Bone Grinder

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Bone Grinder
Type Dungeon
Status Explored March 883 TA
Location Shadowkeep (now Dwarrowdelf)
Hex 2313
Campaign Shadowkeep Campaign #7
Adventure # 71
Map-dwarrowdelf.jpg

Introduction

Beyond the seventh portal, lies the seventh level of the Shadowkeep. This level is commonly known as the "pit". At the bottom of the pit lies the eighth portal. It is a simple door, buried in treasure and guarded by a beast known as the Bone Grinder.

Canto Seven: Bone Grinder

My voice returns, my sight does too,
My soul and words will guide you through,
The Seventh Portal holds no luck,
From icy Six down to the muck.

Bone Grinder waits for its next meal,
Without the sword your fate is sealed,
The switching souls is your only chance,
Send the meekest for death to dance.

The switch lies torn in sundered parts,
Make them whole and bare your heart,
The blade lies with the misfits old,
The handle with the rock god bold.

And though your quest lies always down,
A treasure sometimes wears a crown,
Temptation flares, you're not so strong,
The gods will slay you if you're wrong.

Down to the muck to meet your fate,
When all is clean you'll find the Eighth.

Bone Grinder: Portal 7, Overview

Ice Caves: Portal 7, Overview

Bottom Room: The Bone Grinder

Long in the past, this pit was used to dump refuse, unwanted prisoners, and other curious items. At the bottom, the Bone Grinder would eat everything it could, including bones. The noise of its eating was horrific and spawned many stories from those above. Hundreds of years ago, the Bone Grinder ate two items of magic that have made it very powerful: a potion of complete invulnerability to spells (an experiment thought a failure by the alchemist who created it) and a sack of ever-plentiful food (which has allowed it to survive and grow without food). It is very angry since the wooden roof was built over the tunnel, depriving it of all joy. The Bone Grinder cannot be killed without the Sword of Switches, a magical device that switches souls between the combatants. This means that if the Bone Grinder wins, the Bone Grinder dies.

The bottom of the pit is several feet thick with a black, chunky mud that flows between large unindentified objects. The pit is without light, but it has the smell of toxic gases and waste. The walls are covered with a stringy black-green algae that drips with slime.

The Bone Grinder is a mass of jaws, claws, and eyes, seemingly connected by black fibrous appendages. It can completely flatten into the mud or rise to a height of thirty feet. It attacks as an ancient dragon, and can breathe chlorine gas like a green dragon. The Bone Grinder cannot be harmed by magical or mundane weapons, its skin flows back together when injured. Furthermore, it cannot be targeted by spells of any kind (except the sword). Treasure: 3 medium amethyst (800 gp), 3 small emeralds (1200 gp), 2 medium topaz (600 gp), Cloak of the Lurker, Potion of Grave Healing, Potion of Water Breathing, Ioun Stone (red), Rod of Resurrection.

Top Room: Lady Laura's Prison

If the party explores the roof of the tunnel, they will discover a wooden barricade. It is trapped with a glyph of warding (petrification). It will also set off an alarm sound to warn the denizens above. Finally, it is covered by waste debris, rotten human limbs, and other vile garbage. If the party gets through, they will come into a single room described as follows:

This room is dominated by a large metal grate in the center that covers a huge bottomless pit. The room is dimly filled with red light that seems to come from no source in particular. The room is circular with a diameter of 60 feet. Along the walls are instruments of torture: a large wooden rack, an iron maiden, and several sets of shackles. Standing in the northern part of the room is a large glass tube about three feet in diameter and six feet in height. Slumped inside is the body of an elven woman (Lady Laura). She appears to be unconscious. A small shelf circles the room about 8 feet off the ground. On the shelf are 20 small stone gargoyles. A massive iron door is along the southern wall. It glows with white runes of awesome power.

Careful examination shows that the elven woman is standing on a bed of fine white crystals. Also, above her head, a small red vial sits precariously balanced on a small glass shelf. Any movement will cause the vial to topple.

The gargoyles animate if the room is entered OR the alarm is sounded. They fight at 10 times the normal strength AND when killed they reappear as statues on the ledge and reanimate in 6 rounds.

The glyph is set by Atli the White Rider, son of Harek, and will kill anyone who touches it.

The capsule that holds Lady Laura is filled with a 40th level sleeping gas. In addition, the room is magically sealed so that no spells can pass in or out.

If Lady Laura is revived, she will recognize the party. She will relate to Ernie how King Gregory summoned him to help, but Ernie never came. She will relate how King Gregory was captured by Atli the White. The King and the entirety of the Council was wiped out like dry kindling by a fire. She witnessed their deaths, but for some reason was spared. Her last memory is of Atli taking a stylus-shaped device and putting it up to her heart. Drawing back the lever, a white liquid filled the device. He then took out a black piece of parchment and wrote some word onto the paper with the stylus, draining it of the white liquid. His parting words to Laura were: "Your magic is pure, my Queen. While I can't destroy it, this should make sure that you never use it again." With that, he threw the paper on the ground and it melted into the stone. Lady Laura said that a great emptiness overcame her, and she slumped asleep.

DM: The note is a puzzle that sank into the Bone Grinder's pit.

DM: Laura will go with the party, fighting, but without spell capabilities unless the parchment is recovered and the puzzle solved. Note that it can easily be destroyed.

Bonegrinder02 new.jpg

The Shaft

Along the sides of the shaft are two tunnels that lead into various parts of the dungeon. Originally an old underground stream welling up from a long-dead spring, these tunnels are the home of some questionable denizens. The Sword of Switches lies in two parts: the blade and the handle.

The Misfits of Old. A gnome wizard was once tossed into the pit when he was thought to be dead. However, he survived not only his torture, but the fall. He climbed to a cave above the floor of the pit and built a net to catch things being tossed down. Over time, he found several other survivors, nursing them to health. When the tunnel was sealed up, his followers died. But the gnome's mind snapped, and he started calling himself Micent Mindwalker. He has created an illusion of a small city under the earth that ties into the chapel on the previous level. He will read the mind of Hylax and create a tower (identical to Hylax's) and try to trick the party into staying.....

The Maze of the Earth Lord Zaxxyx. This is an elemental place of earth. It is home to a race of elementals who will try to lure the party deeper and deeper into their lair. Once in the center of the caves, they will demand all metal or they will cave the roof in......

Bone Grinder: Portal 7, Level 1

Bone Grinder: Portal 7, Level 1

Misfits of Old

"A small set of stairs wind down into the rock for about 100 feet. Every 10 feet or so, another oil lamp hangs from the wall, empty and dark. The air here is stale, and the dust lies very heavy. It is obvious that this passageway has not been used for some time."

Room 1: The Ante-Chamber

This room, like the hallway has not been used for many years. Oil lamps hang in each corner of the room, and four passages spread out in all four directions. The eastern passageway is the stairs that lead up to the chapel.

Underneath the dust, there is a white cross painted on the floor.

Room 2: Northern Passage

This narrow hallway extends for about 60 ending in a portculis which has its bars bent outward to allow easy passage. The room beyond is a simple square littered with broken coffins and smashed statuary. A low grumbling can be heard coming from within the room.

If the party steps through the bars, two spectral bears will attack the party. They fight as double-sized bears that cannot be hit by mundane weapons. Their treasure is underneath the debris. Treasure: 500 gold pieces, 2 small diamonds.

Room 3: Eastern Passage

This passage ends in rubble.

This room is no more than a small clearing in the rubble. Precariously balanced and ready to collapse at any time.

If the party digs through the rubble, they will be able to get into the tomb beyond. There they will be treated to two double-sized phase spiders. The phase spiders will enter Room 1 if there is a fight there (food). They have no treasure.

Room 4: Southern Passage

The floor and walls of this room are filthy with dung and debris. Two delapidated coffins sit against the western and eastern walls. In the center of the room is a dias with a black glowing gem sitting on top. Carved into the dias is the phrase, We await our master forever." In the niche on the southern wall is a large black statue of a winged demon.

Careful inspection will show that the wall behind the southern niche is very new in construction.

The new wall can be broken down (alerting the sleeping guard in Room 5) or stealthfully done. The black glowing gem is just that, a black glowing gem. It is not evil, just magical. The coffins contain skeletons with mundane armor and swords.

Room 5: Sleeping Guard

This portion of the dungeon is the domain of Micent Mindwalker, a gnome of very questionable sanity. See the notes on the next page for details. Remember that these rooms are illusionary, so they can be changed at any point. The gnomes are actually very large (double-sized) carrion crawlers, however they will fight as 6th level fighters.

A small gnome sits on a stool at the end of the hallway, a sputtering lamp on the floor next to him. He is wearing a tiny set of chain mail and carrying a short sword. The sounds of his snoring can be heard well down the hallway.

The gnome has red eyes (like a rat).

"Oh my, nobody has ever come down this hallway before. Oh dear, oh dear. Let's see. Halt who goes there, friend or foe?"

The gnome, Smedley, will then begin to complain about the terrible stench and ratty condition of the party. My master, Micent Mindwalker will not like this, not one little bit. Off to the showers with y'all….

Bone Grinder: Portal 7, Level 1

Room 6: The Baths

This room is opulent in its cleanliness. Beautiful blue waters reflect off a ceiling of white polished marble. The baths, tiled in deep cobalt blue are cool and inviting. Piles of clean white towels can be found on several tables strewn about the room. Several gnome women are scurring about the place with baskets of soap and bathing oils.

This is actually an illusion. The room really holds festering pools of stagnant cave water. The serving women will take away the party's clothes to be washed, mended, and otherwise tended. If the party resists, they will allow the party to go with them to watch. The serving women will also bring them shaving utensils, offer to cut their hair, get a manicure, etc. This is important since the gnome wizard will need a small personal item to make his figures.

Room 7: The Maid's Rooms

This room is neat and orderly and filled with every possible implement and supply to clean, mend, and restore the party's equipment. There are tools for leatherworking, tailoring, and even some tools for repairing and sharpening swords. Three maids will always be here willing and able to help.

Again, this is an illusion. This room really is just a dung heap, literally.

Room 8: The Butler's Room

This room has several polished wooden benches lining the marble walls. At the far end of the room is a wooden table of the same dark wood. Behind it sits an old gnome with a white mustache. The gnome sits patiently for the party to enter and sit down. He offers them some sherry, which he pours from a crystal decanter. He then asks what their names are so that he can make the proper announcement to his master.

More dung, I'm afraid. And some more rancid water. Kendrick.

Room 9: The Grand Hall

A wide set of marble stairs flow up to the grand hall, a room of obvious wealth and dignity. A large wooden table with large lion's paws legs is set in the center of room with fine china and crystal goblets. The service is set for five. Four butlers scurry about bringing food from a back room. A low cabinet on the north wall is filled with different liquers and beverages. While an identical cabinet on the south wall hosts a number of delicious appetizers.

It is here that the party will meet Micent Mindwalker. Micent is a 30th level wizard who longs for company and will try to keep them here by magic or mundane means.

A small gnome sits at the far side of the table, twirling a goblet of port. He is dressed in luxurious green velvet robes with a pointy green velvet wizard's hat. He has two fine golden rings and a set of boots that glow softly.

"Hail adventurers, we have never had adventurers come from that old hallway before. You must take food and rest with me, and tell me of what lies beyond the crypt."

Treasure: Ring of Spell Turning, Ring of Protection +4, Boots of the Elvenkind, Key to Leomund's Locker.

Room 10: The Kitchen

This room is neat and tidy. Shelves are lined with jars and barrels of all sorts and sizes. The smell of sweet basil and oregano are strong here. A wood stove pushed against the far wall holds three boiling pots of delicious smelling stew. Two gnome women in aprons will try to shoo out any adventurers entering this room with long handled spoons.

This room is actually filled with dung and rotting corpses.

Room 11: The Pantry

Three shelves line the walls of this room. These are stocked with dry goods of all types. Two side of meat hang from hooks in the corner drying. Even with this, the smell of cloves and allspice are very strong here.

This room is the same as above.

Room 12: The Carrion Room

This room has a portculis dividing it into two halves. Behind the portculis is a caged carrion crawler. Piles of dung and debris are strewn about the cage.

Careful examination shows an old set of leather armor and a long sword under one of the piles of dung.

This is actually Arla, a old human consort of Micent. He imagined that she was cheating with one of his illusions, and he turned her into a carrion crawler. Always a fan of irony. She will help the party if she isn't killed immediately. Arla will fight as a 3rd level thief, and she has knowledge only of this level only.

Bone Grinder: Portal 7, Level 1

The Great Cavern

Micent will pull memories out of the party to shape this portion of the dungeon. In particular, he will use the wizard's tower from Dragonsford as a template, feeling that this will make the party feel more at home.

The hallway opens up into a great cavern with natural wall and a cathedral-like ceiling that is lost in the darkness. The bottom 20 feet of the cavern has been finished by stonemasons, giving the impression of smooth wall surround a courtyard. There are four small stone buildings, roughly 12 feet high and 60 feet long arranged around the courtyard. A tower dominates the southwest corner of this room. There is a single exit at the far end. Eight guards are stationed in this room: two at the west entrance, two at the east entrance, two at the tower, and two walking the perimeter of the room. They are all gnomes dressed in chain mail armor.

One Guard House will always be empty while the others sleep, rest, or eat.

Rooms 13-16: Guard Houses

This small structure is made of cut stone. It is roughly 12 feet high with doors at both ends.

The building is a simple bunk house, clean and tidy. There are eight bunks against the walls. Two small tables and eight chairs are neatly arranged. At the end of each bunk is a small iron chest, closed but not locked. A deck of ordinary cards are on the table.

If there are guards here, they will be either (1-2) eating, (3-4) sleeping, or (5-6) playing cards.

Room 13 has a secret door to a passage that leads down into the dark. The tunnel is hewn for the first twenty feet or so, and then it becomes a natural passage.

Bone Grinder: Portal 7, Level 1

Room 17: Eastern Underground Passage

Two passages leave this room, one heading to the northwest and one to the southwest. The room is a natural cavern with a massive pile of rubble blocking the eastern end of this room. There are several chairs pushed up around a large wooden keg. A tap and a number of empty mugs are sitting on the end of the keg.

Bone Grinder: Portal 7, Level 1

Room 18: Western Underground Passage

Two passages leave this room, one heading to the northeast and one to the southeast. The room is a natural cavern with a massive pile of rubble blocking the western end of this room. Otherwise it is empty.

Four lurker aboves will drop onto the party unless they look like a gnome guard.

Room 19: Stairs to Guard's Room (Room 13)

A narrow set of damp stairs lead down into a natural tunnel. The tunnel is very small and any man-sized adventurers will be severely hampered in movement.

When the tunnel is entered, a magic mouth will appear saying:

Speak the Word from Micent's Mind,
Or By My Words I Will Thee Bind
The word of passage is: THIEF

If the party fails to say this, an alarm will sound and they will be subject to 30th level Hold Monster spells until they are 200' away.

Bone Grinder: Portal 7, Level 1

Room 20: Stairs to Wizard's Tower

Beyond the door, a narrow set of damp stairs lead down into a natural tunnel. The tunnel is very small and any man-sized adventurers will be severely hampered in movement.

When this tunnel is entered, eight Will-O-The-Wisps will appear before them coming rapidly. They will try to lead the party away from the tower or attack. The party must utter the following poem to dispel them:

About, about in reel and rout
The death-fires danced at night;
The water, like a witch's oils,
Burnt green, and blue and white.

Room 21: Torture Chamber

This room is filled with items of torture. A rack and and spiked bed dominate the center of the room. Along the southern wall is a rack filled with pliers, needles, and other nasty looking devices. A pair of shackles are in the southeast corner. This room does not look like it has been used recently.

There is nothing of interest here.

Room 22: Jailor's Room

This small room has a bed against the western wall and a small chest in the northwest corner. The bed is occupied by a sleeping ogre dressed in leather armor. A very nasty club leans against the bed. The chest is closed but not locked. Two wheels are on the southern wall.

The chest contains a 1000 gold pieces. The ogre is actually an ogre that wandered in and was charmed by Micent. The wheels operate the portculises in Room 23.

Room 23: Prison

This room has two cells with heavy iron portculises. There are no doors, and the portculises are down. Each cell has a bunk bed and a small bedpan. Both of these are empty.

Micent will bring unruly party members here if captured.

Room 24: The Foyer

"This room is a semi-circle occupying half of the ground floor of the tower. A set of stairs in the southeast corner lead up, and a door is in the middle of the south wall. This room is finely finished with overstuffed leather chairs and couches. Several bookshelves line the walls, holding mostly small clay statues done in a primative motif. A crystal decanter and six crystal goblets are on a small table in the southeast corner. A gnome servant stands by the door in the south."

Room 25: Servant's Quarters

This room is a servant's quarter of some sort. Two small beds are pushed up against the far wall with a small nightstand in between. Against the near wall is a water basin. The room has several warm rugs and dark tapestries depicting mountain scenes. There is almost always a sleeping servant in here.

Room 26: Hallway to Garden

This narrow hallway leads to a doorway opening up into a small garden formed by the edges of the wall and the tower itself. The garden is very green with springy lush turf. Rows of bright yellow and red flowers abound, and the smell of spring is in the air. A bright glow is coming from the wall of the room about 40 feet above the garden, bathing it in light.

There is nothing of interest here.

Room 27: The Museum

This room contains many exhibits of grim sort, hung on the walls or displayed in glass cases. Here are heads of all sorts, a few skulls, withered and bony hands, flayed skins, banners of many types, several plain crowns for wear atop helmets, holy symbols of good deities, shields bearing arms, small items such as rings, seals, and sigils. One case bears several maces and similar items, though these are obviously ceremonial and not meant for use as weapons. Cabinets in the center of the room are smashed and broken; many bones litter the floor.

Treasure: Platinum Ring with diamond (9,000 gp), Silver Mace with gems (12,500 gp), 10 Gold Rings (100 gp each), 2 small amethysts.

Room 28: The Room Of Slaves

This room is a workshop of sorts. Two long benches line the east and west walls while a large desk occupies the northern wall. A large chest is pushed up under the desk, and a wooden chair is in front. The western bench holds clay, water bowls, knives, small jars of unidentified objects, and numerous other pottery items. The eastern bench holds a small kiln and dozens of small clay figurines, much like those found on the shelves in the foyer. The desk is clean except for several large piles of silver pieces (about 400) that are arranged in some unknown way.

Careful examination shows that the kiln is still warm, as are four of the clay statues (assuming this has been done). The large chest under the desk in closed and locked.

By smashing the statues the party is restored to consciousness. Also, all the gnomes are returned to carrion crawlers and the carrion crawler is returned to his consort.

The chest is a magical Leomund's Locker. It is locked and breaking the lock destroys the magic. It contains: 300 platinum pieces, 500 gold pieces, 1000 silver pieces, 3 very large garnets.

There will always be four guards here.

Room 29: The Room of the Sword

This room is a semi-circle with a door in the center of the north wall and a door in the center of the south wall. In the middle of the room is a block of crystal sitting on a black stone dais with the blade of a sword suspended in it. This block radiates a very strong aura of evil magic.

Close examination will reveal the following verse written on the black dais:

WINNERS ALWAYS FIND THE BEST ANSWER QUICKLY

The party will also notice that each side of the block (except the bottom) has a number faintly visible in fine blue runes: 3, 4, 5, 6, 7

Answer: 5 (number of letters in words)

This is actually the blade of the Sword of Switching.

When touched, the room will fill with black choking smoke which affects the characters in 1 minute. Characters will need to make a saving throw each round versus poison or die. Note that this is contact poison not inhaled poison.

A trapper sits on the floor just outside of Room 29. It will attack if any creature steps on it.

Room 30: Guard's Room

This room contains four beds arranged neatly with a small washstand and basin. The beds are simple but clean. A small blue rug is on the floor.

Room 31: Guard's Room

This room contains four beds arranged neatly with a small washstand and basin. The beds are simple but clean. A small red rug is on the floor. There are four guards sleeping in here.

The guards will be alerted by the Trapper outside of Room 29 or any big noises on this level or Level 4 of the dungeon.

Monsters

Spectral Bears (2)
Phase Spiders (2)
Gnome Guard
Gnome Bath Maids (4)
Gnome Maids (3)
Gnome Butler
Micent Mindwalker
Gnome Butlers (4)
Gnome Cooks (2)
Arla the Thief
Gnome Guards (32)
Lurker Above (4)
Will-O-The-Wisps (8)
Ogre
Gnome Servant
Gnome Servant
Gnome Guards (4)
Trapper
Gnome Guards (4)

Treasure

500 gold pieces
2 small topaz
black glowing gem (very large obsidian) - 800 gp (double normal value)
Ring of Spell Turning
Ring of Protection +4
Boots of the Elvenkind
Leomund's Locker
1000 gold pieces
Platinum Ring with diamond (9,000 gp)
Silver Mace with gems (12,500 gp)
10 Gold Rings (100 gp each)
2 small amethysts
300 platinum pieces
500 gold pieces
1000 silver pieces
3 very large garnets
Blade of the Sword of Switching

Bone Grinder: Portal 7, Level 2

Bone Grinder: Portal 7, Level 2

The Maze of the Earth Lord Zaxxyx

Room 1: The Hall of Elemental Magic

This huge echoing hall is constructed of polished black stones which give back odd reflections of your light. The most striking feature here are the symbols set into the chamber floor. To the north is a dull brown triangle outlined with some sort of gray metal. To the west is a 10' square of translucent stone, blue at the edges and shading to a deep green at the center, bordered by a strip of pale green. To the east is a circle of translucent crystal ringed by a silvery band.

Standing on the symbols give the following reactions:

  • Blue: You see undulating sheets of blue-green light after a few seconds.
  • Silver: You see slowly rising clouds of pale light after a few seconds.
  • Brown: You see a throbbing brown radiance spreading out in pulses after a few seconds. When these hit the northern wall, a set of secret doors are revealed.

Room 2: Corridor of Earth

The walls of this corridor glow an earthly brown; the smells of damp dirt and dung assault the nostrils.

If the party tries to move south they take 1d6 per 10 feet of elemental earth damage (save to half), the wall begin to blaze a yellow brown color, the smell of dung is noticiably stronger, and movement is slowed to 3 (as if moving through heavy muddy earth).

Room 3: Corridor of Water

The walls, floor, and ceiling shed a deep green gloom. A moist reek of seaweed and rotting fish pervades the air.

If the party tries to move to the east, they take 1d6 per 10 feet of drowning damage and movement is slowed to 3 (as if moving underwater).

Room 4: Corridor of Air

A great rush of moaning shrieking wind strikes the party. It oddly and indescribably smells like the winds of age, death, and war.

If the party tries to move to the west, the wind turns into a cold blast and they take 1d6 per 10 feet of elemental air damage (save to half) and movement is slowed to 3 (as if moving against a great gale).

Passing through the portal into this room, a glyph fires off and all party members must make a saving throw versus divine magic at 32nd level. Failing to do this means that they cannot pass back through the portal. Even approaching the portal will make them nauseous.

Bone Grinder: Portal 7, Level 2

Room 5: The Hall of the Elemental Earth King

This room is huge triangular cavern. The roof is pointed 60 feet overhead as if you are on the inside of a huge pyramid. There are rough hewn passageways leading out from all three walls. On the floor in the center of the room a several giant interlaced triangles are inlaid in brown stone.

This is room that the Elemental Earth King used as an audience chamber. Those invoking his name were summoned to the center of the circle. This will not work unless the real Elemental Earth King is released.

Room 6: Elemental Earth King's Prison

This passage leading to this cavern and the cavern itself are made of roughly hewn stone. In the center of the room is a large sphere of water. Suspended in the water is a huge earth elemental. The elemental wears a crown of gold studded with emeralds.

If the party approaches the sphere, they will be buffeted by winds which are holding the water in place. There is no way to release the sphere unless the other Elemental Kings are brought into help.

Room 7: Xorn Trap Room

This room is a natural cavern formation with passages leading to the north and south. The room itself has a high vaulted ceiling.

Eight Xorn will attack the party when they enter the room here. They will try to force the party northward or flee northward to get the party to follow.

Passing through the portal into this room, a glyph fires off and all party members must make a saving throw versus divine magic at 32nd level. Failing to do this means that they cannot pass back through the portal. Even approaching the portal will make them nauseous.

Bone Grinder: Portal 7, Level 2

Room 8: Stone Giant Trap Room

This room is a natural cavern formation with passages leading to the north and south. The room itself has a high vaulted ceiling.

Twelve Stone Giants will attack the party when they enter the room here. They will try to force the party northward or flee northward to get the party to follow.

Passing through the portal into this room, a glyph fires off and all party members must make a saving throw versus divine magic at 32nd level. Failing to do this means that they cannot pass back through the portal. Even approaching the portal will make them nauseous

Room 9: Trap Room

This room is a natural cavern formation with passages leading to the north and south. The room itself has a high vaulted ceiling.

Passing through the portal into this room, a glyph fires off and all party members must make a saving throw versus divine magic at 32nd level. Failing to do this means that they cannot pass back through the portal. Even approaching the portal will make them nauseous

Room 10: Basilisk Trap Room

This room is a natural cavern formation with passages leading to the north and south. The room itself has a high vaulted ceiling.

Sixteen basilisks will attack the party when they enter the room here. They will try to force the party northward or flee northward to get the party to follow.

Passing through the portal into this room, a glyph fires off and all party members must make a saving throw versus divine magic at 32nd level. Failing to do this means that they cannot pass back through the portal. Even approaching the portal will make them nauseous

Room 11: Golden Trap Room

This room is a natural cavern formation with passages leading to the north and south. The room itself has a high vaulted ceiling. A huge pile of several thousand gold pieces lie in the southern part of this room. In the north, near the exit is a black dragon, sleeping.

The dragon is actually an illusion. The gold pieces are the trap. When the characters pass by, they will jump up on tiny legs and chase after them, biting for 1 hp of damage each. They move at 3", but are ferocious at herding the party to the north. They will sit still and let themselves be loaded into bags with other coins (which they will eat).

Passing through the portal into this room, a glyph fires off and all party members must make a saving throw versus divine magic at 32nd level. Failing to do this means that they cannot pass back through the portal. Even approaching the portal will make them nauseous

Room 12: Chamber of the Xorn Lord Zaxxyx

This immense room has four pillars supporting its massive roof. It is roughly round with a domed ceiling about 80 feet high. The only feature of this room is a very large pile of gold in the northern wall.

The gold is actually an illusion, and it will disappear when the party touches it. At that time, the Xorn Lord Zaxxyx will appear with his minions. He will demand that the party take off all their possessions and leave or he will collapse the roof and kill them.

His treasure trove is in an illusionary room off the east end of this room. It contains the following treasure garnered from others who have wandered by (most via the teleport). Treasure: 10,000 copper pieces, 6,500 silver pieces, 4,000 gold pieces, 1,000 platinum pieces, gems (whatever is left in the box), Potion of Mana, Helmet +6, Cloak of Protection +4, Manual of Puissant Skill at Arms, Mortar of Elemental Earth. Monsters: Basilisks (20), Xorn (60), Stone Giants (40).

Bone Grinder: Portal 7, Level 2

Room 13: The Hall of the Elemental Air King

This room is huge circular cavern. The roof is domed 60 feet overhead as if you are on the inside of a giant bubble. On the floor in the center of the room a several giant concentric circles are inlayed in silver stone. At the center of the circles is a small ceramic container made of jade. It is about 6 inches in diameter, half that deep, and relatively fragile.

If the party calls for the Elemental Air King to appear, he will. He will then help the party for a small sacrifice.

If the party tries to take the censer, the Elemental Air King will appear and attack. Treasure: Censer of Elemental Air, Crown of Air Elemental

Room 14: The Hall of the Elemental Water King

This room is huge square cavern with a sixty foot high ceiling. On the floor in the center of the room a several giant interlaced squares are inlaid in blue. At the center of the squares is a small perforated golden vessel which resembles any thurible found in places of worship.

If the party calls for the Elemental Water King to appear, he will. He will then help the party for a small sacrifice.

If the party tries to take the bowl, the Elemental Water King will appear and attack. Treasure: Bowl of Elemental Water, Crown of Water Elemental

Monsters

Earth Elemental King
Xorn (8)
Stone Giants (12)
Basilisks (16)
Thousands of Bite Coins
Xorn Lord Zaxxyx
Xorn (60)
Stone Giants (40)
Basilisks (20)
Water Elemental King
Air Elemental King

Treasure

10,000 copper pieces
6,500 silver pieces
4,000 gold pieces
1,000 platinum pieces
8 very small topaz
Potion of Mana
Helmet +6
Cloak of Protection +4
Manual of Puissant Skill at Arms
Mortar of Elemental Earth
Bowl of Elemental Water
Censer of Elemental Air
Crown of Air Elemental
Crown of Water Elemental
Projector Dragon