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Xathyl’s Redoubt

A D&D 3.5 Megadungeon for characters levels 1-3

by Peter Seckler

email: Peter@the-never.net


"In a long-gone time, the half-dragon sorcerer known as Septisis once held a powerful thieves fortress near the gates of Hell. He counted wayward devils and enslaved lizardfolk amongst his servitors as well as a few loyal githyanki that made up his personal bodyguard. His apprentice was a gifted aranea known as Xathyl.


For many years, Septisis used his fortress as a base for making deeper and deeper raids into various areas on both the prime material plane and populated areas of the outer planes-- stealing from both mortals and devils alike. He eventually caught the attention (and the wrath) of a monstrous and powerful half-fiend called Zemog.


Zemog vowed to destroy Septisis.


Zemog soon began laying traps for Septisis's men, spoiling carefully planned missions and slaughtering many of Septisis' forces. In frustration, and in fear for his life, Septisis eventually abandoned his holdings and went into hiding alone.


Meanwhile Xathyl, his aranea apprentice, was left to find his own hiding place from the angry Zemog. Xathyl chose to activate a mysterious artifact made up of four ancient idols of Batsehu; Auryl, Ygg, Draeg, and Rutk. This transported an entire level of Septisis' hellish fortress into the prime material plane, and buried it safely underground.


Years have passed, and Xathyl now works feverishly to try and figure out how to re-contact his former master. Septisis has not been heard from at all, and is feared dead. And now the entranceway to Xathyl's redoubt has been discovered by your group."


Authors Note:


This dungeon is meant to be part of the Megadungeons project. It can be placed as an alternate level just below the surface, and linking almost parallel to the opening for the Maze of Cherno.


Alternately, the DM can place this as a standalone dungeon anywhere he feels like putting it.


Xathyl's Redoubt is only a single level deep, but if used with the Maze of Cherno, it can connect to the main staircase via a hidden cave. Xathyl's Redoubt should be closer to the surface than the Maze. Note that areas #36 and #37 are inaccessible to the rest of the dungeon except via teleportation from area #31.




Using this Adventure with the Maze of Cherno:


Xathyl's Redoubt can be used as a standalone level, or even incorporated with another dungeon complex however the DM likes. If the DM wishes, this dungeon can be used specifically with the Maze of Cherno. In that case, use the following Dungeon Profile map.




Doors:

Normal doors in Xathyls Redoubt are of uniformly good quality:

Hardness: 5

Hit Points: 15

Stuck DC: 16

Locked DC: 18


Secret doors in Xathy's Redoubt have the same stats as normal doors and are found on search check of DC 20.

Magical doors can not be lock-picked, physically forced open, or broken down with normal equipment. Every magical door has a specific circumstance or key that opens it. (Thus no 'stuck' or 'locked' stat)
Hardness: 10
Hit Points: 220

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 grayish tan masonry.

Break DC 35, Hrdness 8, hp: 90 climb DC 15

“cavern” type walls (any rough looking or uneven walls) are rough hewn dark brown stone.

Break DC 50, hardness 8, 540 hp, climb DC 22.

Floors: The floors are standard flagstone.


Dungeon Map



 


Note how Area #36 and #37 are physically seperated from the rest of the dungeon. They are only accessible via teleportation (usually from area #31).




1) Risbane the Supplicant (EL 1)

A filthy goblin here lies in the rubbish and refuse piled in front of a closed portcullis. As the party approaches he comes forward with empty hands, to show he is unarmed. He then begs and entreats the party to help him get inside the portcullis. He offers to help the party with his single cure light wounds spell or an offer to cook for them. He wants to go in and see the shrine of an obscure goblin deity called ‘Zanek’ which is rumored to be somewhere inside. If engaged, he will tell the party that the shrine to Zanek will bless anyone who prostates himself before it.

If attacked, he will try to escape the way he came in. He is not hostile.

Beyond the portcullis, players can see a square shaped room with two doors and a passage leading out. In the center of the room (about 15’ in) is a lever connected to a wheel. The room seems empty.

Opening the portcullis may be tough. It can be lifted (DC 16 strength check) or bent (DC 18 strength check). A size small character may be able to squeeze through the bars with a DC 15 Escape Artist check. A character with disable device may be able to disable the locking mechanism with a DC 16 Disable check. Alternately, a character may be able to manipulate the lever in room 2 with a spell like ‘Mage Hand‘ or something similar. A thrown rock (ranged touch attack against an AC 18 target) to knock the lever into the disengage position may also suffice to raise the porticullis.

Risbane CR 1

Male goblin adept 2

N Small humanoid (monstrous humanoid)

Init +1; Senses darkvision 60‘; Listen +2, Spot +2

Languages goblin, common

AC 12, touch 12, flat-footed 11

hp 7 (1d6+1)

Fort +0, Ref +0, Will +3

Spd 30 ft.

Melee Club +2 (1d4 damage)

Base Atk +1; Grp -3

Special Actions Alertness

Combat Gear gear

Spells (CL 2, +2 melee touch, +3 ranged touch)

0-Level: 3/day (cure minor wounds, purify food and drink, mending)

1-Level: 1/day (cure light wounds)

Abilities Str 11, Dex 13, Con 12, Int 10, Wis 12, Cha 6

SQ Darkvision

Feats Alertness

Skills (10) +5 concentration, +5 heal, +4 hide, +2 knowledge:religion +2, +4 move silent, +4 ride

Possessions club, tattered robes, belt pouch with 30 gp.

Hook the filthy goblin rises out of the pile of trash and comes towards you eagerly, holding his hands up to show he is unarmed.

2) Porticullis Room

This square shaped room is empty except for a portcullis-wheel and a 2-way lever. 5 lbs. of pressure is all is required to pull the lever that raises and lowers the gate.

There is a door to the west (stuck- DC 16 to budge) and a door to the north (locked- DC 18 to break down, or DC 20 to unlock).

 

3) Statue of Zanek

This darkened room contains a rough bronze statue of a goblinoid figure dressed in a horned helmet and carrying a sword. The statue itself is placed on a pedestal that raises it a few feet above the floor. The base of the statue is heaped with wooden beads, moldy furs and moldering mushrooms. A curiously bad scent (rotting refuse?) seems to waft into the room from somewhere.

There is nothing of any real value in the room.

Note: Any character that grovels on the ground before the statue and beseeches Zanek to give him strength will receive the benefit of a Bless Spell for the next hour.

Note: There is a secret door at the far end of the room. Search DC 20.

If Brisbane (see area #1) is with the party he will throw himself at the floor here and begin grovelling away. If the rest of the party continues on, he will remain here, but he will offer to cast his cure spells on anyone who gets injured- as long as they return to this room.

 

4) The Turnkey (EL 1)

Lurking in the western half of this room is a fleshly slug-like humanoid, with a twisted, melted looking countenance. It wears a brass key around its neck on a chain. It reaches out to any intruders with a moan, and mimes eating.

If thrown any bit of edible food, the creature gobbles it up, and then squirms towards the locked door to the north to unlock the way to the next room. If threatened or attacked, it’s bestial nature will get the best of it and it will attack.

The Lemure will not pursue any creature out of this room; it is following the last orders it has been given. Other than the key, it has no treasure.

The Turnkey :: Lemure (CR 1)

LE Medium Outsider (evil, baatezu, extra planar, lawful)

Init +0; Senses darkvision 60; Listen +0, Spot +0

Languages none, but sensitive to telepathic commands from other devils

AC 14, touch 10, flat-footed 14

hp 9 (2d8 hp); DR 5/good OR silver

Immune fire, poison, mindless

Resist acid 10, cold 10

Fort +3, Ref +3, Will +3

Spd 20 ft.

Melee 2 claws +2/+2 (1d4/1d4 damage)

Space 5 ft; Reach 5 ft

Base Atk +2; Grp +2

Abilities Str 10, Dex 10, Con 10, Int --, Wis 11, Cha 5

SQ cold/acid resist 10, fire, poison immune, darkvision, mindless

Possessions Key to room #10.

Hook This horrifyingly wretched creature looks like a pink-fleshed slug-like humanoid with a melted looking deformed face. It wears a brass key on a chain around its neck and moans.

Mindless (Ex) Unaffected by mind-affecting spells and abilities.

5) Lurking in the Cobwebs (EL 1)

The south end of this octagonal room is covered in an extensive web-structure that stretches from wall to wall. Several bound humanoid shapes here are wrapped in thick grayish white webbing.

(If the players begin to approach, the Dm should immediately allow for DC 21 spot checks against a pair of monstrous spiders lurking in the webs. As soon as the party begins to enter the room, they charge out of their hiding places, and begin by throwing webs.)

Monstrous Spiders, Small (2) (CR 1/2)

N Small Vermin

Init +3 ; Senses tremor sense, darkvision 60’; Listen +0, Spot +4

AC 14, touch 14, flat-footed 11

hp 4 (1d8 hd)

Immune Mind-affecting effects

Fort +2, Ref +3, Will +0

Spd 30 ft.; 20‘ climb

Melee bite +4 (1d4-2 damage plus poison)

Space 5 ft; Reach 5 ft

Base Atk +0; Grp +6

Atk Options weapon finesse

Abilities Str 7, Dex 17, Con 10, Int --Wis 10, Cha 2

SQ vermin traits

Feats Weapon Finesse

Skills Climb +11, Hide +11, Jump -2, Spot +4

Hook A pair of muscular spotted yellowish green spiders- each the size of a large dog-- scuttle out of the webs and attack!

Poison (Ex) Fortitude DC 10, 1d3 Strength/1d3 Strength

Web (Ex) Escape Artist DC 10; Break DC 14; Hit points 4

Treasure: If the players stop to search the webs (presumably after the spiders are taken care of), they will find one of the web-bound corpses wears Masterwork Studded leather (worth 175 gp) as well as a belt pouch containing 140 gp.

 

6) Mushroom Corner (EL1)

This corridor seems to widen out to a sort of 20’ wide trapezoid-shaped room with a few old clay urns stacked near the northeast wall. A serious growth of giant white and yellow mushrooms (ranging in size from fist-sized to one the size of a human) is taking over the west corner.

Note: Allow characters with Knowledge: Nature or Knowledge: Dungeoneering to make checks. A DC 11 check in either skill will allow players to identify the largest mushroom as a Shrieker- and give them the clue that they shouldn’t approach or bring an open light source within 10’.

There is just enough room to squeeze up against the opposite wall and move past the mushrooms, while staying beyond the 10’ radius of the mushrooms. If the players approach or bring a light source within 10’, the Shrieker goes off (shrieking for 1d3 rounds) and alerting the beast from room 7, which immediately takes up an ambush position above the door.

The shrieker itself does not (can not) attack, but it can be chopped down.

Shrieker (EL 1)

N Medium Plant

Init -5; Senses lowlight vision; Listen -4, Spot -4

AC 8, touch 5, flat-footed 8

hp 11

Immune Mind affecting effects, critical hits, flanking

Fort +4, Ref --, Will -4

Spd 0 ft.

Special Actions Shriek (see below)

Abilities Str --, Dex --, Con 13, Int --, Wis 2, Cha 1

SQ lowlight vision, plant traits

Hook A man-sized white and yellow mushroom with translucent cilia seems to be growing out of the wall.

Shriek (Ex)movement or a light source within 10’ of the shrieker causes it to emit a piercing sound that lasts for 1d3 rounds.

7) The Old Cistern (EL2)

The central area of this dank room is a circular open cistern filled with water. Several buckets and barrels are placed against the far (north) wall, and there is evidence of smashed pottery here as well.

A strange creature resembling a pair of massive eyeballs connected by a length of striated muscle, hovers eerily above the water like some bizarre insect.

Note: If the players had set off the shrieker in room 6, the Lurking strangler is hiding above the door, (DC 22 spot check). It attempts to use a sleep ray on the first person to enter the room. Once it has one victim asleep, it concentrates on alternating cause fear and sleep rays on remaining party members from a distance (while flying). It avoids melee range at all costs.

 

 

The eyeball-thing (actually a Lurking Strangler) dives to attack with its eye rays as soon as the party enters the room, but it relies on the shrieker outside to give it advanced notice and allow it to hide first (attacking from ambush).

Lurking Strangler CR 2

LE Tiny Aberration

Init +4 ; Senses all-around vision; darkvision 60‘; Listen +5, Spot +8

Languages understands beholder and common

AC 16, touch 16, flat-footed 12

hp 11 (2d8+2 hd)

Fort +1, Ref +4, Will +3

Spd 5 ft/ 20‘ fly (good)

Melee Lash +7 (1d4-3 damage)(starts suffocate on helpless opponent)

Ranged 2 eye-rays +7/+7 (sleep/cause fear-- see below)

Space 2.5 ft; Reach 0 ft

Base Atk +1; Grp -10

Atk Options Weapon Finesse

Special Actions Alertness, Suffocate, Eye Rays

Abilities Str 5, Dex 19, Con 13, Int 4, Wis 10, Cha 10

SQ all-around vision, darkvision 60, flight

Feats Weapon Finesse, Alertness

Skills Hide+12 Listen+5 Search+1 Spot+8

Possessions nothing, but see treasure, below.

Hook A 3-foot-long strand of striated muscle connects a pair of yellowish floating eyeballs. The strand flexes and twists, and the eyes follow your every move with malevolent intensity.

Eye Rays (Su): One eye acts as a sleep spell (in ray form, only affecting a single creature up to 4hd), and the other eye acts as a cause fear ray as if cast by a 3rd level caster. Each effect is negated by a DC 11 Will save. The sleep ray has a 130’ range. The cause fear ray only works up to 30’ away.

Suffocate (Ex) Must hit a helpless foe- see pg 100 MMIII

All Around Vision (Ex): Cannot be flanked, grants bonuses to spot and search checks.

Flight (Su): Fly speed 20’ (good), and acts as a permanent feather fall spell.

Treasure: If the barrels are searched, players will soon discover that one of them contains 4,000 copper pieces, 1600 silver pieces, and a potion of cure light wounds.

 

8) The Auryl Rune

This largish octagon shaped room is bare of details except for a large rune inscribed on the floor in a dull glassy mineral substance. There is a circular hole in the east wall about 8-inches in diameter, and a pair of discarded crossbow bolts laying on the floor.

Literate characters that speak draconic automatically recognize the rune. Pcs who cannot speak draconic can make a ‘Knowledge: Arcana DC 10 roll to recognize the rune as ‘Auryl’- a draconic rune that stands for ‘clear‘, ‘open‘ or ‘air‘.

Peering through the hole without a light source reveals nothing special- it is quite dark. But the 8-inch tunnel extends a full 10’ through the wall into somewhere else (actually room #13). Pcs who extend a light source into the tunnel and light up the far end of the room (or have some other way to see down the tunnel- perhaps by sending a familiar) will see that the room on the far side is quite empty except a large Auryl rune painted on the far wall, directly across from the tube. By peering through the hole, PCs can see several shattered crossbow bolts laying on the floor in front of the hole in the other room.

Firing a crossbow through the hole (or using some other method) to strike the rune in the other room causes the Auryl rune on the floor of this room to alight, as well as the Auryl rune on the easternmost door in room 10.

The runes remain alight for 1d6x10 minutes each time the rune in area #13 is struck.

 

9) Challenge for the Ygg Rune.

This largish octagon shaped room is bare of details except for a large rune inscribed on the floor in a dull glassy mineral substance. In the southwest corner stands what looks like a squat stone idol hunched over a raised stone platform. The platform is covered with a 3x3 grid inscribed with numerals written in common.

The numerals written are as follows:

64, 10, 82
60, ?, 15

65, 11, 83


The central square is actually a two-digit wheel which can be turned to display any number between 01 and 99, or a ‘?’.


(If the central number is turned to display any number except ‘06’, the squat idol will begin sparking and shooting electrical bolts at everyone within a 5’ radius. All Pcs caught in the danger area must make a DC 12 Reflex save or take 2d4 electrical damage).


The secret to this Puzzle:

Each numeral in the left and rightmost columns can add it's digits to produce results of 10, 6 and 11. (6+4=10, 6+0=6, 6+5=11, etc).


The rows across can similarly be interpreted as 10 (the top row), 6 (the middle) and 11 (the bottom). Although the center digit seems to break the normal rule of adding the digits together, this is actually part of the puzzle. 06 is the only acceptable value. 


If the correct number is lit, the large Ygg rune in the floor will light up, as well as the Ygg rune on the easternmost door in room 10. The runes remain alight for 1d6x10 minutes before shutting off.

 

10) Two Runes

This room contains a 20’ wide spiked pit- quite obvious and open-- in the center of the room. The bottom of the pit- some 10’ down- seems to be a grid work of some kind, and you can hear the faint sounds of water deep below.

On the far side of the pit are two stone doors- each one the type that descends vertically, and both decorated with glassy patterns of runes. Between the two doors, directly in the center of the far side of the room is a squat stone statue of a grinning devil holding up some kind of round platter or shield.

Getting past the spiked pit-

Some players can choose to jump across. With a running start, it would be a DC 20 Jump check.

Some characters may wish to descend into the pit, walk across, and climb back out.This would be a DC 16 Climb check. If a character falls, he would take 1d6 falling damage, plus 1d6-1 spikes would get to make attack rolls (+8 each) on the character for 1d4 each.

Alternately, if a character throws an object or fires a missile at the statue and hits the “platter” (actually a target) it will cause the pit to be filled with water, allowing characters to swim across. To hit the target requires a successful missile attack against AC: 7. Even a pebble will do.

 

 

Once the characters reach the far side, they will be able to see that the two massive stone doors in the far end of the room are each decorated with the a pair of intertwined runes .

Door A (on the right) is inscribed with a dragon motif. It shows the Auryl (“open”) and Ygg (“path”) runes twisting around each other in a central circular seal.If the Pcs have completed the challenges in rooms 8 and 9, the appropriate runes will be lit. Once both runes are lit the door opens as soon as it is approached.

Door B (on the left) is decorated with a devil motif. It shows the Draeg (“deep”) and Rutk (“tunnel“) runes. If the players have completed the challenges in rooms 12 and 19, the appropriate runes will be lit. Once both runes are lit the door opens as soon as it is approached.

(level 2 area)

 

11) The Accursed Raiment (EL1)

This long hallway-like room is decorated with several rows of painted red and black tiles that are arranged in recursive patterns along the walls. At the very far end of the room is a clumped pile of rags, and an apparatus that looks like a lever built into a wheel on the wall.

As players approach the east end of the room, the clumped rags rise up into the air and form a set of ornate black and red priestly raiments, tattered and insidious. The empty garment, looms forth, threateningly, dragging itself across the stone floor.

Raiment CR 1

CE small undead

Init +2; Senses blind sight 60’, darkvision 60’; Listen +1, Spot +1

AC 14, touch 13, flat-footed 12

hp 13 (3d8 hd); DR 5/magic

Immune undead immunities, mindless, unaffected by mind-affecting spells or effects

Fort +1, Ref +3, Will +4

Spd 20 ft.

Melee sleeves +6/+6 (1d3+2/1d3+2 damage)

Space 5 ft; Reach 5 ft

Base Atk +1 ; Grp +5

Atk Options Improved Grab, Constrict

Abilities Str 16, Dex 14, Con --, Int --, Wis 13, Cha 2

SQ blind sight, darkvision, DR 5/magic, mindless, undead traits

Hook: The clumped rags rise up into the air and form a set of ornate black and red priestly raiments, tattered and insidious. The empty garment, looms forth, threateningly, dragging itself across the stone floor.

Improved Grab (Ex): upon hitting, automatically starts grapple as a free action. The Raiment gets a +4 to grapple due to its construction.

Constriction (Ex): deals an additional 1d3+2 damage against Large or smaller creatures with a successful grapple attack, in addition to it’s regular damage of 1d3+2.

Treasure: At the far end of the room, near the lever, is a small coffer filled with 400 silver pieces.

The Lever: Pulling the lever causes the bars of force that block the entrance to room 12 to disappear. The bars remain down for 1d6 X 10 minutes, before the lever resets itself.

 

12) Challenge for the ‘Draeg’ Rune (EL2)

STOP: If players are approaching this room from the western entrance, there are a set of bars of force over the entranceway. They can see the interior of the room, but may not be able to enter unless they go to room #11 and operate the lever first.

The door to the north is locked (DC 18 break down, DC 20 to open the lock), and trapped with a simple poison needle.

Poison Needle Trap: CR 1

Mechanical, touch trigger, manual reset.

Atk: +8 ranged (1 damage +green blood oil) Search DC 22, Disable DC 20.

Greenblood oil: Fort DC 13: 1 con/1d2 Con

Inside this room there is a huge rune inscribed on the floor in a dull glassy mineral substance- This is the draconic rune Draeg (for “deep”). Standing atop the rune is an extremely sturdy-looking wooden statue of a scorpion, fitted with metal bands, spikes, and

blades. It’s un-seeing eyes glitter, and you can see that they are made of some kind of polished red gemstone.

The construct animates to attack the instant player characters enter the room. Unlike many of the creatures on this level, it will pursue any who try to leave the room, and it attacks until destroyed.

Wooden War Scorpion (Animated Object) CR 2

N Medium construct

Init +0; Senses darkvision 60’, lowlight vision; Listen -4, Spot -4

AC 14, touch 10, flat-footed 10

hp 31 hp (2d10+20); Hardness: 5

Immune critical hits, mind affecting spells, poison, sleep, construct immunities

Fort +0, Ref +0, Will -5

Spd 50 ft.

Melee slam +2 (1d6+1 damage)

Base Atk +1 ; Grp +2

Abilities Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1

SQ construct traits, darkvision, owlight vision, hardness

Hook standing here is a extremely sturdy-looking wooden statue of a scorpion, fitted with metal bands, spikes, and

blades.

Hardness (Ex) The construct is made of wood, and thus has hardness 5. It may be possible to set it on fire.

As soon as this construct is destroyed, the rune on the floor alights, as well as the “Draeg” rune in room 10 on the westernmost door.

Treasure: If players dig the gemstones out of the destroyed construct, they will discover a pair of polished violet garnets, each worth 300 gp.

 

13) Shattered Crossbow Bolts

This square-shaped room contains few furnishings except for a squat devil-shaped statue which seems to be holding up a platter or shield of some kind. The idol is standing against the eastern wall directly opposite of an 8-inch diameter hole in the wall on the west. The platter he holds is inscribed with the ‘Auryl” rune, and covered in hundreds of small pockmarks.

He is surrounded by a series of crossbow bolts (most of them shattered) that are scattered around the floor.

 

14) Hellborn Guardian (EL2)

On the north end of the room are a pair of closed doors made of beaten brass. Each door is decorated with a dragon and a devil-form worked in a crude, yet ancient style. The two figures are intertwined, and huge circular rings act as handles in the center of each door.

Standing before the doors is a huge bloated fleshy humanoid- clutching a massive sawtoothed halberd in it’s clawed hands. Though it’s eyes and mouth are sewn shut, it gurgles horrifyingly as it senses the presence of intruders.


The nupperibo always attacks intruders in this area.  

Nupperibo CR 2

LE medium outsider (baatezu, evil, extra planar. lawful)

Init -4 ; Senses blind sight 30’ (see below); Listen (deaf), Spot -2

Aura fear (10’ DC 11)

Languages receive infernal telepathy only

AC 14, touch 10, flat-footed 14 (+4 natural)

hp 16 (2d8+4); fast healing 3

Immune fire, poison, mind-affecting spells and abilities

Resist acid 10, cold 10

Fort +5, Ref +3, Will +1

Spd 20 ft.

Melee Halberd +5 (1d10+3/x3 damage) or

Melee: 2 claws each +4/+4 (1d4+2/1d4+2)

Space 5 ft; Reach 5 ft

Base Atk +2; Grp +4

Combat Gear saw tooth halberd

Abilities Str 15, Dex 10, Con 14, Int 4, Wis 7, Cha 3

SA: Fear Aura

SQ deaf

Feats toughness, weapon focus (halberd)

Skills balance+5, hide+5, jump+1, climb+7 swim+7

Possessions Halberd

Blindsight (Ex) automatically sense all foes within 30’ as if sighted. Beyond that range, it treats all creatures as having full concealment.

Fear Aura (Su) at the end of each of a Nupperibo’s turns, creatures within 10’ must make a DC 11 will save or be panicked for 5 rounds. Successfully saving once negates the need to make this save again for 24 hours

Deaf (Ex) a superior automatically takes -4 penalty on initiative checks and automatically fails listen checks

 

15) The Lemure Pit (EL 3)

The door to this room is locked (DC 18 to break down, or DC 20 to unlock).

The northern half of the room seems to have a partially collapsed floor- huge plates of flagstone and flooring sink down at an uneven 30 degree angle and seem to be shattered in places. At the very far north end of the room, the wall is decorated with a crumbled bas relief of a gigantic devilish female face with an open gaping mouth. Twisting horns of rough stone frame the huge sculpture.

At the far end of the room, a pair of fleshy slug like humanoids suddenly surge for the door, trailing slime in their wakes.


These are lemures, simular to the Turnkey in area #4. They aren't quite as good natured as that one, though, and will attack any intruders.


2 Lemures (CR 1 ea)

LE Medium Outsider (evil, baatezu, extra planar, lawful)

Init +0; Senses darkvision 60; Listen +0, Spot +0

Languages none, but sensitive to telepathic commands from other devils

AC 14, touch 10, flat-footed 14

hp 9 (2d8 hp); DR 5/good OR silver

Immune fire, poison, mindless

Resist acid 10, cold 10

Fort +3, Ref +3, Will +3

Spd 20 ft.

Melee 2 claws +2/+2 (1d4/1d4 damage)

Space 5 ft; Reach 5 ft

Base Atk +2; Grp +2

Abilities Str 10, Dex 10, Con 10, Int --, Wis 11, Cha 5

SQ cold/acid resist 10, fire, poison immune, darkvision, mindless

Possessions Key to room #10.

Hook These horrifyingly wretched creatures look like pink-fleshed slug-like humanoids with melted-looking deformed faces.

Mindless (Ex) Unaffected by mind-affecting spells and abilities.

Treasure: If player characters investigate the collapsed northern section of the room they will discover a chest hidden amongst the rubble. The chest contains 90 gp, a silver cloak clasp inset with a garnet (worth 75 gp), and 3 flasks of holy water.

Secret Door: If players spend time searching the north wall near the bas relief, they may find a secret door. Search DC 20.

 

16) The Deadlight (EL1)

The door to the east is locked with a heavy reinforced oaken door. (DC 25 to break down, or DC 25 to open lock).

This largish room has a raised cathedral-like ceiling, and seems to be lit by a brilliant column of tightly focused light that emanates from a fiendish circle inscribed on the ceiling. The light shines down directly into the center 20’ of the room. Ambient light spills out and lights the rest of the room, but it is quite obvious where the light stops and starts.

In the center of the circle of light is a brass key that hovers as if suspended. It is 10’ from the edge of the circle in any direction.

A humanoid corpse is laying half in the lighted area. The body is ragged and skeletal where it is inside the light, but still fleshy outside the light. It seems to have been reaching for the key.

You can easily see that the entire northwest corner is covered in congealed blood, possibly an inch thick, and several jumbled bones and skulls are tossed there.

Touching or reaching into the light is painful- for a mere test (dipping a toe or finger in) it causes 1d4 negative energy damage (as if an inflict spell had been used on the PC). Reaching in will do a full 1d6. Running and grabbing the key will cause a full 3d6 damage.

Ways to get the key include: mage hand. Grabbing it somehow with a long pole. Shooting the key with a crossbow or other missile weapon...or  something clever players think up that isn't covered here.


The deadlight field can be suppressed for one round by expending an attempt to turn undead. The cleric must succeed at turning up to 4 hit dice worth of undead. During this round, a character can run in, grab the key, and run out. Inventive players may think of alternate ways to get the key and they should be rewarded for a clever plan.

 

17) Vazuron’s Room (EL3)

This is the room of Vazuron, Xathyl’s loyal lieutenant.

At the base of the stairs the room is outfitted with a rich-looking carpet, a Spartan looking bed, a chest, and a desk. The desk contains an assortment of strange books, most of which seem to be about the astral plane. They are all written in Draconic.

There are two armor-forms standing here. One contains a set of banded mail, and the other contains a set of full plate, both of them kept in excellent condition (well polished).


Note: There is only a 50% chance that Vazuron is home. Please check before continuing! 


Note: the door to this room, assuming players enter from the south) is locked and trapped. See room 12.

Vazuron CR 3

Male githyanki fighter 2

LE medium humanoid (extra planar)

Init +3; Senses darkvision 60’, Listen -2, Spot +0

Languages Githyanki, Draconic, Common

AC 18, touch 13, flat-footed 15 (+5 MW breastplate, +3 Dex)

hp 15 (2d10+4)

SR 7

Fort +5, Ref +3, Will -2

Spd 20 ft.

Melee MW Greatsword +6 (2d6+3 damage /19-20)

Ranged Mighty Masterwork Composite Longbow (+2 Strength Bonus) +7 (1d8+2 damage)

Base Atk +3; Grp +5

Atk Options Weapon Focus, Power Attack

Special Actions Cleave, Daze, Mage Hand

Combat Gear Breastplate, MW Greatsword, Mighty Masterwork (+2 strength bonus)

Psionic Abilities (CL 1)- Will DC 10: Far Hand, Psionic Daze (3/day each)

Abilities Str 15, Dex 16, Con 15, Int 12, Wis 6, Cha 10

SQ psionics, darkvision, spell resistance

Feats Power Attack, Cleave, Weapon Focus: Greatsword

Skills Climb +6, Intimidate +4, Jump +5, Spot +0, Listen -2

Possessions: All listed above, plus jeweled scabbard worth 120 gp, 2 potions of cure light wounds.

Vazuron’s books (there are 6 volumes here) are worth around 25 gp each.

The footlocker contains clothing, personal items, as well as a neatly folded sack containing 400 gp, and a masterwork shortbow.


Vazuron is Xathyl's most loyal servant, and originally served Xathyl's predecessor, Septisis. Although he realizes that Xathyl has nowhere near the power that Septisis held at his peak, he is convinced that the aranea has a rare talent and will one day become a powerful sorcerer. 

 

18) Prison Cells (EL1)

Note: If Vazuron has not yet been encountered, there is a 30% chance he is here. If he is, use the stats from area #17.

This is a dank, oppressive chamber that smells of filth and oppression. Three 10x10 prison cells - each made of iron bars, and outfitted with nothing but a hard bench-bed, a little bit of scattered straw and a chamber pot- are located here. There is a set of manacles hanging from rings on the east wall. On the south wall is a row of pegs, and there is a ring of keys hanging on the last peg. (The keys open the cells).

The central cell is occupied by a bedraggled figure dressed in rags. He rises fearfully and identifies himself as a Nacius Kerdaine, a merchant. He was kidnapped by Xathyl’s lieutenant  Vazuron and imprisoned here where he is being held for ransom. He will offer to compensate the Player characters 300 gold for his safe return to the nearby town. Although he is weak, he has some skill with a club (or any simple weapon will do)

If rescued, treat Nacius as a CR 1 encounter for experience.


(Note: There is a secret door here, hidden in the back end of the westernmost cell. Search DC 20 to locate it.)

Nacius Kerdaine CR 1

Male half elf expert 2

AL Size creaturetype [(subtype)]

Init -1; Senses lowlight vision; Listen +2, Spot +2

Languages common, elven, draconic

AC 9, touch 9, flat-footed 9

hp 9 (2d6-2 )

Immune magical sleep

Fort -1, Ref -1, Will +4 ; +2 vs. enchantments

Spd 30 ft.

Melee club +1 (1d6 damage)

Space 5 ft; Reach 5 ft

Base Atk +1; Grp +1

Abilities Str 10, Dex 9, Con 8, Int 13, Wis 12, Cha 11

Feats persuasion

Skills Bluff +2, Craft Tailor +6, Craft Leather +6, Diplomacy +9, Gather Info +4, Intimidate +5, Knowledge Local +6, Knowledge Nature +2, Listen +2, Search +2, Sense Motive +6, Spot +2

Possessions wooden club

 

19) Rutk Rune

This largish square-shaped room is bare of details except for a large rune (“Rutk“- for ‘tunnel’) inscribed on the floor in a dull glassy mineral substance. Once the door is opened, the rune on the floor flares to life, illuminating the room, and the damaging deadlight in area 16 simultaneously goes out.

This also lights up the Rutk rune in area 10. Once both the Draeg and Rutk runes are alight, the door marked B in area 10 slides open.

 

20) Den of Euphoria (EL3)

Note: The door is not locked. An elegantly lettered sign hangs on the door that says “Welcome, friends”. The faint sounds of music can be heard from within.

Inside, the room is richly appointed with lush carpets, several cushions, and an elaborate wall tapestry. Sweet smelling incense is burning slowly in a brazier in the corner. There is a strange metal apparatus that looks something like a metal bottle, studded with colored crystals and wickerwork. At the top of the bottle are a pair of twisting horns that widen out at the ends. Strangely beautiful, ethereal music seems to be coming from the bottle.

A low table holds a variety of refreshing wines and an assortment of simple wooden goblets.


Note: An invisible euphoric imp named Kallistri is hiding in the room, and he observes the party with interest for a round or so, before sneaking up on the closest spell caster and trying to inject that character with hallucinogenic slime.

On the following round, Kallistri immediately goes invisible again. One by one, he attempts to sting each PC in turn. If the Pcs are captured, he turns them over to Vazuron (area 18) if Vazuron is still alive. Otherwise, he has one of the lizard folk in area 22 drag the PCs back to room 18, strip them of their items, and lock them into one of the cells.


An alternate strategy Kallistri may use at the DM's discretions involves creating an illusion of a group of beautiful dancing harem slaves who try to entertain the players.

Kallistri, Euphoric Imp CR 3

LE Tiny Outsider (evil, extra planar, lawful)

Init +2; Senses darkvision, see in darkness; Listen +5, Spot -2

Languages common, infernal, celestial, draconic, elf, gnome

AC 17, touch 14, flat-footed 15

hp 18 (4d8); fast healing 3; DR 5/silver or good

Resist fire resistance 20; SR 6

Fort +4, Ref +6, Will +2

Spd 20 ft.; Fly 50’ (perfect)

Melee sting +9 (1d4+halucinogen)

Space 2 1/2 ft; Reach 0 ft

Base Atk +4; Grp -4

Atk Options Weapon Finesse, Weapon Focus (sting)

Special Actions Hallucinogen, Polymorph, Major Image (see spell like abilities)

Spell-Like Abilities (CL 6th):

At will: detect good, detetc magic, invisibility

1/day: Major image

Abilities Str 10, Dex 14, Con 11, Int 17, Wis 7, Cha 10

SQ DR 5/silver, fire resistance 20, outsider traits, polymorph, regeneration 3, see in darkness, SR 6

Feats Weapon Finesse, Weapon Focus (sting)

Skills balance +4, bluff +7, craft alchemy +18, diplomacy +9, disguise +0, escape artist +9, hide +13, intimidate +9, jump +2, knowledge arcane +10, listen +5, open lock +9, tumble +9, tumble +9, use rope +2 (+4 binding)

Hook This malnourished red-skinned imp seems to be covered with pockmarks and oozing pierce marks.

Polymorph (Su) : Can assume either the form of a medium sized black goat, or a small golden-furred monkey.

Regenerate (Su): fast heals 3 hp per round unless acid, silver or holy damage.

Hallucinogen (Su): Fort DC 12, or become dazed 2d6 rounds. During the period where they are dazed, the PC will be entertained with entertaining (yet slightly sinister) fantasies of various dancers and musicians.

Hidden beneath a false stone in the floor (Search DC 20) is a small coffer with the imp’s treasure: 300 gp, and an arcane scroll of Summon Monster I, Fog Cloud, and Darkvision

 

21) Statue of Zemog

Standing in the center of the room is a bronze statue of a fiendish-looking warrior. Although the figure is obviously human, there is a distinctively monstrous cast to its features- and a strange reptillian look to it‘s skin in certain places. Someone has tied a ragged piece of cloth wrapped around the statues head, covering it’s eyes.

On the base of the statue is an inscription in common simply reading “Zemog” and the rest of the inscription in infernal.

(If any in the party can read infernal, or make a DC 20 Decipher Script check: the inscription reads “glory to Zemog, whose gaze destroys all enemies”

The doors to the north and south a re unlocked and unstuck. The door to the west is locked (DC 20 to unlock or DC 18 to break down).

 

22) Lizardfolk Guards (EL3)

STOP: There is a 50% chance that the guards who normally occupy this room are here. If they are not here, then the door will be locked (DC 20 to unlock, DC 18 to break down).

If the guards are here, the door is unlocked and unstuck. The guards attack immediately.

Inside there is a firepit where a low flame is burning amongst a pile of fist-sized stones, an open barrel (about half full of water) and a pair of long wooden benches. The room is lit with torches set in brass sconces. There is a treasure chest underneath one of the benches.

Lizardfolk Guards CR 1

Male Lizardfolk warrior 1

LE medium humanoid (reptilian)

Init +1; Listen +1, Spot +1

Languages common, draconic, infernal

AC 19, touch 11, flat-footed 18

hp 28 (3d8+9+3)

Fort +5, Ref +4, Will +1

Spd 30 ft.

Melee Scimitar +6 (1d6+3 damage/18-20)

Ranged Shortbow +3 (1d6 damage)

Base Atk +2; Grp +5

Atk Options Power Attack

Special Actions Hold Breath (up to 64 rounds)

Combat Gear MW scimitars, leather armor, small round shield, shortbow, 20 arrows

Abilities Str 17, Dex 13, Con 16, Int 6, Wis 12, Cha 10

SQ hold breath

Feats Power Attack, Toughness

Skills balance +5, Jump +9, Swim +11

Possessions as Combat Gear (above), plus ornate helmets decorated with hematite cabochons, silver crests, and Terror-bird plumes (worth 300 gp each)

Hook: These two lizard folk guards are dressed in oiled black leather armor, and wearing brilliantly polished plumed helmets. Each is armed with a scimitar and a buckler, and has a shortbow slung over one shoulder.

Treasure: The treasure chest contains an assortment of coins. 75 gold, 450 silver pieces, 3000 copper pieces

 

23) Strange Obelisks

The room is noticeably icy. Low, rolling fog is gathered around the room, to about knee-height.

This largish room contains a series of three black stone obelisks- each one at least 10 feet tall, tapered to a point on both ends and covered with strange infernal runes worked in a softly glowing red stone. Each of the obelisks hovers about a foot off of the ground, and rotates slowly. In the corner is a makeshift work area made of several flat stones.

Walking amongst the gigantic floating obelisks is a skeletal figure dressed in black and red hooded robes covered with arcane symbols and infernal marks that match the ones on the obelisk. He is carrying a wand in one hand, and wears a crossbow slung over his shoulder. He hails the party in greeting.

 

If attacked or threatened, the skeletal sorcerer (Irido) doesn’t hesitate to attack with his wand of magic missiles. If the party chooses not to attack immediately, the skeletal figure will introduce himself as Irido the Claw.


Irido will try talking to the party, first. He explains his deathly appearance as the result of an unfortunate curse. He tells them that the obelisks contain a magical enigma, that he has been studying for some time. He hopes that understanding the enigma of the Obelisks will reverse his condition. He explains that touching the obelisks is dangerous to the living. (Indeed, touching the obelisks causes 1d4+1 cold damage, fort save DC 13 for half damage).

The strange runes and sigils can be studied: For each 1 hour period of study, and a successful Spellcraft check (see below), the player characters can learn one of the arcane spells on the Obelisks. (There are three total)


Obelisk 1: Spellcraft DC 18

Aberrate (BoVD pg 84)


Obelisk 2: Spellcraft DC 19

Nether Trail (BoVD pg 99)


Obelisk 3: Spellcraft DC 20

Death Grimace (BoVD pg 91)


None of the spells will help Irido, but he will insist on continuing to study if the players help him unlock all three.


If the players are hostile, Irido fights to the death. If the players help identify the spells on the obelisks, Irido will thank them and leave peacefully (this is worth the same amount of XP as defeating him). Otherwise he ignores the party and continues studying.

Irido the Claw CR 3

(formerly) Human Sorcerer 3

LE Medium Undead

Init +7; Senses darkvision 60’; Listen +0, Spot +3

Languages common

AC 15 (16 when dodging), touch 12, flat-footed 13; DR 5/bludgeoning

hp 23 (3d12);

Immune cold immunity

Fort +1, Ref +4, Will +3

Spd 30 ft.

Melee Sickle +5 (1d6+1 damage)

Ranged Lt. Crossbow +5 (1d8 damage)

Base Atk +1; Grp +2

Atk Options spells

Special Actions dodge

Combat Gear MW Sickle, MW Light Crossbow, 20 bolts.

Spells (CL 3, +3 melee touch, +4 ranged touch)

0-level (6/day) DC 12(13 for necromancy): ray of frost, touch of fatigue, daze, detect magic, flare

1st level (6/day) DC 14: cause fear, chill touch, ray of enfeeblement

Abilities Str 12, Dex 17, Con --, Int 14, Wis 10, Cha 15

SQ undead traits

Feats Dodge, Spell focus (Necromancy), improved initiative, Weapon Finesse (sickle)

Skills Bluff +8, Concentration +6, Diplomacy +4, Hide +2, Intimidate +4, Knowledge Arcana +8, Spell craft +8, Spot +3

Possessions (as combat gear above), plus wand of Magic Missile (3rd level caster- 2 missiles): 50 charges.

Hook: This skeletal figure is dressed in flowing black robes decorated with red runes. He seems strangely intelligent, and when he speaks his eyes flash with an eerie red light.

Treasure: Over in the corner is a work area where Irido keeps his belongings. There is a backpack containing 300 gp, a masterwork dwarven waraxe, a masterwork bastard sword, and a set of half-plate armor.

 

24) Challenge of Zemog

The west door is unlocked and unstuck. The other door here is a massive stone door (vertical descending type) leading east.

There is a massive bronze statue here of a fiendish looking warrior. It has a distinctively monstrous cast to its features, and it‘s eyes are closed. If the players ask if this statue has any resemblance to the one in area #21, the answer is "yes". The statues are in fact, almost identical.


As players enter the room, the statue animates briefly and speaks:

“Speak my name, to begin the crucible”.

If the very next word the players say is anything but “Zemog”, the statue gives off a color spray in the direction of the players (DC 12 will save), and says “one word only.“ It then reverts back into a statue.

If the players say the correct name, the statue animates again.

“If you seek passage beyond this door, you must choose the weapon that will not be used against you.”

He raises his fist. “The weapon of Zemog. The fist of Zemog. The gaze of Zemog. The breath of Zemog. Choose what I will not use against you. Choose now, and choose correctly, lest you will suffer the wrath of a devil‘s curse.. ”

If the players choose anything but the gaze of Zemog, the statue will respond by firing a series of magic missiles- one for each member of the group.

If the players chose the ‘gaze’ of Zemog, the statue will say “You have chosen wisely”, and the door will be opened.

 

25) The Wretched Refuse (EL4)

Note: The north door is unlocked but stuck. DC 16 to open. The (secret) door opens readily.

As soon as the door is open, there is an overwhelming odor of rot. (Player characters must make a DC 11 Fortitide check or be nauseated for 1d3 rounds.)

This room is filled ankle deep with refuse, offal, debris, and trash. (This is also what is keeping the door stuck). The garbage, including a few desiccated and partially eaten humanoid bodies, rotting food, smashed furniture, and bucket loads of unidentifiable dung is piled high into two mounds to the east and west.

In the center of the room is a massive ovoid creature, covered with rocklike skin. It stands on three powerful legs and has a pair of long tentacles covered in rough spikes. A third tentacle, much shorter rises from the top of the beast and it has 3 bulging alien-looking eyes. It’s mouth is a wide gash filled with hundreds of razor-sharp teeth.

Tactical note: The otyugh begins by trying to grab anyone who is nauseated. He has a 15’ reach.

The otyugh is intelligent and can speak in halting common, but is most concerned with getting out of this room. It is convinced it must kill the first intruders it can, and then make a run for it.

Otyugh CR 4

N large aberration

Init +0 ; Senses darkvision 60’, Listen +6, Spot +6

Languages common

AC 17, touch 9, flat-footed 17

hp 36 (6d8+9)

Fort +3, Ref +2, Will +6

Spd 20 ft.

Melee 2 Tentacles +4/+4 (1d6/1d6 damage)

Bite -2 (1d4 damage)

Space 10 ft; Reach 10 ft/15‘ with tentacle

Base Atk +4; Grp +8

Atk Options improved grab, constrict, weapon focus (tentacle)

Special Actions Disease

Abilities Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6

SQ darkvision 60’, scent

Feats toughness, alertness, weapon focus (tentacle)

Skills Hide -1, Listen +6, Spot +6

Hook This creature looks like a bloated ovoid with tripod legs and mottled rocklike skin. It’s muscular tentacles are covered with spiky protrusions and its gaping mouth is filled with hundreds of razor sharp teeth.

Constrict (Ex) an otyugh deals tentacle damage with a successful grapple check.

Disease (Ex) Filth Fever-- Bite. Fort DC 14, incubation 1d3 days, D; 1d3 dex, 1d3 con.

Improved Grab (Ex): if this creature hits with a tentacle, it can automatically start a grapple with no Attack of Opportunity

Treasure: Hidden amongst the refuse here is an old muck-covered backpack. It contains 2500 silver pieces, a golden goblet set with emeralds (worth 1000 gp), a silver bracelet worth 100gp, and a small statuette of a mermaid made of polished pink coral and ivory worth 800 gp.

 

26) The Shadow in the Archway (EL 3)

The door is unlocked and unstuck. Inside, there is a 10' vestibule followed by an ornate archway.

 

The area beyond the archway is dark and hazy- but you can just make out the hint of something like a large chest or oblong sarcophagi. Shadows beyond the archway shift and shudder as if under the influence of a magical darkness spell.

 

After 1 round, a shifting patch of gloom extends out of the floor and attacks, before slipping back beyond the archway. There is a sound of echoing hissing laughter if anyone enters beyond the archway, and the shadow looms in to attack.

 

GM Note: The area beyond the archway is indeed under the influence of a magical darkness spell. If the shadow is fought beyond the archway, it's incorporeal chance rises to 40%.

Shadow CR 3

CE Medium Undead (incorporeal)

Init +2; Senses darkvision 60'; Listen +7, Spot +7

Languages understands common

AC 13 (14 with dodge!), touch 13, flat-footed 11; incoporeal

hp 19 (3d12 HD)

Immune undead immunities,

Resist +2 turn resistance

Fort +1, Ref +3, Will +4

Spd 40 ft. fly (good)

Melee incorporeal touch +3 (1d6 strength damage) 

Space 5 ft; Reach 5 ft

Base Atk +1; Grp ---

Atk Options Strength damage

Special Actions Alertness, dodge

Abilities Str --, Dex 14, Con --, Int 6, Wis 12, Cha 13

SQ darkvision 60', incorporeal traits, undead traits, +2 turn resistance

Feats dodge, alertness

Skills Hide +8 (in shadowy areas), Listen+7, Search +4, Spot +7

Hook A patch of gloom-- more or less humanoid in shape-- rises up out of the floor.

Strength Damage (Su) a shadows touch attack deals 1d6 strength damage. a creature reduced to 0 strength dies. This is a negative energy effect.

Create Spawn (Su) any humanoid reduced to 0 strength by a shadow rises as a shadow within 1d4 rounds.

 

Treasure: In the room, in the shadowed area, there is indeed a large oblong sarcophagi. Inside are around 1000 silver pieces, an electrum plated candelabra worth 110 gp, 4 flasks of holy water, a masterwork dart (worth 300gp), and a bejewelled chain worth 1000 gp.

 

27) Dusty Room

There is not much of interest here in this dusty room except that the entire room is covered in a thick layer of dust. You can easily see a trail of footprints (saurian, three-toed) in the dust.

 

28) Altar of Batsehu

This seems to be a temple-like room, but strangely- there are no seats where there would normally be to accomodate the worshippers. Instead, in the main area there are 9 raised round stone platforms, each one about 5' in diameter. At the front of the room is a low wooden altar decorated with bones. A white cloth on the front of the altar depicts a skeletal draconic figure with a crown, holding a golden goblet in one claw. Atop the altar are more bones, as well as a slightly tarnished golden goblet.


There is an inscription on the altar in Draconic. It reads "All reverence to Batsehu, healer and protector of all dragonkind".


Upon closer examination, it will be revealed that the bones on the altar are dragon bones- from several different age categories (and sizes) of dragons. The cup is empty and non-magical- (it's actually gold-painted wood). It looks to be worth around 10 silver pieces at most.

 

29) Illusion of the Dying Dragon

The only door here is a massive stone door (vertical descending type) leading east. It is magically locked. See below. 


This large room is sparesly decorated with a large mural-sized painting of a simple crown and goblet on the south wall.


As soon as the player-characters enter this room, there will be a distant roaring sound and the image of a medium-sized red dragon will shimmer into the room. The dragon is obviously wounded- perhaps dying- from several grievous looking injuries and hacks. It roars and writhes in pain directly in front of the door to the south but seems to take no notice of anyone in the room. Player-characters can make a will save (DC 14) to determine that the dying dragon is actually an illusion.


In any case, the dragon continues to struggle in misery as long as the PCs remain in this room, and the door to the south cannot be opened.


However, if any PC attempts to give the illusionary dragon water (or retrieves the cup in area #28 and tries to give the illusionary dragon water from this cup) the illusion will appear to be healed. Moments later the 'dying dragon' illusion will fade away and be replaced with the form of a skeletal draconic humanoid wearing a crown.


The skeletal dragon will address the party, specifically the water-giver, with a word of thanks in draconic: "Thank you, healer of dragons. The way is opened and you bear my blessing". The skeletal dragon holds aloft his golden cup and there is a bright flash of light.

The south door will then open (automatically), and the skeletal dragon will be gone.

The specific character who gave water to the 'dying dragon illusion' will then automatically be treated as 'friendly' by the next dragon he or she encounters. He should note this on his character sheet. 

(Note: There is a secret door here to the south, located in a section of the crown and cup mural. DC 20 search check to locate).

30) Secret Chamber (EL 3)

This secretive out-of-the-way chamber appears to be a natural cavern that was appropriated by whoever designed the dungeon. Several beautiful rock formations of white and pale green stone seem to line the room, and there is a constant dripping from somewhere up above. In the center of the cave, some of the rock formations have been hewn into a rough table and a pair of stump-like seats.


There are two Lizardfolk guards here at all times:


Lizardfolk Guards CR 1 (2)

Male Lizardfolk warrior 1

LE medium humanoid (reptilian)

Init +1; Listen +1, Spot +1 

Languages common, draconic, infernal

AC 19, touch 11, flat-footed 18 

hp 28 (3d8+9+3)

Fort +5, Ref +4, Will +1  

Spd 30 ft.

Melee Scimitar +6 (1d6+3 damage/18-20) 

Ranged Shortbow +3 (1d6 damage)

Base Atk +2; Grp +5 

Atk Options Power Attack

Special Actions Hold Breath (up to 64 rounds) 

Combat Gear MW scimitars, leather armor, small round shield, shortbow, 20 arrows

Abilities Str 17, Dex 13, Con 16, Int 6, Wis 12, Cha 10 

SQ hold breath

Feats Power Attack, Toughness 

Skills balance +5, Jump +9, Swim +11

Possessions as Combat Gear (above), plus ornate helmets decorated with hematite cabochons, silver crests, and Terror-bird plumes (worth 300 gp each) 

Hook: These two lizard folk guards are dressed in oiled black leather armor, and wearing brilliantly polished plumed helmets. Each is armed with a scimitar and a buckler, and has a shortbow slung over one shoulder.



Treasure: A large urn here contains part of the payroll Xathy's uses to pay his lizardfolk guards. It currently contains 1300 silver pieces. 

 

31) Gathering of the Idols

In the center of this room is a raised stone platform shaped like a four-pointed star, about 10' across. At the tips of each point of the star is an octagon-shaped indentation, about 3 inches deep. A slowly hovering nimbus of spiralling multicolored light seems to revolve around and into itself just above the center of the four-pointed star-- the effects of a permanent prestidigitation spell.


Upon closer examination, each one of the octagon-shaped indentations is slightly unique, with one or more long sides. No two octagons are exactly the same.


There are four closed doors in this room. Each door is decorated with a different painted draconic rune in ornate script. The runes are 'Auryl', 'Ygg', 'Draeg', and 'Rutk'.


Detect Magic will reveal strong conjuration magic from this room.

This area is actually a teleporter, but it must first be activated. Player characters must figure out on their own how to activate the teleporter by placing all the correct keys in their places on the star-platform. (An idol is located in each one of the adjoining rooms--see #32, #33, #34, #35). Once an idol has been placed into it's proper indentation on the star, the nimbus of light flares brighter and grows. Once all four idols have been placed, the nimbus collapses and creates a two-way dimensional doorway between this room and area #36, Xathyl's Arena.

 

32) Challenge of the Auryl Idol (EL 3)


The draconic meaning of Auryl is "air".


The door is unlocked and unstuck. as soon as the door is open, players will be aware of a powerful galeforce wind blowing into the room, kicking up a swirling dustcloud and forming a man-sized cloud of amorphous shifting currents of air. Dust and tiny bits of debris blast around the room making it hard to see.

Allow the characters to make a spot check. A DC 14 spot will alert the PCs, that a small blue idol, about 1' tall, is caught up in the center of the cloud.


This creature is an air elemental, and it immediately attacks if anyone enters the room, shifting to whirlwind for at the first opportunity. If the players shut the door on it, it remains inside it's room, but if players attempt to battle the elemental through the open door (perhaps using missile weapons), it will readily leave the room to attack.


Certain players may wish to try and "snatch" or steal the idol away from elemental. This is possible, but difficult! It would require a sleight of hand check of DC 21 for a rogue-type character to simply grab it when the creature is within reach. Alternately, a sturdy character could absorb an attack of opportunity to reach into the elemental, make a touch attack vs AC 17, and then an opposed strength check (The elemental has a Strength 12).


If the idol is removed from the elemental, it immediately dissipates as if it had never been there!


Alternately, the players can simply battle the elemental until it is destroyed, at which point it drops the idol.


Air Elemental (CR 3)

N Medium Elemental (air)

Init +9; Senses darkvision 60'; Listen +3, Spot +4
Languages Auran

AC 18, touch 15, flat-footed 13; air mastery, whirlwind; dodge

hp 26 (4d8+8 HD)

Immune elemental immunities (flanking, critical hits, etc)

Fort +3, Ref +9, Will +1

Spd 100 ft. fly (perfect); flyby attack

Melee slam +8 melee (1d6+1); weapon finesse, air mastery

Base Atk +3; Grp +4

Atk Options air mastery, whirlwind, flyby attack

Abilities Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11

SQ Elemental Qualities, darkvision 60', air mastery, whirlwind

Feats dodge, weapon finesse, Flyby Attack, improved initiative

Skills Listen +3, Spot +4

Possessions: The Auryl Idol!

Hook This creature appears to be an amorphous shifting cloud surrounded by fast-moving currents of air. Darker bits of whirling vapor seem to suggest eyes and a mouth, but this could be just a trick of the swirling air. 

Air Mastery (Ex): airborne creatures take a -1 attack and damage penalty vs an air elemental. 

Whirlwind (Su): See MM pg 95. This elemental can transform into a whirlwind for up to 2 rounds.


33) Challenge of the Ygg Idol


The draconic meaning of Ygg is "path"


Immediately upon entering this room, dim magical light spells will flicker on from recessed areas in the ceiling, and a slowly spinning grid made of prismatic light will materialize in the center of the room. The grid contains several boxes, each one depicting a certain monster. At the right side and across the bottom are a row of numbers. At the end of each row of numbers (for both the vertical and horizontal row) are a pair of question marks.

Give out hand-out #1. Players will find that by touching the question mark, it changes into a spinning set of numerical digits. By carefully manipulating to the left or right, they can enter any number between 1 and 99.

====================cut here================================================
Player Handout #1

Gelatinous Cube
Giant
Giant
Giant
Gelatinous Cube
16
Gelatinous CubeElemental
Gelatinous CubeElemental
Yugoloth
21
Gelatinous CubeGiant
Elemental
Gelatinous CubeYugoloth
19
Gelatinous CubeYugoloth
Gelatinous CubeGiant
Orc
16
Giant
Orc
Giant
Orc
Yugoloth
?
22
12
18
14
?


=========================cut here============================================


The puzzle does not do anything until the players enter both numbers. Once both numbers have been entered, the GM should check to see if they are correct. If incorrect, the character that entered the number will be targeted by a mild electric shock (1d3+1 damage) and the puzzle will reset itself to question marks. If the players enter the correct digits, the Ygg Idol will magically appear in the room. 



How does this puzzle work?


The correct numbers for this puzzle are 9 (at the end of the vertical column) and 15 (at the end of the horizontal row).


There are actually two ways to solve the puzzle. The first way is to simply intuit the values of each monster. The Gelatinous Cube=5, The elemental=4, the yugoloth=3, the giant=2, and the orc=1. 


The second way is to simply count the syllables of the words in each box and add them up. (Gelatinous Cube=5, etc.)

 

34) Challenge of the Draeg Idol


The draconic meaning of Draeg is "deep".


In this room there is a small round table set as if for a single diner (with plate, fork and knife), and a simple wooden chair. To one side of the table is a stone block, some 4' on a side. Carved into the stone block is a simple line depiction of a squat idol standing atop an octagonal base.


The stone block is extremely heavy- some 600 lbs. It is magically hardened to be resistant to all but adamantine weaponry or stonework implements.


(If checked, this room radiates faint conjuration and illusion magic.)


If someone takes a seat at the table, a magic mouth will appear in the center of the dish and say "To begin, you must eat the mushroom". At that time, the magic mouth fades away, and a small strange-looking purple and green spotted mushroom will appear on the plate. 


The mushroom detects as mildly poisonous and mildly magical if tested by a spell, or if a successful knowledge nature: DC 18 check is made.

At this point there's only way forward- some brave character must volunteer to eat the mushroom. This has a mildly poisonous effect (DC 13 fort save, ingested poison, effects are 1d3 cha/1d3 cha) at first. whether the character makes his saving throw or not, he will feel a tingly sensation in his extremities, and within seconds he will become completely incorporeal (and remain that way for up to 1 minute). If during this time he reaches into the stone block, he will discover the Draeg Idol incorporeally sitting inside. Once drawn out of the stone block, the idol immediately becomes corporeal.

Some player characters may wish to gather a sample of this mushroom for curiousity or greed purposes later, and indeed, if another PC sits at the table, a second mushroom will appear. But this happenss only if the first one has been eaten. The party should never be able to leave this room with more than one extra mushroom.

35) Challenge of the Rutk Idol

The draconic meaning of Rutk is "Tunnel"

thumb-sized In this room there is a hole in the floor, some 3' in diameter. The hole appears to be absolutely crawling with fat maggots,grubworms, scrabbling beetles and other strange and disgusting creatures. Around the hole is a phrase in draconic script.

(If players can read Draconic, the phrase reads "The meaning of Rutk is Tunnel".)

If probed, the hole leads some 5' straight down, then takes a sharp  horizontal turn and can no longer be probed. Also, when probed, it is inevitable that swarms of scuttling and biting insects will crawl up the probing instrument. The tunnel is only just big enough for a single figure to wriggle or crawl down.

The only sure way to get the idol out of this room is some lucky volunteer must enter the tunnel and wriggle his or her way, about 5' straight down the vermin-infested tunnel, and about 12' along the tunnel to a small opening. There, covered with insects, is the Rutk Idol.

Strangely enough, the insectoids are not especially dangerous, but a magical effect in thsi tunnel makes them very frightening. A player character that enters the tunnel must make a will save (this is a vs a fear type effect) against DC 13 or be neauseated and staggered by the thousands of wriggling grubs and insects, and not be able to advance any further than the first bend in the tunnel. The idol will be just barely visible but out of reach. Goblinoids and half orcs (and any character deemed particularly disgusting) may receive a +2 on this save at the DM's discretion.

The fear effect lasts for one minute.

Some player characters may wish to try using one of the incorporeal mushrooms from area #34 in this room, and that is acceptable as well.


 

36) Xathyl’s Arena (EL5-6)

Fair warning: This might be a tough, complex encounter. Read the entire thing before you run it.

Note: The only reliable way to reach this room is via teleportation from area #31, having first gathered all of the idols from area #32, #33, #34, and #35.


The players teleport in to the center of this room.


This is a massive opened room with a flat packed-dirt floor and walls lined with thick plates of spiked metal. Huge spikes jut from the walls at dangerous angles and there is a circular ring attached to a stone block in the floor. On the west wall is an iron vault-like door with a massive built-in lock and powerful looking reinforced hinges. Rolling out of the shadows to the south is a large chariot-like device that looks to be a sort of wheeled throne, nearly 10' wide, and 15' long. The rolling machine is bedecked with spikes and blades and has a pair of heavy articulated hammerlike arms at it's side.


Sitting atop the "throne" area of the chariot is a bloated white and yellow spiderlike creature who seems to be covered in silver and golf fewlery and wearing a strange silvery crown. The creature has a startlingly intelligent face and a pair of disturbing blue eyes. Unlike a normal spider, it seems to have a spindly pair of humanlike arms, and spindly articulated fingers. It sits atop the chariot-throne thing and regards your group with a look of pure hatred.


Player characters will immediately get the feeling that they have entered an arena. One round after the players arrive in this room, the spiderlike creature aboard the wheeled throne warbles a high-pitched battle acr and then attacks!


This is an unusual battle: Xathyl the Aranea is aboard the animated throne of Septisis. The throne attacks the players independently, while Xathyl hurls his spells, webs, and missiles. If Xathyl is removed from the Throne for any reason, the throne stops dead. If the situation begins to look hopeless for  Xathyl, he'll attempt to use his magic amulet to dimension door away.


Animated Throne of Septisis CR 3

N Large Construct

Init +0; Senses darkvision 60', lowlight vision

AC 14, touch 9, flat-footed 14; Hardness 10*

hp 52 (4d10+30 hp)

Immune construct immunities

Fort +1, Ref +1, Will -4

Spd 60 ft.

Melee Slam +5 (1d8+4)

Space 10 ft; Reach 5 ft

Base Atk +3; Grp +14

Atk Options Trample (small size characters only)

Abilities Str 16, Dex 10, Con --, Int --, Wis 1, Cha 1

SQ construct qualities, darkvision, lowlight vision.

Hook: Rolling out of the shadows to the south is a large chariot-like device that looks to be a sort of wheeled throne, nearly 10' wide, and 15' long. The rolling machine is bedecked with spikes and blades and has a pair of heavy articulated hammerlike arms at it's side.

Trample (Ex) Can trample creatures of small size or smaller, dealing 1d8+4 damage. Opponents who do not make attacks of opportunity may make reflex saves  (DC 15) to halve the damage.

Hardness (Ex): The Throne of Septisis has a Hardness stat- unlike DR, simply using a magical weapon won't overcome it. Players will have to consider using spells (specifically energy attacks) or other means to destroy the chariot. Missile weapon damage is halved before even applied against Hardness.

Note that the chariot-throne is made out of wood, but reinforced with metal shielding, blades, studding, spikes, framework and bindings. Attacking it with normal weaponry will be very difficult because it has hardness of 10. It has a pair of large wheels in the back and a smaller set up front.


Some Options to consider:
If players opt to try and specifically attack the wooden parts of the construct (the wheels, etc) then the DM could consider giving it a Hardness stat of 5. In general though-- damaging the throne is very difficult.

Defeating the Throne without destroying it: If the pilot (Xathyl, see below) is killed, the animated object will cease operating!

Climbing aboard: Especially daring characters may wish to jump aboard the moving throne to battle Xathyl up close.
There are some standard ways to do this:
  •     Climb: From the rear or side of the construct, players can attempt to climb aboard by making a DC 15 climb check. This is not possible from the front!
  •     Tumble: Acrobatic characters may make a DC 15 Tumble check to jump aboard the Chariot. This can be done from any side of the Chariot (front, back or sides)
  •     Jump: Jumping aboard the Chariot requires a DC 20 Jump check
Note that Xathyl does not get the benefit of cover to his AC for characters that manage to get aboard the construct. To those character who manage to climb aboard..Xathyl's armor class drops by 4.
 
Grappling the Chariot: Especially musclebound characters may wish to try and grapple the chariot-- it only has a strength of 16, but it gets +4 for being large and another +4 being wheeled. That said- it can be successfully grappled and immobilized. If the Chariot is "pinned" it is considered to be flipped on its side. Since it cannot right itself, it should be considered defeated at that point.

Escaping The Encounter Before it Even Gets Started!: The vault door to the west is unlocked and unstuck.. and it's lockable from the inside! If players really want to get Xathyl mad, they can try jumping into that room. Xathyl will be unable to pursue them while seated on the Throne. If the entire party manages to get in, he'll have no choice but to use his Amulet of the Fugitive and escape, vowing revenge.

Xathyl CR 4

Aranea

LE Medium Magical Beast (Shapechanger)

Init +6 ; Senses dakrvision 60', lowlight vision;  Listen +6, Spot +6

Languages common, infernal, draconic, infernal

AC 21*, touch 20, flat-footed 19 (includes +4 for Mage Armor (which is always already cast) and a+4 cover bonus when on the throne). 

hp 25 (3d10+9 HD)
Fort +6, Ref +7, Will +4

Spd 50 ft., Climb 25'

Melee Bite +7 (1d6-1+poison); weapon finesse

Ranged web +7 (no damage, see below)

Ranged Lt crossbow +7 (1d8 19-20/x2)

Base Atk +3; Grp +3

Atk Options Spells, web.
Special Actions Shapechange

Combat Gear MW Light crossbow, Scroll of Mage Armor x 3, 

Spells (CL 3), +5 melee touch, +5 ranged touch):

0-level: Save DC 14: daze, detect magic, ghost sound, light, resistance

1st-level: Save DC 15: Magic Missile, Ray of Enfeeblement, Jump

Abilities Str 8, Dex 18, Con 17, Int 16, Wis 12, Cha 19

SQ shapechange, darkvision, lowlight vision

Feats improved initiative, iron will, weapon finesse

Skills Climb +14, concentration +8, escape Artist +5, Jump +13, Listen +6, spot +6

Possessions See combat gear above, plus Amulet of the Fugitive, 12 assorted silver and gold chains worth 50 gp each. Silver crown worth 120 gp. 

Hook: Sitting atop the "throne" area of the chariot is a bloated white and yellow spiderlike creature who seems to be covered in silver and golf fewlery and wearing a strange silvery crown. The creature has a startlingly intelligent face and a pair of disturbing blue eyes. Unlike a normal spider, it seems to have a spindly pair of humanlike arms, and spindly articulated fingers. It sits atop the chariot-throne thing and regards your group with a look of pure hatred.

 

Posion (Ex): Injury (Bite only), fort DC 13, init damage: 1d6 Str, secondary: 2d6 Str

Web (Ex): an aranea can throw a web up to 6 times per day. Max range: 50',  range increment: 10'. Effective on targets of up to large size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 13  escape artist check, or break free with a DC 17 strength check. Each web has 6 hp and hardness 0 if another character attempts to cut an friend free.
Change Shape (Su): Aranea can change shape into the form of a humanoid or a spider-humanoid hybrid. Xathyl does not normally use his shapechanging abilities (although if the Dm plans to use Xathyl as an NPC for later, his humanoid form is of a bloated yellowish skinned gnome with staring bright blue eyes.)
Spells: see the block above!

Xathyl AC Bonus Aboard the Throne: Xathyl's "pilot" position aboard the Throne of Septisis is surrounded by shields and jutting spikes, and he receives a +4 cover bonus to his AC.


Xathyl's Amulet of the Fugitive: Amulet carries a one-shot item- an amulet that contains a one shot charge of 'Dimension Door'. It is operated by the command phrase "now I escape" uttered in Sylvan. Xathyl will only use this item if it looks bleak. He'll dimension door up to the surface and disappear into the wilderness. At the DM's discretion he may reappear later as a villian plotting revenge against the player characters. Once used, this amulet turns black and cracks, and is no longer useful.


37) The Lost Treasury

The vault door is not locked or stuck, and is actually kept well-oiled. It can be locked from the inside, however. See the above note about 'escaping the encounter before it even gets started'.

Soon after teleporting this level of the original Fortress of Septisis to the prime material plane, Xathyl had moved into this relatively secure area and made it his own private domain.

Inside the vault is a comfortable webbed area that stretches over the southwestern corner of the room. A wooden cabinet is kept here, stocked full of various dried fruits and meat.

Heaped unceremoniously on the floor are around 1200 gold pieces, and 4,000 silver pieces. A small-sized adamantine dagger, a type I Bag of holding, and a wand of cure moderate wounds are located here as well. Xathyl has not really bothered with these items.

Teleport Return:
In the northwestern corner of the room is a strange dull grey stone orb standing on a heavy stone stand. It radiates moderate conjuration magic (if magic is detected). The orb stand cannot be moved or damaged by any obvious means. If any PC touches the orb for the first time, it immediately teleports that character (no saving throw, no chance of a botched teleport) to the surface.

A PC who has used the orb on more than one occaision can use the orb to teleport to either rooms #23, #30, #2, or #31.




Appendix I - Encounter Templates

 

Name CR XX

Gender race class XXlevel

AL Size creaturetype [(subtype)]

Init +XX (+XX Dex, misc. mods); Senses [special senses;] Listen +XX, Spot +XX

[Aura aura (range, DC XX)]

Languages languages

AC XX, touch XX, flat-footed XX (+XX armor, +XX Dex, +XX size, misc. mods)[; defenses][; AC feats]

hp XX (XX HD (+XX Race, +XX Class))[; fast healing XX][; DR XX/XX]

[Immune immunities]

[Resist resistances; SR XX]

Fort +XX, Ref +XX, Will +XX (Race F+XX, R+XX, W+XX; Class F+XX, R+XX, W+XX; Con +XX, Dex +XX, Wis +XX)[; save modifiers]

[Weakness XX]

Spd XX ft.[; speed feats]

Melee weapon +XX (damage) (+XX BAB, +XX Str, +XX size, +XX weapon quality, +XX feat)

Ranged weapon +XX (damage) (+XX BAB, +XX Dex, +XX size, +XX weapon quality, +XX feat)[; ranged atk feats]

[Space XX ft; Reach XX ft]

Base Atk +XX (+XX Race, +XX Class); Grp +XX

[Atk Options options; atk options feats]

[Special Actions special actions; special action feats]

Combat Gear gear

[Spells (CL XX, +XX melee touch, +XX ranged touch)]

[Spell-Like Abilities (CL XX)]

Abilities Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX

[SQ special qualities]

Feats Feat XX level, Feat XX level, Feat XX level, Feat XX level

Skills Skill +XX, Skill +XX, Skill +XX, Skill +XX, Skill +XX

Possessions money derived from DMG tables for NPC wealth-item cost gp, item cost gp, item cost gp, item cost gp, item cost gp, XX gp remaining wealth in coins

[Spellbook All spells prepared plus XX]

[Hook hook]

[Ability (Type) description]

[Ability (Type) description]

Skills (class): Skill XX ranks (+XX ability score, +XX feat, +XX item, +XX racial trait), Skill XX ranks (+XX ability score, +XX feat, +XX item, +XX racial trait), Skill XX ranks (+XX ability score, +XX feat, +XX item, +XX racial trait), = XX (XX skill points)

NOTE: Number of feats is derived as follows: XX.

 


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