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Beyond the fourth portal, lies the fourth level of the Shadowkeep. This level is the home of a race of Mind Flayers known as the Begnt. These creatures are the mad scientists of the dungeon. They wandered into this area many years ago and discovered the Skull Temple in the northeast quadrant. Although they do not profess allegiance to any gods, they found that they could draw power from the Temple. Now, they seek to create (ala Frankenstein) the being found in the mural on the southern wall of the temple. So far, they have been unsuccessful, their rejects being taken past the lightning field and down into the catacombs (where the 5th portal lies). Their only clue to the creators of the temple is that the dungeon is filled with prime numbers. Mathematically curious, the Begnt are exploring the prime number key. They do need a constant stream of bodies to keep their experimentation going.... The big key to this dungeon is beware anything not PRIME.
"The walls, ceilings, and floors of this dungeon are made of polished stone. Doors and other dungeon items are typically made of oak or iron. The ceilings are usually 5 feet in height, causing the taller characters to stoop (moving 25% slower, -3 to hit/damage, no casting around or over). The corridors are dark, damp, and cold."
Begnt: Portal 4, Level 1
Room 1: First Entrance Test
If the party steps on any non-prime number, they will be attacked by the roper which has been disguised as a pillar in the center of the room.
When any non-Begnt gets within 20 feet of the item, it will sound as a low pitched bell. It cannot be destroyed (the small bits will still make noise), but it can be silenced. The bell is not loud, but its sound is designed to carry to the farthest edges of the dungeon. One begnt is tasked with checking any alarms. He will come via the secret door in Room 1.
Room 2: Second Entrance Test
If the party steps on any non-prime number, they will be receive a mild electrical shock for 2d6 hit points of damage. If the column is hit with any spell, the column will flicker wildly with blue-black light for a moment, then the spell will be reflected at the caster at double strength (save versus original caster's level). All weapon attacks will show the column to be made simply of stone.
Room 3: Third Entrance Test
If the party steps on any non-prime number, they will be receive a mild electrical shock for 2d6 hit points of damage. If the column is hit with a hand-held weapon, the party will find out that the roper is actually made of a stone of unusual properties. All non-magical weapons will shatter. All magical weapons get a saving throw against 5th level. Missile and spells will affect the pillar normally for stone.
Room 4: Five Pillared Room
This room contains five Begnt Hounds - a three-headed variety of hell hounds. They will attack anyone entering the room, but only one will leave down each corridor (with one always remaining behind). In the southwest corner of this room, the small clue note will be found.
Room 5: The Ettin Trap
This room is a trap for any creature not finding the secret passage that bypasses this room. The chests and ettins are both illusions (playing on the non-prime theme). Any party entering the room and touching the chests or the ettins will be hailed with small darts coming from holes in the southern wall. There are 3d6 darts which will hit any target (4 sets of darts for 4 targets) doing 1d4 each. In addition, there is a mild sleep poison on them which will require a standard saving throw (per dart) or the victim will fall into a cataleptic slumber.
Careful examination will show a number of small holes in the north wall (from previous visitors) and four one inch holes high on the south wall.
Room 6: The Net Trap
Any creature caught in these webs will need to roll their force of strength percentile (at -50%) even to move. If able to move, it will still take 1d6 rounds to free themselves from the room. They can them pull other trapped members from, this action also taking 1d6 rounds per adventurer. Or, the webs can be torched. This causes 6d6 points of fire damage per character trapped in the web.
When any non-Begnt gets within 20 feet of the item, it will sound as a low pitched bell. It cannot be destroyed (the small bits will still make noise), but it can be silenced. The bell is not loud, but its sound is designed to carry to the farthest edges of the dungeon. One begnt is tasked with checking any alarms. He will come via the secret door in the south of Room 6.
Room 7: Skull Temple
In the center of the room are three mind flayers (the Begnt). They are looking at the southwest mural and discussing something in hushed tones. They can be surprised. The women statues will sound the gong (each of a different pitch), if touched by any except the Begnt who created it. The statues are, naturally, illusions which can be walked through easily. The mirror is a teleport back to Portal 1, Level 1, Room 25. This is how the Begnt get to that level to set their traps.
Mind Flayers have nauseous mauve skin that glistens with slime. Four tentacles are purplish black. Their eyes are dead white, no pupil being evident. The three long fingers of each hand are reddish, but the hands are mauve. They are dressed in black robes, with a small human skull hanging from their belt.
The Begnt require no sleep and little food or drink (which they create themselves although they prefer human brains). This gives them full time to work on their studies. Their chairs allow them to gather knowledge from their entire race. If they are killed, their particular begnt chair will melt like a candle and their mind will be sent to their orb which will disappear. These begnt were sent from the mind flayer city to explore, and they are trapped by the anti-teleport shield that surrounds the entire dungeon, so they will not flee.
Room 8: Begnt Study Chamber
Room 9: Begnt Study Chamber
Room 10: Begnt Study Chamber
Room 11: The Begnt Laboratory
A closer examination of the chest shows the following magical square etched into its top. The lock is a small copper door knocker.
If the chest is busted open or the wrong number of knocks given, the chest will begin to glow bright blue for the entire round, letting out an unerring lightning bolt (6d8) at the end of each round at the defiler. This can be stopped only by dispelling magic or fleeing into Room 7.
The chest contains: 1000 gold pieces, 3 medium amethysts, Libram of Gainful Conjuration, 6 Arrows +6, Bracers of Defense AC 6, Brooch of Shielding.
There are three begnt hounds here who who will attack any creature entering the room. One will follow through each room, and one will always remain behind.
Room 12: Begnt Study Chamber
Room 13: Begnt Common Room
The women statues will sound the gong (each of a different pitch), if touched by any except the Begnt who created it. The statues are, naturally, illusions which can be walked through easily.
Room 14-19: Begnt Study Chambers
Room 20: Begnt Chapel
Slide the black stone towards winter's cold pole using 32, zero or both.
The ghost will disappear into the northern wall at this point.
This room was a chapel that the Begnt found attached to the Skull Temple. They come here to study the strange room, but it is always kept well locked. The portculis can be raised by saying the word "PRIME" written numerically on the wall next it: 16-18-9-13-5.
By freezing the pool, and sliding the block to the north, a secret lever is tripped, and a small secret door in the northwest corner opens revealing a treasure stash: 500 gold pieces, glowing black huge opal, 5 very small sapphires, Dust of Disappearance, Ring of Swimming, Ring of Feather Falling, Short Sword +3.
At this point, the ghost will beckon the party to throw the opal into the black pool. If the party does this, the pool will start to boil and slowly (every few turns) a headless figure will emerge, covered in black slime. The figure will head up the stairs to the Skull Temple to reclaim his head. These figures will then attack the Begnt (ignoring the party), until Rooms 1 though 25 are cleansed. If the party attempts to leave with the opal the ghost will attack.
Room 21: A Storeroom
Room 22: Another Storeroom
Two giant amphisbanea snakes live here, the botched effort of earlier Begnt experiments. The snakes will attack if the room is searched.
Room 23: Explorer's Quarters
Room 24: The Garbage Pit
If the small secret door in the eastern wall is opened, the room will fill 3 feet with garbage. The same description as above applies.
This room is where the Begnt throw their discarded material (except the meat that they feed to the creatures beyond Room 25. This room contains 12,000 gold pieces worth of items: small gems, coins, jewelry, and small trinkets. However, the effort to find them would take days, so it is not considered formal "treasure". The room does sustain several monsters, however: Giant Spider (8), Shambling Mound (2), Crocodile (2).
Room 25: The Barrier Room
One hound will persue, but the other will always stay in the room.
By knocking the solution, the wall of electricity disappears for one round. During the second round, a humming sound can be heard coming from the two copper poles. During the third round, sparks start to fly between the poles (no damage). At the end of the third round, the wall jumps back into place.
Close examination will show the same device on the other side of the wall.
Begnt: Portal 4, Level 2
Introduction to the Caves of the Begnt
The Begnt don't actually ever visit this level of the dungeon except to drop off failed experiments or freshly killed bodies (without head, of course) to Room 26. A unique community has formed in these sixteen rooms. The leader is a fire elemental of the nastiest disposition found in Room 33. His lieutenants are the fire elementals in Rooms 29, 30, and 34. The remaining rooms are filled with fire wolves and the six living denizens of these caves. The six denizens all have low intelligence and can be tricked. The elementals are a bit more clever. Room 42 includes a rare crack in the earth that leads back up to the city (although teleport still won't work).
Room 26: Entrance Cavern
Room 27: Empty Cavern
There is nothing of interest here.
Room 28: Xorn Lair
If entered, the party will be attacked by a Xorn named Cnud. Cnud is the only creature that was not "built" by the begnt. He hangs around because the other lesser creatures will follow his orders. He will try to bully the others and will attack with little provocation. He is currently hiding in his rock pile - also his treasure.
Room 29: Fire Pit
A fire elemental will come out to challenge any that venture into this room. If attacked, he will warn the other elementals in Rooms 30, 32, and 34. He will not let the party pass through the passage to the north (and his master, Magma).
Room 30: Fire Pit
A fire elemental will come out to challenge any that venture into this room. If attacked, he will warn the other elementals in Rooms 29, 32, and 34. He will not let the party pass through the passage to the north (and his master, Magma).
Room 31: Empty Cavern
There is nothing of interest here.
Room 32: Magma's Bridge
This room is the home of Magma, a fire elemental of the nastiest disposition. Magma has proclaimed himself the ruler of these caverns. He accepts sacrifices from his six minions (who he allows to cross the bridge to his treasure vault. All others are thrown to a firey death. The ettin's best friend (another ettin) was the last such victim.
Room 33: Fire Elemental's Treasure Vault
The treasure is: 5000 gold pieces, 1 large ruby, Javelin +1, Horned Devil Slayer, Staff +1, Potion of Flying, Rope of Constriction, Banded Mail +3, Chain Mail +2.
Room 34: Fire Pit
A fire elemental will come out to challenge any that venture into this room. If attacked, he will warn the other elementals in Rooms 29, 30, and 32. He will not let the party pass through the passage to the north (and his master, Magma).
Room 35: Empty Cavern
A closer examination of the rubble in the southwest corner shows that one of the boulders is actually carved in shape of a woman's head. Further investigation shows nothing of interest here.
Room 36: Ettin Lair
Closer examination shows the cave to contain two piles of dirty cloth and straw. There is sign of recent life here.
Tucked under one pile of straw is a large golden necklace.
This is the lair of the chronically depressed ettin, Isak. He lost Trok, his companion, to the fire elementals recently. Now he mopes around and thinks of revenge. Isak has a strange third head which hangs dead on his back.
Room 37: Rust Monster Lair
Tak the Rust Monster is the smartest of the cavern's six denzens. He whirls his propeller tail wildly when excited. Tak has two heads, both of which tend to talk when he gets excited. He will be the voice of reason if things get out of hand. The other monsters look to him as a leader, "cause he's smart".
Room 38: Empty Cavern
There is nothing of interest here.
Room 39: Anhkheg's Lair
This is the home of Monty, a shy anhkheg with two extra legs that drag behind his bony body. Monty will almost always go along with the other denizens of the caves, except for the fact that he is afraid of the fire elementals.
Room 40: Shambling Mound Lair
This is the lair of Shruggs, a loveable pile of discarded plant matter. Shruggs will follow all the other denizens (and maybe the party) around, doing whatever he is told. Slow to anger, this shambling mound is terrifying when mad. Under his pile of waste, Shruggs has 100 gold pieces and 2 small diamonds.
Room 41: The Minotaur's Maze
This is the lair of Lazzar. Lazzar is very aggressive and quick to anger. He will attack on sight unless one of his companions is around. He holds a grudge against almost anything. Lazzar has 20 gold pieces and a small ivory elephant in a small beltpouch.
Room 42: The Fifth Portal
A page from an adventurer's notebook lies underneath the body, obviously torn from its book when the corpse was searched by a previous adventurer. The note has the following message on it.
1000 gold pieces (Room 11)