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Dungeon Delve
Quadrant 4 - Area X

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X Area Random Encounters

Use these whenever you want, particularly to fill in "cleared out areas." They’re also useful to slow groups down if they’re burning through the dungeon.

d12 Encounter
  • 1-2 12 Giant rats (Gelatinous cube if high level)
  • 3-4 Gibbering mouther (2 if high level)
  • 5-6 2 giant spiders (3 if high level)
  • 7-8 4 giant boring beetles (8 if high level)
  • 9 1 medusa (basilisk if high level)
  • 10 6 shadows (12 if high level)
  • 11 2 ogres (hill giants if high level)
  • 12 One umber hulk

General Instructions: As creatures are killed off in the keyed entries below, be sure to make a note of the reduced number on the entry itself. In the same vein, mark off items taken from a chamber (and make sure players record items they have taken on their sheet!). Note that items native to the dungeon that play some role in the dungeon, such as keys, are not teleported out of the dungeon at session’s end, but instead just drop to the ground where ever the players happen to be standing when they’re kicked out—make a note of the new location of said item both in its new location, and the entry where said item was originally introduced.

Most of the monsters in this area are charmed or controlled magically by the dungeon’s creator, now long dead. Many are sustained magically so that they do not age or need to eat.


Area X1

Inhabitants: None.

Contents: A strangely patterned mosaic decorates the floor. It seems to shift and move, revealing deeper and more complex patterns.

Tricks/Traps: To cross the mosaic, each PC must follow the pattern, which requires a saving throw vs spells. PCs who don’t follow the pattern, or fail the save, suffer 1d10 hp damage and are surrounded by a nimbus of green energy for the rest of the day. Highlighted PCs draw monster attacks before their companions.


Area X2

Inhabitants: 3 drow have wandered into the dungeon andrest here. The drow are evil, but may parlay with a party willing to do so.

2 are 3rd level fighters with AC 14 (banded), 24 hp, and slender longswords +1.

1 is a 3rd level wizard with AC 8 (ring of protection +2), 10 hp, and staff +2.

Spells: (3/2): 1st – magic missile, magic missile, magic missile; 2nd – acid arrow, acid arrow.

The drow know about the Three Dim Fortresses (the special missions), and that keys gathered there can open otherwise inaccessible places in the heart of the dungeon. If the drow end up accopmanying the PCs, they betray the heroes at a likely moment, attacking from the rear.

Contents: The bare stone rooms appears to serve as a temporary encampment..

Tricks/Traps: None.


Area X3

Inhabitants: None

Contents: The six-sided chamber is tiled in colofol mosaics. A clear pool glistens in the chamber’s center.

The pool has magical properties, as explained below.

Tricks/Traps: Over the years, this water has become magically contaminated. Those drinking from the pool experience the following effects:

  • 1-4 No effect
  • 5-6 Heals 1d8 hp damage
  • 7 Increases Strength to 18/00 (+3 +6) for one hour (rest of adventure)
  • 8 Allows the character to levitate at will for one hour (rest of adventure)
  • 9 Character regains cast spells if a spellcaster (no effect otherwise)
  • 10 Character’s size is reduced to 50%.
  • 11 Changes character’s skin color to a deep purple
  • 12 Forces character to suddenly exhale fire inflicting 3d6 damage on all within 5 feet (save for half damage). Drinker suffers none.
  • 13 Poison! Save or suffer 3d10 hp damage immediately
  • 14 Polymorphs character (unless a save is made) into a frog, a bat, or a non-poisonous snake.
  • 15 Polymorphs character (unless a save is made) into a green slime that remains in the dungeon.
  • 16 Petrifies character (unless a save is made)
  • 17 Character is slowed until he receives a remove curse or dispel magic.
  • 18 Character is under the affect of reverse gravity until he receives a remove curse or dispel magic.
  • 19 Character’s gender is changed until he receives a remove curse or dispel magic.
  • 20 Character explodes (unless a save versus spells is made), killing him and inflicting 1d6 damage to all others in the room.

Area X4

BOTH DOORS LEADING TO THIS CHAMBER ARE LOCKED.

Inhabitants: 3 metallic "construct" minotaurs (as normal except immune to mind influencing spells, AC 0, and ignore 2 hp of damage per attack). Constructs lie dormant in this room, but activate if anyone attempts to open either door, making clicking and clanking noises. They attack anything that moves.

Contents: A tapestry hangs on the south wall depicting a scene filled with efreeti and brass towers, amidst an inferno. A pedestal in the chamber’s center contains a gem that appears to literrally vibrate with untapped power.

Tricks/Traps: If the tapestry is removed, a fire trap explodes inflicting 1d4+15 points of damage (save for half). The back of the tapestry is coated with a magic cancelling field that can absorb any one spell effect that it comes in contact with once per day (except for the firetrap).

The constructs guard the ioun stone of spell absorption on a pedestal. The gem is surrounded by a globe of force that must either be disintegrated (yeah, right) or cancelled by using the tapestry. Anyone touching the pedestal itself must make a saving throw versus spell or be teleported onto the iron thorn tree in Area X18 (resulting in immediate death).


Area X5

Inhabitants: None.

Contents: The walls of this room are covered in vague, ancient bloodstains. Skid marks striate the floor in parallel lines. Bits of powdered bone lie here and there, and a few flattened shields, swords, and armor lie rusting here and there.

Nothing of value lies among the powdered, crushed, and flattened equipment.

Tricks/Traps: The obvious clues do not lie: the walls of this room close in and crush hapless victims who enter the room in large groups. When 3 characters enter the room, 2 porticulis slam down (1 per door), the doors lock, and the walls close in, crushing characters for 10d10 points of damage in three rounds. Characters moving through the room one or two at a time are safe.


Area X6

Inhabitants: Medusa (hidden & traped in solid iron cage).

Contents: Tattered taprestries hang from the walls, though age and vandalsim have degraded the hangings to the point where more wall shows than not. Relief sculpure of tentacles or snakes shows through the rents. The southern curve of the chamber holds a 10-foot-square iron box, corroded and rusted. The iron box has a closed door, and the door, a peephole.

The medusa owns nothing of value.

Tricks/Traps: Anyone peering through the tiny peephole (1 inch diamater) must save vs spells (at a –3 penalty) or turn to stone upon gazing full into the eyes of the medusa trapped within.


Area X7

SECRET DOOR IS LOCKED.

Inhabitants: None

Contents: This stone chamber is stuffed with weapon racks. Not only does every wall contain a rack, there are a dozen free-standing weapons racks on the floor. The racks bristle with pointed and edged weapons.

The racks hold a total of 100 spears, 10 halberds, 10 shields, 25 broadswords, 8 battle axes, 5 maces, 5 flails, 5 hand axes, 10 daggers, and a single spiked club. Each weapon is finely made or decorated so that they command twice their normal value. Some are magical (+1 bonus): one of the spears, one shield, one sword, and one mace. Only a detect magic will reveal the difference (determine randomly if someone just grabs a weapon).

Under the hatch (see below) is a small compartment with a +3 short sword, a sword of wounding, and a dagger of venom.

Tricks/Traps: Under one of the racks on the floor is a secret hatch, trapped with a glyph of warding that, when the hatch is opened, causes everything in the room to be drawn to the center for one round, as if pulled by gravity. Thus, most of the weapons in the room, and all of the PCs fly into the center, suffering 6d6 hp damage (save vs. breath weapon for half).


Area X8

THE DOOR TO THIS ROOM IS LOCKED!!! A knock or successful pick locks is necessary to open the door-the key is in the hands of the wererats inside.

Inhabitants: 4 Lycanthropes, wererats. 1 wererat has the key to the door. 1 wererat has a +1 battleaxe of wounding enruned as "Morrhage". Those who make a lot of noise before entering through the door alert the rats—two rats sprinkle dust of disappearance over themselves. The characters can expect a fierce ambush.

Contents: This rooms appears to serve as living quarters. Several straw cots line the walls, and a rickety wooden table with small empty wooden kegs pulled around the table as chairs. A wooden chest sets against the south wall.

The wooden chest is locked (no key for this) and trapped with a poison needle (save or take 15 hp of damage). Inside the chest is 23 pieces of turquoise each worth 5 gp mixed with 145 sp and 51 gp. A secret compartment in the chest (a find secret doors roll is required to find it) holds 1 pinch of dust of disappearance.


Area X9

Inhabitants: 1 Lurker (20’ diameter, concealed on ceiling). Lurkers’ afflict the party with a –4 penalty on their surprise roll, attacking those who spend too much time the chamber.

Contents: This room is bare, save for small bits of debris and rubble. Some rubble in the center of the chamber is strangely caked together.

A successful Wisdom check reveals the caked debris’ resemblance to an owl’s pellet, only on a much larger scale. Scrutiny reveals hair, human bones and some bits of leather, corroded chainmail, and a few shards of shattered weapons (this is a good time for the lurker to drop).

A search of the ceiling (after the lurker has been dealt with) reveals a sticky glop of goo that holds a leather bag stuffed with 200gp, 3 moss agate gems each worth 10 gp, and a ring of waterbreathing.

Tricks/Traps: The luker attack is trap, sort of.


Area X10

NO MAGIC OF ANY KIND FUNCTIONS IN THIS ROOM

Inhabitants: 12 orc archers, in 3 groups of 4. (AC 4 (banded), HD 4; hp 20 (each); THAC0 14 (Dex, specialization bonuses); #AT 2; Dam 1d6 (arrows).

The three orc groups of 4 are each stationed on one level of the inverted ziggurat, 1 orc to each corner. No orcs are stationed on the bottom level (+0’), but the next three +10’ steps are manned by an orc group. The orcs begin to fire at anyone entering the room. Orcs are +1 to hit all PCs entering from the center, bottom, while the orcs enjoy the advantage of partial cover and

Contents: This chamber appears as an inverted ziggurat. A series of ever-lower 10 foot wide and deep shelves descend towards the lowest area of the chamber at its center. Thus, while the ceiling is only 10 feet above the floor around the chamber’s edge, at the center the ceiling hangs 40 feet above. The strange room has obviously seen better days, if the piles of stone rubble spilling down the steps are any indication. Glass shards are thick among the lower levels, mixed with the rubble, and possibly the bones of large animals. The very lowest section of the chamber is clear of debris, and a real stairway is visible there.

Amidst the junk lie the bodies of past victims, including 1000gp worth of small gems and gold, a ring of invisibility, and a pulsing gem of magic negation. This gem is responsible for the null magic field in this chamber. If removed from the room, it implodes, sucking in its possessor as a sphere of anhiliation..

Tricks/Traps: If the gem of magic negation is removed from the room, it implodes, sucking in its possessor as a sphere of anhiliation.


Area X11

Inhabitants: 1 iron golem, levitating randomly around the room like a bobbing balloon. The golem is humanoid, but forged with a horned, demonic head and metallic scales, and wide iron wings (nonfuctional). A gold key is firmly clenched in the golem’s demonic iron mouth. The golem only animates if any creature attempts to remove the key from its mouth, which requires a successful bend bars/lift gates roll (with a +10% bonus to the roll). The golem will not pursue transgressors outside of this room, unless they happen to be fleeing into X12. The key opens the door to X12.

Contents: The polished marble floor is pitted here and there by time. The walls are covered with redstone panels carved with designs, both arcane and commonplace. A silvery mettalic door, free of rust or corrosion, gives off the chamber to the north. A demonic-looking iron statue, complete with iron wings, bobbs about the chamber as if weightless. The stattue’s mouth firmly bites down on a shining gold key.

Low level PCs should leave the golem alone. The key opens the door leading to X12. The golem ignores those simply passing through.

Tricks/Traps: None, but note that the door leading to X12 is shiny steel, and is locked with a golden key held by the golem.


Area X12

THE DOOR TO THIS ROOM IS LOCKED!!! The key to this door is clenched in the golem’s chest in X11. Attempting to magically open or byass this door causes the golem of X11 to attack if it has not already been dealth with.

Inhabitants: None initially—if the treasure is disturbed in any way, an automatic enchantment summons 1 least guardian yugoloth, 6 HD, which appears by seeming to burrow up out of the mounds of coins.

Contents: Piles and piles of treasure, heaped and overflowing weighty chests.

Yes, this was one of the vaults kept by the ancient wizard that once called this place a stronghold. 10,000 cp, 2,000 sp, and 1,000gp are indiscriminately mixed in a couple of open iron chests overflowing with booty. A search through the coins summons the least guardian yugoloth. If the yugoloth is dispatched or distracted, greedy characters that spend the time sifting through the coins also discover: A cloak of protection +3, boots of varied tracks, wand of polymorphing (12 charges), a matched set of longswords +3 enruned as "Apocrypha" and "Halo" (these are demon slaying swords: Apocrypha inflicts x2 damage on demons, while Halo sears demons with holy fire for an additional 1d8 hp), and a rod of smiting.

Trick/Trap: None.


Area X13

Inhabitants: None

Contents: A stone hall, empty save for dust.

Trick/Trap: The room seems bare, but there is a 20’ x 20’ trap door set in the room in front of the door leading into X 18 (marked with a T). The trap door doesn’t trigger until any attempt is made to open the door to X 18 is made (the door is locked, but can be picked or knocked normally). When triggered, the trap drops the players standing in the affected area who fail a saving throw vs. paralyzation (apply a –3 penalty) into a magical chute. The chute automatically teleports fallen characters onto the spike tree in X18 (killing them instantly).


Area X14

Inhabitants: 3 Evil adventurers, see stats! The evil adventurers attack the moment they notice intruding characters or monsters. The adventurers, if questioned, speak of being on a mission for their "Master and his lieutentants." The master is the Pit Fiend behind the Sunday door, and the three lieutenants each man the special mission fortresses.

Lissa, hf F7: AC 4 (chainmail and shield); MV 12; hp 70; THAC0 14 (10 with specialization, & longsword +3); #AT 2; Dmg 1d8+3 (longsword +3 & specialization); SZ M (5´9" tall); ML Champion (15); AL NE

S 16, D 13, C16, I 14, W 11, C 15

Personality: Reserved & haughty
Possessions: longsword +3, ring of regeneration

Jon, hm F6: AC 3 (chainmail +1 and shield); MV 12; hp 54; THAC0 15; #AT 2; Dmg 1d8; SZ M (6’3"); ML Champion (15); AL NE

S 15, D 14, C17, I 13, W 10, C 8

Personality: Vicious and petty.
Possessions: chainmail +1, potion of invisibility

Zeb, hm F8: AC 2 (chainmail +1, ring of protection +1 and shield); MV 12; hp 76; THAC0 13 (9 with specialization, STR, and broadsword +2); #AT 2; Dmg 2d4+5 (specialization, STR, and broadsword +2); SZ M (6’8"); ML Champion (15); AL NE

S 17, D 10, C17, I 11, W 8, C 9

Personality: Quiet & psychopathic.
Possessions: chainmail +1, ring of protection +1, brooch of shielding, potion of fire breathing

Contents: A temporary encampment of the upperworld is set in the room, including a tent, 3 bedrolls and a cot , a small firepit, dried food hanging from cords, and the heads of several monster heads, crudely stuck to the walls like trophies.


Area X15

Inhabitants: None.

Contents: A large, echoing chamber, empty save for graffiti scrawled on the wall.

Graffiti from various monsters and past adventurers is scrawled here in charcoal (a pile of charcoal from past camp fires lies in the southeast corner).

"Keraptis lives."

"A devil most foul squats at the center, hatching its horrific plots. Only by slaying its three liutenants in their fortresses can the devil be found."

"The thorned tree drinks the lives of men."

Tricks/Traps: The door down the short northern hallway is a Saturday Door (see X 17)


Area X16

Inhabitants: 2 wraiths (in urns). Steam out and attack if ashes in urn are treated poorly.

Contents: Small alcoves give off either side of the small room, and each contains a stoppered urns, sealed with copper.

Within each vase are the ashes of a long dead wizard. Opening the urns reveals the ashes. Characters that treat the ashes with respect and return to the urn to its resting place are unharmed. Characters that pour the ashes upon the floor or take the ashes with them summon forth a wraith (1 per urn).

Tricks/Traps: None.


Area X17: Web of Death

SATURDAY DOOR. The door allowing entry into this chamber from the south possesses a clock and a runestone keypad. The clock counts down, indicating that something special will happen at Saturday Noon (the runestone keypad unfreezes, allowing the codes gained in the first two special missions to be inputted). Nothing can open the door ahead of time or affect the clock or key pad in any way prior to the proper time.

Inhabitants: 10 wraith spiders. The spiders are hidden among their lethal webbing (see below). They attack those attempting to force their way through this room, appearing as 4-foot-diameter spiker-like wraiths, with many eyes that shine like coals straight from hell. Their poison drains a level from those that fail a saving throw.

Wraith-spiders (10): AC 5; MV 15, web 18; HD 3+2; hp 14 (average); THAC0 17; #AT 1; Dmg 1d4; SA energy drain (save for lose a level); SD silver or magical weapons to hit, immune to sleep, charm, hold, cold, poison, and death magic; SW can not be turned; MR 45%; SZ M (4´ diameter); ML champion (15); Int average (8–10); AL LE.

Contents: A single clot of webbing fills this chamber. The webbing glows a sickly pale-green, and subtly vibrates with the movements of phantom creatures within. Cocoons hang at various heights from the ceiling of the chamber.

The webbing is Burn-proof (see Tricks/traps). 3 cocoons are empty (their contents long since eaten by the spiders), but 1 cocoon holds a zombie, drained of all levels. The zombie wears bracers of AC 2 and wears a robe of eyes..

Tricks/Traps: Any living creature touching the web (even if gloved or booted) sustains 1d4 points of damage from numbing cold. A successful saving throw vs. paralyzation prevents the victim from being immobilized for 1d6 rounds (sustaining further cold damage for each round in contact). The webs can be cut only by silver or magical weapons (normal weapons become stuck), or a successful bend bars/lift gates roll (which runs the risk of becoming stuck). Characters stuck to webs suffer a –4 AC penalty, and gain no dex bonuses against spider attacks.


Area X18

Inhabitants: 4 trolls in long black robes, in the southern part of the room (narthex), and 1 terribly animated mettalic thorn tree in the northern portion (nave). The trolls move to attack anyone who enters the chamber, and the thorn tree attacks non-trolls who move within 15 feet of it (it’s got great reach).

Black iron thorn tree, animated: AC 0; MV Nil; HD 10; hp 80; THAC0 10; #AT 4; Dmg 1d8+4; SA Skewer (see Notes); SD Magical weapons to hit, immune to sleep, charm, hold, cold, poison, and death magic; MR 60%; SZ H (18 feet tall).

Notes: SA—Skewer. Foes hit in melee must save vs. death magic (+3 bonus on save) or be skewred and born aloft (15-18 feet up) by an iron bladed branch. Victims automatically take 2d6+3 hp a round while caught, and other than scream and writhe in pain, may only attempt to slide off the branch once earch round with a successful bend bars/lift gates roll.

Contents: This unholy chapel is tiled in dusky basalt. Iron pillars uphold the northern nave, while the southern narthex is home to a large bonfire. Situated along the noerthern wall is a black iron tree. The brances are covered with steel thorns and all end in silvery blades. Worse, the tree sways and shriekds, russtling the many humanoid bodies impaled square upon its obscene branches.

The bodies of many past adventurers, and their loot, are here impaled upon the tree. The 4 trolls to the south all wear black robes, and worship the tree as "priests." The black robes protect the trolls from the tree—PCs wearing a robe (with the hem taken in) are similarly protected from the tree.

Tricks/Traps: None.


Area X19

Inhabitants: Normal rats and very large, but normal spiders nest in the bookshelf.

Contents: An ancient and long-desereted library. Stone shelves and scroll case holders contain mostly dust and scraps of parchment. Small rat nests in the shelves appear to be mostly lined with chewed and salvaged parchment.

A search for secret doors along the north wall reveals a concealed compartment behind one of the stone book cases—the case slides aside to reveal a dark cavity. The cavity is 2’ off the floor, and measures 2’ x 2’. It is completely dark (an affect similar to continual darkness persists here), concealing a waiting bear trap big enough to catch an entire groping arm. The trap does 3d6 hit points of damage and catches any implement (or arm) stuck into the hole. If the implement (or arm) takes 10 or more hp of damage, it is severed.

Persistent salvagers that clear out the trap and have some means to dredge out the 5’ deep cavity (perhaps with a pole or sword) are rewarded by sweeping out two scrolls. One scroll is for a cleric and contains the spells: cure critical wounds x3 and flamestrike cast at 15th level. The other scroll is for a wizard and contains the spells legend lore and wall of stone cast at 14th level.

Tricks/Traps: The trap in the secret cavity inflicts 3d6 hit points and catches any implement (or arm) stuck into the hole. If the implement (or arm) takes 10 or more hp of damage, it is severed.


Area X20

Inhabitants: 6 bugbears, two with bows. Attack non-bugbears, if possible.

Contents: A stone hall, showing signs of recent inhabitation.

A sortie of 4 bugbears make camp here, and ambush intruders if possible. The bugbears wear leather armor and carry below-average quality weapons.

Trick/Trap: None.


Area X21

THIS DOOR IS BOLTED FROM INSIDE (from the hallway entrance). A successful Open Doors roll is necessary to burst the door. Mutliple attempts alert the inhabitants, who prepare an ambush.

Inhabitants: 2 trolls have set up digs here. The trolls attack invaders. The trolls here also yell loudly, alerting the 4 additional trolls in X22—these reinforcements arrive at the begning of the 3rd round of conflict.

Contents: Noble stone figures of kings, queens, princes, princesses, nobility, and royal pets line thall, much the worse for wear in the many years since they were placed here. Multicolored mosses blur details, and cracks and crumbling stone mar what may have otherwise been valuable items. Several arms and heads have obviously been purposely broken off, and now serve as macabre decorations and supports for crude pallets

There is also a firepit, around which several large humanoid bones are lying (bugbear, and a few adventurers). The fire is still burning. Digging through the coals unearths 3 diamonds each worth 100gp, as well as a total of 231 blackened gold pieces.

One of the statues sports a monocl, lens of minute seeing.

Trick/Trap: None.


Area X22

Inhabitants: 4 trolls have set up digs here, but may have already issued out to fight with their fellows in X21.

Contents: A filthy troll-hole. A layer of foul matter covers the floor. The filth is a mixture of mud, feces, uneaten food, and cast-off rags. One large barrel holds muddy water, and another holds half-rotted mushrooms and other fungal products.

A search through the horrible mess yields 3 potions of healing and a troll-sized black robe that renders the wearer immune to the black iron thorn tree in room X18.

Trick/Trap: None.


Area X23

THE EAST DOOR IS BOLTED, barring easy entry from those attempting entry from the hallway. A successful bend bars/lift gates (or knock) spell is necessary to break through. Otherwise, a total of 50 hit points of damage must be done to the door to break it open.

Inhabitants: 3 bugbear guards. If the characters gain entry, the bugbears here attack. NOTE: at DM’s Option, these bugbears may be reinforced by the 5 bugbears in room to the south (X24)—make note of those leaving that chamber on X24.

Contents: A giantish shield propped up by rocks to serve as a table. Several crude tankards sit upon the table, filled with sour-smelling mead. Some leather placards on the table are crudely inscribed with symbols, next to several small stacks of gold coins.

A total of 100 gp lie in several stacks upon the table—apparently gambling of some sort occupies the guards when they’re not beating back player characters.

Trick/Traps: None.


Area X24

Inhabitants: 5 bugbears.If the party arrives from X23 or X27 and these 5 have not already shown up, these bugbears are definitely ready for a fight.

Contents: A bugbear bachelor pad--what a stink! Skins, rubbish, bones, and other unsavory debris fills the corners of these chambers. 5 straw pallets also lie in the room. A large key of sour mead sits tapped on a stone bench. A stained crystal wine goblet lies on top of the keg. The shards of several broken goblets lie near the keg.

A search through the debris uncovers 5 unbroken crystal goblets (each worth 30 gp--these were obviously pilfered from some other site within this dungeon). Also found is a longsword +2, goblinoid slayer (x2 damage to all goblinoids, including bugbears).

Tricks/Traps: None.


Area X25

THESE DOORs are BOLTED from both sides. A successful bend bars/lift gates (or knock) spell is necessary to break through. Otherwise, a total of 50 hit points of damage must be done to the door to break it open.

Inhabitants: 3 bugbear guards. If the characters gain entry, the bugbears here attack.

Contents: This chamber holds a crude table: a piece of flagstone ripped out of the floor. Bits of bone have been crudely fashioned to serve as dice lie on the table. Glittering items lie scattered on the table.

Gambling stakes found on the table include: A 50 gp gem, a crystal goblet worth 30 gp, and a wand of magic missiles.

Tricks/Traps: None


Area X26

Inhabitants: 1 ghoul (hidden) at the bottom of trap.

Contents: A short hallway.

Pit trap contains a few well-gnawed bugbear corpses. Searching these bodies reveals a girdle of fire giant strength.

Tricks/Traps: 1 pit traps is shown on the map (T). Those failing a saving throw vs. paralyzation fall into the trap if they tread upon it. The trap is 20 feet deep, dealing 2d6 hp of damage in the fall. Trap holds 1 ghoul, who goes to work on any victims that fall at its feet.


Area X 27

Inhabitants: 8 bugbears and their 4 pet blink dogs. If the characters just hacked their way through X24 or X26 to get here, the bugbears and their blink dogs (if they haven’t already left to help their comrades) are ready to launch an attack. Conversely, PCs attacking from the south may draw rineforcements form X24 or X23, at the DM’s option.

Contents: The smell of uncured leather, unwashed bugbear, and rotting food is a physical force, bringing tears to the eyes and burning nostrils. 8 straw pallets line one wall. A large wooden table sits in the center of the room, but it is literally heaped with trash.

The trash hides 3 forgotten longswords +2, all of which appear grimy and stained, but if polished at all, immediately show their true colors.

A loose flagstone in the floor hides a chest. The chest is locked and trapped with a needle trap (poison inflicts 15 hp on those that fail their save). In the chest are 5 emeralds each worth 30 gp. There is also a ring of the ram wrapped in a dirty, blood stained cloth (the finger on which the ring once resided remains with the ring).

Tricks/Traps: None.


Area X 28

Inhabitants: None.

Contents: The room is bare but for what appears to be a 4’ diameter glass sphere set upon a squat base along the south wall. The base is realistically carved with snakes, skulls, and less appealing subjects. The glass sphere is clear , but for a strange, luminescent haze visible at its center. Several dead bugbears lie near the carven base.

The bodies have obviously been looted and stripped.

Tricks/Traps: Characters that gaze into the glass who make a specific attempt to "awaken" or "attune to" it are rewarded with a the birth of a brilliant light at the sphere’s core. The character who awakened the sphere can make a saving throw vs. death. If the save is unsuccessful, that character’s spirit is drawn forth and trapped within the sphere! Her companions see her body fall, where her likeness is briefly visible, screaming, within the glass. If the save is successful, the awakener is granted a boon: a permanent point increase to either Str, Dex, or Wis, or Int, the PCs choice. The boost raises that score to 20. Note that the same person can attempt to attune to the sphere more than once, but each use requires an additional save vs. death.

The glass sphere is unbreakable, but does detach from the base (it weighs about 2 tons, so if it falls, it makes a might boom!). The spehre may not be removed from the dungeon; however, bright characters may think to roll it into the maelstrom, X29. If they do so, the maelstrom pulses with an extraordinary implosion--everyone in X29, X30, and X28 must save vs. death, or be sucked into the imploding maelstrom, (and so become impaled upon the iron tree in X18), while the sphere is teleported safely back to its base here in X28.


Area X 29: Maelstrom

Inhabitants: 12 gremlins, perched on curving ceiling of sphere (haning upside down likes bats). Gremlins attack those entering the room, attempting to knock them into the center of the maelstrom (see Trick/tTrap).

Contents: This vast sphere is lighted by the red-glowing liquid which swirls at the bottom of the bowl, round and round a blot of utter darkness. The chamber is deathly cold, and the sound of the swirling maelstrom rubs on your ears like sandpaper. A narrow catwalk follows the curve of the chamber, connecting two iron doors.

The catwalk is 6 inches wide.

Tricks/Traps: The catwalk is 6 inches wide. Rogues can make an normal climbing check with a +30 bonus to make their way around the catwalk—others have a base 40% chance to make it around without falling in to the maelstrom. It takes three full rounds to make it around the perimeter (being careful takes time). During this time, the gremlins attack. Each time a PC is hit, they must make another climing roll to avoid falling. Also, each attack launched by a PC on the catwalk also calls for another climbing check.

Those who fall into the maelstrom are sucked away, only to appear, impaled, upon the horrible iron thorn tree in X18.


Area X 30

Inhabitants: None.

Contents: This chamber is empty of life, though a few withered bugbear corpses lie near the strange western door.

The door to the west is a Saturday Door.

Tricks/Traps: SATURDAY DOOR. The western exit from this chamber possesses a clock and a runestone keypad. The clock counts down, indicating that something special will happen at Saturday Noon (the runestone keypad unfreezes, allowing the codes gained in the first two special missions to be inputted). Nothing can open the door ahead of time or affect the clock or key pad in any way prior to the proper time.


Area X 31

Inhabitants: None.

Contents: This chamber is empty of life, though the stone around the strange door at the western end of the long hall is green and discolored.

The door on the west side of the north wall is a Sunday Door.

Tricks/Traps: SUNDAY DOOR. The northwestern exit from this chamber possesses a clock and a runestone keypad. The clock counts down, indicating that something special will happen on Sunday (the runestone keypad unfreezes, allowing the final code gained in the last special mission to be inputted). Nothing can open the door ahead of time or affect the clock or key pad in any way prior to the proper time.


Area X 32

Inhabitants: 2 8 HD water elemental (hidden in calf-deep water). Water elementals attack anyone moving throw chamber.

Contents: Green plaques tile this chamber walls and ceiling, depicting a stylized story of the world being drowned by a great deluge. The floor of the chamber is covered in calf-deep water.

Below the water in the southwest corner of the room is a sodden bag containing 539 gp, 5 gems each worth 100 gp, and a ring of free action.

Tricks/Traps: Normal creatures fight and save at –1 to all rolls due to the encumbering water all around.

©2003 Wizards of the Coast, Inc. All rights reserved.
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