQ Undead Traits Feats Great Fortitude, Mobility, Weapon Finesse Skills Jump +5, Listen +5, Spot +4 Malign Aura (Su): living creatures take a -2 penalty on attacks and saving throws within 30’. Vulnerability to Good (Ex): +50% extra damage from good aligned weapons and spells. Necrotic Touch (Su): 1d6+2 damage to living creatures (melee touch). Undead creatures are healed. Unholy Burst (Ex): When destroyed, the Necrosis Carnex explodes in a 30’ radius spread that deals 1d6+2 to all creatures in the area. The cold iron bands that bind the creature together are worth 200 gp. Inside the chest are 900 silver pieces, and a red-green spinel gemstone (worth 100 gp).
29) Wall Basin This room is empty except for am expansive fountain (not functioning) connected to the east wall. The fountain depicts some simple dwarven patterns of a interlocking hexagonal shapes. There is no water in the basin, and nothing else of interest in this room.
30) Ruined Library This room has a ragged woven carpet on the floor and a pair of sturdy book-cases. Most of the books are gone, and there are scattered papers and old books laying around everywhere. Many of the books seem to have been destroyed by some corrosive substance, and there are flecks of corrosion found on individual pages and on the walls as if a large acid-explosion went off here. The library has been looted of all valuable books of significance, but still holds poetry, history and literature material. Searching the room, players may discover a few interesting old books. For every 10 minutes spent searching (keep track with wandering monster checks), players may make a DC 15 Search check to find 2d6 gp worth of valuable poetry, literature or history. Once they have discovered 100+ gp of such material, any further checks turn up nothing else of value.
31) Excavated Room This spacious, open, hollowed-out area looks to have been burrowed in recent times. The walls are rough hewn stone and rock, and the floor is barely even. There is a broken pickaxe handle laying in a corner and a couple of burlap sacks, but nothing else of interest in the room.
32) Empty Room This room has a broken door. The hinges still look serviceable, but the frame looks to have been sundered completely aside, as if by some massively powerful creature. Inside there is nothing except for the sundered remains of a reinforced door, a smashed potion flask, and a few piles of scattered straw.
33) Evil Dwarf Barracks (EL 4) The door to this room is neither locked, nor stuck. Here, a secondary group of Darkjewel Legion soldiers have established a base. From this location, they make regular forays deeper into the dungeon, and try to guard against invasions. There are 8 straw pallets (arranged against the north and south walls of the room), and a single large footlocker at the far end of the room. This room still holds a largish wooden hopper which contains both firewood and coal. A brass brazier on a tripod near the front of the room is kept lit at all times. There is a large keg of water in the back of the room as well. A banner of Cherno's Darkjewel Legion hangs on the north wall.
The dwarves attack immediately to defend their treasure (and lives). They are wary of tricksters. They are allied to the Duergar in area #40. Dwarf Warriors (8) Male dwarf warrior 1 LE Medium Humanoid (dwarf) Init +0; Senses darkvision 60’; Listen +2, Spot +2 Languages dwarf, common AC 16, touch 10, flat-footed 16 hp 6 (1d8+2 HD) Fort +4, Ref +0, Will -1; +2 saves vs. poisons, spells, spellike effects Spd 20 ft. Melee dwarven waraxe +3 (1d10+1 /x3) Ranged shortbow +1 (1d6/x3) Space 5 ft; Reach 5 ft Base Atk +1; Grp +2 Combat Gear dwarf waraxe, short bows, 20 arrows each, scale mail, heavy steel shields Abilities Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6 SQ dwarf traits, stone cunning, darkvision. Feats Weapon Focus (Dwarf Waraxe) Skills Appraise +2, Craft (Smithing) +2, Craft (stonemason) +2, Listen +2, Spot +2 Possessions Combat gear listed above, backpacks, 4 days iron rations, 1 waterskin. Treasure: At the bottom of the hopper, there are 5 sacks. (The sacks contain 3000 silver pieces each- a grand total of 15,000 silver pieces). The footlocker contains an extra two weeks of iron rations.
Level 3 (EL 3-5) Wandering Monsters Wandering monster checks occur once every hour spent in the dungeon. Roll d20. On a 1-5, a wandering monster will appear. 1) Zaziil (Half Fiend Windrazor) (See area #41) 2) Kreether (see area #34) 3) Gluxx and Swugg (mephits) (see area #44) 4) Duergar Guards (see area #40) 5) Gruun (see area #37) 6) Oghbrohm (otyugh) (see area #46)
Important Note: If you plan to use this dungeon with the Gate of the Devourer, there should be a secret door in area #41 (on the west wall). This leads to a long passage ending in a staircase down to level 3 of the Gate of the Devourer. See this alternate map:
34) Coin-Filled Room This room is literally filled with coins- copper pieces spilled in piles on the floor. There is some 24,000 copper pieces here. Charging is impossible in this room, and characters must move at half spped or make a DC 12 balance check to avoid falling prone. Hidden amongst the coins if anyone takes the time to look is a wand of false life (CL 3rd) with 33 charges left. During Cherno’s invasion of the far realms, he ran across a group of mind-flayers, destroying several, and plundering their technology. Although he survived his initial encounter with them, the mind-flayers have sworn revenge, and sent several illithids to track him down. Kreether is a Saltor, a type of degenerate chimpanzee-like creature native to the mind-flayer realm. This mind-flayer slave has been altered by the degenerate technology of the illithid into a Voidmind, and has several extra abilities.
Unfortunately, Kreether has become separated from the flayers it arrived with, and wandered up to the third level, where it has been hunting dwarves.
Voidmind Saltor (see Lords of Madness pg 156, Voidmind Template is in MMIII)
Kreether Init +4; Senses Darkvision 60’; Listen +5, Spot +5 Languages Undercommon AC 21, touch 15, flat-footed 17 hp 37 (5d8+15 HD); DR 5/Magic Immune acid, mind affecting spells and abilities, ability damage, ability drain, energy drain SR 15 Fort +7, Ref +5, Will +5 Spd 30 ft., climb 30‘ Melee handaxe +8 (1d4+3damage) Melee Tentacle +8 (1d4+4 damage) Melee Bite +3 (1d6+2 damage) Space 5 ft; Reach 5 ft (10’ reach with psionic tentacle) Base Atk +3; Grp +4(w/ tentacle) Atk Options Weapon Finesse, Alertness Special Actions Psionics, screech, void mind abilities, extra tentacle (see below). Combat Gear handaxe Spell-Like Abilities (CL 3) 3/day: Blur, Magic Missile 1/day: Haste (self only) Abilities Str 16, Dex 19, Con 16, Int 11, Wis 12, Cha 9 SQ darkvision 60’ Feats Weapon Finesse, Alertness, Combat Reflexes, Great Fortitude Skills Climb +13, Jump +9, Listen +5, Spot +5, Tumble +6 Possessions Handaxe, leather harness. Hook: The baboon like creature, has several wormlike tentacles hanging from beneath its chin, and one long powerful looking tentacle sprouting from it’s forehead.It’s matted fur is greenish brown and has large blue-black eyes. In one hand it clutches a handaxe. Cone of Slime (Su): 1/day as a standard action. Reflex DC 14; 20’ cone; 5d6 acid damage. In addition any creature that takes damage takes a -2 on Will save, and is stunned for 1d4+1 rounds. Improved Grab (Ex): small or smaller creatures only. Grapples do not provoke AoO. +4 to grapple. Constrict (Su): With a successful grapple check (1d4+1 damage) Screech (Su): 1/hour: DC 14; 20’ cone; 2d8 sonic damage+stun Sentient Tentacle (Ex): Tentacle attacks of its own volition, not hindering other combat abilities. 35) Crystarak’s Study (EL 4) The doors into this room are locked (DC 20 pick lock, Break DC 15) This high-ceilinged room is carpeted with ornate rugs, and paneled with wood. There is a desk against the east wall, and a series of shelves lining the north and south walls. In the center of the room is a small table with 4 chairs. A skeletal figure hangs from a stand in the south end of the room. Note: The skeletal figure is just a model Crystarak was using in his research of necromancy. (Immediately allow for a DC 21 spot check as players enter the room. Crystarak’s pet necrophidius is wrapped around a beam just above the north door frame. It drops on a random member of the party, and attempts to sneak attack. Advanced Necrophidius N Med construct Init +4; Senses darkvision 60’, lowlight vision; Listen +0, Spot +0 Languages Understands Common AC 21, touch 14, flat-footed 17 hp 50 (5d10+20) Paralysis (Su): A creature bitten by a Necrophidius must make a DC 12 Will save or be paralyzed for 10 minutes. The desk is locked (DC24 lock). Inside is small coffer containing 400 gp, as well as an arcane scroll of Magic Weapon, Darkvision, and Whispering Wind.
36) Volcanic Throne The door is unlocked and unstuck. Inside, there is a gleaming chunk of black volcanic stone carved out in the form of a throne. The seat of the throne is decorated with a black leather pad and a series of sleek black and purple furs. (Those with Knowledge Dungeoneering may make a DC 15 check to recognize the furs as displacer beast). There is nothing else of interest in the room.
37) The Beast in the Shadows (The door here is locked, DC 22 to open, DC 15 to break down) The area here is dark, but you can see the edges of a threadbare rug.. (Gruun is here some 75% of the time. If Gruun is indeed present, players should make spot checks to detect Gruun lurking in the corner- DC 15). The room itself is bare except for scattered bones and a few discarded bits of armor. Most of the rubbish has been pushed into the corners, and there is a threadbare oval-shaped rug on the floor in the center of the room. The ruins of a smashed treasure chest are in the northeast corner of the room. Gruun cares little for treasure, and has simply pushed it out of the way. Gruun Yugoloth, Canoloth CR 5 NE Medium Outsider (extra planar, evil, yugoloth) Init +4; Senses Blindsight 40’, telepathy 100’ Listen +12, Spot +12 Languages draconic, abyssal, infernal AC 18, touch 10, flat-footed 18 hp 51 (6d8+24) DR 5/good Immune gaze attacks, visual attacks, sight-based illusions, poison, acid Resist cold:10, fire:10, electricity:10; SR 18 Fort +9, Ref +5, Will +8 Spd 50 ft. Melee tongue +11 (1d4+4 damage + paralysis); bite +8 (2d6+2 damage) Space 5 ft; Reach 20 ft w/ tongue! Base Atk +6 ; Grp +10 Atk Options Improved Grab, weapon focus (tongue) Spell-Like Abilities (CL 5): cause Fear, desecrate, detect good, detect magic. Abilities Str 19, Dex 10, Con 19, Int 5, Wis 17, Cha 12 SQ Blindsight, DR 5/good, immunities, resistances, SR 18, telepathy Feats Multiattack, improved initiative, Track, Weapon Focus (tongue) Skills Hide +5, Intimidate +10, Jump +21, Listen +12, Move Silent+4, Spot +12 Hook The massive armored canine snarls and flicks it huge barbed tonue inside it’s double-jawed mouth. Eyeless, it sniffs and snorts as it shifts it s bulk and rakes the ground with its heavy claws. Improved Grab (Ex) (must hit with tongue attack first- can then pull medium or smaller victm close enough to bite in the same round.) Paralysis (Ex): DC 17 Fort save or be paralyzed for 1d6+2 minutes Summon Yugoloth (Ex): 1/day: Mezzoloth or 1d3 more canoloths: 40% Blind sight (Ex): can ascertain foes within 40’ as long as there is sound. Beyond that, treat everything as having concealment. Treasure: The smashed treasure chest in the northeast corner contains 1,000 silver pieces.
38) Mosaic Floor This octagon shaped room is unique in that it has a tile mosaic floor decorated with a stylized recurrent pattern of interlocking spirals. The tiles are chipped and worn in places, and there is a large bloodstain on the floor that kind of ruins the effect.
39) The Viper Pit (EL 3) The central area of this room is a shallow 10’ deep pit, some 18’ in diameter. Anyone being dropped into this room from above (see area 12) will be dropped directly into the pit. The pit is filled with swarming vipers, who will become automatically enraged as soon as anyone drops in on them. Viper Swarm CR 3 N Tiny Animal (swarm) Init +2 ; Senses lowlight vision, scent; Listen +7, Spot +7 AC 16, touch 12, flat-footed 14 Hp 27 (5d8+5) Immune critical hits, flanking, ½ damage from slashing and piercing Fort +5, Ref +6, Will +2 Weakness Hive mind (see below) Spd 10 ft. Melee swarm (1d6+poison) Abilities Str 1, Dex 15, Con 12, Int 1, Wis 12, Cha 2 SQ swarm, hive-mind, lowlight vision, scent Skills Balance +10, Climb +12, Hide +8, Listen +7, Spot +7 Hook hook Poison (Ex): Fort DC 13, Con damage1d4/1d4 Hive Mind (Ex): this swarm is susceptible to mind-affecting spells. Scent (Ex): This swarm can pinpoint opponents by scent. 40) Duergar Guards (EL 3) This area is pitch black, and even the torch sconces have been removed. The central area here is sparsely furnished with a pair of stone benches and a weapons rack. A tattered banner of Cherno's Darkjewel Legion is hanging on the north wall. A lever here raises and lowers the porticullis gate to the south.
A pair of Duergar guards loyal to the Darkjewel Legion stand here. At the first sign of trouble they use their invisibility to set up surprise attacks.
Treasure: The Duergar have a footlocker that contains 100 gp, some assorted mining tools, and some dried mushrooms.
40A) Porticullis Gate: (normally lowered): hardness 10, hp: 60, Break DC 25
41) The Twisting Pattern (EL 3) This massive arena-like room seems completely empty at first, but then as your eyes adjust to the light, you'll soon notice the 30' high vaulted ceilings, and an intricate twisting pattern inscribed on the floor, worked in mosaic tiles, and stretching some 80 feet across. Worked within the pattern are no less than four obvious magical circles, and the elemental symbols for water, air, earth and fire surrounding a wheel-like shape of some kind, bristling with spiralling tentacles.
PCs with Knowledge:Planes can make an immediate check (DC 18) to notice that this is some kind of summoning chamber, or possibly a planar workroom of some sort. It has patterns that would help a spellcaster setup gate type spells to many of the outer and inner planes, as well as magical circles that might be used to contain a summoned creature.
All PCs shuld make a Listen check (DC 17) to notice the weird batlike half-fiend windrazor, Zaziil, clinging to the ceiling (in an area roughly west of the center of the chamber.) It attempts to ambush using a series of flyby attacks.
Treasure: Attached to the ceiling with a tanglefoot bag is a large heavy sack that belongs to Zaziil. It contains 1500 silver pieces and a divine scroll of Doom. (the tanglefoot bag is non-recoverable)
42) Empty Reservoir This largish octagon-shaped room features an empty pool, about 4’ deep. The bottom is filled with about an inch or so of filthy, brackish, foul-smelling water. There are a series of buckets laying around the room, and a couple of them have been thrown into the much at the bottom of the pool. There is a 50% chance that the mephits from area #44 are here. playing in the muck.
43) Barrels This room contains a large collection of barrels, which seem to have been used for the collection and storage of water. Only a couple of the barrels are full. The rest are empty. At least one has been hacked to pieces with an axe.
44) Sludge (EL 5) An overpowering odor of stench and filth greets your nostrils as you approach. There is a puddle of thick blackish ooze pooled over by the northeast corner of the room. Small pieces of smashed barrels and assorted wooden debris are strewn about the area as well.
There is a 50% chance that a pair of ooze mephits are hiding in this room (Hide DC 20). They came through the twisting Pattern to the north and have not figured out a way to return yet. They are hesitant to openly attack any groups larger than 3 or so, but they are greedy for treasure. They have already collected 2 scrolls and a potion.
These mephits are allied to the Otyugh called Oghbrohm in area #46.
45) Main Reservoir This room contains a large pool of open water (about 6’ deep, if probed) which looks to be fairly pure. There are a variety of wooden buckets piled nearby. The water here radiates faint magic, the results of a permanent purify spell that keeps the water safe to drink. Efforts to poison, spoil , or corrupt the water here are unsuccessful as long as the water remains in the basin. This effect also repels the Mephits in area 44, who are nonetheless drawn to be close to the area (but not actually in the water).
46) Oghbrohm's Debris Pit The far end of this room is piled high with mounds of wet sludge, smashed refuse, assorted carrion, and random debris. It all looks wet and smells overpoweringly awful. Hundreds of bloated nasty flies buzz around the area.
One of the mounds at the rear of the room is actually Oghbrohn the Otyugh (hiding, DC 17). Oghbrohm is reclusive and not immediately hostile, but if roused, he rather enjoys conversations with strangers who don't immediately attack him. (most strangers are shocked to discover he can talk at all). He is frighteningly dull, though. He refuses to help the party or move under any circumstances, but can suggest that they avoid the Twisting Pattern to the North. He often walks the halls of the 3rd level looking for debris to drag back to his lair.
Level 4 (EL 4-6) Wandering Monsters Wandering monster checks occur once every hour spent in the dungeon. Roll d20. On a 1-5, a wandering monster will appear.
1) Ambush Drake (see area #51) 2) 1d3+1 Thoqqua (see area #60) 3) 1d3 Pseudonatural Medium Monstrous Spider (see area #47) 4) 1d4+2 dwarf Warriors (see area #54) 5) Sharlok, pseudonatural gargoyle (see area #49) 6) Gray Ooze (see area #67)
Note: If you plan to use this dungeon with Gate of the Devourer, there is a secret door in
47) Khambash The Mad (EL 6)
This area smells strongly of acrid chemicals, and strange unknown spices. A series of hanging lanterns light up the area.
There are several rows of shelves, most of whioch hold various clear, sealed jars filled with some kind of viscuous brine. Many of the jars contain various preserved insects, animals and vermin. Some of the larger ones contain larger beasts, and in several jars there is only a piece of a fragmented beast- such as a hacked off scorpionoid stinger, or a disembodied tentacle or pseudopod. The deteriorated carcass of a massive scorpion is strapped to a huge 8x8 tilting work-table.
48) Partially Excavated Room This room looks to have been dug out recently. The walls are rough-hewn and have not yet been plastered. Piles of sand and raw materials such as wooden beams and a few stacks of flagstone have been left here. There are mounds of dirt heaped up in the northwest and southeast corners, as well as several piles of recently excavated dirt and rocks piled against the west wall. It looks damp.
There is a 5’ diameter hole in the southwest corner which looks to have been bored out by some sort of powerful creature or machine.
49) Sharlok the Gargoyle (EL 5)
This strange cramped cavern has a stalagtite covered ceiling and a weird gallery of natural limestone formations along the east wall. The north wall seems to be smooth and striated, and the floor here is slightly uneven.
(Note: if Sharlok has not been encountered yet, he'll be in 'frozen' form in this area. When he attacks, he'll first transform into his pseudonatural form, and then true strike (combined with a power attack) The 'stone statue' described here is Sharlok.)
A stone statue of a winged humanoid with a monstrous, sharklike face seems to be squatting in the center of the cavern.
50) The Icy Pool (EL 2) This area is lit by shadowy illumination. as players approach, even their normal light sources are automatically dimmed (as if by magic) until you are all in an area of shadowy illumination.
A strange shallow pool of water (not more than 2 or 3 inches deep and very clear) is located here, surrounded by on all sides by strange and fantastic mushrooms of every shape and color. Some of them are even glowing with an eerie phosphorescent light! These glowing mushrooms seem to provide the light in this area. The pool itself gives off a strong coldness.. and the water is icy and heavily mineralized.
(Note- a small Vasuthants is lurking in the room- DC 19 spot).
Anyone who drinks the water from this room gains a 1-time per lifetime random effect. Drinking multiple times from the pool has no additional effect, even if the character leaves and comes back, years later.
Unless the players are very observant, a hiding Vasuthant is lurking in the room. It will attack as soon as the player characters seem vulnerable, preferring to grapple a small sized opponent.
51) Hungry Prowler (EL 5) Here in this cavern, a collapsed section of loose earth is riddled with circular 1-foot bore-holes. Small piles of fine sand are scattered throughout the room as well, and there is one large pile of loose dirt in a sizable mound located here. A couple of spare shovels and mining picks are lying in the dirt. The walls show signs of rough mining that was done a long time ago. Note: Lurking in the room is an Ambush Drake. DC 26 Spot. Ambush Drake CR 5
Medium Dragon Init +6; Senses darkvision 60', lowlight vision, scent; Listen +12, Spot +12 Languages common, draconic AC 18, touch 12, flat-footed 16 hp 73 (7d12+28 HD) Immune magic sleep, paralysis SR 16 Fort +9, Ref +7, Will +5 Spd 40 ft., fly 30 (poor) Melee Bite +10 (1d8+3+poison); Claws +8/+8 (1d6+1/1d6+1) ; Multiattack Ranged breath weapon 30' cone (slow for 7 rounds); Will Save DC: 17 Base Atk +7; Grp +10 Atk Options multiattack, breath weapon, poison- fort dc 17 1d6/1d6 Dex Special Actions telepathic link (with other ambush drakes) Abilities Str 16, Dex 15, Con 18, Int 7, Wis 10, Cha 9 SQ everything covered above Feats multiattack, improved init, alertness Skills hide +16, Listen +12, spot +12, Move Silent +12 Hook: The beast strikes out of nowhere.-- a clearly dragonlike creature with strange lupine features that replace the felinoid attributes of more common dragons. It's scales range in coloration from copper to a rust-mottled iron-grey. It has elongated jaws and powerful, muscular build, but it's wings are stunted and small. Breath Weapon (Su) 30' cone slow - 7 rounds, will dc 17 Poison (Ex) fort dc 17, dex 1d6/1d6 Telepathic Link (ex): with other ambush drakes within 30' Treasure: Hidden in the dirt pile is a chest containing 300 gp 52) Geode Alcove (EL 3) At the very end of this long narrow cavern passage is a strange shallow alcove-- it seems to be a cupola of weird spiky pink and purple rock crystals, that glitter strangely. Note: The alcove is trapped, and as soon as someone approaches with 20 feet, it sets off an alarm spell (which can be heard for 60') as well as an acid arrow spell, targetting a random party member. Trap: Acid Arrow Trap: CR 3; magic device; proximity trigger (alarm); automatic reset; Atk +2 ranged touch; spell effect (acid arrow, 3rd-level wizard, 2d4 acid/round for 2 rounds); Search DC 27; Disable Device DC 27. Treasure: Although most of the crystals in the alcove are worthless and crumble at the touch, there are three large amethysts worth 200 gp each. 53) Targuk's Officers Quarters (EL 5) This area is being used as the private quarters of the Darkjewel Commander, a Duergar known as Baron Targuk. Targuk is responsible for the reopening of Cherno's fortress, and he hopes to get the elemental matrix working again-- his eventual dream is to get the elemental matrix (in area #71) working again, re-open a portal to the Far Realms, and reunite with the other half of the Darkjewel Legion. Baron Targuk leads the non-duergar dwarves but does not respect them, and won't especially be swayed by threats to them. His true loyalties lie with the Duergar only. Baron Targuk CR 5 male Duergar Knight 4 LE Medium Humanoid (Dwarf) Init +1; Senses darkvision 120'; Listen +1, Spot +1 Languages dwarf, common AC 18, touch 11, flat-footed 18 (+8 (+1 half-plate armor), +1Dex) hp 47 (4 HD) Immune paralysis, phantasms, magic/alchemical poisons Fort +3, Ref +2, Will +4; +2 racial bonus on saves vs. poison, +2 racial bonus on saves vs. spells / spell-like abilities Weakness -2 attacks, saves, checks, in Bright Light Spd 20ft. Melee MW Dire Flail (EITHER +8 or +4/+0) (1d8+2/1d8+2 damage) Ranged +1 shortbow +6 (1d6+1 damage) Base Atk +4; Grp +6 Atk Options double attack, knights challenge, armor mastery, bulwark of defense Combat Gear +1 half plate, +1 shortbow, MW Dire Flail, Spell-Like Abilities (CL 4) Enlarge and invisibility each 1/day Abilities Str 15, Dex 13, Con 14, Int 8, Wis 10, Cha 12 SQ dwarf traits, as above Feats Exotic weapon (Dire flail), Weapon Focus: Dire Flail Skills Initimidate +8, Listen +1, spot +1 Possessions as combat gear above, plus 2 potions of cure moderate wounds, jewelled helmet worth 450 gold pieces. Targuk also carries a key to the locked bedroom (area #69). Hook This heavily armored dwarf is wearing ornate half-plate adorned with strange crystal shapes. His face is covered by a face-concealing full-helm, which is in turn adorned with several pointed amethysts. In his hands he carries a dangerous looking dire flail. Knights Challenge(Ex) +1 morale bonus on attacks, damage, must be within 2 levels. Bulwark of Defense (Ex): all squares around him are treated as difficult terrain. Shield Block (Ex): +1 (Targuk is not currently carrying a shield) Armor Mastery (Ex): move as in light armor while wearing medium armor. 54) Hostile Dwarf Encampment (EL 5) Eight dwarves from Cherno's infamous Darkjewel Legion have taken over this secret area and are using it as their base. One wall is hung with the dark purple banner of the Darkjewel Legion, and most of the original decorations and furnishings of this room have been stripped down and removed. A pair of benches have been pushed up against the walls, and there is an empty weapon rack against one wall. 8 neatly formed blanket-roll pallets have been set up in the far end of the room.At least 3 dwarves are on guard here at all times, posted just inside the entrances. The rest spend most of their time in armor, awaiting the return of one of their commanders or a courier from above. Darkjewel Legionnaire
Dwarf Warrior CR 1/2 (8) Male Dwarf warrior 1 NE Medium Humanoid (Dwarf) Init +0; Senses darkvision 60'; Listen +2, Spot +2 Languages common, dwarf AC 16, touch 10, flat-footed 16 hp 6 (1d8+2 HD) Fort +4, Ref +0, Will -1; +2 save vs poison, +2 save vs spells and magic Spd 20ft. Melee Dwarven waraxe +3 melee (1d10+1/×3) (weapon focus: Waraxe) Ranged shortbow +1 ranged (1d6/×3) Base Atk +1; Grp +2 (+6 to resist being grappled) Combat Gear dwarf waraxe, scale mail, heavy shield, shortbow, 20 arrows Abilities Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6 SQ darkvision 60', dwarf traits Feats Weapon Focus (Waraxe) Skills Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, Spot +2
55) Dwarf Armory This armory is filled with eight suits of studded leather armor arranged on stands, and around 20 helmets lined up on a pair of facing shelves. Several sets of crossed shortspears (20 spears in all) are affixed to the walls, as well as 6 heavy sheilds.
56) The Four Pillars The single door to the west is locked (DC 20 to unlock, DC 15 to break down). Overall, this room looks to have been mostly undisturbed. Standing in each corner of this square room there is a pillar made of polished black stone, inscribed with elemental runes. (The runes are written in Terran and Ignan). The north west pillar stands for earth. The northeast pillar stands for fire. The southwest pillar stands for magma. The southeast pillar stands for ash. (Secret door: Behind the south east pillar there is a secret panel that opens a door into a secret passage beyond. DC 20 search check to locate the secret door).
57) The Rusted Guardian (EL 4) Advanced Pulverizer CR 4 N Medium Construct Init +0; Senses darkvision 60'; blindsight 40'; Listen -1, Spot -1 AC 21, touch 10 flat-footed 21; hp 27 (5d10 HD) Immune construct immunities Fort +1, Ref +1, Will +0 Weakness Unreliable (see below) Spd 40ft. Melee weapon +9/+9 (1d6+5/1d6+5 damage) |