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| WotC_Mel06-29-05, 01:57 PM | The Auditorium Room Summary Creatures: None Traps: Many (see below) Terrain: Normal, but with areas of magical effect. Lighting Conditions: Bright Light. Magic: Strong auras from the entire room dependent upon which field is being viewed (Anti-magic field, Otto’s Irresistible Dance field, Dominate Person field) Detectable Alignments: None. Secrets: Hidden magical fields. Treasure: Random normal equipment, small Greatsword +1, Wand of Summon Monster I (6 charges), two potions of Cure Light Wounds, a gold brooch inset with red garnets (525gp), a silver signet ring (150gp), 213cp, 103sp, 43gp, and 8pp. When the PCs enter this area (either through the secret door to the East or through the large double-doors to the South), read the following text. As you enter this vaulted shadow filled hall, two lanterns (one on each wall) begin to glow with a weak golden light.You can see that there are similar lanterns every ten feet along both walls. When the first two are dimly lit, two more lanterns begin to glow. Then two more. Pair by pair, leading toward the far end of the room, lanterns flicker to life. Allow each PC to react. If they leave the room, the lanterns immediately dim again and the room resets. It only takes a single physical presence to cause the room to activate. Assuming the PCs stay to see what is going on, read the following text. Just as the growing illumination reaches four massive pillars about 85 feet from the double doors, you hear a voice from the far Northern reach of the chamber say, “My word! An audience? Excellent! A-One, A-Two, A-Three…”Boisterous music erupts as all of the lanterns flash into full illumination. A wondrous party appears before your eyes. Well-dressed men and women cavort and dance to rhythmic reels played by the full orchestra arraigned along the North wall. A wild-haired Conductor stands with his back to you, wildly directing the music. Peering at the whirling crowd you notice that all of them, men and women, have the same face! In addition, the ground beneath the musicians and Conductor is littered with sparkling gems, equipment, coin and bones! A successful Spot Check (DC 15) also reveals the following information. While the party guests are illusions, the musicians, music and treasure are quite real. If any party member disbelieves the illusions with a successful Will Check (DC 20), the room’s enchantments reset the illusions within one round. Otherwise the illusionary party guests are harmless. They all look like conductor except half are dressed as women. Halaster (see Return to Undermountain: An Introduction) designed this room as a joke designed to ensnare one of his rivals who was a snobbish music lover as well as a middling mage. When the Snobbish Mage, and his companions entered the room, he beheld a party of illusionary versions of himself dancing to a mocking song. He became so enraged that he stormed over to the band and fell into the trap. His soul was sucked from his body and locked into the shell of the golem Conductor. When his companions tried to rescue him, they too were trapped and were compelled to become musicians. They were forced to play that mocking dance for whoever entered the room until they died of very old age. Relevant Skill Checks Spot DC 15: A PC who gets this result after studying the room can learn more about it as described in the third shaded box. Spot DC 25: This result allows a PC to locate the traps that produce the anti-magic, otto’s irresistible dance, and dominate person fields. Disable Device DC 25: This result disables one of the traps at one of the pillars in the north of the room. Such was the magic of Halaster’s trap, that the room began collecting new victims to repopulate the band as it becomes necessary. As such, creatures and adventurers have fallen to the trap and their equipment has been gathering on the stage for years. If the PCs remain within 30 feet from the double doors, they can enjoy the party without harm. However, approaching any further into the room triggers the following effects based on how close they get to the Conductor: 75-60 feet away – This ten-feet area is an anti-magic field. Beginning when the room widens out to 30 feet across, the field prevents the casting of any spell or magical effect within its zone. Of course, the illusionary dancers to not enter this area. Past this area, magic works normally. A character with a very high spot or spellcraft check (DC 25) may realize that the source of the Anti-magic field is the large pillar North-West of the Conductor. 55-25 feet away – Here the dance floor begins and the crowded area is packed with whirling dancers and as such all movement is reduced to one-half speed. A character with a very high spot or spellcraft check (DC 25) may realize that the source of the Illusionary Dancers is the large pillar North-East of the Conductor. As soon as the PCs enter this area they are subjected to a modified Otto’s Irresistible Dance spell. The spell affects each PC for 1d4 rounds. The PCs either dance with each other, or illusionary dance partners appear to join them. Once the spell’s duration ends, it cannot strike the same PC for one round. Thus a recently freed character has a small window to escape. A character with a very high spot or spellcraft check (DC 25) may realize that the source of the Otto’s Irresistible Dance spell is the large pillar South-East of the Conductor. 20-10 feet away – PCs who reach this area must immediately make Will Saves (DC 20) or they are struck by a Dominate Person Spell. Those who fail, walk toward one of the members of band, stripping off their possessions as they go. When they reach the band member, they are compelled to take the musician’s instrument from them. As soon as they do, the former musician crumbles to dust and the PC takes his place. Any PC who remains this area is subjected to another Dominate Person spell each round. A character with a very high spot check (DC 25) may realize that the source of the Dominate Person spell is the large pillar South-West of the Conductor. Within 10 feet – If a PC reaches this point without becoming a musician, read them the following. As you approach the wildly gesturing Conductor you suddenly realize that the man is, in fact, made of stone. If it is a golem or an automaton or some other form of construct, you are unsure. Just as you make this realization, the Conductor turns his head toward you and you are shocked to see grooves running down his face, grooves carved from the living stone of the construct by the tears that continue to fall from his eyes. In order to destroy the magical effects of this room, the PCs need to smash the Conductor to pieces. Conductor: hp 50, Hardness 10 Once the Mage’s soul is released by the destruction of the Conductor, read the following. As the pieces of the Conductor construct fall to the ground, the music suddenly stops. Most of the musicians fall into dust and their musical instruments smashing on the ground.A ghostly mist rises up from the broken chunks of the Conductor, briefly taking the form of a harried looking Mage. He cups his hands over his ears and, in a whisper-like voice, says, “Arrg! I’ll never get that damned tune out of my head!”The ghost fades out of sight as the illusionary dancers make their final bows to each other and, one by one, vanish. Once the Conductor is destroyed, any PCs trapped by the Dominate Person spell are released. Treasure: The PCs can collect equipment abandoned by the victims of the trap from the floor around the remains of the musicians. Among the bones and dust is a random assortment of non-magical equipment (as per those found in the Player’s Handbook). In addition there is a small Greatsword +1, a Wand of Summon Monster I (6 charges), two potions of Cure Light Wounds, a gold brooch inset with red garnets (525gp), a silver signet ring (150gp), 213cp, 103sp, 43gp, and 8pp. Traps: The four pillars nearest the Conductor are the source of the magical fields that are active in the room. Illusion Pillar: CR 5; magical, proximity trigger, automatic reset, Will DC 20 to disbelieve; Search 25; Disable Device DC 25. Anti-Magic Pillar: CR 8; magical, proximity trigger, automatic reset, No Save; Search DC 25; Disable Device DC 25. Otto’s Irresistible Dance Pillar: CR 10; magical, proximity trigger, automatic reset, No Save; Search DC 25, Disable Device DC 25. Dominate Person Pillar: CR 7, magical, proximity trigger, automatic reset, Will DC 25 negates; Search DC 25, Disable Device DC 25. DM’s Map: X = Musicians C = Conductor http://www.wizards.com/community/images/boards/map_underground1.jpg |
| WotC_Mel06-29-05, 02:13 PM | Blind Alley (EL 11) Long faded murals and worn carved pillars hold the only clues to the fact that this orc infested room was once a grand temple dedicated to the goddess Shar. Where those worshippers went and why are mysteries that the current inhabitants could care less about. Five years ago the remnant of tribe of orcs found their way into this section of the Undermountain after surface-dwelling adventurers slew all the male warriors in the tribe leaving only females and children and an old male druid who lived apart from the lair. Fearing a second attack the orcs fled their lair and made their way through the treacherous passages of the Undermountain until at last, the old orc druid Wohno received an omen from the goddess Luthic that led them to find the secret passage into the “Blind Alley”. The place takes its name from the fact that the orcs who dwell here often blind their prisoners. It had not however been the Cave Mother who had led them to the Blind Alley but Shar, goddess of darkness. Shar had plans to raise an army with which to torment the lands above with and the ancient secret temple and the chambers surrounding the Blind Alley were large enough to accommodate several hundred orcs in relative secrecy. And even if this group of orcs were found Shar has dozens of other such “shattered” orc bands that unknowingly offer her worship, hidden in dark, ancient grottos, haunted moors and in the North where near perpetual night reigns for half the year. The orcs of the Blind Alley, grow fungus in what was once the main hall. They live here quietly so as not to attract the attention of their neighbors, slowly rebuilding their numbers, and dancing and feasting on the same spot that Shar’s priests did centuries before. Room Summary Creatures: (48 adult) orcs, (6) darkmantles, (7) deep rothé, and one dire weasel. Traps: None. Terrain: Fungus-covered floor counts as difficult terrain, but provides partial cover. Lighting Conditions: Darkness, except by the deep rothé pen (dancing lights), the town square (cooking fire) and Ulla the blacksmith’s home (her forge fire). Magic: Moderate Universal and strong Conjuration emanating from the center of the large symbol of Shar worked in to the floor at the north end of the room. Detectable Alignments: Usually evil from the orcs. Secrets: Former temple of Shar. The orcs unknowingly worship Shar under the guise of Luthic the Cave Mother. Treasure: The teleportation circle and the orcs equipment. Nearly all of it is standard except for the “named” orcs’ special gear (Dungeon Master’s Guide Chapter 4). “Blind Alley” (thorp): Monstrous; AL NE; 25 gp limit, Assets 48 gp; Adult Population 48; Isolated (46 orcs, 2 half-orcs). Authority Figures: Abgra, female orc rogue 5 (Chieftain); Akrana Grell-slayer, female orc fighter 4 (Warband Leader); Wohno, male orc druid 4 (Consort of the Cave Mother, actually a devote of Shar). Important Figures: Ulla, female orc expert 1/warrior 1 (blacksmith); Zgaia, female half-orc cleric of Shar 1. Notes: The remainder of the tribe consists of four 3rd-level warriors, forty 1st-level commoners/1st-level warriors, and eighteen children (9 boys and 9 girls). There are only 6 young adult males in the tribe and they are constantly reminded of how their weak fathers let the tribe down. Standard Blind Alley orcs, expert 1/warrior 1 (41): CR 1; HD 1d8+1 plus 1d6+1; hp 10; Save Will +0; Additional Skills: Craft (any one) +4, or Handle Animal +3, or Profession (any one) +3; Monster Manual 203. Abgra, Akrana, Wohno, and Zgaia: Use the appropriate NPC Tables in Chapter 4 of the Dungeon Master’s Guide to generate their statistics. Use with the following racial adjustments for an orc (Dungeon Master’s Guide 127): +4 Str, -2 Int, -2 Wis, -2 Cha. The air smells of mold and livestock. Rough stone walls and ancient pillars support a 20-foot-high vaulted roof. What a place this might have been in the past but now the roof is cracked and pierced with small stalactites while the base of the pillars are choked with enormous mushrooms and fungus. Whatever colors or decorations the place had have been worn to nearly nothing by the passage time. Curiously a small crude village sits in the wider northern section of the room. 1. Guard Post (EL 4): There are usually 3 standard Blind Alley orcs on duty here at any given time. Allow one Listen check for the group to notice the characters entering by any of the three southern entrances. If they hear the characters one runs to the orc camp to alert the others while the remaining two take up defensive positions and wait for the characters to enter. 2. Fungal Garden (varies): The flagstone floor has been torn up in this area with only a ten–foot-wide path left running through the center. The torn up sections of floor are thick with musky smelling mushrooms the size of shrubs. Except for the pathway shown, the garden counts as difficult terrain, but provides partial cover. A half dozen darkmantles cling to the ceiling overhead. The darkmantle have been trained not to attack the orcs or anyone they are escorting, but they do attack anyone else. Darkmantles (6): CR 1; hp 7; Monster Manual 38. 3. Hut: These shabby 15-foot-diameter rothé-skin huts hold between 3-5 adult orcs. 4. Blacksmith: Ulla’s hut sports a small forge and kiln as well as several half-made weapons. 5. Children’s Hut: Four female orcs, in various stages of pregnancy, run roughshod over the tribe’s 18 young in this very noisy longhouse-style hut. 6. Chieftain’s Hut: Abgra’s hut is slightly larger than the rest being 20-feet in diameter. It serves as a gathering spot for the tribes’ elders. Abgra lives here alone. 7. Wiseman’s Hut: Wohno lives here with Ax-tooth, his dire weasel animal companion. Ax-Tooth, Dire Weasel: CR 2; hp 16; SQ link, share spells; Monster Manual 65. [B]8. Deep Rothé Pen: Seven mangy deep rothé are kept in this pen. Deep Rothé (7): CR 2; hp 13; Forgotten Realms Campaign Setting 313. 9. Teleportation Circle: At the very center of the symbol of Shar is permanent teleportation circle. Unlike most circles, this one can only be activated by performing a special ceremonial dance (see relevant checks). Where the circle leads is up to the DM. Tactics: The orcs hate surface dwellers but realize the power that some can wield having witnessed it first hand. The goddess Shar in the guise of Luthic has all but subverted the worship of the violently patriarchal Gruumsh so these orcs are not as willing to simply fight to the death as their former mates did. Instead they use tactics and guile to win a confrontation. The orcs’ first response is to try and scare outsiders off before they see the camp. One or two orcs in the village automatically hear any unmasked combat that occurs in areas 1 or 2. Also there are usually one or two orcs in the fungus patch armed with sickles tending to or harvesting mushrooms. Once the alarm is sounded it only takes 1d4 rounds for an individual orc to mobilize ready to fight. Roll for the named characters but otherwise activate a quarter of the remaining orcs every round. The guards fight defensively trying to lead the characters into the fungus garden where the darkmantles might glide down upon them. The orcs in the main camp pitch javelins at any characters they can see spreading themselves out and using the fungus, huts and pillars for cover. Wohno casts entangle on any characters in the fungus patch. If the characters take the main path through the fungus a pair of orcs stampede the deep rothé out of their pen. The rothé automatically head for the main path trampling anything in their way. The creatures then turn and rumble back up the path and into the village square once again trampling anything in their way. The EL is listed as 11, but suggested for characters of 8th level. The encounter is only dangerous because of the sheer number of opponents. The characters will probably have to withdraw to regroup or parley with the orcs here to succeed. The orcs are not dumb. If they chase the characters off they will post more guards and send patrols to harass the characters until they leave the area. Relevant Skill Checks [B]Knowledge (Architecture) DC 15: A successful check made in the northern section of the room reveals that the floor gently rises toward the center of the room and that there seems to be a small moat that runs along the circumference of the subtle dome. Characters with stone cunning notice the effect automatically but might not realize the significance. It requires a Knowledge (Religion) check DC 15 to figure out the hump in the floor underneath the orc camp is actually the symbol of Shar. Listen DC 20: Characters outside this room but in the vicinity of the secret door can hear the muffled sounds of the orc sentries and possibly Ulla’s hammering during the night. The DC lowers to 10 if the characters are passing by either of the other two entrances as these doors are made of wood rather than stone. Perform (Dance) DC 15: With knowledge of the proper dance and a successful check the Character can activate the circle of teleportation in area 9. The character must be with in the circle of Shar during the entire dance, which if done properly requires five solid minutes of time to complete. Search DC 15: A successful check made near any of the walls or columns allows the character to note the worn relief images etched into them. Most of the images depict humanoid figures worshipping or (in the case of the twelve narrow columns) dancing a female goddess. A further Knowledge (Religion) check DC 15 reveals who the temple is dedicated to; while a check made at 20 near the narrow columns reveals that the dancing figures depict a ceremonial dance. The four large columns can if read be used as an accurate celestial calendar by making a further Knowledge (Arcana) check DC 20. Search DC 22: This is the check necessary to locate the secret door that the orcs most commonly use to enter and exit the blind alley. Wohno often uses his skills and magic to cover up most signs of orc activity on the outside of the door hence the slightly higher than normal DC. The door is spring-loaded and slams shut unless held open or disabled (Disable Device DC 20). Adventure Hooks and Tie-ins: For a tougher encounter simply add class levels as appropriate or try swapping out the orcs for orogs, or bugbears instead. Down on Their Luck: this room ties in nicely with Room 2 in the Return to Undermountain series “Down on their Luck”. The orcs in that encounter could be a lost patrol from the Blind Alley or a patrol sent out by a rival tribe scouting for the Blind Alley orcs’ lair. Aggressive Negotiations: This encounter could be solved by diplomatic means. The orcs here are not interested in a fight just now and would much rather the characters left them alone. The orcs begin the encounter as hostile however if the group looks to be formidable the orcs will not attack unless attacked first though they will certainly threaten the group to try and scare them off. Secrets of the Ancient Shar Cult: The characters may specifically be searching for this temple of Shar to use the circle of teleportation. The teleportation circle could lead to another temple of Shar (one perhaps that was not abandoned), other orc lairs, another portion of the Undermountain or perhaps it is a gate rather than a teleporter. Its effects might even vary depending on the movement of stars. Other items and mysteries might be lurking just under the flagstone, waiting to be found or released. http://www.wizards.com/community/images/boards/map_underground2.jpg |
| WotC_Mel06-29-05, 02:23 PM | The Chamber of Eternal Sorrows (EL 7) Room Summary Creatures: 1 Ghost, 1 Basilisk, 4 Skeletons Traps: Various magical and non-magical traps (DM discretion). Terrain: No notable features. Lighting Conditions: Darkness, magical light (dim green glow). Magic: Various magical traps and treasure (DM discretion). Detectable Alignments: None. Secrets: (1) There is a secret door in the southeastern part of the chamber that opens into a corridor. Treasure: Various magical and non-magical items (DM discretion). Read the following as the PCs approach the southern entrance: A short flight of white marble steps leads up to a set of massive double doors. They stand nearly 8 feet tall and are crafted from a dark-hued metal, most likely bronze. Huge iron hinges anchor the doors to the surrounding stone. The iron door handles are carved to resemble twisting snakes. Iron sconces stand empty to either side of the doors. The PCs will notice that the vicinity of the doors is oddly free of the dust that permeates many of Undermountain’s chambers and corridors. The PCs will discover that the doors swing quietly and easily inward on their oiled hinges. As the PCs enter the chamber, read the following (also read the following if the party enters from the secret eastern door): As the darkness before you is pushed back by your light, you notice something glinting in the illumination. As you move closer, the light reveals a mosaic on the floor. The shards of colored glass inlaid in the stone floor depict a complex pattern of intertwining snakes and lizards. Curving along the edge of the mosaic are words in an elegant, flowing script. Closer inspection reveals that the eyes of the reptiles are actually small rubies. The quantity and value of these rubies is up to the DM’s discretion. The words in the mosaic are Elven and say “For those that pass before thy sight, their eternal sorrows give thy master delight.” If any of the PCs attempt to remove the rubies or disturb the mosaic in any way, a ghost will materialize and attack the group. It is the ghost of the artist who created the mosaic. A retired warrior in life, the artist was brought to Undermountain by one of Halaster’s disciples. When the mosaic was complete, the disciple slew the artist and bound his spirit to the mosaic to serve as its protector. Ghost (1): Monster Manual page 116. The DM can use the sample ghost provided or create a fighter-based ghost of his or her own. In life, the ghost’s name was Jadith. If the PCs inspect the small western room, they will discover it is sparsely furnished with wooden benches. They will also find scrub brushes, brooms, mops, and pails. There are also the bones and half-eaten, rotted remains of rats. This is where goblins enslaved by Halaster store their cleaning materials. They are the reason the chamber is relatively clean. Searching the chamber in the area of the twelve small pillars will reveal nothing but serpentine carvings on the pillars, reminiscent of the reptiles in the mosaic. The ceiling here is only 8 feet high. Once any of the characters pass beyond the last of the small pillars, read the following: Suddenly, you notice a green luminescence begins to slowly permeate the chamber. It seems to emanate from between the stones in the floor. Glancing up, you see that the ceiling has vaulted upward to a height beyond the reach of your light. Ahead, the green glow dimly reveals four great pillars that rise up from the floor. They support a gigantic stone slab 15 feet in the air. Atop the slab is a carving of a huge snake. Below the slab, scattered about the chamber, are a myriad of stone statues. Note that the magical green light is bright enough to foil darkvision, but does not illuminate much of the chamber. It serves more to cast light on, and draw attention to, the statues. It also serves to create shadows above, where the basilisk awaits. The chamber was designed by one of Halaster’s original Seven disciples as a gift to the mad wizard. This disciple had a morbid fascination with basilisks, and was inspired to create an art gallery displaying the victims of the creature’s petrifying gaze. The disciple is long dead, but the chamber still gives Halaster great pleasure. He visits from time to time to gloat over the petrified adventurers he has acquired over the years. And Halaster makes sure to always have a basilisk lurking somewhere nearby, so that he can add to his horrific collection. Basilisk (1): hp 55; Monster Manual page 23. The basilisk in the chamber is one of many that have occupied it over the years. Halaster breeds the creatures so that he can replace those that are occasionally killed by the adventurers that come to the chamber. The basilisk has made a nest of sorts in the stone coils of the snake carving supported by the four large pillars. The creature can conceal itself there very effectively. From there, it can observe the party and gauge the PCs’ strength. If it senses any advantage, such as a small party or a party with wounded PCs, it will attack. Halaster keeps the basilisk relatively undernourished (sometimes allowing it to feast on the goblins that clean the chamber when adventurers are scarce) so as to encourage it to do its work. If the creature believes it will not be able to overpower the party, it will remain hidden. The basilisk will attack any PCs who climb up on top of the slab and disturb its nest. The basilisk will not pursue PCs who manage to escape the chamber. If the PCs inspect the “statues,” they will see humanoids of all races depicted in stone. The majority of the subjects are frozen in postures of agony, their faces bearing their final expressions of terror as they were attacked by the basilisk. Most PCs will see them merely as the product of a morbid sculptor. Only those highly skilled in the lore of magical beasts will see the statues as the victims of a basilisk. The DM is free to determine the number of statues, their appearance, and their placement in the chamber. Over the years, Halaster has also made the chamber something of a treasure room. The statues he has come to adore most have been adorned with various items, magical and otherwise. This embellishment not only pleases the wizard’s eye, but also serves to entice unwary adventurers. The DM can use this chamber to offer the PCs the chance to obtain treasure. The statues can be adorned with necklaces, rings, weapons, and other items of varying value. It is up to the DM to decide whether there are traps, magical or otherwise, associated with certain items. Obviously, any PCs that can cast Detect Magic will be very useful in this chamber. There are several powerful enchanted items on display that are protected by potent magical traps. There is a statue of an elven fighter in intricately crafted armor close to the rear wall that bears an enchanted longsword. It is a + 2 Longsword of Mighty Cleaving (Dungeon Master’s Guide page 225). A Symbol of Pain (Player’s Handbook page 290) has been cast on the back of the hand holding the longsword. Any PC that looks at the symbol, reads it, or touches it will trigger the spell. The PCs may attempt to render the symbol inert using the Disable Device skill (rogues only) or by attempting Dispel Magic. In addition, stepping on one of the stones in the floor directly in front of the statue will trigger a mechanical trap. A rogue may detect the trigger stone with a Search check of 21 or higher. The trap cannot be disabled. If the stone is pressed, it will sink several inches into the floor. This will open secret doors in each of the four large pillars. Inside the pillars are shallow niches just large enough to hold an animated skeleton. Skeletons (4): hp 10 each; Monster Manual page 225. The skeletons, garbed in rotting armor and armed with longswords, will initially attempt to kill only the PCs who disturbed the sword. They will attack other PCs that attempt to stop them. The DM can use the human warrior skeleton provided on page 226 of the Monster Manual. There is also a statue of a beautiful human female in the chamber. She may have been a magic user, as evidenced by the elaborate robes she was wearing when the basilisk attacked her. She may have been in the midst of spellcasting when she was petrified, because both arms are raise at eye level. In one of her upturned palms rests a perfectly clear crystal sphere. The sphere, which is a Crystal Hypnosis Ball (Dungeon Master’s Guide page 275), is not guarded by traps. Anyone who attempts to use it as a scrying device while in the chamber, and fails to resist its power (see relevant DC check in the Dungeon Master’s Guide), will immediately fall under the control of Halaster himself. A PC so controlled will most likely attempt to put the party in harm’s way. This may mean purposely setting off traps and attempting to entice the basilisk to attack. If a PC carries the crystal out of the chamber or even out of Undermountain, they are still at risk of becoming a slave to Halaster through repeated use. Relevant Skills Checks Appraise: The DM determines the DC that will reveal the value of the rubies in the mosaic, as well as any items that adorn the statues. Disable Device (DC Variable): Rogues can attempt to disable the magical and non-magical traps within the chamber. Dispel Magic DC 31: A PC can attempt to use Dispel Magic on the magical traps and triggers Halaster has placed on the statues in order to protect the few treasures he has used to adorn them. Knowledge (Arcana) DC 20: Only PCs who are scholars of Arcana can make this check to recognize the statues as victims of a basilisk. Listen DC 20: Once they have passed the small pillars, PCs who succeed in this check will detect sounds of movement somewhere in the chamber. This is the basilisk stalking them. Search (DC Variable): Rogues can make checks to locate traps within the chamber. Spot DC 15: Just inside the double doors on the left wall, someone has carved “Halaster’s Hall of Horrors” in Dwarven near the floor. The words are small and shallowly carved. Spot DC 15: There are claw marks left by the basilisk to be found on the four large pillars (from when it climbs up and down from its nest) and on the floor. Adventure Hooks and Tie-Ins • The chamber gives the DM latitude to devise his or her own traps, both magical and non-magical. It also provides a means of offering the PCs the opportunity to obtain specific items or treasure that they may have been seeking. • The PCs discover that one of the statues is a long-lost friend or enemy. The PCs may wish to seek a means of reversing the basilisk’s petrification on someone they know. • The PCs may attempt to communicate with the ghost that protects the mosaic. If they succeed, the ghost will tell the tale of its demise. It may also tell them of the location of items hidden elsewhere in Undermoutain. The DM may also outline a quest that the PCs can take to release the spirit from its imprisonment. This may involve finding Jadith’s bones and carrying them out of Undermoutain for a proper burial. • To make the room more challenging, the DM can have two basilisks lurking in the chamber instead of one. Or the DM can replace the basilisk with an Abyssal Greater Basilisk (Monster Manual page 24). In this case, the chamber will have a detectable aura of evil that permeates it. |
| WotC_Mel06-29-05, 02:36 PM | The Ghost of Justice (EL 7) Room Summary Creatures: (1) Calimore, a 6th paladin human ghost. Traps: None Terrain: Normal. Lightning Conditions: Darkness, with an aura from the ghost. [B]Magic: Wizard lock on the secret door, Detectable Alignments: Moderate good from the ghost. Secrets: (3) There is a secret door in the eastern alcove, inscriptions on one of the pillars, and a ghost that wishes to test and challenge a good PC in order to serve as his magical weapon. Treasure: The Ghostblade (see below). Background The primary resident of this room is Calimore, the ghost of a human who died here almost 40 years ago. In life, Calimore was a member of a fanatical order of paladins who served the god Torm. He was personally obsessed with cleansing Undermountain and led a group of young adventurers into the dungeon. While in this chamber, his party was ambushed by a dark naga, Sombrefast and her brood. Calimore attacked the serpents trusting his companion, the rogue Pellin, would protect his back. Unbeknownst to the paladin, Pellin was off collecting a bit of treasure across the chamber and by the time he had rejoined the group, Calimore was surrounded and fatally wounded. His fixation with the purification Undermountain, his sense of betrayal at the hands of his companion and the oath he took “to fight evil in this life and the next” left Calimore in a state of undeath. As a ghost, Calimore remains lawful good and has some of his paladin abilities. The combination of his beliefs on service to others and his desire to slay evil in Undermountain has granted him a unique ability among ghosts – he can manifest himself in the form of a Ghostblade, a weapon that another creature can wield. In this encounter, Calimore tests one of the PCs to see if they are ‘of a noble and righteous sort’ and worthy of bearing the Ghostblade. The specific powers of the Ghostblade are detailed in the section noted as Treasure. The Encounter As the PCs approach one of the entrances to this room, read the following aloud, adjusting for successful skill checks: As you approach the closed door, you can see symbols scratched into its stone face. You hear the faint sounds of battle seemingly coming from behind the door. When the PCs have opened the door, read the following aloud: A room opens up before you, with thin pillars lining the east and west walls. Besides the double doors to the south and a single door to the west, there is an alcove to the east with a pile of tattered rags. The northern side of the room stretches out beyond the extent of your darkvision. As you take in the scene, you notice that the sound is gone. The alcove holds the worn bedroll of an adventurer who used this room to camp and never returned. It is blood-stained and torn and not worth anything. Calimore lurks in the room in the ethereal plane between two of the large pillars. Before he materializes, he uses detect evil on the PCs. If any of the PCs detect as evil, Calimore will not want to join them but might instead haunt them (see Adventure Hooks and Tie-Ins). If none of the PCs seem evil, continue with the paragraph below. When the first PC has entered the room 20 feet past the small columns, read the following: In the distance, you can make out a faint, pale glow in the shape of a sword. The blade is protruding from the stone floor about ten feet away from a large column. If detection spells are used, the blade registers as faint necromantic magic and good. After a round or two, or if the PCs approach the blade, read the following: Emerging from behind the pillar, a translucent knight strides forward towards both you and the blade. The ethereal figure is clad in plate armor with a soft white aura surrounding him, yet he makes no sound. When he reaches the sword, he removes the blade from the ground and points it at [insert the name of a warrior PC]. “On the honor of his holiness Torm, the Lords of Waterdeep, and champions of law, good and all that is pure, I challenge thee, young squire, to a duel.” If the PCs delay to get more information, Calimore will parlay with them. He uses statements like “I sense your purpose, and we are aligned,” “We must all be tested from time to time” and “In a hive of evil, the forces of good need every ally but such alliances are not forged easily.” If the PC asks for time to prepare for the duel, Calimore agrees and slips back into the ethereal plane for 24 hours. The Duel If the PC agrees to the duel, Calimore engages with him for four to five rounds. Calimore’s longsword is considered a ghost touch weapon and ignores the 50% chance to miss. The PC weapon (unless they also have the ghost touch ability) does not have this benefit, although Calimore will verbally acknowledge a ‘good hit’ even if the weapon passes right through him. Calimore (Ghost) 6h level human paladin: CR 8; Medium undead, incorporeal; HD 6d12; 45 hp; Init -1; Spd Fly 30 feet (perfect); AC 14 (-1 Dex, +5 deflection) or 19 (-1 Dex, +8 full plate, +2 heavy shield); Atk +9/+4 longsword (1d8+2/19-20); SA horrific appearance, manifestation, telekinesis; SQ Darkvision 60 ft, incorporeal traits, rejuvenation, +4 turn resistance, undead traits, detect evil at will; AL LG; SV For +8, Ref +3, Will +6; Str 14, Dex 8, Con -, Int 10, Wis 14, Cha 19. Skills/Feats: Concentration + 6, Heal + 8, Ride +5; Weapon focus (longsword), Power Attack, Improved Bull Rush. Possessions: Ghost touch longsword, full plate armor, heavy shield (all ghost equipment). See Monster Manual page 116 for additional information on Ghosts. It is important for the DM to choreograph the fight to build drama, and to portray Calimore as a testing the PCs skills instead of just trying to outright kill him. The ghost may attempt to bull rush or disarm his opponent; anything to measure his overall skill. If the PC has held his ground (or struck several solid blows against Calimore) during the fight, the paladin takes a step back and speaks: “Indeed, your skills in combat are worthy of note. You should do well in Undermountain if you never lose sight of your purpose and give into the evil of this place. I am the paladin Calimore and know that you will have an ally at your side tonight.” When the ghostly knight finishes speaking, he disappears and a translucent appears on the ground before you. If the PC deals lethal damage to Calimore before the duel is over, Calimore begins to dissipate and speaks to the PC (using the above quote without the last line) and then something cryptic about returning in a time. After he rejuvenates in 2d4 days, Calimore appears to the PC in his dreams and then the Ghostblade will manifest beside him when he awakes. If another PC attempts to intervene in the duel, Calimore quickly strikes out at him with his horrific appearance. Calimore may continue with the duel after that or may disappear (DMs discretion). Treasure The only treasure in the room is the Ghostblade, if one of the PCs proves themselves worthy of wielding it. The Ghostblade is a physical manifestation of Calimore and can take the shape of any melee weapon. It is a +2 ghost touch longsword (by default) that conveys the wielder the Iron Will feat, can detect evil at will and cure 12 hit points by touch once per day. It is a Lawful Good weapon, has an Intelligence of 10, Wisdom of 14 and Charisma 19. The blade speaks common and elvish, and constantly sheds a pale white light with a 10’ illumination when unsheathed. The sword has an Ego score of 12. Calimore’s voice and personality are very much alive in the blade. (XP value: 24,000) The Ghostblade disappears if its possessor dies, if he attempts to give it to another or if he leaves Undermountain. When the blade disappears, the ghost immediately returns to the chamber, although he may or may not reappear for the same adventurers at the DMs discretion. A circle of protection good will keep the sword at bay. SKILL CHECKS Listen DC 23: You hear the sound of battle – with metal ringing, brief shouts and an occasional hiss – echoing behind the door. The space sounds cavernous. Speak Language (Goblin) DC - : The words “danger,” “no sleep,” and “angry dead” are scrawled on the door in goblin. Search DC 20: This result allows a PC to discover the outline of the secret door in the alcove. The door is secured by a [I]wizard lock spell (9th level spellcaster). Search DC 15: Inscribed on the northeastern-most small column is a series of names with a list of monsters below them. For example, “Khelbreth, Gargoyle, Ettercap, 3 Trolls, 6 Dire Bats …” [For the DM: This was made by Calimore, listing the exploits of warriors wielding the Ghostblade. All of the monsters listed are evil.] Bardic Knowledge DC 20 or Knowledge (Waterdeep or Undermountain) DC 23: The names on the column are of young, good fighters who have adventured in Undermountain within the past twenty years. Some returned from Undermountain, while others were not heard from again. Bardic Knowledge DC 25 or Knowledge (Waterdeep or Undermountain) DC 28: Several of these warriors were known for wielding ghost-like swords during their adventures in Undermountain. These swords were said to be possessed. Knowledge (Religion) DC 20: The holy symbol on the warrior’s breastplate belongs to a wiped out sect of paladins devoted to Torm. Adventure Hooks and Tie-Ins · If only one of the PCs is evil (and especially if they are a rogue-type), Calimore may appear before the PCs, point to the evil PC and denounce him as evil and a traitor and warn the group to beware. Later, he may appear in that PCs’ dreams to torment him in order to get him to repent. · The Ghostblade may be able to assist the PCs navigate part of the dungeon that he has explored and remembers. He is not afraid to lead them into a dangerous situation if it might mean that they fight evil creatures. · The PCs may encounter clues to the whereabouts of Sombrefast, the naga who killed Calimore. The Ghostblade will want to immediately pursue those clues to avenge his death and will enter an ego battle with his possessor if necessary (see page 271 of Dungeon Masters Guide for more information). · The PCs encounter an adventuring paladin who previously wielded the Ghostblade, but lost the weapon when he left the dungeon. He challenges the PC to a duel to decide who should get to use the blade. |
| WotC_Mel06-29-05, 02:46 PM | Hag Lair (EL 8) Room Summary Creatures: (5) Lucinda, a green hag, and four troglodyte zombies wearing trapped robes. Traps: (5) A symbol of fear and a cause fear trap on each of the zombie’s robes. Terrain: Normal, but becomes difficult when the toads disband from the pool (see below). Lighting Conditions: Shadowy illumination (provided by the torches and candles lining the chamber). Magic: Cause fear traps on the zombie’s robes (faint necromancy), symbol of fear (moderate necromancy), two potions of cure serious wounds on Lucinda (faint conjuration [healing]), potion of lesser restoration (faint conjuration [healing]). Detectable Alignments: Lucinda (faint chaos, faint evil), and troglodyte zombies (moderate evil). Secrets: (3) The secret door on the eastern side of the chamber entrance, Lucinda’s hag eyes hidden in the columns of the chamber, and the decomposing bodies of Lucinda’s sisters in the rear of the chamber. Treasure: (4,800 gp) The gems set within the caryatid columns and the contents of the chest: eight deep blue spinels worth 200 gp each, 400 gp, a golden music box set with black pearls worth 2,500 gp, and a potion of lesser restoration. Relevant Skill Checks Appraise DC 12: Allows characters to discern the difference between the deep blue spinels and the hag eyes set in the columns. Appraise DC 15: Allows characters to estimate the value of the music box and gems. Balance DC 12: Once the toads flee from the pool, characters must succeed at this check or be caught off balance due to the hordes of toads hopping about. Characters that fail by 4 or less cannot move for 1 round, while characters that fail by 5 or more fall. Climb DC 15: Allows characters to climb the fluted columns and caryatid columns. Diplomacy DC 35: Allows characters to turn Lucinda’s attitude to friendly and persuade her to aid them: for a price. Disable Device DC 31: Allows characters to disable the symbol of fear. Open Locks DC 20: Allows characters to open the door to this chamber, the door to the left exiting this chamber, and the treasure chest in the rear of the chamber. Search DC 15: Allows characters to find the bodies of Lucinda’s two sisters near the large chest in the rear of the chamber. Search DC 20: Allows characters to find the secret door on the eastern side of the chamber. Spot DC 19: Allows characters that can see invisible creatures to see Lucinda when she is hiding in the rear of the chamber. Spot DC 20: Allows characters to become aware of Lucinda when she is invisible if they are near her, though they cannot actually see her unless they have the ability to see invisible creatures. Spot DC 30: Allows characters to notice the hag eye set in the fluted column at the entrance of the chamber. Wild Empathy DC 15: Allows characters to approach the toads without scaring them, thus keeping them from fleeing the pool. Lucinda and her sisters (a covey of hags) long ago stumbled upon this chamber and ridded it of Halaster’s traps and guardians, hoping to use it for a home. Lucinda’s oldest sister was a powerful spellcaster and created the zombies and magical features of the chamber. However, Lucinda (the weakest of the covey) grew tired of the constant nagging of her older sisters and murdered them in their sleep. She has since spruced up the chamber more to her liking, but still enjoys the protection of her departed sister’s fortifications. The chamber to the east (beyond the secret door) houses a magical portal that connects to an outcropping of stones in a swamp to the north of Waterdeep. The swamp was the original dwelling place of Lucinda and her sisters, and Lucinda still makes daily forays there in search of food. She never strays too far from the portal however, as she is ever-vigilant and protective of her domicile. There is a 15% chance that Lucinda is away when the PCs approach the chamber (determine whether she is here or away before the PCs enter the room). Read or paraphrase the following as characters enter: The fetid smells of stagnant swamp water and decay assail you as you enter what seems to be an endless expanse of plant and stone, and the croaking of toads echoes in the far regions of the room. Several torches line the walls, resting in ornate sconces, and dozens of candles sit on the floor in small holders, their dim flames dancing. A thick blanket of moss and fungus coats much of the floor, although in several places large bits of the underlying stone foundation are apparent. Two rows of fluted columns flank the path ahead, forming a miniature hypostyle hall before opening up to a larger, more open area. Thick vines sprouting dark purple flowers snake around the columns, apparently taking root in the cracked ceiling above. To your left is a stone door, its grey features tinged with green from the same slimy, plant-like substance that seems to coat all of the walls here. To your right is an inlet of stone, its dark confines home to a large patch of toadstools and mushrooms. This area of the chamber holds two secrets: first, there is a secret door in the fungus-filled inlet. Second, high up on one of the columns (set into a cavity of missing stone) is a hag eye, a gem that allows its creators to see through it whenever they wish. Thus, if Lucinda is away she returns in 1d6 rounds (as she peers through the eye frequently, keeping a vigilant watch over her lair) or she may wait to enter at the most opportune time (see Tactics, below). The eye appears to be a small, semiprecious gem, unless viewed with a gem of seeing or other such special effect in which case it is revealed as a disembodied eye. The hag eye has a hardness 5 and 10 hit points, and if destroyed deals 1d10 points to Lucinda and blinds her for 24 hours. Should the characters continue on in the chamber (past the rows of columns), read or paraphrase the following: The stench grows stronger as you press into the chamber, and the mossy floor grows damp and soggy underfoot. Toads frantically hop out of your path as you approach, croaking in distress. Four massive caryatid columns stand before you, their forms depicting beautiful women holding large orbs of stone atop their heads, their eyes gleaming with beautiful blue jewels. Sunk into the floor between the grand columns is a large, slanted pool spanning twenty by ten feet. Its murky waters writhe with life, and you realize that the pool is completely filled with toads. Beyond the pool, the back of the chamber is shrouded in darkness, illuminated only by the dim light of a few candles. Treasure: The gems are deep blue spinels and are each worth 200 gp. Lucinda has placed another hag eye here, prying out one of the gems of the caryatid column and replacing it with the eye. Wait for the PCs to approach the pool before reading the following: As you approach the pool the toads flee, hopping away in distress. They scatter in all directions, leaving the waters before you somewhat clear. Facing you, on the slant of the pool is a strange rune. It glows with an eerie purple light. Creatures: Should characters hide in this chamber without Lucinda’s knowledge, they may notice that whenever she approaches the pool she says: “Hello, my little darlings.” It might appear to the PCs that Lucinda is greeting her toads, but this is actually the password to avoid harm from the symbol of fear. Likewise, Lucinda speaks the same phrase whenever she approaches the zombies, as it is also the bypass for the traps on their robes (see below). Lucinda, Female green hag: CR 5; hp 49; Monster Manual p. 143. Possessions: Lucinda always carries two potions of cure serious wounds, and does not hesitate to use them when in trouble. Troglodyte Zombies (Wearing Trapped Robes) (4): CR 1; hp 29; Monster Manual p. 266. Tactics: Once Lucinda knows that the characters are in her abode, she casts invisibility on herself and hides in the rear of the chamber. The zombies attack the PCs once the characters activate the symbol of fear, or once they pass the pool. Lucinda then joins the fray as well, using her weakness ability on the strongest fighters in the group, and then attacks with her claws. Should she find herself on the losing end of the battle (drained to 15 hp or less and having already used her potions of cure serious wounds), Lucinda again casts invisibility, and seeks to retreat. If she cannot, or if it seems that she may lose her lair and treasures to the characters, she seeks a diplomatic solution, offering information of the nearby chambers and their denizens in exchange for her safety. Traps: The zombie’s robes are imbued with cause fear traps, and characters that approach within 10 ft. of the zombies are subject to the trap’s effects. The purple glowing rune is actually a symbol of fear, placed here some time ago by Lucinda’s sister (see below). Unless characters specifically stated (before the toads fled) that they wish to avoid gazing in the direction of the pool, all within 60 ft. are subject to the symbol’s effects. Cause Fear Trap: CR 2; magic device; proximity trigger; no reset; password bypass; spell effect (cause fear, 1st-level wizard, one character with 5 or fewer HD becomes frightened, characters succeeding at a Will save DC 11 are instead shaken for 1 round); Search DC 26; Disable Device DC 26. Symbol of Fear: CR 7; spell; spell trigger; automatic reset; spell effect (symbol of fear, 11th-level wizard, all creatures within 60 ft. gazing at the symbol are panicked for 1 round per caster level, Will save DC 19 negates); Search DC 31; Disable Device DC 31. Should the characters survive the attacks and advance past the pool and columns, read or paraphrase the following: In the rear of the chamber is a large, black cauldron, within which is a thick, foul concoction. In the northeastern corner of the chamber is a matted mess of moss, fungus, and plant matter, while in the northwestern corner is a large chest amidst a colony of ferns, fungus and other plants. The cauldron is an ordinary iron cauldron, while the concoction within is Lucinda’s foul toad soup. The small mound of moss and plant matter in the northeastern corner serves as Lucinda’s bed, as a nearby dirty blanket attests. Near the chest, hidden amongst the plants and acting as nourishment for several colonies of fungus, are Lucinda’s two (recently deceased) sisters. Treasure: The chest contains 400 gp, a golden music box set with black pearls worth 2,500 gp, a deep blue spinel (pried from the caryatid columns) worth 200 gp, and a potion of lesser restoration. Adventure Hooks and Tie-Ins • The PCs might stumble across the portal that leads to this room’s adjacent chamber while exploring the swamp that was once Lucinda’s home. • While in Undermountain, the PCs might be contacted by the restless spirits of Lucinda’s sisters, who offer the characters a reward for enacting revenge upon their murderous sibling. • Characters might be asked by a noblewoman to find a family heirloom (a beautiful music box). Her daughter was an adventurer and carried the music box for comfort. She and her companions never returned from their foray into Undermountain, though their bodies were recovered. • You can increase the difficulty of this encounter by changing the symbol of fear to a symbol of death, giving Lucinda wizard levels, and changing the troglodyte zombies to bugbear or ogre zombies. |
| WotC_Mel06-29-05, 04:23 PM | The Hall of Foolish Nobles Read the following aloud to the players: As the doors to this chamber swing open, you hear the faint sound of torches being ignited. Approximately thirty feet ahead of you, you see six torches, each one attached to the side of a narrow stone column, come suddenly alight. By their faint illumination, you see the dry-rotted ruin of a massive oak table, collapsed in on itself over the span of centuries. Aside from the hiss and pop of the burning torches, the room is silent. The further the PCs move into the room, the more torches light. There's one torch on each of the twelve smaller pillars at this room's south end. Each one is in a wall sconce about twenty feet above the floor. Despite the hiss and "fwomp" sound of their ignition, each torch has had a heatless continual flame spell cast upon it. The spells have lost some of their potency over time, and currently, each torch only sheds half the light in half the radius of a standard continual flame. As the PCs approach the room's north end, read the following: Here are two large, high-backed wooden thrones against the back wall of the room. The walls around them are decorated with ornate tapestries and heavy, moth-eaten curtains, hanging in tatters. A moment after you see them, the thrones are abruptly occupied. A visibly drunken man in stained ermine robes, wearing a dented crown, is seated in the throne on the left. To his right, his "queen" is barely wearing a scanty purple dress of crushed velvet, slit up the sides with an impossibly low bodice. She's smiling at you in a way that makes you vaguely uncomfortable. The king raises a dented silver tankard to you and shouts, "Well met! Hail! How are you?" Dozens of voices reply, from all around you, as gaily dressed courtiers materialize out of the shadows: "Hail to the king!" The king staggers to his feet, belches loudly, and begins making drunken proclamations. First among his royal decrees: "The sun... should not be quite so bright!" The king, the queen, and the royal court he's addressing are all illusions. Specifically, they're caricatures of royalty that Halaster has run afoul of over the course of his long life. At present, the illusion is a parody of the royal court of Cormyr from a few hundred years ago. The king at that time liked his ale, and his queen was an equally notorious flirt. They earned Halaster's enmity for jailing one of his lesser-known apprentices. At a first glance, the illusions may appear quite lifelike, convincing a casual observer that they've stumbled into some kind of phantom flashback. The illusions apply to all five senses, and will visibly react if a PC interacts with them. Since the illusions are deliberate caricatures, there are any number of small details that might jump out at an observant PC. For example, if a PC notes, in character, that the king's been drinking from the same tankard without refilling it for quite some time, or that she has no idea how the queen's dress is staying on, that's enough to justify a Will save. The illusions have no real instructions or intelligence, though, so they can't hold up their end of a conversation. If a PC tries to speak with one of the illusions at any length, act as though you're not really listening: "Really. I quite agree. That's fascinating. Hm. Yes." A successful dispel magic or break enchantment, made against Halaster's typical caster level, will temporarily disrupt the illusion. The PCs will, once again, be standing in a dusty, empty room. Ten minutes later, a different illusionary court will appear. This time, the king and queen will be vaguely anemic-looking elves with their noses in the air, ruling over a court of equally pompous elves who're all studiously ignoring the horrible monsters standing at the edges of the room. Any elf PC who's native to Faerun will recognize this as an oddly apt parody of the last ruling family of Myth Drannor. If the PCs keep dispelling the illusions, they'll cycle through several more parodies, including Lord Mourngrym of Shadowdale and, oddly, the temple of the Kingpriest of Istar (from Krynn), before returning to the faux Cormyrian court. The PCs could also encounter a thin-waisted busybody who sort of looks like the Simbul, a bunch of hapless screwups who all wear Harper pins, or a befuddled sot of an ancient wizard with pipesmoke coming out of his ears. Halaster has lived a long time, and has been irritated by many nobles and wizards. This room is, simply enough, a joke at their expense. If any of the illusionary kings are disbelieved or dispelled, or if a PC lures the king out of his seat somehow, the PCs can search the thrones. Doing so reveals a cheap brass crown, wedged between the throne's cushion and its armrest. The crown radiates an aura of illusion magic, and effectively places its wearer in the role of the "king" of whatever illusion is in the room at the moment. The wearer can command the illusionary courtiers to do almost anything short of attacking themselves, each other, or other creatures in the room. Most of the furnishings in the room are worthless and crumbling from age and rot. A resourceful party could improvise torches from the crumbled chairs and tattered curtains, but there's little else that can be done with it. The tapestries on the walls are spun from gold and silver thread, so they've weathered the centuries better than the room's other furnishings. They depict treacly scenes of flowering courtly love, horrifically melodramatic battles, and impossibly perfect pastoral landscapes. The average art critic would take one look at them and fall over laughing. The tapestries are also glued to the wall. It'll take an hour of carefully chipping at the tapestry with a chisel to free a tapestry without destroying it. Of course, if the PCs are in a hurry, they can simply rip the tapestries down and cast mending on them later. Adventure Hooks and Tie-Ins -- The tapestries that adorn the walls could easily be camouflaged portals, leading to other lands, planes, or levels of the dungeon. -- The throne room is poorly lit and has many places to hide, making it an excellent place for ambushes. Enemies could skulk through the shadows in the corners of the room, behind the pillars. If they're really smart, they may dress like the illusionary courtiers, and use them for cover while they attack the party. (Treat an appropriately dressed target as though he has partial concealment, unless he's acting completely unlike the illusions around him. Having a weapon drawn may not be enough, especially if an NPC has control of the brass crown.) -- The king's drunken proclamations may contain clues. For example, he may reveal the location of a long-forgotten secret door in the Cormyrian royal palace, or drunkenly boast of the construction of some dungeon or marvel that's been lost to history. -- The members of the court needn't all be illusions. Spectres, wizshades, or phantasmal killers could lurk amidst the courtiers, waiting for their chance to strike. Room Summary Traps: Anyone who makes a joke at the expense of Halaster or one of the Seven while sitting in the throne or wearing the crown will be targeted with a feeblemind spell, which originates from the illusion of the king. Terrain: The floor is inlaid with chipped and cracked marble, which is covered with a rotting ermine carpet. The carpet muffles footsteps, lowering the DC of Move Silently checks to 12, but it's only loosely attached to the floor. Anyone attempting to run, charge, or tumble in this room must make a Balance check at DC 12 or fall down. Lighting Conditions: Dimly lit. Both mundane and magical light sources work normally. Magic: The royal court is a permanent illusion, of course. Detectable Alignments: None Secrets: (2) There's a secret door at the south end of the room, near the entrance. One of the large pillars near the throne has been hollowed out relatively recently, by the use of a stone shape spell. There is no way to open the pillar, save by casting a similar spell or breaking it open. Treasure: The hollow pillar contains three dusty sacks. One is holding three loaves of moldy bread, a jar of edible honey, and three wheels of cheese sealed in red wax; the second contains approximately 657 gp worth of mixed currency, some of which would be foreign to the most dedicated coin collector in the Realms. The third contains three green glass bottles, each wrapped in wicker and tightly corked. Two are potions of extra healing, and the third is a potion of delusion (healing). The torches on the pillars will retain their continual flame enchantment even if they're removed from this room. The smaller pillars' torches are too weak to be of much use for any but the most desperate adventurers. Each tapestry, if it's safely removed from the wall, could be sold for up to 1,000 gp by a skilled haggler. A PC will fetch a better price for them if he goes to a museum or historian rather than a fence or art dealer; they aren't much to look at, but they're well-preserved pieces from a short-lived artistic movement. Relevant Skill Checks Knowledge (History, Culture) DC 15: A PC who makes this check will recognize the specific courtly traditions and/or people that the illusions are parodying. Craft (Carpentry, Woodworking) DC 12: There were many gems set into the old throne at some point, but they were all pried off long ago. Spot DC 15: At some point before the illusions kick in, a character who's looking in the general direction of the throne can see the glint of the torchlight reflecting off the brass crown. Search DC 25: The PC finds the hollow pillar. A player who specifically says that his character is rapping on the pillars will find the hollow one automatically. |
| WotC_Mel06-29-05, 04:48 PM | Room X: Hall of Light… Hearts? (EL 5-7/8) Room Summary Creatures: (5-8) Three to Five Lantern Archon, 1 7th Level Gnome Wizard, 1 7th Level Gnome Cleric, 1 Tatterdemanimal Traps: None Terrain: Smooth Stone Floors with Carpeting, Stone walls and columns, 30ft ceiling in southern part of room, rises to 50ft when the walls slant outwards. Lighting Conditions: Floating glass globes provide ample lighting.Magic: None, aside from items (the globes etc.) and creatures. Detectable Alignments: Moderate Law, Moderate Good (the archons), Faint Chaos (Gnomes) Secrets: (5) A secret door in the east cubby, and secret compartments hiding built-in chests in each of the four pillars (facing in) Treasure: Glow Globes, Glow Globe Bags, Potions (available for sale) Read the following aloud, making whatever changes are necessary for successful skill checks, etc. [I]The room before you is a surprisingly well-lit and large room, reminding you of the great hall of a castle. A lush red carpet covers most of the floor, though the walls and many columns in this room are lacking in any sort of tapestry or wall hanging. The light emanates from a number of gaseous globes, each the size of a man’s head, which are floating and dancing throughout the large hall. In addition to the globes, you see a pair of gnomes sitting behind a makeshift counter by the nearest set of columns. Above them, strung between the columns, is a sign that reads “Potions for Sale” in Common.[I] The gnomes are simple, harmless gnomish potion dealers. However, each potion they sell has 2 effects on it, the listed effect for the potion and another effect, rolled on the “Prank Table” below. They obviously only advertise the intended effect, and they have some non-prank ones, which they will sell if the PCs look like they will use them right away (so as not to get caught). Potions for Sale Cure Light Wounds 50 gold Vision 150 gold Spider Climb 50 gold Darkvision 300 gold Cure Moderate Wounds 300 gold Levitate 300 gold Cat’s Grace 300 gold Bull’s Strength 300 gold Tongues 750 gold Water Breathing 750 gold Cure Serious Wounds 750 gold Protection From Elements 750 gold Haste 750 gold Jump 50 gold Prank Table (Roll 2d8) 2-4 Ghost Sound Plays music appropriate to the potion type. Example: Fast yartings for Haste, a young female voice saying something in a random language followed monotonous male voice reciting the same phrases in common then the girl again for Tongues, etc. (7 rounds) 5-7 Arcane Mark An up to six-letter tattoo appears on the drinkers back, lasts one month. 8-10 Prestidigitation Colors the drinker’s face for 1 hour. 11-12 Change Self Makes the drinker appear as opposing gender (or anthropomorphic animal). (1 hour). 13-14 Ventriloquism Player now talks out of his rear end. (7 minutes) 15 Silent Image Player is now the proud owner of a silent pigeon or parrot, which does nothing but sit on his head, if parrot, the effect comes with an eye-patch. Lasts for duration of real effect or 1 minute. 16 Storm Cloud Silent Image, Prestidigitation, and Ghost Sound. The player now has wet clothes, and a storm cloud above his head, complete with sounds and lightning (1 minute or duration). Relevant Skill Checks Listen DC 15: Through any of the doors, players can hear what sounds like some sort of trivial marital dispute in gnomish. Beating the DC by 10 or more allows the PCs to understand that someone misplaced the round beakers, again. The DC increases by +1 for every 10 feet a character is away from a door. Search 15: The players find one of the compartments in the 4 large columns, revealing a chest that’s built into the column itself. The chests are locked. Search DC 15: Players notice a small dip in the carpet in the Northwest corner of the room (this is where the gnomes have set up their lab). Search DC 20: The Players find the secret door hidden in the cubby of the south wall. Spot DC 0: There is an inscription on the secret Door, which reads, in common (note, +1 per 5 feet the player is from the wall section):“Follow me, And I Will light the way." Spot DC 20: Players notice the hole as above. Gnome stats are below. They will help the PCs with general information, but will NOT help with the Lantern Archons or the Tatterdemanimal (though may provide clues through their laughter and cheering). The Gnomes will try to casually get the PCs to tell them the date; although they claim be “taking business to the customers”, they are actually sentenced to one year in Undermountain for impersonating a Lord. If they admit this to the PCs, Dimble beams with pride (it was a good prank). They are pranksters, but not malicious. If attacked, they will use their items and spells to try to escape. If they can, they will open up a Glow Globe Bag, cast invisibility, and hide in their hole under the carpet. They use a Portable Hole as a (tiny) hidden bedroom, and have it hidden in the North West Corner of the room (see sidebar). Touching the globes (which float from 6 feet above the ground and upwards) or touching the larger columns causes the PCs to be attacked by Lantern Archons Lantern Archons (3-5): hp 5 each; Monster Manual page 16. The Lantern Archons are under magical compulsion (Domination, cast by Halaster and made permanent with a variant on the Permanency spell) to guard both the Globes and the Columns. They will concentrate their efforts on the offending PC, using hit and run tactics to blend with the other globes. Use a counter to represent the space the attacking Lantern Archon is in, and assume that there at 5 globes in that space (roll a d6, Lantern Archon is hit on the roll of a 6). Players who see the attack may make a spot check, DC 13, to keep their eyes on the Archon and avoid the d6 roll. Also, anyone with ranks in Knowledge (the planes), may correctly identify the Archon on a DC 20 knowledge check (failure indicates the d6 roll as per normal). Note that this miss chance also effects spells that auto-target, such as magic missile. If the PCs are getting a globe at the time of the attack, they may think that the globe floating around them is one of the Lantern Archons, which will make the gnomes laugh uproariously. The large columns contain secret doors that open outwards, revealing a stone chest carved into the pillar itself. The lids are locked (DC 20), and inside the chests are 1d4+1 Black Bags, described below. One of the chests also contains the tattered and animated remains of one of the bags, a tatterdemanimal, which will either target a small PC, a Familiar, or one of the gnomes (in that order). Tatterdemanimal (1): hp 5; Monster Manual II page 174 Glow Globes: Touching one and speaking the command word (“Follow”) causes the melon-sized globe of gaseous light to float around someone like an Ioun Stone. It provides soft lighting equivalent to that of a Torch. The item is destroyed if it is targeted by a darkness spell, if in the area of effect, it either leaves (unattended) or the user makes a Will save, failure indicating destruction, success indicating it floats out of range and follows when the user is out. Minor Evocation, CL 1st, Create Wondrous Item, light, Price 1,000 gp Glow-Globe Bags: Placing the glow globe in this black drawstring bag is one of the only ways to stop it from illuminating and floating around the user, as any other measure it will float out of and attempt to hover, if possible. Turning the bag inside-out causes it to evaporate, casting Darkness centered on where the bag is. Minor Evocation, CL 3rd, Create Wondrous Item, darkness, Price 125 gp Dimble Roondar Zook “Badger-Tosser” Op’Beren: (Gnome Male Wizard 7) CR: 7; Small humanoid (gnome); HD 7d4+14; hp: 33; Init +1; Spd 20ft; AC 13, touch 13, flat footed 12; Base Atk +3; Grp -3; Atk +4 ranged (1d6 19-20, light crossbow) Full Atk +4 ranged (1d6 19-20, light crossbow); Space/Reach 5ft/5ft; SQ gnome racial traits; AL CN; SV Fort +4, Ref +3, Will +5; Str 6; Dex 13; Con 14; Int 16; Wis 10; Cha 14. Skills and Feats: Bluff +7, Concentration +7, Craft (alchemy) +10, Decipher Script +7, Knowledge (arcana) +7, Knowledge (the planes) +7, Knowledge (history-Waterdeep) +7, Spellcraft +13; Dodge, Brew Potion, Double-Potion, Scribe Scrolls, Weapon Focus (rays) Gnome racial traits: (1/day) speak with animals, dancing lights, ghost sound, prestidigitation; see Players Handbook (page 17) Spells Prepared (4/5/4/3/1): 0-detect magic (x2), read magic (x2) 1-shield, color spray, silent image, ventriloquism, reduce person, expeditious retreat, 2-blur, invisibility, mirror image, levitate, 3-dispel magic, summon monster III, displacement, 4-shadow conjuration Possessions: Portable Hole (belongs to both) – alchemy lab, bed, chest - 3,000 gold, and 10,000 gold in potions; Bracers of Armor +1, Light Crossbow (masterwork), 20 bolts Essentially a hat and robe with feet, Dimble is a consummate salesmen, and the originator of this prank. He avoids combat at all costs, unless Roywyn is in danger. He gestures a lot in conversation. Sister Roywyn Shamil Waywocket “Thimble-Bottoms” Op’Brenen of Garl Glittergold: (Gnome Female Cleric 7) CR: 7; Small humanoid (gnome); HD 7d8+7; hp: 35; Init -1; Spd 15ft; AC 17, touch 10, flat footed 17; Base Atk +5; Grp +1; Atk +6 melee (1d8+1 x3, Battle Axe), Full Atk +6 melee (1d8+1 x3, Battle Axe); Space/Reach 5ft/5ft; SA turn undead; SQ gnome racial traits, domains (good, trickery); AL CG; SV Fort +6, Ref +1, Will +8; Str 10; Dex 8; Con 12; Int 13; Wis 16; Cha 14. Skills and Feats: Bluff +6, Concentration +6, Craft (alchemy) +7, Heal +7, Knowledge (religion) +5, Knowledge (the planes) +5, Spellcraft +5; Martial Weapon Proficiency (battleaxe), Brew Potion, Double-Potion Gnome racial traits[I]: (1/day) [I]speak with animals, dancing lights, ghost sound, prestidigitation[I]; see Players Handbook (page 17) [I]Spells Prepared (6/5+1/4+1/3+1/1+1): 0-create water, detect magic, mending, purify food and drink, read magic, resistance 1-command, divine favor, entropic shield, sanctuary, summon monster I, protection from evil, 2-bull’s strength, cat’s grace, shatter, spiritual weapon, invisibility, 3-dispel magic, create food and water, summon monster III, magic circle against evil 4-summon monster IV, confusion Possessions: Battle Axe +1, Masterwork Half Plate, Holy Symbol Generally helpful and a lover of good pranks, Roywyn would appear motherly, if not for the axe. She protects Dimble like she would a child and has a nervous habit of fondling her axe while speaking. Double-Potion [Item Creation] You may place 2 effects in one potion. Prerequisites: Caster Level 6th, Brew Potion Benefit: You can create a potion of any 2 3rd-level or lower spells that you know and that targets one or more creatures. Brewing a double-potion takes one day. The cost and XP cost of the double-potion is the same as that of making 2 single potions, but the effects are both placed in one liquid and both applied to the target at once. Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion. Special: Some effects cannot be placed together; any kind of alignment effect cannot be placed with its opposite, etc. Adventure Hooks and Tie-Ins · Players can buy potions from the gnomes, as well as get information and possibly a safe place to rest here. Then again, when the potions go off, you may have players come back here for revenge! · If hunting someone, the gnomes may have sold them potions- which both provides the Players a clue and allows for an interesting battle later, where both the heroes and their prey will have all sorts of random side effects through potion use. |
| WotC_Mel06-29-05, 06:03 PM | A Hunger To Die For (EL 14) Room Summary Creatures: (3) Two Ropers and one Duergar Vampire Traps: (2) One on the double doors, and one in the 5ft alcove right beside the secret door Terrain: Polished marble floor Lighting Conditions: Continual flame effect (20 ft. bright light, 40 ft. shadowy light) radiating from the four stone columns. Darkness everywhere else. Magic: Faint aura from the 4 stone columns. Detectable Alignments: Moderate evil from the ropers, and strong evil from Dernal Stoneblood. Secrets: Secret door in the alcove. Treasure: Roper’s treasure and Dernal Stoneblood’s treasure. Read the following aloud if the PCs enter this room via the double doors to the south adjust for successful skill checks: You face a set of unadorned stone double doors; upon inspection you find them to be locked tight. The stone double doors (Hardness: 8, Hps: 60 Break DC: 28) are locked (Open Locks DC: 30) and trapped (Poison blade: mechanical, manual reset, stepping through the door sets it off, Att +10 melee (1d4+4/19-20 plus poison); poison (death blade DC 20 1d6 con/2d6 con) Search DC 20, Disable DC 23, CR 6. Read the following aloud after the PCs get past the double doors: This extremely large room stretches more than 120 feet beyond you, widening gradually from the 10 foot entryway into a vast 50 foot wide chamber at the northern end. The southern, narrower end through which you have entered is adorned with twelve pillars, six standing by the west wall directly opposite from their six partners on the east wall. Read the following if the PCs enter via the secret door on the east wall. Directly opposite you on the western wall there is a single, stone door. There is a trap located directly in front of the secret door in the east wall that is triggered by any person who weighs 100Lbs or more stepping on that section of marble tile. Falling block trap: mechanical, location trigger, manual reset, Atk +15 (6D6), it knocks the target into the square to the left, and fills the alcove completely. Search DC 20, Disable DC 25, CR 5 If PCs enter from the eastern secret door and advance further into the chamber, then read the following aloud: Directly opposite you on the western wall there is a single, stone door. You have entered an irregularly shaped chamber that extends north for at least one hundred feet, gradually widening from twenty to fifty feet. To the south it extends ten more feet, narrowing to only ten feet in width and ending in a set of double doors. The southern, narrower end through which you have entered is adorned with twelve pillars, six standing by the west wall directly across from their six partners on the east wall. The wider northern end is decorated by four wide nondescript stone columns which each glow with the brightness of a single torch, and support a vaulted ceiling that reaches a height of 35ft. Placed in the middle of these columns is a 10ft wide by 15ft long dais upon which sits an 8ft long nondescript stone sarcophagus. The walls of this massive chamber are adorned with elaborate bas-relief carvings of a human knight, doing battle with all manner of evil creatures including demons, ogres, and an elaborately carved dragon of immense size. The floor is of polished marble and appears to be in very good condition. There are 2 ropers hiding among the 12 pillars, 1 to each side of the chamber, that attack when the party gets about half way past the pillars, or sooner depending on if the PCs spotted them. 2 Ropers: Hp 85 (east), 94 (west). Monster Manual 215. The only treasure the ropers possess is contained within their gullets: 5 Gems worth 100gp each and a silver ring worth 500gp in the gullet of the eastern roper and a pair of silver earrings worth 250gp along with ring of minor energy resistance (acid). As the PCs approach the sarcophagus read the following: Directly opposite you on the western wall there is a single, stone door. As you climb the 3 steps up to the sarcophagus a silence fills the chamber and you notice that a greenish colored gas is raising up from behind the sarcophagus and coalesces into a gray skinned, bald dwarf about 4ft. tall, dressed in dark clothing of fine craftsmanship. This is Dernal Stoneblood, a duergar warrior from clan Vraykailor, one of the last tribes of deep dwarves to vacate Undermountain. Unlike his clan-members Dernal obviously never left, sacrificing his mortality for the opportunity to linger behind as an observer, historian, and above all else, a hunter of mortal blood. He has remained here for many years, growing in power and knowledge, picking off stragglers from adventuring parties or entire tribes of weak humanoids. As Dernal rises from his sleep, he curses the PCs for fools to disturb his rest, and promises them that their blood will feed him well. This chamber is one of Dernal’s many lairs; he discovered this room more than 900 years ago; it was empty save for the pillars, columns and bas-relief sculptures which he decided to leave in hopes that it would convince any noble adventures to leave this hero’s tomb undisturbed. He switches lairs from time to time to ensure that he has well stocked hunting grounds and is not easily found. The presence of the ropers who have wandered in from elsewhere does not disturb him given his ability to become gaseous and bypass any risk they may pose, and indeed they act as glorified watch-hounds as the sounds of combat alert him to the presence of intruders. Having spent centuries stalking the vast labyrinthine passages of Undermountain, Dernal has an almost photographic memory of the layout of the first three dungeon level, and takes pride in his historian’s understanding of the power plays and violent struggles which has occurred here below the sight of most human eyes. He also ascends to Waterdeep from time to time, not to hunt (as he does not want to attract too much attention to himself) but to sell items he has taken from his victims and to purchase items for himself. From time to time wanders in and around the jewelers of Waterdeep, using his booty to indulge his passion for rare gemstones. Dernal Stoneblood, Vampire Duergar Fighter 9: CR 12 Medium undead humanoid; HD 9d12+9; hp 86; Init +7; Spd 20ft.; AC 27, touch 13, flat-footed 24; Base Atk +9; Grp +15; Atk: warhammer +18 melee (1d8+10/19-20/x3) or slam +16 melee (1d6+6/x2 + energy drain) Full Atk: warhammer +18/+13 melee (1d8+10/19-20/x3) or slam +16/+11 melee 1d6+6/x2 + energy drain). SA; blood drain, children of the night, dominate DC 15, create spawn, energy drain, spell-like abilities: 1/day enlarge person and invisibility at 16th level. SQ; alternate form, damage reduction 10/silver and magic, fast healing 5, gaseous form, natural armor +6, resistance to cold and electricity 10pts, spiderclimb, turn resistance +4, undead qualities, darkvision 120ft., immune to paralysis, phantasms, and poisons, +2 on saves vs spells and spell-like abilities, light sensitivity, +8 racial bonus on bluff, hide, listen, move silent, search, sense motive, and spot checks AL NE; SV Fort +6, Ref +8 , Will +7 ; Str 23, Dex 17, Con -, Int 12, Wis 14, Cha 8; Monster Manual pages 93 and 250. Skills: Appraise +3 (+5 stone/metal items), Bluff +7, Hide +9, Intimidate +2 , Jump +5, Knowledge (Undermountain) +8, Listen +13, Move Silent +8, Search +10, Sense Motive +10, Spot +13 Feats: Ability Focus (domination), Alertness, Blind Fight, Combat Reflexes, Dodge, Improved Critical (war hammer), Improved Initiative, Improved Undead Toughness (+1 Hp per HD), Iron Will, Lightning Reflexes, Mobility, Weapon Focus (war hammer, slam), Weapon Specialization (war hammer). Possessions: Breastplate +1, Heavy Steel Shield +1, Warhammer +2, Ring of Protection +1, Cloak of Resistance +2 If Dernal Stoneblood is reduced to 0 hps, he changes to gaseous form, and seeps into his sarcophagus, which is locked from the inside and must be broken into. Sarcophagus: Hardness: 8, Hps: 60 Break : 28, unless the PCs find another way to open it. There are several small holes in the bottom of the sarcophagus which Dernal Stoneblood in gaseous form has escaped through to another of his lairs. Treasure: In addition to the magical equipment that Dernal Stoneblood possesses, he also has a pouch laying on the floor of the sarcophagus containing 6 flawed bloodstones worth 100gp each, 8 extremely small aquamarines worth 50gp, and 4 exquisite rubies worth 1800gp each. The door to the west leads to a 40 foot wide by 70 foot deep chamber of utter blackness. Within this unlit room dwell the last group of dwarven adventurers slain by Dernal, who he has seen fit to allow to exist forever in unlife, plunged into mental anguish, cursing the state of their own unholy existence. Pack of 6 Vampire Spawn: Hp 35 each; Monster Manual 253 Adventure Hooks · If Dernal Stoneblood survives, then he still considers himself to have been bested by the PCs, an experience he is unaccustomed to. This gnaws away at his undying dwarven pride, and demands retribution. Once he has healed his wounds, he will try to discover all that he can about them; then the hunting begins, and this time the battle will be on his terms. · The PCs have heard of a chamber devoted to an ancient champion of good, which contains a ring of elemental command, and is guarded only by animated stone columns which protect the tomb. · A fleeing thief with a hefty bounty on his head has escaped into the depths of Undermountain, with the PCs hot on his trail. His path leads the PCs to this room (he is hiding behind some rubble in the room to the west of the single door, or has alternately been slain by a trap or by the ropers). · The pursuit of a quest requires the PCs to solve a riddle regarding the “gnarled steel fist that shields earth’s undying son”. Through divination magics and/or research, this leads them to seek out Dernal’s magical breastplate which is adorned with an elaborate piece of curving metalwork that acts as a key to a portal or magical gate elsewhere beyond which lies the object of the PCs original quest. Relevant Skill Checks Search DC 20: To discover the blade trap on the double doors. Search DC 15: For noticing the holes in the bottom of the sarcophagus. Disable Device DC 23: To disable the blade trap on the double doors. Spot DC 27: To notice the hiding ropers. |
| WotC_Mel06-29-05, 06:18 PM | The Temple of Fortune's Rebirth (EL 11) Room Summary Creatures: None, or (1) Gouger Beholderkin. See The Fateful Coin Traps: None. Terrain: Black Marble Tiled floor; no in game effect. Lighting Conditions: Darkness Magic: Strong Conjuration from the Fateful Coin. Detectable Alignments: None. Secrets: None. The secret door marked on the map is easily seen and opened from this side. Treasure: Either none or a medium magical item. See The Fateful Coin, below. Relevant Skill Checks Decipher Script DC 20: There are various simple phrases in a late dialect of Netherese. A PC taking a minute can puzzle out the meaning of any of the various phrases. Intelligence DC 20: When the PCs locate the coin, the actual players might not make the connection between the mosiac text and the engravings around the coin; allow this check to allow the PCs to figure out that there might be a connection. Knowledge (religion) DC 15: The walls of both halls hold images of the birth of the goddesses Tymora and Beshaba, good and ill luck, and the death of Tyche, the Netherese deity of luck. Knowledge (religion) DC 30: The various phrases of Tyche's faith engraved around the room have seen little use since the death of the goddess. A successful check indicates knowledge of the signifigance of these specific words, which were used by priests of the goddess to identify one another. Search DC 5: The most recent corpse has a small tattoo of two interlocking 3's facing downward (the symbol of the Twisted Rune, old enemies of Halaster) on his left wrist. Anyone searching the blue robed body has a chance to notice this. Search DC 15 or Survival DC 5: The room has been used as a camp by several different groups over the last month. A successful check allows PCs to find traces of this, in the dust. Read the following text aloud, adjusting as necessary for conditions: The wide, steep stairs lead up to a massive doorway, twenty feet across. The well-greened bronze doors, embossed with incomprehensible lettering, lie open. Beyond, a massive, majestic hall lined with white marble columns columns extends into darkness. Two symbols are set side by side in the floor immediately within the hall; One is a red triangle and the other a red pentagram, both edged with silver. This massive hall is a temple to Tyche, the goddess of luck who died just before the start of the Dawn Cataclysm and was reborn as Beshaba and Tymora. The original builders hoped that a way might be found to resurrect the goddess by combining her daughters, but the priests were slain elsewhere before they could attempt to find a means to do so. The lettering on the door reads “The Hall of Fortune Reborn” in a late variant of Netherese, the language of the ancient Netheril Empire’s common folk. Anyone who can speak Netherese or Halruaan will be able to read the script easily, and a comprehend language spell or successful decipher script check will similarly allow for reading. Within the last set of columns is a corpse of a man in mage blue mage robes. He was an agent of the Twisted Rune, a cabal of undead, who had been sent to spy on Halaster and interfere in anyway possible. Unfortunately for the agent, he was unprepared for one of Undermountain's many traps (since disarmed), and his corpse was looted by passing adventurers only three days after his death. Once the PCs are within sight of the second, larger set of columns, read the following, adjusting for conditions: Ahead there is a huge arch, supported by columns so massive that a full-grown man would not reach halfway around its circumference. The capitol of each column is one of the symbols which were at the entrance, and at the keystone of the arch is a giant silver disk. Engraved on the arch are letters in an ancient script. As on the front doors, the words over the arch are in a late variant of Netherese. They read “Fortune Favors the Bold.” On the floor between the second set of columns there is a mosaic which depicts a beautiful (if slightly deranged looking) woman (a portrayal of the goddess). There is Netherese text above and below this picture as well. The text above reads “Life is short. Live it as Tyche meant it to be lived.” Below says “Dare all, and see victory through the Lady!” Once they have passed the second set of columns, read the following, adjusting for vision: The vaulted ceilings of this temple (for it cannot have been anything but a temple) reach at least 90 feet overhead. The floor is largely bare, except for three skeletons in one corner and a single coin, balanced on its edge resting in the center of the room. Every inch of the walls are decorated with elaborate frescos. On one wall the images show a beautiful woman being split in twain by a beam of light and two smaller figures, of similar beauty, coming forth and attacking each other. The center shows the smaller figures warring with one another and the final wall shows the conflict ending as the smaller figures are reunited into the larger figure again. The corpses in the corner are at least 15 years old, and have nothing of value except a small book hidden under one body. All were slain violently—each looks as if they were run through by a lance which crushed his ribs and spine. The book is bloodstained and fragile, but makes it clear that these people, whoever they were, were extremely interested in dead gods. While much of it is illegible from time and bloodstain, there are symbols and notes about various ancient deities including (but not limited to) Amaunator, Tyche, Targus, Mystryl, Moander, the Lost Gods, Bane, Bhaal and Myrkul. This was a cell of a cult devoted to dead deities. Not any in particular, but to lost divinity in general. They located this temple and were even able to flip the Coin… but they were not prepared for their ill fate, and were slain by the Gouger. The Fateful Coin The silver coin balanced in the center of the floor was a minor artifact of Tyche's faith, a coin that when flipped would bring either fantastic luck or terrible ruin to the one who tossed it. With the death of the goddess, it lost much of its old power, but it still has the power to bestow some measure of luck. The thick silver coin has a red triangle on one side and a red pentagram on the other, and cannot be lifted by those not able to identify themselves as members of the faith. Around the coin is engraved the same phrase as there was above the mosiac: "Life is short. Live it as Tyche meant it to be lived." Only by reciting the proper response ("Dare all, and see victory through the Lady!") can the coin be lifted at all. Otherwise it is as if it weighs 2000 lbs, and has no effect even if flipped. Anyone picking up the artifact must make a will save (DC 20) or be compelled to flip it and to let it land on the ground. If the coin is flipped, roll d%: On a roll of 01, the coin vanishes at the apex of its flight and reappears in another temple of Tyche (probably a ruin under Anauroch). On a roll from 02 to 50, the coin lands triangle side up. At that point there is an echoing roar and a Gouger Beholderkin (Appearing as an insane beholder with an extra long, very sharp tongue) appears over the mosaic to the south and attacks the party, focusing its attacks on the one who flipped the coin. Gouger Beholderkin (1): hp 110; Monsters of Faerun, page 24. On a roll from 51 to 99, the coin lands pentagram up, and a random medium magic item (roll on table 7-1, p. 216 of the Dungeon Master’s Guide) appears in the hand of the tosser. On a 00 the coin lands on its edge, granting the tosser a permanent +1 to all saves. The coin may be destroyed as a normal silver coin would be, but the destroyer is granted a permanent -1 on all saves, and suffers bad luck for the rest of their days. This penalty cannot be removed by any means other than recieving an Atonement spell from both a cleric of Tymora and a cleric of Beshaba. Finally, the coin does not allow itself to be removed from a temple of Tyche. It vanishes and reappears in the place where it was found if somone attempts to remove it from the temple precincts. Adventure Hooks and Tie-Ins * The diary of the annihilated cult could serve as an adventure hook; perhaps it holds the location of Borem’s Quagheart (Faiths and Pantheons, p. 169) or other lost temples and artifacts. * If the PCs entered Undermountain in persuit of an enemy, he could replace the dead agent of the Twisted Rune; if he had something the PCs need this could lead to an attempt to track the adventurers who looted the dead man's body through Undermountain. * The Gouger could be replaced with pretty much anything, from a standard beholder to another permutation of Beholderkin from Lords of Madness to something completely different. * Other minor artifacts could replace the Fateful Coin; A Deck of Many Things (Dungeon Master's Guide, p. 278) or Olidammara's Dice (Epic Level Handbook, p. 152) would be especially appropriate. |
| WotC_Mel06-29-05, 06:28 PM | The Undead Wish (EL7-8) Read as the party passes through the double doors: The large, double doors open into a vast, darkness filled chamber. The darkness does not allow a complete view of how wide it actually is. Barely visible are two columns of aged and chipped stone rising 12 feet to the ceiling. To the west is a stout wooden door. On the east is a short passage that ends in a blank wall. Running from the center of the double doors is a rotted carpet that once appeared to be blood red in hue. At the far end of the room you just barely make out the presence of a light, like that of a small hearth fire. The room itself has no furnishings, nor any light source, until they come to the northern third of the chamber. The six columns towards the entrance hold fading runes of an ancient and archaic nature. Most represent warding symbols with no power left in them and others are indecipherable due to age. The carpet is so worn away it does nothing to muffle foot steps. Once the party comes within 40 feet of the southern most of the northern columns read the following: The aged stone and tattered carpet suddenly end at the edge of a plush red carpet that has golden runes traced into its edge. The two northernmost columns are made of shining brass that has relief carvings of flames running the entire length of them. Spread throughout the area beyond are multiple fine furnishings, including a darkwood desk and chair with magnificent carvings adorning them. A large hearth stands in the center of the northernmost wall with a fire spreading a comforting light about the area. Above it sits a bejeweled longsword mounted upon an oak backboard. The most peculiar feature of the area is the large red skinned, horned humanoid sitting in the chair in the center of the area. Dressed in fine silks of varied colors, he speaks in a deep baritone, “I welcome you, mortals. Come to chat with an old riddler?” This room was originally created by Halaster as a means to test his seven apprentices for when they eventually, he knew, would come looking for him. As one of his earliest additions to the Underhalls, he sectioned it off from the rest of the complex by two well hidden secret doors. In this room he summoned, bound, and put into service a genie, or more specifically, an efreeti. After his apprentices finally gathered, Halaster decided to leave the genie imprisoned as both an obstacle and reward for those that decided to delve into his underground fortress. Contained in a modified binding circle and wall of force, the mad wizard bound the genie to grant 101 wishes before he would be freed. Before he could grant these wishes though, the person must answer a constantly changing riddle. As a precaution Halaster put in place, a wish cannot provide anything other than the stated effects in the Players Handbook. After many centuries, failed attempts at answering riddles, and the occasional success, the efreeti, called Mov’Harath, is down to just one riddle to be answered. Here is where things turn difficult. During the Time of Troubles, a battle broke out in Waterdeep with Myrkul’s minions. Some of the city guard that died in that battle rose again as Curst. One of these unfortunates, Brelson, wandered many years in and around the city of the dead, Waterdeeps graveyard, looking for a way to return to life. With no luck in his endeavor, the undead almost gave up hope, until he overheard one of the few adventurers to have returned from Undermountain telling of a wish granting genie. This was his chance. After passing through the Yawning Portal disguising his true nature, he spent many weeks on the upper level of the dungeon looking for this elusive genie. Little did he suspect that when he found him, there would be a riddle to answer to gain his reward. For the past 11 years, Brelson has stayed here in the genies room trying to answer his riddles. As of yet, thanks to his low intelligence and wisdom (both 8), he has yet to correctly answer. After all, the riddles were originally meant for aspiring wizards of quick wit and great intelligence. In his frustration, and due to the chaotic nature of all Curst, he has both pleaded for adventurers that correctly answer to save him from his undeath as many times as he has slain them to keep the genies last wish for himself. Most of the preceding information can be gleaned in conversation with both Mov’Harath and Brelson. As a rule determine before hand Brelsons demeanor before the party enters the room. Typically, he approaches them from the darkness before they reach the northern half of the room inhabited by the efreeti. He has a 50/50 chance of being quite docile, and depressed or arrogant, and even violent to the characters. He also has the standard 5% chance per ten minutes of suddenly acting irrationally in any manner. Mov’Harath is very perturbed by his predicament over the past 11 years. With only one wish left, adventurers have consistently gotten the riddle wrong, fled Brelsons wrath only to be hunted down and killed, or defeated Brelson only to have him regenerate and annoy the genie with his continued presence. Sample riddles are provided here: Fires of destruction praise my touch yet mourn my tears, Though I am unseen you see my travels, My voice is as quiet as a mouse, yet louder than thunders roar, I tread the very mountains with ease yet water is as impassable as stone. Answer: wind You feel my kiss when you first see light and know my embrace as darkness falls, I am king to no one, though everything bows before me, Empires fall before my might, but the most delicate flowers blooming I cannot stop. Answer: time When the characters decide to take on the riddle only one answer and wish can be granted so they only have one opportunity. The riddle itself appears as shimmering words upon the wall of force that runs the width between the four large pillars at the northern end of the room. If correctly answered the genies bonds are broken but it still takes three rounds for the magic to fully dissipate and the genie is once again free to act and use all of his spell like abilities. By answering the party basically has three options: Help the Curst In the event the characters correctly answer the riddle, they may wish for the Curst to be returned to life. Mov’Harath actually takes offense to this if he has told the party his story of the past 11 years with Brelson. To him, the party has just aided his would-be captor. Once the barriers are down Mov’Harath attacks the party and Curst alike. He does not fear death since destroying him only sends him back to the Plane of Fire. Despite being free of undeath, having spent so long in his condition, Brelsons alignment remains chaotic neutral and he still suffers the chance to act irrationally. He could thank the party and offer his services, flee at the first sign of danger from the genie, or even flee attempting to assassinate the party at a later time so that word of his own heinous acts never reaches outside ears. Help themselves By making a wish that only involves helping themselves, Brelson becomes enraged and attacks the party for 2 rounds. Fearing the genies retribution, he flees during the third round promising vengeance on the party for leaving him to his sorry state. Help no one If the party decides to not even attempt the riddle, Brelson stands a 50% chance to become withdrawn and depressed or extremely hostile to the PC’s. Leaving Mov’Harath trapped certainly does nothing to engender respect for these ‘cowardly mortals’. If ever freed he could come after the party while simultaneously planning his revenge on Brelson, if he yet survives, potentially doubling the parties’ enemies. Room Summary Creatures: Mov’Harath (Efreeti, 90hp MM pg. 114); Brelson (male Curst Ftr6 65hp; breastplate and two handed sword +2) (Curst, Monsters of Faerun pg. 87) Traps: none Terrain: hewn stone, all the furnishings of Mov’Haraths’ area are illusions over top old decrepit furniture placed there by the genie over time with his Permanent Image spell-like ability Lighting Conditions: Darkness for the first two thirds of the room with light equal to a large campfire for the upper third. Magic: Mov’Haraths’ area radiates strong Evocation, Illusion, and Abjuration magic from the permanent images, wall of force and binding circle. Detectable alignments: One strong chaotic alignment (Brelson) and one faintly evil alignment (Mov’Harath) Secrets: The switch for the secret door in the southeastern passage is on the front of the southwestern most pillar. It is a pressure activated stone switch upon which a rune commonly used as a rune of opening is carved. The secret door remains open for 10 rounds before closing. The switch to open it from the other side is left up to the DM’s discretion though it should probably be found in a different but nearby room. Treasure: If defeated the Curst has no monetary wealth but has his Breastplate and Two-Handed Sword +2 that he has kept in fine condition. All the expensive looking furnishings and jeweled longsword above the mantle are simply old and battered objects over laid with Permanent Image. Relevant Skill Checks Search DC 27: To find the secret door in the southeastern passage. Search DC 25: To find the pressure triggered stone block in the southwestern pillar. Knowledge, Arcana DC15: The rune carved upon the trigger block is a rune commonly used in conjuction with opening magic (ex: Knock spell). Spellcraft DC 27: To identify the barrier as a Wall of Force. The higher then normal DC reflects the modifications made to it. Spellcraft DC 28 or Knowledge, Arcana DC 25: Identifies the runes in the carpet as part of the binding circle used to bind the efreeti. If the check beats the DC by at least 5 it also grants knowledge that it keeps Mov’Harath from plane shifting back to the Plane of Fire and restricting his spell-like abilities (specifically only Permanent Image and Wish though no check can give this information). Knowledge, Local History DC 20: The curst were created by the battle with Myrkuls’ minions in Waterdeep and its’ interaction with wild magic areas. Plot Hooks and Tie-ins - The PC’s could have heard the same rumors of a wish granting genie located in the upper levels of Undermountain. - A lone adventurer tells of a creature guarding a Genie who, after being slain kept returning to hunt and eventually kill all of his party but him. He offers a large reward to anyone helping him to attain vengeance. - A cleric of Lathander recently returning from Undermountain swears by his god that he encountered a creature that resembled his dead older cousin, lost in the battle with Myrkul 15 years ago. After the undead creature was turned, the priest lost track of him. - Because of his regenerative powers, the Curst could make quite a reoccurring villain for the party if they didn’t help him regain his life. - Helping Brelson could certainly earn Mov’Haraths enmity, putting the party at the top of his revenge list just under Brelson himself. - If the party could not correctly answer the riddle they could still find a way to save Brelson from his current state. - If returned to life, the adventurers could help Brelson atone for his past crimes as an undead. |